Ver 1.2.1 German, French and Spanish

Hi awesome pals!

This version brings minor fixes adjustments and German, French, and Spanish localization.

If you will ask me what is the best way to help an indie dev, I will answer, giving an honest review on their store page. If the game is not available yet, then Wishlist it.

User Posted Image

There are players who play the game for hours and hours, and the steam wishlist keeps increasing slowly after so many years.

Also in this journey of Game Dev want to share the discovery of Game Dev Unlocked an awesome youtube channel brought by David Wehle. Anyways, if you want to keep growing in this direction, please check it out, it has helped me a lot still this far in the game.

I created my first Indie Title for the XBLIG back in 2013, it was a simple 3d game but sold around 1000 units then.

If you are an indie dev reading this, I totally encourage you to keep growing in the field by learning and most importantly applying what you learn.

If you work in anything else also apply, grow, and read in your field that will move you in the right direction.

Cheers my dear SugarMillers and many thanks for so many years of devoted gameplay. Making city builders is not a piece of cake. Especially for beginners.

BTW the brother game, I like to call of SugarMill is in its dawn. Exciting times!

Love and Peace!

Determination, Diligence, and Discipline!

AMA anytime. Reach out to me if you got any questions!

Version 1.2: Heavy Hauler, UI

Hi all!

Hope you are all taking care of yourself

Here we are with the help of many putting this version 1.2
together, so you can enjoy it

This version brings many small improvements and has included
features requested by you

Oh, by the way, you can go to our official website and check
another event we created for this launch

Make sure to check out new Videos on Youtube

Please keep being so awesome Sugarmillers!

Sugarmill Version 1.0 Is Here

User Posted Image

Word of thanks!

First of all, let me give a huge shoutout to the incredible support this
community has provided to the game. We had a lot of feedback! It was
awesome to interact with the players and sometimes achieving feedback
or bug reports in less than an hour felt like we were working

The Excitement is massive can’t believe after so long I can finish the game. I’m now a seasoned Developer and Game Developer lol. Being doing this for a while wow! I can’t believe it!

A lot of changes in the GUI of the game. All the reports, inventories
and the Main menu is being overhauled and revised

A few things were changed in the game based on the early access player’s
feedback and suggestions!

French, German and Spanish are being added to the game and the final
touches are in the way. I need greenlight for a few things but soon
will have those in.

Managing time is one of the hardest things a self-employed person can do.
Can believe spent so long doing this
Thank you all very much

Keep the Sugarmill going

User Posted Image

Ver 0.9 – Full Release Dec 19, 2019

16 Days for Full Release!
Hi Pals!

Here we are another install of the series! And almost there
the main new things are this:

-The date is now (Mmm/Y)
-Removed, achievements button on the main menu, fishing build
-Padding on tutorial window
-Tutorial arrows 3x bigger
-Change Tutorial window area
-Active tab on building window color changes and preselect depending on the type of building
-Person window active tab like building menu
-StandLamp is now Stand Lamp
-Pause game on the space key
-Water on fountains move more

Please keep the feedback coming!

Keep it going, guys!
Thanks for the awesome support!


Ver 0.7 – Deutsche – Construction Queue – New Assets – Simple MOD

Version 0.7 is here! – J!

Hi all!

A lot of work is being done to the game.
The hood of the game was opened and changed to the core.
Now the loading time
from initial click to gameplay was cut in a half.
Wow! I’m happy about it!

I showed the game in my local city game dev meetup and
I had a really good time and got many different insides and ideas to improve
the game! I did so and I wish you love it.

Please play the game and help by dropping
a sentence letting me know how to improve it
a bit more!

New Features:

-Current Quest Tab
One of the most asked features. The player will be
aware all the time of the current quest

-Construction queue
The most asked feature buy the community.
Now you can arrange the priority of constructions

-Simple MOD
Small experimental mod file

-German Language Beta
The game now is available on 3 languages! Woohoo

-Carry Box size and speed fixed
-3d new Assets: Sugarmill, School
-AddOrderWindow and BuildingWindow added to Languages
-GUI tabs selection
-Gridless building placement

Finally, the Sugarmill asset is here,
and a brand new school was added too!

Thanks all for the continued support through all tides.
I really wanna say thank you to for hold on to
this ship for so long!

Keep this SugarMill going! Is about to open!

Love and Peace to the World!

v0.6! Release date: Sep 5th, 2019

Hi Pals!

Excited sharing with you a new milestone in the game yet.
Today after a while I decided to keep walking towards them
final release day.

I have been focusing on the User Experience a lot, making
the game intuitive and understandable for everyone is
my biggest goal right now.

In this version, you will find subtle changes all related
to a better GUI, more intuitive system and in-game extra
help to accomplish the task and be able to enjoy the game.

I did address one bug in the work system in where workers
were sometimes fired by mistake. That was more noticeable
with the Dockers but that is being fixed. I did make
the laying down of any maritime building more intuitive
as a set warnings were added giving feedback to the user
with the positioning of the building.

Windows buttons are standard and share a common behavior.
The tutorial was slightly improved to make more obvious specific
sections of it.

In general, I have to say I’m really happy with the state
of the game. The game feels solid and has long gameplay.

The game is going to be fully released on Sept 5th, 2019!!!. That is
the final date. I will announce and bug hut bounty next year and a User Focus Group.

I have been working on adding an extremely simple MOD file
to the game. The system is working and loading the parameters
I didn’t include it in the release but should be able to share it with you guys next!

Thanks for all the amazing support from all of you is being an extremely long journey! It feels good. And now I finally start seeing the finish line! J!

Make peace.

Millions of thanks for all your long
standing and awesome support!

The Sugarmill is going and steady!

Version 0.5 is here!


Once again, with a huge joy, I’m announcing that SugarMill v0.5 is here! Also celebrating one year into Early Access now!. This time over 150 new items have been fixed, adjusted or added to the game.
The game has come a long way and finally, I’m thinking of a release date. Really happy.

The game is featuring a brand new GUI and new decorative items, so your Sugarmilling is more pleasant!

Looking forward to hearing your feedback and suggestions.

Thanks for all your help and support!

SugarMill’s Dev Team

Most prominent things added, fixed or improved since ver 0.4:

-Brand New GUI
-Decorative Items added
-Mountain Mine will issue order when has over 500KG on inventory now
-Input orders fixed
-Inventories now are alphabetically ordered
-Left top corner resume inventory, plus explanation added on help
-Able now to mute some specifics sounds
-Night cycle is lighters
-Explanation when Sea to Path is clicked
-When construction is loaded, shows sign
-People not getting fire fixed
-Not demolishing buildings fixed
-Transition to night cycle improved
-Quest window improved, text and order of quests
-Final inventory added to Report
-Too much wood in inventories issue fixed
-Citizens not dying bug fixed
-Foresters will produce and carry 20% more of wood
-Wood price was decreased by 50%
-Fuel formulas adjusted (consume half of wood now)
-Lamps no decorations
-Added Xmas placeholders
-People not dying bug fixed
-Lazy indicator bug fixed
-New clay asset added
-Settings improved
-Icons and banners updated
-Quest text improved
-Time in between quest changed
-Halloween theme added
-SugarShop building added
-People will reroute if being on route over 30 days
-New 3d Assets: Dock, BlackSmith, Carpentry, Lumbermill, SugarShop
-Added Wool, Shoe, Candy, Rubber and Cigarbox product and icon
-GUI texts improved
-Achievements added
-Arrows aid added in tutorial
-Workers will notice empty warehouse now. Full warehouse bug fixed
-Check Port reputation bug fixed
-Lighthouse workers will increment Port reputation now
-Improved profession names
-Add order window and Building window texts improved
-Quest order adjusted
-Dockers import orders bug fixed
-People will hide now if nearby a building
-GUI bug fixed
-Our inventories not updating scroll size (Add Order Window) Fixed
-Final order (small report) added to the (Add Order Window)
-Trees LOD adjusted
-Camera max height, adjusted
-34th Achievement added
-Stuck, Foresters and Dockers fixed
-Lighthouse change description changed
-When a person dies state profession if had one
-Notification window adjusted
-Left top corner inventory resume fixed
-Production Tab details improved
-Double import orders issue
-Wheelbarrows picking orders improved
-Left top GUI now updates
-School years function expanded
-Citizens getting stuck. Fixed
-14 New quests added
-Fixed issue when a worker was hired or fired and then saved and loaded
-The roadmap was posted
-Citizens getting stuck improved (may still happen, if so please send me the save file)
-Small storage in between Big storage and Dock issue solved
-Dockers improved
-Mine construction fixed
-Road place glitch fixed
-Ships not picking old orders in inventory. Fixed
-Typo fixed: now reads: “dock has been fully built”
-Teacher profession adjusted
-Heavy building maximum amount of workers now are 5

SugarMill v0.4

Hi, community!

The version is now at 0.4! I’m really excited seeing how the game has rolled out and how players are connecting with the game. I have corrected, adjusted or added over 200 different things in this new version. Also now the game has 28 different quests to complete.


Well! Let me say that last Saturday, Sep 9 was the best day in sales for the game.  After 9 months in Early Access. We doubled the best sale ever.

I want to say that in the beginning, it was not like that and at times I felt really discouraged. One day thinking about my skills I realized I was completely naive in the Marketing field and then decided to familiarize myself with it. I ended up reading 5 books and marketing they all are key elements of the success of the game. Which are slowly starting to show up.

By no means, do I want to portrait the game as perfect or done. The game still has its known and unknown issues.

Sneak peak to coming art:



Lumbermill WIP


Here I’m sharing the books I’m giving credit to for the bit of knowledge I got about marketing.

The Tipping Point

Growth Hacker Marketing

All Marketers All Liars

The Lean Startup

Also, I read an ebook on game marketing that was good too (Sorry can’t find the link anymore) The title is: VideoGame Marketing and PR

From my perspective I feel that my lack of knowledge in marketing was brought up to a new standard, I fell well versed on how to develop a product that consumers will actually consume. In today’s society, everyone is bombarding us with different products to spend time on, starting with social media all the way to the news channels. Certainly, that is one of the end goals of any product, get users to spend the biggest amount of time on your product and that my friend is a huge challenge, I took on a few months ago.

In the beginning, I was seeing majority of users playing the game for 1, 5, 10 minutes and closing the game and it was heartbreaking. I started to slowly improve this by making countless modifications in the user experience and now I see half of the players playing more, some have played 9, 14, and even 15 hours in one single day! So I’m really happy to see over 700 games published last August on Steam and the over 4000 games published so far this year players are finding SugarMill spending some time in it!

In my Marketing learning process, I also learnt that a user will make a lens for a product in less than 3 seconds. Basically, any person has a set of established rules and expectations for every product in the market and based on that,  in less than 3 seconds you will make a quick and definite judgment on any given product. That initial judgment will be the lens on how you will perceive the rest of the product. Therefore your product has to make a good impression right away in the user’s eyes regardless what that means.

Source: Steam Spy

The average gamer has over 30 years and is being gaming for over 15 years so if you are creating a game. Be sure that standards have to be met due to the crazy amount of games out there. Your product has to be good for real.


The game community has grown a lot and is getting active slowly. I’m really pleased how users have helped me fix bugs and suggestions to change the game!

SugarMill’s Roadmap

-Path priorities(4) road type, dirt, gravel, stone, bricks (diff speed bonus boost)

-Decorative items(3)

-Allow/forbid products into Storage(2)


-A well or way to collect water from river(2)

-On shift + bulldoze = demolish roads only(2)

-Immigrants(2) (set in dock amount of them) max of 5% of locals, coming in every 7-15 years

-Spacebar pause

-Job prioritize button (so workers do jobs you need to get done first)

-Auto trade or recurring orders (every year, every 2 years, 5 years)

-Research tree

-House upgrades

-Crown quest for export wood

-People (adults) list to select them by click

-Heavy load and Wheelbarrow prioritize orders

-Show a list of workers in buildings

-Walk around the village in 1st person camera

-People if over fertility age should not move out of their parents

-While placing road should show red if not placeable

-Shipyard will need hardwood to build ships


-Inland defense(combat)



I have done at least 33 different patches since Dec 16th, 2016. And I’m saying at least because I have updated the game a few times and haven’t had time to post a patch about it. That’s 273 days divided by 33, I have updated the game in average every 8.3 days. Just realized that and wanted it to share it!

v0.4 Hotfix 1

v0.4 Hotfix 2

Sep 15th patch!


I want to make clear that the game is still a work in progress and still has a journey to finish, but overall I’m really happy with the path its taking.

If you lack any knowledge, now matter how boring the topic may sound, I would go on Amazon and research the best books on it. Then buy it and read it every night a few pages at a time. I also take notes of what I read every night it is like a reminder for your own mind just writing it out again!

Also, follow your guts and keep working hard. To develop any kind of product and be profitable is an uphill walk with many obstacles in the way; however, if you persist you will reach the top!

SugarMill’s version 0.5 is coming Dec 15th!

Thanks for your time guys!


SugarMill Version 0.3

Hi pals

SugarMill Version 0.3 is here and I’m starting to see the light at the end of the tunnel. Feeling that the game is slowly ramping up, it has become a more stable version of itself. I’m still taking into consideration everything users suggest but at the moment I’m focusing on polishing and finishing this huge project.

– SugarMill Ver 0.3 (Improvements highlights since Ver 0.2)

The main graphical improvement was in the quality of the image. It was mainly achieved adding and/or tweaking post effects. SSAO was added differently in the game and a really small amount of bloom. Pursuing a more realistic and appealing image.

Version 0.3 highlights:

  • Image quality enhanced
  • Trading Cards were added
  • New pathfinding system
  • Buildings get built 10x faster
  • Dockers improved
  • New assets added
  • More than 100 things were added, fixed or adjusted



– Trading Cards

5 Trading cards were added to the game as suggested by Valve. Is nice seeing a few of them drop in my inventory.

– New pathfinding system

I’m using the NavMesh system from Unity that uses the A-Star algorithm. The reason why I started using it in this version was that now I can set things in real time. Although the Unity system has some small bugs I see the potential in it. I had previously built two differents Pathfinding algorithms.

-Community feedback and suggestions

One of the most important components of the game is the community interaction and value added trough useful and constructive feedback. I want to thank all and each member of SugarMill’s community for the feedback provided through the past 6 months. Also, I want to take this opportunity to encourage old and new members to participate and use the in-game features to drop feedback or post your ideas, or suggestion in the forums. Gathering community feedback and reactions are certainly been quite the journey and a truly rewarding experience overall.

-Steam Early Access

The game is still in early access but its days are counted. I’m looking into releasing options already. I can surely say that SugarMill should see its final iterations in Early Access sooner than later.

-SugarMill’s Progression

Mar29 2015

Oct14 2015 (Concept)

Mar10 2016 (Greenlight – Greenlit in 12 days)

Version 0.2

Version 0.3


We are slowly replacing all assets that don’t fit with the game style. Below are the last 2 assets added to the game. These models have around 10K polygons and were modeled in Maya and textured in 3dsMax.



Also, new crops were added for the farms.

-Steam Summer Sale is here. SugarMill is 45% discounted!


In saying all this, any project could be enlarged, perfected and polished forever there is a moment in where the tipping point has to be reached and decide when is time for concluding the work. Being the developer and director of a project like this one is a really challenging task. And as an individual, you get attached and see the potential growth of your game. But some day, you need to touch land and realize that it needs to be finished.

Thanks for reading!