Post-Launch Progress Update: Version 1.1 and more!

May 1, 2016 in Uncategorized

Hello everyone!

First, I’d like to thank you all so much for playing Stardew Valley. The game has been more successful than I ever imagined, and I’m very grateful to everyone for granting me this amazing opportunity. I can’t say it enough– the community that’s formed around this game is incredible… full of kind, talented people who have given Stardew Valley a life of it’s own. It’s really cool. heart

The last couple of months have been pretty wild for me. I released seven patches… with bug fixes, adjustments, and some new content here and there. In addition, I’ve been keeping up with interviews, business stuff, social media platforms, and helping people who are having issues with the game. In short, I’ve been extremely busy.

Toward the end of April the launch buzz had cooled off enough that I could afford to take a short break. It’s been nice… I’ve actually played some other games for the first time in a long while, which was fun (Final Fantasy IX, Factorio, Age Of Empires II) .  I feel refreshed, and I’m ready to get back to work!

First, here is a list of what’s planned for the future of Stardew Valley:

  • Version 1.1 — A substantial content update
  • Co-op Multiplayer
  • Localizing for non-english regions
  • Mac/Linux Ports
  • Console Ports
  • Merchandise

Now, there’s obviously a huge amount of work involved to achieve all this… and I am just one person. I know in the past I’ve been very adamant about doing everything myself… and I still am, when it comes to game design and content. However, I’ve decided to seek outside help for some of the more technical things listed above. More specifically, I’ve accepted an offer from Chucklefish in which they will handle the porting, localization, and the technical side of multiplayer. This will allow me to focus on creating new game content for version 1.1, which I will continue to do entirely on my own.

This should result in faster overall development and reduced workload for me, while preserving my artistic control over Stardew Valley. I think it will be beneficial for everyone.

There’s no official timetable for any of this yet… Mainly I just want to let you all know that multiplayer, porting and localization are actively being worked on.

In the meantime, I’d like to give a little rundown of some things I’m planning for version 1.1:

  • More late-game content
  • New farm buildings
  • New crops
  • New artisan goods
  • New advanced farming/producing mechanics
  • Shane and Emily will be marriage candidates. They will also have more events and dialogue as a result.
  • More marriage content for all spouses
  • More events for the non-marriage NPC’s
  • Improvements/Additions to mining and combat
  • Ability to move buildings and other convenience features
  • More bug fixes
  • More secrets
  • More small, fun touches to the world

(note: anything in this list is subject to change)


Well, that’s all for now. Again, thanks for all your support and thanks for reading!




Stardew Valley Is Now Available!

February 26, 2016 in Uncategorized

Purchase Stardew Valley for $14.99 on Steam,  GOG  &  Humble !



The official Stardew Valley Wiki is also live!



Release Date and Trailer!

January 29, 2016 in Uncategorized

Hi everyone!

I’ve got some exciting news: Stardew Valley will be released on February 26th!

It will be priced at $14.99 USD.

Watch the new trailer below:

I’m really looking forward to sharing this game with you : )




Dev Update #32

December 18, 2015 in Uncategorized

Happy holidays, everyone!

Lately there’s been a lot of discussion within the community about the release timetable of Stardew Valley. It’s been weighing heavily on my mind, and I’ve spent many hours discussing the different possibilities with my publisher. It seems to boil down to two options:

1. Wait to launch the game until both single player and multiplayer are completely finished.

2. Launch the finished single player first and then add in multiplayer at a later date.

The matter is further complicated by the various ways in which these options could be executed (early access, beta, etc.). As I had mentioned in my last post, I was planning on doing some kind of public beta this month. Unfortunately, it didn’t end up being feasible for logistical reasons. However, it’s always been important to me that you guys get to play the finished game as soon as possible. You’ve all been very supportive of Stardew Valley for so long and I want to do everything in my power to repay that kindness. It feels wrong to delay the game for months to finish multiplayer when I have a complete single-player version ready for you to play.

That’s why I’ve decided to launch the single player version of Stardew Valley while I continue to work on multiplayer.

I feel good about this option because I believe single player is a full and wonderful experience; I wouldn’t release it if I felt differently. Multiplayer will certainly add new depth and fun to the game, and that’s why I’m still committed to finishing it. But delaying single player as a result doesn’t really benefit anyone. It’s clear to me now that multiplayer will still take many months of work. While waiting for the full SP/MP release would likely maximize sales, I think that this staggered approach will be better for you guys and for my own peace of mind.

I don’t know the release date for this single player version yet. There’s still a small amount of work to be done on single player before it’s completely ready. I will let you know the exact date as soon as I can!




Right now I’m adding steam achievements to the game.

As always, thanks for reading!




Dev Update #31

November 7, 2015 in Uncategorized

Hi everyone,

I’d like to give you another update on where Stardew is at.

I spent October trying to finish the single-player game. My daily routine involves playing the game for several hours and taking note of any bugs, game balance issues or details that I want to improve. Then I spend the rest of the day fixing everything on the list. I guess you could call it an in-house beta. I rarely encounter serious bugs anymore… most of the work I’m doing involves tweaks in gameplay, prices, progression… small graphical problems, etc. Everything is pretty solid and every day it gets closer to being a finished product.

I know many of you are wondering about a release date. Developers who are a lot more experienced than I have advised me not to set a release date until the game is completely finished. I’ve made some foolishly optimistic predictions in the past, and even recently I said the game will “definitely be released this year”. I don’t think a full release will happen this year. I wish the game was ready, but it’s not. As I’ve said in the past, it’s just so hard to predict how long game development will take. I’m working my hardest to get the game finished and it’s so very close, but the last thing I want to do is rush the game to release and have it be sloppy. I’ve been working on this thing for too long to do that.

Many people have suggested that I release the game without multiplayer and patch it in later. While part of me wants to do that, I also have to take business considerations into mind and make decisions that will be best for the success of the game. Other developers who know a lot more than I do have advised me to wait until multiplayer is finished before release. However, I want there to be a way for you guys to play the game as soon as possible. So I’m thinking about doing a closed beta when single player is ready, while I simultaneously work on finishing multiplayer. Then, when multiplayer is finished and well-tested I will release the final game. I can’t make any promises or give any details about a beta version right now, but it’s something I want to do.


Here’s what I’m thinking for a release timetable:

1. Finish single player (November)

2. Closed Beta (December)

3. Finish Multiplayer (December  – ???)

4. Full Release


I can’t say this enough: thank you all for being so kind, patient and supportive.

Here’s a screenshot I took recently.



People often ask me how they can support the development of Stardew Valley, but I’ve never felt very comfortable accepting money without giving something in return. So today I’m releasing the complete soundtrack to Stardew Valley:

It’s over 2 hours of music, spanning 70 tracks. If you’d like to support the development of the game by purchasing the soundtrack, I really appreciate it. : )

I’m also in the process of publishing the official steam page (set to “coming soon”), and I’ll update this post with the link when it’s ready.


If you follow me on twitter you might have heard that I added a horse:




You don’t need to feed your horse or worry about it too much. If you leave it somewhere overnight it’ll find it’s way back to your stable. I want the horse to be convenient and stress-free.

I’ve also added a couple more TV channels (a tip channel and a cooking channel), but besides those things I haven’t really added anything new (of note). I’m mostly just polishing everything that already exists.


As always, thanks for reading!



Dev Update #30

September 16, 2015 in Uncategorized

Hi everyone!

The Chucklefish team just streamed a sneak peek of Stardew Valley. If you missed it, you can watch a recording here:

There’s about an hour of gameplay there, taking you through the first week of the game. Some things (like exploring the mines) weren’t even featured in the stream, so you’ll have plenty of extra stuff to discover when you play it yourself! I’ll understand if you want to keep it a surprise, though.

I thought the stream was a lot of fun, and watching others play Stardew Valley revealed some important areas that need work. Also, some people in the chat made suggestions that I will implement. Thanks!

The game is very close to being finished. I don’t have a set release date yet, but it will certainly be out this year. Single player is 99% finished, but needs a more polishing and debugging. Multiplayer still needs some work, and I am looking into possibly switching to MonoGame, which would allow for a Mac and Linux release. I can’t make any promises about that, but I’d really like for it to happen.

I added some critters, recently. Here’s one:squirrel

Let me know if you have any feedback about the live-stream!








Dev Update #29

August 3, 2015 in Uncategorized

Hey everyone, checking in once again.

I’m still knee-deep in finalizing the “progression” content of Stardew. It’s a pretty loose category of stuff that I’m working on… but my overall aim is to make sure players feel like they have direction and purpose when playing. This is especially important when you start a new game and haven’t yet established a thriving farm. For example, I’ve added a simple quest log:


The word “quest” might convey the wrong idea, though; in Stardew Valley, questing isn’t a big part of the game. The quest log simply serves as an unobtrusive way to remind players of goals they might want to pursue. If you prefer to ignore it, you can certainly do that. However, the local townspeople will ask you to do things for them, and following through with their requests is a good way to make friends. The quest log will help you keep track of this.

I also added the pets. You don’t get them immediately, it’s something to look forward to:


They’ll make your farm and house a little more lively.

Other things I’ve added/improved in the last month:

  • A traveling merchant who stops in the valley now and then. She sells a wide variety of items… sometimes it’s junk, other times you’ll find something rare and special. Bad prices, though.
  • Private bedrooms. You can only enter someone’s bedroom after getting to know them a little. This gives players more incentive to befriend people.
  • Interactive world“… Added a lot of instances where you can “check” something and get a description of it. For example, you might see a letter sitting on a desk that you can read. This adds to character development and immersion.
  • Secrets and big end-game goals for hardcore players.
  • Craftable chests to store your stuff in.
  • End-of-the-night shipping summary that shows how much money you made that day. (It’s cooler than it sounds)
  • A cave on the farm that you’ll be able to utilize after certain conditions are met.
  • A new area that connects the farm to the mountains, so you don’t always have to run through town to go mining.

I’m still committed to releasing the game this year. Once I’m done with the “progression” stage the game itself will be essentially finished. My next step will be to work on technical stuff. For example, the options menu, bugs, graphics issues, optimization, etc.

Thanks for reading!




Dev Update #28

June 27, 2015 in Uncategorized

Hi everyone!

I hope you’re all enjoying the start of summer. I just wanted to check in again and let you all know that progress on Stardew is continuing, as always!

Here’s a few screenshots:summer3_smal“Here, have a fresh pumpkin from my farm”


summer2_smallFishing in the summer. 

summer1_smallAnimals enjoying the sunshine.

There’s been so many little things I’ve done since the last update, I can’t even remember them all. But here’s a few :

  • Fences/Gates working 100%
  • New building construction process/animations.
  • Animals finished.
  • Added more “artisan goods” (e.g. mayonnaise)
  • New “farm event” & other rare surprises
  • A new foraging opportunity.
  • Shipping bin with a snazzy lid.
  • Lots of cosmetic improvements.
  • Added hops, grapes, and amaranth.
  • A few new crafting recipes. (You’ll learn to craft something new just about every time you level up in a skill area)
  • Polishing & testing everything.


Next up… pacing, progression, guidance. All the things that give a game structure and purpose. There’s a lot of content in Stardew Valley,  and I need to make sure players encounter it in an intuitive and compelling way.

Stay cool!




Dev Update #27

May 18, 2015 in Uncategorized

Hi everyone,

Just checking in to let you know I’m still here! Nothing new to report, I’m just systematically going through everything and making sure it’s release-ready.

I don’t have a lot to share this time, but here’s something… new dialogue boxes:

“Better get out there and do some treasure hunting, huh?

dialogueBoxI know fiddling with the dialogue boxes might not seem necessary… but the old boxes were truly messed up, and despite lots of tweaking they continued to give me problems. I decided that a complete redo would save me time. While redoing them I went ahead and made them look a little snazzier with the wood panel and name scroll.

I’m going to get back to work… thanks for reading!




Dev Update #26

April 4, 2015 in Uncategorized

Hi everyone,

Just want to give you a quick update on Stardew Valley. I’m still working hard on the game, nearly every day. I know there’s been some discussion as to a release date, so I’d like to touch on that.

As soon as I know when the game is to be released, I’ll announce it. I don’t have any intention of being deceptive or secretive. The reason I haven’t given a release date yet is that it’s extremely difficult to make an accurate prediction when it comes to finishing something like this. What I really don’t want is to throw a date out there and then have to disappoint people by pushing it back. I also don’t want to build hype prematurely… that already happened to some degree when Stardew Valley was Greenlit, and the resulting attention (and disappointment that the game wasn’t already available) was a bit overwhelming for me. I’d like to earn my reputation by releasing a great game, rather than creating buzz over screenshots and speculation well before the game is available. There’s definitely a proper time to start promoting a release, but I don’t feel like that moment has arrived yet.

I’ve been working on Stardew for years and I want it to be released as much as anyone. However, I’m not willing to do that until the game is not only complete, but also in a state I’m happy with. It simply could not be released in its current form… It’s not a finished game yet. It’s tantalizingly close to being a finished game, but it’s also a huge project and I’m just one guy. I truly believe it will be released this year, but there’s still months of work to be done.

I know I’ve said this before, but I’m really lucky to have such positive, supportive people interested in the development of Stardew Valley. I really do appreciate it, and the last thing I want is to let anyone down. The best I can do is to keep working hard until the game is finished and in your hands. And that’s what I’ll continue to do, no matter what.

Here’s what I’ve been working on lately:

Finishing the mines. I’ve shifted some things away from being randomly-generated, instead
designing them by hand. My aim is to ensure that gameplay is focused and that the pacing is
enjoyable. I want players to really feel like they are making progress as they advance deeper into
underground, and earning proper rewards for their troubles. Previous versions of the mines never felt
quite right to me, but I’m very happy with it now.

Thanks for reading!