- Released March 10, 2022
- Available for
iOS,Android, Windows PC and MacOS. - Presskit – https://timovervliet.nl/press/sheet.php?p=arabilis
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Press
Pocket Gamer App Army – Full page feature
https://www.pocketgamer.com/arabilis-super-harvest/app-army-assemble/
Pocket Gamer review
https://www.pocketgamer.com/arabilis-super-harvest/not-so-idyllic-farm-life-with-a-roguelike-twist/
Appunwrapper
https://www.appunwrapper.com/2022/03/11/my-week-unwrapped-march-11-2022/
Ladiesgamers.com
https://ladiesgamers.com/arabilis-super-harvest-review
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Game Developers World Championship 2022 Nomination
Arabilis: Super Harvest has been nominated for best indie title 2022.
https://thegdwc.com/games/arabilis-super-harvest
GDWC Fan Choice Mobile Category top 10 final
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Credits
Game Design – Tim Overvliet
Programming – Tim Overvliet
Game Engine – Godot Engine – godotengine.org/license
Art & UI – Tim Overvliet
Music – PurplePlanet.com
Sound – Soniss.com
Special Thanks
My amazing wife Ellen, thank you for believing in me and supporting me, I love you, my parents for all the support, Adriaan, Mitch, Will, Freek, Ion, Steve thank you for helping me testing this one. Dennis thanks for the great feedback. Marco couldn’t have done this without your support. Godot Engine and community thank you, this engine is something special.
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Ideas behind the game
Arabilis was inspired by a couple of things. First of all it’s not a secret I love Stardew Valley and Harvest Moon/Story of Seasons. I mainly love those games because of the simple farming mechanics, growing vegetables and harvesting them is very satisfying. I wanted to make something that distills that experience of growing things and harvesting them but in a much faster loop.
Now here comes a random dream I had one night, I woke up at 4:00 in the morning and the base concept or Arabilis just popped in my head. I wrote it down in my design trello board (I keep a small trello board where I just scribble design ideas onto). This is an exact copy paste from that board:
“Farmbased puzzle game. Grow and plant crops while the day passed (this off lumines). End of the day you score points based on how efficient you grew your plants. Seasons change the available crops and weather and disasters change the grid layout”
This is pretty much exactly like how Arabilis is today.
Another big inspiration came from my father. He is an avid vegetable grower in his own garden and for me it was always so cool to see the differences in color, growth and shear amounts of life each time I came to visit. From barren vegetable paddies in winter times to lush greens everywhere during spring and summer. Ofcourse the fact that these were also the best vegetables you could eat also helped.
Two things stood out for me and my fathers garden. The fact you needed to plan each season and where things should grow. Vegetables do better when you keep them close to plants they like being close to. It’s called companion planting and it’s something Arabilis heavily relies on. Another thing that stood out was how big vegetables can grow. If you would allow vegetables to just stay in the garden without harvesting them they could sometimes grow to massive sizes. I remember seeing pumpkins that two people simply could not lift! I found it fascinating and wanted something similar in Arabilis.
Now after a little over a year of development later, Arabilis: Super Harvest has been released and players are enjoying the game. The response has been lovely and very satisfying.
The game has received three free content updates since it’s release. A free version is also available and both versions don’t have any ads or in-app purchases as I felt like there is plenty of that around these days.
If you read this because you have played the game, I sincerely thank you very much for playing.
- Tim