Gloomlings Playtest · published
Your critter has a life of its own in this one. It climbs, it naps, it sulks, and it gets into
your things when it thinks you aren't watching.
Answer what your critter is doing and it learns from it. Habits form and fade, madness rises and
falls, and a critter told off unfairly takes it to heart. Comforting a poorly critter is kindness
rather than training, and it knows the difference.
A running record of its life: what it ate, what it got up to, when it fell ill, what you praised
and what you scolded. Every entry is dated with the full calendar date and the critter's own day.
Past critters rest here with their gravestones, their lifespan, and a summary of the moments
that mattered.
Throw food and toys onto the floor and your critter will go to them in its own time, instead of
being fed through a menu.
Flick between seasons with the arrows to see what's coming:
A new egg appears in the middle of the room again, rather than wherever your last critter happened to die.
Your critter can no longer get stuck.
Several ways it could end up walking through furniture at chair height, or never climbing again, are fixed: petting it while it sat down, waking it from a nap, interrupting a sick rest, and sleeping the night through on a bed.
Climbing between furniture is a proper series of hops again rather than a walk through thin air, and it no longer disappears behind the cabinet it just jumped onto.
Hiding the room mid-tantrum no longer leaves it unable to be praised or scolded for anything afterwards.
Shops can't be farmed.
Daily stock limits now survive quitting and reopening the game, and no longer reset three times a day. The decoration shop's limited stock survives a relaunch too, and its weekly and seasonal rotations no longer change a day early.
Nothing you've paid for disappears.
A catch of five fish into a nearly full bag now lands what fits and tells you how many it couldn't carry, instead of quietly destroying the rest.
A letter with attachments waits in the mailbox until you have room.
The Spirit Vendor checks you have space before taking your dust.
Items that can't fit back onto the floor stay where they are rather than being thrown away. Food left on the floor is returned to your bag when a critter dies, even if you quit at the egg picker.
Selling more than 99 of something no longer fails without telling you.
Temperature is honest.
Freezing and overheating now take a genuine full day of exposure,
and that exposure survives quitting, so it can't be dodged by closing the game.
Smaller things.
The achievements counter no longer reads "0 / N" when Hide Completed is
on.
Using an item from your bag no longer acts on the wrong one.
Holding the scold button on a
poorly critter can't drain its mood or wreck its care score.
Getting up in the night can now be praised.
The diary records being comforted or told off while poorly, and crossing a madness or
weight threshold.
Mail countdowns no longer over-report by a full day.
Items thrown into the
room no longer show through the age-up fade. Several crashes and a few places where invisible
UI was swallowing clicks are fixed.