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Last Train Outta' Wormtown News

30% Off for the Summer Sale! + Working on New Update, coming soon!

[p]Howdy!

Hope everyone's having a lovely summer! The Steam Summer sale begins today through July 10th, and Wormtown will be 30% off! It's a great time to dust off those ol' cowboy boots (wait... Pardners don't wear clothes...)

Additionally, I'm working on a new content update for Wormtown! I was hoping to have it ready to release for the Summer Sale, but it's become a bit more involved than originally planned. Keep an eye out for more details and that new update soon! [/p][p][/p][p]I'm also still working on my next game, and hoping for an EA launch later this year. Stay tuned! [/p][p][/p][p]Have a great summer everyone, and as always, [/p][p]Stay safe out there, Pardner [/p]

Proxy Chat! + Daily Deal! + What I've been up to!

Howdy!

[h2]Happy Birthday Wormtown! Let's celebrate with Proxy Chat and a Daily Deal![/h2]
It's crazy to think that Wormtown released into Early Access 2 years ago - so Happy Birthday Wormtown! To celebrate, I've added (after many many many requests) proximity voice chat to the game!

On top of that, Wormtown will be a Steam Daily Deal for 40% off from April 18th - 25th! It's the perfect time to wrangle up the crew for some rowdy games of Wormtown.



[h2]Patch Notes:[/h2]
[h3]+ Added Proximity Voice Chat and Lobby Voice Chat[/h3]
- There are 2 "channels" for proxy chat in game, living and dead. Living Pardners and Worms can hear each other, and Ghosts can hear living players but can only be heard by other ghosts - unless a Pardner has the Luigi Board equipped, that is!
- You can checkout the new voice settings from the options menu, and choose between open mic, push to talk, or disable it all together.
- You can find individual volume controls for each player in the pause menu
Note: If you're hiding from a Worm and they say "Marco", you're obligated to respond with "Polo". Sorry, thems the rules :p

[h3]Bug Fixes/Misc Changes:[/h3]
- Lowered the Worm rumbling and building impact noises slightly, as they were especially loud in first person
- Fixed the puzzle map being stuck open if you died while it was open
- Rebalanced fuel objective scaling values with higher Pardner counts, as 10+ Pardner games required a bit too much fuel


[h2]What have I been up to?[/h2]
Since the 1.0 Release in January, I've put Wormtown on the backburner for a bit while I focused on some other projects. I've got a couple games I've been tinkering with, one being my next full-fledged multiplayer game and a few smaller game projects as well. My plan is to release a smaller multiplayer game in the next few months to help fund the larger, more time consuming project. So keep your eyes out for announcements about those games soon!

If you want to keep up with the all my future development, join the discord at Discord.gg/Wormtown

Thanks! And I hope everyone enjoys the Proxy Chat update, it was a TON of fun to playtest and adds a whole new layer to the game :D

Stay safe out there, Pardners

Bug Fixes - Jan 24th, 2025

Howdy!
Just a small, mostly bug fix patch!

Changes:
🌵 Worms using the Stealth ability no longer make noise or particles when breaching the sand surface
🌵 Increased Lobby search range
🌵 Changed the "Bullyworm Rifle" achievement to only require 3 shots on a Worm, instead of 5

Bug Fixes:
šŸ› Fixed Lobby Browser panel issues:
- Lobby Names could overlap player count
- Player Count and Game State not updating/displaying correctly
šŸ› Fixed the Train Key indicator (similar to the big red arrow pointing to players Heart Jars) not being visible when it should
šŸ› Fixed getting stuck in the Guidebook if you have it up when the round starts
šŸ› Fixed cases where the tutorial could remain active when joining a normal game, causing a handful of issues

Beloved multiplayer game just one of you needs to own hits Steam 1.0

The one thing that makes online gaming hard is ownership. Convincing all of your friends to buy the latest craze is difficult when there are so many free-to-play games out there, but developers have been working around that limitation for some time. This is where Last Train Outta' Wormtown comes in. A multiplayer game with up to 16-player lobbies, only the host needs to have bought the game for everyone else to play. Best of all, the game just pulled into the Steam 1.0 station, so it's better than ever.


Read the rest of the story...

Last Train Outta' Wormtown 1.0 is out NOW!

Howdy, Pardners!

After more than 2 years of development, Last Train Outta' Wormtown has officially left Early Access!

As a dumb little project I started back in 2022, I couldn't have imagined the tremendous support everyone has shown Wormtown. From the bottom of my heart jar, THANK YOU!! And a massive shoutout to Diggc for additional coding help and our community manager Beariff, your help has been invaluable.


[h2]Full Change log:[/h2]

[h3]Additions:[/h3]
⭐ Added Airdrops:
When it's 66% of the way to sundown, Ed throws 5 chests randomly from the sky. Look for the parachutes!

⭐ Rock Spires:
- Added 3 large rock structures to the map generator. These cannot be destroyed by dynamite, but do get affected by Sinkhole. These structures are great places to shoot ziplines from, or to store cactus fruit/kit/items on top of for safe keeping... until the Worm Sinkholes it, that is.

⭐ New platforms added on the West side of the map (behind train), for additional platforming opportunities

⭐ New Map Theme: Aquarium

⭐ New Kit Added: Slingshot
- Passively increases your throw power by 50% while equipped

⭐ New cosmetics for both Worm and Pardner

⭐ Added new camera effects for Worm
- These include underground digging effects and slight FOV shifting based on the Worms speed. Just little bits of polish that make playing Worm feel a bit better
- Added SFX for burrowing through the sand layer

[h3]Balancing/Gameplay Changes:[/h3]
🌵 Sinkhole Changes:
- Sinkhole drags down objects faster, but it's duration has been halved
- Sinkhole cooldown reduced to 70 seconds, was 90
These changes were made to target the new Rock Spires, needing roughly 2-3 casts to fully sink the tallest of them.

🌵 Moved the Train forward on the tracks to be closer to the Water tower for additional platforming options

🌵 Slightly changed the concoction healing values to be in line with their equivalent damage rolls. (You used to gain 40 health with the good roll, but could lose 50 health with the bad roll, for example. Now they are both 50.)

🌵 rebalanced fuel requirements and scaling (was nearly impossible with high player counts on anything other than normal difficulty)

[h3]Misc. & QOL Changes:[/h3]
🌵 Shortened the join codes considerably
🌵 Increased Steam lobby search range in the lobby browser, should help with finding public lobbies
🌵 Changed first person bilebomb particles to be a little less obscuring
🌵 Added better shiny-ness to objects that should be shiny (Winter baubles, train key, Rudolph nose cosmetic, etc.)
🌵 Moved the "building map" UI so it no longer blocks the Worm player names in the lobby


[h3]Bug Fixes:[/h3]
šŸ› Fixed a handful of issues with Steam lobbies, including lobbies you've left not showing on the browser, and connection issues
šŸ› Fixed sand particles not always displaying the correct color based on map theme
šŸ› Fixed some translation issues
šŸ› Fixed a handful of cosmetics that were visible to the Worm always. (oops!)
šŸ› Fixed player count not updating correctly on the Lobby Browser panels
šŸ› Fixed Broken Shield icon not going away when you die
šŸ› Modified terrain generation around Quarry to fix unwanted gaps
šŸ› Moved Pardner status panels UI, since they were going off screen with lots of players connected
šŸ› fixed ghosts gaining the "sundown health boost"



[h2]So... What now?[/h2]
I've been asked a lot about the future of Wormtown after the 1.0 release. Will there be more updates? Patches?
My honest answer? I don't know!

Wormtown has been the main focus of my work and life for the last 2+ years. The original scope of the game grew (as they always do lol) as development went on, but I've reached a point where all of the features - and then some - are in the game now. I have many ideas on how to expand on the core concept of Wormtown, but a lot of those ideas are so large or complex, that they'd basically be an entirely different game at this point! Not to mention the other game ideas I want to put some time into.
Whether I end up making more Wormtown related updates/games, or entirely new games - rest assured I'll have some dumb silly fun for y'all in the future. (You can keep in the loop by checking out the discord, Discord.gg/Wormtown, or my socials!)

But for now, I'm going to take some time off and celebrate the release of Last Train Outta' Wormtown, this silly little game I've worked so hard on.

I genuinely hope you enjoy the game! Have a blast with your friends! And if you do like it - spread the word!

Thanks again to everyone for the tremendous support for the game, it genuinely has changed my life.

as always,
Stay safe out there, Pardner šŸ¤