Genre: Music, Platform, Real Time Strategy (RTS), Adventure, Indie
Wandersong
The language build is now public!
Our new build with external text is now public on PC! With it I've also made a few tiny fixes and tweaks, so small I can't remember any of them...
Check out the previous update for more details! Basically, it's possible now to fan-translate all the text in the game, or mod the text in any way you like. I hope players have fun with this feature! (I've seen a couple people play with translations already--nice!)
Our Mac build still isn't up-to-date. We've been in steady contact with Yoyogames, who made our game engine, about fixing some of the remaining issues. Every time something is fixed, a new different issue seems to come up. I get the impression that Wandersong is pushing the boundaries for what GameMaker is meant to do, so they're having trouble keeping up... But please know that this remains a priority issue for me!
Thanks so much to everyone for your continued love and support. :) Wish you all happy holidays and a happy end to your 2018!
Help us test the new LANGUAGE branch!
Happy Thanksgiving everyone!
By popular demand, I'm making changes to the game so that it can be translated to other languages! This wasn't easy. Up until now, every word of text was hand-coded into the game, so there was no way to change the text without changing the code. But with the use of DARK MAGIC, I've moved all text in the game to an external file, one which you can easily browse and edit yourself!
I'm anticipating that this will introduce bugs, so I haven't put this in the public build yet. But if you want to help us test, you can access this new version of the game on PC ONLY by right-clicking the game in your library > Properties > Betas > and accessing the beta called "language"! I would welcome anyone to play this version, especially repeat players! If it works well then you shouldn't notice any difference. But it's possible this change messed up formatting or text in some obscure area of the game... we aren't sure! There's a lot to test! So all help is appreciated :)
If you want to see and edit the text, you'll want to right click the game in your library > Browse Local Content > PC > lang > lang_english.tsv! The game only reads in the ID# and text line sections, so you can just add a TAB to move the english text out of the game-read area and write your translation into the old space (if that makes sense). I would only do this if you're comfortable with spoilers!
In the future, when we are able to release an official translation, I'll make it possible to add new files to this area and have the game auto-detect them and add them to the list of languages in the in-game language menu, so modding new languages into the game will be very easy. :) For now, you can just edit the english text (but be sure to copy everything externally so that steam doesn't overwrite it...)
This game has a word count around 75K, and most lines of text have custom hand-made formatting and timing, which adds a lot of complication for translators... This means that translating to even one language is very expensive, and this game is still fairly niche, so we will have to choose carefully which we can afford to do. That's why I wanted to make it very open and easy to mod, so that fans can fill in the gaps where we can't, if they want to. <3
Finally: with the steam award nominations underway, we'd like to humbly ask anyone who wants to support Wandersong to nominate us for the "Labour of Love" category. Many have told us that they nominated us for Game of the Year, which we're very grateful for... but Wandersong has an abysmally low chance of winning in a category like that, which will surely go to a title that sold millions of copies. For that reason, we would like to strategically try for something less competitive. :)
We've been really blessed by wonderful players, reviews and fans since the game has come out... So we want to give a warm THANK YOU to everyone, not just because it's Thanksgiving :) The outpouring of love we get every day has given us a ton of life and we're very grateful to everyone who's been playing and telling their friends about us. It means very much. Thank you.
Mac load screen crashes fixed! (Maybe)
Hiya!
We got a fix back from Yoyogames and have just uploaded a new Mac build! Previously, some users reported crashing on load screens, starting during the act 2 concert, and for some users in the act 3 map screen. We never replicated these ourselves, so we can't test it, but we're told it should be fixed in this new build.
If you had these issues before, please try giving the game a try and see if it's fixed for you!
Thanks!
Patch 7;
HI EVERYONE :) Thanks for your continued love and support for the game! Here's some more things we found and fixed with your help.
<*>General: Crash on exit (we never reproduced this and can't 100% confirm it's fixed, so please let us know!)
<*>General: Game doesn't always appear in windows taskbar (we never reproduced this and can't 100% confirm it's fixed, so please let us know!)
<*>General: typos and small text adjustments
<*>Act 2: Rare broken spawn near the cemetery
<*>Act 2: Occasional crashing on a 2nd playthrough of Delphi if you completed the Sue sidequest in a previous run
<*>Intermission: Softlock if you close the game before the end of the intro title animation
<*>Act 4: Softlock if you close the game past the halfway point in the factory song
<*>Act 6: Adjusted some path nodes to make the AI character more consistent
Patch 6,
Got a few more in! Players have started to notify me about rare issues when transitioning to new scenes, where the bard gets stuck in geometry and makes weird sounds. Each one of these is case-specific; I've fixed the ones I've seen reported, but please let us know if you find more.
<*>Options: prompt to confirm changes to fullscreen/resolution
<*>Small typos in dialogue
<*>Act 1: Rare broken spawn in Langtree
<*>Act 3: Rare broken spawn near Calliope's house
<*>Act 4 spirit world: Broken animation when respawning from a certain spike in a certain area
<*>Act 6: Possible to trap pushable rock and block progress
<*>Act 6: Rare broken spawn after throne room
<*>Act 6: Small physics change to help keep Audrey from getting stuck
Patch 5.
GOT A FEW MORE FOR YA. As of now there are not too many known issues left, but I'm still watching for them and hunting them down. Thanks everyone for your patience and for posting your issues. Also, thanks for playing!!!!!!! <3
<*>General: The D-Pad doesn't register multiple notes when playing the same one multiple times
<*>General: Screen blinks/flashes on some machines when changing volume in Options
<*>Act 2: Accordion ghost duet can take an unusually long time to advance (please double check, I *think* this is fixed...)
<*>Act 2: Windy things don't push far enough at low framerates
<*>Act 3: Crash when interacting with a character after throwing coffee but before Captain Lucas reacts
<*>Intermission: Launcher doesn't go high enough on low framerates
<*>Act 4: Peter can sometime sbe interacted with after expending all of his dialogue
<*>Act 4: Crash when interacting with coal while holding something else
<*>Act 4: Launcher doesn't go high enough on low framerates
<*>Act 5: STILL possible to miss scene on bridge outside of lumber town
<*>Act 5: Bouncy crystals don't bounce high enough on low framerates
<*>Act 5: Light bubble don't launch far enough on low framerates
<*>Act 6: Stuck in pass-through wall near beginning of Seal section
Patch 4...
Heh??? We made the tragic mistake of changing physics in our last patch, and boy howdy did that cause some problems! Thankfully you've all been gracious and patient with us as we cleared up the new problems as well as some old ones. Here's newly fixed stuff:
<*>Act 1: Bard leaps lower out of bed on low framerates
<*>Act 3: Able to jump over certain room exit
<*>Act 5: Launch distance from bubbles reduced on low framerates
<*>Act 5: Infinite hug
<*>Act 6: Birds don't launch very far
<*>Act 6: Birds STILL don't always respawn
<*>Act 6: Partner character's pathing not great on low framerates
<*>Act 6: Some platforming near the end is a bit high for the bard's jump height on some framerates
<*>Act 7: Reloading the big confrontation would have some heads swapped
<*>Post-game: Scene select animated to frames and not deltatime
Some Mac users are still seeing memory-related crashes, which we think is an engine issue, and we're talking to Yoyogames about this. Other than that, we're actually quite close to fixing all known issues on PC, which is a big deal! (Can't wait to inadvertently summon many more with this claim, LOL).
If your progress is blocked we highly recommend you use the code on our support page to skip through! Thank you again for your patience and understanding as I work through this stuff ASAP :)
Patch 3?!
That was fast! I put a bunch of time in and fixed more stuff. Check out these addressed issues! As always, if you are experiencing issues be sure to check out our support page. <*>General: Consistent jump height and more stable physics at different framerates! This should help clear a lot of the generally "buggy" issues players have commented on. If the game feels choppy, I still highly recommend lowering resolution and/or playing windowed--the game feels really great when playing at full speed! <*>General: A previously unobtainable achievement is now obtainable
<*>Act 4: able to progress story without officially recruiting characters
<*>Act 5: optional leaf on map appears to be required to progress story
<*>Act 6: birds don't always respawn
<*>Act 6: wind changing directions a bit futzy in one segment
<*>Act 6: softlock with Audrey during bug sequence
<*>Act 6: A set of jumps are very high and a bit difficult
<*>Post-game: Gabe can't be interacted with
Notably, the issues are starting to lean later and later into the game... that's thanks to more players playing farther in, but it also means the more commonly played areas (act 1-3) are looking close to bug free! =) Hopefully after this patch there are very few bugs left.
Let us know how it goes!
Patch 2!
Happy one-week anniversary! I've been keeping track of bugs posted everywhere I can find them and working to stay on top of them :) Thank you everyone for your patience!!!
If you encounter a progress-blocking issue please visit the official support page, we have workarounds for common issues on console (console patches are sadly very slow to roll out) as well as any issues we don't know about yet.
Here's a few more thing I fixed:
Crash inside Act 4 factory on Mac
Unstable collisions and beat-tracking at low framerate
Numpad/D-Pad/other button sing inputs don't raise the map when sailing in Act 3
Unstable scene transition at end of Act 3 dungeon
Infinite loop entering pirate ship after encounter on boat
Possible to skip bridge scene in Act 5
Act 5 map missing information after completing main quest
Possible to sneak through the end of Act 5 spirit world without initiating encounter
Possible to lose Audrey in escape scene
Endless cut-scene loop in same scene
Typos + some dialogue tweaked
Unable to progress if the game is closed and re-opened directly after the climax
Some characters wouldn't interact in Act 7 in certain conditions
Certain (minor) permanent choices were erased by Scene Select
Post-game secret had some missing prompts/would keep emitting light when disabled
Wandersong now out on MAC!
You head right! Our Mac issues have been fixed and you can play the game on Mac right now! :)