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The Last Werewolf News

Patch Update: Version 0.1.2.2

Hello Everyone,

It seems there was a tiny hiccup in the latest patch, version 0.1.2.1.

A game object was inadvertently left on. While it doesn't cause any gameplay issues, I understand that it could disrupt the immersion of the game, which is certainly not my intention.

So, I've quickly corrected this oversight and have rolled out the new patch, version 0.1.2.2

Patch Update: Version 0.1.2.1

I’m excited to introduce Zion, a student intern joining me for the next month. His impressive work so far has helped identify some critical bugs that required immediate attention. This patch will address some of those major issues, thanks to Zion's diligent contributions.


[h3]Here's what's new:[/h3]

[h2]Bug Fixes[/h2]

  • Cultural Centre - Daniel Conversation: Fixed a bug that was preventing progression. Players were previously unable to initiate a conversation with Daniel under certain scenarios. This issue has been resolved, and players should now be able to interact with Daniel normally.

  • Park - Day Three Issue: We've addressed an issue where players who had shifted in the park on Day 3 were being inadvertently transported to the swamp when attempting to interact. This has now been corrected, and you can continue your park adventures without unexpected teleportation.

  • Cemetery and Swamp Colliders: We've fixed a bug where missing colliders could cause players to fall off the map in both the cemetery and swamp areas. These locations should now be fully secure and safe for exploration.


We're always working to improve your experience and fix bugs as soon as they're found. Thanks again for your support and feedback as we continue to make improvements.

A New Save System and Better Info Management

Hey everyone!

Minor Update version 0.1.2.0 is here. So far it's been a journey of passion, coding, and a lot of caffeine, while I work on this in my personal time. Thank you again to those jumping in and supporting this game. You're all helping me keep motivated and stay on track.

Please note, with this update, I’m now introducing the new save system. As mentioned in previous announcements, this unfortunately means your previous saves will no longer be accessible. I understand this may be a bit of a bummer, but on the bright side, this is hopefully a one-off change, and I don't plan to make any more tweaks to this system. However, keep in mind that unforeseen issues might still crop up with future major updates. I'll be working hard to keep these potential issues to a minimum.

Also, I've made some changes to the Journal and Tablet. Now, the Tablet will be your go-to for all game-related information, and the Journal will focus on the main menu, Lore, and diary entries (which will be coming in a future update). My hope is that these changes make your navigation and information gathering a whole lot easier.

As always, your thoughts, questions, and feedback are always welcome. Feel free to share them via the Steam Community Hub or Discord. And should you encounter any bugs, please report them through the same channels.


[h3]Here's a quick TL;DR of what's new in Minor Update: 0.1.2.0:[/h3]
  • Rolled out a new save system. Please note, previously saved data will no longer be compatible.
  • Overhauled the Journal and Tablet. The Tablet will now be your primary source for all game info. The Journal will house the Lore and diary entries (available soon), plus a secondary main menu.
  • Tackled some optimisation for smoother gameplay.
  • Some minor bug fixes.
Image: The new tablet is up and running.



[h3]How's Chapter Two Going?[/h3]

I'm hard at work on Chapter Two. I might be getting a tad carried away with a little Easter egg in the game. In my defense, it'll help enrich the universe that much more.

The release date for Chapter Two has been nudged back slightly to September. However, I'll continue to provide monthly DevLog updates here on Steam so you stay in the loop. Currently, I'm only a month behind schedule, which keeps me fairly confident about staying on track for a full release in Q1 of 2024.

For another sneak peek into the upcoming chapter, just like how in Chapter One you could delve into a couple of books, this time you'll find some magazines to get your hands on. Here's a little taster:

Image: Just two of the magazines you can check out in chapter two.



[h3]Game Optimisation[/h3]

As I strive for an enhanced gaming experience, a key focus is improving the game's optimisation. However, I need your assistance in this endeavour. If you're encountering any performance issues, your feedback on your computer specs could prove invaluable. I've prepared a reporting form and would greatly appreciate it if you could spare a few moments to complete it.

DevLog #2: Roadmap for next Minor and Major Update

Hi everyone,


Just a quick update on how things are going.

First off, I want to be transparent about the progress. I haven’t been quite as fast as I'd hoped because of some work and health-related issues that's come up. That said, I've been chipping away at the game in every spare moment I've got. Despite the slower pace, I’m still on track to hit the first Major Update milestone by late August or early September. But before we get there, I've still got Minor Update 2 planned in June/July.

Thanks for your continued support and patience. I know things have been a bit slower than I'd hoped, but I promise I'm giving it all I've got.


What's Coming!


[h2]Minor Update 2 - June/July[/h2]
  • Updated Save System: I've made some changes that should make saving your game more efficient. The previous system was clunky and had a couple of bugs, but now this shouldn’t be a problem as I’ve incorporated a middleware package to help out.

  • New Tablet System: At first, the tablet only had Lachie's Website, but as I worked on Case Two, it became clear that I needed a better system for keeping track of everything. So, I'm spreading the important info across both the journal and the tablet.

  • Lachie's Diary: Good news! Lachie's Diary is going to be unlocked with this update.
GIF above is the progress of the updated tablet.



[h2]Major Update 1 - August/September[/h2]
  • Chapter Two: New case, new characters, and new locations.

  • Shifting into a Playable Wolf: Uncontrolled shifting is still a thing, but now you'll be able to move around as a wolf in certain locations at specific times.
Image above is of the Bar in Chapter Two.



[h2]Upcoming Local Expo - Pixel Expo[/h2]
I’ve got some cool news to share. I’ll be showcasing The Last Werewolf at a local expo in Perth, WA on August 5-6! This will be the first time I'll publicly display the game and I couldn't be more excited - and honestly pretty nervous too. I'll be running a small booth throughout the weekend, where I'll have a short demo of the game available to play.

First Minor Update Now Live: Tweaks, Bug Fixes, and New Characters!

[h2]Hey everyone![/h2]

I’m thrilled to announce that the first Minor Update for the game is finally here! I've made several necessary adjustments, bug fixes, and tweaks to game mechanics for improved balance, as well as enhancing the in-game environments. Plus, you'll get to meet four new characters!

As always I welcome your thoughts, questions, and feedback, so feel free to share them via the Steam Community Hub or Discord. Your input helps to make the game even better for everyone. If you encounter any bugs, please report them through the same channels. You can track reported bugs here.

Thank you for your continued support, and enjoy the new update!


[h2]Minor Update Changes[/h2]

  • Tweaked Wolf Sense mechanic: no longer contributes to the Wolf Metre and has a cooldown period after use.
  • Uncontrolled Wolf Shifting now occurs only twice per case instead of three times; only the Wolf Metre affects it.
  • Wolf Metre is now influenced solely by dialogue interactions and certain events.
  • Added Wolf Meter warnings when affected.
  • Enhanced Chapter One environments, such as windows in the cultural centre.
  • Introduced the ability to skip cutscenes.
  • Added four new characters to interact with.
  • New alert for clue discovery, item collection, and journal lore additions.
  • Improved and fixed some dialogue options.




[h2]Bugs and Issues:[/h2]

  • Fixed player movement during pause.
  • Menu/inventory no longer accessible during cutscenes and conversations.
  • Hid "Resume" button until the first save.
  • Fixed saving delays in some scenes.
  • Resolved issues with some variables not saving.
  • Fixed journal clues that were not unlocked properly.





[h3]Save System Warning[/h3]
A significant overhaul to the save system is planned for Chapter Two, which will likely cause loss of saved data from Chapter One. I'll keep you informed about this change, and I appreciate your understanding.

[h3]Version Naming System Adjusted[/h3]
It's a small change, but one we hope will help avoid confusion. We've updated the version numbering system, and it now reads - "EA : Major : Minor : Patch" aka version 0.1.1.0. The addition of EA (Early Access) should make it easier to understand the updates and their hierarchy.

[h3]New Marketing Material[/h3]
Full Disclosure: You might have noticed that the marketing material for the game has been updated. I’ve used MidJourney to help create a fresh image for Steam marketing assets for the game. Since my current budget doesn't allow for hiring an artist at the moment, utilising MidJourney was a helpful way to give the Steam marketing assets a makeover. I promise, as soon as I can afford to outsource art, I'll be super excited to bring a talented artist on board to make the marketing material even more amazing. Please note that this is the only AI-generated art used for marketing purposes, and there is no AI-generated art within the game itself.