Craftlings : Apollo 67
Apollo 67
Hello there, Ariano here,
I was thinking that sending Craftlings to space would also be a good idea. Since humans will follow shortly, those tiny workers could already start mining asteroids, building infrastructure on planets, and helping to create a new life in space for humans, right?
But first things first — we need a rocket!
3 … 2 … 1 … Engines are on!
In the newest patch, I’ve added a new map, Apollo 67, where the player has to build rocket parts with the help of a local scrap merchant in the sandy dunes of a desert.
The merchant accepts anything that interacts with the metal detector and turns it into rocket parts.
It is up to you whether you start mass fork production, build a hammer factory line, or try to brute-force your way to space with just axes! 👀
There are also a few small QoL additions and small bug fixes.
Before you jump into the patch notes, I would like to ask for one thing:
Thousands of you have finished the campaign, playing through all of the missions, many of you even multiple times. Hundreds have played the new scenario map! Craftlings currently has around 300 reviews, which I am super grateful for. Those are really important for the game’s visibility, and if I could ask you to write one if you haven’t yet, even a short one, that would be amazing. Thank you!

Patch notes:
• Apollo 67 Map
• New Scrap Merchant buildings turning metal items into rocket parts
• The taskbar at the top of the screen can be hidden and opened
• Restart button in the pause menu has a confirmation
• Bug fixes
What next?
Some of you know my situation and how hard it is for a new solo dev with his first project to survive a publisher contract termination and all the consequences that follow such an unfortunate scenario. You also know that I am not allowed to talk about the contract details and the cooperation I had with Raw Fury, but if you take a look at their standard contract on their home page in the indie dev section and read what can happen after contract termination — also in cases of termination for convenience or in case of a contract breach by a publisher — you will understand what situation an indie dev sining such a contract might be in.
You will see that in any case — literally in every scenario — the dev is always screwed and in a bad position if contract get terminated…
And only high determination, love, passion, and being stupidly stubborn and naive can help to finish and launch the game in such a situation. And I did it, with all of that, and most importantly, with your help
I would love to tell you exactly what happened to showcase the practices used by publishers, but if I do, they will send an army of lawyers after me, and even the newest technology the mighty Craftlings are building for space won’t help me. Remember, I am a small solo dev and they are a corporation owned by a private equity company, aiming only for one thing — short-term profit.
I’ll keep fighting for the game, for fair treatment, and for my reputation, even if my options are limited. I am still looking for a job in game dev and/or indie game marketing space, so if you know anyone who might need help, let me know.
In the meantime, if you want to talk about game ideas, maps, strategies, or just hang out, you can find me and the Craftlings community here on
https://store.steampowered.com/app/1771110/Craftlings
Good luck — and happy flight! 😉
Ariano
