Flexibits On Twitter: We're Super Excited To See Cardhop For Mac

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  1. Flexibits On Twitter: We're Super Excited To See Carhop For Machines
  2. Flexibits On Twitter: We're Super Excited To See Carhop For Mac Free

Jul 17, 2018 - Menubar apps are the unsung heroes of your Mac. Down the pipeline, AppleInsider tells you about the very best ones ranging from tools you use. Other than that, we chose by stepping back to see which ones we relied upon so much. This is the other menubar app by Flexibits, the makers of Cardhop. We're all for glitter, but not at home. Because I am SUPER EXCITED TO SEE YOU! Though the confetti in the photo doesn't look messy at all. On Twitter, many shared their thoughts on jitter glitter being given to their kids this school year—and many seemed to love it.

Ads by Google Managing your contacts isn’t much fun. Most contact apps are long winding forms that have a tendency to create contacts even without checking for duplicates. But managing contacts shouldn’t be such a drudgery.

Flexibits, the team behind the fantastic calendar app Fantastical intends to change all that with their simplistically designed contact management app Cardhop. Cardhop brings a fresh new approach to contact management that will truly change the way you work with your contacts. We take a closer look at the app so stick around and discover a whole new way of managing your iOS contacts.

Ads by Google Cardhop for Mac Brings Interactivity into a Boring Space Cardhop is an interactive contacts app that does all its important tasks via the Mac Menu Bar. Whether you want to create contacts, manage them or interact with them in other ways, you can do it right from this bar. The Search box in the app plays an all encompassing role – sometimes acting as a search field and at other times as a text input area. With Cardhop, Flexibits has managed to use its super smart parsing engine to turn the boring task of searching, adding and editing contacts so much more fun. It also works with all existing contacts on your Mac so you don’t have to bother reconfiguring anything.

The app even lets you interact with phone numbers and email addresses that are not in your Contacts list. Quick Overview of Cardhop The Cardhop UI When you click the Cardhop icon in the menu bar, it opens a dropdown window (that you can detach if you like). Right below it is a column displaying your contact groups on the left and your most recently contacted people and any upcoming birthdays on the right. To see all of your contacts you simply tap the All Contacts button at the bottom of the window. If you want a minimalist window, just hit the Panel button at the bottom of the window. This will turn Cardhop to its most minimal UI, which is a cleaner way to use it.

One of the nice things I find with Cardhop is the intelligent way it displays contacts by default. Instead of displaying all contacts in alphabetical order, Cardhop lists all recent contacts and upcoming birthdays.

This is more relevant and useful than just displaying a bunch of names in a specific order. When you hover over a contact, you will see options to message, call or video chat. Clicking on a contact opens the contact card with the action buttons displayed inside it.

Each of those buttons are customizable. Just tap Add Field and you can replace the existing actions with more useful options like opening a webpage, starting a Skype call or sending messages via Twitter. Using Cardhop Just type in something like Mary S or Mum and the appropriate card will appear right away. Or, you can type Adeline Gear and Cardhop will let you update the email address in Adeline’s contact card, if you already have it.

You can even type call Missy Di and Cardhop will instantly start a phone call with Missy, right from your Mac. If you have Continuity or WiFi calling enabled on your iPhone you can initiate calls from your Mac. Just pair your iPhone to your Mac via Bluetooth to send the calls directly to your phone. Cardhop even allows you to add a contact to a specific group. Just type in a #GROUPNAME and hit Enter and you’ve got your new contact right away in the appropriate group. Other ways to interact with your existing contacts include typing the following actions followed by the name of your contact:.

Call. Copy. Directions. Email.

FaceTime. FaceTime Audio. Message. Skype. Telegram.

Twitter. URL; and. VoIP Editing contacts in Cardhop is pretty much the same as adding contacts. Cardhop is intelligent enough to recognize a new number that you want to add to your contacts. If the number you input in the text field is familiar, it will pull up the card for you.

If not, it will offer to add it as a new contact. And there are some delightful little animations and sound effects that add a touch of personality to the app. Personalizing Contacts Another great feature in Cardhop is how you can add some extraneous information about your contacts into a card to make them more personal. Let’s say you just called up a client and discussed some ideas for a logo design. You can enter all the key details related to that discussion in the Notes section of the contact card.

Some days later, when you want to know which client you spoke to about that specific logo design, you can go to Cardhop, type logo design and the search results will take you straight up to your contact. The Notes section is such a wonderful way to keep track of your most recent conversations with each contact. Customizable UI Your contact data isn’t the only thing that is customizable feature in Cardhop. You can change the theme color from black to a lighter one, you can set a default Twitter client, choose your preferred Maps app and even set how you want the names displayed and in what order. There’s even a handy shortcut – Control-Option-D to quickly access Cardhop and you can change this in your preferences. Is Cardhop for You? Cardhop is a fantastic contacts manager.

There’s simply no doubt about it. But, is Cardhop for you? That’s a fair question to be asked since in today’s time we rarely use contact apps to manage all our communications.

Individual apps often provide us with quick and easy autocomplete suggestions, recent communications and other features that help us access our contacts quicker. If you prefer to go to one central app to communicate with all your contacts, then the easiest way to do it is via Cardhop. Whether you want to call a friend, email a client, tweet a follower, get directions, send a message via Telegram, do a Skype call or open a specific website, Cardhop makes it super easy to do it. You don’t have to open a ton of apps to talk to different people.

Outlook, one of my favorite desktop clients for email offer a pretty decent Address Book to manage contacts. But one look at Cardhop and you know how miserably the Outlook team have failed to make their contact management system truly useful to their loyal users. Conclusion Cardhop is the most exciting thing to happen to Contacts management. It is an app for the modern day mass communicator.

It is a simple, sensible platform to engage with contacts no matter which platform they are available on, in the most natural way. If you pick up Cardhop, I know you are not going to be disappointed. If you are struggling to communicate effectively with your friends, family, contacts, clients and every other group of people in your life, Cardhop can certainly make a huge difference in your life.

Grab the app on the or from the. This fantastic app is normally $19.99, but being a fresh launch, you can enjoy some nice discount on the house and pick it up for $14.99 for a limited time. And before I forget, there’s a 21 day free trial you can take advantage of before you buy. If you’ve purchased and used the app, I’d love to hear what you think of Cardhop.

Do share them with us in the comments section. You can find more of our in our archives section.

Why Early Access? “It's dangerous to go alone. A game of Kynseed's scope requires the sort of feedback and insight that only players can provide. It's also equally important to us that we have open and accessible development where you good folks can not only help craft the game but also be part of a larger community.

This game all began as a mere twinkle in our eyes, and we've been hard at work crafting that original idea into a full RPG sandbox experience. Having all of you along for that ride will make both the ride and the game all the better.” Approximately how long will this game be in Early Access? “We game developers are notoriously bad at predicting dates. It's as if someone snuck into all our homes and nicked our calendars. So although predicting the future is beyond our supernatural powers, we are looking at minimum of a year after our launch on Early Access.

Maybe longer depending on how many bathroom breaks we take.” How is the full version planned to differ from the Early Access version? “Many of Kynseed's more unique features are still yet to come, such as aging, generations, the family tree, and additional story elements. We also plan to expand the world of the game significantly. Currently we have 1 Haven consisting of 14 Regions as well as most of the 2nd Haven. Our plan is to have 6 Havens in total, a few hubs, various combat zones, and realms beyond.” What is the current state of the Early Access version? “Currently, the initial Early Access version covers The Prologue of the game which includes:.

19 regions within the Vale (the haven you call home) and a few regions beyond. A wealth of charming (and not so charming) characters to interact with. All four seasons to experience. Combat against some energetically mischievous foes (currently in its first draft).

Numerous items to find and collect on your travels. Tasks and events spanning your first Summer, with more to come. Blacksmith apprenticeship (currently in its first draft).

Nearly 2 hours of beautiful music with far more planned for the future. Keyboard & Mouse plus Controller support with an interface that switches seamlessly between the two. And a large number of appalling puns and word plays. And of course, we'll be adding a great deal more as we go along.” Will the game be priced differently during and after Early Access? “We plan to gradually raise the price at certain points when the content and features meet the right level of quality. We will always aim to deliver a full experience and never fleece you with dirty words like 'add-ons' and 'microtransactions'.” How are you planning on involving the Community in your development process?

“We're a very approachable bunch and we pride ourselves on being the kind of team you can always chat to. It's incredibly important to us that we involve the community in every aspect of the development process. We're always available for chatting on Discord, our forums, Steam's forums, and of course via Twitter.

Regardless of where you find us, you're always welcome to come say hello, ask questions about game development, share your ideas, or just hang out with us during our workday (or yours!).”. 29 November Welcome to Issue #41 of The PixelCount Post, a periodically released update from Kynseed's team. In today's issue: Matt welcomes new players, Neal prepares the build and himself, Charlie rides a metaphor, and Matthijs seeks out inspiration. ᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠ ᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠ ᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠ ᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠ ᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠᅠ Hello there internet traveller! For any of you who've just joined us on our game development adventure, allow me to introduce you to The PixelCount Post - a regularly released periodical where we chronicle development. In it we also share musings about the game industry, any challenges we're experiencing, and sometimes what we had for lunch. Of course many of you already know that, but there are no doubt some new faces here from our recent release on good ol' Early Access.

In fact, as you may've noticed, we're already up to Issue #41! (For the full library of prior issues, hop on over to.) We release new issues of The Post as often as we can, though in recent weeks we've had our hands busy pushing out. Speaking of, be sure to check back in less than a day for news on when you can expect the next larger content update!

For now, allow me to give you a quick crash course on the faces you're likely see in each issue. Neal is our programmer single-handedly making the engine. Charlie is our trusty game and world designer. Matthijs makes music and sound effects.

And I (Matt) handle production and community. We hope you come to enjoy these updates as much as we enjoy writing them. Our intention with each issue is to demystify game development and to keep an ongoing public log of what we're up to.

We're not mysterious devs silently working on things in secret. We're actual tangible people that you could poke in real life. (Though try not to if you can help it. I'm ticklish.) Ultimately, we want to foster the kind of community where it's not weird at all to message one of us directly. We mean that. Send me and say hello anytime.

Or drop by where the entire team hangs out with everyone near-daily. Evident by the 40 issues that've come before, we've already been on our dev journey for a while, but now that we're on Early Access there's still a long walk yet ahead. Since it seems our internet paths have crossed, we welcome you to come walk along with us.

We can keep each other company. For lunch, I had rice and veggies. (I'm sure that's exactly the sorta fascinating dev updates you're all here for.) 8th NOVEMBER - 13:04 The Early Access build is planned to be going live very shortly. Much like the end of April when we released our backer build, it's been a frantic few days! It's mostly been fun I've found though - some natural breaks to sleep and I've tried to keep going outside for walks along with shopping and a few other normal day activities! The build has really started to come together in the last few days. That focus of limited time plus trying to be as cautious as possible not to break anything definitely keeps the pressure on, but it's balanced out by the excitement of seeing what happens next and watching numbers tick up on Google Analytics and wishlists!

It's been a humbling journey to have all the support for the game and we hope that the game will live up to that. There's a lot to be done, but it continues to evolve and this is a key moment in that process. I don't really know what to expect in terms of what happens next but mostly I just know that I've got a big list of improvements, features, and updates which I'm eager to get on with! I feel incredibly lucky to be in this position of working on what I love and having the flexibility of being my own boss. I wish some day everyone can experience that (if they want to and if the world stops making everyone afraid to try). 24th NOVEMBER - 12:15 I wish I'd kept a better journal of the emotional roller coaster of the last few weeks.

There were such highs and lows that nearly every day felt at odds with each other and even sometimes hour to hour. What I hope we've succeeded in doing is launching off this momentum and getting straight into focusing on the issues encountered, improvements, and the amount of content/features to come. Everything prior to the launch was all focused on that one moment, trying to anticipate what might happen. Coming up with contingencies and being as ready as we can be for what was a big moment for the project. Funnily enough, quite a few of those expectations didn't turn out quite the way we thought. (Mostly they veered into that 'everything is ok' territory where it didn't turn as good or bad as predicted!) A lot of the issues that happened with the launch build were due to us keeping to our date and just time being this constant that can't be changed amidst unpredictability.

The responsibility for that is with me and I'm hoping that taking in the lessons learned from it we can do better with practice and with more of a focus on putting the important things first. The trickiness is often determining those important things in the moment - often what seems obvious in hindsight is chaotic at the time.

It seems in part about taking a step back, but also looking from too far away nothing makes much sense either at times because of the complexity and the way everything overlaps. So I think we've emerged from that chaos with more of a passion than ever to fulfill the game's potential. The exciting thing for me is being freed from that single moment determining the game's future and instead it's now a new path opening up where things should get incrementally better and better until one day we feel ready for full release. Though that day won't be for quite a while yet! Up and down, up and down. That's the roller coaster.

We experienced ours as we queued up in the Early Access Theme Park, ready for our turn on the ride. We had built up a head of steam, and were agog at the amount of discord in our ranks as we impatiently waited and fought for the last bits of popcorn. As you wait for your turn, there is a thrill. An anticipation. But also lots of fidgeting. As a team, we were throwing things into the game, fixing bugs, hyping ourselves one moment, and readying for disappointment the next. We knew our amazing community would be watching the launch of our little train, and we wanted to make a huge splash.

We had chosen to join the ride now as there were some spare seats and we didn't want the Theme Park to close early. Finally, the moment came and we sat down - excited, scared, baffled. The train started moving and we headed into the first tunnel. At this point, I realised that the Theme Park angle was getting boring and so I'll simply cut to the chase.

Early Access was just the start of a long and tough journey, but an exciting and intriguing one. We did well, but not spectacularly. Better than we dreaded though. There is a solid base and the reviews have been mostly great.

We know what needs to be done and the reaction has helped encourage us to continue full pelt. We have to thank everyone who backed us, and believed in us, and who will hopefully be there when the train pulls in to the shed. There we will be, covered in popcorn, fizzy drinks, and our own vomit. But smiling ear to ear.

Now we just need to get cleaned up and queue at the next ride: Full Release. It's got corkscrews.

27th OCTOBER - 15:31 So this week will have me switching gears a bit. The secret scene I was working on before needs to make room for something of higher priority, which means clearing the mind and getting into a whole different vibe. Meanwhile, I've had to re-do the sounds for selecting your character at the start.

They were found to be a bit too 'sharp', so I picked a much more gentle sound. Like last time, I matched the pitch with the music that's playing at the time. Once you select your character, you'll be brought neatly into the key that the music for the intro is written in.

I also take into account how, when you've played the game for a while, you'll quickly skip the first screen and main menu and get right into the game. There's three pieces of music involved with starting up the program and then beginning your new game. When you skip between them quickly, they'll blend together in a way that doesn't feel like you're skipping between songs at all. Original Fable composer Russell Shaw has a title screen track which is the first music you'll hear when starting the game.

It begins with high strings in C. There's also a menu music loop that I'll soon add after Russell's track which also starts with that same high string C.

And the character selection sounds finish up the other notes in a C major chord. Then the intro music also starts with that high C. They fade into one another, so it all sounds like one continuous piece of music.

And now that I've altered the character select sounds, it doesn't jump out quite so much. In anticipation of needing to make new game music, I'm using some Master Class courses as a palate cleanser.

Sometimes a quick bit of work on some completely unrelated style of music helps me go into things with a fresh mind. I've seen interviews with composers who say they do the opposite; that they can't afford to listen to any other music during a project because they'll lose the vibe of it or get contaminated with the other music they're listening to. I can certainly understand that, but I don't think it works that way for my brain. I actually feel a need to increase the diversity of the music I listen to in order to gain more 'tools' to work with. I've also been studying Wagner's work on the, a great opera where his use of leitmotifs is world famous.

It's so educational to study how the grand masters incorporate themes into larger bodies of work. The Ring opera is a 14 hour massive epic, and Wagner had to think very long-term about the development of his themes. Games also happen over very long stretches of time, so his techniques certainly come in handy here. There are themes in Kynseed that I hope see very long-term developments over the course of the game.

If only I had a fast-forward button to see how it'll all pan out. 10th NOVEMBER - 11:50 We're now past our Early Access launch and it's been fantastic! Though some things I was hoping to do before launch didn't happen as expected. The scene I described working on wasn't finished - it's in the current build in a more rudimentary form than what was planned.

Also, the changes to the main menu music didn't get implemented yet either. So I was spinning wheels a little before launch.

After the launch however, I've been diving into people's streams to see what might need improving. I've learned a lot from watching everyone play. Like how much time people are spending at the blacksmith and how the music isn't quite long enough to avoid becoming repetitive. Or how certain transitions in Candlewych between area music and shop music isn't quite right yet. So I added a few things to my to-do list. With all the positive comments that I've seen about the music and sound, I'll start working on these things fully recharged and with increased determination! One thing that definitely jumped out at me from my stream watching is how the scene I have been cryptically describing so far has impacted some of you.

Reaction in particular was incredibly memorable! Despite not everything being properly in place yet, and the theme I wanted to bring back also not being in yet, it seems to have hit him like a falling anvil hits a carton of eggs. I almost feel the need to apologise for it. 24th NOVEMBER - 11:29 By now the launch is some time behind us and although the buzz of it lingers there's loads more that needs to be done.

At present, my focus is on figuring out what one of the Fae realms will sound like. This one is based on Celtic mythology, but it's not as straight forward as just doing Celtic music. I tried that and it was too 'human'. I need something more otherworldly, but I do want to put Celtic vibes in there as well. This time I actually looked at Lionhead's for some inspiration (which is also by Russell Shaw). That game deals with the divine, but it blends it with various cultures from our history.

The soundtrack reflects this by being otherworldly on the one hand, and distinctly Celtic, Greek, Japanese, and more on the other. I want to achieve a similar blend, though without being a direct copy. Luckily there's about a billion ways to blend the otherworldly with known cultures. As of typing this, I'm on my third draft already. Previous ideas included a very poorly played orchestra, which I felt ended up a bit too gimmicky.

Long ago, I had grand dreams of always getting tracks right on the first go. That has long since become unattainable.

But with all the love and support the community and the team have shown, I feel I can still hold my head high. I've learned it's not about never getting it wrong. It's about how you react when you do get it wrong. I try not to 'defend' my drafts too fiercely, unless I have exceptionally strong feelings about it. It's not inexcusable to try and fail a few times.

And I'm not in danger when it happens. Growing up, it has long felt that way. Meanwhile, I have some things ready and waiting for implementation. Among them: a longer version of the blacksmith track and a Poppyhill version of the shop tunes.

There's also a plethora of things left on my to-do list. And occasionally, a new assignment will come in as well.

A couple of days ago I was working on the sounds of a dispensing machine that needed to sound a bit comical in nature. Some whirring of clockwork mechanics, some clanking, a pause, and finally a spring that comes undone and dispenses the contents of the machine. (I'll leave it to your imaginations what the machine might be.) It was perhaps the first time I started to feel confident with sound effects. Once I knew Charlie wanted something comical, I knew I could deliver. And it was fun to work on.

In my own time, I've been studying Wagner more. I've acquired sheet music for his grand opera, Der Ring des Nibelungen. This allows me to get an accurate view of how he creates the sounds of his opera: which instruments he combines and how he uses them within a larger orchestra. Such things can help me increase the richness of my palate as a composer. It's not something one does in an afternoon though.

Just the first part of this 14 hour opera is 321 pages long. But, much like this game, the notion that I'll be better at my craft when I get through it fills me with determination! 8 November Saddle up your pigs everyone, because Kynseed is now out on Early Access! We invite you to come visit this whimsical world as we build it piece by piece, tree by tree. As a small ragtag team of developers, seeing our game appear around Steam's website is pretty crazy for us. But it's also a bit frightening, because it's not finished yet! For a sandbox RPG like Kynseed, we knew we had to get player feedback as early into development as possible.

So most of the game simply isn't made yet and the bits that are made are as rough as a badger's bum. Our aim is to let players have a meaningful impact on shaping Kynseed from the beginning, one small step at a time. Of course, some of you have already been with us since the very first prototype!

So a hearty and heartfelt thanks to all you community members who've been at our side on this game making adventure. For those of you just joining this adventure, allow us to give you a quick 'Previously On Kynseed's Development' recap: We're a tiny team of ex-Lionhead developers who worked on the Fable series for over a decade. Kynseed is one of the baby phoenix chicks born from Lionhead's ashes and it all started with a humble Kickstarter, which has since accrued over 10,000 backers ! After the Kickstarter, we immediately began toiling towards Early Access and hanging out with the community every day since. There's still a great deal of development left to go, but if checking out wildly incomplete games is the sorta thing that strikes your fancy, then we encourage you to spend some time in this quirky world we're building and watch it literally grow one tree at a time. Go explore this new bug-ridden world of ours. Then return to us with tales of your adventures, be they good or bad.

And if you need anything at all, don't hesitate to get in touch. Our castle doors are always open. LET'S HANG OUT SOMETIMEAs players ourselves, one thing we always found frustrating was when companies would be secretive and toss people some company line. Or worse, just sort of.disappear, months at a time.

It's the sort of thing we have pretty strong feelings on ( especially on Early Access), so we've always been dead set on hanging out with the community each day we work on the game. We're always around and we try to be as laid back and approachable a dev team as we can be. The easiest (and arguably most awesome) place to find us is over on the where we spend pretty much every hour of every workday - or worknight. You can also find us on or on in addition to numerous other corners of the internet. So feel free to say hello wherever you bump into us. Plus, the entire Kynseed community is a really chill and welcoming bunch. We're lucky to have 'em.

Flexibits On Twitter: We're Super Excited To See Carhop For Machines

GIVE US ALL THE FEEDBACKAll of it, I tell you! We feed on feedback. There'd be no point in us being on Early Access if we didn't. So don't be shy in telling us what you think, whether compliment or complaint. Have a suggestion that you think is the best thing since sliced bread?

Let's hear it. Is there a game mechanic that you think is the worst thing since unsliced bread? Send it our way. Have strong feelings about our implication that unsliced bread is inferior? Sure, we'll take that too I guess.

The absolute best place to send us any kind of feedback is on here on, especially when telling us there's something you particularly dislike. We like being able to jump into threads to have conversations with players. That way we can ask questions, or share future design plans, or even just toss around ideas with everyone. HOW TO TREAT BUG BITESAll across Kynseed there are freeloading bugs who've decided to take up residence.

So to help, we need good folks like yourself to submit bug reports. To do this, you can drop by our or even email us directly at. When you do, just be sure to include as much info as you can about your issue. Bonus points for screenshots. Make no mistake, the bug population is doing well for itself in this earliest of early version of the game.

We're not a big team with big resources. We're a small team with big ideas. We have only one programmer, one designer, one animator, and so on. So we'll depend on you lovely players to alert us of any problems you run across on your travels.

ALL BACKER KEYS HAVE BEEN SENT!We've dispatched our entire fleet of carrier pigs to all backers, bringing magical keys made with love. You will be receiving two emails: one from Humble Bundle and then one from us. The Humble Bundle email is the one that contains a special link. This will be the one link you'll use to access all your backer rewards when they get released in the future. So be sure to hang on to that link by either bookmarking it, saving the email somewhere safe, or by hitting 'claim this page' to add it to your Humble Bundle account. (Note that if you opted in during the backer build, then your Humble Bundle link will not include a key because your backer build key has already updated to the latest Early Access version of the game automatically.) Need help or have a question about your backer tier?

Drop us a line at and one of us will reply back personally. FOR ALL YOU STREAMERSPut enough streams together and eventually you'll get a river. We're here to help with that however we can, so if you stream Kynseed let us know on and we'll help spread the word. Or even drop a link to your stream in for all our Discord peeps to see. We also try to personally pop into as many streams as we can.

Need any Kynseed assets for your stream? Check out our and grab whatever you like. Kynseed is a game about choosing how to spend each lifetime that you're given. We've chosen to spend ours making games. We're real people with real dreams, and making Kynseed is the sort of game we've always dreamed about. But what amazed and humbled us was finding out there were so many of you who dreamed of a game like that too. A dream like that is one worth doing right.

That means not only doing the game right but also doing right by our community. Moreover, making a game the right way takes time.and Kynseed's development will require heaps of it. So saddle up for a long ride. To those of you who've been with us from the start, our journey together is only now truly beginning.

And for those of you who just joined us, you've arrived at an excellent time. For great things can grow from the smallest of acorns. Love, PixelCount. About This Game Kynseed is a sandbox life sim RPG brought to you by developers who worked on the Fable series for Lionhead Studios. Live your life in a quirky world where everyone ages and dies, including your pets!

See

Take control of the mystical Kynseed and grow your family legacy over generations as you pass your skills and powers down to your children. Run a business such as a blacksmith, tavern, apothecary, or goods store. Go adventuring in dangerous regions and battle dark faery tale creatures.

Farm your land to create various ingredients that you'll come to rely on. Develop relationships with NPC’s who have their own lives and who will remember your deeds, actions, and pranks!. Find proverbs to unlock the secrets of this mysterious dark faery tale world. Gather materials to create items, craft beers, or mix cures for a range of bizarre maladies. Buy strange artifacts from the mysterious Mr Fairweather - items which can aid your chores, help you in combat, or just let you mess with the world. But be warned of his life tax, for each item must be paid with years from your life!

Flexibits On Twitter: We're Super Excited To See Carhop For Mac Free

In Kynseed, live your lives the way you choose in a lovingly handcrafted 2D open world. ABOUT PIXELCOUNT STUDIOS We are a team of three little pigs named Neal, Charlie, and Matt who are building a brick house to keep the wolf from the door. With over 30 years of collective experience developing the Fable series and its community, we hope to infuse our games with the same charm, eccentricity, and humour that permeated Lionhead’s games. Using our experiences from Lionhead, we’re working hard to make Kynseed the sort of game we’d always wished had been made. To help us on this journey, we’ll be calling upon the PixelCount community to give feedback, guidance, and ego boosts.

Mainly the latter, if we’re being honest. Ultimately, we want to always be accessible and honest with the players and never feed them a company line. So, for better or worse, you can expect us to talk to the press and our community with the same honesty and candor as a coworker: with plenty of cursing and sarcasm.