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Update v0.3.5: Notification frequency reduced and bug fixes

Palworld version v0.3.5 has been released!

===

▼Base Fixes
・The frequency of notifications for Pals stuck in the base was too high, so we have suppressed them
⤷ Notifications are now only displayed when the player is within the range of the base where the incident is occurring
⤷ Notifications for problems related to natural objects like rocks and trees will no longer be shown
・In some cases where a working pal is stuck, they will now work remotely from where they are standing

▼Bug Fixes
・Fixed a problem where pillars could not be built underwater
・Fixed a problem where the oil rig turrets were desyncing in multiplayer

▼Text
・Fixed a bug where simplified characters were mixed into the traditional Chinese translation
・Other minor text related bugs fixed

===

Thank you for your continued support of Palworld

The follow-up to Palworld could go 'beyond AAA', but Pocketpair's CEO only wants to pursue projects that 'are interesting as indie games'




Palworld's explosive success earlier this year made developer Pocketpair heaps of money, but its CEO would rather make an indie-sized game over something that could "go beyond AAA."..
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Palworld devs say they could venture 'beyond triple-a', but won't - Skull and Bones retains quadruple-a throne


Unsurprisingly, Palworld is making a whole bunch of money, but that doesn't mean PocketPair is suddenly going to switch to triple-a games.


Palworld isn't quite as widely spoken about as it was at the start of the year, but that doesn't mean it isn't doing well still. In fact, it sounds like it's printing money, at least according to PocketPair CEO Takuro Mizobe who recently spoke about the developer's plans in an interview with GameSpark (as translated by Automaton). It's pretty normal for studios to want to expand and hire more hands when they have a hit on their hands, but Mizobe said that PocketPair wants to see how far it can go while keeping development "on an indie scale." He went on to say, "Looking at global trends for triple-a games, it’s become difficult to develop a game with a large team and ensure it becomes a hit."


While Palworld was likely the game that put PocketPair on your radar, it has been making games for a while now. In fact, the success of its previous games is what let it make Palworld in the first place. Its much smaller title Overdungeon being successful meant it could make Craftopia, the success of which meant it could go on to work on Palworld. But Mizobe says that PocketPair isn't going to keep up this "snowball effect" for future games.

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'I can't thank streamers enough': Palworld developer's CEO weighs in on Japanese visual novel discourse in the wake of streaming controversy




If your first response to that headline was "what are these words, and why are they being put in that order?" That's understandable—the present discourse taking place in the Japanese gaming community is, after all, centred around a genre we don't get to talk about too often over here: The visual novel...
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Palworld's community manager says our 'dead game' fixation is ruining gaming: 'I don't think it really serves anyone to push gamers to play the same game, day in and day out'




John "Bucky" Buckley, community manager for Palworld developer Pocketpair, has waded into the "dead games" discourse once again. Speaking in an interview with the YouTube channel Going Indie, Buckley pushed back against the idea that the only measure of a game's success is how long it's able to maintain the highest possible player count. "I don't think it really serves anyone to push gamers to play the same game, day in and day out," Buckley said...
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