Hive Time

Current Status

Hive Time is currently in development!

Development builds are available to Patreon supporters and testers. Unless you're specifically interested in testing and/or watching the game's evolution, it's best to wait until it's done! :)

2019-10-11 Devlog

Buzz buzz!

Today's update brings in some new features for inspecting and keeping track of bees. When in "inspect bee mode" (space or the button middle bottom of the screen), clicking on a bee will now bring up a radial menu that allows some extra numbers to be viewed (right now, how far bees have travelled in their life, how many times they've exited the hive, and how much of each resource they've foraged or produced), and an option to have the camera follow a specific bee.

There are also fixes for a few misc bugs, including a fairly hefty one where workers and builders would only bumble if no workshops were present that was introduced a couple of days ago. Whoops!


Full changelog

  • Added radial menu for bees
  • Added bee lifetime info pop-up
  • Added bee follow camera mode
  • Added lifetime travel, exit, and payload tracking for bees
  • Added 'fake' build mode for invisible radial menu placeholders
  • Updated position of bee details pop-up
  • Updated bee details to show "flowers" as the destination for foraging bees outside the hive
  • Fixed bad processing of jelly production multipliers
  • Fixed bad processing of nectar harvest multipliers
  • Fixed cells and bees not getting mouse over events when closing radial menus
  • Fixed bee details pop-up shifting slightly when panning
  • Fixed cooldowns being misapplied on saves from prior to preview-120 (would have prevented thrones from being upgraded)
  • Fixed bad cell type ids from saves from prior to preview-120 (saves from preview-120, preview-121, and preview-123 will be weird, but hardly anybody downloaded those)
  • Fixed crash when a worker tries to check payload target on an exit
  • Fixed builders and workers bumbling when there is stuff to be built

2019-10-09 Devlog

Hey hive friends!

Super small update today to fix a problem with foragers not dying in preview-120. I also added in a fix for a case where Worker bees would not progress below Builder behaviour when construction was in progress regardless of whether construction sites were already full or not. Last, but not least, there's a fix that will hopefully address cases where event music would not play when queued.


Full changelog:

  • ​Fixed foragers not dying (sorry, bee friends)
  • Fixed music fade tween sometimes staying active forever
  • Fixed worker bees getting a bumble target when construction sites are full
  • Tweaked which research requires an upgraded throne room

2019-10-07 Devlog

Buzz buzz buzz buzz buzz buzz buzz!

Another slow week for published updates, but a pretty productive week for me.

The biggest addition in this build is the new Bee Activity screen, which allows the idle and active state of bee populations to be reviewed. This helps identify possible areas for efficiency increases and potential problems. Very early on, I'd hoped that this would be inferrable by observing the hive, and for a dozen or two bees, it nearly is. As the hive grows and it becomes pretty much impossible to track individual bees, and the ebb and flow of role populations is just as hard to see.

I'm on the fence at the moment about how much direct advice/information this screen should give players, since I want players to feel like they can pursue their own strategies and discover what works/what doesn't rather than have me tell them a single way to do things. I'm sure I'll do a lot of iteration, but for now, I think it's a good start.

The Bee Activity screen is exposed from the new Throne Room upgrade, and currently unlocks jelly related research options (providing upgraded workshops are present). The current research and building costs require a hive that's got storage cells and upgraded workshops, and I'm hoping that this will break up the sense of the upgraded workshop just unlocking everything.

Peter's popped in a new music track that plays during the "Midlife Crisis" event that triggers when the current Queen reaches half her lifespan, and has this to say about it:

"For halfway through the queen's life we wanted something a little bit more celebratory. I created a more upbeat, folksy tune which uses the queen's motif (which also appears in Beeginnings, Peace, the main menu music among others) in the bass line (and later on piano). The tune takes on a momentarily more uncertain tone in its second half. I didn't want it to be all smiles, after all, being halfway through life has implications."

Last, but not least, on top of a bunch of other misc fixes and tweaks, I've added a small UX update that I've been meaning to do for a while: having vignettes be cleared when right clicking on their activity indicators (previously, that would just remove the activity indicator, leaving no way to get rid of the vignette itself without clicking on it or waiting for it to go away). I know that currently, the small pool of vignettes makes them a little annoying for some players. I hope that this won't stop people from checking them out from time to time, but I do appreciate that having them forced isn't so much fun.


Full changelog:

  • Added throne upgrade
  • Added bee activity screen to upgraded throne room
  • Added activity and idle descriptons for activity screen to role_descriptions.json
  • Added min_population_space and max_population_space conditions
  • Added panel behind resource screen graph
  • Added WIP halfabee music track to 'midlife crisis' event
  • Added bumble count and role tracking to bees
  • Added type to activity indicators
  • Added new radial menu icons for upgrade build options
  • Added radial menu icon for activity screen
  • Removed log error regarding bee role 'all'
  • Removed unused wall material
  • Updated research requirements to add dependencies on upgraded throne room
  • Updated research descriptions to reflect new changes
  • Updated music player to set volume to -80db when a music track ends in hopes of fixing music fade in pop
  • Updated music player to play a random background track when loading a game
  • Updated lost_brethren effect to give a maximum of 20 bees
  • Updated 'friends we didn't know we had' event to use the min_population_space condition
  • Updated vignette activity indicators to clear cell vignette when dismissed
  • Updated workshop upgrade info text to mention cell screen
  • Added throne upgrade info text
  • Fixed worker bees never descending below production priorities when construction is in progress
  • Fixed worker and forager bees sometimes dying while travelling to/from the hive
  • Fixed possible crash when debug event handler processes an event with no conditions
  • Fixed stock_swap effect consuming as many source resources as possible regardless of how many target resources are generated
  • Fixed events with no conditions always failing condition checks
  • Fixed queen midlife and queen twighlight flags being reset when loading a game
  • Fixed resource reserve slider icons staying transparent when slider is enabled
  • Fixed costs not being applied when upgrading cells
  • Fixed crash when construction of a throne completes (never happened in a released build, as initial throne construction is forced)
  • Fixed janky shadow edges
  • Refactored radial menu handling code to reduce duplication for upgraded cells
  • Reduced the amount of time that builder and worker bees will hang around at a construction site after construction is complete
  • Tweaked layout in the population menu
  • Tweaked base throne model to be visually distinct from upgraded throne
  • Moved cell list to upgraded workshop

2019-09-29 Devlog

Hi, friends!

Small update today with a bunch of misc fixes as well as some optimisations.

Late game performance is something that I'm concerned about, and as the game gets closer to release, I'll likely spend more time focusing on that. I spent today chasing a better understanding of the automatic sorting that Godot apparently does to reduce the number of draw calls while rendering by grouping together objects that use the same material. Unfortunately, I didn't gain any better understanding or performance increases from the various things I tried to demonstrate that with.

At first, I thought it might be that meshes that use multiple materials might be preventing that sorting from having any positive effect. Splitting meshes so that every individual mesh in an object had one material didn't provide any change in draw calls, even when many thousands of objects were being rendered, so that didn't get me anywhere. While doing this, I did realise that joining all of an object's meshes that used the same material into one mesh would probably allow me to do the kind of grouping I was after manually (albeit at a per-object level, rather than in a way that might allow that gain across all meshes using the same materials. The results are pretty good so far.

Between that and hiding some particle effects that were chewing up resources when not emitting, I've dropped from 67k draw calls to 24k draw calls on the hive from the last dev stream when zoomed all the way out. Still would like to make more improvements, but for now, it's a nice gain to have :)


Full changelog:

  • Added 3d highlight for selected cell
  • Removed cell type overlays from defence screen
  • Fixed bad import setting on menu music preventing looping
  • Fixed music state problem when queuing a track while fading in
  • Fixed event buttons responding to non-left buttons
  • Fixed radial menus interrupting mouse panning
  • Optimised draw calls for research and construction emitters by hiding them when not emitting
  • Optmised barracks, nursery, maproom, workshop, upgraded workshop and exit to have one mesh per material

2019-09-27 Devlog

Buzz buzz!

Another slow week, hopefully coming out of the cold/migraine/funk storm I managed to find myself in this month (fingers crossed!).

Today's update brings in new event images for the vinehopper scientist event chain, drawn by Mim. Normally she passes me some rough line work and I repaint them, but she was having fun with this one and we both felt it was ready to go straight in.

I've also made some changes to how music is handled. In addition to the existing "background" pieces, we now have a couple of "ambient" pieces, which are intended to slot into the environmental audio and help make the gaps between more structured music feel natural/intentional. In addition to some little bits for this, Peter's wrapped up a new background track that we're calling "Afternoon Breeze." Here are some thoughts from him on both!

"Although there's no gameplay elements that relate to a day/night cycle, I've found it helpful when developing these more 'business as usual' background pieces to differentiate them by thinking of different times of day. If Peace reminded me of dawn, this one reminds me of a pleasant afternoon. It was enjoyable to let the melody be led by the bass in this piece, while the classical guitar makes an entrance for the first time in this soundtrack.

We've started to toy with adding little mini pieces to help give a little space between the main background pieces. They're much more in the background and have a slightly naive, improvisatory feel, as if you're just hearing someone noodling around before the main music comes in. Hopefully they act as little palate cleansers between the more developed pieces of music."


Full changelog:

  • Added vinehopper scientist event images
  • Added 'ambient' music interleaved between 'background' music tracks
  • Added piano ambient track
  • Added marimba ambient track
  • Added Afternoon Breeze background track
  • Removed Beginnings track from background music list (now only plays when starting a new hive, loading, or spawning a new queen)
  • Fixed typo in map room info text reported by peabop
  • Possible fix for audible pop when transitioning to event music
  • Reduced new Queen cooldown to 1/3 Queen lifespan (may result in cosmetic negative cooldown values in existing saves)

2019-09-22 Devlog

Hello hive friends!

Unfortunately, it's been another difficult week for time/energy/motivation, but today's update includes a bunch of fun changes.

First up, there's a fix for the crash that was occurring when attempting to spawn a queen after the cooldown expires, which was also seen in Friday's dev stream.

I've also done a bunch of refactoring of how events, event conditions, and what-happens-when-event-conditions-aren't-met are handled. All variants of a single event are now included as part of a single event definition rather than being separate events to themselves, which reverts the dramatically lowered event frequency that came in in preview-90. This also opens up a nice way of doing timed events with different outcomes in the future. I've also added a check so that if several event windows were skipped because conditions weren't met, the game will go and find an event that can be triggered and show that, putting an upper limit on the amount of time between events.

There's also an updated version of the music for the Ticket to Ride event. Peter's been working hard on progressing this piece toward a more authentic Beatles style, and we're keen to get feedback from players on how this new version feels.


Full changelog

  • Added updated music for 'Ticket to Ride' event
  • Added suffix to activity indicator resource values when resource gains are truncated due to full storage
  • Added suffix to activity indicator resource values when resource exchanges can't be made due to the source resource being too low
  • Added 'Wasp Attack' and 'Like the tiny, deadly wind' event conditions to better handle cases where there are no defenders
  • Added ± sign to activity indicators when values are 0
  • Added debug shortcut (Shift+E) to set nextEventTime to 0
  • Refactored event condition handling to handle multiple conditions
  • Updated order of fields in debug event selector dialog
  • Updated 'Wasp Attack' event definitions to use condition variants
  • Updated 'Like the tiny, deadly wind' and 'Like the tiny, ineffectual wind' event definitions to use condition variants
  • Updated special event queuing to allow a normal event to fire if two or more event windows have been skipped due to conditions not being met
  • Updated event queuing to force an event to occur if three or more event windows have been skipped due to conditions not being met
  • Fixed population HUD indicators for Beesitter, Builder, Forager, and Defender populations not being red when at zero
  • Fixed resource exchanges resulting in weird values
  • Fixed crash when displaying radial menu with cooldown values after a cooldown has finished

2019-09-20 Dev stream

Cheese plays Hive Time and works on some bug fixes on

2019-09-13 Devlog

Hi hi!

Today's update adds a cooldown for spawning new Queens. It's currently set to half a Queen's lifespan, which means that you'll never have more than two Queens in the hive at a time. I might reduce this to a third, but I think I'll hold off on that until I see how some planned bee upgrade options influence the game.

There are also a couple of misc fixes, including the main menu sometimes not responding to mouse input when the game is paused after build preview-107.


Full changelog

  • Added cooldown to new queen option
  • Added disperse behaviour to menu bees when closing the menu
  • Added dimmed cells to build cost cell allocation indicator
  • Added bolding to building info text
  • Fixed radial menus not being pixel aligned
  • Fixed main menu sometimes not responding to mouse input after pausing the game
  • Fixed menu bees sometimes spawning in view
  • Fixed menu flip timer repeating unnecessarily
  • Optimised hexagonal grid generation slightly

2019-09-11 Devlog

Hello, hive friends!

Unfortunately, over the past few weeks my productivity has taken a big dive. While failing to fend off colds, migraines, and some other less pleasant things, I managed to get a few small bits of Hive Time work done. The nature of solo dev work is that when you need to stop and take a break, your projects all stop and take a break too. It's exciting and motivating to see Peter chugging along with music work in the meantime, but that doesn't mark anything off my own todo list.

The changes in today's update are primarily cosmetic, mostly focused on red value indicators on the HUD to indicate negative states and give feedback on things that aren't doing what they're meant to (eg: when you try to build a cell that you can't afford, or when more resouces come into the hive than there is storage capacity for).

There may (or may not) also be some noticeable improvement in late game performance with some changes to how shadows are handled. Early on, I'd just bumped up the shadow cache size and a few other settings to get good shadows, but most of those don't behave as intended or don't provide any meaningful value with orthographic cameras. After doing some more reading, I've turned the cache size down and done some other fiddling that *seems* to improve things a tiny bit (it's hard to tell on my computer, and Godot's profiler doesn't really break down GPU tasks). Either way, shadows can still be disabled if performance is a problem.


Full changelog:

  • Fixed typo in lost_brethren effect
  • Fixed bounciness in keyboard panning when the game is running at under 10fps
  • Fixed research screen updating when not visible
  • Added red fade to HUD resource limit when resources are received but can't be stored
  • Added red fade to HUD resource levels when something can't be afforded
  • Added red colour tint to worker HUD population when it reaches zero
  • Added bee silhouettes to main menu
  • Added a bunch of new bee names
  • Updated supporters names in credits.json
  • Removed WIP bee calm music track (to be replaced with something else)
  • Tweaked shadow cache size and shadow settings to hopefully look/perform better with an orthographic camera

2019-09-06 Devlog

Buzz buzz!

A quick little update today with some new assets. In addition to new building info/vignette images for Honey Refineries and Jelly Refineries, we also have a new background music track from Peter.

Full changelog:

  • Added bee calm background music track
  • Added honey refinery info/vignette background image
  • Added jelly refinery info/vignette background image
  • Updated wax assembler ingo/vignette background image

2019-09-04 Devlog

Hi friends!

Today's update includes a number of miscellaneous fixes and a few minor additions. The new construction and demolition sounds are intended to be placeholders, but if anybody has feedback on them, I'd be happy to hear via normal channels - the character and presence of these placeholders is likely to inform whatever final versions end up being (assuming I don't end up falling in love with these ones.


Full changelog:

  • Added vignette and info background images for wax assemblers
  • Added placeholder build and destroy sounds
  • Added pan sensitivity option for mouse and touchpad gesture panning
  • Added error sound when upgrade conditions aren't met
  • Fixed edge cases where pre-build and pre-upgrade checks could return true when they weren't meant to (prevents repeat-building upgrades on empty cells, etc.)
  • Fixed typo in 'The end of an age' event reported by Chiitoo
  • Fixed queen name counter potentially going negative when saving and loading multiple times before spawning successive queens
  • Fixed music staying at 0 volume for the currently playing track when returning from the main menu or starting a new game
  • Fixed defender screen showing bad numbers for unprotected cells after loading a game or starting a new game after a previous game was in progress

2019-09-01 Devlog

Buzz buzz!

It's the first day of spring, hurrah! Bees in the Southern Hemisphere will be getting more active as more flowers wake from their winter slumber. Exciting times for bee friends!

The biggest change today is the addition of thumbnails and metadata (date, playtime) to the save and load screens, as well as options for removing saves (THERE'S NO CONFIRMATION AND YOU WON'T GET THEM BACK, SO BE CAREFUL ^_^ ). I'm not really happy with the layout of these screens, so I'll probably come back to try to make them look more good nice at some point later on. For now though, I'm glad to have a bit of extra information to help differentiate saves!

Today's update also has a new music track, inspired by the Beatles-referencing "Ticket to ride" event. Here are some thoughts from Peter:

"Ever since I saw the Bee-tles event picture I knew it would be fun to have a Beatlesque tune in the game, so that resulted in this piece, (which has temporary vocals until I can replace them with a better bee-singer than me) To make it blend in with the rest of the soundtrack, I've switched the guitars for a ukelele, and added a marimba part. But otherwise I'm rather pleased with the accuracy of the pastiche, and I hope you get a kick out of it too."


Full Changelog:

  • Added metadata and thumbnails to save and load screens
  • Added delete buttons to save and load screens
  • Added shortcut key (End) for minimal/farthest zoom
  • Added updated menu music track
  • Added 'Ticket to ride' event music
  • Fixed mouse cursor remaining hidden if panning when an event triggers
  • Updated bee spawn cheat (N) to fill population limit when Shift is held down

2019-08-28 Devlog

Hi friends!

Tiny update today with a couple of small misc fixes.


Full changelog:

  • Fixed typo in 'Gone as quickly as they came' event reported by Chiitoo
  • Fixed Builder slider and population HUD indicators being locked/hidden when loading a save with only upgraded Workshops
  • Fixed radial menu items popping out when already in the out state
  • Fixed Barracks coverage pop in happening when in a radial menu

2019-08-26 Devlog

Hi friends!

Apologies for the delay in updates. I've been away attending a farewell for a studio I worked with, which recently shut down development. Defiant were a beacon of inspiration for much of the Australian game dev industry and beyond. The company's values and priorities made me always happy to support them where ever I could.

While sitting in airports/flying, I did some work on getting a "Cells" screen put together (accessible via the Workshop), which shows a tally of all cells that are currently a part of the hive. This should make doing the mental maths for some of the cell/population ratios a bit easier.

I also made a start on colouring some of the HUD values red when things need attention (eg: when a role population is beyond capacity). The behaviour of this will change over time, but it's a step towards some important feedback that I've had planned for a long time. Huzzah!

Full changelog:

  • Added first pass on colouring population and resource HUD value red when they need attention
  • Added first pass on cells screen
  • Fixed population menu closing when mis-clicking next to a population slider
  • Refactored menu closing code
  • Removed old coverage action code

2019-08-21 Devlog

Buzz buzz!

Super small update today with a coupld of misc tweaks.

Exhibiting at MakerX went well for the most part, barring some initial technical hurdles that turned out to be temp warnings causing my CPU to be throttled back, making the game run very poorly (and potentially risking damage to my hardware). After doing some open computer surgery and re-seating a few bits and pieces, everything came right.

The tutorial seemed to point people in the right direction, and short of a couple of very young kids who maybe weren't up to reading them, I didn't really need to offer anybody help or guideance.

Of the three games I exhibited, Hive Time was definitely the most popular, with some people coming back to queue/play again/watch other people play. You can read some more reflections on the event over here.


Full changelog:

  • Fixed upgraded cells not being added to base cell tile list
  • Fixed research details progress status not updating
  • Removed Coverage from Barracks radial menu
  • Removed some extraneous logging
  • Updated Barracks to pop in all covered cells on hover

2019-08-17 Devlog

Hi friends!

Quick music update today, which brings in a music track for the vinehopper science chain, and menu music! Here are some thoughts from Peter, which highlight that the vinehopper science chain's music has its origins way back in May, shortly after we first started talking about collaborating.

"Two new pieces today, both of which will probably be extended before too long, but we wanted to get these versions into the game. Firstly new event music in Bee March of Bee Progress (I'm not very good at bee wordplay) for our science experiment type events. This one is actually based on the very first made for this project, but it didn't quite have a home until now. A little minimalism influenced and layered, this is also the first use of an electronic instrument in the soundtrack. Bee Menu which... will probably get a better name has a very slow build, so that retreating back into the menu for brief pauses and so on isn't too jarring, but settles in to a chilled out groove based on the 'queen' motif that has featured in Beeginnings and various others."

I've been itching to have some music behind the main menu, but it didn't really make sense to chase that until we had a good feel for the game's musical identity - it's both great to finally fill that void and to be at a point where we can fill it. I love this one to pieces, and I feel like it's a great introduction to the game.

Speaking of introducing the game, I'm taking Hive Time (and a couple of other games) to a (nearly) local event called MakerX. I'm looking for the opportunity to practice pitching Hive Time and watch some more fresh players discover the game for the first time :)


Full changelog:

  • Added beemenu and beemarchofbeeprogress tracks
  • Added music to main menu
  • Added checks to ensure that two radial menu items can't be selected at once
  • Added an outline to the paused research overlay
  • Updated 'cancel resarch' button text to say 'pause research'

2019-08-16 Devlog

Hark! An update!

The big star of today's update is diagetic/environmental audio. At the moment, these present as buzzing sounds for individual bees and outdoor birds/crickets/etc. that become louder as you zoom out away from the hive. There's a missing middle layer in between that I want to add where individual bees are less prominent and the buzzing of the hive as a whole becomes the focus, but that's something I'll experiment with in future builds.

I've bumped into some bottlenecks where if the game has too many 3D sound emitter nodes moving around at once, Godot's audio server will start stuttering and not recover until the game's restarted. For this reason, I've set a cap on how many individual bee sounds can be active at a time (currently capped at 50), and rather than destroying/creating them whenever a bee is spawned, they now come from/return to a pool of available emitters. I have no idea how much this will affect performance on low end systems, but setting bee volume to zero will disable all bee sound emitters - let me know if you feel you need to do that!

There are also a bunch of other miscellaneous fixes hiding in today's update as well.


Full changelog:

  • Added initial placeholder bee sounds
  • Added initial placeholder environment sounds
  • Added audio busses for bee sounds and environment sounds
  • Added volume settings for bee sounds and environment sounds
  • Added pooling for bee and environment sounds
  • Added mention of population limits to nursery building info
  • Added notes on where resources come from in HUD tooltips
  • Fixed upgraded pollen cells popping infinitely on mouseover
  • Fixed new research items staying dimmed if moused over while flashing
  • Fixed bees sometimes not turning correctly on load
  • Fixed particle count warnings proper for good this time (fingers crossed)
  • Fixed possible crash when processing an effect that uses role_death_multiplier
  • Fixed flicker on build preview
  • Fixed camera responding to pan/zoom events when in an event/tutorial/vignette
  • Fixed research description still showing cost after being selected
  • Updated debug music shortcut (M) to only queue up a new music track if one isn't already playing
  • Updated activity indicators to always close on right click, and zoom when a target is available on left click

2019-08-14 Dev stream

Cheese plays Hive Time and works on some bug fixes on

2019-08-14 Devlog

Hi hi!

Quick update to fix a possible crash when upgrading storage cells (spotted during today's dev stream). Also resolves vignettes not displaying when events are disabled, and restores the placeholder Hexo event images that git misplaced during some folder restructuring a little while back.


Full changelog:

Fixed vignettes not showing when events are disabled

Fixed upgraded storage cells sometimes triggering a crash

Moved some event images into sprites/events

2019-08-13 Devlog

Hi hive friends!

Today's update breaks a half-week-long drought with a bunch of new stuff!

Most notably, a Defence screen has been added (accessible from the Barracks), which gives an overview of the hive's defences - namely, barracks coverage, and how recently Defenders patrolled areas/individual cells. This is a first pass, and I suspect the presentation will at least change a little to allow everything to be a touch more readable, but for now, defended/undefended cells affect the types of events that will be shown. For example, if wasps attack and all nectar storage cells are defended, then Defender bees will be free to protect the hive's population without any loss in resources, but if there are undefended nectar storage cells, then the choice between saving resources and saving bees is presented as before (providing you actually have some Defenders!).

The next biggest thing is a bunch of optimisation work. I hadn't intended to do a proper optimisation pass, but while taking breaks to consider the Defence screen's implementation, I found myself addressing some low hanging fruit. Bee AI and cell processing in particular have dropped dramatically, which should improve performance on low end systems that may previously have been hitting CPU bottlenecks. I've also added an option in the settings menu for disabling shadows, which removes what is probably the most significant rendering overhead (at the cost of making the game less pretty, but I figure that's a good option to have for people who may not have access to computers that are as fast as the rest of us). There are still some optimisation stones I haven't yet turned over - there may be more camera/environment settings that aren't relevant to Hive Time that I can disable, and Godot has a MultiMesh class that apparently improves the performance of rendering identical 3D models (such as, say cells!).

Another change (or fix) involves adjustments to bee efficiency. Internally, Worker bees have an efficiency of 1, and the specialised roles have an efficiency of 2 (leaving room for possible research options to further increase efficiency if I end up adding them). Efficiency is generally used in bee activities to affect how our little friends go about doing things. In a refactor of some bee related stuff I did a while back, I inadvertently reset all bees' efficiency to 1. With that fixed, Foragers now gather (on average) twice as many resources as Workers and Builders now construct cells twice as fast as Workers. This shifts the dynamics of mid and late game resource gathering and hive expansion a whole bunch - a good population of Foragers can now support multiple honey refineries, and that (combined with the recent changes to reduce production wastage) opens up another viable strategy to pursue in the mid game.


Full changelog:

  • Added angry slug event image/icon variants
  • Added protected/unprotected cell count to defence menu
  • Added rushing state where bees will get to urgent destinations faster than normal
  • Added Defence screen (accessible from Barracks)
  • Added coverage radius for Barracks cells
  • Added protected state tracking to cells
  • Added coverage hover item to Barracks menu (temporary?)
  • Added shadows setting
  • Added placeholder coloured Old Bitey event image
  • Added two wasp attack event variants and effects that account for different levels of defence
  • Added ninja fruit flies event variant and effect that account for different levels of defence
  • Added 'Gone as quickly as they came' event
  • Added temp icons and tooltips to defence screen overlay toggle buttons
  • Added sounds for opening/closing population HUD and Queen jelly goal HUD
  • Added max_population, min_unprotected_cells, min_unprotected_cells_ratio, max_unprotected_cells, max_unprotected_cells_ratio event conditions
  • Removed some extraneous logging
  • Removed some old commented out code
  • Removed extraneous load_external_resources() call
  • Updated defence screen to use 'defended' instead of 'protected'
  • Fixed defence toggle buttons not respecting their initial state
  • Fixed settings menu sometimes not reappearing after resetting to defaults
  • Fixed loading old saves from before building cost refactor (shouldn't affect any live builds)
  • Fixed wasp reward for handing in slugs being removed rather than given
  • Fixed activity string always saying wax when dropping off resources
  • Refactored reverse storage mappings
  • Refactored resource cell mesh updating to be done per resource as needed rather than per cell
  • Refactored efficiency handling (increases to builder and forager efficiency)
  • Optimised resource cell mesh updating
  • Optimised storage seeking/payload deployment code a little
  • Optimised defender AI a little
  • Optimised bee movement handling code a little
  • Optimised tracking of defended/undefended cell state
  • Optimised handling of non-workshop cells
  • Optimised defence screen drawing
  • Optimised stopping of research, construction and resource particle effects
  • Tweaked population limit provided by Barracks
  • Tweaked defender AI to better prioritise neglected barracks
  • Tweaked role and resource colours for use in Defence screen
  • Tweaked time cost of wax assembler
  • Moved construction times into building_costs.json

2019-08-09 Devlog

Hive five o/

Today's update brings in (at long last) an updated Wax Assembler model that more closely matches other production facilities. The new Wax Assembler has animations as well, so it's now easier to tell when it's producing, when it's idle, or when production is explicitly paused.

I'd been holding off on updating the tutorial images since I knew I'd have to revisit them whenever I got around to making a new Wax Assembler. With that done, I've gone through and grabbed new screenshots, this time with 16x antialiasing so that they look nice and smooth. Along with the old Wax Assembler, the last vestigaes of the old Beesitter nurse hat and the temp GUI for the population menu are now gone for good.

Additionally, I've popped in a button for resetting user settings to default, and an option to hide the game HUD (this doesn't affect radial menus, events/tutorials/vignettes, or the screens accessed by clicking on cells like the Population screen and the Research screen).


Full changelog:

  • Added remaining tutorial images
  • Added new wax assembler model
  • Added wax assembler animations
  • Added reset to defaults button to settings menu
  • Added hide hud setting for disabling the top and bottom hud
  • Updated existing tutorial images
  • Reduced the amount of gameplay processing that happens during main menu transitions

2019-08-08 Devlog

Buzz buzz!

Today's update brings in a bunch of misc fixes - me cleaning up some old todo items spread scross the codebase while working on bigger features. Most of these are cosmetic and increase the readabiltiy or visibility of important things (such as an effect to draw more attention to new effect and activity indicators, or underlines for the research category tab buttons to make their purpose more readable).

There are also few possible crashes that I've addressed, and a debug key for finishing (or at least adding 99999 progress) research that I've added.


Full changelog:

  • Added visual effect when activity indicators are instantiated
  • Added visual effect when effect indicators are instantiated
  • Added underline to current research category button
  • Added note to multi-cell upgrade research items to indicate that they act on groups of cells
  • Added debug key for progressing current research (T)
  • Fixed tutorials sometimes appearing after transition to menu completes
  • Fixed possible crash when creating a new Queen after continuing playing when the last Queen died
  • Fixed destroying multi-cell upgrades not partially refunding the cost of the base cells they're built upon
  • Fixed possible crash when repeating resource levels radial menu action on a non storage cell
  • Updated supporters in credits.json
  • Updated wax assembler tutorial to not explictly mention empty cells when talking about multi-cell buildings
  • Updated Queen bumbling AI to not stop on throne cell
  • Refactored production wastage checks to be more robust and less demanding
  • Refactored queen death event handling to be useable in more situations
  • Removed some debug log output

2019-08-07 Devlog

Hey hive friends!

Super small update today to fix a couple of bugs highlighted during a recent stream. The big one is a proper resolution to the lingering issue of vertical keyboard panning (turns out I'd accidentally applied it to the wrong axis, causing the camera to move closer to the hive and eventually clip into it).

Previous fixes attempting to address this were still changes that needed to be made in order to resolve the problem properly, but since the issue was half as pronounced after that, it was easy to get the initial impression that it was resolved. That's game dev for you!


Full changelog:

  • Added new Queen name
  • Fixed vertical keyboard panning applying to wrong camera axis
  • Fixed storage cell resource height being wrong if updated when mouse is over cell
  • Fixed tutorial chain being broken at build a Wax Assembler

2019-08-06 Devlog


As a belated birthday activity, I just spent a few days away at Cradle Mountain, Tasmania. A bit cold for any bees, but still lovely nonetheless. In addition to trapsing around the damp wilderness, hanging out with cool animals, and recording audio for one of my other projects, I also found some time to get a bit of Hive Time work done.

I'd intended to spend an evening writing some new events and doing a writing pass on existing events, but I ended up writing a bunch of event condition and effect handling code (including some stuff that I thought I'd written and had totally forgotten - whoops :D ).

Peter's also sent through an updated piece of music that's included in this update.


Full changelog:

  • Added old queen departure event
  • Added generous hummingbird event
  • Added lost bretheren event
  • Added yam party event
  • Added max_cell_count condition
  • Added min_population condition support for 'any' role
  • Added new_bees effect action
  • Added aspiration substitutions
  • Added role_death and role_death_multiplier effect handling
  • Fixed circus event not killing defenders (role_death_multiplier was missing)
  • Refactored bee spawning to work better with new_bees effect action
  • Updated waspsarecops event music

2019-08-03 Devlog

Hi hi hi hi!

The big change in todays update is additional checks for workers before they start production. Previously, if resource levels were below capacity, workers would rush to start producing more regardless of whether another worker was already producing enough to fill that resource up to storage capacity. Since 9 bees can work any given production facility at a time, that was resulting in up to 179 honey being wasted when filling up jelly stores (not to mention pollen and nectar).

This fix should have a pretty dramatic impact on resource dynamics, particularly how many foragers it takes to keep up with production in the mid to late game.

Today's update also adds a couple of new event music tracks from Peter, one for when your last Queen dies, and another for when those slug outlaws come to visit.


Full changelog:

  • Added gameover event music
  • Added waspsarecops event music
  • Added outlaw slug event/activity images
  • Added building requirement check when setting up construction options in radial menus (eg: prevents researched items that require an upgraded workshop from being built if there are no longer any upgraded workshops)
  • Added further checks to prevent workers from working at production facilities if other workers are already producing resources enough to fill storage (prevents significant wastage when stores are nearly full)
  • Fixed workers staying for production length when they've decided to not work a production facility
  • Refactored harvest quantity handling
  • Fixed completed research getting a paused overlay if research menu is open when research completes​

2019-08-02 Devlog

Buzz buzz buzz!

A bunch of minor fixes and some refactoring in today's update, primarily focused on refactoring the handling of cell construction and destruction. Population and storage values should update correctly when deleting upgraded cells, and rewriting overgrown explicit casing for each cell type into a couple of generic checks means that adding new cell/upgrade types is a bunch less work for me moving forward as well.


Full changelog:

  • Added loading cell population and storage bonuses to external json (not implemented yet)
  • Added default return value to get_cell_by_role()
  • Added caching for reverse storage mappings to reduce resource menu update overhead
  • Removed some extraneous logging
  • Removed finish building call from fill grid cheat (B now needs to be pressed to finish building)
  • Fixed upgraded cells not removing base cell bonuses when destroyed
  • Fixed research effect continuing to emit if emitting when a workshop is destroyed
  • Fixed current research category not being loaded correctly from saved games (should fix 'progress 0 of null')
  • Fixed radial menu item hover sometimes being called early during radial menu open transition
  • Fixed workers performing research when bumbling
  • Refactored checking of reserve sliders to reduce resource menu update overhead
  • Refactored cell construction and destruction to use new building bonuses

2019-07-31 Devlog

Hello, hive friends!

It's been a little while since the last update. I've been working away at some larger features that have taken a bit longer to come together. Coupled with having a birthday and some other activities that have been eating up a big chunk of time recently, that's made it harder to push out updates with my regular cadence.

First up, Peter's been at work on some more music, and we've popped in a test version of a short-ish positive cue that will play when positive events occur (current implementation has that music happening for all events). As usual, here are some words from Peter:

"I wanted to make some more positive music for moments in the game where things are going well due to events in the player's favour. Many of the features of the last couple of pieces reappear here but this piece has a little bit of extra confidence and swagger to it and introduces a couple of new sounds to the mix, notably the horns."

Next, we have a new resource focused screen, which can be accessed from any storage cell's radial menu. This shows historic resource levels over the past 10 minutes or so. By default, the resource for the cell clicked on is shown, but every resource can be toggled on and off, which makes comparing the ebb and flow of two resources nice and easy.

Alongside that, I've added upgrade options for every storage cell, which consume 7 adjacent cells and grant 40 additional storage. They also unlock "reserve" sliders in the resources screen that can be used to configure thresholds that resource levels must be above for production to happen. This will help with those situations where you're waiting for resources to come in from outside the hive and have to click fast before they're eaten by wax, honey or jelly production. Eventually I'll add a shortcut so that you can automatically set reserves to match a construction or research cost.

In this update, there also are some new event and vignette images, a bunch of bug fixes, and a slew of adjustments to research durations.


Full changelog:

  • Added resource menu
  • Added resource history tracking
  • Added resource reserve mechanic (requires upgraded storage)
  • Added initial event music implementation
  • Added first pass on workingwell event music track
  • Added research options for upgraded resource storage cells
  • Added upgraded resource storage cells
  • Added info events for upgraded resource storage cells
  • Added another facility substitution
  • Added vertical slider to hex gui theme
  • Added snail monk pilgrimage and return event images/icons
  • Added mask for effect and activity icons
  • Added bee variants for exit vignette images
  • Removed background tint from population and research menus since they don't pause the game
  • Removed effect icon masking
  • Removed some extraneous log output
  • Fixed momentary full volume before music fade in begins when returning to the game from the main menu
  • Fixed building info events triggering event music
  • Fixed possible crash when loading a game while activity details popup in old game is shown
  • Fixed visual storage cell levels not updating sometimes
  • Fixed false debug output about particle counts being less than 1
  • Fixed rare crash in population menu when mousing over sliders
  • Fixed build preview not working for multicell upgrades
  • Fixed build preview sometimes showing the wrong colour
  • Fixed typo in nectar rave event
  • Fixed effect radial progress indicator
  • Updated application icon
  • Increased research time for barracks, maproom, honey rifinery, jelly refinery, wax storage, and workshop upgrade

2019-07-22 Devlog

Buzz buzz!

Today's update adds a new model to make it possible to visually identify upgraded workshops (model isn't final, just needed to get something in there), and brings in some new role-specific floor colouring for role-specific cells. This should make it easier to spot the lone Workshop you have wedged in between a cluster of Nurseries and a bank of Map Rooms, and will hopefully serve as a cue for identifying which bees go to which cells.

It's always tricky to find the right balance between subtle and useful - it can often feel like the venn diagram of both has no overlap, but iteration, feedback and a bit of time to step back and let things stew tends to make it easier to home in on a good implementation.

There are also some changes to how music and event/vignette sprites are handled, but most of this is internal. The only thing that matters to users is that custom music tracks now go into custom_music/background/ for background music and custom_music/events for event-specific music (which we don't have any of and so isn't really usable yet).

Separating out foreground characters from vignette backgrounds is a little more involved than it sounds. Since the hexagonal event/tutorial/vignette shape doesn't have solid pixel boundaries (anti-aliased transparency results in partially visible pixels along the angled edges), overlapping two separate sprites isn't really an option. Instead, I needed to combine them into one image at runtime, and then mask that to the hexagon shape.

In the long run, since it's all done automatically by the game now, ​this means less fiddly masking/cropping when making new art, and it means that I can either re-use characters with different backgrounds (upgraded Workshops can use the same Builder as normal Workshops), or I can potentially add vignette-specific/random variants (a happy Queen image might work well with the Queen's birthday vignette, while a sad image would better fit paperwork one).


Full changelog:

  • Added upgraded workshop model
  • Added role-coloured floor textures to role-specific buildings
  • Added setting for toggling role-coloured floors
  • Removed some extraneous log output
  • Moved event sprites into a subfolder
  • Separated vignette backgrounds from foreground characters
  • Moved music tracks into subfolders
  • All music tracks are now loaded dynamically at runtime

2019-07-21 Devlog

Hello hive friends!

50 years and a few hours ago, a pair of humans stomped around on our natural satellite for the first time. To celebrate, today's update includes new art for the ninja fruit flies event that features the moon in the background (painted with a level of attention to detail and real-life accuracy to match the rest of the game).

There are a few other misc updates and fixes, but nothing particularly noteworthly. The past few days have mostly been spent considering refactoring efforts to better enable content development moving forward (such as separating foreground characters from backgrounds in vignette images to allow the same bees to sit in front of different cells, and loading all music at runtime to reduce the amount of handling/hardcoding when adding or updating tracks).


Full changelog:

  • Added new event art for ninja fruit flies
  • Added info art for empty cells
  • Added info event for upgraded workshops
  • Added output when event/tutorial/vignette images can't be loaded
  • Added possible workaround for Shift modifier triggering echo events on certain garbage platforms
  • Fixed possible crash when loading a hive while in the middle of playing when a cell that previously had storage is replaced with a cell without storage
  • Refactored info event handling code
  • Refactored wax, honey, and jelly substitutions to be a part of event setup
  • Activity indicators now use event-specific icon if one is available
  • Shortened title of maproom info event
  • Forced custom music to not loop
  • Lowered defaut music volume

2019-07-19 Devlog

Greetings, fellow normal everyday totally-not-a-robot bees! Let us together express our normal everyday appreciation for regular nectar, pollen and honey to reinforce our identities as mundane normal bees.

The big star of today's update is a new track from Peter (as well as an update to the initial "beeginnings" one). Here are some regular normal words from him about the thoughts behind it!

"The hive quickly starts looking like a very busy place, and there's lots happening on screen even when the player is supposed to be feeling calm. So this piece was written to emphasise the calm. The clockwork ticking of the marimba notes brings the suggestion of constant activity with it, but the piece is led by the much more serene piano chords. A hint of the same motif used in beeginnings (which has also received an update) can be heard occasionally throughout."

Today's update also revamps the population menu with a new style and slightly different way of presenting extra information. There are some new cool particle effect to indicate when Builders are progressing research at a Workshop. On top of that, there are a bunch of other small tweaks/fixes/optimisations.


Full changelog:

  • Added updated "beginnings" music track
  • Added new "peace" music track
  • Added particle effect for research
  • Added background tint overlay to research and population menus
  • Added role details to population menu
  • Added role icons to population menu
  • Added sounds to population menu
  • Added fallback substitution for another_bee in events if population is less than 2
  • Removed population overview from population menu
  • Removed some extraneous prints
  • Fixed missing commas in exit vignette list
  • Fixed researched items appearing as paused when re-opening the research menu
  • Fixed jelly, nectar and honey storage materials from interrupting visibility of sprite particlesIncreased size of construction particles
  • Increased quantity of construction particles
  • Decreased CPU usage of non-storage cells
  • Updated look and feel of population menu

2019-07-18 Devlog

Greetings, fellow bee friends!

Today's update adds some new vignette content and a bunch of cosmetic changes for better readability of construction and research related stuff.


Full changelog:

  • Added several new exit vignettes
  • Added several new maproom vignettes
  • Added several new event text substitutions
  • Added paused indicator for paused research items
  • Added status text to current/paused research items on hover
  • Added debug output for menu to troubleshoot rare unexpected back button behaviour
  • Added sound cue when repeated (Shift) construction can't be built
  • Added construction particle effect
  • Added another_name substitution for events
  • Added build preview when using repeat action (Shift)
  • Refatored build preview handling

2019-07-16 Devlog

Hey hey hey!

Today's update finally brings in research related tutorials and tweaks up some of the other tutorial text. Hopefully, the difference between cell "slots" for concurrent bees using a particular cell and role capacity is also a bit clearer now.

There are a bunch of other misc tweaks and fixes, including a small balance tweak to the Old Bitey event.


Full changelog:

  • Updated tutorial text to bold important words
  • Added workshop and research tutorial events
  • Added output when creating user folders to better identify cause of apparent make_dir_recursive failure
  • Added role-specific colours to bee spawn effects
  • Fixed keyboard panning causing the camera to clip into the hive when panning down
  • Fixed storage cells not updating their height when resource levels are 0 when construction completes
  • Fixed construction previews lingering when an event triggers
  • Removed extraneous research blink related log output
  • Reduced maximum impact of Old Bitey event from 25% to 20%
  • Increased minimum hive size before Old Bitey event appears from 30 to 40

2019-07-15 Devlog

Buzz buzz!

Today's update adds a bunch of UI tweaks that hopefully help make a few things readable that were previously... less readable.

The biggest addition is a transparent preview of construction options that appears in blue or red before building depending on whether there's enough space and resources available. This should help communicate the space required to build in ways that the cell indicators next to the cost indicators didn't seem to be doing.

Previously unseen research options and research options that have recently been completed now blink until you mouse over them. This makes it easier to remember what you've just researched and makes newly unlocked options more visible.

There's also a new debug dialog for triggering events. Previously, pressing E would reduce the event timer to zero and trigger the next queued event. Now, pressing E will bring up the event selection dialog, with the next queued event selected. This dialog allows specific events to be previewed and triggered. It's mostly to help me with debugging/testing new events and keeping track of which ones have images, but it will also help KestrelPi when testing event-specific music cues (if we put them in).


Full changelog:

  • Added event selector (shortcut E)
  • Added pop effect to research category buttons
  • Added blink effect to unviewed research options
  • Added blink effect to newly completed, but unviewed research options
  • Added transparent preview for construction options in radial menus
  • Fixed event buttons responding to mouse up events when mouse button was held down before event was displayed
  • Fixed radial menu buttons not responding to mouse events until a move event is triggered
  • Fixed research costs being charged for resuming already started research
  • Fixed case where resource particle effects' counts were being set to zero
  • Increased default music volume

2019-07-13 Devlog

Buzz buzz, bee friends!

Today's update brings in the first WIP track from Peter "KestrelPi" Silk, who's recently switched focus to bring his composition skills to Hive Time. Here are some cool words from him about some of the thoughts behind it!

"When I first started thinking about the sound for Hive Time I was quite inspired by the organised hex grid, with this flurry of often chaotic seeming but purposeful activity over it, but there being a sense calm in that activity. So with this first piece I have in mind the opening of the game, as things are just beginning to happen, or perhaps when a new queen rises - and I wanted to convey that purposeful busy-ness and the hopes but also worries that come along with new beginnings. As a nod to the hexes, it's in 6/4. And as a nod to the bees, it is of course in bee minor."

Since we've only got one track at the moment, it's also repeating during gameplay with 3 minute gaps. There's a menu setting where you can disable the music if that's a bit too repetitive. In the interests of allowing Peter to test stuff in the game without waiting for new builds, I added a feature that lets him drop new tracks into a folder. Since I'd already done that work, I figured I'd just expose it for everyone, and so Hive Time now has custom music support. Click the "Open User Folder" button in the settings menu to bring up a file browser where you should see a "custom_music" folder.

I've also added activity indicator (the ones that appear in the bottom left to let you know what's just happened) icons for each research item, which should make completed research a bit easier to track among all the placeholder exclamation marks.

Full changelog:

  • Added ogg files to default bundled resources
  • Added music handler
  • Added beginnings music track
  • Added skip custom music setting
  • Added custom music support (drop .ogg files into custom_music in user folder)
  • Added icons for research complete activity notifications
  • Fixed UI volume setting not saving
  • Fixed some unused variable errors
  • Updated credits
  • Updated events, effects, and activities to gracefully handle preloaded icons/images as well as paths.

2019-07-10 Devlog

Hello bee friends!

Today's update brings a whole bunch of particle effects that make tracking bee activity a bit easier. Their lifecycles are a bit more pronounced by spawn and death effects, and effects now give a better indication of when they drop resources. These might be a bit over the top for now, but I'm interested to see how they affect the readability of the game and will tune based on that.

There's also a fix for a fun crash that only occurred when loading a saved game with more than one effect indicator active (like, say, if you have two Queens).

Full changelog:

  • Added bee spawning effect
  • Added bee death effect
  • Added bee resource drop effect
  • Added show particles setting
  • Fixed queen names being wrongly incremented on load
  • Fixed crash when loading a save with multiple active effects

2019-07-08 Dev stream

Cheese plays Hive Time and works on some bug fixes on

2019-07-08 Devlog

It's that time again!

Today's update includes a bunch of UI tweaks for effect and activity indicators (you can watch me work on that and most of the rest of this update in the archive of today's dev stream).

There are also fixes for bees becoming immortal if they switch to a role that doesn't store resources while they're carring a resource, as well as other less exciting things like some sounds not playing when the're meant to and some buttons not doing their hover actions when they should.

Thanks to everybody who dropped by to watch me bumble around today. I hope that it was interesting :)

Full changelog:

  • Added a couple more bee names
  • Added icon columns to effect and activity details pop-ups
  • Fixed flea circus event not having a minimum defender population requirement
  • Fixed typo in fist snail monk event
  • Fixed event/vignette/tutorial text receiving mouse events
  • Fixed bees not storing carried resources when they change roles (fixes immortal bees)
  • Fixed minimum poluation conditions being ignored
  • Fixed error sounds playing when clicking on previously researched research items
  • Fixed UI volume changes not being clamped
  • Fixed log errors about missing event/vignette/tutorial/activity/effect images
  • Updated bee AI to store resources in a random order
  • Increased size of effect and activity details pop-ups
  • Increased opacity of effect and activity details pop-ups
  • Increased defender death multiplier for circus deprival effect

2019-07-07 Devlog

Hark, what's that? It's the lovely sound of a Hive Time update!

Audio is finally here! Recently, I bought KestrelPi on board as a composer for Hive Time, and in preparation for getting some of his work into the game, I've made a start on adding UI sounds. Balancing these with music and making sure they don't clash will be a fun hurdle to cross when we get there, but for now, having the back end in is good, and as certain people keep reminding me, aural feedback is valuable to players.

Today's update also fixes an embarrassing crash caused by vignettes triggering on upgraded workshops (can you tell it's been a while since I last played a full game?).

Full changelog:

  • Added UI sounds for cell hover, radial menu open, radial menu close, research menu open, research menu close, menu item hover, menu item select, insufficient resources, bad build location
  • Added setting for UI volume
  • Fixed crash caused by upgraded workshop vignette triggering
  • Fixed construction menu closing when selecting a build option with space requirements not met
  • Fixed radial menu items receiving mouse over events while expanding
  • Fixed vignette/event/tutorial text being reset to placeholder when resizing the game window (upstream bug #24173 )
  • Fixed typo in default worker upgrade research title
  • Updated cell research options to require a workshop upgrade to be constructed before additional items become available
  • Updated cell upgrade research options to position workshop upgrade in the centre
  • Refactored upgrade related special casing to be more generic

2019-07-06 Devlog

Hello, hive friends!

Obstacles are finally here! Construction is now inhibited by a bunch of large and small obstacles that will (hopefully) invite more planning. There are some adjacency requirements that I have lined up down the track that should provide some extra planning pressure for mid and late game players, but for now, I'm interested to hear how this patch affects the feel of a whole game.

This patch also fixes a bug with loading old saves that was introduced in preview-42 as part of updates to the research system. It's a little fiddly so I've decided to not special case a backwards compatible loader for the research system, which means that the game is no longer compatible with saves prior to preview-42. I know I'd said I'd try to avoid this, but unfortunately, plans don't always work out! If anybody has a save they'd like to continue to use, I can manually update it pretty quickly. Apologies for the inconvenience.

Full changelog:

  • Added small construction obstacles
  • Added large construction obstacles
  • Added skip obstacles setting
  • Added check to stop foragers and workers dying when they are outside the hive or carrying resources
  • Added vintage text to bee details to indicate age/lifespan relationship
  • Added life span to bees and added per-bee jitter
  • Removed bee starting age jitter
  • Removed all hard coded hexType values
  • Fixed crash when loading caused by old research import code
  • Refactored entity list
  • Increased fog depth

2019-07-03 Devlog

​High five, Hive Timers!

A quick little update to fix a construction menu bug where build options were being displayed regardless of whether they'd been researched or not.

I also added an effect to the effect tray that indicates Queen age/lifespan. This information hasn't really been present in-game till now, and I'd bee wracking my brain for a good way to display it that didn't require more HUD clutter. It turns out that a solution was in front of me the whole time \o/


Full changelog:

  • Fixed all buildings construction options being available regardless of research status
  • Added effect indicator for current Queen(s) to indicate lifespan
  • Added worker versatility research item icon
  • Updated beesitter, defender, builder, forager and queen upgrade icons

2019-07-01 Devlog

Good day bee friends, and welcome to the second half of 2019!

After a week wrapping up some other work, I'm back onto Hive Time now. I spent last night finishing the initial implementation of the building upgrade system and a partial implementation of the bee upgrade system. Currently, there are no bee upgrade items exposed, and the only building upgrade option is the upgraded Workshop, but I should be able to easily build on these in future builds.

I also fixed some old behaviour where the game would just quit when getting a "game over" instead of going back to the menu.

Full changelog:

  • Added first pass on cell upgrade research UI
  • Added first pass on bee upgrade research UI
  • Added workshop upgrade
  • Added research requirements
  • Added apple blossom as a flower type
  • Fixed the game exiting when ending a game due to Queen death

2019-06-22 Devlog

​Small update today with some adjustments to research timing and fixes for end-game bugs that I probably should've spotted sooner.

I've been looking at a bunch more research stuff that's not enabled yet - bee efficiency upgrades and advanced building variants. Not sure when that'll be ready to make it into a build, but providing multiple paths to hive productivity/efficiency/health that go beyond just expanding makes the game feel a lot more interesting.

Full changelog:

  • Increase duration of barracks, honey, and jelly refinery research
  • Fixed queen not dying (for real this time)
  • Fixed tutorials being shown when starting a new hive with a new queen
  • Fixed research being reset when starting a new hive with a new queen
  • Load shortcut (L) now loads most recent save instead of oldest save

2019-06-18 Devlog

Buzz buzz!

Today's update focuses primarily on bringing icons into effect, activity and event descriptions. These are still a work-in-progress, particularly in the case of activity and effect detail pop-ups, which are a little too small to comfortably hold all the information they need to display.

There are also a couple of crash fixes related to specific event outcomes.

Full changelog:

  • Added small role icons
  • Added red colouring to negative effect/activity values
  • Added icons to replace resource and bee role text in effects
  • Added activity indicators for role_swap, lifespam_multiplier, lifespan_offset, death_multiplier, stock_multiplier, stock_offset, and stock_swap
  • Added icons to stock_multiplier, stock_offset, stock_swap, lifespan_multiplier, lifespan_offset, destroy_cells, destroy_cell_type, destroy_cells_multiplier, death_multiplier, and role_swap activity details
  • Added icons to Throne Room, Wax Assembler, Honey Refinery, and Jelly Refinery info events
  • Added more detail to hive destruction activity indicators
  • Fixed typo in game load error event
  • Fixed queens never dying
  • Fixed crash when the last of a role-specific building type is destroyed
  • Fixed crash when the buildings of a particular type are destroyed
  • Fixed effect indicators for offsets showing * instead of +
  • Fixed load and save menus not working when save folder doesn't exist
  • Removed placeholder effects from cold effect
  • Updated click-off-able area for research menu to be smaller
  • Updated workshop info description
  • Activity indicators that aren't attached to a cell now close when clicked
  • Temporarily activity details icons into fake columns
  • Temporarily removed click to zoom/click to close text from activity details
  • Changed activity, effect, and event details to RichTextLabel
  • Disabled processing for cells with a value less than empty (increases performance for small hives)

2019-06-16 Devlog

Hey, friends

Finally managed to squeeze out a first pass on the research system. In this iteration, only nurseries, workshops, wax assemblers, exits, nectar storage, and pollen storage cells are able to be built at the start of the game. Further construction options are unlocked from the Research Menu at a Workshop. Builders are needed to progress research, which gives them a critical role in the growth of a hive that they previously didn't have.

At the moment, there aren't any research dependencies. I'll need to implement something for later research options I have planned, but for now, the ones that are in the game right now can be researched in any order.

This makes some dramatic changes to the feel of the game's pacing, but from the testing I've done so far, don't end up slowing down the game much. The key benefits here are reducing the initial construction options down to a less overwhelming 6 options, giving players control over the order in which things become available, and giving some persistent rewards to spend resources on.

I suspect that having to balance production and research will lead players to more directly manage the paused/unpaused state of assemblers and refineries, which I definitely want to encourage early on, but does get a bit cumbersome in the mid to late game. I have plans for some research options that will provide some alternative production management options better suited to scale to the places where pausing/unpausing doesn't quite cover, but I think I'll let the research system sit for a while and see how it feels/what kind of feedback I get before implementing those.

Obstacles and bonuses will probably be the next big feature to come in, which should shake up hive layouts and construction prioritisation in interesting ways.

Full changelog:

  • Added research menu to workshop
  • Added initial research costs for map room, barracks, honey refinery, jelly refinery, wax storage, honey storage, and jelly storage
  • Fixed possible crash during auto saves caused by lost bees outside of the hive
  • Fixed possible crash when loading older saves
  • Fixed tutorials not being shown
  • Fixed Escape not closing population menu
  • Fixed possible crash when switching roles for existing bees
  • Fixed bee animation and attachment nodes being duplicated unnecessarily
  • Removed vestigial code related to old construction and population menus
  • Refactored radial construction menus
  • Builders now conduct research

2019-06-12 Devlog

Hello bee friends!

Apologies for the slight gap in updates. Some unfortunate news sapped my motivation for a few days, but I'm back now with some good forward progress on a couple of fronts.

Firstly, I think I've knocked some crashes on the head relating to bees who don't return to the hive correctly. When autosaving, it was possible for these bees to put bad data into the save file that would crash the game on load, or crash during the save process. With autosaves enabled, this meant the game was likely to sew the seeds for its self destruction one way or another after 20 minutes of play time. Good times! I still haven't quite managed to track down the cause of bees not returning to the hive correctly, but I do have some ideas (and addressed one of those in this patch). In the meantime, these fixes make that less fatal!

Secondly, after some false starts, we have some new bee poses (single frame animations - eventually these will be expanded to be more interesting, but for now, it's just indicative of where animations will occur). The Queen now sits upright in her throne, and bees tuck their wings away when they don't have far to travel or when stopping at a cell, hopefully giving a visual impression of walking vs flying.

Last but not least, there are vignette and info graphics for the Throne room, which hint at an upcoming feature that I've had planned for a while.

I had hoped to ship this update on the 10th of June, which is when people in my particular corner of the world choose to celebrate the Queen of England's birthday. It is, of course, not the Queen's birthday at all, and in Australia alone, it's celebrated on three separate dates in different months, depending on which state you're in. Canada celebrates Fête de la Reine​ on the 25th of May, which was apparently Queen Victoria's birthday, so that at least makes sense.​

I'll be the first person to admit that the colonial heritage that we put so much effort into celebrating should instead be commiserated​, but in this rare case, I was happy to lean into it and reference this silliness.


Full changelog:

  • Added initial Queen sitting pose
  • Added bee wing poses for fast and slow movement
  • Added playtime to save games (not user-visible)
  • Added Throne info image
  • Added Throne vignette image
  • Added new throne (chair)
  • Fixed DOF not updating during menu transition
  • Fixed foragers not returning to hive properly
  • Fixed pause timing sometimes resulting in an unwanted game frame when transitioning to/from the menu
  • Fixed possible crash when bees get lost
  • Fixed possible crash caused when loading bees that didn't return to the hive interior properly
  • Tweeked Queen pop in/out size in construction mode
  • Reworked bee initialisation to not require setting up area and bone attachment nodes
  • Upgraded save and load log messages to errors to force log flush

2019-06-08 Devlog

Helloooooooo beeeeeeeeeeee friendssssssssss

Today's update includes a few bits of menu polish as well as some bug fixes.

There are now configuration options for antialiasing and depth of field, so you can make the game look more/less fancy now depending on what youre computer is up for.

That old "bees coming up through the floor" problem - any bee who is outside the hive should now return to the exit they left via regardless of their role or previous activity. Yay.

A previous update broke events and vignettes (and I'd been playing with them off for a few days). Those are restored now.

Unfortunately, fixes to bee behaviour over the past couple of patches have likely broken the little happy spin that they used to sometimes do. I'll be adding that back in later, but rest assured, they'll be back to their spinny selves before the game is finished.

Full changelog:

  • Added in-game camera zoom to transition from/to menu
  • Added exit info image
  • Added exit vignette image
  • Added anti aliasing setting
  • Added depth of field setting
  • Added a new bee name
  • Fixed events and tutorials firing during menu transitions
  • Fixed bees not returning to the hive via the exit they left when their target priority changes
  • Fixed transition weirdness being caused when mashing Escape during menu transitions
  • Fixed events and vignettes not triggering
  • Refactored settings UI generation code

2019-06-06 Devlog

Attention hive friends! Another menu focused update today, though I've also added fixes for a bunch of issues during gameplay.

The star (or hexagon) of today's update is the cool new transition from the menu into the game and back again. It does have one significant bug at the moment that I didn't get wrapped up before I finished up work for the day - events and tutorials can trigger while a menu transition is happening. This isn't a problem when going from the menu into the game, but when going the other way, it can result in an event on top of the menu, and that's not ideal (pressing Escape a few times should clear it).

Full changelog:

  • Added info graphic for grid tiles
  • Added cool transition from/to menu
  • Added scrollbars to load screen
  • Added scrollbars to save screen
  • Added scrollbars to settings screen
  • Fixed bees interrupted when outside the hive not turning to face their destinations until they next bumble
  • Fixed possible crash when determining production priority
  • Fixed cells receiving click events when closing the population screen
  • Fixed Escape not closing radial menus
  • Fixed radial menus not repositioning when window dimensions are changed
  • Entering inspection mode now closes radial menus

2019-06-05 Devlog

Buzz buzz!

A small update that fixes a crash when pausing production of a Wax Assembler that has bees working on it. This update also fixes the autosave setting not saving properly and defaulting to false. You will need to manually enable it if you have run a previous build.

Full Changelog:

  • Added options for skipping tutorials, events and vignettes to settings screen
  • Added button for opening user folder to settings screen
  • Added graphics for map room, nursery, workshop and barracks info screens
  • Added note mentioning bees spawning at a fixed rate to population growth tutorial
  • Fixed title for exit info screen
  • Fixed possible crash when pausing production on a wax assembler
  • Fixed autosave setting not applying
  • Fixed autosave defaulting to false on first launch (will need to be enabled manually for all existing installs)
  • Refactored some menu code

2019-06-04 Devlog

Hi friends!

Small UI focused update today, this time adding "activity icons" that allow you to zoom to active vignettes or locations of recent events (not sure where Old Bitey got your hive? Now you can jump straight there). There are a few othe less visible fixes for input handling and menu related stuff as well.

Full Changelog:

  • Added activity indicators for active vignettes and hive destruction events
  • Added vignette activity icon
  • Added Escape as a shortcut for Resume in the main menu
  • Added Enter as a shortcut for closing/selecting affirmative action in tutorials/events/vignettes
  • Fixed activity and effect icons responding to mouse over during events
  • Fixed activity and effect icons responding to mouse over while radial menus are active
  • Fixed activity and effect details lingering while main menu is active
  • Fixed main menu items responding to mouse over events while tiles are flipping
  • Fixed magnify gesture events not marking input as handled
  • Fixed the main menu not pausing the game correctly
  • Fixed cancelling an event not marking input as handled
  • Fixed capitalisation of Throne Room when getting cell name
  • Repositioned version number
  • Viewing a vignette automatically removes activity icon
  • Removed some vestigial code from the old UI

2019-06-03 Devlog

​Super quick update this morning that addresses potential crashes when starting the game with the fullscreen setting enabled and when visiting the load screen with no saved games.

Full changelog:

  • Deferred applying existing fullscreen settings at startup
  • Deferred applying autosave settings at startup
  • Fixed get_saved_games_list() not returning an empty array on error

2019-06-02 Devlog

Hello, friends!

Another primarily menu focused update today, adding options for saving/loading multiple save files, as well as persistent settings for fullscreen and autosaving (S now triggers an autosave). There are also a couple of fixes for some bugs when deleting under-construction multicell buildings, and a new crown for the Queen. How nice.

Full changelog:

  • Added new crown for Queens
  • Added initial pass on save and load screens
  • Added autosaving (10 minute increments)
  • Added tracking of current save name
  • Added modified date sorting to save file list
  • Added current menu item indicator
  • Added initial pass on setting screen
  • Added persistent user settings (user://config.cfg)
  • Fixed zero duration tweens when loading bee movement
  • Fixed Directory objects not being closed correctly when reading save file list
  • Fixed problems with deleting under-construction multicell buildings
  • Fixed problems with mouse over for under-contrstruction multicell buildings
  • Fixed birth ratios not being reset when starting a new hive

2019-06-01 Devlog

Greetings, hive friends!

Over the past week or so, I took a break from Hive Time to work on a side-project. As part of a talk I gave last week on making games in Godot, I needed a small example project to do a code walkthrough of. Hive Time is a little too big/sprawling/hastily made, so I quickly knocked together Honeycomb CRUNCH, a top-scrolling avoid-the-obstacles game that I've released for free (costs no money), and for Free (released under Free Software/open culture licences). If it sounds like your kind of thing, you can check it out over here.

With Honeycomb CRUNCH now savely stowed away in the Released Games basket, I spent today and yesterday getting the new main menu behaving. It still needs a bit of tweaking, but it's starting to shape up well, I think! At the moment, the settings menu doesn't do anything, and the load/save menus just automatically load/save the most recent/current hives as the previous S and L shortcuts did.

This build also brings in new animations for the Jelly Refinery, and reposition them. If you've got a save with a Jelly Refinery in it, you'll notice that its position is a bit weird.

Other than that, there are a few crash fixes, and Escape will now close radial menus/close or select the negative option of events. Escape will also bring up the main menu again. Good times.

Hooking up the rest of the menu systems is probably going to be slow work without much in the way of visible/exciting gameplay progress, but once that's all in place, we should return to the kind of update cadence we had before last week.

I've also made the store page public (with builds not available), which should make it easier to share/follow the project as it moves forward. Controls and known issues are now listed in the download instructions page. It doesn't look super fancy at the moment, but I'll be updating it to be more exciting in the future ^_^

Full changelog:

  • Added main menu
  • Added credits screen
  • Added Escape as a shortcut for closing radial menus
  • Added Escape as a shortcut for closing/chosing negative response in tutorials/events/vignettes
  • Added Escape as a shortcut for returning to the main menu
  • Added event images for save/load success
  • Added pop to radial menu buttons
  • Added cell indicator highlight sprite to radial menu build costs pop up
  • Added jelly refinery animations
  • Updated jelly refinery cell layout to put 'origin' cell in the 'middle'
  • Reordered player/game initialisation to better fit with new main menu behaviour
  • Reordered GUI scenes
  • Inventory fluff is now set based on bee activity
  • Fixed save file not being closed when saving
  • Fixed possible crash when stopping factory stop animation
  • Fixed game load crash when bee inventory fluff is not present
  • Fixed bee names are not being exhausted before being reused
  • Fixed bees bees diving into exits (happens 1 in 20 times now)

2019-05-21 Devlog

Hello, bee friends!

A small update today with a couple of changes. The two biggest ones that will affect gameplay are that the cell pattern for Honey Refineries has changed (the Jelly Refinery hasn't been updated yet, but my plan is to shift it too so that the tile you click on is always the "middle" most tile vertically), and that the honey costs for producing jelly and constructing jelly storage have been lowered slightly.

This update also brings in the first building animations. The Honey Refinery now opens and closes to reflect paused/resumed state (which is less broken in general now), and there's a subtle "pumping" animation that you might notice when zoomed in.

Full changelog:

  • Added pause, resume, and production animations to honey refinery
  • Added a bunch of new names
  • Added extra logging for shift shortcut
  • Added construction/welcome tutorial screen
  • Added queen death event when it's not the last queen
  • Updated tutorial text to reflect new UI
  • Updated honey refinery cell layout to put 'origin' cell in the 'middle'
  • Updated minimum hive size for Old Bitey from 8 to 30
  • Updated some film names
  • Updated jelly storage construction cost to require less honey
  • Updated jelly production cost to require less honey
  • Fixed bad room requirements for 'Ticket to ride' event
  • Fixed typo in 'This just in' event
  • Fixed a typo in no inventory strings
  • Fixed possible crash when building a storage room on a cell that was previously destroyed
  • Fixed bad map room identifier in event condition handler
  • Removed special tab from population menu

2019-05-20 Dev stream

Cheese plays Hive Time and works on some animations in celebration of World Bee Day! on

2019-05-20 Devlog

Here it is! The big change I've been holding off on doing until I knew I had a good block of time to do it. We now have the radial context menus for cells that I'd envisioned the game having at the start of our little jam just shy of one month ago.

This has allowed me to pull out most of the placeholder UI, which means that there are some changes to how the game feels and handles.

  • I'd always imagined placing cells to be something that you do with slow consideration at points when you're ready for your hive to grow. After watching play sessions (and playing myself), I've found that it's satisfying to plonk down a bunch at once. With this in mind, I've added a shortcut (Shift) that will allow you to repeat the last radial menu command, which should work for building, destroying, and even bringing up info prompts.
  • Cell allocations for rooms is no longer on the cursor. It's not in the "costs" pop-up that appears when you mouse over a build item in a radial menu. Cells that are not available for building are coloured red, so this is a lot more readable now.
  • Construction costs and refunds are now displayed in the "costs" pop-up that appears when you mouse over a build item in a radial menu. No more waiting for tooltips! The resources that you can't afford are coloured red, which makes that a lot more readable too.

There's still a bit more work to do on UI stuff, but I'm keen to hear how this new stuff feels for you before I push too much further along.

This update also breaks save games. For future updates, I'll do my best to avoid it, but some oversights in the previous build made it hard to avoid this time around. I could invest time in building a robust data file versioning system like I've done for Icicle, but I have less time to allocate to this project, and its scope is smaller so much that I'd have a hard time justifying the extra work anyway.

If anybody needs their hive, shoot me through your save and I'll fix it up manually.


Full changelog:

  • Added radial context menu for cells
  • Added more "nothing" strings for bees not carrying anything
  • Added resource icons to bee details pop-up
  • Added shortcut (Shift) for repeating last build action (must be held down before selecting previous action)
  • Added shortcut (Home) for returning to the initial camera zoom/position
  • Added support for HUD elements to retain 3D position when zooming/panning
  • Added info events for all buildings
  • Added building cost icons/values to construction menu
  • Added some more names
  • Removed old construction menu button
  • Removed old population menu button
  • Removed build allocation indicators from mouse cursor
  • Fixed bee details pop-up position being set before bee is scaled
  • Fixed possible crash when saving a bee that has wound up with a bad target
  • Fixed camera translations not being converted into local space before being applied
  • Fixed event/tutorial/vignette images not being loaded
  • Fixed left event/tutorial/vignette button being clickable even when it's not visible (for sure this time)
  • Fixed cells eating mouse events when they shouldn't be
  • Fixed queen being spawnable without having enough resources
  • Fixed a typo in 'That's heavy' vignette reported by Clipsey
  • Fixed possible crash when loading a save that includes a lost bee
  • Adjusted activity strings to better fit in bee details pop-up
  • Adjusted bee wing material to be less reflective and more transparent
  • Adjusted bee carapace/eye material to be less reflective
  • Updated save code to produce less jsoned json

2019-05-18 Devlog

A short changelog for a whole bunch of work! Saving and loading functionality is finally in (although there's no main menu to drive it, so you're stuck with shortcuts for now)!

This particular task ate up the past couple of days, and it's probably the least enjoyable part of game development for me. Even though saving and loading are pretty essential features, they don't really contribute anything that is intrinsically a part of the game experience.

There's a lot of maintenance work involved in this kind of code, since anything that's added to the game is likely to need to be added to save/load code, or at least cleared before loading. For this reason, it's hard to front-load save/load work at the beginning of a project, and as a result, by the time I get to it, I've usually made a lot of decisions that didn't really take into account or prioritise persistent saving/serialisation.

It's usually not difficult, but it is long, slow, tedious work, which usually requires a few changes here and there that aren't necessarily in the best interests of what the game itself is doing. A degree of focus is needed to keep track of everything and a lot of extra testing is needed to make sure that bugs don't creep in (last night, I spotted and fixed a bug that I only spotted by chance that would only occur after loading a save that have been saved from a previously loaded game).

Godot has some documented patterns for serialising, instantiating and restoring its nodes, which is nice, but as noted in the docs, doesn't scale to scene trees more than one node deep. The pattern of for i in current_line.keys(): new_object.set(i, current_line[i]) for populating newly created instances with saved data is nice, but the moment you want to do extra munging/processing on the way in or out, it ends up requiring as much work as writing manual import/export functions for every class you care about. These approaches are a good start, and are great to have documented, but they don't meaningfully simplify the work for me.

For me, save/load code is like the fish of gamedev (apologies to my vegan/vegetarian friends) - you have to eat it slowly and be constantly wary of bones, otherwise you risk choking to death. Chewing for bones isn't really that hard, it just isn't any fun, and that's really not the relationship I want to have with food or with games :D

Anyway, enough rambling about the bits I don't enjoy. Time to get back onto the bits I do enjoy!

P.S. Ignore the "-dirty" on the end of the version number. I forgot to commit the removal of some whitespace before uploading and didn't think it was worth cutting new builds for.

Full changelog:

  • Added initial implementation of saving/loading games
  • Added temporary interface events for saving/loading
  • Added save shortcut (S)
  • Added load shortcut (L)
  • Removed forced-perspective scaling for bees leaving the hive
  • Fixed effects not being cleared after starting a new game/loading (resolves those cheeky nanobees)
  • Fixed unbuilt cells list not being cleared when starting a new hive
  • Fixed stock multiplier effects being added instead of multiplied
  • Fixed stock not being rounded after effect multipliers and offsets are applied
  • Fixed Queen move and turn speed not being set correctly

2019-05-16 Devlog

Hey hive friends!

Today's update brings a bunch of bugfixes and a few bits of new visual feedback into the game. Role capacities are now displayed on the population HUD (you can toggle the population HUD by clicking in the top right corner of the screen if it's getting in the way), and resources in storage cells now raise and lower depending on current stock levels.

I've also added a fade out effect as bees leave the hive. This may incur a performance cost - if anybody sees a drop in performance with this build, I'd be keen to hear!

The possible bug with construction completing on its own turned out to be bees returning to the hive without returning to their full size. I spotted some mini bees this evening careening around, building, working refineries, etc.. Cheeky nanobees.

  • Added role population capacities to population HUD
  • Added some new names
  • Added conditions to each role swap event to require a relevant role building to be present
  • Added fog/fade out for bees leaving the hive (may have a performance impact?)
  • Added cheat (K) for lowering resource limits
  • Fixed a typo in the "Drink responsibly" event
  • Fixed a typo in the "A flower by any other name" vignette
  • Fixed a typo in the "Not as fancy as it sounds" vignette
  • Fixed bees killed by events freezing/not being disappearing
  • Fixed new Queens not keeping their name when starting a new hive
  • Fixed left event button sometimes moving down
  • Fixed effects having zero duration after their first occurrence
  • Fixed resource levels not being adjusted when resource limits go below current stock levels
  • Fixed cells receiving mouse over events during events/vignettes/tutorials
  • Fixed build grid sometimes getting stuck in "popped out" state
  • Fixed vignettes from being shown if an event fires before the mouse button is released
  • Raised the rate that Beesitters increase bee spawn rates by
  • Reduced forced perspective scale for bees leaving the hive
  • Replaced pause/play icons with inspect/build icons
  • Storage cells now visibly represent hive-wide stock levels
  • Updated pollen storage model

2019-05-14 Devlog 2

Still had some mouse over event weirdness going on in preview-7 with cells bouncing up and down real fast. This is now 100% totally for sure really truly fixed now (if it happens again, let me know)!


  • Hacky workaround for silly mouse over bug when bees are outside the hive
  • That's all

2019-05-14 Devlog

Hi people!

The Preview-6 build had some dodginess when mousing over cells, so apologies to anybody who got that. Preview-7 should now be live, and (including changes from Preview-6) adds the ability to inspect individual bees when paused. There are also some minor cosmetic changes including adding resource buckets to the throne room, centring the Queen on the throne, and some tweeks to the bee movement animation. Some of the behind-the-scenes tidying up I did today also paves the way for adding more bee animations.

Full changelog for preview-7 and Preview-6:

  • Added a bunch of new bee names
  • Added a bunch of new queen names
  • Added resource buckets to throne room
  • Added activities to bees
  • Added bee details on mouse over when paused
  • Adjusted start position of bee hover animation loop
  • Fixed Queen not being centred on the throne
  • Fixed Queen not moving up with the throne when it pops
  • Fixed Linux Itch deploy not being extracted nicely when downloaded via the Itch client (workaround for upstream bug)
  • Cells no longer pop when paused
  • Vignette indicators are now hidden when paused

2019-05-13 Devlog

Buzz buzz!

A new build is up with a bunch of changes, mostly focused on HUD improvements (note that there's still a bunch of temp stuff, and that's why the bottom HUD isn't centred properly!) and bee behaviour/presentation.

I spent this morning quickly slapping together a build system. That doesn't mean much for you as a player, but it does mean that builds can go up faster (it has automated deployment via Itch's "Butler" tool) and be free from any of the human errors that creep in from manual handling. Yay.

Full changelog is below:

  • Added version number and in-development notice
  • Added a new film name
  • Added a bunch more bee names
  • Added new nursery vignette
  • Added a bee pun to serous business Defender vignette
  • Added names to bees
  • Added Queen name to throne vignettes
  • Added Queens to population HUD
  • Added build script with automated itch deployment for Linux, Mac and Windows
  • Added pan gesture support (alternative to middle click and drag panning on Mac touchpads)
  • Added magnify gesture support (alternative to scroll wheel input on Mac touchpads)
  • Added automatic pause when events/vignettes/tutorials are up
  • Added pause/play button
  • Added radial dissipation transition to effect indicators
  • Added new effect details pop-up
  • Added pause shortcut (Space)
  • Added cheat to raise resource limits (H)
  • Added kill bees cheat (K)
  • Removed lamp attached to Builders' hats
  • Clicking top left HUD corner now shows/hides population HUD
  • Clicking top right HUD corner now shows/hides queen jelly target HUD
  • Hats now change when a bee's role changes
  • Initial population is now spawned behind the throne
  • New bees are now spawned in nurseries when available
  • New Queens now inherit last queen's name (plus a roman numeral)
  • Old Queen now bumbles around the throne room when new Queen is installed
  • Refactored new bee generation
  • Queens now grow with age
  • Vignettes now use relevant bees' names if one is available
  • Fixed new queen not spawning
  • Fixed bees facing the wrong direction for their first movement
  • Fixed bees getting stuck outside the hive if they change roles or have their exit deleted
  • Fixed Builders travelling to Workshops that were already being worked by 3 bees
  • Fixed vignettes trigged by adjacent cell click not using specified bee names
  • Fixed randomness being less random than expected
  • Fixed left button being clickable for events/tutorials/vignettes that only have one button
  • Fixed a bunch of typos reported by Chiitoo

2019-05-11 Devlog 2

Another small patch for today. This should resolve crashes caused when destroying multi cell buildings, and when events (like Bear Attack) cause multi cell buildings to be destroyed.

I've also added a new HUD element that shows progress towards the jelly needed to spawn a new Queen, as well as two new events that mark milestones in the current Queen's age.

Beesitters finally have their purple bandannas now, replacing their placeholder white nurse hats.

Full changelog is here:

  • Added some new names
  • Added queen mid life event
  • Added queen twilight event (one minute out from death)
  • Added new Beesitter hat
  • Tweaked wording of new tutorial screens
  • Added queen jelly target progress bar to HUD
  • Fixed some potential crashes when deleting multi cell objects (includes Bear Attack and Worse Science events)
  • Fixed some potential crashes when a bee's target cell is deleted
  • Fixed some potential issues when freeing dead bees

2019-05-11 Devlog

Hello, bee friends!

A small Hive Time update today with a new HUD, some extra tutorials, and a bunch of misc fixes. Note that costs for producing Wax, Honey and Jelly are now exposed as tooltips when mousing over the icons for each in the HUD (not final, but should get you by for now).

This build is a debug build, so if you're experiencing crashes, we might be able to get more details on what's going on (as always, email me at

I'm also currently accepting bee name suggestions (these will appear in vignettes). You can submit them via this form:

Full changelog is here:

  • Added new tutorials to better cover population and cell slot mechanics
  • Added new HUD
  • Added population role HUD
  • Added role description tooltips to role sliders
  • Added production costs to tooltips for wax, honey and jelly
  • Added keyboard controls for camera zooming and panning
  • Added cheat for forcing next vignette (V)
  • Added cheat for forcing next bee (N)
  • Enabled logging (haven't really looked into where this goes - best guess is that it's ~/hive-time/)
  • Removed scale from cell pop in/out effect
  • Fixed honey and jelly pause buttons updating the wrong button labels
  • Fixed role sliders not being locked when the last building for that role is deleted
  • Fixed indicators for role population limits and resource limits not updating immediately when construction is complete
  • Fixed throne being destructable with destroy tool
  • Fixed population and resource limits being decremented when in-construction cells are destroyed
  • Fixed capitalisation of Queen in events/vignettes
  • Fixed some typos in events/vignettes
  • Fixed mouse down events being passed through to vignette buttons when clicking on cells in the button's future position

2019-05-09 Devlog

Hi friends!

I've spent the past week or so sanding away at Hive Time's rough edges. It still needs a bit of work before I can feel comfortable doing a public release, but it should be playable now without me standing over your shoulder and explaining all the missing bits.

I've uploaded Linux, Mac and Windows builds for my Patreon supporters to try. When I have final release builds ready, I'll also make the 10th day "end of jam" version available too (these builds sit somewhere inbetween).

If you encounter any bugs that aren't listed in the "Known issues" section of the Itch page, or if you have any general feedback, let me know!

I'm giving Patreon's Itch integration a go, and the link in this post should be all you need to claim a download key. If you have any trouble though, get in touch and I'll sort you out :)

Exciting times \o/

2019-05-05 Dev stream

Mim and Cheese play and test an early build of Hive Time on