Whats New
- Weve listened to your feedback and reworked the research tree, streamlining and cleaning it up. You can find all the details under Balancing below.
- Weve improved on many other things mentioned on Discord and Steam, such as the order of food-related items and recipes being inconsistent.
- Order of food-related items is now consistent throughout the game. Order of Berry, beets, corn etc. and all their related products is the same everywhere (UI, Kitchen, Farm, etc.)
- Food Stand workers will no longer stand around outside while waiting
- Water puddles now also get marked in grey when placing or selecting a Clay Gathering Camp
- Made research lines a bit thicker and more visible
- Fixed some research items showing pollution value, even though they didnt cause any pollution
- Fixed bug where removing employees from a building with an ongoing mission (e.g. Trebuchet) could lead to unexpected side effects, such as Onbu never getting hungry again
- Fixed research recommendation order (Brick Furnace got recommended too early)
- Implemented a first batch of improvements that should hopefully prevent the map bug from happening (Onbu taking unusual paths through the landscape). Please send us a bug report if it still happens!
- If the games config file contains a corrupted screen resolution setting of 0x0, it will now default to 640x480 to prevent the black screen bug from happening
- Fixed issue where changing texture quality and then starting a new game could get you stuck in the loading screen
- Increased scavenging radius and view radius
- Improved in-range detection for scavenging, so that locations that significantly touch the circle are now already considered in range
- The research tree has been reworked:
- Made the structure a bit more parallel overall. Many research items that were locked behind other, thematically unrelated ones are now accessible on a more direct path
- Building upgrades are now unlocked from the start, but part of the former resource cost is now needed to build them. This makes the tree a lot leaner, especially in the first half
- All quality housings (Hut etc.) are now on the same height, as are all mass housings (Flophouse etc.)
- Getting the Scavenger Hut is now a bit easier
- Onbu Discipliner is available much earlier now, making it more feasible and tempting
- Pest Control and Decontaminator no longer require Onbu Notes
- Spread the different tiers of progress (plank/slab, brick, iron/glass) out a bit more, to give a better sense of orientation
- Removed some overly restrictive research costs, such as Evaporator costing Biogas
- Made some early-game research a bit cheaper, slightly reduced overall slab cost and moderately increased overall plank cost, especially in the second half of the tree. The goal is to make the early-game a slight bit quicker, while giving more of an incentive to keep a strong wood economy running into the late-game
- Rebalanced decorations across all tiers. Every piece of decoration should now have its place in the games progression
- Increased chance of finding iron ore in scavenging events
- Mines, Fort Ruins and Shipwrecks can now also contain iron ore
- Reduced how fast the maximum happiness penalty from Starvation/Homelessness/Poisoning increases by 33% on Relaxed and Tutorial
- Increased fuel usage of Blacksmith to be in line with other fuel-consuming buildings
- Increased number of guaranteed giant boulders on map (4-6 guaranteed 6)
- Reduced number of giant trunks (6 4)
- Brought production speed of Gourmet Kitchen in line with Kitchen, increased worker count (2 3)
- Cult mechanic has been nerfed:
- Higher cult levels now demand more frequent sacrifices
- Onbu hunger restoration from feeding it a villager has been reduced (15% 10%)
[ 2024-12-05 13:23:35 CET ] [ Original post ]
Dear Onbu Riders We hope you have been doing well! While we're hard at work adding the Story Mode, Ruins biome and improving the game in general, we would be super happy if you nominate us for the 'Labor of Love Award' in the Steam awards Cheers & Thanks, Stray Fawn Studio
[ 2024-11-28 15:00:41 CET ] [ Original post ]
Improvements - Updated localization for Korean and Japanese Bug fixes - Fixed probability for Plague Gnats to appear
[ 2024-11-21 11:24:08 CET ] [ Original post ]
Dear Onbu Riders
The Research & Economy update is here! Weve worked together with the community to add more depth to the city-building gameplay of The Wandering Village. This update features many changes, all focused on making the games economy richer and more interesting.
The research system has received a major overhaul. Unlocking new technologies now costs resources, and everything has been unified in a single tree. The tree's design has also been overhauled to show all important information at a glance.
Onbu's back is now full of dense forests, large rocks and more. Your villagers will have to plan around these natural obstacles at first, and gradually free up more space to expand their village.
This update also features:
- Build Woodcutting and Mining Camps to automatically let your workers harvest nearby resources
- Nomads join your village if you keep your villagers' happiness high enough.
- Completely rebalanced difficulty modes, "Relaxed" and "Survival".
- Complete rework for the tutorial
- Two new building materials: clay and brick
- Five new Onbu food spot types
- Overhaul of the scavenging system
[ 2024-11-04 18:06:30 CET ] [ Original post ]
Patchnotes v0.9.6
The Research & Economy update is here! Weve worked together with the community to add more depth to the city-building gameplay of The Wandering Village. This update features many changes, all focused on making the games economy richer and more interesting. You can find a summary of the biggest changes under Whats New, or dive into the detailed patch notes further below! Please note that, due to the extent of changes to how the game works, how Onbu's back is generated and more, we are not able to keep old save files compatible with this new version. If you want to continue on your existing save files, please opt into the "0.7.10" branch on Steam to continue playing the previous version of the game. Be aware that this branch will not receive any future updates, however.
What's New
- The research system has received a major overhaul. Unlocking new technologies now costs resources, and everything has been unified in a single tree. The tree's design has also been overhauled to show all important information at a glance.
- Onbu's back is now full of dense forests, large rocks and more. Your villagers will have to plan around these natural obstacles at first, and gradually free up more space to expand their village.
- Build Woodcutting Camps and Mining Camps to automatically let your workers harvest nearby resources. And when the resources are exhausted, simply move the camps to a new location!
- Nomads will want to join your village regularly as long as you manage to keep your villagers' happiness high enough.
- The game now features two completely rebalanced difficulty modes, "Relaxed" and "Survival". In contrast to the old "Novice" mode, "Relaxed" will never get too difficult.
- The tutorial has been completely reworked and adapted to all new and updated game mechanics.
- Two new building materials, clay and brick, have been added to add more depth to building construction.
- Five new Onbu food spots have been added! Each one comes with its unique up- and downsides.
- Scavenging has received an overhaul. You can see the expected resources beforehand to make an informed decision, but be wary - something unexpected may always happen!
- The research tree has been completely redesigned. Some buildings that were available from the start now need to be researched first. All categories have been reduced to a single, larger tree. Research now costs resources in addition to time, making it much more important to scale up the production of your village over time. Most dependencies that were invisible before are now explicit - if a building needs planks, for example, it will be gated behind the Carpenter
- High villager happiness does not increase productivity anymore, but instead attracts new settlers over time
- Worker management got an overhaul. The new camps mean that free workers are much more frequently available for non-harvesting work. The top bar now shows how many free and idle workers you have at a glance. If a construction site is open but there's no free workers, a warning flag will be shown. The Worker Post is gone, to simplify worker management and display.
- Resources that are harvested now automatically stack with other nearby resources of the same type. This reduces clutter on the floor and drastically increases efficiency of woodcutters and miners. This does not affect crops.
- New building: The Onbuologist observes Onbu to learn more about it, producing notes that can be used for Onbu-related research
- New building: The Clay Gathering Camp can gather clay from deposits. Rainfall can create puddles that turn into new deposits over time
- New buildings: The Woodcutting Camp and Mining Camp can automatically gather wood and stone around them. These camps can be moved around free of cost
- New building: The Brick Furnace burns clay into bricks. It needs a lot of fuel for this, so be ready to either burn through your wood supplies or ensure a steady supply of biogas or bile
- New building: The Stabilizer Spike can be used to protect regions against storms and Onbu shaking its back - at a cost
- New building: The Blacksmith is a late-game building that can produce valuable tools
- New liquid foods: Brew up some liquid insecticide or weed killer in case of an emergency. These substances pack a punch, but will hurt Onbu when using them
- New resource: Tools are a valuable resource especially early on. You start with a stockpile of them, and can use them to build various resource gathering camps or building upgrades. You will slowly get more through events on the path, but will need to scavenge or trade for them later on. The new Blacksmith can also produce them, if you have the iron to spare
- Multiple new biome-specific events have been added that interact with the happiness of your villagers
- Your villagers can now uproot berry bushes to get seeds. Berry Gatherers can replant them nearby
- Crops, herbs and mushrooms now turn into a decayed state instead of disappearing. The decayed plant can still be harvested to get fertilizer
- Feeding Trebuchet can directly feed Onbu with a bundle of raw mushrooms, but with reduced efficiency
- Onbu Doctor can directly heal Onbu with a bundle of herbs, but with reduced efficiency
- New path event "Jungle Lily": A feeding spot for Onbu. Eating these will increase Onbu's poison level, but the scent will make your villagers happy for a while
- New path event "Nightshade": Tasty food, but Onbu will fall asleep instantly after eating these
- New path event "Infested Mushrooms": Tasty food that poisons Onbu
- New path event "Dunecaps": Hardy Onbu food that grows in the desert, but is infested with Sandworms
- New path event "Stinkhorn Fungi": Tasty food, but the smell will make your villagers unhappy
- New path event "Hailstorm": Lowers temperature and makes villagers unhappy
- New path event "Torrential Rain": Increases humidity and makes villagers unhappy
- Mycologist: can now unlock a technology that allows workers to plant poisonous fungi
- Storms and Onbu-shakes now create some new stones on Onbu's back
- Any mission (e.g. feeding Onbu with the Trebuchet, organizing a festival at the Town Square) can now be cancelled as long as the resources are still being gathered
- The tutorial has been completely reworked to explain all new gameplay features
- A lot of work went into how the game communicates any problems with your village. Two new widgets near the top bar now show if any buildings or villagers have pressing issues, and we improved which buildings show which kind of flag in what situation
- The Hostility Modifier window now shows the text in bold yellow while some conditions are not fulfilled (e.g. while you selected too few modifiers to unlock the next limit). You can see the remaining distance to unlock the next limit in-game, either in the "Challenge" section of the top bar, or on the bottom right in World view
- Deleting multiple save files is now much quicker and more convenient
- You can set the desired worker count on a building while it's still being constructed. Default worker count has been set to 0 to give full control over workers
- Restricted building areas (e.g. for the Injector) are now much more visible during placement
- Construction sites can now even be paused if there's still obstacles on them
- Starting a new game generates a day-0 savefile
- The building menu now shows how many of each building you've already built, and hovering over a button highlights all buildings of that type
- Building categories with 0 unlocked buildings are now greyed out initially
- When a building's construction is complete and it needs workers, a sound now plays
- The Research widget shows the number of available researches
- An outline is now shown on things that would get destroyed when placing a construction site
- When hovering over any building that has a flag raised, a tooltip now shows what's wrong
- Scavenging widget on top bar now shows remaining scavenging duration and targeted location
- Research tree: tooltip now shows housing capacity and decoration limit for all housing research
- Build menu: tooltip for decorations now shows their radius
- We introduce a limit of 100 savegames for Console. With it we also overworked how saving and deleting works to reduce friction.
- The radial menu in the info tab now has a shortcut that brings you directly to the building errors widget.
- When using a controller, all UIs now show a more intense highlighter to make it clear you are navigating in a menu.
- Pause menu button Back to Main Menu is now called Save and Exit to make it clear the game is automatically saved.
- All animal missions are visible in onbu view as long as the building exists
- Changed Onbu Commands cooldown to ingame time
- Changed Crossroad cooldown to ingame time
- Improvement to wording and layout of happiness panel in top bar
- When food is sparse and villagers start rationing (only eating when theyre starving, to give their friends a better chance at survival), the UI now shows a yellow food-bowl icon, and the hover-tooltip and panel explain that rationing is currently active. This mechanic was already in the game for a long time, but was not explained
- Warning flags on buildings now get sorted by severity, meaning that a building with a yellow and red flag should always visibly show the red flag
- Research tooltip now gets vertically flipped depending on cursor position
- Research tooltip has been made more compact
- Research tooltip shows decoration/pollution value of buildings that have them
- Gamepad: radial menu glyph is displayed to show that players can use the radial menu
- Added a lot of new tips to the loading screen, covering all new or updated game mechanics
- Reworded title of a top-bar panel from Employment to Population Details, to reflect the fact that it contains information about employment as well as housing
- On the first start of the new game version, the welcome panel will now show additional infos about the update and recommend giving the tutorial another shot
- Fixed passive effect of Town Square and Community Plaza getting removed when building a second instance of the same building and then disabling one of them
- Fixed construction poles visible on Community Center after construction
- Fixed tooltips fading out and in again when their text changes
- Fixed some off-by-1 display issues with the happiness bar
- Fixed Dung Collector building working without any employee present
- Fixed a bug where the tutorial tracker was not set to 100% and therefore never disappeared
- Fixed spore cloud click-hitbox shrinking the further away from the path it was, making it hard to click at times
- Fixed housing quality bar and tooltip not showing fractional progress
- Fixed issues with gamepad in bug reporting window
- Fixed gamepad showing tooltip of trade window in acceptance dialog
- Fixed several issues with Pest Control. Workers should now always prioritize the right things, should always harvest eggs (if auto-collect is enabled or they are marked) even if they have no fuel, and generally do what you expect them to do
- Fixed villagers sometimes still being able to eat food before starving while supplies were very low
- Fixed hostility modifiers that affect Onbus heart rate not getting taken into account in the heart rate panel in the top bar
- Fixed villagers never idling on roads, only on dirt and grass
- Fixed some Onbu interactions sometimes being visible despite not being researched
- Research: - All research categories have been unified in a single tree. Dependencies that were previously invisible are now explicit (e.g.: if a building costs glass to build, it now depends on the Glassblower) - Unlocking new technologies now costs resources - Research time has been heavily reduced across the board
- Relaxed Mode: - Needs will only increase with the amount of villagers, allowing you to scale the village up at your own pace - New dangers, such as poisonous forests or parasites, will appear a lot later than in Survival. - Biomes in Relaxed will never reach the same intensity as in Survival, giving you room to build mostly in peace - forever! - Onbu's health drops much slower from starving, exhaustion or poisoning, giving you ample time to react
- Survival Mode: - Needs will increase both with the amount of villagers and number of days passed, putting some pressure on you to scale up the village
- Scavenging takes considerably longer, but rewards substantially more resources. You can now see the expected resources when starting a mission. Careful, though, as random unexpected events may lead to different opportunities! - All scavenging rewards have been reworked. Many new resources can now be found while scavenging.
- Villagers now only eat once instead of twice a day, giving them much more time to focus on productive tasks. All food production has been tweaked to adjust for this
- Villagers now start with a belly full of berries, making food needs more consistent during the first 2 days
- Revolts can't happen while needs are at 0
- The generation of Onbu's back has been heavily reworked. It is now full of dense forests, sprawling rock formations, clay pits and more. Space is at a premium initially, and needs to be gradually freed up
- Rebalanced all construction costs
- Replaced "Wood Scarcity" hostility modifier with "Hedgehog" - a modifier that lets Onbu start covered in hundreds of spikes!
- School of Fish: hunger restoration 30% -> 35%
- Mushroomball: hunger restoration 20% -> 25%
- Onbu Health Potion: health restoration 20% -> 25%
- All scavenging rewards have been redesigned, and many rare resources can now also occasionally be found through scavenging
- You can now see much farther in the world from the beginning, but the scavenging radius only covers part of the visible area. This allows players to make decisions (e.g. at crossroads) based on what they see, even if they're not in range yet. Up to 5 Scout Towers can be built to gradually increase this radius
- Production speed and recipes of many buildings have been adjusted
- Deconstructing a building now refunds all resources, unless it was damaged
- Considerably increased storage capacity of Material Storage, Warehouse, Water Tank and Large Water Tank
- Wild herbs will start growing on Onbu's back after a while
- Hostility "Fast Metabolism": reduced heartrate increase 1.75 -> 1.25
- Hostility "Morning Appetite": only becomes active after day 25
- Instead of Knowledge, other valuable resources - Tools and Ancient Notes - can now be found on scavenging missions.
- Most building upgrades and some advanced other technologies require Ancient Notes to research
- Reduced initial worker count from 16 -> 10
- Kitchen, Gourmet Kitchen and Bakery don't increase the total amount of food anymore, are instead focused on only increasing food quality
- Rebalanced everything around Happiness to fit the new pacing
- Tweaked the "walk cost" of many entities (how hard it is to walk through them). This results in villagers generally trying to find a way around big obstacles
- Elefleas only remove surface poison, don't affect Onbu's internal poison anymore
- Onbu will not regenerate health on its own anymore, relies on health potions
- Onbu has much more health, giving you more time to react to bad situations
- Onbu will only eat when at 60% hunger or above (was 25%). This makes the Eat command much more relevant, and allows more gameplay depth when encountering food spots
- While humidity is damp, new water puddles appear on Onbu. These can be harvested for a big stockpile of water, or be left to dry out until they turn into clay deposits
- Heavily increased production time for high-value products (Onbu food, health potions etc), to give more of an incentive to scale the number of these buildings up
- Rebalanced decoration value and radius of all decorations
- Giant trunks and rocks now contain considerably more resources
- reduce Fishery production interval by ~20%, reduce storage space to 20 to bring in line with other buildings
- Stepping on a poison-infested island will now create a few spores on Onbus back
- remove glass cost from Ambulance research cost to make it more viable
- Gave Town Square and Community Plaza a decent wide-range decoration boost
- Onbu will no longer stand still while at low health
- Onbu will only regenerate health while sleeping while at low health
- Onbu starts the journey with 5% hunger
- Growing mushrooms now look visibly different from grown ones, making it easier to tell them apart
- The scavenger glider has got a new look, for reasons yet to be revealed...
- A subtle animation plays whenever a resource is produced or harvested anywhere
- Animation for Water Evaporator
- New particle effect for Dung Collector and Compost Heap
- Animated decorative flags for some buildings
- Some workers now have a better-suited outfit for their job
- Visuals for all new buildings and resources
- Updated Gamepad info graphic in Settings menu
[ 2024-11-04 10:31:13 CET ] [ Original post ]
Dear Onbu Riders
The Wandering Village is turning 2 years old today which means Onbu is celebrating its 1002nd birthday. Happy b-day, big boy!!
We thought this would be a good time to share our updated roadmap leading up to 1.0 with you:
For over 2 months now weve been chiseling away at the upcoming Research & Economy Update which has been accessible on the Testing branch for a while already. We just pushed a big new update again a few days ago and its coming to the main branch in the next few weeks!
Were currently hard at work implementing the story mode and ruins biome which will be the next update after the Research & Economy one. We also feel like the game needs a bit more depth and variety related to your interactions with Onbu before the 1.0 release of the game which is currently planned for the first half of 2025.
And lastly, to celebrate the occasion were running a special 50% off birthday discount for our Strategy Bundle on Steam for a limited time:
https://store.steampowered.com/bundle/41779/Stray_Fawn_Strategy_Bundle/
Thanks for checking in and we wish you a nice weekend!
Stray Fawn Studio
[ 2024-09-14 15:34:13 CET ] [ Original post ]
Dear Onbu Riders,
We hope you are doing well!
While a part of our team is working on the new Ruins Biome and expanding the lore and story of the game, others have been working on some experimental changes for the game in the past 2 months. These include a reworked research system, a variety of new food sources for Onbu, clay and brick as new construction materials, and a new way to get additional villagers - just to name a few!
This version is now live on the Testing Branch. Some of the changes have a big impact on how the game plays and feels, so we would love to hear your opinion, ideally over on Discord!
Before you jump into the new update, here's some info:
Please report bugs using the in-game feedback tool in the top right corner of the screen.
You can make videos for Youtube/stream the testing branch content if you like.
Please fill out the feedback form after playing (can also be found in game)
In other news:
As some of you might remember, we recently started a publishing branch additionally to developing our own games. Last week, we announced a new partnership for the game TerraScape and helped with the launch of the 1.0 update of the game.
Build gorgeous kingdoms on floating islands by strategically placing buildings in this cozy City-Puzzler. Discover secret combinations, take on weekly challenges and explore randomly generated maps in various single- and multiplayer game modes.
Would be awesome if you check it out :D
https://store.steampowered.com/app/2290000/TerraScape/
We also set up a bundle, so if you own The Wandering Village on Steam, you get an extra 15% off TerraScape.
https://store.steampowered.com/bundle/43094/Wandering_Terra/
And lastly, were once again co-organising SimFest on Steam!
So if youre on the lookout for awesome simulation games on a discount, give it a look
Cheers & Thanks for your support,
Stray Fawn Studio
----
How to access the update:
This preview is not yet fully compatible with controllers and lacks localisation.
Please note that builds on the testing branch are incompatible with your normal savefiles! In any case, its always a good idea to make a backup first. Here's how.
And Full Patch Notes:
A few notes before you get started:
- Previous save files are incompatible with this experimental version, and saves made in this version won't be compatible with the upcoming official releases. Saves may break in between versions of this prototype.
- Quite a few things are not yet translated - setting the game to English is recommended.
- Gamepad support is not fully done yet, please play with keyboard and mouse.
- This prototype contains many placeholder visuals and sounds.
- Only the "Relaxed" mode is available in this version. As soon as we move forward with the changes, we will re-enable the harder "Survival" mode and Hostility Modifiers.
- villagers only start having Needs when you have 15 or more villagers
- Needs scale with the number of villagers instead of the number of days passed
- new villagers want to join the village automatically every few days, as long as Happiness is high enough. This system replaces the productivity boosts from Happiness
- all values related to Happiness and Needs have been rebalanced
- revolts can't happen as long as Needs are below 1
- drastically reduced amount of leaving villagers when a revolt happens
- research is now unlocked immediately upon selecting it
- research now costs Research Notes, a new category of resources that can be produced by the Researcher and other science-centric buildings (Academy, Onbu Observation Post)
- knowledge has been removed, since Notes fulfil the same purpose.
- all places where knowledge could be earned (scavenging, trading) have been modified to reward notes instead
- new building Academy. Allows to produce Engineering Notes, and offers advanced and more resource-efficient recipes for other notes
- new building Onbu Observation Post. Allows to produce Onbu Notes
- new building Library. Storage for notes
- research button and all tabs in the research window now show the number of research items that you can currently unlock
- hide research MissionWidget, since it doesnt serve a purpose in the new system
- trader will always offer some notes at random
- production of wood and stone can now be automated very early on by building Gathering Camps. Camps are very quick to build and tear down, but cost Tools. You start with a limited supply and can gain more through scavenging and trading
- Building upgrades also cost Tools (and no other resources)
- a lot more trees spawn on Onbu. Large trees and rocks take multiple cycles to harvest, yielding a lot more wood but taking longer to clear
- a lot more giant trunks and boulders spawn
- herbs will spawn periodically after a while
- you will start with a couple of free areas surrounded by lush forest, and will gradually need to free space to build your village
- clay deposits spawn on Onbu. The new Clay Gathering Camp is used to harvest these for clay
- the new Brick Furnace can produce bricks from clay, but needs fuel
- damp humidity regularly spawns puddles on dirt. Puddles can be harvested for water, or will eventually turn into clay deposits if left alone
- made most building costs quite a bit higher, and added clay/brick to the costs where it made sense
- diversified building costs; different paths now focus on different ingredients (wood/stone/clay)
- Iron Furnace and Glassblower now need fuel (wood, bile, biogas)
- balanced production times of all buildings, with a focus on encouraging vertical scaling
- beet does not survive freezing temperature anymore
- Mycologist can plant poisonous fungi
- refund 100% of resources on deconstruction (unless building is damaged)
- most crops turn into a decayed version when decomposing. It can be collected for some fertilizer, or will disappear after a while. This gives a little catch-up opportunity and a visual clue that something was mismanaged
- lock Stonecutter and Carpenter initially, as an entry-level research
- rebalance radius and deco-value of decorations
- rock trumpet gives 2 stone instead of 1
[ 2024-07-24 15:57:51 CET ] [ Original post ]
Dear Onbu Riders Steam Summer Sale is in full swing and The Wandering Village is 25% off :D https://store.steampowered.com/app/1121640/The_Wandering_Village/ We also have a couple limited time bundles that you should totally check out. Such as this one with the super cute Fabledom: https://store.steampowered.com/bundle/42635/Laidback_city_builder/ Or this mega bundle with Pioneers of Pagonia, Endzone, New Cycle and Islanders: https://store.steampowered.com/bundle/42767/City_Builder_Masters/ We wish you happy shopping and hope you find some nice deals! Cheers & Thanks, Stray Fawn Studio
[ 2024-07-08 20:15:07 CET ] [ Original post ]
Patchnotes v0.7.10
Bugfixes
- Fixed a bug where the first time starting the game, the welcome screen was not interactable.
[ 2024-07-03 15:01:50 CET ] [ Original post ]
Improvements
- Added a loading screen if players have a lot of savefiles to give a smoother entry to the game.
- Fixed a bug where after loading the same continuous game the run went corrupt (village disappeared)
[ 2024-07-02 08:26:15 CET ] [ Original post ]
Patchnotes v0.7.6
Improvements
- Added anonymous gameplay data collection. This tracks gameplay-events, such as when a tutorial step has been completed. We dont collect any personal data. You can always opt out of this in the General Settings menu. This data helps us a lot to find out where people get stuck and enables us to improve the game.
- Removed the intense mosquito sound effect from parasite events
- Tweaked the Eleflea sound, making them less noisy in larger numbers
- Fixed wrong navigation with gamepad in research window
- Fixed wrong entry selection in topbar with gamepad
- Fixed parasite events on transitions
- Fixed housing quality sometimes not updating correctly
- Fixed Pest Control workers only targeting closest parasite despite having no fuel, ignoring eggs
- Fixed randomly corrupting savefiles on xbox, added code to restore the lost savefiles when possible.
[ 2024-06-19 08:25:20 CET ] [ Original post ]
Dear Onbu Riders Steam has decided to feature our Stray Fawn Strategy Bundle as a Daily Deal today :D To celebrate the occasion, we decided to put a crazy discount on the bundle: https://store.steampowered.com/bundle/41779/Stray_Fawn_Strategy_Bundle/ Its a 'complete the set' bundle bundle which means you can still benefit from the discount even if you already own some of the games. This sale is a great summary of what weve been up to, aside from the new Wandering Village updates: - We have partnered up with 4 dev teams making city-builders and support them with marketing. - 2 members of our team have started working on a small new game. https://store.steampowered.com/sale/strayfawn Our own new tiny game: Dungeon Clawler, a Roguelike Claw Machine Deckbuilder... https://store.steampowered.com/app/2356780/Dungeon_Clawler/ And one of our partnered games: Airborne Empire, an Open World RPG City Builder in which you construct flying cities... https://store.steampowered.com/app/2438680/Airborne_Empire/ Are both part of the upcoming Steam Next Fest and have a demo live for you to play starting now :D We hope there is something for you in the bundle and if either of the upcoming games interest you, wishlisting it would be a huge help! Thanks for stopping by :) Stray Fawn Studio
[ 2024-06-09 18:02:59 CET ] [ Original post ]
Dear Onbu Riders
The parasites have crawled over to the Steam main branch and are now infesting all players!
This update is all about parasites and cults?
Various different parasites now inhabit the world. They can infest Onbu and be both harm- and helpful, depending on your current situation. If youre feeling crafty, you can also build your own little parasite farm and harvest their eggs.
You can now feed villagers to Onbu. Not only does this fill up Onbus belly, but it also terrifies your villagers so much that they will stop revolting and start seeing Onbu as a divine being. They will then demand more sacrifices are made to Onbu, which turns your village into an outright cult!
Please note that this is a fully optional mechanic which you need to research first so, its completely up to you if you want to go down this wicked route.
This update also features:
- A new Onbu command
- 2 new buildings
- 4 new resources
- Lots of improvements, bug fixes and balancing changes
Check out the full patch notes:
https://store.steampowered.com/news/app/1121640/view/4152960970869774368
Once again a huge thank you to everybody who helped test and translate this update!
Dont forget that you can vote on your favorite suggestions for new features/future updates, please come join us on Discord.
Take a look at this recent development update post to see whats next
https://store.steampowered.com/news/app/1121640/view/4185611434354635773
We hope you enjoy this new update and we can't wait to hear what you think.
Thanks for your continued support,
Stray Fawn Studio
[ 2024-05-29 12:53:50 CET ] [ Original post ]
Patchnotes 0.7.5
New features
- Parasites Various different parasites now inhabit the world. They can infest Onbu and be both harm- and helpful, depending on your current situation. External parasites can be fought with the new Pest Control building, while internal parasites are removed by the Injector. Some external parasites even lay eggs, allowing you to collect them and start your own parasite farm. Or you can just cook and eat them.
- Cult of Onbu You can now feed villagers to Onbu. Not only does this fill up Onbus belly, but it also terrifies your villagers so much that they will stop revolting and start seeing Onbu as a divine being. They will then demand more sacrifices to Onbu, or become more and more unhappy with each level of the cult.
- Stand still command The hornblower now has a separate command to make Onbu stand in place. Useful in biomes where the ground is poisonous, or for avoiding certain parasites.
- Large water tank
- Pest control
- Eleflea egg
- Poached eleflea egg
- Sporemoth egg
- Scrambled sporemoth egg
- Jungle flu affliction replaced with Plague Gnat external parasite
- Tapeworm affliction replaced with Tapeworm internal parasite
- Renamed Panacea to Insecticide, removed the need to research it and changed its recipe in the Laboratory to include Spore Essence
- Savefile performance and size optimization
- Various performance improvements (UI, Jobs, )
- Added a visualisation layer for earthquakes on Onbus back
- Added a heartbeat button to the top bar, showing details about Onbus current rate of metabolism
- Changed Onbu interaction UI to the same style as the building menu
- Added injector, feeding pump and Onbu punisher missions to Onbu interaction UI
- Onbu movement notifications do not log transition states anymore
- Workers now get their own seed resources (water for planting for example) when they have nothing else to do
- Buildings now have different resource slot sizes per resource, preventing them from hoarding rare resources
- Added a second row to the status effect display
- When marking a house for deconstruction, the amount of beds is only decreased after it is deconstructed, making the transition to better housing easier
- Fixed a bug where the mouse cursor wouldnt show up on consoles
- Fixed a bug where quarry and sawmill would mine another boulder or trunk rather than the one the player intended
- Fixed a bug where miners would mine on a empty spot
- Fixed a bug where water was listed as last eaten food
- Fixed a bug where saving in the world map view during an earthquake would trigger camera shake effect after zooming in or loading
- Fixed wrong hiding/showing of gamepad cursor
- Fixed repair tool filters
- Fixed destruction tool shortcut
- Fixed the plantation temperature sometimes showing the arrow out of range
- Fixed a crash that could occur whenever poisonous fungi spawned
- Fixed bug which lead to a missing village
- Fixed door locations for Trade Post, Pest Control and Spore Distillery
- Add resource stack assets for parasite eggs, simple and gourmet meals
- Added parasite event visualizations in Onbu view
[ 2024-05-29 12:38:24 CET ] [ Original post ]
Dear Onbu Riders We hope you are doing well! We wanted to give you a quick update on the game's development:
- We're super close to releasing the parasites update on the main branch for everybody to play.
- Our game designers are exploring some experimental gameplay changes, mostly related to how research and scavenging works. This will soon be released on the testing branch for you to try out.
- We're working on some new Onbu-related features. More infos soon!
- We're making good progress with the Ruins Biome.
I wanted to let you know that we have a new bundle with The Wandering Village! Synergy was released this week and it shares a lot of inspirations with The Wandering Village, both related to artstyle (Mbius) and world setting (Nausica of the Valley of the Wind). If you already own The Wandering Village, you can get an additional 20% off Synergy with this bundle:
https://store.steampowered.com/bundle/41869/Eco_Builder_Bundle/ That's all for today. We wish you all a nice weekend! Stray Fawn Studio
[ 2024-05-24 08:32:03 CET ] [ Original post ]
Dear Onbu Riders
We just launched a brand new update on the testing branch!
Its a bit of a spooky one featuring parasites and cults?
Various different parasites now inhabit the world. They can infest Onbu and their effects can be both harm- and helpful, depending on your current situation. External parasites can be fought with the new Pest Control building, while internal parasites are counteracted by the Injector. Some external parasites even lay eggs, allowing you to collect them and start your own parasite farm. Or you can just cook and eat them.
75% of this crazy community voted Yes on the option to feed villagers to Onbu, which has now been added to the game. Not only does this fill up Onbus belly, but it also terrifies your villagers so much that they will stop revolting and start seeing Onbu as a divine being. They will then demand more sacrifices to Onbu, or become more and more unhappy with each level of the cult.
We also added new buildings and a new Onbu command, and have made various other improvements, bug fixes and balancing adjustments.
You can now vote for your favorite features to be added in future updates on our Discord.
Before you jump into the new update, here's some info:
We would greatly appreciate your help with translations over on our Discord.
Please report bugs using the in-game feedback tool in the top right corner of the screen.
You can make videos for Youtube/stream the testing branch content if you like.
This preview is not yet fully compatible with controllers and lacks localisation.
It might take a while to encounter a parasite event on the map.
Please note that builds on the testing branch might screw up your game saves! So if you want to make sure, better make a backup first. Here's how.
How to access the update:
Full Patch Notes:
New Features ---------------- - Various different parasites that can infest Onbu. Farm parasites for their effects or use their eggs as food sources. - Feed your villagers to Onbu. This will stop revolts, but result in the formation of a cult that demands more sacrifices. - Stand still command. The hornblower now has a separate command to make Onbu stand in place. Useful in biomes where the ground is poisonous or for avoiding certain parasites. New Buildings ---------------- - Large water tank - Pest control Improvements ---------------- - Savefile performance and size optimization - Various performance improvements (UI, Jobs,..) - Added a visualisation layer for earthquakes on Onbus back - Added a heartbeat button to the top bar, showing details about Onbus current rate of metabolism Bugfixes ---------------- - Fixed a bug where the mouse cursor wouldnt show up on consoles - Fixed a bug where quarry and sawmill would mine another boulder or trunk rather than the one the player intended Balancing ---------------- - Jungle flu affliction replaced with Plague Gnat external parasite - Tapeworm affliction replaced with Tapeworm internal parasite - Renamed Panacea to Insecticide, removed the need to research it and changed its recipe in the Laboratory to include Spore Essence Were looking forward to hearing your feedback! And while we have you here, please make sure to check out the Steam event we are co-organising with the folks from Timberborn and Slug Disco :) The Wandering Village and many other nature and eco-dystopian games are on sale until April 29th!
Cheers & Thanks for your support, Stray Fawn Studio
[ 2024-04-25 12:38:52 CET ] [ Original post ]
Dear Onbu Riders
We have just released the Trading & Poison Update on the main branch. This update introduces trading to the game and features a big rework of the poison mechanics.
Trading
Once you've built the new Trade Post building, flying traders will arrive in regular intervals. Trade them your excess resources in exchange for other resources or knowledge.
Poison Rework
The poisonous fungi now spread by slowly infecting the ground, creating new spawning grounds and infecting existing plants. This makes their spread slower and more manageable, but also more creeping and insidious. They now also drop spores which can be distilled and sold to the trader, so it might be worth cultivating them, if you dare.
We have also added more new buildings, new hostility modifiers, an option to cycle through all buildings of the same type and much more.
Check out the full patch notes:
https://store.steampowered.com/news/app/1121640/view/4149576298032737092
Once again a huge thank you to everybody who helped test and translate this update!
Weve already started working on the next update which will be all about Onbu.
If you want to vote on your favorite suggestions for new features/future updates, please come join us on Discord!
We hope you enjoy this new update and we can't wait to hear what you think!
Lastly, a quick heads up that The Wandering Village will be 25% off as part of the Steam Spring Sale starting tomorrow.
Thanks for reading and see you all soon,
Stray Fawn Studio
[ 2024-03-13 14:25:33 CET ] [ Original post ]
Patchnotes 0.6.3
New Features
- Added trading. Once you have constructed a trade post, traders will arrive in regular intervals. This allows you to trade excess resources for other resources or knowledge.
- Completely rebuilt the system behind the spreading of poisonous fungi. The infection does no longer spread over the air; plants have to physically touch the infected ground to be affected. Our goal was to turn it from an all hands on deck emergency event into a more creeping, festering danger. Its a lot easier to bring under control especially on lower difficulties, but can turn into a problem if ignored for too long.
- Theres now a reward for carefully managing the infestation on Onbus back. Harvesting grown fungi yields spores, which can be processed and sold to the trader for a high price.
- Added a setting to disable all gamepad input
- Two new happiness-related Hostility Modifiers, raising the maximum hostility from 14 to 18. Are you up for a challenge?
- Cycle through buildings of same type with the little arrow buttons in the building display
- Trade post: Allows traders to land on Onbu. Additional trade posts increase the amount of resources traders can bring.
- Commune: An improved version of the boarding house
- Mansion: An improved version of the cottage
- Spore Distillery: Can process poisonous spores into valuable essence, highly sought-after by traders
- Improved visuals of poisonous fungi
- Workers who are waiting for a doctor now display a speech bubble
- Decisions encountered while scavenging also utilize trading mechanics, meaning theyll also accept food other than bread now
- Decontaminators now burn poison out of the ground in a large radius, making them a lot more powerful compared to manual harvesting
- Input fields: input caret and highlighted area are now much easier to see
- Tutorial flow improvement (Needs-tutorial is shown a day before the needs first increase)
- Fixed that harvest tool drag affects plants on construction sites
- Fixed wrong worker animation for gourmet kitchen
- Fixed nomad events having no image
- Fixed hornblower tutorial not being cleared
- fixed a bug where onscreen keyboard would not open for gamepad
- Fixed bug where revolt notification was shown upon loading a savefile
- Arabic localization fixes
- Needs increase interval on Novice has been slowed down (every 12 days every 20 days)
- Needs increase interval on Adept has been slowed down (every 10 days every 20 days)
- Needs increase interval on Veteran has been slowed down (every 8 days every 10 days)
- Needs maximum on Veteran has been increased, due to addition of Mansion (12 14). Other difficulties remain unaffected.
- Happiness ceiling has been increased on Adept and Veteran due to the addition of the Mansion.
- Changes to how Onbus trust works, which should reduce cases of death spirals (where having a streak of bad luck would decrease Onbus trust further, and lead to shaking).
- Seawater Collector: increased Saltwater production per cycle from 3 to 10
- Water Evaporator: changed recipe from (9 Saltwater 9 Water + 1 Salt) to (10 Saltwater 8 Water + 2 Salt)
- Reduced the moratlity rate of the Placebo update for the Village Doctor from 10% to 5%.
- Fussy Folks hostility modifier: maximum Needs increase lowered: 6 4
- Monument evaluation also considers happiness status effects
[ 2024-03-13 12:33:27 CET ] [ Original post ]
Dear Onbu Riders
A new update has made its way onto the testing branch
Get your wares ready for the all-new trader!
Trader Design Process:
Weve also reworked the poison system.
The poisonous fungus now spreads slower, making it more understandable and manageable. Infested plants drop spores that can be distilled and sold to the trader to turn a nice profit - if you dare live with the risk!
Plus, there are some new buildings and two new hostility modifiers!
A lot of stuff is currently happening on our Discord -> https://discord.gg/S8EHFp67bd
You can now vote for your favorite features to be added in future updates.
Were also voting on the creepy decision whether you should be able to feed your villagers to Onbu or not
Come join and let us know what you think
Before you jump into the new update, some info:
We would greatly appreciate your help with translations over on our Discord.
Please report bugs using the in-game feedback tool in the top right corner of the screen.
You can make videos for Youtube/stream the testing branch content if you like.
This preview is not yet fully functional with controller and misses some localisation.
Please note that builds on the testing branch might screw up your game saves!
So if you want to make sure, better make a backup first. Here's how.
How to access the update:
Full Patch Notes:
New Features
----------------
- Added trading. Once you have constructed a trade post, traders will arrive in regular intervals. This allows you to trade excess resources for other resources or knowledge.
- Completely rebuilt the system behind the spreading of poisonous fungi. The infection does no longer spread over the air; plants have to physically touch the infected ground to be affected. Our goal was to turn it from an all hands on deck emergency event into a more creeping, festering danger. Its a lot easier to bring under control especially on lower difficulties, but can turn into a problem if ignored for too long.
- Theres now a reward for carefully managing the infestation on Onbus back. Harvesting grown fungi yields spores, which can be processed and sold to the trader for a high price.
- Added a setting to disable all gamepad input
- Two new happiness-related Hostility Modifiers, raising the maximum hostility from 14 to 18. Are you up for a challenge?
New Buildings
----------------
- Trade post: Allows traders to land on Onbu. Additional trade posts increase the amount of resources traders can bring.
- Commune: An improved version of the boarding house
- Mansion: An improved version of the cottage
- Spore Distillery: Can process poisonous spores into valuable essence, highly sought-after by traders
Improvements
----------------
- Workers who are waiting for a doctor now display a speech bubble
- Decisions encountered while scavenging also utilise trading mechanics, meaning theyll also accept food other than bread now
- Decontaminators now burn poison out of the ground in a large radius, making them a lot more powerful compared to manual harvesting
Bugfixes
----------------
- Fixed that harvest tool drag affects plants on construction sites
- Fixed wrong worker animation for gourmet kitchen
- Fixed nomad events having no image
Balancing
----------------
- Needs increase interval on Novice has been slowed down (every 12 days every 20 days)
- Needs increase interval on Adept has been slowed down (every 10 days every 20 days)
- Needs increase interval on Veteran has been slowed down (every 8 days every 10 days)
- Needs maximum on Veteran has been increased, due to addition of Mansion (12 14). Other difficulties remain unaffected.
- Happiness ceiling has been increased on Adept and Veteran due to the addition of the Mansion.
- Changes to how Onbus trust works, which should reduce cases of death spirals (where having a streak of bad luck would decrease Onbus trust further, and lead to shaking).
- Seawater Collector: increased Saltwater production per cycle from 3 to 10
- Water Evaporator: changed recipe from (9 Saltwater 9 Water + 1 Salt) to (10 Saltwater 8 Water + 2 Salt)
- Reduced the moratlity rate of the Placebo update for the Village Doctor from 10% to 5%.
Were looking forward to hearing your feedback!
Cheers & Thanks for your support,
Stray Fawn Studio
[ 2024-02-15 22:02:57 CET ] [ Original post ]
Villager Update Hotfix 0.5.6
Bugfixes
- Added fix to unstuck buildings with unfinished missions and missing workers
- Fixed bug where doctor could treat workers while on mission
- Fixed some Arabic translation issues
- Returned settings button for platforms primarily using keyboard and mouse
- Fixed bug where village vanished after loading
- Fixed gamepad highlighting where it would not return the color to an unpressed state
- Changed Icon for Food Management to lessen confusion with food overview in topbar
[ 2024-02-08 12:24:02 CET ] [ Original post ]
Dear Onbu Riders,
We just released a major update for The Wandering Village!
This update is all about the villagers, improving their AI and revamping the happiness mechanics in the game.
We visualised the scavengers flying around
Added new buildings
A new food management screen
Turned the games UI upside-down
And more :D
Check out the full patch notes here:
https://store.steampowered.com/news/app/1121640/view/3976182640090938414
A huge thank you to all our testers and translators, you really helped us a great deal :)
We hope you enjoy this new update and we can't wait to hear what you think!
Weve already started working on the next update which will introduce a flying trader to the game along with a big rework of the poison mechanics.
Over on our Discord, you can now post your ideas for features/improvements that should be added to The Wandering Village and vote for your favourites. Our team will regularly look at the top 10 highest voted ideas and see if we can include them in future updates of the game.
Thanks for reading and see you all soon,
Stray Fawn Studio
[ 2024-01-18 13:29:47 CET ] [ Original post ]
Patchnotes 0.5.5
New Features
- Complete overhaul of how villager needs work:
- Villagers productivity will no longer fall below 100%.
- Instead, villagers can leave if their needs arent met.
- Productivity can still be boosted above 100% if villager happiness is kept above certain thresholds.
- Population level has been removed, so all needs can be worked on from the start of the game.
- Villager demands will increase over time, so make sure to keep them happy.
- Massive UI rework:
- The topbar is now centered, with the most important information taking center stage.
- Research, scavenging, Onbu mission and status effect widgets were redesigned. They are now grouped together and always visible at a glance.
- Various UI elements have been re-arranged in a way that brings related information closer together.
- The resource panel can now be filtered by category.
- The tutorial UI was redesigned.
- Many icons were reworked.
- The new food management window lets you control which types of food your villagers are allowed to eat, giving you more control over food quality and variety.
- The new Gourmet Kitchen allows you to produce high-quality food to make your villagers happy. You want more uses for salt? We hear you!
- Festivals held by the Community Plaza and the new Town Square now give a big temporary boost to happiness. They also provide a small passive happiness boost while they are fully staffed.
- Scavengers have received a big visual update. They will now take off and land when heading out on and returning from missions.
- Gourmet Kitchen - Produces gourmet food from a variety of ingredients
- Flophouse - Provides a lot of housing for villagers, if youre willing to sacrifice some quality and poison resistance
- Boarding House - An improved version of the Flophouse
- Town Square - Early-game building to boost happiness through festivals
- Buttons show tooltips for a short time when using the gamepad
- Gamepad navigation improvements (ex. grid navigation in resource display and storage buildings, more categories in radial menu, topbar navigation in general)
- Added disable all/enable all buttons for storage buildings for easier usage
- Added a news panel to the main menu to inform you about new patches and features
- Glossary entries with detailed info on the difficulty modes, accessible from the New Game menu
- The Onbu interaction menu can now be hidden like the building menu
- Added icons to indicate whether resources in a building can be stored, removed or both
- Workers now prioritize transporting harvested resources into storage if there is free space
- Improved Onbu's behavior to choose between sleeping or eating depending on the severity of each need
- If world map locations are stacked, multiple clicks toggle through them
- Improved prioritization of which food resources to transport to food stands
- Added new music and environment sounds for events
- New tutorials for food variety and festivals
- Added sandbox setting to prevent villagers from leaving when theyre unhappy
- Berry Gatherer is much less productive at lower efficiency percentage values, but gains a bit of productivity above ~80% efficiency
- Weak Immune System hostility modifier: effect reduced from +100% to +50%
- Infested plants no longer spawn on Onbus back when it is heavily poisoned
- Research time for all research in the initial tier reduced by 25%
- The chance to encounter nomads in the world has been raised significantly, making it a bit easier to get more villagers
- Poisonous locations now also lower villager happiness while Onbu crosses them
- Population level no longer exists, since it doesnt serve a purpose anymore with the new happiness system
- Decoration capacity now depends on the building type rather than the village level. For example, tents can only be decorated up to a value of 2, thus contributing less to the overall decoration value
- Wild mushrooms now grow in patches
- New shrine visuals
- New burned plant visuals
- New rain cloud visuals
- New icons for potions and medicines
- New ground transitions between grass and dirt
- When clicking on an object that workers are transporting materials to or interacting with, it now shows the workers' paths
- Building radius/area of effect now shows an outline to make it clearer
- Fixed bug where research and worker management windows could not be closed via shortcut
- Fixed bug where worker focus could not be broken with key movement
- Fixed bug where key bindings were mapped to mouse movement instead of being removed
- Fixed bug where Onbu had a stomach ache even though a laxative was given
- Fixed a bug where scavenging locations would not be cleared if a worker died during the mission
- Fixed bug where Onbu slept in water
- Fixed many small UI bugs
- Fixed Placebo upgrade for Village Doctor not working properly
- Fixed tombstones counting as poisoned workers in tutorial
- Fixed Onbu sometimes not eating food on an island when also very tired
- Fixed issue where food on islands sometimes didnt disappear after being eaten
- Fixed a bug where workers that died on a scavenging mission could cause issues
- Fixed unclickable decision button on world map locations
[ 2024-01-18 13:28:38 CET ] [ Original post ]
Dear Onbu Riders,
It's that time of the year again: The Steam Awards are coming up!
We would greatly appreciate if you would nominate us for the 'Labor of Love' award
While we have you here, there is a brand new update available on the Testing branch, starting now :D
This update is all about our little villagers, improving their AI and completely revamping the happiness mechanics in the game. We also added some new buildings and turned the game UI upside-down (hopefully for the better)
Some things, especially the UI, are still work in progress, but we would love to hear your feedback early on, ideally over on our Discord. Controllers are not properly supported in this version (yet!), the tutorial is a bit broken and we're still missing some loca.
Here is how you can access the update:
Thank you very much for checking!
See you on the Discord :D
Cheers & Thanks,
Stray Fawn Studio
PS: The game is currently 25% off during the Steam autumn sale.
[ 2023-11-21 18:02:12 CET ] [ Original post ]
Dear Onbu Riders,
You know what day it is today?
Its The Wandering Villages first birthday!
I guess that means Onbu is now 1001 years old xD?
In the past year over 1,000,000 players have boarded Onbu and explored the world of The Wandering Village across all platforms.
Were happy to say that Onbus birthday has been celebrated over 5000 times by players, using the new Community Plaza building. That means we CRUSHED our initial goal of 1000 and will be giving away some extra keys on our Discord. Head over to the #giveaway channel and leave a comment there before September 17th to join the raffle for one of 15 Steam/Xbox keys
If you haven't celebrated Onbu's birthday yet, make sure to check out the recent birthday update:
https://store.steampowered.com/news/app/1121640/view/3668799277515391491
A huge thanks for all your feedback, bug reports, translations, suggestions, fanart and encouraging words in the past year. Were super happy with how the game is shaping up, but its still far from being finished! To see where were headed, please check out our recently updated roadmap for the game.
Were looking forward to the next year with this amazing community!
Cheers & Thanks,
Stray Fawn Studio
[ 2023-09-14 17:15:26 CET ] [ Original post ]
Dear Onbu Riders,
I hope you have been enjoying the new birthday update
Later this week, we will present you the winners of our firework competition, which is still running until September 14th on our Discord. Were amazed by all your creative submissions already, and cant wait to see whats more to come!
In the meantime, we have started to work on the next update, planned later this year:
The Villager Update. We are overhauling the way villager happiness works and how it is displayed while trying to also improve villager AI in the process.
Weve also been working on quite a few other improvements. One of the most significant ones is the improved map generation with which we want to decrease RNG, especially in Novice and Adept difficulty levels, and lower the maximum difficulty in Novice. The new generator will also allow us to preview hundreds of generated worlds in a heartbeat, making it much easier to see whether everything is fair and fun! This involves some bigger changes to the game, and will be coming to the game sometime after the Villager Update.
We speak way too rarely of the games music/sound design in these development updates!
All the more reason to do so now, since the game is taking part in the Save & Sound Steam event running from September 11 - 21.
Our composer/sound designer NukeTan recorded a behind the scenes video of his creative process. Make sure to tune in and watch it as part of the event on Wednesday at 1PM PDT. To celebrate the occasion, were running a 20% discount for our soundtrack and an extra 20% on top for the games collectors edition which includes our digital artbook.
Thank you for your ongoing support!
Cheers & Thanks,
Stray Fawn Studio
[ 2023-09-12 15:18:24 CET ] [ Original post ]
Dear Onbu Riders,
We cant believe its been almost one year since The Wandering Village launched into Early Access. To celebrate the games upcoming first birthday on September 14th, we just launched a small Birthday Update.
This update introduces the ability to name your Onbu and choose from one of two Onbu skins at the start of the game and adds a new building to host celebrations, among many other small improvements. The full patch notes can be found here:
https://store.steampowered.com/news/app/1121640/view/3668799277514634499
If over 1000 people celebrate Onbus birthday before September 15th using the new Community Plaza, we will be giving away 10 game keys (Steam/Xbox) for the game on our Discord.
Were also hosting a firework contest!
Post a video/gif of your custom-made in-game fireworks in the firework-contest channel on our Discord before September 15th to participate. Winners will receive a The Wandering Village physical artbook and mouse mat signed by the dev team.
We hope you enjoy this little update and were looking forward to your feedback <3
Cheers & Thanks,
Stray Fawn Studio
PS: The game is currently 25% off as part of Steam Strategy Fest
[ 2023-08-30 14:00:17 CET ] [ Original post ]
Patchnotes 0.4.1
New features
- Added Onbus birthday festival. Festivals can be organised using the new Community Plaza. Fireworks launched from the Plaza and accompanying Fireworks Launcher decorations raise the morale of Onbu and your villagers.
- Added first iteration of Onbu Customization. You can choose the appearance and the name of your Onbu at the start of a new game. This feature will be extended in the future.
- Added setting to add a safe zone for the screen border to fix issues when playing on older TVs.
- Jungle Flu and Tapeworms can now be cured.
- Community plaza
- Fireworks launcher
- Fixed bug where a missing resources flag was displayed on Decontaminators with enough resources
- Fixed many bugs where the city suddenly disappeared
- Fixed bug where a save could not be loaded and all resources were set to 999
- Fixed bug where the last surviving villager was forever trapped in the scavenger hut
- Fixed bug where achievements related to feeding Onbu with the Trebuchet were not unlocked correctly
- Fixed bug where mission with cooldowns, like petting Onbu, could be started at two buildings at the same time
- Fixed bugs with wrong letters for the arabic localization
- Fixed bug where the village disappeared when placing a road outside of bounds
- Changed the Village Doctors Placebo upgrade to not use any herbs at all, lowered mortality rate
- Controls setting now allow mouse keys for mapping
- Added ability to place housing on top of existing housing and deco on top of existing deco, for example to replace a tent with a hut
- Added progress bar to tutorial to see overall progress
[ 2023-08-30 08:39:16 CET ] [ Original post ]
Fixed bug where the loading bar was stuck at 90% and the game would not load
[ 2023-07-25 14:50:44 CET ] [ Original post ]
Dear Onbu Riders,
Our team has been working towards this day for a long time and now it has finally arrived. Today we celebrate the release of our new Ocean Update!
Aside from the new biome, this update features:
- Building upgrades
- Decorations
- Hostility modifier system
- New buildings/events/locations
- Lots of bug fixes, balancing and polishing
Check out the patch notes: https://store.steampowered.com/news/app/1121640/view/3667669664002416977
Or the trailer for an overview:[previewyoutube=ZLEiCdtpCbc;full][/previewyoutube]
If you dont own the game yet or have been planning to gift it to a friend, were currently running our biggest discount yet at 25% off!
A HUGE thank you to everybody here for all the feedback youve given us over the past year, for your help with testing / localisation and for just sticking around in general.
We couldnt have gotten here without you :)
Our whole team is super happy to keep working on The Wandering Village and weve already started development on the next update
Check out our updated development roadmap. We highly recommend you join us over on Discord if you want to stay informed and chat with us and other players about the game.
In other news, we are currently co-organising the Steam Sim Fest together with Auroch Digital. So if you like simulation games, make sure to pay us a visit over there :D
Thanks for checking in and we hope you enjoy the new update!
Cheers & Thanks,
Stray Fawn Studio
[ 2023-07-20 17:02:58 CET ] [ Original post ]
Patchnotes 0.3.6
Overview
Its scorching hot outside - the perfect opportunity to take a refreshing dive into the brand-new Ocean Biome! But thats not all - amongst many quality-of-life improvements, performance tweaks and bugfixes, our team has also been working on a host of other things, such as:
- Building Upgrades - unlockable upgrades that are used to specialize your buildings.
- Decoration Buildings - pretty structures that can be used to spruce up your village, and make your villagers happy.
- Hostility Modifiers - a brand-new feature to challenge even the most experienced players. Spice up your game with a host of challenging modifiers!
The Ocean Biome
Explore the brand-new Ocean Biome! Discover remote islands, explore shipwrecks and more. The sea has plenty to offer - but beware, for the waters can be treacherous. Onbu will not be able to rest on open sea, so make sure to prepare for your journey!
- Build a fishery to catch fish and gather kelp, or collect and desalinate seawater to keep your crops alive at sea. A total of 4 new buildings have been added.
- Extract salt from seawater to cultivate Rock Trumpets, a new type of mushroom that petrifies when fully grown and can be harvested for stone.
- Harvest kelp to produce better food and medicine for Onbu.
- Many new scavenging locations and events to explore.
- The sea holds many dangers - giant tapeworms, whirlpools and more!
Building Upgrades
Some buildings now have unlockable upgrade paths in the research tree. Upgrade buildings to give them unique boons. These often introduce tough decisions: would you rather make your Air Well fully automatic but slow, or keep it manually operated but give it a huge productivity boost? Do you want to allow up to 8 farmhands to work your farm, or would you rather boost its output, but make it necessary to use fertilizer for it to work at all?
Decoration Buildings
Place beautiful structures to increase the happiness of villagers inhabiting nearby homes. Decorations can be unlocked in the research menu. Play around with placement of different decoration tiers to find your perfect setup!
Hostility Modifiers
Hostility Modifiers add a new way to spice up your game and challenge yourself! Unlock this feature by reaching a certain waypoint roughly around day 100 on any savefile. Survive for 500km with a set of modifiers active to unlock a higher limit. Can you beat the game with all modifiers at once?
New Buildings
- Seawater Collector
- Evaporator
- Fishery
- Aquafarm
- Onbu Pharmacy
- 17 different decoration structures
- New Resources
- Saltwater
- Salt
- Fish
- Grilled Fish
- Kelp, a tasty and healthy ingredient found in the sea.
- Rock Trumpet, a rock-solid mushroom that can be grown from salt and offers a renewable source of stone.
- Healshroom, a delicate but useful mushroom that can be used to make efficient Onbu medication.
- Mushroom Stew, a recipe that allows to use mushrooms to feed villagers in a pinch, but at a very inefficient rate.
- Filling Onbu Food, a new, efficient food type made from mushrooms and kelp
Improvements
- Added compression to most textures, lowering the GPU memory requirements, if you play on Low Texture Quality, try a higher one it might work now.
- Improved loading of textures when starting or resuming a game
- Improved particle performance for certain events in the Onbu view
- Roads dont get destroyed by poison plants anymore
- Priority can be set additionally when using a tool
- Poison resistance provided by buildings to employees is now shown
- Removed lines on worldmap between biomes of the same type
- Fixed WASD Camera movement, to make it more precise
- Laxative and Constipator missions now use the correct icons
- Camera movement should be much smoother than before when playing with low fps
- Improved performance for weather events
- Improved performance for large villages with alot of workers
- Press shift while hovering over a building or road to copy the selected building and place a new one
- Added an UI Scale Slider in the Settings
- Amount of villagers that join from settlements now depends on your villagers' happiness.
- New decision events for poison forest and shrine locations
- Building inventory is now navigable with gamepad
- Made log better scrollable with mouse wheel
- New visuals for decontaminator building
- Lighting changes when travelling to a different biomes are now smoother
- The way Onbu grows tired of frequent commands has been reworked to make some strategies less exploitable (like repeatedly letting Onbu sit to avoid moving on).
Balancing
- Air well now requires one worker by default, considerably increased production speed, decreased inventory size
- Feeding and sleeping spots cant appear at the very beginning, before Onbu gets hungry or tired for the first time
- One feeding spot will always appear near the beginning, just when Onbu gets hungry for the first time
- Novice Difficulty: more starting resources, more Onbu poison resistance, slower toxic plant spread
- Veteran Difficulty: fewer starting resources
- Buffed Liquid Onbu Food: 25% 35% hunger restoration
- Added inefficient recipe to make Mushroom Stew from mushrooms in an emergency
- Big food rebalancing, carving out a useful niche for every food type
- The Onbu pharmacy is used to create medicine for Onbu from a variety of ingredients, offering more interesting choices in how to care for Onbu
- Reworked the research menu. Added a fourth category, Farming, and put a focus on offering more control over the order of research to prioritize items based on current needs.
- Removed mothertrees. The Tree Nursery now gathers saplings from regular trees instead.
- 50% Onbu health damage from poison
- 50% Onbu health damage from exhaustion
- 40% Onbu health damage from hunger
- 66% natural Onbu health regeneration while sleeping/resting
- Onbu dislikes sleeping in thick poison fog, and will move on through it unless completely exhausted
- Balanced research, early research is now faster
- A certain type of late-game building will now give a considerable decoration boost in a large area!
- Increased Air Well base production speed.
- Made Onbu medicine (Antitoxin, Health Potion) considerably cheaper.
- Existing knowledge points have been tripled, research costs roughly three times the points, and installing building upgrades costs a low amount of knowledge points.
- Removed event: Scorching Sand (existing savefiles may still contain the event within the next few biomes)
Bugfixes
- Fixed a bug where buildings could be disabled even though it was not allowed
- Fixed bug where the wrong reasons were logged when Onbu rejected a horn command.
- Fixed a bug where the Worker Management Screen could not be scrolled using the mousewheel
- Fixed bug where alot of unintended click sounds where audible during gameplay
- Fixed a bug where Input resource slots where not displayed on production buildings correctly
- Fixed false category selection when moving to animal interactions from animal buildings
- Window resolution is no longer reset when loading a save
- Fixed a bug where new research pop opened when players were interacting with buildings
- Fixed a bug where workers ignored tasks
- Fixed a bug where Onbu would not get tired while starving
- Fixed repair tool resetting repair progress of buildings that were already being repaired
- Fixed a bug where the Worker Management Screen could not be scrolled using the mousewheel
- Fixed bug where alot of unintended click sounds where audible during gameplay
- Fixed a bug where Input resource slots where not displayed on production buildings correctly
- Fixed false category selection when moving to animal interactions from animal buildings
- Various controller input fixes and improvements
- Fixed bug where production buildings reserved too many resources and stopped producing
- Fixed certain events sometimes having no effect
[ 2023-07-20 16:21:52 CET ] [ Original post ]
Dear Onbu Riders,
Its finally time to get your Onbus feet wet
The Ocean Update is now live on the Steam testing branch!
Before you dive in, some important infos:
Please dont release any videos/gifs of this version on Youtube, Twitch or other socials.
Were trying to keep a low profile for now, so we can make a big splash for the release of the update this summer!
We would greatly appreciate your help with translations. There is still a lot to do! If you want to help out, please join us on Discord
Please report bugs and send us feedback using the in-game feedback tool in the top right corner of the screen or chat with us on Discord
Here is how you can access the update:
Please note that builds on the testing branch might screw up your game saves!
So if you want to make sure, better make a backup first. Here's how.
About the Ocean Biome:
Explore the brand-new Ocean biome! Discover remote islands, explore shipwrecks and more. The sea has plenty to offer - but beware, for the waters can be treacherous. Onbu will not be able to rest on open sea, so make sure to prepare for your journey!
Build a fishery to catch fish and gather kelp, or collect and desalinate seawater to keep your crops alive at sea. A total of 4 new buildings have been added.
Extract salt from seawater to cultivate Rock Trumpets, a new type of mushroom that petrifies when fully grown and can be harvested for stone.
Cultivate kelp to produce better food and medicine for Onbu.
Many new scavenging locations to explore.
The sea holds many dangers - giant tapeworms, whirlpools and more!
Full Patch Notes:
New Biome
----------------
- Added the ocean biome
New Resources
----------------
- Saltwater
- Salt
- Fish
- Grilled Fish
- Kelp
New Buildings
----------------
- The Seawater Collector can collect saltwater from the ocean.
- The Evaporator can produce water and salt from sea water, as well as evaporate some other fluids.
- The Fishery can catch fish and gather kelp from the ocean.
- The Aquafarmcan cultivate fish and kelp.
New Events
----------------
- Various different events for the water biome, such as islands, schools of fish and tapeworms.
- New events in other biomes, such as mosquitos that can infect Onbu with the Jungle Flu.
New Features
----------------
- New wandering events that move across the map dynamically, such as rain clouds and whirlpools.
New Locations
----------------
- Shipwreck
- Fort ruins
- Decision events for the new locations, as well as the old Shrine and Poison Forest locations.
Improvements
----------------
- Building upgrades are now much easier to discern in the research tree and have clearer descriptions.
- The Hostility system now needs to be unlocked first by reaching a certain waypoint (it will be unlocked automatically if you have any savefiles that already have hostility modifiers active or that are at day 100 or beyond).
- Unlocking higher hostility limits is now a lot easier - you only need to survive for 500km to unlock the next limit.
- Knowledge rework - existing knowledge points have been tripled, research costs roughly three times as many knowledge, and constructing building upgrades costs a small amount of knowledge.
- UI overhaul for decorations - it's now much easier to see which decorations will affect which houses by how much.
- The way Onbu grows tired of frequent commands has been reworked to make some strategies less exploitable (like repeatedly making Onbu sit to avoid moving on).
- Updated the Elders Notebook with all the new things.
- Villagers don't complain about not having decorations on the lowest settlement level anymore.
Balancing
----------------
- Removed Onbu food from berries recipe.
- Added recipes to buildings such as the Kitchen and Onbu Pharmacy to account for the new water biome resources.
- Balanced sizes, cost and values of decoration buildings.
- A certain type of late-game building will now give a considerable decoration boost in a large area!
- Added more polluting buildings.
- Increased Air Well base production speed.
- Made Onbu medicine (Antitoxin, Health Potion) considerably cheaper.
Bugfixes
----------------
- Fixed a bug where the Worker Management Screen could not be scrolled using the mousewheel
- Fixed bug where a lot of unintended click sounds were audible during gameplay
- Fixed a bug where input resource slots were not correctly displayed on production buildings
- Fixed wrong category selection when moving to animal interactions from animal buildings
- Various controller input fixes and improvements
Were looking forward to hearing your feedback!
Cheers & Thanks for your support,
Stray Fawn Studio
[ 2023-05-26 12:32:15 CET ] [ Original post ]
Dear Onbu Riders,
We have quite a few pieces of news incoming today!
First, a quick reminder that weve launched a new update on the testing branch last week, in case you havent seen it yet :)
https://store.steampowered.com/news/app/1121640/view/6977806583251411043
We are super happy to announce that our studio has started an internal game publishing team in order to support ourselves and other developers with marketing and launching their games. The first game we teamed up with is Earth of Oryn, a super promising city-builder made by Edouard Libion, a solo-dev from Belgium.
Earth of Oryn is an indie city-builder/strategy game set in a medieval world filled with story and heart. Starting from nothing, you must shape your kingdom perfectly to your vision while managing the needs and wants of your people.
If you think the game looks cool we would greatly appreciate it if you could add it to your wishlist
https://store.steampowered.com/app/1972450/Earth_of_Oryn/
In other news, we helped co-organise a themed a themed Steam sale for Earth Appreciation Day.
This sale showcases both games about natures beauty and post-apocalyptic games that show the aftermath of not taking care of it. To celebrate the occasion, The Wandering Village and many other awesome games (such as Frostpunk, ABZU, Rain World and Going Medieval) are on sale.
And lastly, we have teamed up with the folks of Timberborn for a bundle. So if you own either game you can now get a discount for the other or just get both of them together at a discounted price
https://store.steampowered.com/bundle/31818/Timberborn_and_The_Wandering_Village/
That is all for today! We hope you are enjoying the new testing branch update and were looking forward to hearing from you.
Cheers & Thanks for your support,
Stray Fawn Studio
[ 2023-04-20 15:34:21 CET ] [ Original post ]
Dear Onbu Riders,
Good news! We have just released a new update on the TESTING BRANCH
Lots of new stuff in this one
- Hostility modifiers which will challenge even the best players among you!
- Building upgrades which expand the techtree and allow you to adapt in different ways
- Decorations as a new need for your villagers and a way to personalise your settlements
Here is how you can access the update:
Please note that builds on the testing branch might screw up your game saves!
So if you want to make sure, better make a backup first. How to access your save files info.
Here are the patch notes:
New Features
----------------
- Hostility System: before starting a new game, you can pick from a variety of modifiers to make the game more challenging!
- Building Upgrades: you can now unlock upgrades in the research tree (currently for 6 buildings) that you can then apply to your buildings to enhance them in various interesting ways.
- Decorations: place beautiful structures to increase the happiness of villagers inhabiting nearby homes. Decorations can be unlocked in the research tree.
- Onbu Pharmacy: a new building that is used to create medicine for Onbu from a variety of ingredients, offering more interesting choices in how to care for Onbu.
- UI scale slider in the settings
Improvements
----------------
- Mycologists can now cultivate healshroom, a mushroom used for making Onbu medicine more efficiently
- Press shift while hovering over a building to copy the selected building and place a new one
- Amount of villagers that join from settlements now depends on your villagers' happiness
- New decision events for poison forest and shrine locations
- Roads dont get destroyed by poison plants anymore
- Priority can be set directly while using a tool
- Poison resistance provided by buildings to employees is now shown
- Removed lines on world map between biomes of the same type
Bugfixes
----------------
- Fixed a bug where buildings could be disabled even though it was not allowed
- Fixed bug where the wrong reasons were logged when Onbu rejected a horn command
Balancing
----------------
- Air well now requires one worker by default, increased production speed
- Feeding and sleeping spots cant appear at the very beginning
- One feeding spot will always appear near the beginning, just in time for Onbu's first hunger
- Novice Difficulty: more starting resources, more Onbu poison resistance, slower toxic plant spread
- Veteran Difficulty: fewer starting resources
- Buffed Liquid Onbu Food: 25% 35% hunger restoration
- Added inefficient recipe to make Onbu food from berries in an emergency
- Added inefficient recipe to make mushroom stew from mushrooms in an emergency
- Mothertrees dont spawn anymore. The Tree Nursery now gathers saplings from regular trees instead.
- Reworked the research tree. Added a fourth category, Farming, and put a focus on offering more control over the order of research to prioritize items based on current needs.
Were super curious to hear how you like the new update, so please let us know in the comments or on Discord!
If youre interested in what kinds of thoughts go into an update like this, check out our latest developer stream on Youtube.
Meanwhile were still hard at work on the upcoming water biome.
Things are coming together nicely and we hope well be able to start testing with you soon!
That is all for today. Were looking forward to hearing from you :)
Cheers & Thanks for your support,
Stray Fawn Studio
[ 2023-04-15 09:02:54 CET ] [ Original post ]
Dear Onbu Riders,
Thank you very much for all your feedback regarding the 0.2 update.
We have since released a couple of small patches to address some of your inputs. Yesterday we launched the 0.2.3 update which introduces a repair tool to better deal with the aftermath of earthquakes. Weve also recently released The Wandering Village Steam Trading Cards :D
We have some good news to share today:
A new full-time team member has joined our studio this month: Robin.
He's our new game designer with the mission to help improve the game's replayability, balancing, long-term motivation and hopefully make it even more fun in general!
Robin has jumped right in and is currently implementing Hostility Modifiers which give players lots of options to make the game harder. Later on, this might be tied to some hard-to-get achievements, like "Beat the game on Veteran with a difficulty score of 10 or above"
Meanwhile, we are also working on building upgrades as well as a first set of decorations for your villages. With building upgrades, you can invest time and resources to improve individual buildings in to make them more efficient and integral to your production chains. But pick carefully, since upgrades cant be removed once installed, and some upgrades might work better in certain situations than others.
Decorations allow you to express yourself and your villages ideals in its design. Theyll help you decorate (the currently rather monotonous) neighborhoods and improve the quality of life for your villagers.
And of course were also still happily designing away at the Water Biome update (which we showed a few glimpses of last time):
https://store.steampowered.com/news/app/1121640/view/3673282587150196260
The Wandering Village has been nominated for the Game Connection Award
If you have a minute, it would be awesome if you could vote for us!
https://forms.gle/pZ3Lx3dHo5bxNm5v5
And lastly weve started a monthly dev stream on Twitch where we show off the latest additions to The Wandering Village and chat about various topics. The next one takes place on March 2nd, please join our Discord if youd like to get notified: https://discord.gg/thewanderingvillage
That is all for today. Were looking forward to your feedback!
Cheers & Thanks for your support,
Stray Fawn Studio
PS: Has anybody here gotten all achievements yet :D?
[ 2023-02-23 14:30:47 CET ] [ Original post ]
We just released a new patch, to add a repair tool Patchnotes 0.2.3 New Features ------------------- - Added repair tool Bugfixes ------------------- - Fixed Strict Diet achievement, where only two instead of three feeds were allowed - Fixed Berry Good achievement where it was unlocked with the wrong building - Fixed bug where building could be disabled while a mission was ongoing - Localization fixes
[ 2023-02-22 10:17:33 CET ] [ Original post ]
We just released a hotfix, mainly related to Steam Deck support. Patchnotes 0.2.2 Bugfixes ---------------- - Added fix to allow Keyboard and Mouse Input on Steamdeck Known Issues ---------------- - You cannot bind actions to different mouse buttons yet - Touchscreen is not supported yet - For optimal handheld gameplay on Steamdeck, please activate the Official Gamepad Controller Template
[ 2023-01-20 11:50:30 CET ] [ Original post ]
We just released a hotfix, mainly related to Steamdeck support. Patchnotes 0.2.1 Bugfixes ---------------- - Fixed bug where you got stuck when returning to main menu on steamdeck - Fixed some UI scaling issues on Steamdeck - Updated the localization again to fix some text bugs Known Issues ---------------- - Keybinds are not yet localized - You cannot bind actions to mouse buttons yet Thanks for reporting the bugs! Cheers & Thanks Stray Fawn Studio
[ 2023-01-19 16:04:49 CET ] [ Original post ]
Dear Onbu Riders,
Thank you all for your ongoing support :)
Its high time that we give you an update on our development progress!
We have just released the 0.2.0 update, featuring:
- Full Controller Support
- Steam Deck Support (currently pending approval by Steam)
- Steam Achievements
- Auto-Saves
- A Worker Management Window
- 2 new buildings
- Lots of small improvements
You can check out the full patch notes here:
https://store.steampowered.com/news/app/1121640/view/3673282587150094236
Were also hard at work on our first big content update for the game: The water biome.
You may have seen some first glimpses of it already:
https://store.steampowered.com/news/app/1121640/view/3479622422072368407
In the past few weeks...
We have been brainstorming and doodling ideas for new buildings:
Started to paint and implement some of them:
Added a first WIP version of the biome on the overview map:
Faced a lot of technical challenges related to shaders:
We made a behind the scenes video in case you'd like to learn more about our technical approach :D
And then finally got Onbu to swim for the very first time:
The water biome update is still quite a while away from being finished. We'll let you know as soon as a first version can be tested! Meanwhile, please join us over on Discord!
Thanks for checking in and we hope you enjoy the new update :)
Cheers & Thanks,
Stray Fawn Studio
[ 2023-01-18 16:40:35 CET ] [ Original post ]
Dear Onbu Riders, We just released a new update for The Wandering Village featuring full controller support, autosaves, a first set of steam achievements and many new quality of life features. New Features ---------------- - Full Gamepad Support (+ Steam Deck support currently pending verfication) - New Autosave System - Worker Management Window to centrally manage employed workers - Disable Tool to more quickly disable and enable buildings - First set of Steam Achievements New Buildings ---------------- - Granary, a larger food storage building - Onbu Discipliner, a building that, when used, hurts Onbu, but forces it to listen to your commands Improvements ---------------- - Onbu Spikes are no longer removed using the Harvest tool - Added Edge scroll - Small poison plants are not included by only grown filter anymore - Harvest tool single click let's you harvest small plants if you hit the floor plate - Made Harvest and Plantation setting for the Farm more intuitive - Harvest wood tutorial now tracks harvested wood, not just available wood - Decontamination and cure poisoned villlagers tutorials show the amount of affected plants/villagers more clearly - Added Tooltips regarding heartbeat production, dung production and tool usage (compost) - If you drag open a rectangle for a tool you are no longer stopped if the cursor is out of bounds. - Tiles with Onbu spikes and fully grown mothertrees are no longer viable for plot placement and thus won't be automatically marked for harvesting - Many buildings now have back doors, eliminating the need for villagers to walk all the way around them - Made collider for moving pollenstorms smaller, so it's easier to click in things behind them - Improved performance on large villages - Dung Collector workers help transport dung, don't just stand around idly - Changed food indicator arrows to amount indicator, and more details about how long the food will last - Removed focus idle worker and focus idle unemployed worker buttons - Added focus buildings with idle worker and focus buildings with flags buttons - All Popups and Windows can now be closed with ESC or right click - Made it clearer that the tutorial is only available in Novice mode - Made Novice mode playable without tutorial and with custom difficulty settings - Added warning flag when crops being planted don't grow - Improved selection for poison plants - Improved destruction from earthquakes, made it more focused on one spot - Added rebuild cost for destroyed buildings - Building durability has been refined and is now visible - Resources gained from deconstruction are now visible once a building has been marked for deconstruction Visual Improvements ---------------- - Fixed visible seam in shadows - Fixed z-fighting on all buildings - Added more tree, stone and hut variants - Update giant tree trunk asset - Added visual effect to poison plants to improve visibility Balancing ---------------- - Made it less likely for poison plants to grow on roads - Raised amount of plots that can be fertilized with 1 compost from 1 to 10 - Increased resource capacity of Onbu Kitchen from 20 to 40 - Reduced energy cost of 'High Digestion' status effect from 150 to 20 - Removed '0% growth speed' temperature condition from plants - Reduced length of short cold snap - Onbu Pet command now requires knowledge points Bugfixes ---------------- - Fixed Issue where no audio was played during the intro on Linux - Fixed broken log message when a worker died on a mission - Fixed fully grown filter ignored when loading a save file - Shortcut [2] for faster toggles back to 2 if it was on max speed - Fixed keybinding prompt also closing settings when pressing ESC. - Fixed bug where log shows Onbu rests instead of Onbu wakes up - Fixed bug where roads underneath plants could not be removed with tool - Fixed bug where farmers worked on the wrong field - Fixed stretched scavenging decision reward UI - Fixed research popup appearing when no research was selectable - Fixed bug where the percentage on progress bar was displayed wrong in arabic - Fixed waypoint tutorial not registering as completed when a decision has already been made in advance - Fixed knowledge tutorial not registering as completed when the gained knowledge was immediately used by queued research - Fixed activating dung collector after Onbu had pooped and still receiving dung - Fixed bug where preselected scavenging decisions lead to unwanted behavior - Fixed mismatch between building regions Known Issues ---------------- - The onscreen keyboard only works in Steam big picture mode or on the Steamdeck. Otherwhise you'll need a keyboard to enter text. - Some texts are not yet fully translated, please join our Discord if you want to help with that. Thanks for all your feedback and bugreports you submitted! If you find any new bugs, please also report them with the ingame feedback form or write us in the forum or on discord. Thanks for playing and have fun! Stray Fawn Studio
[ 2023-01-18 15:29:19 CET ] [ Original post ]
Dear Onbu Riders,
First of all, thank you all very much for your support in the past weeks!
Weve received tons of useful inputs and feedback and are working hard on improving and expanding The Wandering Village.
We just released an update (full controller support + quality of life improvements) on the TESTING BRANCH. It would be really cool if you help us to test this update and give feedback!
If youd like to do so please switch your branch in the games properties in your Steam library
Here is now:
Please note that builds on the Testing Branch might screw up your game saves!
So if you want to make super sure, better make a backup first.
In case anybody owns a Steam Deck it would be awesome if you could test the game there, since we want to get verified soon! To do this, you need to change the controller settings and set the current layout to 'gamepad with joystick trackpad' before you start the game.
While some members of our team focused on this first update, others started to work on a big content update which you can get a first early peak at here:
https://store.steampowered.com/news/app/1121640/view/3479622422072368407
To see our plans for the next few months, please check out the roadmap here:
https://store.steampowered.com/news/app/1121640/view/5104290054750324789
And here are the patch notes
Testing Patchnotes 0.1.34
Known Issues
----------------
- The Gamepad support is still a bit rough, please report feedback of anything that does not work correctly
-> please use the category 'gamepad feedback' in the bug reporting tool to do so!
- The tutorial is not yet finished or translated for the gamepad
- The onscreen keyboard only works in Steam big picture mode or on the Steam Deck
New Features
----------------
- Gamepad Support
- New Autosave system
- Added Disable tool to more quickly disable and enable buildings
- Added worker management window to centrally manage employed workers
New Buildings
----------------
- Added Granary, a larger food storage building
- Added the Onbu Discipliner, a building that, when used, hurts Onbu, but forces it to listen to your commands
Improvements
----------------
- Harvest tool single click let's you harvest small plants if you hit the floor plate
- Harvest and Plantation toggles in Farming UI changed to value chooser.
- Harvest wood tutorial now tracks harvested wood, not just available wood
- Decontamination and cure poisoned villlagers tutorials show the amount of affected plants/villagers more clearly
- Added Tooltips regarding heartbeat production, dung production and tool usage (compost)
- Tool drag is not stopped if cursor outside of onbus back
- Tiles with Onbu spikes and fully grown mothertrees + no longer viable for plot placement and thus won't be automatically marked for harvesting
- Added dynamic descriptions for some buildings and missions
- Many buildings now have back doors, eliminating the need for villagers to walk around them
- Made collider for moving pollenstorms smaller, so it's easier to click in things behind them
- Improved game over screen
- Improved performance on large villages
- Dung Collector workers help transport dung, don't just stand around idly
- Changed food indicator arrows to amount indicator, and more details about how long the food will last
- Removed focus idle worker + focus idle unemployed worker buttons
- Added focus buildings with idle worker + focus buildings with flags buttons
- All Popups + Windows can be closed with ESC or right click
- Made it clearer that tutorial is only available in Novice mode
- Made Novice mode playable without tutorial and with difficulty settings
- Added warning flag when crops being planted don't grow
- Selection of a tool can be reset without losing the tool
- Tool filter selection is not reset on tool deselection
- Improved selection for poison plants
- Improved destruction from earthquakes, made it more focused
- Added rebuild cost for destroyed buildings
- Building durability has been refined + is now visible
- Resources gained from deconstruction are now visible once a building has been marked for deconstruction
Bugfixes
----------------
- Fixed bug where log shows Onbu rests instead of Onbu wakes up
- Fixed bug where roads underneath plants could not be removed with tool
- Fixed bug where farmers worked on the wrong field
- Fixed stretched scavenging decision reward UI
- Fixed research popup appearing when no research was selectable
- Fixed bug where the percentage on progress bar was displayed wrong in arabic
- Fixed waypoint tutorial not registering as completed when a decision has already been made in advance
- Fixed knowledge tutorial not registering as completed when the gained knowledge was immediately used by queued research
- Fixed activating dung collector after Onbu had pooped and still receiving dung
- Fixed bug where preselected scavenging decisions lead to unwanted behavior
- Fixed mismatch between building regions
Balancing
----------------
- Made it less likely for poison plants to grow on roads
- Raised amount of plots that can be fertilized with 1 compost from 1 to 10
- Increased resource capacity of Onbu Kitchen from 20 to 40
- Reduced energy cost of 'High Digestion' status effect from 150 to 20
- Removed '0% growth speed' temperature condition from plants
Visual Improvements
----------------
- Fixed visible seam in shadows
- Fixed z-fighting on all buildings
- More tree, stone and hut variants
- Update giant tree trunk asset
- Added visual effect to poison plants to improve visibility
Were looking forward to your feedback!
And it would be awesome to see you in our Discord!
Cheers & Thanks,
Stray Fawn Studio
[ 2022-12-06 17:43:09 CET ] [ Original post ]
Dear Onbu Riders
If you enjoy The Wandering Village it would be awesome if you could nominate us for a Steam Award!
Out of all categories we think the 'Sit Back and Relax' award would be the most fitting for The Wandering Village. Even in its very early concept phase (back when Onbu was still an animal made of flesh and blood instead of stone and earth), we knew that we wanted to make a city-builder that is challenging, but relaxing at the same time.
During the past 2.5 years of development you have constantly helped and guided us to reach this goal. And while the game may still not be perfect yet, we're sure that we're onto something great and will get there thanks to your continuous feedback!
Thank you very much for your support :)
Cheers.
Stray Fawn Studio
PS: Our studio just had its 6th birthday
Recent news about upcoming game updates:
https://store.steampowered.com/news/app/1121640/view/3479622422072368407
https://store.steampowered.com/news/app/1121640/view/5104290054750324789
[ 2022-11-26 18:33:02 CET ] [ Original post ]
Dear Onbu Riders
The last 2 months have been crazy. The Steam Early Access release of the game took a lot of focus away from the development and was quite exhausting for us. Many members of the team went on vacation for a bit to recover from these intense weeks. But all the effort was absolutely worth it! The Wandering Village has now sold over 150000 copies. Just a few days ago the game reached the threshold of covering its own development cost up until this point. Once again a huge thanks to all of you who tested, translated, purchased and spread the news about the game
Now were finally all back at the office! And weve been working on quite a few new things too
Were currently preparing a small quality of life / bug fix update which is planned to be released on the testing branch (which you can all join) in late November / early December.
Some highlights include:
- A disable tool
- Two new buildings
- Backdoors for buildings
- New Mountains Ambient song
- Autosave with different intervals
- New Worker Management screen
- More variation for huts, trees and stones
This update also features a first implementation of controller and proper Steam Deck support!
Were currently designing a first batch of achievements for the game
This still needs some more work though.
Meanwhile we started to plan ahead for our first big content update, which is still a while away though! Here are some first impressions and sketches. This is all still very much WIP, so it might turn out completely different in the end
If you'd like a reminder on what else we have planned in the coming months, please check out the road map we posted a while ago. That's it for today! We can't wait to test all the new things with you :D
Cheers & Thanks again for your support,
Stray Fawn Studio
[ 2022-11-20 09:12:03 CET ] [ Original post ]
Dear Onbu Riders
After a successful launch week, our whole team + all freelancers and interns we worked with during the games development gathered for a celebration dinner. And oh boy did we have a reason to celebrate: The Wandering Village has sold over 100000 copies in its first week on Steam! This highly exceeded our expectations and were super thrilled to be able to work on the game for many months to come :D
Last Wednesday we sat down to go over all the feedback you guys have sent us and prioritised what should be implemented in the next patch. Were hoping to release a first small update (containing mostly bug fixes, improvements and maybe a little bit of new content) by the end of the year. But first, many members of our team are going on a short vacation to recover from the intense week around the Early Access launch! If youre curious to see whats next for the game, please check out our roadmap announcement.
If you want to take part in our on-going Early Access development, please join our Discord! Weve already started to open testing branches for the game. And please keep using the in-game bug report and feedback tool, as this helps us tremendously.
Once again, thank you all so so much for all your support!
Cheers,
Stray Fawn Studio
[ 2022-09-24 10:29:16 CET ] [ Original post ]
Dear Onbu Riders, We just released a small patch, with some bugfixes. A big thank you to everyone who reported the bugs!
Patchnotes 0.1.33
New Features
---------------- - Added a setting to switch the primary mouse button, so the game can be played by left-handed players
Bugfixes
---------------- - Fixed bug where the wrong fullscreen mode was shown in the settings - Fixed bug where deconstructing / destroying a food stand would leave behind food that could not be picked up anymore. - Fixed bug where Onbu was rotated in the wrong direction on the worldmap after loading a save - Fixed Bile Extractor description to hint that it reduces trust and health - Fixed Bug where you could get stuck in the intro with a black screen
Improvements
---------------- - Updated localization - Game should not be in borderless window mode as default. - Feedback button now opens the report tool ready for feedback - Fixed some text and layout errors in the artbook - Added the missing comic page to the collectors edition Thanks for playing the game and have a nice day! Stray Fawn Studio
[ 2022-09-19 11:45:56 CET ] [ Original post ]
Dear Onbu Riders
Thank you all for the amazing start! The Wandering Village has sold 50000 copies in the first two days and currently has an 89% positive rating.
After putting our hearts and souls into this game for the past 3 years, were honestly just super relieved that you guys seem to enjoy it so far!
However we are also aware that many things still need to be improved. Were reading through all your submitted feedback and will have a meeting with the whole team next Wednesday to plan the next few weeks. In the meantime, we have started working on a first small patch, fixing some of the bugs you reported, and adding a setting to switch the primary mouse button.
Aside from fixing and improving current features, we also have so many plans for new ones!
We're planning to stay in Early Access for at least one year and are aiming to update the game continuously during this time. Following is a list roughly outlining our current update plans. While some features are already confirmed, we are constantly listening to your feedback and adapting our plans accordingly :)
Confirmed features:
New biome - Water
New biome - Ruins
New locations and events
New buildings
Tameable birds
Flying merchants to trade with
An additional Onbu skin
Controller support
Steam Deck support
Xbox version
Things we want to improve:
More story content
New and improved Onbu interactions
More city building mechanics
Better villager AI
Better balancing of the difficulty
UI interactions/understandability
Some of these features were stretch goals that we reached during our Kickstarter :)
Onbu Petting has already been implemented a while back!
The future of the game looks bright and our team will have a celebration dinner next week and rest up a bit after the intense launch days. Once again, thank you all from the bottom of our hearts! We cant wait to hop back onto our Onbu and travel into these bright new lands with you
Cheers & Thanks,
Stray Fawn Studio
[ 2022-09-16 22:19:08 CET ] [ Original post ]
Dear Onbu Riders
The day has finally come :D
After three years of work, The Wandering Village has just launched into Steam Early Access!
There is a 10% launch discount for a limited time. We have also released a collectors edition that includes the soundtrack and some special goodies :)
While this is a day for celebration (pizza for the whole team has been ordered!), its only the beginning of our journey on the Onbu. Were planning to keep working on the game for at least a year (most likely longer), so if youd like to take a look at whats next, check out our roadmap.
A huge thank you to everybody who participated in our beta testing.
As previously announced, all beta keys have now been deactivated.
Please check the beta channel on our Discord for further infos.
If you encounter any bugs in the game, please refer to this post in the Steam forums.
Wed greatly appreciate it if you could report bugs with the in-game bug report tool so we can fix them :)
Were so happy to have finally taken this next big step and cant wait to keep improving the game with all of you :D
https://store.steampowered.com/app/1121640/The_Wandering_Village/
Cheers & Thanks,
Stray Fawn Studio
[ 2022-09-14 17:17:51 CET ] [ Original post ]
Dear Onbu Riders
We have finally chosen a release date for The Wandering Village!
The game will be released into Steam Early Access next week on September 14th, 9AM PDT.
We have also decided on a price point: $24.99. There will be an additional 10% launch discount.
Were now entering the most crucial phase to make The Wandering Village a success: its release. This first week of the games life will have a HUGE impact on all the months and years that follow. We would like to keep working on The Wandering Village for a long time, but in order to make this possible we all have to push together to make the release as successful as possible. If you want to help with this, please join us over on Discord ^_^
A huge thank you to everyone who helped us get to this day with your helpful feedback, inspiring ideas and encouraging words, we would never have made it this far without you
Cheers & Thanks,
Stray Fawn Studio
[ 2022-09-08 18:13:15 CET ] [ Original post ]
Dear Onbu Riders The Wandering Village is getting closer and closer to its Early Access launch More infos about this coming very soon! That aside, we wanted to give you a quick heads-up that we will be attending Gamescom in Cologne later this month. So if youre around, please come visit us at the Indie Arena Booth in Halle 10.2 Cheers & Thanks, Stray Fawn Studio PS: Come chat with us devs over on the games Discord!
[ 2022-08-07 18:04:27 CET ] [ Original post ]
Dear Onbu Riders
It has gotten really hot here in Switzerland over the past few weeks, but were still hard at work on The Wandering Village
We reworked and added a LOT of content to the game in the past two months.
A huge beta update is coming very soon. So now is a great time to sign-up for it if you havent done so already!
Here is a sneak-peek at what weve been working on lately.
Like every month, our artist Steffi was busily sketching up new building types:
And she also made assets for the new damaged building state:
Our animator Markus animated pretty much all the buildings in the game. And new Onbu animations have been added too:
We finally found the time to address a long-standing issue of the game: Villager priorities!
Our programmer Micha put a lot of work into improving how our little villagers handle their tasks. Players now have a great deal more influence using the prio tool.
Our newly added moving events on the world map needed another iteration too. Our programmer Na took on the difficult challenge to add some UI to make their movement more understandable:
She also added lots of other UI/UX improvements to the game, such as overlays and precalculated efficiency bars:
Our game designer Arno added a whole new system to the game: Knowledge points. These are required to unlock some buildings in the tech-tree. He also spent a lot of time rethinking our poison system and reworked many aspects of it, such as how the poison plants spread.
Our jack of all trades Roger wrote stories for event decisions, added various visual effects and UI improvements and recorded trailers for events in the past weeks:
[previewyoutube=mfiSsws5KvQ;full][/previewyoutube]
[previewyoutube=XDXd43kPj4c;full][/previewyoutube]
Our sound designers Claudio and Nico created new Onbu sounds and reworked some of our music.
And me, I drafted lots of new events, buildings, new mechanics like Onbu digestion, added a separate tutorial area (thanks to Michas great tools) and designed some new crops:
This was really just a glimpse at all the things we worked on in the past 2 months. Lots of polishing, balancing, performance improvements, system refactorings and bug fixes kept us busy too.
While continuing the work on the game, were currently getting ready to show The Wandering Village at Gamescom. So if any of you will be there, it would be lovely to see you there!
That's all for today, we hope you enjoyed the update!
If you'd like to see more of the game, join us over on Discord :)
Cheers & Thanks again,
Stray Fawn Studio
[ 2022-07-06 16:18:08 CET ] [ Original post ]
Dear Onbu Riders
We're currently participating in the Steam 'Going Rogue Festival'. As part of the festival our demo is now live again for a limited time.
As for the beta, we have invited about 4000 people so far (first come first served).
Were slowly starting to catch up with our long list of applications. Thank you for your patience!
Meanwhile our team is knee-deep in The Wandering Village development again
In the past two months we were kept busy with localising the game and refactoring (aka reworking) some of the games systems for better maintenance in the future. Since the Early Access release this year is hopefully only the start of the games life cycle, its important to keep the game (in this case the world map spawn settings) easy to use and expand. We also made some tests to get the game running on Xbox.
On the more visual side of things, our lead artist Steffi has started working on our art book!
And she painted some new buildings:
Our UI team drafted a first version of what decisions on the world map might look like. And our programmer Naemi implemented a first version of moving world map events!
Our animator Markus added lots of small movements + particle effects to many buildings:
Our Sound/Music team has added lots of new atmospheric sounds, extended some of the biome soundtracks and recorded new sound snippets for Onbu.
Lastly, our game designers have been doodling all kinds of ideas for new plants, resources and events
Thanks for stopping by and we wish you a nice weekend :D
Cheers & Thanks,
Stray Fawn Studio
[ 2022-05-07 12:16:26 CET ] [ Original post ]
Dear Onbu Riders
A huge thanks to everyone who hung out with us during the dev stream today!
We have a second stream coming up on our store page tomorrow as part of the Simfest. So if you'd like to come and say hi, please set a reminder <3
On a side note, we recently dug through our old notes and screenshots of the game and found this super early walkcycle test of Onbu :D
If you'd like to see more of this stuff, join us over on Discord!
Cheers & Thanks,
Stray Fawn Studio
[ 2022-03-29 16:43:34 CET ] [ Original post ]
Dear Onbu Riders Just a quick heads-up that The Wandering Village will be taking part in the Steam Simfest next week. We're planning two developer livestreams as part of the Simfest, so if you'd like to come and say hi, please set a reminder <3 And while we're here, let me give you a quick development update too! In the past month we've been busy setting up our localisation system. We're finally done now and our beta testers are already hard at work to help with translations. Cheers & Thanks, Stray Fawn Studio
[ 2022-03-27 20:21:48 CET ] [ Original post ]
Dear Onbu Riders We have now removed The Wandering Village demo from Steam. As you may already know, this demo was made especially for the Steam Next Fest, which has ended two weeks ago. Thank you everyone for playing the demo and providing us with tons of feedback, bug reports and kind wishes If you want to continue helping us to improve the game, we have a closed beta program running which everyone can join: https://strayfawnstudio.com/sendy/beta-test/ (We know many of you already signed up and are waiting for access, rest assured that it will come :)) We have a long list of things we want to work on until the Early Access launch, but here are a few of the most important ones: * Reworking and improving the poison system * Improving and deepening the animal interaction system * General balancing and quality of life improvements * Stability and performance improvements * Localizing the game * Adding more content We haven't decided on a release date yet, but our current best guess is late summer 2022. As we continue working on the game, we'll keep you updated about our progress! A big thanks again for all your support! Please look forward to the Early Access launch :D - The Stray Fawn Team
[ 2022-03-16 08:08:55 CET ] [ Original post ]
Dear Onbu Riders The Steam Next Fest is in full swing and many of you have already tried out The Wandering Village demo! If you havent, make sure to download it on our store page :D Please keep in mind that this is a temporary demo. It will be removed again 2 weeks after the Steam Fest ends, on March 14th. However, if you enjoy the demo and want to help us to further improve the game, you can sign up as a beta tester via our newsletter. If youd like to meet the devs and ask questions about the game, make sure to tune in for our livestream/AMA in a bit! It takes place on our Steam page at 18:00 GMT and runs for 1-2 hours. We hope you enjoy the demo and were looking forward to your feedback in the Steam forum, our forums or on Discord <3 Cheers & Thanks, Stray Fawn Studio
[ 2022-02-24 16:40:03 CET ] [ Original post ]
Dear Onbu Riders, We just released a new Patch for the Demo version of the Wandering Village. You can find the the detailed patchnotes below. Please note: previous save files should be compatible. However if you want to continue playing with the previous version, please select the "0.1.6" beta branch in the games properties in the library.
Demo Patchnotes 0.1.10
Features - First version of interactive tutorial - New event log as replacement of the notifications - Resource and building glossary Bugfixes - Fixed the time control shortcuts - Fixed bug where the feeding trebuchet or the scavenging missions where stuck and the workers idling. - Fixed bug that windows can be closed with shortcut button - Fixed bug that air wells did not show a low productivity flag in the desert - Fixed bug where employees disappeared when deconstructing their building - Fixed bug where employees were not idling near their building - Fixed wrong worker counter in the population tab. - Fixed gatherer's collect range - Fixed bug that the setting which resource can be stored in storage was reset each time you load a save. - Fixed bug where Onbu would not stop eating - Fixed bug where Onbu would not sleep until fully rested - Fixed bug that it was possible to move on the map when a popup window was open Improvements - New music for pollen storm events - Disabled Bug Report button when a report is still being sent. - Added wishlist popup to the demo version - Changed the recommended research order - Roads are now marked for deconstruction without deconstruction tool selected - Show a counter for each type of specialized worker - Show a flag indicating there are too few resources to construct a building - If a new building is researched, it is now highlighted in the building menu - Resized onbu eating spot Visual Improvements - Painted asset for Onbu Doctor - Assets for Onbu sleeping and eating spots - Onbu status values start blinking if they reach a critical value - Fix certain particle effects to work with the new day/night cycle - Fix clipping objects in the far background when camera is tilted Balancing - Slower growth of Herbs - Herbalist does not require research - More stones on the start map - Decontaminators can have 5 employees - Decontaminators harvest adult poison plants first We hope you have fun with the demo! And please report any bugs or crashes with the ingame reporting tool :) Cheers & Thanks Stray Fawn Studio
[ 2022-02-18 15:34:15 CET ] [ Original post ]
Dear Onbu Riders More good news about The Wandering Village incoming :D You can now sign up for our closed beta via our newsletter, here: https://strayfawnstudio.com/sendy/beta-test/ We're looking forward to all your feedback and ideas! Also, as you might remember, we are taking part in the upcoming Steam NEXT Fest (Feb 21-28). As part of the event, we will be running two developer livestreams / AMAs on our Steam page. Make sure to click the remind me button on this event, or the one on Wednesday if you'd like to be reminded. See you soon :) Cheers & Thanks, Stray Fawn Studio
[ 2022-02-14 11:02:03 CET ] [ Original post ]
Dear Onbu Riders Hopefully you had a good start into the new year. We're super happy to finally confirm that we will be taking part in the upcoming Steam NEXT Fest, starting on February 21th And we can't wait to hear your feedback about our first ever demo! To celebrate the occasion we will be running two developer livestreams / AMAs on our Steam page. Make sure to click the 'set a reminder' button to not miss the stream. If this date doesn't work for you, there is a stream on Thursday too. We're looking forward to chat with you :D Cheers & Thanks, Stray Fawn Studio
[ 2022-02-02 09:37:45 CET ] [ Original post ]
Welcome back dear Onbu Riders to another development progress update!
The most important news this month is that we have started the beta testing of The Wandering Village with our Kickstarter backers. We received lots of feedback already and are constantly improving the game while also still adding all kinds of new mechanics. So much to do
Were also hoping (not 100% sure yet though!) to participate in the upcoming Steam Next Festival with a demo of the game.
In other news, our indie studio has just turned 5 years old and we got an awesome Onbu cake to celebrate the occasion :D
And now lets take a look at what weve been working on in the past weeks:
Our animators added new movements for Onbu, mainly related to the various ways Onbu can eat.
They also refined many interactions and events in the game with particle effects.
Our lead artist Steffi created lots of art for the buildings. Fewer and fewer placeholders can be spotted now! She also worked on designs for the remaining buildings.
The UI team was very busy this month. The upcoming beta test demanded lots of additional UI and some reworks. Here are some examples:
Basic tutorial:
Keybindings:
Improved Research tree:
Here, our lead programmer Micha also added a fancy option to choose your next research from a pop-up:
And last but not least, our game designer Arno implemented a new feature: Increased villager needs based on population size. The UI is still WIP:
That's all for today. As usual please leave us a like if you enjoyed this update.
We wish you all happy holidays
Cheers & Thanks,
Stray Fawn Studio
[ 2021-12-17 16:46:29 CET ] [ Original post ]
Dear Onbu Riders
It's time for a new dev diary!
First of all, some good news:
We have decided to localise The Wandering Village for its Early Access launch. So the game will be released in English, German, French, Spanish, Brazilian Portuguese, Russian, Polish, Korean, Japanese, Traditional Chinese and Simplified Chinese. More languages might be added after the games Early Access release. As with our previous games, we will be translating the game together with our community, so stay tuned
As many of you already know The Wandering Village is coming to Xbox Series S|X!
We can now share additional infos:
When will the Xbox version be released?
The Wandering Village is coming to Xbox Game Preview just a few months after the initial Early Access release on Steam.
Will The Wandering Village also be released on other consoles?
During the Early Access period of the game, the game will only be available on PC and Xbox. Were considering releasing The Wandering Village on other consoles for the full release of the game in 2023/2024.
And now lets take a look at what weve been working on in the past weeks!
Our artist Steffi is currently in London. So if youre living there, you will maybe spot her in a caf, doodling all kinds of buildings.
Before she left, she finished up the jungle biome and designed all the biome transition tiles.
AND she finished painting this amazing cover for Wireframe magazine. What a productive month!
Our animator Markus has been busy designing and animating two new worker types: The intellectual worker and the cook.
Aside from the ever present bug fixes and general improvements, our programmers completely overhauled the tech-tree.
And are trying to figure out the best way to use the controller on the village view and overview map.
Meanwhile our game designers are working on events, parasites, villager and Onbu needs and try to improve the games balancing. And our sound designer Claudio and freelance animator Martina are bringing Onbu to life with new animations and their corresponding sounds.
That is all for today! As usual please leave us a like if you enjoyed this update :)
Cheers & Thanks,
Stray Fawn Studio
[ 2021-11-05 10:59:42 CET ] [ Original post ]
Dear Onbu Riders
Welcome back to a new development diary!
Aside from the ever-present bugfixes and small improvements, our programmers have re-implemented events in a more dynamic way. So when Onbu wanders around you might bump into some beneficial or challenging events on your path.
Our intern Tim finished implementing the user feedback/bug reporting which will make all our lives a bit easier and put a lot of work into our Onbu Back Map Generator :)
The game design team has been prototyping various cool (and some pretty creepy) new buildings related to Onbu:
They also spent some time thinking about how Onbu parasites could be implemented
Our artists worked on the world map to make it even prettier than before. Its still not quite done yet though.
Here you see a little behind the scenes where our artist Steffi made a mockup in Photoshop and our tech-artist Markus tried to match the style as closely as possible in our game engine Unity. (The Background is the draft and the squares are what it now looks like in Unity.)
Markus also did some tests for new shaders and Steffi painted a gorgeous cover for a game magazine, but we cant show it just yet. Stay tuned :D
Thats all for today! The game is coming together nicely and is already quite fun to play (if you ask me). Lots and lots of things still left to do though. Well keep you updated :)
As usual please leave us a like if you enjoyed this update.
Cheers & Thanks,
Stray Fawn Studio
[ 2021-10-12 16:44:20 CET ] [ Original post ]
Dear Onbu Riders
New development progress update incoming!
Firstly, we have started a Tiktok channel for our studio. Larissa is posting funny videos and development insights on a daily basis. Make sure to check it out :D
https://www.tiktok.com/@strayfawnstudio
Our artists have been busy improving Onbus animations, working on shaders, improving the look of our biomes as well as making more mockups for the world map.
Aside from bug fixes and small improvements, our programmers are currently working on animal-related mechanics and the system for events on the world map. Our new team member Naemi has been busy implementing controller support and our new programming intern Tim has implemented a user feedback tool for you :D
And finally Markus and me have given some interviews about the game:
- True Achievements
- 80.lvl
- altchar
If you enjoyed this update and would like to see more, please leave us a like
Cheers & Thanks,
Stray Fawn Studio
[ 2021-09-23 14:40:45 CET ] [ Original post ]
Hey folks, we just revealed the world map feature in our new game 'The Wandering Village', a city-builder on a giant, wandering creature. In case you missed the reveal, you can view it here. [previewyoutube=qVs9QAEsaLo;full][/previewyoutube] If you liked what you saw, please leave us a wishlist and come join our Discord <3 https://store.steampowered.com/app/1121640/The_Wandering_Village/ All the best, Stray Fawn Studio
[ 2021-06-15 08:26:25 CET ] [ Original post ]
Hey folks
It's awesome to see how many people are following The Wandering Village on Steam already :D
I thought it was high time to reach out to you and tell you a bit about how the development is progressing.
Every few weeks, we post development insights on Imgur. Just posted one today!
Latest dev diary on Imgur
And there are some more available here:
Previous dev diary
Character design diary
Animation diary
We also recently gave an interview at the Gamedev Direct showcase:
[previewyoutube=Db4Ubwu0wPI;full][/previewyoutube]
Do you appreciate these kinds of updates? If so, please let me know by leaving a like on this post so I know I should keep them coming :D
Cheers & Thanks,
The Stray Fawn Team
PS, this is what we look like:
[ 2021-04-09 13:06:49 CET ] [ Original post ]
Hey folks, We launched a Kickstarter for our new game 'The Wandering Village' a few weeks ago. Good news: The campaign has raised over 400% of its original goal and has reached 4 stretch goals already, which will be available for all backers. We are close to reaching the 5th and final stretch goal now! The Kickstarter ends in two days,so if you'd like tograb some awesome limited rewards and pre-order the game at a discounted price, head over to the campaign page now :D [previewyoutube=titefno0kY4;full][/previewyoutube] We also set up a new Discord server for the game. Come and join us to share your ideas about the game, chat with us and meet other fans! Cheers & Thanks, Stray Fawn Studio
[ 2020-11-11 21:30:29 CET ] [ Original post ]
Hey folks, We just launched the Kickstarter campaign for The Wandering Village today! Support us and get some awesome rewards in return! The campaign will be live for the next 30 days, please make sure to check it out :) Here is a short project introduction from us: [previewyoutube=7b5YvH_HR4s;full][/previewyoutube] We also set up a new Discord server for the game. Come and join us to share your ideas about the game, chat with us and meet other fans! Thanks so much for your support! Stray Fawn Studio
[ 2020-10-13 14:11:45 CET ] [ Original post ]
- 8 - (1711773) Depot [872.47 M]
You can also join the game's community on Discord:
In a world where mysterious plants are spreading all over the earth, emitting toxic spores as they grow, a small group of survivors seeks shelter on the back of a giant, wandering creature they call 'Onbu'.
Become their leader, build their settlement and form a symbiotic relationship with the creature to survive together in this hostile, yet beautiful post-apocalyptic world that now surrounds you.
Build your village
A functioning village is the basis of your survival. Build your settlement and expand it over the creature's back. Plan production chains and optimize them to utilize the limited space as efficiently as possible. Create a society that can overcome any challenge.Live on the creatures back
Living on the back of another organism comes with its own set of challenges. Will you live in symbiosis, bond with the creature and survive on mutual trust? Or will you become a parasite, only aiming to ensure a better life for your villagers? The choice is yours.Discover different biomes
Travel through a multitude of different biomes and adapt your village to their unique opportunities and threats. Scout your environments and send out foraging missions to gather rare resources and ancient artifacts.Research new technologies
Remnants of the old world hold knowledge that has long been forgotten, but can be unearthed by your villagers. Find and research these technologies, but use them wisely, as progress can be a double-edged sword.Survive the wastelands
Ensure the survival of both your villagers and your Onbu, even though poisonous spores, merciless weather, bloodsucking parasites and many more challenges mean that the odds are often stacked against you.---
We're huge fans of Frostpunk, Timberborn and Airborne Kingdom and all of these games have inspired us to some extent.
- OS: Ubuntu 20.04. Ubuntu 18.04. and CentOS 7
- Processor: Quad Core ProcessorMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 3.2+. Vulkan capable
- Storage: 2 GB available spaceAdditional Notes: Nvidia and AMD GPUs using Nvidia official proprietary graphics driver or AMD Mesa graphics driver.
- OS: Ubuntu 20.04. Ubuntu 18.04. and CentOS 7
- Processor: Quad Core ProcessorMemory: 8 MB RAM
- Memory: 8 MB RAM
- Graphics: OpenGL 3.2+. Vulkan capable
- Storage: 2 GB available spaceAdditional Notes: Nvidia and AMD GPUs using Nvidia official proprietary graphics driver or AMD Mesa graphics driver.
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