Dev Log December 1
15 new levels, extra cosmetic info, and a significant tech upgrade.
Happy (late) Thanksgiving! v1.6.0 of Crescent Roll is out, so now I get to do a bit of a status update.
Initially, v1.6.0 was going to be all about the Tiny Shade Garden, but once again, we had to adjust our plans a little bit. We mentioned previously that Android and IPhone versions were in the works, however they've gone a bit dormant due to us wanting to get to v2.0 before releasing them, as pushing updates to 4 different SKUs as fast as we do would be rather annoying. Because of this, Google gave us a bit of a scare at the beginning of the month, threatening to deactivate our developer account if we didn't do anything with it. Getting that account set up took a solid 2 months and lot of hair-pulling, and so it was war-room time to figure out if we needed to rush production, or if there was anything else we could do to keep our position. We got the Android build up and publishing again, created a beta store page, and now have a way to go through Google's special signature stuff. Fortunately, that was enough to satisfy them as being "active". Although it ended up requiring quite a bit of technical changes behind the scenes, which is why this update is just a little light on the cool new big stuff compared to the previous ones.
We're now looking at v1.7.0 scheduled for sometime around Christmas/New Years Day, and it's probably going to be a significant number of changes to the way the modding system is structured, potentially with it coming out of beta and Steam Workshop support, if all goes right. I really, really want the level editor to be included as part of that, but before that happens, the UI toolkit needs a few more bells and whistles, so it may or may not make it. As for the TSG, it plays a significantly larger part in the next title, so some of the previously designed enhancements may be deferred until that is a little more solid and closer to being out.
So, the current update schedule looks something like this: v1.7.0 : Late Dec 2025 - Mod and Workshop Update v1.8.0 : Feb-Mar 2026 - Campaign Update v1.9.0 : Apr-May 2026 - VS Update v2.0.0 : Jun-Jul 2026 - Clean Up and Android+IPhone Release
And that's pretty much going to be it on the really big new CR features. We set up stages and hats and stuff to be added in perpetuity, but that's content that could technically be done by anybody thanks to the modding system. Granted, this is still subject to change, as we're a very small team, and any time the wind blows we get pushed around and have to re-orient. So dunno - that's at least our current intent. We'll see how it pans out.








