1. Wild Planet
  2. News

Wild Planet News

Dev Update – Slower Progress as I Move Forward Solo

[p]Hello everyone,[/p][p]I want to share an important update regarding the development of Wild Planet and what you can expect in the coming months.[/p][p]As some of you may have noticed, progress has been slower recently. That’s because most of the original team had to step away from the project some needed stable work, others lost motivation over time. I am now mostly solo on Wild Planet, working on it part-time, which naturally makes development more challenging and slower.[/p][p]Despite this, I’m still fully committed to bringing the game forward.
Wild Planet is not abandoned and i will finish what i started.[/p][h3]About the September Update[/h3][p]I will still try to deliver as much as I promised for September, but being solo now means I need to prioritize carefully. Some features will arrive later than originally planned. For example:[/p]
  • [p]Level 3 workbenches will be postponed to a future patch.[/p]
  • [p]One of the biomes may see a temporary slowdown in development.[/p]
[p]My main objective for the next major update is to bring high-impact, meaningful new content:[/p][h3]Swamp Biome (Main Focus)[/h3][p]The Swamp biome is actually quite advanced already:[/p]
  • [p]The entire layout is done.[/p]
  • [p]New systems like poison damage and poison-resistant armor are nearly balanced.[/p]
  • [p]New creatures are implemented and currently being polished.[/p]
  • [p]I’m mostly waiting for the final 3D models to come in.[/p]
[h3]Spaceport Area – New Field Biome[/h3][p]The Spaceport sub-region of a new field biome north of the map is progressing well:[/p]
  • [p]Layout is complete[/p]
  • [p]Population and environmental details are being added[/p]
  • [p]Still missing some “juice” and final touches, but the core is there[/p]
[h3]World Puzzles & Short Missions[/h3][p]A new type of interactive quests, short missions, and small puzzles will be spread across the world.
They’re taking shape nicely and should add more things to do during exploration.[/p][h3]NPC Town Improvements[/h3][p]The NPC village is also receiving significant updates:[/p]
  • [p]Quests[/p]
  • [p]Shops and more items[/p]
  • [p]Additional interactions
    This area will feel much more alive than before.[/p]
[h3]Christmas Event[/h3][p]If time allows, I’ll also try to bring a small new Christmas event for december.[/p][h3]Achievements[/h3][p]The achievements that weren’t working properly are on my to-do list for the upcoming patch as well.[/p][p][/p][p]I’m sorry for the silence and the slow progress lately there have been a lot of changes, as you can probably imagine. Thank you so much for your patience, your messages, and your continued support. Even solo and part-time, I will keep pushing Wild Planet toward a solid and meaningful 1.0 release.[/p][p]More news soon,
Vlad[/p]

Roadmap & Upcoming Update

[p]Hello Explorers,[/p][p]It’s been a while since our last update, and we wanted to share some honest news with you about the state of Wild Planet and where we’re headed next.[/p][p][/p][p]Since the last patch, things have been a bit quieter on our side. The financial situation after losing our publishing partnership hasn’t been ideal, and it limited our ability to push development at full force. Despite this, we’ve kept working in the background and reshaping the project to ensure it stays sustainable while still delivering the core vision we believe in.[/p][p]As part of this rescope, we’ve had to make some tough choices: three biomes that were initially planned are now removed from the roadmap. The final game will feature six biomes in total still plenty of variety and exploration, but with a tighter focus that allows us to polish each one properly.[/p][p]We are also reworking and removing some features that didn’t quite fit, while adding new systems and mechanics that should make the overall gameplay smoother, more rewarding, and fun. Our goal is quality over quantity, and this adjustment will help us reach that.[/p][p]We know news has been sparse lately, and we’re sorry for the silence. We didn’t want to share half-formed promises instead, we’ve been preparing for the next update, which we want to bring with proper new content you can actually play and enjoy.[/p][p]To give you a better picture, here’s what’s coming up:[/p][p]A general roadmap of the next phases of development is being polished and will be posted publicly for anyone interested.[/p][p]A few sneak peeks into the upcoming content and systems we’re working on while preparing the next update, we’ve been working on a lot of concept art and prototypes [/p]
  • [p]Tier 3 Technology & Benches – early sketches and WIP models for advanced crafting stations, unlocking new possibilities in late-game progression.[/p][p][/p]
  • [p]Base Building Concepts – experimenting with fresh structures and layouts to give more freedom and creativity when expanding your base.[/p][p][/p]
  • [p]Biome Research & Maps – refining the identity, resources, and exploration flow of the 6 final biomes.[/p][p][/p][p][/p]
  • [p]New Dungeons – we’re designing deeper, more atmospheric dungeons with unique challenges, rewards, and lore pieces to uncover.[/p][p][/p]
[p]These are still in development, but we wanted to share a small glimpse at how the world and its systems are evolving behind the curtain.[/p][p][/p][p]Thank you so much for your patience and support. Wild Planet is still alive and moving forward just at a slightly different pace than we first envisioned. We can’t wait to show you more very soon.[/p][p][/p][p]Stay tuned,[/p][p]The Wild Planet Team[/p]

patch EA 1.3.7.0

[p]Changed audio issues[/p][p]Changed the audio mixing for a better audio experience[/p][p]changed ui setting controls[/p][p]Fix to weather not being properly controlled by audio slider[/p][p]Fixes to typo and localization[/p][p]Changed the harvest time for a better experience[/p][p]Changed loot drop[/p][p]Fix to stairs not being placed properly
Fix to floors placement
Fix to pickup building problem[/p][p]Fix to multiple bugs[/p][p]Removed help and controls button from UI[/p]

HOTFIX EA 1.3.5.1

[p]HOTFIX EA 1.3.5.1[/p][p]-Fixed robot NPC dialog problem[/p][p]-Changed placement of dialogue choices UI Buttons[/p][p]-Fixed problem with weapon workbench not showing Warhammer[/p][p]-Fixed translation in russian of the stone pickaxe[/p][p]-Fixed collider with the log on top of the alien monolith tower[/p][p]-Fix to the animation of the Big Metal Node squishing the node down.[/p]

Patch 1.3.5.0 – The Road North, New Enemies, and First NPC Outpost!

[p]Hey explorers!
We're back with a major update focused on polishing the starting experience, introducing new features step by step, and laying the groundwork for future expansions of the world of Wild Planet.[/p][p]This patch brings a general overhaul of the starting area, including improved flow, new threats, first passes at localization, and… our very first NPC Outpost! Buckle up [/p][p]here's everything new in 1.3.5.0 👇[/p][hr][/hr][p][/p][h2]🚧 World & Exploration[/h2]
  • [p]A road system now connects biomes from south to north, improving exploration and navigation.[/p]
  • [p]Reworked the Abandoned Scientific Outpost:[/p]
    • [p]New buildings[/p]
    • [p]New enemies[/p]
    • [p]New loot[/p]
[p][/p]
  • [p]Added new alien monolith towers — mysterious structures requiring puzzles or platforming to reach. These will evolve into something bigger in future updates[/p][p][/p][p][/p][p][/p]
  • [p]Introduced a Survivor Outpost in the forest (Work in Progress):[/p]
    • [p]First pass of NPCs and environmental storytelling[/p]
    • [p]Will be expanded further in Patch 1.4 with deeper systems and level design.[/p]
[hr][/hr][h2]🤖 New NPCs & Enemies[/h2][p][/p]
  • [p]Introduced our first Mecha NPC Camps with 3 new robots: Camp Bots[/p]
  • [p]Added 3 new forest-dwelling creatures: Oculoras, each with three evolution stages[/p]
  • [p]Added a talkative NPC to the Mining Camp — find him and hear his story[/p]
  • [p]Removed Pippo from the forest — RIP little guy (for now 👀)[/p]
  • [p][/p]
[hr][/hr][h2]⚔️ Weapons & Combat[/h2]
  • [p]New melee weapon: Warhammer[/p]
    • [p]Deals AOE damage and stuns nearby enemies[/p]
  • [p]Adjusted weapon animations:[/p]
    • [p]Changed Rifle & SMG animations[/p]
    • [p]Updated weapon feedback and bullet FX[/p]
  • [p]New enemy hit reactions and screenshake for added impact[/p]
  • [p]Buffed stamina regeneration while inside your base[/p]
[hr][/hr][h2]🎮 UI, Feedback & QOL[/h2]
  • [p]First localization pass is live! The game now supports:[/p]
    • [p]🇫🇷 French[/p]
    • [p]🇷🇺 Russian[/p]
    • [p]🇯🇵 Japanese[/p]
  • [p]Improved general UI and added better building placement feedback[/p]
  • [p]Updated multiple VFX/SFX across the board for a more immersive feel[/p]
  • [p]Added subtle FX to trees and resource nodes for better visual clarity[/p]
  • [p]Changed respawn timing and reduced spawn rates for certain enemies and nodes in the field biome[/p]
[hr][/hr][h2]🛠️ Balance & Tweaks[/h2]
  • [p]Removed some Garoo and Mecha spawns in the field area to reduce early overwhelm[/p]
  • [p]Removed Scalamar from the canyon side of the field[/p]
  • [p]Added unique food items and rare loot to underground bunker crates[/p]
[hr][/hr][p]This update marks a big step toward deeper narrative, exploration, and survival mechanics. Expect more exciting additions soon—including NPC questlines, dynamic events, and more biome expansions.[/p][p]As always, your feedback is essential — hit us up on Discord or leave a review on Steam. Thank you for supporting Wild Planet![/p][p][/p][p]— Vlad & Yilmaz[/p][hr][/hr]