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Wild Woods News

New Language Versions Coming to Wild Woods

Hey everyone!

We are pleased to announce that players from Hungary, Poland, the Czech Republic, Ukraine, Turkey, and Italy can now enjoy Wild Woods in their native language.

To celebrate, Wild Woods is on discount until July 24th. So don't miss the opportunity and join the co-op adventure.

Welcome to all new players!

DevLog May 2025

Meow meow,

Before we start our regular MDL, we would like to say a huge thank you! ๐Ÿค— We are currently working more intensively through all of your ideas and feedback shared via Discord and Steam by sorting them thematically, closing duplicate cards, and likewise.
Those cards include so many great, unique, and fun ideas! Thank you for putting so much effort into sharing your thoughts with us! ๐Ÿฅฐ๐Ÿ’š


What weโ€™ve been working on ๐ŸŽฎ


[h2]HotJoin [/h2]
After exploring many different approaches to implement HotJoin, weโ€™ve finally found a solution weโ€™re confident in ๐Ÿ’ช Itโ€™s a more elaborate and labor-intensive method than we initially hoped for and requires partially reworking the lobby, but weโ€™re convinced this is a solid way to go.

[h2]More languages ๐Ÿ—ฃ๏ธ[/h2]
Translating Wild Woods into additional languages is in its final steps. With the next bigger update (which is coming soon), the following languages will be available: Ukrainian, Italian, Hungarian, Turkish, Polish, and Czech.
You might notice that Hindi is no longer on the list. Unfortunately, we had to postpone it due to an issue with rendering glyphs correctly - one we canโ€™t fix ourselves ๐Ÿ˜• We're hoping a future update to the component we rely on will address this.

[h2]Prediction Bug Fixed ๐Ÿžโ€‹๐Ÿ› ๏ธ[/h2]
When playing online with poor latency, objects such as trees and bushes would be destroyed, respawned, and then destroyed again in quick succession - triggering sound and visual effects each time. We fixed the issue, and with the next update, the multiplayer experience should feel noticeably smoother ๐Ÿ”ฅ

[h2]VFX Improvements โœจ[/h2]
We also spend some time improving existing visual effects, adding new ones and fixing related bugs. This includes a new potion effect for players, a glowing outline for the herbalist's staff when it is charged, and various small improvements in the second biome, like floaty lily pads or a subtle effect warning players about the reedโ€™s sharp leaves โœจ๐Ÿ”ฅ


What happens next
  • Preproduction of the third biome, including the boss (Gathering your on Discord)
  • Continue working on HotJoin


May your day be filled with cute pawsโ€”or pictures of them! ๐Ÿˆโ€โฌ›๐Ÿฏ๐Ÿถ๐Ÿฆ’๐Ÿธ

Midweek Madness Recap

Meow everyone,

last week's Midweek Madness event was huge! Wild Woods got more attention, and loads of new people started their adventures through the forest.

We're happy to welcome each and every one of you to our community. We appreciate that you're here! ๐Ÿ’š๐Ÿค—
We'd also like to say a big thank you to all our long-term members. It's a joy to see how helpful and welcoming you are when new people join our server ๐Ÿฅฐ

You've given us a lot of great feedback and ideas over the last two weeks - thank you! It's going to take a while to read and respond to everything. But don't worry, we'll read every message - we're sure we'll have lots of new thoughts to add to our idea board ๐Ÿ”ฅ๐Ÿฅณ
We've also received a number of bug reports that we'll need to tackle. We do our best to get to the bottom of every bug and fix them as quickly as possible ๐Ÿž๐Ÿ› ๏ธ

Wishing you all a catastic weekend! ๐Ÿฏ๐ŸŒž๐ŸŽฎ

Patchnotes 0.1.3

Hey there,

Thanks to your diligent and, most importantly, detailed reporting, we were able to fix the following bugs:

[h2]Languages[/h2]
As mentioned in our last devlog, we've been working on new languages, some of which are already running invisibly (but unfinished) in the background. Unfortunately, in some cases the game would default to an unfinished translation at first launch, depending on the system language. We have removed the unfinished translations and will implement them as soon as they are finished and tested.


[h2]Official Patchnotes 0.1.3[/h2]

[h3]Quality of Life Improvements[/h3]

  • We adjusted some in-game colors such as player circles and enemy attack telegraphs to make them more vibrant, after they were removed from the post-processing layer in the last update.

[h3]Bug Fixes[/h3]

  • In some cases, the game would default to an unfinished translation on first launch, depending on the system language. These unfinished translations (Ukrainian, Italian, Turkish, Polish, Hungarian, Czech and Hindi) have been removed and will return after they've been fully tested.
  • Sometimes the highscore screen was not displayed correctly.
  • The Discord widget in the main menu did not work correctly in certain system languages. The issue was resolved by changing the associated keyboard input from "space" to "1".
  • In the Russian version, a text element in the audio options overlapped with the slider.
  • The reroll user interface displayed an incorrect button label.
  • Resource highlighting was sometimes inactive.
  • Some particle effects were not rendered correctly when overlapping with other particle effects.

Stay wild and pawsome!

New Player Role & Lobby UI

Meow adventurers,

Itโ€™s time for a big new update!

[h2]Balancing[/h2]
The idea behind the balancing was to make the game easier for single players, as well as making the hard mode more achievable. As well as other things, we've tweaked the boss attacks so they don't deal as much damage as they used to.

[h2]New Player Role[/h2]
The new update provides you with a new role: The herbalist.
Use your staff to heal those in need - or to deal out a few whacks to anyone who comes too close.



[h2]Official Patchnotes 0.1.2.[/h2]

[h3]New[/h3]

- Playable Herablist Role: Use your staff to heal allies in need โ€“ or to whack enemies who get too close!
- New Role Selection Menu in the Lobby: You now get additional information about each role before the match begins.
- A brand new skin is now available โ€“ unlock it by completing a new achievement!

[h3]Quality of Life Improvements[/h3]

- The rings below the players and their emote ping now always retain their intended color and are no longer influenced by postprocessing.
- Attack telegraphs (the red shapes before you get damage) are no longer influsenced by postprocessing. That should improve the general readability.
- Increased the enemies pathfinding performance.

[h3]Balancing[/h3]

- Player health upgrades now increase your health by a percentage rather than a fixed value. The overall amount of health gained has also been increased.
- The ranged character now starts with less health instead of receiving reduced damage.
- There are now more trees and branches at the start of the game.
- The range for charging a totem has been increased.
- "Out in the cold" challenge is now worth 3 challenge badges.
- The prices for "Detect Loot", "Detect Weaknesses" and "Sixth Sense" have been increased.
- Guarded camps now have a smaller trigger area.
- Added a cooldown after a knockback that protects your cat from another knockback for 0.5s.
- Resources are now longer protected from flying out of the wagon when the wagon has just been hit.
- The damage values of all enemies have been changed to achieve a more linear progression.
- Some attacks from bosses dealt way too much damage, these damage spikes have now been adjusted.

- All runs now begin with the same starting resources at all difficulty levels.
- The amount of cauldron healing has been increased on easy mode.
- In an Ambush event, enemies now have less armor in easy and medium mode.
- Damage from Smelly Berries in medium and hard mode has been increased.
- The health of all enemies (including bosses) has been reduced by approx. 15% in hard mode.
- The amount of cauldron healing has been increased in easy mode.
- Enemies in hard mode do 10% more damage in an Ambush event.
- The porcupines' arrows fly more slowly in easy mode and medium mode.

- Single player: The speed of the wagon has been slightly reduced.
- Single player: The number of hits to destroy road blocking tree trunks has been reduced.
- Single player: In medium and hard mode, you get cold more slowly.
- Single player: Get double the amount of herbs at the start of the game.
- Single player: Have now a 5% chance to get extra ressources.
- Single player: Now warm up a little faster in the fire range.
- Single player: Will not slow down while carry things anymore on hard difficulty level.

[h3]Bug Fixes[/h3]

- Enemies should now navigate the forest more intelligently.
- The knockback effect of the adventure sword now works as intended.
- Fixed an issue where incorrect text was shown in the voting circle at the end of the final biome.
- Fixed an issue where connecting with a new device in the selection menu prevented immediate joining.
- Fixed a problem that caused the wrong button prompts to be displayed if you lost the connection to the gamepad in the main menu.