DevLog February 2025
Meow everyone,
We hope you are all doing well! 🤗
[h2]Balancing, bug fixes and small improvements 🗡️[/h2]
We've been busy improving and fixing a lot of small things for the latest minor update, you can find a detailed list in our last patchnotes. For example, we've improved the visual effects of ranged attacks and made the knives a bit more durable 😄 If they don't hit anything, the knives will now get stuck in the ground instead of vanishing into thin air.

We've also been tweaking the endless mode, trying to make the difficulty curve a little steeper. In the long run, we're considering making the endless mode the default way to play Wild Woods - more on that soon. For now, it's still experimental, but give it a try if you haven't already!
[h2]Hot Join 🧒➡️👪[/h2]
This is still our top priority right now, enabling you to easily rejoin after a disconnect for example. We decoupled this feature from the Session Browser though - so instead of working on and releasing both features at the same time, we'll re-evaluate once the more important feature, Hot Join, is finished.
[h2]Enemy Behavior 🐰🐸🐗🐭[/h2]
We are in the midst of reworking some of the enemy AI with the goal of smoother enemy movement, especially to prevent enemies from clumping or getting stuck. This is a big one though, so it takes time. It's also a prerequisite for what we want to tackle next, which is new character roles that influence enemy behavior more directly.
We wish you all a joyful weekend! 🌞🎮🥰
We hope you are all doing well! 🤗
What happened since the last update
[h2]Balancing, bug fixes and small improvements 🗡️[/h2]
We've been busy improving and fixing a lot of small things for the latest minor update, you can find a detailed list in our last patchnotes. For example, we've improved the visual effects of ranged attacks and made the knives a bit more durable 😄 If they don't hit anything, the knives will now get stuck in the ground instead of vanishing into thin air.

We've also been tweaking the endless mode, trying to make the difficulty curve a little steeper. In the long run, we're considering making the endless mode the default way to play Wild Woods - more on that soon. For now, it's still experimental, but give it a try if you haven't already!
[h2]Hot Join 🧒➡️👪[/h2]
This is still our top priority right now, enabling you to easily rejoin after a disconnect for example. We decoupled this feature from the Session Browser though - so instead of working on and releasing both features at the same time, we'll re-evaluate once the more important feature, Hot Join, is finished.
[h2]Enemy Behavior 🐰🐸🐗🐭[/h2]
We are in the midst of reworking some of the enemy AI with the goal of smoother enemy movement, especially to prevent enemies from clumping or getting stuck. This is a big one though, so it takes time. It's also a prerequisite for what we want to tackle next, which is new character roles that influence enemy behavior more directly.
What happens next
- more hot join + enemy behavior reworking
- expanding the character role system and adding a new role
- endless mode iteration
We wish you all a joyful weekend! 🌞🎮🥰