About

Uyta is a farming game, where your goal is to expand your island, fill it with various plants, trees and animals and raise your farm's level.

Features

  • 21+ plants, trees, animals, etc.
  • 48+ purchasable upgrades
  • Progress saves automatically
  • Supported languages:
    • English
    • Dutch
    • Russian
  • Hours of gameplay

Controls

The game does not contain a tutorial yet so here are the controls:

  • [WASD] to move the camera
  • [C] to center the camera
  • [LMB] to plant crops, trees, buy animals, interact with menus, etc.  
  • [ESC] to open menu and settings
     

Contributing

The project is open source on github

It is possible to work on new localizations via POEditor

Updated 21 days ago
StatusIn development
PlatformsHTML5, Windows, Linux
Rating
Rated 5.0 out of 5 stars
(4 total ratings)
AuthorCanned Meat Studios
GenreSimulation
Made withAseprite, raylib, Rust
Tags2D, Casual, Cozy, Cute, farm, Idle, incre, Indie, no, pixe
Code licenseMIT License
Average sessionAbout a half-hour
LanguagesEnglish, Dutch, Russian
InputsKeyboard, Mouse
LinksGitHub

Purchase

Buy Now$2.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $2 USD. You will get access to the following files:

uyta_linux.tar.xz 792 kB
uyta_win.zip 1.9 MB

Development log

Comments

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(+1)

If you want to, I could translate this game into dutch (im a native).
And maybe a bit in french, but thats a weak point of mine.
I haven't used github in this way so I'm not sure how to add them to the game or anything.

But this is a very nice game, if background progress was added it would be a perfect background game, but in its state now, its a very enjoyable semi-idle game.

Gl with further progression of your gamedev journey and your life.

(1 edit)

Thanks for the feedback! I tried setting up this service to make contributing to translations easier. You can now join the project and try adding Dutch translation.

(2 edits)

I have tried translating them, but im confused about one thing, all of the original inputs have a big and small basic name (for example as my explantion is bad: there is one called "1 k" but just underneath it, in the same bar there is "short_numbers"

is that just the variable name of the place its being stored?

Also just want to let you know, some of these are longer than the english ones, as dutch has longer words than english most of the time.


edit 1:

Just want to say: some of these words are generally used by us, but translating systems don't know some translates/think its only for english (example: level, we use both level and niveau, but niveau is more as in heights in buildings, and level is generally used in games)

edit 2:

Dutch has been fully completed, french is mostly completed BUT french needs the words before it (like une, un, des, ...) but those are dependant on the situation its used, and my french is not strong enough for that, the basic translation (ones that I can verify sound good) for most are done

I don't know how to translate: "fullscreen, windowed, number format and master volume" in french without a big chance of it being wrong, so I won't do it (I don't want to ruin a game because of bad translations the creator didn't even do).

So any french speakers please translate those last few, and maybe verify what I wrote, I followed every rule I know, and all those translations are correct from what I know, but as im not a native, (it being my thirth language) some small failures could still be in it.

It is with this that I want to end: dutch is complete, french has some key things missing, but is mostly done.

the "small name" is basically a tag to identify which line goes where in the game. short_numbers is a setting in the menu, to display numbers using short format. 

longer words should be ok, I guess

It's just for display purposes it could be messy, but I don't think most of the ones I made longer could be made shorter. Sorry for this, as I know its kind of annoying fixing those bugs, but atleast you now know about the possibility of it going over the size limit of the box.

If you want I can translate it in both ways using a slash, but that will probably mess it up more. Ill translate it here (the small ones that are different from the big ones, if it gets used in the game, as your explanations seems to use those names as both variables, and setting names):

number_display -> nummerweergave

short_numbers -> korte nummers/ verkorte nummers (its dependant on the situation)

long_numbers -> lange nummers / volledige nummers (also dependant, one is direct translation, one is more normal, one is saying just long numbers, and the other one more like full numbers/ not short numbers)

save_settings --> instellingen opslaan

quit -> verlaten

locked -> gesloten/vergrendeld (gesloten =  literal, vergrendeld is more common for games)

thousand -> duizend

exp_per_harvest -> ervaring per oogst (non short version of xp)

Rest is the same

Gl with the rest of the translations and game.

I've added Dutch translation to the game, although it's incomplete due to technical limitations of how i organized the localization system. I've reworked it now, so all of ingame text (that needs to be translated) is in a single json file. As a result, Dutch translation now needs some additions to fully cover all the text appearing in the game. It would be really nice if you'd take a look at it!

(+1)

nice one.

id like to see the workers more expensive. so that you are basically always short on workers. because now its not a decision to make, since its easy to have 3 times too many workers.

When using removing a tree the plant count decreases instead. Removing an apple tree decreases carrots. The same happens with orange tree and cabbage. I haven't tested it with other trees but i assume it's the same with them. This can cause an underflow when the plant count is 0. I played in browser.

(+1)

After planting an apple tree the first time it was about to be harvested by a worker and the screen went to black.

Were you playing on windows, linux or in browser? 

if I plant a carrot then a pumpkin of the same cell (no removal), then the count would show Carrot:1 and Pumpkin: 0 tho the cell has a pumpkin, and when you then remove the pumpkin it'll overflow and become Carrot: 1 and Pumpkin: 429467295 thus somehow causing massive lag spikes

Yeah, this shouldn't happen. Thanks for telling me, I'll try to fix it in the next patch.