
Steam news
Full Steam announcements and update articles for this title.
Whiskerwood is currently 35% off during the Hooded Horse May Publisher Sale. In this city builder, you must establish your Whisker colony and build it into an industrious empire. Set up intricate production chains, optimize your cities, and tend to the needs of your mouse colonists. Serve your cat overlords faithfully, or defy their oppressive rule. Hooded Horse May Publisher Sale
A Bigger Scope for the Next Update
Thank you everyone for playing our game! I want to give you all a heads up about our intermediate plans. You see, we've noticed players asking for a bigger scoped updates. A much bigger scope. Thus we've decided to focus for the next 4+ months on landing these big gameplay expansions.
Why we are doing this
If you are reading this during this development period: I want to reassure you that we are working hard! Whiskerwood is our passion project and we appreciate everyone who has given us their play time.
For background: exactly 6 months ago we released Whiskerwood into Early Access. At that point we started doing daily patches while writing down every feature request and bug report. We soon after 2 weeks of daily patches the features commonly requested were getting bigger & bigger in scope. In hindsight this was a natural progression. When doing daily patches we could only destabilize the codebase for 1 day. That limited the size of tasks we could tackle. Thus we realized we needed to switch to larger patches in incremental steps.
Thus we switched to weekly patches for several months, then switched to the current bi-weekly pace. Bi-weekly has proven a good balance, but now we've arrived at a point where a grand leap forward in gameplay is required. We cannot reach our next goal through bi-weekly updates. We need to ask for your trust, as we work longer on a massive update.
What we are working towards
You see, our goal for the next update is to add full ship construction, trading between other colonies, naval battles, and island defenses (towers and fortresses). This is a large chunk of work and we need to destabilize the codebase. We are in effect going back into production mode. We plan to post news about this update as it progresses, but I need to ask players to be patient. Please bear with us during this waiting period and please be excited for the new content we'll be able to add and polish thanks to this wait!
Once the big update ships we intend return to daily, then bi-weekly patches.
Daniel
Lead Programmer on Whiskerwood
Patch #25's Construction Rework
What we have shipped in this Patch #25 is a focus on stability and a much needed rework: construction. Now you can control construction workers more precisely, and even boost construction efficiency through the new construction yard.
Construction yard:
Construction yard is now an insta-build/movable camp that can be assigned a required (apprentice) foreman and 5 additional builders
Researchable in second research tier (T1)
All workers gain a small speed/productivity buff, and use carts for delivery
Yard workers only work on sites within their work radius (configurable)
Yard workers work on sites sorted by distance/priority relative to their construction yard.
Construction yard supports overtime, with associated buff and ability to work through the night.
Construction sites and policies:
Construction speed now accounts for whisker productivity. It was previously just based on builder count. with RapidConstruction applying a flat multiplier on top of it.
RapidConstruction policy and construction yard bonus now act consistently via agent modifiers with productivity and speed bonuses. Thus the description of rapidconstruction has changed slightly.
Rapidconstruction otherwise scaled ridiculously high being a X2 mult over all other modifiers
Late Construction policy has been fully removed from the game. Instead being a benefit of construction yard overtime.
Globally, workers will try to finish a construction delivery in their hands instead of immediately failing upon nightfall.
Construction site UI has been improved, showing lines to inbound whiskers, number of whiskers building, their overall productivity, and time remaining.
v0.6.193 Patch #25
Features
Add insta-build Construction Yard which can be staffed with an Apprentice foreman and 5 builders
Construction Yard builders will use carts and work only within the yard’s radius
Add overtime construction mechanic through construction yard
Gameplay
Rework construction progress logic now to consider Whisker productivity in build times
Remove Night Construction policy to be replaced with the Construction Yards as a mechanic
Rework Rapid Construction logic to boost based on Whisker traits
Change night time builder logic, now Whiskers complete a delivery before transitioning to seeking night time activities
Claws now charge a fee for forcing them to fire their cannons
UI
Add lines to show on construction site ui to display active builders
Add estimated time remaining to construction site ui
Bugs
Fix work radius preview when moving camps showing default radius
Housing bedding/furniture consumption is now reported in daily statistics
Fix case where whiskers may refuse to replace their tailored cloaks before becoming threadbare (May take a couple nights to take effect)
Fix Copy/Paste of farm field settings not correctly copying ‘remove rocks’ toggle
Acknowledgements
Thank you to Dragon King on discord for helping with clothing bug
Thank you to Phlimmphlam on discord for reporting farm rocks bug
Thank you to Lady on discord for reporting missing bedding reporting
We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters!
We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need.
We also have a compilation of tips and tricks sourced from the community to help you out right here:
Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter.
Patch #24
Thank you everyone for playing our game :)
I want to thank Lucas for returning to contribute more music to Whiskerwood's OST. This patch we've added a grand song which will play randomly for larger islands. You can check out the full song on Lucas's youtube:
The whole team this patch again has been focused on optimizations. Compared to last patch this batch of optimizations should be even more impactful. Our optimizations have focused on gameplay CPU logic. This does mean computers limited by rendering will not see a significant change. Meanwhile saves at high whisker populations should see a decent jump in FPS.
Daniel
Lead Programmer on Whiskerwood
v0.6.190 Patch #24
Features
Add new song “Rising Dominion” composed by Lucas Ricciotti. Activates for colonies with at least 100 whiskers
Add logic to check for delayed mod downloads. Fixes mod loading on geforce now and certain PCs
Optimization
Optimize path finding generation to speed up pathing by about 60% by improving cache coherency using purpose designed data structures for pathable state
Optimize Whisker animations by limiting skeletal budget per frame
Aggressively optimize high population save files by frustum culling visible skeletal meshes
Add LOD support to Whisker skeletal meshes and reduce skinning complexity at distance
Optimize visual positional update rates for far away Whiskers
Optimize various buildings to reduce idle compute cost
Optimize mine cart tick
Reduce development tooling burden in shipping builds
Ratelimit animation changes for heating to avoid stutter spiking when bulk heaters change state
Optimize pathing by caching decorations with movement effects
Reduce performance impact of navmesh updates
Bugs
Fix tooltips not working correctly in Whisker selection lists
Fix industry workers sometimes fetching small amounts of input multiple times before starting work
Fix Raft Dock sometimes not showing warning when entrance is not accessible
Crash Fixes
Fix crash after pirate bombardment when attacking a warehouse on bad timing, caused by prior optimizations
Fix loading crash with elevators
Fix rare crash when removing all destination platforms from an elevator shaft
Acknowledgements
Thank you to players who reported that mod loading did not function on Nvidia Geforce Now since it only downloads mods after the game has launched
Thank you to everyone who has been patient as we improve performance
Thank you to Gavin for reporting the warehouse crash over email
Thank you to mvrck on the Discord for reporting elevator crash when deleting segments.
We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters!
We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need.
We also have a compilation of tips and tricks sourced from the community to help you out right here:
Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter.
Whiskerwood is currently 35% off during the Hooded Horse April Sale. In this city builder, you must establish your Whisker colony and build it into an industrious empire. Set up intricate production chains, optimize your cities, and tend to the needs of your mouse colonists. Serve your cat overlords faithfully, or defy their oppressive rule. Hooded Horse April Sale
Patch #23
Performance improvements is a constant struggle for us. Every time we improve the performance: players just build bigger islands! We like that. It is an honour as a game dev to have players push our games to its limits. Going forward we will continue to work on pushing those performance limits further.
While I have your attention, I want to direction you to this incredible new mod made by our first time modder Green Grove!
Players have asked for metrics and charts for a while, and it is impressive to see it arrive as a mod.
Daniel
Lead Programmer on Whiskerwood
v0.6.188 Patch #23
Features
Add configuration for heater auto-pause temperature
Add Steam Booster variant with steam socket under track
Gameplay
Snow is now being removed more aggressively under cover
Whiskers at minecart station will only board minecart if their destination is in the direction of departure. Only applies to non-looping tracks
Whiskers are soaked and slowed if walking in heavy rainfall without cover. Terrain and buildings will block rain
Switch saving to the autosave file when exiting. Instead of the main save file
Optimization
Optimize long whisker list scrolling by using delayed instantiation
Optimize rain effect to reduce fps impact at high graphics settings
Optimize draw cost when viewing lists of hundreds or more Whiskers
Optimize rendering of large warehouse stockpiles
Optimize thread synchronization to improve CPU fill rate
UI
Redesign the Heater UI
Add toggle to allow overflow on belt filters
Bugs
Fix light not being updated correctly in some cases when removing light blockers
Fix snow being displayed underwater
Fix mine support beams not always being cleaned up properly during local updates.
Cannonballs can no longer be avoided by saving and loading during firing.
Fix farmers idle at workplace never leaving to address hunger during the day unlike other workplaces
Fix incorrect warning icons persisting after copy-pasting settings between warehouses or input hoppers
Fix dining hall containing ghost light
Daily report screen now accounts for approval spent during end-of-day pause
Fix camera rotation bindings not sticking if camera is set to smooth rotation
Fix missing lamp to small and medium warehouses
Fix belt animation speed not matching item move speed on belts
Mod API
Add icons and toolbar tables to modapi
Add support for scrolling when many decorations have been added by mods
Fix removing a mod which added a new item, causing the savefile to crash if the the mod is later removed
Acknowledgements
Thank you to MysticalBacon on Discord for reporting that mine beams weren’t cleaned up correctly
Thank you to DaXoPsy on the Steam forums for suggesting steam booster variant
Thank you to Toby on the Discord for reporting the farmer starvation issue
Thank you to PherretDan on the Discord for reporting erroneous warnings after copy/paste
Thank you to Phlimmphlam on the Discord for reporting the floating light in the dining hall building
Thank you to Fret on the Discord for making a resource adding mod, and reporting the crash on removal so we could expand that mod support
Thank you to NyxAntheia on the Discord for reporting the camera binding bug
Thank you to Alastor on the Discord for reporting the end of day approval bug
Thank you to MysticalBacon on Discord for reporting that light values were not correctly updated.
Thank you to L33cher and iceball12 on the Discord for suggesting the pause menu quit related saves redirect to the autosave instead of main save file
Thank you to Buckminsterfullerene on the Discord for suggesting we add the icons and toolbar tables to the modapi
Thank you to veertje on the Steam Forum for reporting how enough mods have added decorations to require scrollbars
Thank you to Demonocolips on the Steam Forum for reporting the filter should also allow overflowing alongside its default absolute filter mode
We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters!
We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need.
We also have a compilation of tips and tricks sourced from the community to help you out right here:
Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter.
Patch #22
You can now quickly copy settings from one building to other buildings of the same type! Most configurable buildings now support Ctrl+C for copying, and Ctrl+V for pasting the building's configuration!
A new masonry styled long stone stairs are now available as the default variety to the stone long stairs. Being a variety this does not replace any existing stairs, but instead is now an option you can use when building new stairs.
Now for the bigger details: Reduced Pillars!
I need to explain what this means exactly. It does not refer to supports, the things built out of wood underneath buildings or paths. Instead this refers to the pillars that mining used to create. These pins got extreme when players built large underground caverns, and one of our most popular mods simply deleted them wholesale.
What we've done is implement a slightly more complex solution. Now pillars will spawn to support the entrances to mined cells, but will not spawn within the mined volume. Thus any underground city or cavern you've mined will be clear and visible, without unsightly pillars blocking the view.
This is our headline feature for this patch, but if you were already using the "No Support Beams" mod I suppose you will not see any difference.
Speaking of mods, I want to point you to 3 new mods by 2 new modders:
WhiskerTraits:
Storage Indicator
FancyDecoratives
Please consider checking out those mods and leaving upvotes and words of encouragement! It is wonderful to see players make our game into their game :)
Daniel
Lead Programmer on Whiskerwood
v0.6.187 Patch #22
Features
Mine support pillars now only spawn to retain walls or to support overhangs like mine shaft entrances, resulting in better underground visibility.
Self-supporting structures can be used to replace mine support pillars.
You can now copy the configuration of a selected building and paste it to others.
Add rebindable terraform tool hotkey defaulting to J key
Reduce visual max opacity of pollution
Make Whiskerwood default to 60fps cap to reduce GPU consumption by default on low end PCs
Switch default Steam Deck controls to improved community layout preset
The Spice Grinder industry now has animation when running.
Gameplay
Improved how whiskers distribute themselves when searching for bathing services
Houses consistently keep front facing window in their variant version
Add new visuals for Stone Stairs. Previous visuals are now a variant option.
Add new plant decorative “Small Bush” with 3 variants
Add new path decorative “Stone Wall”
Nerf netter production speed from 211 to 377 seconds per cycle
Reduce pollution generated by bakeries
Reduce fish produced per fishing dock cycle from 2 to 1
Internal logic to distribute farmers and prioritize harvest for farming efficiency has been adjusted such that assigned priority fields now should always take precedence.
UI
Improved Bathing Dock / Bathhouse UI to better communicate usage and added a statistics tab
New Copy/Paste buttons at top of most building UIs. Allows saving off a building’s settings and pasting them to others.
New Copy/Paste hotkeys CTRL+C and CTRL+V when a building is selected
Alternate camera-orbit key moved from CTRL to ALT
The selected tab on windows is preserved when selecting another building of the same type
Marking farm fields as Priority now has sound
Bugs
Fix seating UI in Cafe and Dining Hall overlapping worker selection widget.
Fix loaded camera position not matching exactly as when game was saved.
Fix saves with extreme population sizes sometimes causing whiskers to stand still
Fix whiskers sometimes getting stuck walking through ladder tiles
Fix a bug where mine pillars sometimes wouldn’t properly despawn when filling up mined terrain
Fix house window shutters not re-opening on save load, even if the house is owned. (Applies to Log and Plank housing types)
Fix production limits for farm crops not working properly
Fix farming behavior being blocked when rock removal is active and there exist farm cells containing rocks but out of range of farm buildings
Acknowledgements
Thank you to jeebus0 on the Discord for reporting the mining ladder bug.
Thank you to .theboggart on the Discord for reporting the extreme population stand-still bug
Thank you to Potloodje for suggesting we reduce max pollution opacity
Thank you to Haggisfarm on the Discord for providing the steamdeck community layout
Thank you to gman on the Discord for recommending preserving selected tabs
Thank you to iceball12, Timerstone and others on Discord for reporting that production limits for crops were not working properly.
Thank you to Tengu on Discord for reporting that unreachable rocks within farms that have rock removal enabled block other farm behavior.
Thank you to Rakryn on Discord for reporting that assigned farm prioritization was not behaving intuitively.
We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters!
We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need.
We also have a compilation of tips and tricks sourced from the community to help you out right here:
Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter.
Whiskerwood is currently 35% off during the Hooded Horse Spring Sale. In this city builder, you must establish your Whisker colony and build it into an industrious empire. Set up intricate production chains, optimize your cities, and tend to the needs of your mouse colonists. Serve your cat overlords faithfully, or defy their oppressive rule. Hooded Horse Spring Sale
Patch #21
For this patch we've worked on addressing a few of the long term popular player requests. The biggest two of which is a method to stop whiskers from eating at warehouses, and a mechanic to allow relocation of the central warehouse and trade dock.
Bridges and arches also got an upgrade. Now once raised 1 cell high they will allow Rafts to navigate below. This allows you to connect islands by bridge without blocking Raft traffic.
The Central Warehouse and Trade Dock are the first two buildings you ever construct when starting in Whiskerwood. Until now their placement was permanent. Now with enough Approval you can relocate them.
For eating at the warehouse we've now added a global toggle to the Cafe and Dinning Halls which ban whiskers from eating at Warehouses. Watch out: this is a powerful law that when implemented can result in hunger and unrest. Make sure you have amble dining facilities to accommodate your population.
Filters now also act as absolute filters. They never allow the filtered items to go forward on the top belt.
Daniel
Lead Programmer on Whiskerwood
PS: You might notice the raft navigation visual has changed. It is now a signed distance field wave pattern. We changed this to make the go or no-go nature of the navigability easier to discern for when you build bridges.
v0.6.186 Patch #21
Features
Add relocation mechanics for Central Warehouse and Trade Dock. Costs substantial approval. Moving multiple times scales up cost
Add a global mechanic to block Whiskers from eating in warehouses. Behaviour toggleable at any Cafe or Dining Hall
Added height based clearance to allow rafts to travel under self-supporting structures. Namely Bridges, Stone Arches, and Wooden Arches no longer block ocean navigability given sufficient height and clearance.
Add new policy “Reckless Navigation” to boost raft speeds
Added 1 new ‘Small Planter’ decorative variant: flax plant
Update all localizations, thank you translators!
Gameplay
Whiskers should more intelligently distribute to the closest Cafe with sufficient food
Use signed distance field driven visuals for navigation blockers.
Optimize steam radiator computation workload during low steam pressure to reduce large scale heater recalculations
Make belt filter no longer pass filter marked items through the top belt. Instead the belt will stop moving if the filter bottom exit is full when yet-to-be-filtered items are present going in from the top
Boost speed of Splitters by 25%
Boost speed of Liftbacks by 30%
UI
Add subtle animation to background of main menu
Steam & Water Valves no longer display ambient temperature in their UI
Fix Input Hopper, Bonfire, Heating Stove & Steam Radiator displaying an incorrect ambient temperature on their UI
Cafe and Dining Hall shows progress of each visitor and what they are eating
Cafe and Dining Hall statistics tab now correctly shows historical food consumption
Move masonry tab under path tab
Make mine hotkey act as toggle
Make farm hotkey as as toggle
Bugs
Fix segment of raft dock roof ignoring snow
Fix logistics workers returning to their hub every other trip
Fix fish overlay hotkey not remappable
Fix Xess-fg and dlss fg options appearing for player despite due to stale struct init
Acknowledgements
Thank you to locoparentus on Steam for reporting that several buildings’ UIs were displaying incorrect ambient temperatures
Thank you to Kralmir and Phlimmphlam on Discord for narrowing down the logistics worker bug
Thank you to Kani_Charhan for reporting the that the fish overlay hotkey rebinding was broken
Thank you to many players who requested the mine and farm hotkeys act as toggles
Thank you to Key on the Discord for reporting the random graphical options appearing
We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters!
We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need.
We also have a compilation of tips and tricks sourced from the community to help you out right here:
Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter.
Whiskerwood is currently 35% off during the Hooded Horse Publisher Sale. In this city builder, you must establish your Whisker colony and build it into an industrious empire. Set up intricate production chains, optimize your cities, and tend to the needs of your mouse colonists. Serve your cat overlords faithfully, or defy their oppressive rule. Hooded Horse Publisher Sale
Patch #20
Whiskers now have a new method for traveling between islands: the Raft Ferry!
This Patch brings a new building: the Raft Dock. Since the dock is instant build you can construct it anywhere, including on new islands you'd like whiskers to travel to. Any two docks can be linked and whiskers will paddle their way to the destination. No need to staff the docks: riders provide the labor.
Unlock the Raft Dock schematic either by researching it from the first tier, or receiving it as a gift from the Claws.
This feature has been a major undertaking for our team over the past few patches. I want to thank the modders who saw this work in progress during data mining yet thankfully did not leak the surprise :)
Going forward expect more ocean mechanics :)
Daniel
Lead Programmer on Whiskerwood
ChangeLog
v0.6.184 Patch #20
Features
Add Raft Dock and point to point Ferry transport mechanic
Add high performance ocean plane navmesh for boat navigation
Gameplay
Production limits now account for resources on belts or logistics carts
Resource tooltips now shows count currently on belts or logistics carts
Reduce fish generated by dumping food using the ocean dump to 25%
New visuals for several resource types
Increase range construction workers can travel
Increase default fire tender range by 50%
UI
Improve cursor snapping behavior when trying to place extractors against warehouses
Fix construction sites not showing their entrance arrow when selected
Resource statistics rows are now scrollable horizontally
Bugs
Fix scenario where some resources could be lost on a belt after loading a save
Fix being unable to select other buildings while Extractor’s UI was open
Fix default unreal navigation system active during gameplay
Fix missing prerequisites rejection of research selection using wrong warning message
Fix belt filters holding unlimited items as an infinite buffer
Fix Pirate ships sometimes not spawning until very late into the game
Fix iron bar item material shifting upon movement
Acknowledgements
Thank you to Prometheus0000 on the Discord for reporting the incorrect warning text
Thank you to an anonymous developer who suggested unreal navigation system optimizations
Thank you to Voidy on the Discord for reporting how belt Filters were seemingly consuming items
Thank you to Lorkenpeist for reporting pirate spawn bug
We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters!
We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need.
We also have a compilation of tips and tricks sourced from the community to help you out right here:
Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter.
Patch #19
Got too many of an item? Want to get rid of a warehouse of stone quick? Consider researching the new advanced Ocean Dump! Hook up a belt to this nifty device and watch as all your problems drop away!
WARNING: While dilution is the solution for pollution it can have temporary impacts on localized fish populations.
Yes that is correct! We've added fully simulated fishing! Now packing a ton of docks into a pond will not result in unlimited food but instead rapid collapse of your cod fishing stocks! In contrast we've boosted the number of fish an optimized fishing dock can catch!
So gaze above your open ocean, and go catch-them-all!
Every island has a generated fish population driven by the local environment. When a fishing dock performs a fishing cycle its chance of catching anything is driven by the availability of catchable shore fish within range. This range starts at about 5 cells and goes out with weakening strength to about 15 cells.
We've known for a while that we wanted to rework the fishing docks. Fishing docks within Whiskerwood's balance exist as a powerful and easy early game source of food. Late game scaling up should require careful planning and strategy. Similar to hunting. Fishing produces a lot of food for only a little labour. To reach this proper balance we knew fishing needed a proper simulation and now we have it!
Fish populations will slowly recover. A spread out network of fishing docks can catch a vast volume of fish, but be careful to balance the distances between docks to avoid overfishing.
The item ocean dump, and pollution system, integrate with this fishing layer. Most items, and pollution, dumped into the ocean will hurt the fish population, while a few will boost fishing. Press L, the new layer hotkey, to see fish populations at any time.
For players who's save files are highly dependent on large clumps of fishing docks we've created a backup branch of the last patch. You can switch to this "Beta Branch" to keep playing with the old patch as you rework your colony to accommodate this shift in fishing. This branch is called patch18_old_fishing
A third major change is mining centric. Players who do Minecraft-style tunnel and prospecting mining should have an easier time now. We've expanded the range of vision underground so you can see further and mine fewer scouting shafts.
Daniel
Lead Programmer on Whiskerwood
Switch to the patch18_old_fishing beta branch if your colony will collapse due to the fishing change. This branch will go away in the future, so please do take the chance to rework your fishing docks to not abuse the old fishing system.
v0.6.183 Patch #19
Features
Add item dump to dispose of any items into the endless ocean
Add fishing stock simulation
Rework fishing docks to operate off fish population
Simulate fishing population impact of toxic dumping and nutrient dumping
Beach and ocean floor fertility is now driven by groundwater salinity, which permeates through sandy ground. Terraforming blocks salinity flow and drained ocean floor is often quite fertile after salinity has fallen enough.
Gameplay
Increase terrain survey depth to 2 cells
Farmers will now sow after tilling on fields with rock removal active, if there are no more rocks to remove
Farmers will never sow a field with rock removal active if there are still rocks to remove
Adjusted internal priorities of some farm tasks
Add variant of Steam Booster with opposite launch direction
Replacing flooring type will no longer remove path decoratives
UI
Use local timezone for times and dates on load menu
Use locale date & time formatting for load menu based on selected language
Fix Liftback not grouped with other Advanced Belt research locked schematics
Bugs
Fix a bug where farmer behavior priority could become inaccurate when many farmers were working on a field
Fix unintended text downsizing on farm crop selector
Crops now correctly grow 10% faster during Clear Skies weather
Fix clicking on mine carts sometimes selecting passengers instead of kicking mine cart along track
Fix being able to click out of a reward panel without selecting a reward.
Fix rail tool consuming resources when trying to build rail underwater
Fix rail tool inconsistency in support costs when building ramps
Fix belt corners causing bottlenecks and item slowdowns
Fix buildings with directional smoke vfx not matching wind direction
Fix Extractor sometimes showing an inaccurate warning when changing filter settings.
Crash Fixes
Fix crash on load if meta save files have been corrupted, instead regenerate a fresh meta savefile
Fix crash with negative relative time when mods reduce day length
Acknowledgements
Thank you to iceball and Kralmir on Discord for drawing attention to the fact that rock removal affected farmer behavior on fields without rocks
Thank you to Eclipsechris! on Discord for suggesting inverted steam boosters
Thank you to Decado for pointing out path decor issue
Thank you to Lord Yanaek for reporting reward panel issue
Thank you to pomazánka on Discord for reporting the underwater rail bug
Thank you to Iceball12 on the Discord for reporting how corner belt pieces caused slowdowns
Thank you to Creepy Gnome on the Discord for reporting the shown play times were using UTC and not local times
Thank you to Syruptmunster on the Discord for pointing out smoke vfx was not respecting the wind direction
Thank you to Martin over email for reporting the meta save corruption crash
Thank you to Buckminsterfullerene for reporting the crash when his mod reduces the day length
We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters!
We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need.
We also have a compilation of tips and tricks sourced from the community to help you out right here:
Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter.
Patch #18
Based on feedback from players, and the hard work of the entire team: I am super proud to announce the addition of 5 new additions to Whiskerwood's belt mechanics!
Each new machine has a specific purpose in mind. We hope players will design their late game logistics around these conveyors. The new machines are:
A Splitter which takes in 2 paths and outputs 2 paths. It will round robin switch items between the paths and can also be used to cleanly merge two paths or just randomly balance volume between the paths.
A Filter which takes a path in at the top and will drop any configured item types down to the bottom path
A C shaped Liftback. It takes items in at the bottom and through a geared ratchet mechanism lifts them back on themselves upwards. This machine comes in 2 high and 3 high varieties.
A Dropoff Shed. A tiny warehouse meant for usage with Conveyor Belts. It can only be fed by a belt, and allows belts to deliver resources right to the doors of industries. Allowing the Whiskers working in said industries quick pickup of their inputs when supplied by belts. Think of the Dropoff as the inverse of the Input Hopper.
A Warehouse Extractor. These extractors can pull configured items from any warehouse they touch. Watch out! Roofs do not count as touching.
You can unlock all these new machines by researching the new Advanced Belts schematic.
We've also added visual indicators of where machines can be connected by belt for easier setup.
The warehouse extractors allow you to warehouses to feed belts. Until today all belts were aimed at delivering outputs into warehouses. This extractor closes the loop, allowing warehouses to feed inputs. The dropoff buildings you can see in the above screenshot, in the right, act as belt specific destination warehouses. We expect players to build extractors from buffer warehouses, delivering to Dropoffs near factories.
The Liftback machines should allow for easier integration of belts into vertical mine shafts.
We've also fixed a number of crash reports. Please do check out the full changelog below, and if you've not reviewed Whiskerwood yet please do consider doing so :)
Daniel
Lead Programmer on Whiskerwood
v0.6.181 Patch #18
Features
Add Belt Filters & Splitters
Add Belt Liftback and Taller variety for vertical item lifting
Add Belt Dropoff for delivering industry inputs to industry
Add Warehouse Extractor to pull items from Warehouses onto Belts
Add smarter congestion avoidance when using multiple elevators and rail stations
Add work overview shortcut to sidebar menu
Gameplay
Reduced injury chance from building explosions from 100% to 50%
Fix tax ship ui promising an inaccurate chance for schematics
Double how much natural fertility increases by fertilizer uses
Crops now completely pause their growth cycle when cold
Flip Stone to CutStone recipe ratio from 2:3 to 3:2
Reduce Stone Cutter cycle time from 377 to 233 seconds.
Prevent Two Whiskers who both already are inspired won’t engage in rebellious conversation
Halve the chance of rebellious remarks
Whisker Launcher vertical range adjusted to max 10 tiles up or 3 tiles down (from 10 up or down). Max range details now shown in destination assigner.
Fix destination assigner not showing all possible valid destinations
UI
Increase font size on policy menu
Add time of day to save entries in load menu
Make vsync setting greyed out in window and window fullscreen modes
Expand ui hitbox for guild in whisker overview menu
Disable the temperature display on the field UI, since temperature affects individual crop cells
Save order of player tracked resources in hud
Improve readability of selected resource icons on tracked resources and selected crop indicator
Allow cycling between Elevator Shaft and Elevator Platform with variant hotkey (T)
Bugs
Fix bulldoze tool incorrectly selecting path decoratives behind buildings
Fix range indicator at max height showing opaque bubble
Fix flax/berries/trees growing during winter
Fix storage shed showing incorrect temperature
Fix heat overlay colors fading into the opposite end of the spectrum at the extremes
Fix heat overlay symbols not showing at very high and low temperatures
Fix items on belts resetting position when migrating backwards in the loop computation logic
Crash Fixes
Fix crash which could occur when draining the ocean
Fix crash when loading a save with corrupted ocean draining data
Fix crash when save file fails to load during the option manager init
Acknowledgements
Thank you to caneythekid on the Discord for suggesting we increase the font size of text on the policy menu
Thank you to itSaWoolf on the Steam forum for reporting the hitbox on guild selection was too small
Thank you to Khermoterropy for reporting how the work range was showing an opaque bubble at the top of the world space
Thank you to Kralmir on Discord for pointing out that the growth behavior of cold crops wasn’t intuitive
Thank you to Dulces on Discord for reporting that the field UI displayed invalid temperatures
Thank you to Whokuu on Discord for reporting bad temperature on storage shed.
Thank you to Kralmir on Discord for reporting wrong heatmap colors at -30 degrees.
Thank you to an anonymous player for reporting the save file init fail over email
Thank you to Cyanshade on the Discord for reporting the hidden launcher ranges
Thank you to Ama on the Discord for reporting the order of tracked items was shifting after save and load
Thank you to Yan on the Discord for suggesting we improve the NPC pathing AI to better use multiple rail stations
Thank you to Catdalf on the Discord for making the suggestion to invert the stone to cutstone ratios
We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters!
We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need.
We also have a compilation of tips and tricks sourced from the community to help you out right here:
Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter.
Patch #17
After last patch a large number of players came forward and strongly objected to the increase in steam engine costs. Based on their well sourced and measured reasonings, and inspecting save files myself, I concluded they were correct. The last patch's increase in Steam Engine Steam consumption indeed hurt the game's balance.
As such I am releasing this rapid patch to both role back the increase but go further and reduce steam engine consumption of steam below where it was prior to the last patch. Thus if prior to yesterday's patch you felt Steam Engines were of mediocre value, I strongly suggest you evaluate them again under this new balance.
As a team we think the Steam Engine is one of our favourite elements in Whiskerwood. We like how it extends the existing buildings and systems without the typical "now build a better version of X". Instead you can build and expand ontop of your existing town. It would be a shame if I broke the tuning of such an important gameplay element, double so for one we intend to take lessons from in the future when expanding the game.
Daniel
Lead Programmer on Whiskerwood
v0.6.180 Patch #17
Gameplay
Reduce steam consumption of Steam Engine boosting Factories by 87.5%
Reduce steam consumption of Steam Engine boosted elevators by 75%
Halve pollution generated by Steam Boilers
Double production cycle time of Steam Boilers
Bugs
Fix building next/last not working for bathing docks
Acknowledgements
Thank you to Khemoterropy for reporting how the next and last buttons do not properly cycle bathing docks
We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters!
We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need.
We also have a compilation of tips and tricks sourced from the community to help you out right here:
Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter.
Patch #16
Do you feel a bit overwhelmed after Christmas? Fear not, our Patch #16 is a low key down to earth make-things-better patch! Nothing that should force you to replan your colony but a lot of improvements which will make the game feel better to play long term.
Two big headlines on that point:
Large save files will now load much quicker thanks to a rewrite of our terrain data lighting computation.
We finally debugged the elusive memory leak which triggered when the game was paused in the background!
Other changes you should be aware of is that Farmers now respect the production limits. Plus Triages should now behave better during winter.
Daniel
Lead Programmer on Whiskerwood
PS: Please do check out the Whiskerwood Wiki. A number of community members are working hard to expand it and I'd love for more players to use it: https://wiki.hoodedhorse.com/Whiskerwood/Whiskerwood_Official_Wiki
v0.6.179 Patch #16
Features
Optimize load times for large save files
Add connection indicators for belt sockets on warehouses
Gameplay
Double steam consumption of Steam Engines boosting Elevators
Quadruple steam consumption of Steam Engine boosting Factories
Increase Vises production cycle time from 144 to 377 seconds
Make Triages stop operating at cold temperatures
Increase Triage capacity from 4 beds to 5 beds
Make Water Towers no longer fill with rainwater if blocked by overhead terrain or buildings.
Farmers now stop harvesting when a crop’s production limit has been reached
UI
Add link to wiki on main menu
Fix world effect reward not exposed to translations
Improve camera tilt behavior when either high up or deep underground
Valid conveyor belt destinations now are highlighted when placing belts or selecting a building with a conveyor input
Bugs
Fix windsock not fully refunding construction cost
Fix work radius choices not being consistent between default and later settings
Fix Whiskers sleepwalking out of their houses at night when loading a save
Make idle logistics workers seek healthcare when ill
Increase chances of Whiskers receiving injury if workplace explodes
Fix farmers being able to lose resources if night begins while carrying resources back to the farm.
Fix a memory leak that could occur when tabbing out while hovering a field
Fix Camps/Farms that are assigned to deliver to specific industries sometimes getting stuck waiting for space
Updated Dining Hall visuals to not clip into empty space overhead.
Crash Fixes
Fix infinite loop when building 4 tile belt loop
Mod API
Add modapi call to add objects to game instance reference objects list
Add modapi for quick accessing actor's CDOs
Add modapi for getting default subobjects
Add modapi for getting default component object
Make english string addition not override other languages
Fix linkage between mod name and lookup folder even for steam installed mods
Acknowledgements
Thank you to Kralmir for reporting the windsock was not refunding fully, and for reporting that the default work radiuses could not be reselected after initial changing
Thank you to Distroier and Kralmir for reporting the sleepwalking bug.
Thank you to Buckminster on the Discord for suggesting string injection logic should prioritize preference set languages despite injected lower priority strings
Thank you to Buckminster on the Discord for requesting several effective API additions to unlock new modding capabilities
Thank you to Kralmir for reporting the lost resources during farming bug
Thank you to Eitri Ymir on the Discord for reporting the infinite belt loop soft lock
Thank you to Zeion on the Discord for reporting incorrect dining hall height
We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters!
We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need.
We also have a compilation of tips and tricks sourced from the community to help you out right here:
Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter.
Patch #15
Thank you for everyone's patience over the past two weeks! Last week we skipped releasing the patch and instead pushed all the changes into today's patch.
Our major addition this patch is related to work and service ranges. Now Fire Tenders and Luxury Suppliers have a service limit range. Not just a range: but a configurable range. The resource camps now also have this configurable range. In the future we intend to add range configuration to the earthworks and farm as well.
I've noticed some players requesting further ranges, and that is now possible! You can expand the ranges of mines, foragers, and loggers. Just watch out for the increased travel times! When you move your camps is of course up to you, but do not using the longer ranges if you find yourself forgetting to move camps closer to their work area.
Another feature new in this patch is the T hotkey, when a building is selected, can now iterate through all buildings of that type. This widget also now provides a count of how many such buildings exist on the map.
Daniel
Lead Programmer on Whiskerwood
v0.6.178 Patch #15
Features
Add hotkey for iterating through all instances of a structure type. Either via buttons in header or hotkey T
Add service ranges to Fire Tender and Luxury Supplier
Make work ranges for Woodcutter, Mining Camp, Forage Hut, Fire Tender, and Luxury Supplier configurable in their Logistics tab.
Add 17 extra random whisker names
Gameplay
Add an extra minute to day length, work days increase from 6 to 7 minutes
Add 20% chance for whiskers on ships to be non-monarchist whisker under Monarchist scenario. Applies to both new and existing saves.
Reduce construction time of Log Houses from 144 seconds to 89 seconds
Reduce construction time of Stone House from 89 to 55 seconds
Reduce construction time of Campfires from 21 to 13 seconds
Reduce construction time of Central Warehouse from 89 to 55 seconds
Increase construction time of Plank Row House from 144 to 233 seconds
Increase construction time of Stone Row House from 233 to 377 seconds
Increase population scaling tax cost to compensate for longer work days
Overtime workers will still replace clothing at night if in need of replacement
UI
Show population on save files
Add explanation tooltips on toggles
Show remaining clothing durability in Whisker detail view
Bugs
Fix pipes not costing correct support cost when building vertical pipes.
Fix exploit to generate wood from building and bulldozing vertical pipes
Fix Show Icons None not hiding all icons
Fix pipe vertical construction not costing wood but refunding wood
Fix Bronze, Steel, and Iron ingots using a world position centered material instead of object position thus causing pattern to shift when item is carried
Fix z-clipping with underground fog edge pieces
Fix warm core trait and sickly trait appearing together
Fix Diligent trait never appearing together with Monarchist trait
Fix problem icons not expanding text over Triage and Boiler when selected
Fix logistic assignment lines drawing to wrong locations if destination is above slice level.
Fix cells with ladders blocking pollution flow more than intended.
Crash Fixes
Fix crash caused by too many objects
Mod API
Fix hole in blueprint sandbox
Acknowledgements
Thank you to daameer on the Discord for suggesting we show the population on save files
Thank you to ZakaryX on the Steam Forum for suggesting we add explanation tooltips to the mode toggles
Thank you to Batat and Dulces on the Discord for reporting that the None option was not hiding all icon
Thank you to Dulces on the Discord for reporting the uobject overflow crash
Thank you to Cpl_Battlefield for reporting the wood duplication glitch
Thank you to guessimfine on the r/BaseBuildingGames subreddit and many other players for suggesting slightly faster construction and slightly longer days
Thank you to Dasuke on the Discord for suggesting Warmcore and Sickly should not appear together
Thank you to Vendan on the Discord for reporting the hole in the mod sandbox
Thank you to yogomove on Discord for reporting the incorrect assignment lines in slice view
We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters!
We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need.
We also have a compilation of tips and tricks sourced from the community to help you out right here:
Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter.
Patch #14
Our headline feature for this patch is one I think many players wanted without realizing: Truss platforms!
Until today if you built a long and tall bridge, or filled a cavern with a town, you were faced with a dense matrix of wooden supports.
Many players requested a method to control this "pillar spam". I am happy that the modding community was able to provide players a quick solution to that request while we worked on our intended full solution. Today now I am proud to announce: Truss Platforms.
Truss Platforms come in both masonry and wooden variations. Their exact designs require research to unlock.
Both masonry & wooden trusses come in two varities of varying lengths to fit your needs.
Trusses both solve the pillar spam and open new methods of building cheaper bridges between islands.
Daniel
Lead Programmer on Whiskerwood
PS: Whiskerwood is on sale for Christmas. If you've not bought it yet, please consider purchasing now. And if you've bought it but not reviewed it yet, please consider leaving a review for anyone considering a purchase :)
v0.6.177 Patch #14
Features
Add new Anchored Platform and Stone Archways. Thus allowing design of pillar-less open areas in mines, and longer bridges.
Optimize various pathfinding scenarios to reduce long path computations on large colonies for improved frame pacing
Gameplay
Logistics workers should now better prioritize larger transfers over smaller ones.
Increase capacity of rail carts from 3 to 6. Whiskers more likely to avoid stations with crowded platforms
Add red mesh for pepper crop items
Make autosaves when loaded now save under the original non-autosave filename when manually saved
UI
Improve margins on crop field information
Add description to settings menu to communicate what terrain details does
Make the embark screen only generate non-conflicting random names to avoid overwriting saves. If all random names are used, generate a clean name using appended numbers.
Bugs
Fix construction site of mirrored warehouse having white icon
Fix some pipe junctions rendering incorrect rotations
Fix spicegrinder building icon overwriting carpenter
Fix camera rotation impacted by time dilation
Fix rain and snow wind direction not matching gameplay wind direction
Fix windsock using singpost details menu
Fix fully grown crops consuming fertilizer (nutrients above nutrient limit)
Fix heater overdrive state not being loaded correctly from saves
Fix some achievement progress not saving in all codepaths
Acknowledgements
Thank you to many-many players who requested gameplay methods of building large caverns with fewer wooden pillars visually blocking views
Thank you to Marco2 on the Steam forum for reporting that the Gold Ore achievement progress was getting lost under certain save paths
Thank you to Khemoterropy on the Discord for reporting the missing icon on mirror small warehouses
Thank you to Richard on the Discord for reporting one of the steam pipes were 90 degree rotated incorrectly
Thank you to several players on Discord and Steam Forums who suggested Logistics Hud workers should prefer larger transfers
Thank you to Syrupmunster on the Discord for pointing out the margins on field tooltip imply rockiness was the sunlight value
Thank you to Morwenna and others who reported the Carpenter building’s icons had been overwritten by the Spice Grinder
Thank you to r4v4g3 for reporting how camera rotation was being impacted by mods which adjusted time dilation
Thank you to Gideonstar on the Discord for reporting that random names were being generated which overwrote existing saves
Thankyou to Kekosch on the Discord for reporting that the visual weather wind was not matching gameplay wind directions
Thank you to gue.ngevlog on Steam forums for reporting the windsock was using the wrong details menu
Thank you to Khemoterropy for suggesting we add a description to explain the importance of terrain and grass detail graphics settings
Thank you to Kralmir on Discord for reporting that fully grown crops still consumed nutrients when above the nutrient limit
Thank you to Chromy on Discord for reporting that heater overdrive wasn’t loaded correctly
We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters!
We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need.
We also have a compilation of tips and tricks sourced from the community to help you out right here:
Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter.
Patch #13
We've got two major features for this patch! One highly requested since demo, the other highly requested the instant players reported playing past 300 whiskers.
Today I am proud to present to you:
Mirroring!
& Better Performance!
Now you press the T key while placing most asymmetric buildings and get their left vs right variation. This rebindable T hotkey will also provide you extra variations on certain decorations, and in general is our solution for both mirroring and providing extra variety without overflowing the menus.
Performance comes as the result of a ton of work by Chris, who profiled everything and cut every spare bit of waste he could find. We were able to raise the target population from 300 whiskers to over 700. Of course that exact number will vary with your computer and higher end PCs should be able to play past 1k Whiskers now.
The important takeaway: if you have any save files you abandoned because performance got too poor please consider reloading them and seeing if the situation has improved!
Daniel
Lead Programmer on Whiskerwood
PS: Also we added a windsock so you can be certain the direction pollution will blow.
PPS: If you enjoy Whiskerwood please do consider leaving a review. It both helps other players who might be considering the game, and of course helps us know what you want. We read all reviews and endeavor to treat all feedback equally.
v0.6.175 Patch #13
Features
Add building mirror switching and generalized variety switching for specific buildings by default on rebindable T key
Add new mine shaft lamp post decoration and other new varieties for existing decorations
Add rebindable zoom in/out hotkeys
Optimize CPU gameplay computation on large islands for an up to 20% reduction by making the building’s logic selectively run
Gameplay
Improved cursor behavior over open-pit mines (cursor should no longer snap to sea level when over deeper terrain)
Cycling idle camps will switch to appropriate slice view if it is underground.
New warning banner for camps that can’t find a delivery location.
Make pirates still arrive during winter under Pirate Seas scenario
Make tax ships less frequent under Pirate Seas scenario
Make pirates rarer under Monarchist scenario
Make smuggled gold under Pirate Seas scenario only cost 80% as compared to Far Frontier
Make smuggled gold under Monarchist scenario cost 91% as compared to Far Frontier
Boost max horizontal Whisker Launcher distance from 5 to 8 to match height limit
Reduce Tea roasting cycle time from 89 to 55 seconds
Reduce Fine Tea roasting cycle time from 144 to 89 seconds
Reduce trade value of Tea from 21 to 13
Boost Tea per cycle from 3 to 5
Boost FineTea per cycle from 3 to 8
UI
Reduce overflow on end of day screen when more than 100 whiskers think a thought
Move most impactful graphics settings towards top of graphic settings
Bugs
Fix construction priority not saving correctly
Fix situations where whiskers would prefer detouring to long stairs over faster direct paths.
Fix Management Office not showing lines to worker when selected
Fix Management Office worker getting stuck if building deleted
Fix some issues with ladders floating in the air
Fix ladders unintentionally spawning scaffolding visuals underneath
Fix scaffolding preview in build tools not rendering correctly below sea level
Fix tailor building showing gap into building when roofs removed
Fix quest randomization offering a quest a second time while the first instance is still on offer
Fix decorative quests being able to progress into negative values
Fix unburied whiskers thought inconsistently triggering even if buried.
Fix resources carried by miners or gatherers sometimes being lost when night starts.
Fix stairs causing snow-free areas even after removal.
Fix light simulation sometimes not correctly updating all affected cells.
Fix steam engines re-playing their connection sounds on load.
Crash Fixes
Fix crash on invalid edge during AddClimber
Mod API
Make pirate cannon logic not crash when mods reduce cannon shot count to 0
Acknowledgements
Thank you to many-many players who requested the Mirror feature
Thank you to Falk on the Discord for reporting the gap in the Tailor roof
Thank you to many-many players on Discord and Steam forum who reported certain cases where scaffolding is randomly left after mining
Thank you to many players on Discord who reported that construction priority was not properly preserved between save and load
Thank you to Kralmir for reporting the doubling up of quests on offer when said quests are randomized
Thank you to Elevin and Dulces on the Discord for reporting that tax ships were not getting influenced under the pirate seas scenario
Thank you to Karvapallo on the Discord for sharing their experience with tea roasting
Thank you to Kralmir on the Discord for helping narrow down the lost resources bug.
Thank you to Shawak for suggesting auto-z-level when cycling camps
Thank you to Kralmir on Discord for reporting that removing stairs left snow-free areas.
Thank you to CallunaBytes on Discord for reporting management office worker bug
We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters!
We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need. We also have a compilation of tips and tricks sourced from the community to help you out right here:
Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter.
Patch #12
Hello Everyone,
Have you ever noticed how the schematic progression includes a number of houses in the same shape but better quality? You can now upgrade in-place upgrade those houses once you unlock them!
Adding this feature required handling quite a number of edge cases, but the result should be a quality of life improvement for players. It rather feels like the long haul of gamedev: a lot of work for a seemingly small yet worthwhile improvement.
Of course please check out the full change log below. This patch brings a number of balance changes and bug fixes.
Daniel
Lead Programmer on Whiskerwood
v0.6.173 Patch #12
Features
Add upgrading of houses in-place if same shape higher tier is available
Gameplay
Increase plank cost portion of Large Warehouse from 34 planks 55 planks
Increase plank cost portion of Giant Warehouse from 55 planks 144 planks
Add extra option to only show Status & Problems Only for show icon setting instead of the prior all or nothing
Boost trade value of Hearty Meals from 21 to 34
Boost trade value of Savory Meals from 21 to 34
Boost trade value of Fancy Meals from 21 to 34
Boost trade value of Jam Pastry from 13 to 21
Boost trade value of Mushroom Stew from 13 to 21
UI
Improve ui scaling of pirate menu at high populations
Scale down event icon blips as the camera zooms out
Show version number on pause menu
Add Management Office to workplace overview
Ensure research is always at bottom of sidebar
Bugs
Fix resources clipping and overflowing the resource screen
Fix expectation stars appearing over ore
Fix mismatch of free construction worker count between HUD and workplace overview
Fix tree decorations not occupying second cell vertically in blocking grid
Fix Whiskers clipping through the sides of bridges
Fix stone paths and pipes incorrectly blocking heat, light & pollution.
Crash Fixes
Fix crash that could happen when filling in enclosed sections of water
Mod API
Add Optional prepending of date log message modapi
Acknowledgements
Thank you to many players who requested the ability to upgrade houses in-place
Thank you to the players on the Discord who commented on how they’d be willing to pay much more for the larger warehouses.
Thank you to Gardlt on Discord for reporting the ore expectations bug
Thank you to IronJack on Discord for reporting the resource overflow on resource screen bug
Thank you to Madame Hardy and VisceralRevolt on the Discord for suggesting the addition of the version number to the pause menu
Thank you to Morwenna on the Discord for suggesting the meal trade values were too cheap
Thank you to Lord Yanaek and xs4nd3r for reporting the construction worker mismatch
Thank you to KatherineOfSky for suggesting the research button always be at the bottom of the sidebar
Thank you to Buckminster for suggesting the date logging for the mod log message call
Thank you to Khemoterropy on the Discord for reporting the missing cell block in the tree decoration
Thank you to KriticalSquid on Discord for reporting that Whiskers can clip through the sides of bridges
Thank you to DeathWolf & Halhozo on Discord for reporting the crash that could happen when filling in enclosed sections of water
Thank you to slavic on Discord for reporting that stone paths & pipes were incorrectly blocking heat
We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters!
We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need.
We also have a compilation of tips and tricks sourced from the community to help you out right here:
Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter.
Patch #11
Highlight:
+New Large & Giant warehouses!
+New setting to control display of status/problem/event icons
+New decorations
A bunch of players have asked for larger warehouses.
We always planned to add more warehouses, hence why the largest one upto now was called medium, but based on the large volume of player requests we made this task a priority!
So I am proud to present to you the Large and Giant warehouses!
We put our best carpenter on the task and he figured out that if we brace the structural beams at the mid point we can achieve much taller volumes!
We've also snuck in a few more decorations, and a new option which improve performance on large colonies: you can now disable the various floating status icons using the new "Info Icon Blip" setting. Plus of course many other bug fixes and balance changes you can read about in the full changelog below.
Daniel
Lead Programmer on Whiskerwood
v0.6.171 Patch #11
Features
Add Large Warehouse building with capacity of 987
Add Giant Warehouse building with capacity of 2584
Add setting to toggle display of info/problem/event blips
Optimize rendering of inactive blips
Gameplay
Make highest tier supply choice give tea and fine tea
Stump Collection policy redesigned to also work on farmed trees.
Larger Warehouses - A new warehouse types with even larger capacity
Warehouse roofs are now dynamic and can be built into like other buildings
Boost Thread per Cotton from 3 to 8
Increase Cotton to Thread cycle time from 89seconds to 144seconds
Reduce trade value of Thread from 8 to 5
Speedup Tea roasting cycle time from 377seconds to 89seconds
Speedup Fine Tea roasting cycle time from 610seconds to 144seconds
Reduce trade value of Tea from 55 to 21
Reduce trade value of Fine Tea from 144 to 55
UI
Increase savefile name length from 20 to 150
Fix numbers on tax screen upper right not using consistent baseline
Fix tax owed in hud not using command separation
Add shortcut to Production Limits in sidebar
Add heat indicator to Management Office
Show Raise/Lower key hints when building rail
Bugs
Fix Stockpile Select tool on Farms could get stuck.
Fix Management worker sometimes getting launched out of building on load.
Additional fixes for logistic workers not fulfilling some requests.
Fix whiskers sometimes getting stuck at warehouses trying to eat unavailable food
Fix poor heat insulation on Management Office
Fix some situations where trains could get saved/loaded into invalid stuck state
Fix trains sometimes going the wrong direction after loading save
Fix rare crash with train state
Fix deleting rail boosters could return more resources than it cost.
Fix short jump in camera position when starting a camera pan with MMB
Crash Fixes
Fix crash on save when train references are corrupted
Mod API
Ensure saves do not break if modded decoration blueprints disappear
Acknowledgements
Thank you to KatherineOfSky for suggesting the longer file name limit
Thank you to JJun for reporting the departing station train corruption
Thank you to michaelbaldur on the Steam forum for suggesting fine tea also be found in the highest tier supply ship choice
Thank you to CptMrshmlw on the Discord for reporting the farming stucking bug
We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters!
We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need.
We also have a compilation of tips and tricks sourced from the community to help you out right here:
Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter.
Patch #10
Highlight:
+Build the Management Office to set limits on production at factories and resource camps!
+Assign fields to farms to control the behaviour of farmers!
Thank you to everyone who gave feedback over the past 2 weeks!
Since our launch into early access we've noticed a few highly requested features from that feedback. Namely:
Farm to field assignments
Production Limits
Production limits are now in the game through the newly added Management Office which, once built and staffed, can control production in the entire colony. Of course managing so many factories require a hardworking educated whisker and they will expect a higher level of living standards to match their skills. In the future, once we've implemented ferries, these Management Offices will have a range and you will need multiple to cover remote islands. For now this office's controls are global.
The farm prioritization assignments in contrast requires no new construction. Every farm can now have 1 or more farm fields marked as their priority. A toggle controls if this priority means the farmers only work on the assigned fields, or if they help out on other fields when otherwise idle.
We've also landed a ton of gameplay rebalancing driven by feedback from players. Plus 4 crash bugs which impacted 400+ population colonies and optimizations improving save file sizes and heavy pollution rendering.
I want to thank the community for trusting us as we spent this week working on this larger patch. To be honest when we switched from daily to weekly patches I was worried players would complain. Instead every player who noticed the change was excited at the prospect at seeing large features get progress. Thank you for that trust.
Daniel
Lead Programmer on Whiskerwood
v0.6.170 Patch #10
Features
Add Management Office to enable management over production limits at factories
Add farm field assignment. Farms can now be linked to fields. Per building toggle between prioritizing linked fields or exclusive working only linked fields.
Add setting to swap pan/orbit between RMB and MMR
Optimize save file size by recomputing ore traces at load time to improve packed data coherency for improved compression. Reduces giant save files by 4MB
Optimize pollution rendering on giant colonies with improved slice chunking
Gameplay
Boost the number of fuel generated per coal from 5 to 21
Boost coal ore per coal cell on new maps from 3 to 8
Reduce smuggling value of fuel from 13 to 3
Reduce tax value of coal ore from 13 to 8
Boost pollution generation of boilers by 3x
Boost max Cafe storage capacity from 21 to 34
Boost max Dining Hall storage capacity from 34 to 55
Boost water storage of showers from 5 to 55
Boost soap capacity at Steamy Bath and Showers by ~60%
Make random quests backoff if refused by decreasing their offer chance as time goes on without being accepted
Boost Water Pump ocean drain speed by 8x
Reduce Smoked Fish trade value from 13 to 5
Reduce Furniture trade value from 55 to 34
Boost Simple Cloths trade value from 13 to 21
Boost Cloths trade value from 21 to 55
Boost Medicine trade value from 55 to 144
UI
Fix Steam radiator UI incorrectly implying it generates pollution
Improved description of Piecework Trinkets policy to make clear the work is occurring by all whiskers at home after work hours
Bugs
Fix existing whiskers walking slower overall after loading a save
Fix some situations where logistics workers would not move requested resources
Fix opening voiced dialog using a different between the text and voice over
Fix rain and other weather effects missing shaders at low effects quality setting
Fix stone path quest getting offered even without stone paths unlocked
Crash Fixes
Fix crash in toolbar when hovering over an object but data is missing
Fix crash in elevator load logic when whisker standing positions became invalid
Fix crash when whisker attempts to climb on a cliff face but no side is climbable
Fix crash when HZBO breaks on large colonies when zooming far out
Mod API
Add a Mod hook called “BP_MainMenuLoad”. Triggered after BP_Startup but unlike startup will be triggered every time the main menu loads not just the first time.
Fix camera pan speed being impacted by unreal time dilation as used by various mods
FIx crash in adding rows to complex data tables through ModAPI
Fix path replacement not triggering building placed ModAPI delegate
Add scrollbar when mod options exceed the screen’s width
Acknowledgements
Thank you to Buckminsterfullerene on Discord for reporting the add row crash
Thank you to Marks over email for reporting the toolbar crash
Thank you to Kralmir on Discord for explaining the piecework trinket policy misunderstanding
Thank you to drakmire2 on Steam forums for pointing out the mismatch between the voice over and the text
Thank you to Buckminsterfullerene on Discord for reporting the that path replacement was not triggering the relevant delegate
Thank you to Scotty on Discord for requesting the BP_MainMenuLoad hook to accommodate the localization mods.
Thank you to Kara_Pabuc on the Steam forum for requesting the setting to switch orbit and pawn between right and middle mouse buttons
Thank you to Fraywind on the Discord for suggesting the Showers hold a tankful of water as storage
Thank you to Vargras on Discord for requesting the soap increase
Thank you to Swalter in a positive Steam Review for explaining he felt annoyed by how often declined quests were getting reoffered
Thank you to r4v4g3 on Discord for reporting the mod options overflow issue
Thank you to Sisel on Discord for reporting the elevator standing position crash
Thank you to DeathWolf121212 on Discord for reporting the invalid climbing wall crash
Thank you to Kroneus and Sisesl on Discord for reporting the HZBO crash
We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters!
We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need.
We also have a compilation of tips and tricks sourced from the community to help you out right here:
Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter.
Patch #9
Hello Everyone,
A bunch of players requested a way to toggle the acceptance of goods into a warehouse while it was being constructed. To address this we started work on construction phase configuration and added this control. Going forward we have a bunch of tickets of similar construction phase configuration requests which can leverage this UI flow.
We also made buildings better communicate when their entrance was out of reach. Many players got confused by the Flax Spinner's second floor entrance, and this improvement helps that situation plus any other player might hit.
Of course please consider reading the full changelog, today's patch is quite a large one.
Daniel
Lead Programmer on Whiskerwood
v0.6.166 Patch #9
Gameplay
Warehouses under construction can be set to reject all resources until configured by player
UI
When bulldozing warehouses the lost resources preview is sorted with highest amounts first
Refund value blips when bulldozing will show (+n) instead of (-n)
Add input hint for quick elevation controls (Shift + Mousewheel to quickly change slice elevation)
Inaccessible construction entrances will display their entry positions when hovered by cursor
Bugs
Fix warehouses having stuck ‘inbound’ resources if disabled while being delivered
Fix Firetender workers indicating ‘Headed to work’ while idle.
Fix Earthworks workers indicating ‘Idle’ while performing work.
Fix Stockpile assignment UI not dismissing in some situations.
Fix deleting excess Offices removing a policy slot.
Fix Woven Cloaks not being reported consumed in statistics
Fix Whiskers repeatedly attempting to deliver to inaccessible construction sites
When manually selecting a student to assign to a school, the list is now automatically filtered for Whiskers who don’t have the taught skill/guild, yet
Assigning students to schools via the plus button will now automatically filter for Whiskers who don’t have the taught skill/guild, yet
Fix typo in description of Rebellion Fervor
The new storage capacity of Fire Tenders & Luxury Suppliers is now correctly applied to buildings in existing saves. Currently stored items above capacity are not lost.
Fix schooled Whiskers keeping old guild modifiers when changing guild
Earthworks labor now correctly applies Hard Labor thoughts
Fix spring planting quest triggering too early
Fix thoughts summary not displaying all of day’s thoughts when loading save
Crash Fixes
Fix a a crash that could happen when generating a map with many large islands
Mod API
Add ModAPI for adding new datatable rows
Add ModAPI for linking extra datatables as moddable
Add ModAPI for adding new runtime translations
Add ModAPI delegate to hook on new day starting
Add ModAPI linkage for SlotDecoratives
Fix ModAPI for construction spawning not triggering correct delegate
Acknowledgements
Thank you to r4v4g3 on Discord for pushing the limits of our ModAPI
Thank you to Lickorice on Discord for suggesting the new day hooks
Thank you to Buckminster for requesting the datatable extension tooling to allow new building mods
Thank you to ruff on Discord for debugging the construction delegate ModAPI
Thank you to RonEmpire & CaptCharlie82 on Discord for drawing attention to automatic assignment for students
Thank you to Anteprefix on Discord for reporting the murmur typo
Thank you to madbroetchen & Simply Matt & Lord Yanaek on Discord for reporting that schooled Whiskers retained old guild modifiers
Thank you to Goiaba_Rei on Discord for reporting construction pathing bug
Thank you to Gregor Pepe for reporting a crash during map generation
Thank you Fargel on Discord for reporting inconsistency in thoughts breakdown
We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters!
We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need.
We also have a compilation of tips and tricks sourced from the community to help you out right here:
Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Whiskerwood, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Whiskerwood statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.