
Hello everyone, I'm Neo~
This is the monthly work report.
I'll introduce what Murphy and I have been working on recently.
This month, we've updated some functional optimizations and UI improvements. We'll continue this work gradually during our available time.
Our main focus going forward will be entirely on the redesign of the main character's appearance.
The main character will support changing skin tones, outfits, hairstyles, and eyes. We plan to create at least 5 sets of clothing that unlock as the game progresses~
We will prioritize completing the sprite for the main character, then gradually replace the sprites of other villagers.
This will take a considerable amount of time. Hand-drawing sprite frame animations is very labor-intensive, and supporting outfit changes and multiple action modules multiplies the workload. We ask for your patience~
After discussing the art side, I'll talk about my work plans and progress.
I plan to redesign the game's core progression system and early-game experience, adding more tutorial tasks and guidance.
I will completely redo the front-end display page for the talent system and make some adjustments to align with the new progression system.
For the farming side, I will make significant modifications and optimizations, completely rewriting the underlying code for planting to better support controller input and improve performance.
On the gameplay side, I will increase the importance and necessity of the farming system while allowing progression to significantly reduce the number of repetitive actions and harvest quantities for players.
That's all for our recent work progress. See you in the next work report, everyone~
Reworked the recruitment negotiation page, with visual improvements and optimized information display.
Added a teleport button when selecting buildings in Community Selection Mode, allowing instant teleportation to the selected location (it was missed last time).
In Community Mode, when moving buildings, you can now preview the effective range of all buffs.
Fixed a bug where the text prompt for required house level was incorrect when migrating old save files to new communities.
Fixed a bug where the recruitment house requirement in the tavern still used old assets.
Fixed a bug where old version road signs would still appear in towns even after switching to the new community system.
Fixed a bug where BGM would disappear after recruiting villagers due to too many community sound sources.
Fixed a bug where some text entries conflicted with the Negotiation Master talent.
Added a teleport button when selecting buildings in Community Selection Mode, allowing instant teleportation to the specified location.
Community building removal now returns materials.
Non-building objects in the community can now be placed directly on roads.
Talent descriptions for villagers in the manual will no longer overflow.
Added a mod for unlimited BBQ duration.
The Mod Manager now correctly displays preview images for mods.
Barbecue management game now supports keyboard input and controller input.
The barbecue shop has added a door-opening sound effect.
The barbecue shop has added a secondary confirmation.
Fixed the text display error in the talent panel under Steam's multilingual environment.
Additional prompts will be given when adding floors to indoor scenes.
The community layout page now directly displays the quick-build button and correctly prompts the conditions required to unlock quick-build.
Hello everyone, this is Neo~
This is the monthly work report (maybe I should change it to a quarterly report).
I will introduce the recent work done by Murphy and me.
Sorry that we have been extremely busy recently, and I also went through a major personal emotional setback, so I may not have updated the work report in time.
But the good news is that I’ve pulled myself together and will devote myself even more to game development from now on.
Since the early-stage management feedback loop of the game was too long and not direct enough, we added a new barbecue management gameplay mode.
The barbecue management game has a total of 30 levels, and each level provides corresponding feature upgrades or unlocks new food.
As the level increases, the earning efficiency of the barbecue business will gradually improve.
Serve delicious barbecue to tourists and earn plenty of profit~
We also added some extra decorations and beautification to the seaside scene.
The newly added drink stall is currently only a decoration in this version.
Later, I will add an idle juice-selling feature to the drink stall.
Since I want to redesign the town level system and progression experience, this part will still require some time for thinking and design.
That concludes the current seaside renovation. Next, I will introduce our next stage of work focus.
1. Due to a large amount of player feedback, we will redesign the store page cover image and title art.
2. We will start developing the protagonist's costume system.
3. Some fixed villagers’ sprites and character illustrations will be redesigned.
4. A barber shop and clothing store will be added to the town.
These tasks are expected to take at least around 3 months, since redesigning sprites and illustrations is very time-consuming.
However, I will update the work report from time to time to keep players informed of our latest progress.
See you in the next work report, everyone~
Added a new barbecue management game, which opens at the beach on the 6th day of the game.
Added a guide storyline for the barbecue game.
Added new decorations and tourists to the beach.
Added a beverage stall (a function for idle juice sales will be added in a future update; for now, it's just a decoration).
Added a "One-click Store Similar Items" function to the warehouse page.
Community functional buildings can now be interacted with by approaching them to open the layout page and switch to the staff page (the original entry method is retained).
When recruiting villagers, the number of family members is now correctly displayed based on their talents.
Adjusted the UI and price of the Magical Sauce.
Fixed some bugs.
Optimized some features.
Fixed a bug where the talent that reduces material consumption for community buildings was not working correctly.
Fixed an issue with incorrect collision detection in the community building cafeteria.
Fixed price errors for some items in the favorability goods section of the manual.
Optimized the display rules for the Qiankun Bag.
The mouse cursor will no longer be displayed on the Steam Deck platform.
Fixed some other bugs.
Optimized the trigger response for moving the viewport by mouse movement to screen edges in the layout panel at different resolutions
Fixed some collectible acquisition judgment issues caused by community extension calculation methods
Fixed the community map tile expansion count statistics issue in career statistics
Added Mod: Immune to villagers getting sick
Added Mod: Block villagers' daily morning demand request events
Added new community decorative building - Waterside Pavilion
Fixed a bug that could cause the game to hang when entering the next day
Fixed a bug where some special villagers' talents would not display properly.
Fixed a bug where some roads would not connect automatically as intended.
Fixed a bug where players using old save files would automatically switch to the new version of the community without confirmation.
Fixed a bug where the minimap displayed incorrectly for players in the villager community.
Right-clicking to remove roads or items in the community will no longer clear the currently selected object.
Players can now right-click to cancel moving mode while relocating buildings.
Slightly increased the buff range of community functional buildings (25%).
Updated the description about villagers' food consumption in the manual to help players better understand the mechanics.
Fixed a bug where the "Many Children and Grandchildren" and "Destined to Be Alone" traits could appear simultaneously.
Fixed a bug where the "Gluttonous" and "Small Appetite" traits could appear simultaneously.
Fixed a bug where the villager's "Easygoing" trait did not take effect correctly.
Fixed a bug where buildings that were occupied or in use could be removed.
Fixed a bug where switching functions while highlighting could cause the panel to freeze.
Added 1 type of connectable grass road and 2 types of green plants in the community.
Hello everyone, this is Neo~
This is the monthly development report.
I will introduce our work over the past month.
After several months of hard work, we have successfully launched the new version of the community system.
*The new community will be placed on a separate map scene
Players with old save files don’t need to worry — you can experience the new community system without starting a new save. When entering the second day in the game, a panel will pop up asking whether you want to switch to the new community system. If you choose to switch, all materials spent on previously constructed buildings will be refunded (based on the new system’s cost calculation).
*Even if you choose “No”, the prompt will appear again the next time you start a new day after reopening the game, so please don’t worry
*Players can open the community layout panel via the button in the upper-right corner of the screen
Although I know that some players still prefer the old community system because it was simpler and more straightforward, the new community system definitely brings more advantages than disadvantages.
The new community system makes it much easier to place, build, and move buildings, and freely adjust the layout according to player preferences.
*You can unlock the fast build button through Goddess Talents to skip the construction site phase
*Switch between different interaction modes via the community panel buttons
*Manage villagers living in the community in a more intuitive and visual way
List of buildings currently implemented in the game:
*Small Cabin
*Large Cabin
*Small Villa
*Large Villa
*Small Clinic
*School
*Community Activity Center
*Community Canteen
Here is a brief preview of our next development phase:
Originally, we planned to start working directly on the protagonist’s costume system, but at the strong request of our artist, we decided to first insert a seaside beautification update before beginning the costume system.
The seaside will feature plantable coconut trees, decorative stalls, and visiting customers.
However, we are not yet sure about the exact development schedule. Thank you for your support and patience — see you in the next development report~
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Land Of Idyllic Beauty, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Land Of Idyllic Beauty statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.