Players gonna play…

World of RoboFarmCraft has been in the app store for about a month and a half now, and it’s doing fairly well.  We didn’t put all the word-of-mouth features in right away because I wanted to get initial feedback and fix any bugs, but it turns out that things were “pretty good” from the start, and they’ve gotten a lot better as of v1.4 (current).  And I’m really excited about v1.5, which should be submitted to Apple in the next couple of days (so: in the store in a little over a week or so).  v1.5 has a very-much improved new-user experience and some substantial in-game price reductions.

At any rate, I wanted to take a minute to thank all the people playing, and especially those who are taking the time to let me know how to make things even better.


If you’re loving the game, one thing you could do to help us out is to log into the iTunes store and leave a review.

If you know of ways we can make the game better — we want to hear about it!  Leave us comments, or use the bug-report email in-game.



Movin’ On Up!

World of RoboFarmCraft just keeps getting better!

I’ve done pretty well keeping to my one-per-week update schedule and the app is definitely improving by leaps & bounds with each release.


Apple’s initial review times were 8 days, so I kept getting scooted back by a day.  Then I accidentally released v1.3 with a crashing bug (after only 3 days waiting for review!), so v1.3.1 is sitting in the queue (5 days so far) waiting to fix that.

But I just sent v1.4 to QA, and I think it’s looking pretty solid.  There, we add the social stuff — achievements that can be shared on Facebook or Twitter, “Rate This App”, etc.

I also substantially reduced a lot of the prices, including the cost to hurry things up.  And the tools times (hoeing, planting, sawing) are all reduced by 15%.  So that’s pretty nice.

So, once 1.3.1 is approved, we can put 1.4 into the queue for Apple’s approval, and that should hit the streets in about a week and a half.

I’ve got 2 more updates before Thanksgiving weekend, when I hope to put in the last big release before Christmas.  We’ve got a few ideas, and I’m pretty excited about getting them out to the public.

Looking forward to 2016, we may slow down the release cycle a bit and start taking on some bigger features.  We’ll see how it all pans out, but that’s the current plan.