Testing Branch Update - New Experimental Features, Sim Fest & TerraScape

The Wandering Village

The Wandering Village is a city-building simulation game on the back of a giant, wandering creature. Build your settlement and form a symbiotic relationship with the colossus. Will you survive together in this hostile, yet beautiful post-apocalyptic world, contaminated by poisonous plants?

Dear Onbu Riders, We hope you are doing well! While a part of our team is working on the new Ruins Biome and expanding the lore and story of the game, others have been working on some [b]experimental changes for the game[/b] in the past 2 months. These include a reworked research system, a variety of new food sources for Onbu, clay and brick as new construction materials, and a new way to get additional villagers - just to name a few! [img]{STEAM_CLAN_IMAGE}/38917339/3f0c1fdf0d51ea277b6b62d4cebb02204b513382.png[/img] This version is [b]now live on the Testing Branch[/b]. Some of the changes have a big impact on how the game plays and feels, so we would love to hear your opinion, ideally over on [url=https://discord.gg/aZZBVsehFA]Discord[/url]! Before you jump into the new update, here's some info: 🐛 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. 📝 Please fill out the [url=https://docs.google.com/forms/d/e/1FAIpQLSeVIwxRElLoBxIcHYA4Vi8uhSfv0-yvMNJL6ryRoSdN2a6BCA/viewform]feedback form[/url] after playing (can also be found in game) In other news: As some of you might remember, we recently started a publishing branch additionally to developing our own games. Last week, we announced a new partnership for the game [b]TerraScape[/b] and helped with the launch of the 1.0 update of the game. Build gorgeous kingdoms on floating islands by strategically placing buildings in this cozy City-Puzzler. Discover secret combinations, take on weekly challenges and explore randomly generated maps in various single- and multiplayer game modes. Would be awesome if you check it out :D https://store.steampowered.com/app/2290000/TerraScape/ We also set up a bundle, so if you own The Wandering Village on Steam, you get an extra 15% off TerraScape. https://store.steampowered.com/bundle/43094/Wandering_Terra/ And lastly, we’re once again co-organising [b]SimFest[/b] on Steam! So if you’re on the lookout for awesome simulation games on a discount, give it a look 👀 [url=https://store.steampowered.com/sale/simfest2024][img]{STEAM_CLAN_IMAGE}/38917339/9f52c68ad88a41e3b2248becf236cdcc1725904c.jpg[/img][/url] Cheers & Thanks for your support, Stray Fawn Studio ---- How to access the update: [img]{STEAM_CLAN_IMAGE}/38917339/7f613083a3d43019454f8e2e04fb5e2d62be1f28.png[/img] [img]{STEAM_CLAN_IMAGE}/38917339/a4fe05f47d9319d411b0061c34db14fd2b497c42.png[/img] This preview is not yet fully compatible with controllers and lacks localisation. Please note that builds on the testing branch are incompatible with your normal savefiles! In any case, it’s always a good idea to make a backup first. Here's how. And Full Patch Notes: [b]A few notes before you get started:[/b] [list] [*] Previous save files are incompatible with this experimental version, and saves made in this version won't be compatible with the upcoming official releases. Saves may break in between versions of this prototype. [*] Quite a few things are not yet translated - setting the game to English is recommended. [*] Gamepad support is not fully done yet, please play with keyboard and mouse. [*] This prototype contains many placeholder visuals and sounds. [*] Only the "Relaxed" mode is available in this version. As soon as we move forward with the changes, we will re-enable the harder "Survival" mode and Hostility Modifiers. [/list] [b]Villagers and Happiness[/b] [list] [*] villagers only start having Needs when you have 15 or more villagers [*] Needs scale with the number of villagers instead of the number of days passed [*] new villagers want to join the village automatically every few days, as long as Happiness is high enough. This system replaces the productivity boosts from Happiness [*] all values related to Happiness and Needs have been rebalanced [*] revolts can't happen as long as Needs are below 1 [*] drastically reduced amount of leaving villagers when a revolt happens [/list] [b]Research[/b] [list] [*] research is now unlocked immediately upon selecting it [*] research now costs Research Notes, a new category of resources that can be produced by the Researcher and other science-centric buildings (Academy, Onbu Observation Post) [*] knowledge has been removed, since Notes fulfil the same purpose.  [*] all places where knowledge could be earned (scavenging, trading) have been modified to reward notes instead [*] new building “Academy”. Allows to produce Engineering Notes, and offers advanced and more resource-efficient recipes for other notes [*] new building “Onbu Observation Post”. Allows to produce Onbu Notes [*] new building “Library”. Storage for notes [*] research button and all tabs in the research window now show the number of research items that you can currently unlock [*] hide research MissionWidget, since it doesn’t serve a purpose in the new system [*] trader will always offer some notes at random [/list] [b]Economy[/b] [list] [*] production of wood and stone can now be automated very early on by building Gathering Camps. Camps are very quick to build and tear down, but cost Tools. You start with a limited supply and can gain more through scavenging and trading [*] Building upgrades also cost Tools (and no other resources) [*] a lot more trees spawn on Onbu. Large trees and rocks take multiple cycles to harvest, yielding a lot more wood but taking longer to clear [*] a lot more giant trunks and boulders spawn [*] herbs will spawn periodically after a while [*] you will start with a couple of free areas surrounded by lush forest, and will gradually need to free space to build your village [*] clay deposits spawn on Onbu. The new Clay Gathering Camp is used to harvest these for clay [*] the new Brick Furnace can produce bricks from clay, but needs fuel [*] damp humidity regularly spawns puddles on dirt. Puddles can be harvested for water, or will eventually turn into clay deposits if left alone [*] made most building costs quite a bit higher, and added clay/brick to the costs where it made sense [*] diversified building costs; different paths now focus on different ingredients (wood/stone/clay) [*] Iron Furnace and Glassblower now need fuel (wood, bile, biogas) [*] balanced production times of all buildings, with a focus on encouraging vertical scaling [*] beet does not survive freezing temperature anymore [*] Mycologist can plant poisonous fungi [*] refund 100% of resources on deconstruction (unless building is damaged) [*] most crops turn into a decayed version when decomposing. It can be collected for some fertilizer, or will disappear after a while. This gives a little catch-up opportunity and a visual clue that something was mismanaged [*] lock Stonecutter and Carpenter initially, as an entry-level research [*] rebalance radius and deco-value of decorations [*] rock trumpet gives 2 stone instead of 1 [/list]