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Wobbledogs News

Achievements Coming Soon!

Hey everyone!

I'm working hard on getting everything ready for next week's full launch and I'm hitting the point where I need to test out Steam achievements. Because the game is already live there's no way to do this without setting the achievements live as well.

So from now until the 15th when the game launches for real, you might see associated Wobbledogs achievements without actually being able to unlock any of them. This isn't a bug, it's just what I have to do to test them! But don't worry, any achievements you've met the requirements for will automatically unlock for you once the next update goes live and you launch your file again. You won't have to re-do anything. I appreciate your patience in the mean time!

And don't forget, the game's price is going up slightly with the full launch so if you've been waiting to pick it up, this is a great time to do so!

Talk to you all again next week!
-Tom

https://store.steampowered.com/app/1424330/wobbledogs





Release Date Announce!

Hey everyone!

Wobbledogs has been in Early Access for a little over a year now. During that time it’s gotten over 40 updates of varying sizes. The game’s improved a ton, and everyone’s feedback has been critical. You’ve all found bugs, offered up suggestions, and helped me grow this game into something truly special. There’s still much more I’d love to do, but Wobbledogs is finally nearing that point where it has all the pieces in place it needs to be a complete experience, and so I’m extremely proud and very excited to let you know that the game will be leaving Early Access next month on March 15th!

So what does this mean, exactly?

Well most of all, it means there’ll be a nice juicy update waiting for you. I’m working hard on it as we speak and I think there’s really going to be a lot to love. This update is gonna include:
  • Full localization into French, Italian, German, Spanish, Chinese (simplified and traditional), Korean, Russian, and Japanese!
  • Steam Achievements!
  • More dog genetics!
  • New decorations, foods, and flora!
  • Bug fixes, quality of life improvements, AI tweaks, and more!


I don’t wanna spoil any specifics just yet, but I’m excited for everyone to get their hands on it.

I’d also like to announce that even post release, Wobbledogs is going to be my full time job for a little while longer, so expect more big updates going forward with more content, more systems, and a lot more wobbliness.

When I originally put this game up on Early Access I had no idea how well it would do or how much real interest there would be. Because of that, I’d only planned on supporting Wobbledogs up until its official launch. I’m happy to say that the game has exceeded my expectations. There’s been a ton of ongoing interest and the community is thriving. If you look at the game’s Early Access blurb you’ll notice that I mention having no explicit plans to increase its price. Given that Wobbledogs today is bigger and better than it was a year ago, and given my plans to continue to support it with major post launch updates, Wobbledogs will be getting a slight price increase. The updated price will reflect the game’s current state, but will also help enable continued development. If you’ve already bought the game, this won’t affect you. You’ll still get access to all future updates at no additional charge. And if you haven’t bought it yet, you still have from now until March 15th to snag it at its original price!

Thank you all so much for supporting this project during its year in Early Access. I read almost every comment and it means the world to me to see people enjoying the game and having fun with their dogs. I hope you’ll all stick with me as the game continues to grow. There’s still much more to come.

-Tom

https://store.steampowered.com/app/1424330/wobbledogs





Patch v1.46


[h3]New Features:[/h3]
  • Den Upgrades! Your dogs now have a chance to periodically dig up little den upgrade kits. When you’ve collected one of these, you can click on a finished den and apply it to change that den’s exterior skin. There are 6 unique skins in total!
  • There’s a new button inside of Decoration Mode that lets you take control of your dogs’ AI when it comes to building dens. Since this game’s come out I’ve seen a lot of people struggling to get their dogs to behave exactly how they want when it comes to den construction. Some people don’t want their dogs to make dens at all, while others wish there were ways for their dogs to make even more. This menu lets you set exactly how many dens your dogs should try and construct in each room.



  • In Decoration Mode you can now change the scale of placed objects! The controls for this are bound to the mousewheel by default but you can update that in the Controls menu if you like. This should give way more potential for room customization, and I’m excited to see all the different things everyone comes up with! Please be aware that there may be some intractable objects that are hard for dogs to use at non-default scales. I’ll be keeping an eye on this going forward.



  • Ultrawide support! The UI in this game should now all be dynamic across all resolutions, and ultrawide resolutions should now be available to select from if you’ve got a monitor that supports that aspect ratio. As part of this I’ve also made vsync a togglable graphics option. If enabled (you MUST be in exclusive fullscreen mode for this option to be selectable), you can choose the refresh rate along with the resolution. I don’t personally own any non-16:9 monitors so I’ve been relying on others to test this for me. If you run into any issues, please file a bug report and I’ll look into it as soon as I’m able!

[h3]Game Adjustments/Minor Additions:[/h3]
  • New gameplay option to cap dog genetics. This checkbox will not actually change a dog’s genes, but it will cap the mutations that manifest in-game. You can use this checkbox if you’ve got ridiculously mutated dogs that cause performance issues by way of being too large or having too many legs. Be aware that sending someone a code for a dog like this will still potentially result in a non-performant pooch in the event the person who imports them does not have this box checked.
  • New standalone graphic for the food warning that displays at the start of the game!
  • When trying to pupate a dog inside of a den, the game will now expel that dog before pupating it directly after, instead of just showing you a warning message.
  • In order to stop people from getting themselves into trouble, the game now limits the number of simultaneous objects you can spawn in via a single console command.
  • The little popup that displays before you enter breeding mode now warns you that you will lose your unfertilized egg the moment you enter the simulation.
  • The options menu now deselects the AO checkbox when it’s grayed out due to postFX being disabled. That option is controlled by postFX so it cannot be independently turned on, and letting it potentially be grayed out while still checked was confusing.

[h3]Bug Fixes:[/h3]
  • Toggling between fullscreen and windowed modes should now correctly update the resolution display list.
  • The Garlic Bread object no longer references the localization string for Garlic Bulb.
  • When a dog poops inside of a den, the game will no longer try to move that poop to the room the den was built inside of.
  • Fixed an issue where if you’d cleared a default control mapping, the game would not actually save/load this.
  • Fixed a visual bug with controls mapping where if you added a keyboard binding to an action that already had a mouse binding (or vice versa), the new binding would not display upon reloading the game even though it would be active.
  • The game now correctly save/loads the last focused pen. This was always being saved but a bug in the save path meant that the saved value was being wiped directly after.
  • Multi-headed dogs now ignore collisions for held objects across all of their snouts instead of just the snout grabbing the object. This should make it much easier for them to grab and eat things.

https://store.steampowered.com/app/1424330/wobbledogs





Patch v1.45.1

Apologies to everyone affected by a bug from the last update that caused text fields to display either empty or with testing text. The localization plugin I'm using was automatically updating the game's language to the system language, and no actual localized text yet exists. I'd made sure there were no codepaths that updated the game's language, but I didn't think to check the plugin itself.

[h2] Bug Fixes: [/h2]
  • Game language should no longer auto-update to your system language on load. (English is the only language with full localization right now.)
  • Commanding a dog to sleep now correctly shows the text "sleep" rather than "speak".
  • Fix for dog thought bubbles not finding the name of the object you're telling them to interact with when that object is a placed object like a Doggy Bopper or TV.
  • Fixed softlock that would occur if you tried to hatch a dog that was too big to find a place to spawn into the world.


https://store.steampowered.com/app/1424330/wobbledogs





Patch v1.45

[h2]Wahoo![/h2]

Small update this time, but I've got some bug fixes to disperse and general info to share. I've been working hard since last time, but a lot of that work won't be visible just yet. As this game's 1 year anniversary looms ever closer, I'm looking towards bringing it out of Early Access! There's so much I still want to add, and so many wonderful suggestions from everyone that I could probably (but will not) keep working on this game for the rest of my life! I won't be able to get to everything, but I've got some fun new content planned for the game's full launch, and as of right now the idea is to do at least a few more content updates after that. No dates or concrete details to share just yet, but things are in motion!

For this update, the bulk of my work has been with preparing the game for localization. We're gonna have support for several different languages (no specifics to share just yet), which is something I'm very excited about! To get the game ready for this, I've had to go through every single piece of text in the game (the game isn't text-heavy, but there are a LOT of pieces of UI scattered around), put them all into a spreadsheet, and then make sure this text gets dynamically loaded via a unique ID. To help out the localization team, I've also had to add notes and context descriptions to many of these lines, which is a time consuming process! On top of that, I've had to implement support for changing languages (currently not available to players), which means supporting additional fonts with character sets for different alphabets. This has increased the game's memory usage a bit. It's nothing drastic, but it has gone up.

Since I've had to re-adjust every text field in the game, there may possibly be some instances of incorrect text showing up. I've tried my best to catch all of these that I could, but if you notice anything off, please file a bug report and let me know!

[h2]Game Adjustments:[/h2]
  • The tutorial phrasing has been slightly updated in several places.
  • The game should now update in-game text in several locations depending on which buttons are actively mapped to different commands.
  • Dog core life extension values have been universally lowered. I've found that many players overfed their dogs on cores to the point that they would essentially never die. These new values are still enough to noticeably extend your dogs' lifespans, but the effects are now not quite as extreme. I'll continue to monitor this change going forward.


[h2]Bug Fixes:[/h2]
  • Revisited how object dragging sensitivity scales based on the game's framerate. Before this framerate variations could result in some fairly massive differences in sensitivity, meaning dragging objects could feel very sluggish or much too fast. This update should unify these values and make object dragging smooth across all framerates. I'll be keeping an eye on this to make sure this doesn't introduce any new issues for anyone.
  • Fixed an issue where lower framerates could cause poop to spawn underneath the floor.
  • Fixed an issue where the storage option to bring out a dog core was disabled if you had 10 dogs in your pen. This button should now always show up when a stored core is selected.
  • Fixed a bug where a dog's body would display as a "High Quality Dog Core" after death.
  • Fixed a crash bug that could occur if the game attempted to compress a zero length byte array during dog import/export.
  • Claiming a goal that rewards you with an object unlock would previously display an incorrect text header if claimed after any other reward.
  • Fixed a bug where commanding your dog to sleep while it was playing dead would result in it sleeping with its eyes open.
  • Objects affected by the gravity machine no longer have the effects of the machine negated when bumping into a wall.


Thank you so much to everyone who's been playing and enjoying the game so far! I hope you all have a wonderful holiday season, and once I can share it I hope you enjoy the new content that's to come!

https://store.steampowered.com/app/1424330/wobbledogs