Wolflord - Online Werewolf cover
Wolflord - Online Werewolf screenshot
PC Mac Steam
Genre: Role-playing (RPG), Strategy, Indie

Wolflord - Online Werewolf

0.5.5 - Stability update

Another update with some new roles and some added features. Growing closer to a much more playable version every time.

+ Support for Mac and Linux added.

+ The JESTER has entered the game roster (Chaos Threat)
+ The BODYGUARD has entered the game roster (Town Defender)
+ The IGNOBLE has entered the game roster (Town Survivor)
+ The WEREBAT has entered the game roster (Wolf Killer)

+ Changed some color settings on nighttime events in the chat.
+ Night notifications now appear in the chat, with round number.
+ A simple bot to act as the Doctor has been made.
+ Improved artwork for wolf abilities
+ Test scenarios are now confined to specific decks, and the Dangerzone has been removed.
+ Bug causing nighttime abilities to fail fixed.
+ The "Neighbours" mechanic is now understood by the server.
+ The IMP as entered the game roster (Wolf Defender)
+ The "Sulphuric Stench" aura ability is now in play.
+ There is now a pregame chatroom.
+ Players can ask for more time during any rounds.
+ Improved formatting of ingame tooltips
+ Werewolves can now retarget their abilities.
+ A series of ability artwork has been reworked, to get a better flow for new users.
+ Doctor has been rebranded as Cleric
+ Fixed issues related to the Jester winning condition
+ Preventing double-nominations
+ The last bits of 3.5 .NET codes were scrubbed away, and the client is now fully native 4.0 .NET.

0.5.3 - Lobby update

The coding is going well, and we now have a crude, yet operational game lobby system in place. I have also created a very simple singleplayer demo, where players can try out the basics of the game in a harmless environment.

Tonight we meet 30ish players in Copenhagen to try out the physical version of the game, and tomorrow we will focus on online playtesting.

A big warm thank you to everyone participating in the running playtests on Discord, you guys and gals are true champs :)

Here are the technical updates:
+ The Doctor has entered the role roster.
+ There is now a simple AI for singleplayer role testing.
+ SFX and BGM audio settings are now stored locally between sessions.
+ Fixed bug where the text chat would overlap world mouse clicks.
+ Fixed bug that would leave the character tooltip open during card reveal.
+ Card reveal now fast-forwards already shown cards (like multiple villagers) and shows cards in sorted order.
+ Fixed bug where fellow werewolves would not be revealed to a werewolf.
+ Fixed bug where it would seem like the game started on round 2.
+ Added a Training tab in the play area, where players can try single player test runs.
+ Clicking on the same ability that is active, removes the ability picker.
+ Abilities are automaticly disabled upon death.
+ Fixed bug where AI players would not activate their villager abilities.
+ Fixed bug where the Villager on-death ability would not trigger properly.
+ Message now explains that there are no open public games in the lobby

Version 0.5.2 live

After a good cleanup of old code, this weekend is going to be all about updates and getting closer to a playable product.

Among the features are:
+ Fixed "Leave" button in ingame menu
+ Improved flow for loading cards during tutorial scenarios
+ Recoded flag-checks on player instances.
+ Killing a player now much easier by code.
+ Win/loose decleration whispered to each player at the end of the game by the server.
+ Werewolf hunts no longer calculated, if no werewolves are in the deck.
+ Game can now be replayed after a game has been concluded.
+ Fixed bug where chime audio suddenly went missing
+ Lynching the Plague Lord now gives a happy chime, and not the sad villager chime
+ Victory music plays on game ends, and reverts to normal music on new games
+ Music volume settings can now be found in the settings tab
+ Settings can now be accessed in the lobby area
+ improved Settings and Quit icons
+ Tooltips installed on lobby buttons
+ Improved display on casting/using abilities, including a targeting arrow and new cursor.


Going to do a series of closed tests over the weekend, a real-world test of the physical board game monday, and an open round of tests on Monday.

If you want to join the playtests, please join our Discord to get invited (link inside the client)

Return and revival

Phew... It has been some tough and burdensome months over here, and I fully apologize for going so long without a developer update.

The project is very delayed, but still on plan. Had to shift many things around, but can now say we are back to coding and building the game.

I have flushed out a lot of old code, since it has been deprecated, and I am currently working on rebuilding the online code in .NET 4.0, the modern standard.

The client itself has also seen an overhaul, and is moving into 0.5, starting a new clean series of versions.

A road map is being worked on as well, to give a clearer view of the upcoming updates and tests.

The physical version of the game has been tested a lot the past couple of months, a lot of meh cards have been removed or remastered, and a lot of interesting cards have been put in, so that part is shaping up nicely.

I hope to soon invite you all to new rounds of playtesting. I will post some technical updates the next two weeks, and hopefully Testing Tuesday will return.

For now, sorry for the long hiatus, had a lot of both surgery and recovery to get through.

All the best
Gecko the Dev

0.4.349 Beta - The Wolfhowl Update

Another day, another round of testing and stuff. I really need to be better at writing these.

- New room manager, seperate rooms can now occur at the same time.
- New feature, a "Play now / join any room" lets you join the room that is closest to being full (and therefor begin)
- New deck template "Wolfhowl Creek" - No doctors or plague-related characters, just classic wolf vs. town action.
- New role available : Shieldmaiden
- New role artwork : Waijun, Usurper, Hoodlum, Wickerman
- Players per room is now shown in the lobby.
- Role detail pages can now be read by clicking on a role portait in the Roles lobby.
- Werewolves now successfully see the other werewolves.
- The "Looking for Game" panel no longer blocks the version number and total player count.
- You can now LEAVE a game without shutting down the entire game! Wooh!
- Player names are now limited in length, sorry.

Back from the convention - Full speed ahead!

Hello all :D We are back from the convention, and what a blast!



While people were playing, we also had live coding and artist sessions and managed to recruit a couple of new artists.

We will polish up the things made at the convention, and deliver a full update report once complete.

For now, we want to thank everyone that came by, and we hope to see you again soon.


Meet us at GenkiCon 2018

Hello all. As per tradition, I am putting up a little booth at the Danish convention Genki in the beginning of August.

It will be all about showing off our games, talking to gamers from all walks of life, and answering any questions you might have.

We are also giving away free Steam codes, tshirts and other nifty stuff.

If you pass on by, don't be afraid to come and say hi.

We will be located in the main gameroom area in expo hall 3.

Take care, and hope to see you there :)
/ Gecko the Dev

A lootcrate solution

After a lot of headscratching and legal investigation, we have finally found a solution to the "lootcrate problem" that works for both us and the players:

In the regions where lootcrates are banned, all lootcrates will contain the SAME three resources:

For a basic chest, it will be:
- 100 gold (universal currency for cosmetics)
- 20 moonstones (universal currency for events and tournaments)
- 1 universal coin (can be turned into any role coin)

This is calculated based on an average of what a regular loot crate will contain.

This will only affect players in the regions where the anti-lootcrate laws are in effect, and we checked with local legal experts in Hawaii, the Netherlands and Belgium, and this fully complies with the recent laws (that seem sure to spread to other regions, but it's impossible to say when and where.)

For everyone else, lootcrates will continue to contain either normal or rate loot, and we will publish the full lootdrop tables, once they are finalized.

It will be possible for players to opt in to this flat-rate system, if you feel that either a consistant flow of loot is better for your playstyle, or you have any addiction-tendencies that might be triggered by the randomization. We offer a permanent one-way conversion, where your account permanently is switched to this method.

Will post an update again, once we have finalized the method and have loot-drop tables to show.

Developer update: Monday beta prep

Aight, I just got the paperwork back from Steam, and we are green to move to beta now, and then to Early Access in August.

We also got our funding secured, which means we can finally pull in more artists at a fair wage to get the ball rolling again.

Additionally, we signed with a playtesting company, so we now have professional testing assistance on the game.

Currently, there are only two testing servers, EU and US, but I plan to expand that with a dedicated Russian server and a dedicated canadian server, since game law between US and Canada are soon to change.

Also, we are making sure that everything is GDPR compliant, so early players might be prompted to re-sign the community terms again by the client.

The client got some healthy updates this weekend, including:
- Unified BGM system to manage music across loading screens, ect.
- 5 new tracks added to the soundtrack.
- Widescreen monitor support.
- Accelerated GPU use for multicore devices.
- Improved ping across voice-server system.
- Game now supports no-voice variants.
- Discord link directly in main lobby.
- Redesigned news view.
- Quit button in lobby.

Future client updates this week:
- Wednesday: Portrait selection system
- Thursday: Advanced game picker
- Friday: Wolf role in-game.

We are also giving the website a major overhaul, since a lot of information posted there are quite old.

Dev update: Shifts in release plan

"A delayed game is eventually good, but a rushed game is forever bad."

With this mantra, looking over the time schedule, and with lots of unexpected surprises, I must admittedly shift the release plan a bit.

The new release plan will be as follows:
- Open beta: 1st of July
- Early Access: 1st of August
- Launch: 1st of December

This should give us the time needed to reach the goals set. We want to give you a solid quality game, and this takes both time and cash.

We will also have to revamp the reward system, due to shifting tides in the microtransaction-world.

We hope to have a gameplay update soon, so we can return to playing games and having fun :)

All the best
Nils Munch