In the meantime, we are working on a big new content update that will launch next year 🙂
Happy holidays & Thank you very much for your support,[/p][p]Stray Fawn Studio[/p]
1.1.5 Patchnotes
[p]Changes[/p][p]- Add ability to handle DLC content[/p]
Steam Award Nominations
[p]Dear Onbu Riders[/p][p][/p][p]It’s that time of the year again: The Steam awards just went live. With Wandering Village finally hitting 1.0 this July, we are now eligible for nominations again 🙂 We would greatly appreciate it if you nominate us![/p][p] [img src="https://clan.akamai.steamstatic.com/images/38917339/7ae63e8c9cc31f795ed75acbd984ae0f21419431.png"] [/p][p]We hope you have been enjoying the game and are super happy that we finally managed to take the step out of Early Access after 2.5 years. All in all, we have now been working on The Wandering Village for 5 years! Crazy right? This is by far the biggest project we have ever made. And we’re not done! A big new update is in the works!
This week, our studio is celebrating its 9th birthday. We are super grateful for all your support. We would have never made it this far without you ❤️[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/38917339/32081d1e5ccbd4f94660489c85f9e48c1381d705.png"] [/p][p]Cheers & Thank you very much for your support,[/p][p]Stray Fawn Studio[/p]
1 Week since Launch - Thank You & Development Update
Dear Onbu Rider
It feels like we have only blinked once since The Wandering Village launched into 1.0, but it’s already been a week!
Thank you all very much for helping to make the launch a success 🎆 We are trying hard to read through all of your feedback and have started working on several quality of life improvements for the 1.1 update, such as:
Worker Management Overlay which allows you to quickly move workers and enable/disable buildings.
Hauling Post which allows you to employ workers as Haulers and Sweepers with extra movement speed and carrying capacity.
Research Search Bar
And much more 😀 For development insights, please make sure to join our Discord!
While we are programming away, we would greatly appreciate it if you could continue to help us push our launch! Here are some things you can do:
📝 Write a review for the game ▶️ Tell your favourite YouTuber/streamer to check out the game 🔁 Share our launch announcement posts on X, Bluesky, TikTok or Instagram
Lastly, we would like to give a shoutout to our friends at Bitfall Studios. In order to celebrate our 1.0 release, they have added a special weekly challenge to their game, featuring Onbu.
We also have a bundle with TerraScape that gives you an extra 15% discount if you already own The Wandering Village 🤫
Despite 1.0 marking a major milestone for the game, we have already started to address some of the feedback that we received following the recent updates. So stay tuned for the 1.1 Quality of Life & UX update 🙂 Beyond that, we have started to tweak and add some more things related to your interactions and relationship with Onbu. This will be our 1.2 update which we are hoping to release later this year.
More news:
We teamed up with Serenity Forge to create a physical and collector’s edition for Switch + PlayStation which is open for pre-order today at 6PM CEST.
We just launched an Onbu plushie campaign on Makeship.
Along with the release, we're running a Stray Fawn Summer Sale with most of our games being on discount. In case you already own The Wandering Village, you can get discount on our other games via bundles.
Thank you all very much for your continuous support in the past months and years! We couldn’t have made it here without you ❤️ Stray Fawn Studio
Patchnotes v1.0.2
[p]Finally, the little surprise we promised is here!
Animated intro [/p]
Patchnotes v1.0.2
About this Patch We named this patch v1.0.2 in preparation of the upcoming release. While we will not add any new features for the upcoming release, we do have a little surprise in store for everyone that will be released on July 17th!
Bugfixes
Fixed being able to start a research while another is still active, causing you to lose all invested resources without warning
Fixed inputs not correctly reset after controller change
Fixed wrong glossary descriptions: gamepad alternatives were ignored
Patchnotes v0.11.12
Bugfixes
Fixed a rare exploit that could lead to Onbu continuing past the location of the story finale
Fixed dialogue in story finale sometimes getting locked up
Fixed parasite egg locations not being selectable prior to the eggs actually being burrowed
Fixed manually placed parasite eggs not being removed by Pest Control workers if marked for harvest
Fixed road visuals not updating correctly after placing construction sites on top and then cancelling them
Fixed VideoPlayer rarely getting stuck at end of video, requiring manual user input to continue
Fixed islands sometimes not being visible on world map in story mode
Fixed one scavenging event outcome showing the wrong notification with unused resource placeholders
Fixed flags on tents and a few other housing types having their icons offset
Patchnotes v0.11.11
Improvements
Added a new, animated start screen!
Replaced story outro dialogue soundtrack
Added puddle sound effect
Removed some UI panels related to Early Access
Changed light and fog settings for story finale
Improved story cutscene backgrounds
Improved story outro
Added optional objective to ||second seed-planting phase during finale|| to make it clear how to get Liquid Weed Killer
Improved visuals for “wandering sporemoths” event
Disabled mipmaps for startscreen UI assets to improve visual appearance
Improvements to research tree zoom-bar layouting for gamepad
Tweaked anchoring for twitch-decision popup
Added one missing localization string
Updated credits
Added a visual hint to pressable elements in story cutscenes to avoid players getting stuck in cutscenes and thinking the game froze
Added animated quest marker to one of the earlier main quest locations
Bugfixes
Fixed glyphs not updating correctly when switching device during gameplay
Fixed a bug where carpenters would not fill their own storage
Fixed broken outline shader for Linux
Fixed Onbu clipping through islands in ocean biome
Fixed plants being visibly fully grown on planting
Fixed animal mission objectives not updating when unpinned
Fixed ‘Decision’ tutorial
Fixed resource categories not working during pause
Fixed world map location selection
Fixed texture issues in start screen
Fixed cases where Onbu could get permanently stuck in “already following a command” state. If your save file is already affected, issuing the same command that Onbu last received should fix it
Fixed gamepad navigation order for side display
Fixed gamepad shortcut for story UI
Fixed several issues with right-to-left localization
Fixed resource amounts in top bar not getting refreshed when disabling/enabling buildings while paused
Fixed a potential softlock when triggering any input during story camera transitions
Fixed settings panel showing wrong tab on reopening
Fixed cursor staying hidden when switching from gamepad to mouse while a popup was open
Fixed wrong gamepad glyphs showing for scavenging widget
Fixed elements in side display not being re-translated when switching language
Fixed gamepad navigation issue when opening glossary for the first time
Fixed tutorial widgets not fading out anymore
Fixed animal mission buildings not letting you move in the mission UI when going there via button
Fixed Credits getting skipped automatically after skipping ending cutscene on gamepad (and other cases where hold-to-trigger buttons would trigger immediately if already held when entering a new view)
Balancing
Reduced scavenging special event probabilities from 20% to 10%
Slightly extended buildable zones on Onbu’s flanks to allow for more consistent placement of Seawater Collector
Performance
Improved billboard shader
Improved performance and redesigned credits
Improved performance on worldmap
Improved preformance of topbar UI
Switched out all videos to 720p so they will also work on lower-end PCs
Improved performance of log panel
Many other performance improvements across the board
Patchnotes v0.11.7
Bugfixes
Fixed an issue where save files could not be loaded if they were created just after completing the “Burial at Sea” sidequest while already scavenged wreckage locations were still visible on the map