We just launched a brand new update on the testing branch! It’s 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 Onbu’s 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 Onbu’s back - Added a heartbeat button to the top bar, showing details about Onbu’s current rate of metabolism
Bugfixes ---------------- - Fixed a bug where the mouse cursor wouldn’t 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
We’re 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
Trading + Poison Update
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!
We’ve 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
Trading & Poison Update Patchnotes
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. It’s a lot easier to bring under control especially on lower difficulties, but can turn into a problem if ignored for too long.
There’s now a reward for carefully managing the infestation on Onbu’s 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
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
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 they’ll 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)
Bugfixes
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
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 Onbu’s trust works, which should reduce cases of “death spirals” (where having a streak of bad luck would decrease Onbu’s 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%.
Monument evaluation also considers happiness status effects
Testing Branch Update - Trader & Poison Rework
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:
We’ve 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. We’re 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. It’s a lot easier to bring under control especially on lower difficulties, but can turn into a problem if ignored for too long. - There’s now a reward for carefully managing the infestation on Onbu’s 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 they’ll 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 Onbu’s trust works, which should reduce cases of “death spirals” (where having a streak of bad luck would decrease Onbu’s 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%.
We’re looking forward to hearing your feedback!
Cheers & Thanks for your support, Stray Fawn Studio
Hotfix Patchnotes
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
Villager Update Out Now
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 game’s 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! We’ve 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
Villager Update Patchnotes
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 aren’t 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.
New Buildings
Gourmet Kitchen - Produces gourmet food from a variety of ingredients
Flophouse - Provides a lot of housing for villagers, if you’re 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
Improvements
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 they’re unhappy
Balancing
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 Onbu’s 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 doesn’t 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
Visual Improvements
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
Bugfixes
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 didn’t 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
Steam Awards, Sale & Development Update
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.
First Birthday!
Dear Onbu Riders, You know what day it is today? It’s The Wandering Village’s 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.
We’re happy to say that Onbu’s 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. We’re super happy with how the game is shaping up, but it’s still far from being finished! To see where we’re headed, please check out our recently updated roadmap for the game.
We’re looking forward to the next year with this amazing community!
Cheers & Thanks, Stray Fawn Studio
Dev Update and Save & Sound
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. We’re amazed by all your creative submissions already, and can’t wait to see what’s 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.
We’ve 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 game’s 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, we’re running a 20% discount for our soundtrack and an extra 20% on top for the game’s collectors’ edition which includes our digital artbook.