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The Wandering Village News

Development Update May&June

Dear Onbu Riders

It has gotten really hot here in Switzerland over the past few weeks, but we’re still hard at work on The Wandering Village 💦

We reworked and added a LOT of content to the game in the past two months.
A huge beta update is coming very soon. So now is a great time to sign-up for it if you haven’t done so already!

Here is a sneak-peek at what we’ve been working on lately.
Like every month, our artist Steffi was busily sketching up new building types:



And she also made assets for the new ‘damaged’ building state:



Our animator Markus animated pretty much all the buildings in the game. And new Onbu animations have been added too:



We finally found the time to address a long-standing issue of the game: Villager priorities!
Our programmer Micha put a lot of work into improving how our little villagers handle their tasks. Players now have a great deal more influence using the prio tool.

Our newly added ‘moving events’ on the world map needed another iteration too. Our programmer Na took on the difficult challenge to add some UI to make their movement more understandable:



She also added lots of other UI/UX improvements to the game, such as overlays and precalculated efficiency bars:



Our game designer Arno added a whole new system to the game: Knowledge points. These are required to unlock some buildings in the tech-tree. He also spent a lot of time rethinking our poison system and reworked many aspects of it, such as how the poison plants spread.

Our jack of all trades Roger wrote stories for event decisions, added various visual effects and UI improvements and recorded trailers for events in the past weeks:

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
Our sound designers Claudio and Nico created new Onbu sounds and reworked some of our music.

And me, I drafted lots of new events, buildings, new mechanics like Onbu digestion, added a separate tutorial area (thanks to Micha’s great tools) and designed some new crops:



This was really just a glimpse at all the things we worked on in the past 2 months. Lots of polishing, balancing, performance improvements, system refactorings and bug fixes kept us busy too.

While continuing the work on the game, we’re currently getting ready to show The Wandering Village at Gamescom. So if any of you will be there, it would be lovely to see you there!

That's all for today, we hope you enjoyed the update!
If you'd like to see more of the game, join us over on Discord :)

Cheers & Thanks again,
Stray Fawn Studio

Build cities on the back of a giant animal in The Wandering Village — coming to Linux

The Wandering Village, a city-builder set on the back of a giant animal is now confirmed to be having Native Linux support at the Early Access release.

Read the full article here: https://www.gamingonlinux.com/2022/06/build-cities-on-the-back-of-a-giant-animal-in-the-wandering-village-m-coming-to-linux

Development Update & Going Rogue Festival

Dear Onbu Riders

We're currently participating in the Steam 'Going Rogue Festival'. As part of the festival our demo is now live again for a limited time.

As for the beta, we have invited about 4000 people so far (first come first served).
We’re slowly starting to catch up with our long list of applications. Thank you for your patience!

Meanwhile our team is knee-deep in The Wandering Village development again 🙂
In the past two months we were kept busy with localising the game and refactoring (aka reworking) some of the game’s systems for better maintenance in the future. Since the Early Access release this year is hopefully only the start of the game’s life cycle, it’s important to keep the game (in this case the world map spawn settings) easy to use and expand. We also made some tests to get the game running on Xbox.

On the more visual side of things, our lead artist Steffi has started working on our art book!


And she painted some new buildings:


Our UI team drafted a first version of what decisions on the world map might look like. And our programmer Naemi implemented a first version of moving world map events!


Our animator Markus added lots of small movements + particle effects to many buildings:


Our Sound/Music team has added lots of new atmospheric sounds, extended some of the biome soundtracks and recorded new sound snippets for Onbu.
Lastly, our game designers have been doodling all kinds of ideas for new plants, resources and events 🙂


Thanks for stopping by and we wish you a nice weekend :D

Cheers & Thanks,
Stray Fawn Studio

Developer Livestream for Simfest 2

Dear Onbu Riders

A huge thanks to everyone who hung out with us during the dev stream today!
We have a second stream coming up on our store page tomorrow as part of the Simfest. So if you'd like to come and say hi, please set a reminder
On a side note, we recently dug through our old notes and screenshots of the game and found this super early walkcycle test of Onbu :D



If you'd like to see more of this stuff, join us over on Discord!

Cheers & Thanks,
Stray Fawn Studio

Developer Livestream for Simfest 1

Dear Onbu Riders

Just a quick heads-up that The Wandering Village will be taking part in the Steam Simfest next week.
We're planning two developer livestreams as part of the Simfest, so if you'd like to come and say hi, please set a reminder
And while we're here, let me give you a quick development update too!
In the past month we've been busy setting up our localisation system. We're finally done now and our beta testers are already hard at work to help with translations.

Cheers & Thanks,
Stray Fawn Studio