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Walk of Life News

Dev Blog: The Scavenger

[p]Halló![/p][p]We're still cobbling together the next content update, but we wanted to give you guys a peek at the role that will be coming to the game very soon:[/p][h3]The Scavenger![/h3][p][/p][p]This treasure seeker isn't afraid to get their hands dirty to get ahold of diamonds in the rough, and will spend more time rummaging through other people's bins than chatting with boring coworkers by the watercooler in a soulcrushing 9-5.[/p][p]The Scavenger is one of the first roles we envisioned for the game as a way of playing the game a little differently. The role spends most of their time scavenging for artifacts hidden around town, getting their hands on all sorts of junk and valuables along the way. Starting the game, the Scavenger will have access to two locations to scavenge, the Park and Clucker's. As you spend your rounds digging through the trash, you'll eventually discover an artifact![/p][p][/p][p]A mint condition Zhalizar?! Holy moly![/p][p]Each artifact may be pawned for a pretty penny. Additionally, each time you unearth an artifact, a new locations opens up for the scavenger to rummage through, each with different loot to find. For example, going through the trash at Clucker's, you might find a gift card for a free meal, while you might scrounge up CVs at Moo Moo Mart that you can hand in at the Job Office to increase your Work XP.[/p][p][/p][p]Finally, some items may be pieces of a larger whole. What could happen if you collect enough dinosaur bones? Guess you'll have to find out when the update goes live! It's happening soon, we promise![/p][p]Until next time![/p]

Dev Blog: Secret Missions & Security

[p]Ding dong! Dev blog delivery![/p][p]We just wanted to pop on by real quick and give you a sneak peek into some features we're working on for the next update. We've got two that are arguably somewhat thematically related, so we decided to give you a two-for-one. That's just because we love you, though.[/p][p]Now, let's take a look at the first one: Secret Missions![/p][p]Those of you that played No Time to Relax may be familiar with the concept of secret missions. Every game, a number of competitions are set in secret and revealed at the end of the game. These missions would pit players against each other, and reward only the player that best followed said objective, e.g eating the most fries in a game.[/p][p]To discover what the secret objectives of the game were, players could purchase a newspaper at the grocery store that showed it to them, but not the information would be hidden to other players. They'd then have to do their best to simply remember what they were. We're going a similar route in Walk of Life, but the newspaper is gone. The death of printed media, and all that.[/p][p][/p][p][/p][p]To learn what secret missions are in each game, you will have to find the racoons which are hiding in a random bathroom every round. If you find them, you may take a look at the secret mission dossier and see what the secret missions of the game are. But what about other players? Well, this is what they'll see:[/p][p][/p][p][/p][p]Get redacted, idiot! Go find the racoons yourself, you good-for-nothing intel-moocher! We hope that the secret missions will add a little spice into your games and make you do some weird stuff if you want to maximize your chances of winning![/p][p][/p][p][/p][p]Now, onto the next new system: Security![/p][p]Crime waves are leaving the global event pool with the next update. Don't get too excited, as they'll still be around as a core game system, and will be guaranteed to show up in your games, functioning much as they do now. Up until now, the counterplay to getting your stuff stolen has only been to move into fancier apartments. We're adding a bit of depth to that system with security, an attribute that determines how safe your apartment is during a crime wave.[/p][p]Each apartment has a base security rating, with the basement being the least secure and the fancy apartment the most secure. When you buy certain furniture, the security rating will drop as burglars become more enticed to nick your stuff. Thankfully, certain furniture, such as the burglar trap and the security system, will increase your security rating.So in short, buying gaudy and expensive furniture will decrease your security, while buying security measures will increase it. Sounds pretty simple, right? We think the addition of security as a fluctuating attribute will add a lot of fun into the game and make the crime wave event less solveable. [/p][p]But that's it for now![/p][p][/p]

Dev Blog: New Avatars

[p]Hiya![/p][p]There have been fiery disputes in our offices over what avatars should make it into the game and casualties are in the dozens. With no end to the battle in sight, we have decided to turn to you, our beloved playerbase, to help us choose, before the developers turn on each other like ravenous wolves.[/p][p]The first poll is underway on our Discord, and these are your candidates:[/p][p][/p][p][/p][p]It's a pretty hard choice, right?[/p][p]Head on over to our Discord and let us know which avatars you'd like to see in coming updates! Make sure to stick around afterwards, as we plan on having more of these polls in the future! [/p][p]That's it for now, back to the office infighting![/p][p]En garde![/p]

Hotfix: Remote Play and Missing Events

[p]Yo! [/p][p]Just a small followup to the last update. We have finally managed to pin down the mouse issue that many of you faced during remote play sessions, and we also added some new life events that were supposed to be a part of the last update. For a full list of tweaks, here you go!
[/p]
  • [p]Remote Play Mouse bug fixed![/p]
  • [p]Added new life event cards![/p]
  • [p]Fixed a bug where Rent Reports could come while living in the Park.[/p]
  • [p]Fixed bug that could cause Report card screen to skip completely at start of turn.[/p]
  • [p]Fixed issue where Global events did not clean up properly.[/p]
  • [p]Fixed bug that could cause the Report screen timer to stop the game prematurely.[/p]
  • [p]Fixed issue where Drifter Jobs would not get registered in longer games.[/p]
  • [p]Fixed issue that caused some quests to register an invisible trait with no translation in the character sheet.[/p]
  • [p]Added fourth option for Life Events.[/p]
  • [p]Fixed Undecided voter achievement.[/p]
  • [p]Fixed an issue that would cause the player to be posessed by an AI demon.[/p]
  • [p]Fixed an issue that would cause the tourists in the city never to leave.[/p]
  • [p]Adjusted Cost of quest actions.[/p]
  • [p]Adjusted Tarot card probabilities.[/p]
  • [p]Removed the Encumbered trait from some quest items.[/p]
  • [p]Adjusted Stress penalties.[/p]
  • [p]Network Timeouts increased from 10s to 60s.[/p]

Dev Blog: Roadmap Update and... a New Map Update?

[p]It's been a little over four months since we released Walk of Life into Early Access and we're incredibly thankful for the reception that we've gotten. The game is sitting comfortably at a Very Positive review rating, but we're nowhere close to stop improving on it yet!

When we launched, we put out a roadmap of the features we wanted to implement for the game's full release. It's about time we ticked off some of the boxes to mark our progress for all to see. There are also several new features we decided to add to the roadmap as we feel they'd make the game even better.[/p][p][/p][p]Let's do a quick rundown of the things we've marked as done:[/p]
  • [p]Job Perks: We've added perks to every workplace in the game, giving them a distinct feel and allowing players to develop certain strategies depending on where they work.[/p]
  • [p]Education Redux: The education system received a bit of a facelift, and players are now given rewards in the form of diploma traits for completing a tier of education.[/p]
  • [p]The Stock Market: The Stock Market finally made it in, for all you with a gambling investing mindset.[/p]
  • [p]Game Modes: We've added a PVP game mode for the more competitive players as well as difficulty modes for those seeking an easier expeirence or added punishment.[/p]
[p]So, what have we added to the roadmap that we felt was missing?[/p]
  • [p]Mod Support: We really want to see what alterations the community can make to our game, so we feel mod support is needed.[/p]
  • [p]Fishing Update: Fishing as a game system feels very raw, so you can expect some changes to make it more viable and engaging.[/p]
  • [p]Pet Update: We want to add more pets to the game and add some depth to the pet system to make it more interesting.[/p]
  • [p]Secret Missions: Many players from No Time to Relax sorely miss this feature, so we're working on adding it back with a few twists.[/p]
  • [p]Bots in Online: There have been loud cries for this, and we promise that we're working on it! [/p]
[p]And what's left from the original roadmap that's still in the oven?[/p]
  • [p]Unique Items and Furniture: We want to introduce unique items that have an impact on the game. More on that soon![/p]
  • [p]Pawn Store Overhaul: We hope to make the pawn store a more exciting place to visit, full of surprises and a rotating inventory.[/p]
  • [p]Safety and Security: Staving off robbers and muggers during the crime wave and raccoon raids is fairly boring right now, and we want to add more options to protect your home as well as your wallet.[/p]
  • [p]Map Layouts: Shuffling the locations on the map and rearranging the roads can lead to interesting gameplay differences.[/p]
[p]Finally, there's the promise of a New Map.

[/p][p]The team is hard at work at a new map, which will not only be visually different from Calicornia, but also introduce new gameplay features! The new map is influenced by various Asian cities, and we're currently trying to find a good name for it. That's where we need your help. [/p][p]Head on over to our Discord server and take part in the Discussion to help us come up with a name for the new map! You can also leave us a suggestion in the comments right here. [/p]