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Demo

Verdant Village

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10,371 players, 15,748 plays 0 playing now, 13 most ever online
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Exodus Software Published on 16 Apr, 2022

A quick note, saving is disabled in the construct arcade version of the game.

Take on the challenges of living a life in the rustic medieval town of Amberglen. You've washed up on a quiet beach with nothing to your name, not even your memories. You're in luck however as locals are quick to find you, and nurse you back to health. The king himself is kind enough to allow you to stay on a piece of abandoned property to make your living. With nothing more than a few rusty tools turn strike out and attempt to breathe life back into this old land!

Verdant Village is currently in Early Access and available on Steam!

Instructions

The game is controlled with WASD and the mouse, or a controller if you choose.

All bindings can be rebound in the settings menu.

Screenshots

Used Plugins

Used Behaviours

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  • if so how can we unlock the quest

  • this is stardew valley in medieval times

  • Nice work! Really detailed game!

  • This question is just very interesting: did you use only visual programming or did you also implement Java script code?

    • This was made entirely in Construct 2/3 (I upgraded halfway through). All I used was the visual programming, never felt like bothering with javascript for it.

  • Dear Exodus,

    I have found a bug within the game. I was on day 3, and was foraging for Airy Peppers. However, when I was heading back to the homestead, I could not see them in my inventory. When I went to sell my foraging loot, they reappeared in my inventory, and wouldn't go to the selling crate. I tried exiting out of the crate, but nothing would work. I had to completely restart the game.

    Once again, I know this is in its early development stage, and I cannot wait to see what you add.

    • Hello,

      I hate to be the bearer of bad news, but I guess two things. First, this version of the game is 0.4.7. I put this on Construct mostly just to see what would happen, but I didn't continue to put versions up. The current version on Steam and Itch is 0.8.5.2, which probably doesn't sound like much difference but that is 9 patches ahead of what is here. So the bug you are referencing could very well be fixed in the more current versions.

      That said, thing number two, and arguably far more important, I made the decision to switch engines around last spring. So the whole game is being remade at this point. While I appreciate you reporting a bug (seriously that sort of thing helps a lot in dev) I don't plan to fix anything with this, or any currently live version since I'm remaking the entire thing. Sorry about that, just thought you should know.

      • What engine are you switching to? I wanted to create this type of game for myself and but i don enjoy coding, and was looking for an engine easy enough for a designer not coder, and construct tured out to be perfect for me to understand, but i was wandering what made you change it? Is it scale of the project, im wandering if C3 is good enouch to handle this type of game and scale it can grow to.

        • Multi part reply coming cause apparently I can't go over 1000 characters.

          I've been reworking the game in Game Maker 2. I was between using Game Maker and Unity, but I think Unity has a lot of bloat at this point as an engine. Also Unity seems to be (or was) engaging in some sketchy business practices of late. Game Maker also caters more fully to 2D games I think, but either would be a good option.

          I don't want to dash your dreams so take what I say with a grain of salt. This game is currently on Steam and Itch.io for reference.

          As far as I can tell, even with the project getting as large as it is Construct doesn't seem to have an issue keeping up. For reference, this entire game takes place in a single massive layout. It dynamically loads and unloads all the stuff you see as you move between areas. The fact that it can do all this without seeing significant technically issues (that aren't just bugs in my code) means the engine can support a game of this scale.

          • I have effectively run into two issues. One that is an actual issue, the other which is more just unfortunate. Although these two things are sort of tied together and could potentially be alleviated in the future, or maybe I just didn't investigate enough.

            To explain. The problems I've seen with the Steam release in particular is that some people just have issues running the game. Not like they run it and it lags but weird things like it booting to a black screen, not opening and closing properly, etc. Stuff that, based on the time I spent looking into it seemed to relate back to particular graphics cards working with the NW.js export option. Which to my knowledge is the one you use when you want to port to PC.

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