TLDR version: - 1.0 release is coming July 17th to Steam, Xbox, Playstation and Switch. - We just released the Story Mode Update. - Our roadmap has been updated. - The game’s price will increase to $29.99 after the current discount. - There will be a physical edition for the game for Switch and Playstation, more infos soon. - Check out the new trailer.
The time has finally come. After almost 2 years of Early Access, The Wandering Village has a 1.0 launch date. Get ready to jump back into the game on July 17th 2025, coming to Steam, Xbox, PlayStation and Nintendo Switch.
We’ve been hard at work and have released many major updates for the game since its Early Access release. In-between we have also pushed dozens of smaller bug fixing and balancing patches. So make sure to pay Onbu another visit 😀
While reaching 1.0 is a huge milestone for the game, it does not mark the end of Onbu’s journey. There are still quite a few things we would love to add to the game. Check out our updated roadmap. Please note that we have decided to fully focus on the 1.0 release first and move the Onbu Update to post 1.0.
Story Mode Update: We just released the Story Mode, our biggest update yet, on the main branch. A big thank you to everybody who helped to test the game! Join Onbu on an epic journey as you learn more about the world, its inhabitants, and the source of the infestation. Meet a cast of unique characters, help them out in a series of side quests, and prepare for an intense final showdown. Plus, there are two new Onbu skins in the game, one of which is unlocked by completing the Story Mode.
We hope you enjoy the new update! You can find the full patch notes here. To celebrate the occasion, the game is currently 30% off on Steam.
Price increase With 1.0 coming up and based on all the updates the game has received since its Early Access launch, we have decided to increase the game’s price to $29.99. The price increase will go live after the current discount ends on May 27th.
Physical Edition We’re super happy to announce that the game will get a physical edition and even a collector's edition which is made possible by our partners at Serenity Forge :D More infos and pre-order coming soon. Join our Discord to get notified.
New trailer Last but not least, check out this brand new trailer we made to celebrate the launch date announcement: https://www.youtube.com/watch?v=VHhS3DIHg-I&ab_channel=StrayFawnStudio
We made it folks, 1.0 is just around the corner 🥳 We hope you’re just as excited as we are!
Thanks for your continued support, Stray Fawn Studio
Patchnotes v0.11.6
Bugfixes
Fixed an issue where players could get locked from making further progress in Story Mode when saving after clearing the strange rubble, but before listening to the incoming dialogue
Automatically fix save files affected by the aforementioned bug - if your file was previously stuck in this state, loading it should allow you to continue with the story
Patchnotes v0.11.5
Bugfixes
Fixed an issue where Onbu would walk past the final location in Story Mode if it had low trust and started shaking at that exact moment
Fixed an issue where Onbu Discipliner could be used to force Onbu to move beyond the final location in Story Mode for a couple of seconds after reaching it
Patchnotes Story Update
Patchnotes v0.11.4
The Story Update is here! Join Onbu on an epic journey as you learn more about the world, its inhabitants, and the source of the infestation. Meet a cast of unique characters, help them out in a series of side quests, and prepare for an intense final showdown. We've also added two new Onbu skins: "Sakura" can be unlocked by completing Story Mode, while "Tahoa" must be earned by beating Challenge Mode on at least 15 Hostility points. Read the patchnotes below for a detailed breakdown. We hope you enjoy the new update!
What's New
"Story Mode": Introduces many new characters and a main quest that sheds more light on the past - and future - of the world and its inhabitants, adds over 10 side quests, multiple new soundtracks, new world map locations and an intense final showdown
Added "Food Compostation" research - allowing the Compost Heap to turn food into compost/biogas
Improvements
Save files will now show an icon representing the corresponding game mode
Updated icons for all game modes
Various fixes for RTL languages in the UI
Completely reworked how the world map is generated - this should hopefully fix a whole category of map-related bugs. Map bugs may still be visible when loading an existing save file, but they should not affect gameplay too much and should fix themselves after a while
Performance improvements across the board
Gamepad: Radial menu resets when using tools and reopening. No direct filters anymore.
Gamepad: Left on the D-Pad now navigates to the sidebar
Gamepad: Reworked and improved navigation for Research window
Gamepad: Improved navigation for Glossary
Show resources in food stand even if it is disabled
Festival section in Onbu command bar shows all available buildings on a single line
Improved readability for difficulty mode entries in Glossary
Updated sound effects (radio tower, clay deposit)
Resources in food stand can now be traded (e.g. for scavenging events)
Improved display of long titles in Glossary
Proper icon for experimental health potion and some other Onbu missions
Removed obsolete popup when building a monument for the first time
Reworked most game systems to use persistent deterministic random number generators. This should make some random effects that should be consistent actually consistent (such as outcomes of scavenging decisions, spawn locations of wild plants etc), and it helps us to reproduce issues more reliably in the future
Ending credits got a makeover and special soundtrack
Gamepad: hide sidebar glyph while menus are open
Gamepad: costs and rewards of scavenging missions can now be navigated
Added missing UI icons for various status effects and horn commands
Bugfixes
Fixed Hostility popup not appearing after surviving for 1000km
Fixed UI elements not visible on OpenGL
Fixed some Glossary entries not displaying correctly
Fixed command rejection notifications not always being displayed
Fixed resource category "Knowledge" not being localized
Fixed several cases where tooltips would stick around
Fixed drag-mode persisting when zooming out of village while dragging and then back in again
Fixed loading screen issues
Fixed an issue in villager job distribution
Fixed a potential issue with worldmap models not getting reset properly
Fixed tutorial glyphs for gamepad
Fixed a bug that lead to Onbu’s back turning brown when villagers cleared out storages in some cases
Fixed food stand resoure slots not getting cleared if building was disabled
Fixed toggling of food stand slots not having any effect
Fixed food stands sometimes not getting filled properly
Fixed tutorial sidebar navigation
Fixed an issue where the Worker Management overlay could be used to unassign scavengers from ongoing missions (and other employed workers on missions)
Fixed Worker Management showing sliders that should not be visible after changing language
Fixed an issue where dialogues that focus on a building could toggle the harvest tool when playing on a gamepad
Fixed automatically pressing the Pinned button when glossary was opened through ring menu on gamepad
Fixed not being able to rename villagers
Fixed Credits autoscroll not being interrupted when dragging with mouse
Fixed Credits not being mouse-draggable from every position (e.g. from gaps between text segments)
Fixed an issue in glossary when no tutorial was active
Fixed Onbu movement states that should not be shown being visible in horn command tooltips
Fixed 00:01 remaining time shown for non-postponable decisions
Fixed side display scaling
Balancing
BileExtractor storage size 50 -> 20
BloodExtractor storage size 20 -> 50
Decrease min. poison/starvation death interval with higher population
Allow feeding Onbu while running
"Sound of Thunder" side quest should now be easier to complete
Reduce max. worker count of Liquefier: 5 → 4
Increase production speed of Onbu Pharmacy and Food Liquefier at max. worker count
Bring berry macarons recipe in line with other recipes of the same tier
Patchnotes v0.10.9
Bugfixes
Fixed building-related achievements unlocking when loading a save file with construction sites for these buildings
Fixed dialog endless loop if speech bubble button is pressed in transition
Fixed bug where scavenging missions loaded from previous save files could break the game (brown Onbu back)
Patchnotes v0.10.8
Bugfixes
Fixed Onbu's back turning brown when trying to place a Sawmill or Quarry in save files where trunks or boulders were very close to the edge of the plateau
Fixed string wrapping in Welcome Panel Button, leading to wrapped text in Russian and other languages
Fixed a rare case where save files created in a previous update would fail to load
Fixed an issue where tutorial was using performance even though it was not active.
Balancing
Reduced health damage from Blood Extractor and Bile Extractor by 75%. Increase production amount of Blood Extractor 1 -> 5. Reduce production amount of Bile Extractor 6 -> 2. Adjust Water Evaporator to counter-balance.
Patchnotes v0.10.7
Bugfixes
Fixed an issue where workers harvesting trees, rocks or clay could get permanently stuck and starve to death
Fixed an issue where loading an old save file could lead to some trees becoming "unharvestable"
Fixed issue when loading an old save file where scavengers were on a mission for a reward that doesn't exist anymore in the current version (village was turned to brown Onbu back)
Fixed Onbu-command related achievements not unlocking properly
Fixed some scavenging events missing their artworks
Fixed research going above 100% and never finishing in some cases
Fixed save files becoming incompatible when overwriting a very old file
Ruins Update
Dear Onbu Riders
The Ruins update has arrived! Explore the new Ruins biome in search of debris, a valuable late-game resource that can be salvaged to retrieve a host of useful materials. Build purifiers to fight fungal spores before they even get a chance to land. Your scavengers can now explore remote locations, as long as you can provide them with a steady supply of rations. And for those in search of a challenge, we have added 15 new achievements and 5 new hostility modifiers!
Read the patch notes below for a detailed breakdown: https://store.steampowered.com/news/app/1121640/view/521959859806012872
To celebrate the occasion, The Wandering Village is currently 30% off as part of the Steam Spring Sale (lowest historical discount):
We’re also running a Stray Fawn Spring Sale featuring games that are made or published by our team. If you already own The Wandering Village you get an extra discount on many of the bundles:
The 1.0 release of the game is getting closer and closer and we’re hoping to announce the launch date soon! In the meantime, we’re hard at work on the new story mode. You can already test out a first version via our Discord.
We hope you enjoy this new update and we’re looking forward to your feedback 🙂
Thanks for your continued support, Stray Fawn Studio
Patchnotes Ruins Update
Patchnotes v0.10.6
The Ruins update has arrived! Explore the new Ruins biome in search of debris, a valuable late-game resource that can be salvaged to retrieve a host of useful materials. Build purifiers to fight fungal spores before they even get a chance to land. Your scavengers can now explore remote locations, as long as you can provide them with a steady supply of rations. For those in search of a challenge, we have added 15 new achievements and 5 new hostility modifiers! All of this is just scratching the surface - read the patchnotes below for a detailed breakdown. We hope you enjoy the new update!
What’s New
Explore the brand-new Ruins Biome! This late-game environment holds Debris, a versatile new resource that can be salvaged at the Salvage Yard to get iron, glass, bricks and perhaps even other rare, useful materials. But beware - the rampant fungal infestation lets your Air Wells collect Tainted Water that needs to be purified first.
Collect enough of the rare Weave to build the Purifier, a new building that collects fungal spores before they can even land and infest your crops!
Scavenging is a lot faster. Scavengers can now explore remote locations, but they will need Scavenging Rations to do so. The new Smoking Hut can smoke and cure food to produce these.
Infested Locations hold valuable treasures, but require Survival Gear in order for your scavengers to explore them.
We’ve added 5 new hostility modifiers, bringing the total maximum up to 30 points! We also adjusted the progression, requiring one less run to reach the maximum amount of points.
We’ve also added 15 new achievements and reworked 3 of the existing ones that weren’t particularly fun, or didn’t play together with some of our recent changes (The Wandering Metropolis, Berry Good, Agricultural Revolution).
Trees, big rocks and clay pits can now be collected by multiple workers at once!
Find rare Experimental potions and injections for Onbu - these are very powerful, but do not come without cost…
The new Onbu Storage building can store potions, food and other things for Onbu.
We’ve reworked the flow for starting new games. Hostility Modifiers are now available from the very beginning, and can be found in the new Challenge Mode. All sandbox settings have moved to the Sandbox Mode.
The glossary has been reworked from the ground up! Information is now grouped into different tabs, making it easier to digest.
Monuments are now part of the research tree. You will not get them automatically and the associated event will not appear anymore. This means you can now build all monuments in a single playthrough - if you are able to produce the required materials!
Improvements
We’ve optimized game startup. The splash screen animation should be a lot smoother now
Products of all recipes of a building are now also shown in the “Global Resources” section in the detail display
Better information about hostility modifiers in-game. The hostility panel that can be opened from the top-bar now shows whether the current run will unlock a higher limit and shows other useful information
Memory handling improvements - reduced memory spikes when loading a game
Trees, rocks etc. that are being harvested by employees of camps can’t be manually cancelled. To cancel work on them, disable or remove workers from the camp instead
Bug report window does no longer automatically send the message when hitting Enter in the input form
New icons for some Onbu interactions that didn’t have their own icons before
All buildings, plants, resource stacks and parasites now have invisible selection areas, allowing you to select them by clicking anywhere on the tile(s) they’re standing on
pin/unpin Tutorials from Game View (currently only supported with keyboard and mouse)
shortened Tutorial Descriptions in Game View to use less screen space
Re-integrated building upgrade tutorial
Bugfixes
Fixed resource grids not always updating correctly when a recipe changes
Fixed a bug where workers could be starving even though there was enough food available
The “has entered a new biome” notification only appears when actually entering a different biome
Fixed multiple wrong research durations across research tree
Fixed some broken scavenging notification texts
Fixed Needs sometimes being displayed with more than 2 decimal places
Fixed humidity/temperature display on Farms, Mycologists etc not always updating correctly when climate changes
Fixed feeding spots and abandoned camps sometimes appearing in the ocean (feeding spots will be schools of fish instead, and camps got their own island now)
Fixed poisoned plants and trees giving more spores when burnt
Fixed wrong collection animation for poisoned trees
Fixed resource-obtained popup effect showing in cases where 0 of that resource was obtained (for random amounts, such as spores)
Fixed Berry Gatherer planting on poisoned fields
Fixed some cases in which hostility details did not show the correct string for your situation
Fixed roads affected by poison plants not turning back into roads when plants naturally decay
Fixed not being able to start multiple animal missions from the same mission giver type at once, even if multiple of that building were present
Fixed decaying plants being affected by plant-growth multipliers
Fixed decaying, poisoned or burnt crops being affected by yield modifiers (such as when using compost)
Fixed mismatch between resources dropped of burnt plants depending on whether they are collected or decay naturally
Fixed poisoned berry bushes not giving seeds when burnt to a crisp
Fixed "Awaiting Decision" sometimes visible for some frames on scavenging locations that don't have an event
Fixed danger zone marker around path event not being hidden when switching selection to a moving event
Balancing
General balancing pass over the research tree - reduced the cost of many unlocks in the mid- and late-game parts and reduced or removed some key costs in early-game research, with the goal of making research flow better.
Building upgrades need to be unlocked through a single research, available after the scavenger hut
Villager poisoning is now easier to get a feel for and more stable, making it easier to get a grip on the number of doctors and herbs needed to keep your village healthy at any given point in time
All poisoned plants (trees, crops etc) now slowly decay. Decay is accelerated in arid climate. Arid climate prevents ground poison from spreading
Early-game jungle will not have any ground poison, reducing the risk of getting sick villagers during the first 15 days of the game
Kitchen: increased worker count 2 → 3. There’s enough reason to build multiple kitchens due to food diversity, so letting them scale a bit stronger feels right
Gourmet Kitchen: increased worker count 3 → 4
Food Liquefier and Feeding Pump moved down into brick tier, to make them more feasible at a point in the game where they could already be very useful
Researching the Pest Control no longer requires Biogas
The Scout Tower now only stacks up to 3, but has a stronger effect per tower. Each tower now increases maximum view distance, cost-free scavenging distance, and scavenging speed!
Scout Tower now requires 3 workers
Reduced amount of spores dropped from infested plants to make them less dominant compared to harvesting fungi directly
Poisonous fungi on Onbu will now decay in extremely dry climates
Added new unlockable recipe to Spore Distillery to retrieve spores from tainted water
Added new recipe to Evaporator to purify tainted water using clay
Added new building upgrade for Evaporator to purify tainted water for free
Added new event “Tainted Rain” that slowly turns your stored water into tainted water. Conversion happens per water tank, so having few larger tanks is a good way to counter this
Added new event “Landfill” that accelerates growth and spread of poisonous fungi on Onbu’s back
Added new event “Infested Skyscraper” that causes many spores to land on Onbu’s back - some even turning into mature fungi right away!
Hostility modifier “Hedgehog” is more difficult now, spawns a lot more spikes
New hostility modifier “Age of Progress” (research gets more expensive the further along the tree it is)
New hostility modifier “Heart of Darkness” (more dangerous biomes appear much earlier)
New hostility modifier “Cloud of Despair” (villagers will become very unhappy a short while after Onbu empties its bowels)
New hostility modifier “Anxious Onbu” (Onbu will panick and run away when encountering parasites)
New hostility modifier “Bleak Outlook” (start with only 3 New Hope, and progress bar for new nomads goes down while villagers are not happy enough)
Reduce Farm construction cost: Stone 30 → 15
Increased chance of special events during scavenging expeditions
Tweaked Seawater Collector and Evaporator recipes to harmonize better (timing & amounts) and make saltwater economy a bit more powerful
Increased costs of birthday festival
Increased chance of finding herbs in Jungle scavenging locations
Onbu Doctor can use Spore Essence to remove one random internal parasite from Onbu - at the cost of increasing Onbu’s poison by 10%
Guarantee 1 island per path-segment in Ocean biome on Hard
Slightly reduced event density of Desert biome
Onbu Antitoxin and Experimental Antitoxin apply a short-term status effect that makes Onbu immune to poison, giving players a chance to break out of death-marches
Onbu will sleep on poison islands (and other poisonous path events) if exhaustion is too high
Reduce amount of feeding spots on Hard
Crop growth speed modifier from rockgrubs can never fall below 20%, regardless of how many rockgrubs are alive
Slightly sped up production times of Compost Heap (4.8h → 4.5h) to buff them slightly and make them more visually pleasing
Iron Furnace Unlock: replaced cost (75 brick → 75 plank)
Blacksmith Unlock: increased brick cost (50 → 75)
Healshroom Unlock: reduced herb cost (25 → 5)
Water Evaporator Unlock: replaced cost (salt → clay), to allow researching it independently of Ocean biome
Increased the distance at which some moving events spawn (Plague Gnat, Sandworm), so that players have more time to detect them and react
Removed possibility of getting villagers from Infested Shipwreck scavenging location (didn’t feel right thematically). Slightly increased some of the other rewards
Slightly reduced the amount of internal parasites spawned per event
Doubled collection duration of Onbu Horn, but increased worker slots from 1 → 4, effectively doubling the potential mining speed if enough workers are available
reduce unlock cost for Food Liquefier: AnimalFood 10 -> 5
reduce construction cost of OnbuFoodLiquefier (Slab 50 -> 20, Brick 20 -> 10)
remove Ancient Knowledge cost from unlocking Food Liquefier
slight increase to one scavenging reward in Forest location
reduce time needed for burnt plants to decay, to make it more viable to let them decay naturally
make Liquid Insecticide and Insecticide more affordable
Blacksmith - reduce production time for tools 300 -> 200
Gourmet Kitchen - reduce secondary ingredient count 2 -> 1 to make recipes more viable
Trader can stock SporeEssence
add recipe to create liquid onbu food from nutritious shroomball
Patchnotes v0.9.11
What’s New
We’ve listened to your feedback and reworked the research tree, streamlining and cleaning it up. You can find all the details under Balancing below.
We’ve improved on many other things mentioned on Discord and Steam, such as the order of food-related items and recipes being inconsistent.
Improvements
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
Bugfixes
Fixed some research items showing pollution value, even though they didn’t 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 game’s 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
Balancing
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 game’s 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%)