- Small Living World 2 - DEMO Update: 0.16 - 17 September 2026
If everything goes according to plan, this may be the last demo update.After this, it will be time to get back to adding new content to the full release version. In this demo update, you will find the new Rainbow visual, Flip Tool short-cut command, and some strange visitors. And one more language has been added: a full GERMAN TRANSLATION! Um die Sprache zu ändern, gehen Sie zu Einstellungen.0.16.00 =======================================================- Added the Flip Tool feature. By pressing the ALT key, you can switch between ADD and REMOVE for dirt, water, and rock.Added Rainbows. A rainbow may appear when the weather conditions are right and the humidity level is high enough.Added UFO visits. The UFO may appear over some decoration.Added DEUTSCH translation.
- Small Living World 2 - DEMO Update: 0.15 - 30 August 2026
We continue our series of updates to improve the demo ahead of the end-of-year release.This time, the major new feature is the FRENCH TRANSLATION. Et oui, la traduction intégrale du jeu est maintenant disponible en français !Pour changer la langue, allez dans Paramètres / Settings. 0.15.00 =======================================================Add French translation. Other languages to come.Add the Windsock icon to display the wind speed.Add the in-game PAUSE mode.Rebalance plants reproduction cycle.Add key mapping to game speed.
- Small Living World 2 - DEMO Update: 0.14 - 17 August 2026
The summer holidays pushed this update back a little longer than expected, but it’s finally here! This small update introduces a new Visual Info Card in the menu, making information about plants and animals much easier to understand at a glance. 0.14.00 =======================================================Add Plants and Animals info card in the menu.Fix issue when clicking over the menu invisible square zone.More stable handling of Steam Disconnected.
- Small Living World 2 - DEMO Update: 0.13 - 20 July 2026
Just one week after the demo public release, I was able to push the first update. I really wanted to get this one out as quickly as possible. The main feature of this update is the Random Background Music. It really add something else to the game and it makes the experience even more relaxing. You can customize how often the music plays in the Settings Menu. All of the soundtrack pieces are original compositions by Zachary Gilbert.I hope you enjoy this update, and as always, thank you for playing and sharing your feedback! 0.13.00 =======================================================Add random background music.Increase maximum zoom level.Add tooltip for Points and Air Humidity.Display Overlay when using add terraforming tools.Resize menu icon.
- Small Living World 2 - Dev Diary #12 - 16 June 2026
Hello everyone. Today, I'd like to talk a little about biomes. Over the past few weeks, I've been focused on calibrating and fine-tuning the biome systems. It's now mostly functional and ready for players to explore. But what exactly are biomes? Biomes are special environmental zones that emerge naturally when the right combination of terrain and vegetation is present. Create the proper conditions, and a biome will automatically form in that area. Each biome has its own unique requirements for you to discover. Beyond adding visual variety to the world, biomes also play an important role for certain animals. Biomes are not a mandatory gameplay element, but they add another layer of depth to the ecosystem. At the moment, there are four biome types available: Swamp : Meadow: Wooded: Forest:More biomes will be added before release.
- Small Living World 2 - Dev Diary #11 - 11 May 2026
Hello everyone. As time flows, we draw closer to the Demo Release.All core mechanics are now in place. The next step is calibration and fine-tuning. Calibration plays a major role in a simulation.This is where we determine whether a plant consumes too much water, or if a tree grows too slowly. We calculate the balance between mice and available grass tiles, and estimate reproduction rates to prevent overpopulation. All those systems are extremely complex to calculate. I first rely on a large spreadsheet to verify whether, at least in theory, the numbers make sense. But those numbers remain purely theoretical.Reality inside the simulation is far more chaotic. A simple thing, like the time a mouse spends moving between two grass tiles, can completely alter the balance. And once all systems interact together, countless factors begin bending the numbers in unexpected ways. In-game testing t…
- Small Living World 2 - Dev Diary #10 - 22 April 2026
Hello everyone.Still alive and working hard on the project.For a long time, I wanted Small Living World to be a pure sandbox. No story mode, no quests, just an open-world sandbox.But times change, and so do users' requests.At first, it was designed as a tutorial mode to help new players grasp the basic concepts of the game. But early in the design, I discovered: hey, this could become a full quest system. Why not?So there will be Quests in Small Living World 2. Quests will never be mandatory; players are always free to ignore them. But they provide nice rewards that help expansion happen faster.Also, each World Type will have its own quests, closely tied to the world’s geography. I already have some interesting ideas. The more I think about it, the more quests feel like a natural fit for the game. They add another aspect I hadn’t originally planned. Quests will not change the game’s fun…
- Small Living World 2 - Dev Diary #9 - 27 March 2026
Hello everyone.Your passionate indie developer behind the keyboard.With the playtests came another realization: the game UI wasn’t great :steamsad:. It worked, but it could be better. So we went back to the drawing board and redesigned the in-game menu ( with the help of a talented fellow tester ).This required some changes, but less than expected. In just two weeks, we were able to revamp the UI. The Game Menu and the Entity Popups were completely redesigned.Here is the end result. I hope you agree it’s a major improvement. BEFORE ----> AFTER
- Small Living World 2 - Dev Diary #8 - 12 February 2026
Hello everyone.It’s me... again.Playtesting revealed an issue with the scoring system. I was already aware of the problem, but the tests confirmed it.We originally used a score number to represent the world’s progression. This proved confusing, since points are also used by tools. Having two large numbers on screen made it hard for new players to understand what each one meant.So we decided to replace the World Score with a World Level. The World Level is still calculated from the same score, but instead of seeing a big value like 320, you now see World Level 3. It represents the same progression, but in a clearer way.Previous confusing system:It’s now much easier to understand and distinguish between level and tool points. For example, if a plant requires World Level 5 to unlock, there’s no confusion with accumulated points.This was a small code change, but it had a major impact on the…
- Small Living World 2 - Dev Diary #7 - 9 January 2026
First of all, Happy New Year 2026 everyone !I will start the year slowly. Today, I want to share a bit of the behind-the-scenes work of game development. Not everything we work on becomes a gameplay feature. This month, I coded a tool to help create the game’s trailer. It’s a simple automated screen-grabber that saves a sequence of images, which will later be merged into the video game trailer. The main challenge was capturing the exact same section of the world at every frame, even if the player scrolls the map. It was much harder than expected. Now all that’s left is to create an interesting scene. The end result looks like this : ( this is not the final game trailer ).
- Small Living World 2 - Dev Diary #6 - 16 December 2025
Hello everyone. This month, we quietly started the beta testing phase. Let’s call it a private alpha. It’s better to begin with a small group of testers, so if anything goes horribly wrong, not too many players will be affected. Fortunately, nothing horrible surfaced, and we received very valuable feedback.Beta testing can be very motivating. For the first time, we get to share the game with other people. But, it can also be very frustrating. Players don’t understand key mechanics the way we expected. They find issues we never even thought about. And then they suggest we should completely redo the UI. Yes. That actually happened.When you spend days working on a feature, it can be hard to accept that you may need to throw it all away. In moments like these, you have to set emotions aside and make objective, fact-based decisions. This is not always easy, believe me. It’s important to keep…
- Small Living World 2 - Dev Diary #5 - 2 December 2025
Hello everyone.I suppose you were expecting this new Dev Diary.This will be a short one. I simply want to present the game’s new soundtrack. For this game, I wanted something different and original. I delegate this task to a talented music composer, Marco Cutini ( https://www.marcocutini.com/ ). To give the musician maximum freedom, only minimal guidelines were provided. I believe artists are at their best work when given creative space. This is the result, I hope you enjoy it. This soundtrack will only be used in the game menu. During gameplay, it will still be nature sounds only, just like in the previous version.
- Small Living World 2 - Dev Diary #4 - 10 November 2025
Hello everyone. Time for another Dev Diary. This week, I want to highlight the new Entity Information window. In the first game, this was one of the major weak points — when a plant or an animal wasn’t happy, it was often unclear why. The game didn’t provide enough detailed feedback. In the new version, I’ve focused on improving that aspect.Now, by clicking on a plant or an animal, you’ll see a detailed list of all negative factors affecting it. By identifying these problems, players can take action to improve their condition.It may seem like a small detail, but it makes a big difference in builder games. Players need clear, detailed feedback to improve the worlds they create.I hope you will find it useful.
- Small Living World 2 - Dev Diary #3 - 30 September 2025
Hello everyone. Welcome to Dev Diary number tree ( little pun here, it sounds cool ).Ok, next thing, we need to revamp the store screenshots to truly showcase the game’s quality, something the current ones just don’t capture.But something held me back: the look of the trees at maturity. Their branch layout felt strange and unbalanced, so I need to rework them first.And while at it, why not tackle another issue? Right now, all plants share the same animation — they sway slowly from left to right. It works fine for flowers and small plants, but for trees, it just doesn’t feel right ( as an indie dev, you need to optimize your work ).So I created a new shader just for tall trees, making their outer leaves sway in the breeze individually. It took a few iterations, but the end result looks great.before : After : Now it’s back to reworking the screenshots. Turns out it’s a bigger job than exp…
- Small Living World 2 - Dev Diary #2 - 4 September 2025
Hello everyone.Time for the second dev diary. Just in time, I should add. After reworking the in-game UI, it was time to tackle the main menu. I won’t show images of the previous version, as it was just a messy collection of placeholders. We took the time to do it properly, hoping we won’t need to revisit it. And, I think we have achieved a pretty good result. Guillaume has drawn a superb background that sets the tone for the new visual standard. This menu raises the bar for the project’s quality. This should be the almost final menu for the game release. It’s always a nice feeling when we start closing features. There’s one thing missing : music. Should it be an original sound track ? This is still to be defined.
- Small Living World 2 - Dev Diary #1 - 5 August 2025
Hello everyone.Welcome to the First Small Living World 2 Dev Diary!Let’s call it SLW2DD… or maybe just Dev Diary to keep things simple.In this series, I’ll be sharing game development progress on a monthly basis. At least, that’s the plan. Let’s see how diligent I turn out to be.If you’ve seen the latest screenshots, you might be wondering—where’s the UI? Well… it was hidden. Because honestly, it was super ugly.Over the past month, we’ve spent a lot of time redesigning the entire interface from the ground up. It even led to some changes in gameplay mechanics.Today, we have a clean and much more PC-oriented menu. It’s packed with more information, and I honestly think it looks pretty good. We think you’ll like it. Thanks to Guillaume for helping define this new visual style.Btw, those menu icons are mostly placeholder. They will be upgraded soon. See, short and concise update, just the w…