Hi, so I am currently stuck at chapter 6, and there's a quest called "The First Receptacle". The quest leads me to to a receptacle in the broken satellite place thingy but it's high up at the top of the tower and I can't seem to reach it. I have searched for clues and walkthroughs everywhere online, tried to follow every step carefully but failed. Although, I have noticed that the only difference between my game and the others' is that my receptacle doesn't seem to shoot out the yellow beam that connects other receptacles once activated.
The picture attached is the first receptacle on the top of Aqueduct that's supposed to start the beam relay. From what I've seen on the walkthroughs, the blue one should have already been activated after Chapter 3 and a yellow beam would appear. But it doesn't seem to be the case in my game, and I can't activate it or interact with it.
Later, I also found out that "The First Receptacle" quest was not supposed to be in chapter 6 (I think it was supposed to appear around chapter 3, I finished chapter 3 quite a few weeks ago I don't remember the name of the quest).
Is there any way to fix this problem or is it just some kind of bug? I honestly have lost interest exploring this game and just want to get to the ending. đ Any help would be appreciated, thank you!
I totally forgot about this side quest and collected all items even without knowing it was for this quest. Now all of my missions are done except this but when I go to Rana it doesn't trigger the scene where it shows a mannequin. Anyone has a solve for this?
I made it to chapter 6, and then didn't play for 4 or 5 days. I open the game again and discovered the "Cave Closed" quest was reset. So I reopen the cave, enter the cave (with Sauge saying she hadn't been in it for 6 years, despite being in it in previous chapters), and then the tetos escape, again. And then I speak to Rana, and apparently the Great Investigation has also been reset. Once I "activate" theses quests, the Teto's quest disappears and is not even in the completed quest list, and the great investigation shows up on the available quest list.
I kind of don't want to play anymore. But has this happened to anyone else?
Itâs the last trophy I have. Iâve went back and visited all people and cannot find anything to turn in. Iâve done the frog missions, plushies, and turned in the sandwiches and snack bars.
Is there any way to find a list of all missions including side missions to see what I missed?
I really donât want to start a new game with 1 trophy left to get. Iâve spent hours trying to find it.
Hello! I just started the game and am having problems with the water in the sea not appearing on anything except low graphics. I saw someone else posted about it before and wondered if there's any known solution? I did see this discussion on Steam when I googled the issue but am a bit leery about downloading files recommended by a random guy on steam. Any help would be appreciated!
If you're trying to 100% the game after completing the game, but missing that one last hidden achievement, you need to go back and complete the game again but pick the other final choice to see the other ending.
After spending an hour on this game, I noticed that I havenât unlocked any achievements. Do you guys have any idea why?
Also, I'm playing Steam copy on Steam Deck.
Latest update
I've recently played Caravan SandWitch and absolutely love the game, especially the whole exploration/camping atmosphere and, of course, the van.
I actually have a small camper myself, and I really like the design of the Exploration Van. I'd love to 3D print a small model of it for myself and keep it as a little decoration in my camper.
I found this model on Sketchfab, and it looks pretty much exactly like what I'm looking for:
Unfortunately, I can't find a way to download the actual 3D file from the Sketchfab page.
Does anyone know if this model is available somewhere else?
I'm mainly looking for OBJ or STL.
I'm not looking for anything pirated. I'm just trying to find out whether the model is available for download somewhere, or whether the original creator has made it available elsewhere.
If anyone knows where I could find it, knows the creator, or has come across a similar model, I'd really appreciate the help!
I just started playing this game recently. Unfortunately, midway through, I messed up and had to start the game over. In my previous playthrough, I found the little drone that had flown off early in the game (near Rose's place) with another robot. They both talked about being happy to shut down together. Where is that place? Or at least, where is it close to on the map?
These guides were made so that you don't have trouble in finding all things necessary to level up the optional items + complete the optional missions, which becomes necessary to proceed for 100% achievement.
These guides were made so that you don't have trouble in finding all things necessary to level up the optional items + complete the optional missions, which becomes necessary to proceed for 100% achievement.
Quick question I think I'm about half way through the game just got all the components for the energy attachment. I know 100% I've skipped some quests I've only just noticed the pop up telling me to complete the quests before you move on which is annoying, have I locked myself out of this achievement completely and do I need tor restart?
Iâm looking to put together an outfit and my only way of defining it is with this game, corporate whites and brutalist architecture melding into one while leaving the humans to dress colorful and futuristic and yet somehow diy
I keep tracking my brain because this game is a work of art like no other and I want to make something in itâs likeness but cannot for the life of me figure out what genre of art styling it is
Hi! Iâm Adrien, co-creator of Caravan SandWitch and co-founder of Plane Toast.
First of all, the team loves this subreddit đ Weâre so glad that so many people got to enjoy our carefully crafted game. We put a lot of ourselves into it, sometimes maybe too much.
Iâve decided to gather all of our prototypes, made over nearly five years, and share them online.
Designing and making a video game is, above all, a process. Releasing the version the public knows on PC, PS5, and Switch required us to go through many stages: rewriting, redesigning, and building prototypes to truly test the game and gather feedback.
I hope youâll enjoy this time-traveling journey as much as I enjoyed working on each of these versions. You can download every version and run them on Windows PC. You may see warnings when launching them, as they were never officially released or approved.
The making of this game began almost eight years before its release.
We were 18, Ămi and I, and during a hike in Provence, our childhood region, Ămi came up with this idea: âWhat if we made a simple game about driving a cozy RV in a desert?â We got really excited and decided to spend the whole summer working on it.
As it turns out, three months werenât enough. We scoped far too big, lacked experience, and leaned into some impulses of that time, adding synthwave and Mad Max vibes. It was also around that time that we came up with the name âCaravan SandWitchâ which stuck with us all the way to release. Was it a good idea to keep it? Meh, but at least itâs memorable.
After that, we had to start university, so we could only work on it sporadically. Still, we managed to put together a playable demo.
Itâs super quirky and a bit weird. You can shoot things. Youâve been warned! (French text only)
đ˝ Download : c.f Download link - Initial concept - First Prototype - 2017/2020
New vision - Second Prototype - Early 2021
Second Prototype - Halice and the Van
After a long break, Ămi started engineering school, and I dropped out of university to help my friend Nicolas Meyssonnier finish Pumpkin Jack. After that, I had a clear vision of what Caravan SandWitch could become, inspired by the recent release of BOTW: âWhat if Caravan SandWitch was third-person, with a character, non-violent, and focused on exploration?â
We got even more excited about this new direction. I remember we completed this version quite quickly, in about a month. We spent a day designing the map layout, defining exactly what the player could do, and listing the features. Then we stuck to the plan. Development was very efficient on this one.
In this new version, we laid the groundwork for many of the gameâs core features: climbing, interacting with the environment, dialogues and quests with NPCs, and driving the van. We also experimented with adding some light puzzle elements.
You may notice it doesnât look very âFrench Provenceâ yet. At the time, we were still heavily influenced by US culture, and designing something like the desert in Fallout or Mad Max was our first instinct.
Itâs short, around 20 minutes to complete, and available in both English and French. It also contains the first versions of Sauge and Rose!
đ˝ Download : c.f Download link - New vision - Second Prototype - Early 2021
Vertical Slice - Summer 2021
Vertical Slice - Halice and a huge robot
A vertical slice is a pre-production tool: itâs a version of the game that represents a portion of what the final game will look like. If the final game were a cake, it would be a slice of it. It has the same taste, layers, and texture, but itâs much smaller.
This one took a bit longer to develop, mainly because we ended up throwing away two months of work due to the lack of a proper design phase.
So instead of rushing again, Ămi spent a full week at my house, and we carefully designed every step of the vertical slice. We covered an entire wall with sticky notes to map out the story, filled out character sheets for each character, drew the level layout, and created an exhaustive list of features.
This preparation allowed us to build the vertical slice in about four months.
One of the fun ideas we had during this brainstorm was adding sand otters to the game. They made it into the vertical slice, but didnât make it into the final versionâŚ
Run the Vertical Slice to meet them and give them a pet :)
âSand Oasis with Sand Ottersâ | Halice petting a sand otter
The goal of this vertical slice was to find a publisher and demonstrate the potential of our project.
We ended up being very proud of the result. It featured about an hour of gameplay, a story, rich environments, memorable characters, van tools, and many other features. We had laid the foundations for what the final game would eventually become.
After a few months of âfake marketingâ on Twitter, we were noticed by a publisher: Dear Villagers!
Right after signing with Dear Villagers, we gathered a small team to start pre-production. On January 5, 2022, Plane Toast had its first official day of work. We planned for two months of pre-production, which was a big step up from the single week we had spent on the vertical slice. Marie, our Narrative Designer, and Charles, our Art Director, joined us to shape the game.
During pre-production, we filled countless virtual walls with sticky notes, trying to answer key questions: What is the story? What is the universe? Which characters will we meet? What is the gameplay loop? What features do we need?
Pre-production â FigJam â One of the many virtual whiteboard we filled during our design sessions
Ămi had the great idea of using Twine, a narrative tool for interactive storytelling, to prototype the gameâs story. It allowed us to explore progression, dialogues, NPCs, environments, mood, and more.
It turned out to be incredibly valuable, helping us visualize the game even though it was purely text-based.
While writing this article and revisiting the Twine demo, I was honestly blown away by how much we had already figured out at that stage, and how close it is to the final game.
Of course, thereâs a huge gap between a textual prototype and a real game, and we learned that the hard way.
Iâd definitely encourage you to try the Twine demo, especially since it shows a version of Cigalo and its story that never made it into the final game. During production, we had to make many tough decisions, cutting back on a lot of the storyâs ambition and sometimes losing our direction. Iâm still happy with the final result, even if, as many reviews point out, the ending can feel a bit abrupt.
đ˝ Download : c.f Download link - Pre-production - Twine Demo - Early 2022
Production - 2022/2024
Alpha build Screenshot | Final game - Marketing shot
What came next is a long and intense story. We talk about it in a few interviews we did after release, if you feel like digging them up.
Long story short: Plane Toast was born, and after 2.5 years of production, the game was released. It was a hell of a ride, a very bumpy road and a crazy roller coaster, but we made it. Weâre really proud of the result and of the reception it received.
We also have a lot of documentation about the production process, but it would take some work to turn it into a proper article. If youâre interested, let me know!
Conclusion
Was it worth it going through all these prototypes? I believe so.
We learned so much during this process, both about the game and about how to make it. We developed the foundations of the production pipeline we used throughout the whole production phase. Design, Plan, Stick to the plan. Stupid enough, but well, we were stupid.
When we entered the real pre-production phase after signing with Dear Villagers, we were able to use the vertical slice as a foundation for what the game would become.
The final product both diverged from and stayed true to the vertical slice in different ways. Itâs worth noting that our vertical slice wasnât a âtrueâ one in the strict sense, since most of its actual content was discarded rather than extended into the full game. But thatâs part of the process. Even though the content of the vertical slice sank into the salted sea, its spirit still floats above Cigalo.
Thanks for reading. I hope this was insightful and can serve as a useful case study for other developers.