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

Wolflord - Online Werewolf

Dev update : Version 0.2 Beta and 200+ hours played

A new patch is now available. We are now two patches away from opening the game to public beta.

We had a wonderful test, and it seems many of the core mechanics are finally working. Wooh!

The feel of the game is still very messy, but now we can justify experimenting with better UX, new roles and more interesting stuff.

This also means that we safely can accelerate the testing rounds, so Wednesdays at 20:00 will now also be a testing day.

Anywho, thanks to everyone for sticking with us so far, here are the patch 0.2.0 updates:

Multiplayer:
- Strengthened the handling of players leaving and/or connecting mid-match.
- New waiting-for-players screen.
- Countdown before game start.
- Click to move disabled when using abilities.

Skillbooks:
- Skillbook issue hopefully resolved.
- Skillbooks only shows text when they can be used.
- Planted some lights to highlight the skillbooks when they are usable.

Buildings:
- Fixed "peek in" light effects.
- Fixed lamps and light triggers upon entering and leaving.

Loot:
- Winners are now rewarded with a Medium lootchest, where non-winners that stick out till the end are awarded a Small lootchest.
- Players that abandon the game will no longer recieve any rewards.

Chat:
- Fixed scroll buttons on side of the chat.
- Fixed accidental double-posting.

Dev update : Main menu, items and more

Hello all, its monday and time for another round of updates and testing.

The core server have been taking quite a beating, but came out alive, so it seems that it's the right server to support the game, once we go live.

At the end of this month, we open up the beta to more people, so hopefully the core gameplay will be working at that point.

We switched to the latest version of the Unity game engine, which led to some unforseen firestorms codewise, but things should be under control now.

Also, we planned to run the loot-box model for this game, but we are looking into some alternatives, since new legislations about lootboxes are tearing up the "scene" at the moment.

This version has:
- Game main menu.
- News page.
- Moved beta notification to main menu.
- Item system for loot and rewards.
- Currency system.
- Skill icons are now gone from the game.
- Better flow for voting and nominations.
- Plague effects.
- Triggered items for player abilities.
- Better spectator handling.

This evening we will run a round of tests again, hopefully we will be closer to a more "game-ish" feel, and can start opening up for players to run their own games, whenever they feel like it.

Dev updates : Dynamic lights and motion

Hello all alpha testers :)

So, it is monday, and starting today, every week, I will make a post about what has changed since last week, to keep everyone updated on the development.

Last week we finished up:
- Dynamic zone lighting system.
- Localized voice chat.
- Character introduction modal.
- Nighttime visuals.
- Character animations.

This week will be all about:
- Better ability flow.
- Better lynching and nomination flow.
- Private dwellings in town.

We will run some tests as often as we can, and hope people will join us around 19:00 (CET+1) during the evenings every Monday for a gameplay test, first one starting tonight.

If you have questions, join us on the Discord chat at https://discord.gg/HnFVZFm

600 new beta seats opened

So, with the game back on the board, it's time to grow the testing playerbase.

The game is intended to have 16-20 players at once, and in order to have enough players for testing, we need to expand the bulk of players.

All betatesters will recieve a free copy of the game, plus any and all goodies that will be tossed around during the beta phase.

If you are interested in playing along with us, or just curious about the project, you can apply for a beta key here :

http://direwolfonline.com/beta

New servers!

So, the gears are slowly being put into motion, and the development of Direwolf can be reassumed. But first things first, we are setting up some new servers over the Easter, to combat many of the latency issues and random errors we had.

New servers should be up and running to service you all on Sunday.

The doctor is in!

Some quick updates from the caves of development:

We still have some unexpected network errors plaguing the client, and they are preventing any real gameplay testing. We are working hard on fixing these.

New role: Doctor (town)
Can cure people each night, as long as the doctor doesn't suffer from the plague himself.

Tweaks:
- Scene lights now changes according to the phases.
- You can now click your own card to hide it, during the introduction phase.
- Improved the artwork for the ability buttons, testing out some shiny ones for now.
- Camera now stops rotating once the player starts dragging it.
- You can shift camera focus by shift-clicking a player. Reset it by clicking on the central stairs.

Unified accounts fixed

Good news! It is now no longer required to create a player account on our website. Now all that is needed is to open the client in Steam, and all game progress will be saved in the steam cloud.

This means that you can start playing as soon as you download the client.

Seeking more beta testers

Hello all.

The Beta is advancing well, and we have our KPI and financial system coming together nicely.

We have teamed up with KeyMailer to expand our pool of betatesters, so if you know any YouTubers, Streamers, Letsplayers or just fans of the genre, ask them to come by this page, so we can get them a juicy beta key:

https://www.keymailer.co/g/games/46528

Steam Stats implemented

Things are advancing slowly but with a solid pace. Today we implemented the use of Steam Stats, to keep tracks of winning streaks, good behaviour, playtime and achievements.

In the near future we will also have version-specific detail reports, and we hope to get more testgames up and running.

Community page live

It gives me great pleasure to report that our Steam community pages are now live, which allows us to post news directly to the steam page.

This should make it much easier for now to grow our betatesting community.

Cheers
GM Gecko