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Hey everyone,
The new update has just gone live! Among several bug fixes and quality of life improvements, it includes our new character role: The Guardian 🐱🛡️
With this new role, we wanted to combine the strengths of a tank and a supporter. In other words, a role that can withstand a lot but also helps the whole group ⚔️🛡️
The Guardian can draw the attention of enemies to itself. At the same time, the shield reflects the damage back to the enemies. While this is happening, others can use the opportunity to flee and heal at the wagon, or you can join in and increase your damage output 🐯🐱🦁🦊
We wish you lots of fun with the new role, and we would appreciate your feedback after playing it (here or on our Discord) 🤗🙏
Playable Guardian Role: When things get tough, you raise your shield and clear a path for your comrades.
We've made some changes to the mouse and keyboard controls. When you use the mouse to attack, you will now always attack in the direction the mouse is pointing. In addition, the player's color circle will now always align with the mouse. If the mouse isn't moved or clicked for 5 seconds, the default WASD behavior takes over, meaning you'll attack in the direction of your character.
In Easy Mode, save files are only automatically deleted once you have successfully completed the round.
Special abilities can now also be used near the torch or cauldron. To do this, you must charge the Herbalist's Staff and use the hold interaction with the torch. We've kept the hold interaction duration as short as possible.
The tutorial at the beginning on how to survive Snowsickle Peaks is now always available. In addition, the wind mechanics you'll need later in the area are now explained right at the start.
The Blade Slinger has now a cooldown bar too.
We've made a few improvements that should help the game run a bit more smoothly.
We've made the player color ring a little more prominent so that it's easier to see against different backgrounds.
The damage dealt by snowballs, tornadoes, and the Ice Breath now depends on the difficulty level, rather than dealing the same amount of damage across the board.
Badgers should no longer all choose exactly the same landing spot at night.
The Shockwave Badger's first attack did not knock back
Sometimes enemies don't complete their attack animation, which means you get caught off guard by their damage.
When playing with a controller, you couldn't reset the main input device because the same button closed the menu.
There was an error that occurred when someone joined a game where the 'Fire Sparks' upgrade had already been purchased.
Not all tooltip text boxes were displayed in the tutorial.
A bug has been fixed that could occur when the target of a bee using the Queen Bee Potion was defeated.
The adventurer's sword doesn't knock enemies far enough away.
Hello adventurers,
We hope you’re all doing catastic! ☀️🍦😺
We have finished our work on the new Guardian character role and are super happy with how it turned out 🥳
The Guardian adds a new way to protect the team and take control in dangerous situations. We are looking forward to releasing the Guardian with the next update and seeing how you use the role in your adventure ⚔️🐇
We have read through your feedback, discussed different ideas, and tested early versions.
We already know one thing: meta progression in Wild Woods should mainly influence your personal playstyle, rather than unlocking global world content. In online multiplayer, global unlocks can become hard to communicate and synchronize when players have different progression states.
One system we are exploring is perks. You could unlock and improve them over time and choose one at the start of your adventure. These perks should create small but noticeable playstyle differences without making players permanently overpowered.
For example, a perk could make destroyed vegetation damage nearby vegetation as well, with higher levels spreading the effect further. Another perk could give the camp a small chance to spawn an additional upgrade podium 🎁😍
These are still early ideas, but always to have more personal choices, long-term goals, and ways to shape how you like to play 🤗
As a separate topic, we are currently working on a larger rebalance for Wild Woods. This is not only about adjusting numbers, but also about making the overall rhythm of the game clearer: When should players gather resources? When should they fight? And how can upgrades remain meaningful throughout a run?
The first topic we want to address is “The Wagon stops at Night”, more details about additional topics will follow in upcoming dev logs.
Until now, the wagon kept moving even at night. We noticed that many players felt they still had to keep gathering resources during fights. However, that was never meant to be the main focus of the night phase. Gathering resources at night should feel like a bonus, while the main focus should be defending the wagon, positioning, fighting enemies, and working together as a team 🦁🐯⚔️🐰🛡️ By stopping Rosie at night, the main focus becomes much more obvious.
This also opens up new possibilities for the future 💯 For example, if the wagon stops at night, we can build mechanics around combat preparation, defensive decisions, and other systems that would be much harder to support while the wagon is constantly moving.
Our first experiments show that this change also gives players significantly more resources overall, because they can continue gathering more comfortably after the night. This is intentional, but it also means that we will most likely need to adjust camp prices again so that resource decisions remain meaningful.
All of these changes are still experimental and not part of Update 0.5.0. Our goal is to make the flow of the game clearer, create more interesting resource decisions, and make upgrades feel better throughout an entire run 🌳🦊
As always, we welcome your feedback here or on Discord, but especially since parts of the gameplay would change significantly, we'd love to hear your initial thoughts 🤗 So, what do you think about these ideas? Any other part of the current game balance or night phase we should take another look at? 🤔
Continuing with meta progression and rebalancing
Giving Update 0.5.0 its final touches
Have a wonderful rest of the week! 🐯🐿️🐻
Hello adventurers,
We hope you’re all doing well 🐯🤗
Following our latest patch, we encountered some bugs that we needed to fix. As always, your detailed bug reports are extremely helpful. Thank you! The same applies to your general feedback 🤗🙏 Based on this, we've worked on some quality of life improvements, such as adapting the KBM settings. When using the mouse, you now always attack in the direction the mouse is pointing 🐁
We have also added a mini tutorial for the snowstorm mechanic in the third biome to make the third boss fight more accessible 🛡️❄️
We have a collection of many great ideas for more roles. Two things that came up the most in your feedback and ideas, which we wanted to include, are:
a role that can withstand a lot, even the biggest badgers 🦡; and
a role that can support the whole group with crowd control to protect team members in need 🩹😿
We combined different mechanics, did a lot of testing, and looked to beloved tank mechanics in other games for inspiration. Even games that you probably wouldn't think of when you hear 'Wild Woods'. For example, World of Warcraft or League of Legends 👀
The new mechanics should feel intuitive and fit well with our existing roles, yet still be distinctly different.
However, we don't want to give too much away, find out what the Guardian will be like in the game with the upcoming update!
Tweaking the Guardian, which means a lot of testing from us and external testers 🎮
Finishing off some visuals and doing some final polishing
After patch 0.5.0 goes live, we'll be tackling one of the most requested features: Meta Progression 🔥
We've talked a lot about Patch 0.5.0, so there's just one question left: When will it be released?
We don’t have a final date yet, but looking at the roadmap, July is just around the corner! 😲
Hope you have a catastic day! ☀️😺🍦
Hey everyone,
The new 'Upgrade Pack I' update has just gone live 🚀✨
It includes four new character upgrades and one new wagon upgrade set. After purchasing the latter, you will notice some changes at the Save Camp 😲
Stay wild and pawsome! 🐯🐼🦝🦁
4 new character upgrades, including the unique upgrades Lucky Penny and Icy Claws, plus the stackable upgrades Healthy Appetite and Electrified Armor that scale up the more you invest in them.
We’ve added Iron Reinforcement, a new 4-piece upgrade set built to help protect your wagon.
We added a new cooldown bar for abilities, so you can see how long you have to wait before you can use your special ability again. To gather your feedback, this feature is currently enabled only for the Adventurer role.
In the safe camp, Rosie's saddlebags were moved closer to the fire to make room for an anvil needed for the new wagon set.
The game now saves up to 50 recent logs, which will help us narrow down what happened if you find a bug. The logs are located in %localappdata%lowOctofox GamesWild WoodsLogs
We've made the stone pillars stand out a bit more in the third boss fight.
The adjectives and verbs in the Thai text of the post-game summary were swapped so that they appear in the correct order.
Network performance when jumping, throwing resources, or knocking back enemies has been slightly improved.
There was no indicator (small white diamond) for the merchants in the safe camp to show that you could interact with them.
The cards for rerolling in the safe camp were not displayed to all players when they interacted with them.
The Continue button appeared too early, causing the black screen to last too long after starting a new run.
The user interface elements on the torches in the third biome, which were supposed to display their duration, were not visible.
If you were hit by a slow effect before you ever attacked, you would end up moving very fast afterwards.
The Friendship Bracelet upgrade could result in extremely high damage.
If you were kicked out of a room and tried to rejoin using the “Quick Play” button, the screen would remain gray after the loading screen, and you could only continue after restarting the game.
The cold zones in the third boss fight sometimes weren't properly removed if you lost the battle.
The porcupines' arrow volley has caused a number of visual glitches around tree stumps.
The Warm Clothes upgrade never actually reduced the speed at which you get cold at night.
When purchasing upgrades, effects were only played for upgrades that also increased the wagon's level.
Meow adventurers, 🐈⬛
As you can see from our roadmap, the next update is coming up pretty soon! We're therefore working at full speed on content for 'Upgrade Pack I' 🔥
Over the last month, we worked on several new gameplay features. These include four new player upgrades as well as a new wagon set. With the new upgrades, our focus was on giving you more ways to avoid taking damage 🛡️🐯
As for the wagon, we’ve been thinking about how we can better protect it. Since it’s usually at the center of the action, it was important to us that defending it not only feels logical, but is also interesting from a gameplay perspective and requires a certain degree of active engagement from the player 🙂
For the cats, we added a new shield mechanic. The “Healthy Appetite” upgrade, for example, grants you temporary extra protection whenever you receive more healing than your current missing health. The shield mechanic also opens up even more possibilities for us that we want to explore further in the future, such as short but powerful shields that decay automatically over time.
As preparation for making the game more interesting in the future, we also added the cooldown bar, which you will notice on your characters in the next update. By showing cooldowns, we can potentially introduce new upgrades that increase cooldown time while making the ability stronger. Without a visible cooldown, this could make it feel as if the character is not functioning properly. But if you have that information, you know exactly when you can use your ability again in a tactical way 🔥✨ (But don’t worry, right now, all abilities still work the same. You can just see the internal cooldown now 🙂)
We also developed a mechanic that will allow players to stun enemies in the future. Alongside the current options of knocking enemies back and slowing them, this gives us another tool in the toolbox to make combat a bit more tactical. The ability to stun enemies is meant to create more moments where you can catch your breath or coordinate more deliberately with your team 😮💨🙂
Next, we’ll be working on a new character role. Our main goal is to introduce another playstyle that clearly differs from the existing roles and works well in both solo play and co-op. We’ll most likely use this opportunity to test some of the mechanics mentioned above right away 🦁
Wishing you all a pawsome day! ☀️✨🐈🍦
Hey everyone,
we just released a new patch 🥳
- We have made the safe zones in the boss fight against Ixe more clearly visible.
- The safe zone in the third boss fight has been slightly enlarged.
- The first boss fight sometimes failed to start.
- The Adventurer was not able to knockback big enemies with his special ability.
- The Frog Queen had no cooldowns on her wave and smash attack.
- The Frog Queen should not be attackable before the fight begins.
Have a pawsome day! 🦁🐻🦊
Meow adventurers,
a new patch is live 🥳
- In some cases, the Adventurer and the Herbalist could no longer knock back enemies.
- After a HotJoin, the resource counters sometimes did not display all values.
- The Hamster Totem didn't work during the first boss fight.
- The campfire in the second biome was sometimes missing.
- On clients with a bad connection, it sometimes looks like enemies are healed when hit.
Hope you have a pawsome day! 🐯🙂
Hey everyone,
A new patch just went live 🥳
- When you exit the game, it will now be more clearly indicated if you haven't saved your progress yet.
- The introductory text for the third biome has been updated in Italian.
- The last knives in the Blade Slinger's combo can now hit a target multiple times. This allows him to attack individual plants and enemies much more effectively.
- If you started a new game immediately after finishing one, or joined a game that was already in progress, the player interface may not have appeared.
- In some cases, character and enemy animations did not play correctly.
- Enemies should now be less likely to get stuck somewhere and hinder your progress when they flee.
- The Herbalist could knockback big enemies with his last combo hit.
- "Cat naps are for the weak" could trigger for clients even if they visit the camp.
- The chest of the challenge badge trader was sometimes open before you reset your badges.
- The player ring indicator was not shown correctly at the river in biome 1.
- Sometimes the wind noises didn't stop even after defeating Ixe.
- In some cases, the wrong foot sounds were played.
- The "Queen Bee Potion" bee was often displayed incorrectly for players who joined later, resulting in visual glitches.
- On clients with a bad connection, it sometimes looks like enemies are healed when hit.
Have a pawsome day! 🐯
Meow adventurers, 🐯
We’re happy to see that so many of you are enjoying the new biome! Thank you for your valuable feedback, ideas, and bug reports. We also appreciate your Steam reviews. All of that is super helpful for our ongoing development process 🙏🤗
The release of the new biome at the beginning of March marked a BIIIG milestone. From deciding on an idea to the final biome, this is the feature that has taken us the longest to complete so far. Although we enjoyed working on the biome, we’re now excited to focus on different content 🙂
Based on your reports and feedback, we released two smaller patches in March. There is still plenty more to fix, though.
No matter how hard we try to avoid crunch times, things always get a little hectic before a big update. That's why we took a few days off in March.
Yes! We finished the new roadmap! ✨🥳
You can see all of the big milestones that we have planned for the rest of the year. As with last year, we may adjust the roadmap every now and then based on feedback and iterations. We may also add content that is not currently shown on the roadmap 🦁
Unfortunately, the translation is taking a little longer this time. In the meantime, we have the English and German versions ready.
These smaller updates will include additional player and/or wagon upgrades.
A new playable character role.
It's time to introduce you to the story and its background. Step by step, you'll collect old fables that reveal more about the world and lore of Wild Woods.
The big goal for the end of the year: Meta Progression. We want you to gain something from every adventure you go on.
We’re working on the next update. This time, we want to expand the wagon and player upgrades. This involves designing, prototyping, and testing new content.
We'll share more details with you as soon as they're finalized 🤗
Have a pawsome day! 🐈🐅🐈⬛
Hello everyone,
a quick Hotfix just went live:
- The "Untouchable" and "Cozy kitties" achievement conditions were swapped.
- Boomberry & smelly berry explosion VFX were rotated incorrectly.
- The Potion Station's "Queen Bee Potion" upgrade did no damage to enemies.
- The Hamster totem did not have any function in the 3rd biome's boss battle. It now collects resources and stores them in Ixe's kettle.
- On clients with a bad connection, it sometimes looks like enemies are healed when hit.
- Sometimes wind sounds keep playing after defeating Ixe.
Have a nice weekend! 🐯🌞
Meow adventurers 🐯
It’s been a few days since we released the new biome. Thank you all so much for the feedback and bug reports! It is very much appreciated and super helpful! 🤗
Among other things, the patch includes an adjustment for the 'Cozy Kitten' achievement. To earn this achievement, you now only need to avoid getting two snowflakes. Best of luck chasing it! 🍀
- The “Cozy kitties” achievement now only requires that you never get two snowflakes.
- The Fire Sparks & Thunderbird Totem's damage now scales throughout the game so that it remains useful later on.
- The Big Box of Boom-Doom upgrade now provides a larger damage increase to the turret.
- The area-of-effect Porcupines do attack more often now.
- We slightly reduced the collection speed of the Hamster Totem.
- The cannon scaled much more than intended the longer the journey lasted.
- The bosses' health now scales in Endless Mode.
- When you moved the mouse pointer off the screen, the character stopped immediately, which made it almost impossible to play at the edge of the screen with mouse and keyboard.
- The Multi-Charge Boar immediately charged at players after appearing.
- Picking up the gold resource at the beginning of the Snowsickle Peaks biome incorrectly triggered the hidden achievement “Chasing Waterfalls".
- The speech bubble indicating that there are challenges to complete was sometimes in the wrong place.
- The arrows shot by the Porcupines with an area-of-effect attack weren't synchronized correctly with the damage area indicator.
- The speed of the Hamster Totem was not improved when the Totem Booster upgrade was purchased.
- New achievements were not displayed with the correct text in the Steam client.
- We have removed a loophole that made it too easy to earn the “I Bow to no Wind!” achievement.
- It was not possible to get the “I Bow to no Wind!” achievement as a client.
- On clients with a bad connection, it sometimes looks like enemies are healed when hit.
- Sometimes wind sounds do not stop after defeating Ixe.
Stay wild and pawsome! 🐈🐈⬛
Hello everyone,
Before we start our Monthly Dev Log, let's address the most important question: When will Snowstickle Peaks be released? 🙂
We will announce the exact date, along with our brand-new trailer, this Friday! ✨🥳
We can’t wait for you to play the new biome and hear your feedback! 🥰🤗
And now, let’s head into the Dev Log for February:
The final stage of creating new content always includes a lot of playtesting. This allows us to balance the game and identify bugs. After a play session, we try to fix and polish everything. And then, rinse and repeat 😅 Alongside the new biome, we’ll introduce new game mechanics that will increase the difficulty in a different way and extend your adventure. At the same time, the balance of resources, health points and new enemy variants should still feel fair and be enjoyable.
To get more feedback from different players, we have received diligent support from our playtesters, moderators, and external partners 🙏💚
The upcoming update will introduce new enemy variants. Although they may look familiar, they behave differently and bring new challenges 😮
Creating a completely new enemy would require developing a new gameplay concept, 3D model, 2D texture, sounds, animation, effects, AI behaviour, and much more.
A lot of tasks and time for only one new character. For example, every character needs a walking animation, which is complex to implement but necessary. However, this wouldn't introduce new gameplay. With the enemy variants, however, many of these tasks had already been completed. And, the time saved could be used to design 3D models for the third biome.
The adjustments were intended to make the familiar biomes more interesting for both new and experienced players. The latter meant that we had to adjust elements that strongly affect gameplay, such as new attacks and enemy behaviour ⚔️🛡️
Our goal was to create five new variants with the new update, and we can’t wait for you to see them all in action. We think that this improves the gaming experience much more than introducing only one new enemy 🙂
Final sprint for the third biome: preparing everything for the release, coordinating with our publisher and marketing.
Once the upcoming update has been released and we have received your feedback, we will sort and prioritise the plans for the rest of the year.
Once those plans are finalised, we will update our roadmap. We hope to present the new roadmap to you at the end of March.
Wishing you all a catastic week! 🐯🐼🦁
Meow adventurers,
Welcome to our first Monthly Dev Log of 2026! 🎆
Since all our work currently revolves around finishing the third biome, we’re breaking our usual “What we’ve been working on” and “What happens next” structure and dedicating this entire log to the biome and its evolution ☃️
We also hope you don’t mind that this one’s a bit longer than usual, we just had so much on our minds to share with you 🙂
Back in May, we asked you for ideas for a cold biome. Many of your suggestions were surprisingly close to our own ideas, and that’s exactly what encouraged us to plan the third biome on a much larger scale. Snowsickle Peaks is meant to feel like the top of the world: dangerous, freezing, and far above everything else 🥶 From a gameplay perspective, it also needed to clearly distinguish itself from the first and second biomes. For the first two biomes, we had plenty of ideas as well, but often we simply didn’t have the time to turn them into truly new mechanics (something we want to change going forward).
Originally, we wanted the third biome to be cold at all times, forcing you to rely on fire permanently. In playtests, however, that felt more like constant stress than an interesting decision. The idea isn’t gone, we see it more as an option for a later challenge, when you can deliberately choose “I want to suffer” 🥶
Next, we experimented with fire bowls: scattered heat points that you can light, so warmth forms a kind of network of safe spots along the route. In practice, this quickly turned into a balancing nightmare: too many bowls and the cold doesn’t matter; too few and it becomes frustrating. With our procedural world generation, it would also have created a placement problem.
So we needed a tool players can truly control: the torch. You take it from the wagon, carry it with you, and can place it wherever you want. It provides warmth and can thaw frozen resources. In an early version, the torch was a real temporary weapon you could swing. But playtests showed that many players prefer fighting with their own weapons. The torch wasn’t meant to replace your weapon, so we fully focused on warmth and placing it in the world.
Once we committed to the torch, we could design the world more freely again. Initially, we had two concepts on the table: traveling along the side of the mountain with a constant drop on only one side, or traveling along the ridge at the very top. The first option turned out to be much harder to implement than expected and didn’t give us the freedom we wanted. In the end, it made more sense to drive along the mountain ridge, because it let us convey the illusion of height and vastness much better 🔝🏔️
Wild Woods supports local co-op, online co-op, and combinations of the two. All mixed setups need to work: two players local, two online, different latencies and effects, sounds, animations, and the world still has to stay as synchronized and clean as possible. That’s why we test new mechanics briefly in Unity first, then locally by running the game twice on the same machine, and at least once a week in a real online session with the entire team, because that’s the only place you’ll see the issues that slip through in smaller setups. Before bigger releases, we also get support from an external team that tests the entire game for several days. On top of that, we’re helped by a few community members who have found major bugs so many times before anyone else even noticed them 🙏🏻🥰
What people often don’t see from the outside: as a small team, we rely on external support for sound, animation, VFX, and writing. That means many building blocks come together at different times and require a lot of coordination. Mechanics and level layout might already be in place, but it’s only when sound, animations, and the final visual details come together that it truly feels “finished.” Those are the moments we love most: when everything suddenly clicks, and individual parts turn into a real biome ✨
Of course, there were still several other mechanics we would have loved to implement for Biome 3. For the torch alone, we also built an entirely new system that lets us temporarily swap out weapons, and that’s exactly the kind of system we want to expand and bring to life more in the future.
In the end, a large part of the mechanics had to bow to the realities of production, we already mentioned the extensive multiplayer testing. On top of that, there were recurring topics outside of the third biome as well, like the Anniversary Update we implemented spontaneously, or the security vulnerability in the Unity Engine that we had to fix immediately, which unfortunately triggered additional follow-up work, and many more things. With the Anniversary approaching in December, we made a deliberate call: rather than rush the third biome, we chose to put our energy into a dedicated in-game event and give Snowsickle Peaks the time it needed 🙂
Still, we believe we achieved our main goal: Biome 3 should feel clearly different, not just visually, but also in terms of gameplay. With the torch and the melting mechanic, we have something that defines the biome and gives it a distinct character of its own 🌨️🔥
Since this January, the core team has also grown by 25%, which means we’re back to four people 🥳 Right now we’re in the final stretch, putting the finishing touches on the new biome so you’ll be able to play it yourselves in March 🔥😯💯
With the third biome nearly finished, we’ll be updating our roadmap in the next few weeks.
If you made it this far, thank you so much for reading, have a great one! 🤗🥰
Hey there,
The year is almost over, and we’re getting ready for our holiday break! 🎄🥳
Before we start recharging our batteries, we want to say thank you once again for your active participation during the community event 🤗
We also truly appreciate all the feedback you share, whether it’s on Discord or Steam. And yes, we see the negative comments as well. In many cases, we even agree with you, we also want more content, more replayability, meta progression, skins… basically, more of everything 😅
With all the energy and time we have, we’re doing our best to deliver as much as possible as soon as possible. At the same time, we’re only three people (read on for an update on that), trying to find a healthy balance between working hard, avoiding crunch, and, most importantly, not losing quality. That’s why we prioritize one task after another, while still aiming to give you a good mix of new content, QoL improvements, and relatively short update cycles.
To keep you updated on our work until new content is ready to share, we try to give you as many insights as possible through our Monthly Dev Logs. So before we head into our break, we’d like to share the final Dev Log of 2025 with you.
With the event, we wanted to bring you a bit of extra joy and try something different. We briefly had to pause work on the third biome for it, but we think it was absolutely worth it. Seeing you smash the goals so quickly was incredibly fun - and once again, much faster than we expected! 🔥
The rest of our time was dedicated to the third biome, with a focus on improving the boss fight. Slowly but surely, everything is coming together, and more and more elements are reaching the stage where they can be polished and refined ✨
Our main focus is on preparing everything needed to start external testing for the third biome in the beginning of the new year. The first tests already begin over the holidays 🎮
We’ll also be taking some time to recharge and gather the energy needed for the final steps of Biome 3. Because of that, things will be a bit quieter on our end until we’re back. Feel free to keep sharing feedback and reporting bugs as usual, just please be patient with our replies.
Last but not least, starting in January, the core team will become a quartet again! We’re excited to welcome a new programmer to the team 🤗
Thank you for an amazing year together. Without you, Wild Woods wouldn’t be as pawsome as it is 🤗🥰 If you’re celebrating, we wish you a wonderful Christmas. If not, we hope you have a lovely time as well! 🤶💚
And with that, we already wish you a great start to the new year. See you next year! 👋🎆🐈⬛
Meow!
Oh wow, you are so fast: You crushed both community goals and unlocked two new skins! Congratulations! 🥳🔥
Honestly, that was way faster than we expected. We spent quite some time deciding on the different goals, but what we didn’t account for was how many new players would join us during the “4 is a Party” Steam event 😅 And all of you together ended up playing a lot of Wild Woods! 🐈🐯🐆🦁
A warm welcome to everyone who joined our lovely community over the last few days 🤗🥰
We hope you enjoyed our little anniversary event and had fun collecting all the gifts. If so, maybe it’s something we could repeat in the future.
Until then, stay wild and pawsome! 🌞✨
Today is a special day, because we’re…
That means one full year of cat adventures, fighting rabbits and badgers, gathering tons of resources, and of course guiding Rosie safely through the forest 🐰🪵🐗
We’re so proud of everything we’ve accomplished this past year, and so much of it wouldn’t have been possible without you, our pawsome community!
So here’s a big virtual hug and huge thank you to everyone who supports us (some of you even before we entered Early Access)! 🤗🫂🥰
Six new languages - Miao, Miau, Miyav, Mňau, and Няв! 🐯🐆😺
Kunai Cat and Herbalist - our two “newer” roles
Hot Join and the Save option - your most requested features 🔥
A lot of bug fixing
Cats - no explanation needed 😉
Last but not least, you!
To celebrate together with the whole community, we thought it would be fun to run a little challenge for all of us: Starting today, chests and special enemies will drop small gifts that Rosie is eager to collect. Every single one of them counts to a global community goal! 🫶
If all of you manage to gather enough presents by December 31, you’ll unlock some charming new skins for every Wild Woods player. Let’s see how far we can get - and have some fun along the way! 💯🎮🔥
A quick look at our roadmap shows there’s still plenty we want to add, fix, and polish. Of course, at the very top of our list is the third biome 🏔️❄️ As we teased last week, we also have something new to share with you:
Wishing you all a catastic day! 😸🐈⬛🐯🐘🐼
Hey everyone,
Our newest patch has just gone live! It includes our 1-year anniversary challenge and some bug fixes 🎂
Chests and special enemies will drop small gifts that Rosie is eager to collect. Every single one of them counts to a global community goal!
Kingslayer title no longer is granted for having the last hit on one boss
The Star Wanderer character skin now glows only in the dark as intended.
The collected coins are now counted correctly.
It sometimes looks like enemies are healed when hit on clients with a bad connection.
If you quickly navigate back in some menus when opening them, you may get stuck in the navigation. In most cases, the only solution is to restart the device.
We hope you have lots of fun collecting all the gifts! 🎁✨
Hello everyone,
We hope you’re having a great start to the pre-holiday season! While keeping ourselves well-supplied with gingerbread, here’s what we’ve up to the last weeks:
Over the last week, Steam asked you to vote for your favorite games of the year. We also suggested our little forest game - and many of you used the opportunity to leave a review for Wild Woods. We received so many that we were completely blown away 😲🥰 We just want to say a huge thank you for being such a kind and wonderful community. Thank you 💚🙏
Most of our time recently went into the new boss and its arena. The boss fight itself is now roughly 90% complete in terms of mechanics and programming 🥳 We’re still waiting on some sounds, music and visual effects that will be created by externals.
Biome 3 in terms of gameplay still needs a lot of internal testing balancing - especially the new biome mechanics. Right now even we sometimes struggle to reach the boss 😅
On top of that, many level parts are still a work in progress. But it will take some more time to get to the quality we want it to have and still hit our deadlines.
For this month, we thought it might be nice to treat something different: instead of always showing you new visuals, we’ve got something for your ears: take a peek (or a listen 🎶) at what awaits you in the cold, snowy mountains of Wild Woods on our Discord.
Our main focus in the last weeks of this year is to tie up all loose ends of Biome 3 and get it ready for external testing 🎮 One good example of these “loose ends” is our plan to make variations of the existing enemies (instead of completely new ones). Even though we decided to expand our existing enemy roster by variations - a choice that makes sense for our small team - it is still quite a challenge to integrate all the necessary changes for a proper biome release. Maybe we can even give you a new sneak peek before Christmas 🤞🎄
Last but not least: we’re also working on a small surprise for next week … so stay tuned! 😲🔥🥳🤗
Heyho everyone! It's that time of the year again - the Steam Awards are right around the corner! Obviously we are the best game you ever played in every category possible - period ... but to be fair, generous and let other games have a chance as well, we decided to only ask you to vote for us in the "Better with Friends" segment *cough* ... Ok, honestly now - We think every game is better with friends - but Wild Woods in particular and we hope you share our opinion enough to secure your vote. (Feel free to vote for Wild Woods in other categories as well, though.) Best Regards - and many thanks, Daedalic Entertainment & Octofox Games
Meow! In our last Monthly Dev Log, we mentioned that we might be onto something regarding the Unity bug. We didn’t expect to have news for you this soon, but we’re definitely not complaining! 😅 With this patch, the crashes should no longer occur 🥳
One major reason for that was definitely your help! Thanks to everyone who reported the bugs and diligently provided us with more details when we asked 🥰🔥🤗
added a short grace period before cold effects are counted to improve the experience for players pursuing the “Cozy Kitties” achievement.
the recent Unity security patch (0.2.2) led to crashes on some systems.
locked skins were available in the lobby.
restarting immediately after finishing or aborting a run could cause the boss to spawn at a random location.
in some cases the no-damage title "Dancing..." could appear without the corresponding achievement "Untouchable" being granted.
Have catastic day! 🦁🐯🐸🐶🦊
Hello everyone,
We hope you all had a great Halloween! 🎃 Fitting the theme, we spent the past month dealing with a rather spooky bug 👻
If this bug happened to you, it’s quite obvious to see: the game crashes 🎮💥
Unfortunately, the cause isn’t that obvious to find. We highly suspect it’s related to changes from a recent Unity update.
We know the crash occurs when the game tries to access a piece of memory that has already been freed (the application no longer “owns” that memory, so the operating system blocks access, resulting in a crash).
Rolling back is not an option, as the update was necessary to close a security vulnerability in the engine itself and Steam announced to take actions if games do not fix this.
As with every reported bug, we tried to reproduce it. Unfortunately, on our own computers with various hardware setups, we haven’t been able to reproduce the crash yet. So we're unable to narrow down what line of code (if it's only one) actually causes the crash 😕
We keep a close eye on all your bug reports while researching if others encountered similar issues (and maybe have a solution).
We work together with some catastic community members (who sadly experience these crashes) to gather more information.
We might already be onto something! 😯 Once the fix is confirmed, a new version will be tested and rolled out on Steam. Sorry again for the trouble, we hope to fix the issue as soon as possible! 🤗
Up to now, we’ve talked about the new setting, a new boss fight, and showed you the torches. What we haven’t mentioned yet: Steam Achievements 🏅 We’re currently working on new achievements you can unlock while fighting your way through the snowy mountains ⚔️⛰️
Stay wild and pawsome! 🐯🐆🦁🐼
Hey everyone,
We've just uploaded a small patch containing a bug fix.
Unity security vulnerability closed.
There was a security vulnerability in games created with the Unity Engine (since 2017). There is no evidence that the security vulnerability was exploited, and there was no impact on end users. You can find more information here: Unity Forum
Hope you have a wonderful day! 🥰🌞✨🐆
Meow adventurers,
Thanks to your feedback and bug reports we were able to fix some issues and improve the game. We really appreciate your dedication and support! 🤗🥰
In the camp, trading is now no longer divided according to resources but according to buying and selling. This should prevent people from accidentally selling when they actually wanted to buy, and vice versa.
If you restarted the game right out of the lobby after a run, the upgrades and shrine buffs were not reset correctly.
After a run, it was possible to buy higher-value wagon upgrades directly, but these had no function until you had purchased the predecessor.
If you wanted to throw a Boom or Smellyberry as a healer, errors occurred.
It sometimes looks like enemies are healed when hit on clients with a bad connection.
If you quickly navigate back in some menus when opening them, you may get stuck in the navigation. In most cases, the only solution is to restart the device.
Stay wild, stay pawsome and have fun in the Wild Woods! 🌳😺🐯🌞
Hello adventurers,
After wrapping up the last big update earlier this month, our focus is now on tackling the third biome again!
We’ve adjusted the release window for the third biome to Winter 2025/26 (originally Q4 2025). While we’re still aiming for Q4, we can’t promise it at this point. We want to be transparent with you, so we’d rather communicate the change now than at the last minute 🤗🙏
Our publisher Daedalic will be in Bangkok from October 16–19. At their booth, you’ll be able to play Wild Woods! If you have feedback, our colleagues are happy to bring it back to us after the con 🥰
We’ve been looking for ways to bring more variety to the gameplay. With our resources we’re kind of limited, but with the enemies, we’re not. We’re working on adding new enemy abilities to create interesting mechanics and more variety in fights 🔥⚔️
Building a new biome comes with a lot of tasks, for example, matching the environment to the snowy theme, or adding a new boss. We hope to give you more insights soon!
We’ve implemented a new system that allows your cat to pick up different items or weapons regardless of their role. This can happen at any point during a run and will temporarily replace your weapon. In addition, it allows us to create temporary weapons with unique attacks or abilities, or more items you can interact with. Think of a bandage to treat your teammates 🩹🤕, or changing colours of resources to unlock a new shrine mechanic (just ideas for now ☺️).
In the video, you can see how we use the system for a torch. Any guesses on how that might come in handy in the snowy third biome?
We wish you all a catastic day! 🥰🌞🌈😺👑
Hello adventurers,
We’re excited to share the next major update with you: Hotjoin and Save Games! 🥳🔥💯
With Hotjoin, you can now join an ongoing party via room code, quick join, or a Steam friend invite (the latter only works if you haven’t started the Wild Woods yet or are still in the main menu). After choosing one of those options, you pick your skin and a role. Afterwards, you'll see the others, and with one more click, jump straight into the adventure 🐯🌲🦁
We know connecting may still be tricky for some, but this feature should already add value to your gaming experience 🤗 We’re also planning to add Hotjoin to local games in the future, which will require a different system.
From now on, every time you leave camp, your run will be saved automatically. When you load the game, you’ll start right after camp. The save file will be deleted once you finish the run (win or lose).
If you play as a group, everyone gets their own save file. You can continue your run with the same team, with others, or even solo. In the future, we’d like saves to happen when entering camp, but that will require changes to world generation.
The host can now kick players and block them from the current run, preventing anyone from repeatedly trying to rejoin.
Hot Join Feature: It is now possible to join games that are already in progress.
Steam Friend Invite: It is now possible to join a game played by friends or be invited to one via Steam.
Save Feature: Every time you leave a camp, your game progress will now be saved. You can continue playing these saved games both online and offline. The saved game will be automatically deleted once a round has been completed.
Group Management: The host can now remove players from your current session and change the visibility of the session while playing.
New network option entry for setting the default room visibility in network lobbies.
New network option entry to hide the room code in an online lobby. Useful if you want to stream your game.
New jumping into the water and cutting gras effects.
New menu for selecting the player skins in the lobby.
Unified some ui elements, like popups and buttons.
In Safe Camp, everyone no longer has to sit around the campfire for the game to continue. Instead, a timer starts as soon as at least half of the players have gone to sleep.
The in-game pause menu now shows the region, room code and privacy state of the current game.
You can now always see the currently selected region in the online menus.
Obstacles along the way like treetrunks are now highlighted more clearly.
The boxes in the elite event now throw away resources that are lying beneath them when they land.
Boss upgrade rewards will now be replenished using regular upgrades when there are no special boss upgrades available.
Attention! Due to a bug in the last game version, players only took half damage on all difficulty levels.
Totems are now thrown out of their station when the wagon takes damage, instead of simply falling directly to the ground.
Some Wagon & Rosie upgrades no longer perform their actions if the corresponding station is damaged. For example, the Turret or the Wave Defense upgrade.
Sometimes it wasn't possible for everyone to participate in the battle against the second boss.
Pressing Alt F4 during gameplay caused the game to crash.
Sometimes enemies lost their target and simple stood still.
An invisible mouse cursor could still select elements on the user interface.
If no wagon skin was ever selected and the language was changed, an error could occur.
Brook, the badger boss, played his defeat sound a little too early.
Sid played her appearance sound a little too early.
Players could no longer be knockedback in the air by enemies.
Players only took half damage on all difficulty levels.
It sometimes looks like enemies are healed when hit on clients with a bad connection.
If you quickly navigate back in some menus when opening them, you may get stuck in the navigation. In most cases, the only solution is to restart the device.
We can't wait to see your ✨ new high scores! ✨ Now that you can save your game, nothing should stop you from playing endless mode for hours on end! 🔥 😄
Wish you all a catastic week! 🐈⬛🤗💚
Hello adventurers,
we hope you’re all having a great summer! 🌞 Since HotJoin remains our top priority and keeps us busy most of the time, we’re dedicating this DevLog to the feature itself and want to share some deeper insights with you:
The It's easy, you just have to add XYZ phenomenon.
For HotJoin, we first had to find an approach that reliably works with our existing multiplayer architecture. We tried three different approaches—and only the third one turned out to be viable.
Our game is split into multiple scenes. Before the refactor, there were essentially two: a Menu scene and a Game scene. For HotJoin to make sense, we wanted players to choose their skin and role before joining.
In 0.1.4, the lobby lived in the Menu scene. When everyone was ready, all players switched at the same time to the Game scene. The game waited for everyone because loading game-relevant data happens locally on each system. In the Game scene, we then loaded the network objects—everything the cats interact with.
Keep the scenes as in 0.1.4. The host sends the necessary information on request to late joining clients who want to join from the menu.
Result: Acceptable for one client. Multiple simultaneous joins led to synchronization errors between clients. On top of that, the amount of data we needed to send with this approach was too large 😥
We added an additional Data scene containing all important network objects that clients need for HotJoin.
Result: Unfortunately, our multiplayer plugin synchronized all objects with the clients by default, which made a data scene pointless 🥲 While people were still in the lobby, you could already hear the rest of the group fighting evil badgers. The integration of Steam Friend Invites also showed that a Data scene alone would not be enough. We needed a different approach 🤔
We decoupled the Menu scene completely from the networking layer and moved skin and role selection into a separate Room scene. The required network objects can be preloaded there, and late joiners can fetch all the information they need for a consistent entry.
From approach two, we learned that while all objects are synchronized by default, you can disable synchronization for specific objects. In the room scene, we therefore only load the essential objects. Only when the countdown has expired do we synchronize the rest of the world, and the group or individual hot-joining clients switch to the game scene in a controlled manner.
With the new structure — Menu → Room scene (selection & warm-up) → Game scene — we were able to reduce waiting time by loading important objects before entering the room. We also now have a standardized entry path that we can target both via Steam Friend Invites and save games (everyone always loads into the room first) 🥳 As they say, hindsight is 20/20. If we had known right away what wouldn't work, we would have started with the third approach 😅
Okay, enough talk — time to put the final touches on HotJoin. You’ve been patient, and we can’t wait to get it into your hands very very soon 😲🥰🐯
Hello everyone,
Summer is vacation time — and yes, we took that to heart! 🌞🏝️😴 Over the past month, we’ve been taking things a little slower and recharging our batteries. But don’t worry, the team will soon be complete again, and we’ll be back in full swing! 🤗
One of our most requested features is finally taking shape: HotJoin. We’ve made great progress, and while it’s not quite ready yet, we’re definitely getting closer day by day 🥳 Since HotJoin lays the groundwork for SaveGame, that feature is coming along nicely as well. We hope to share more concrete updates with you very soon! 🤞
We’ve also continued work on the third biome. And while the temperatures outside might keep climbing, we’ve got some cold views for you ❄️🥶
Continue working on HotJoin and SaveGame
Continue development of the third biome
We wish you a relaxing summer time (hopefully with a little less rain than here in Hamburg 😅)! 🌞🍨🏝️
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Wild Woods, 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 Wild Woods 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.