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]
ā Added Airdrops:
When it's 66% of the way to sundown, Ed throws 5 chests randomly from the sky. Look for the parachutes!
ā 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.
ā New platforms added on the West side of the map (behind train), for additional platforming opportunities
ā New Map Theme: Aquarium
ā New Kit Added: Slingshot
- Passively increases your throw power by 50% while equipped
ā New cosmetics for both Worm and Pardner
ā 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]
šµ 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.
šµ Moved the Train forward on the tracks to be closer to the Water tower for additional platforming options
šµ 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.)
šµ rebalanced fuel requirements and scaling (was nearly impossible with high player counts on anything other than normal difficulty)
[h3]Misc. & QOL Changes:[/h3]
šµ Shortened the join codes considerably
šµ Increased Steam lobby search range in the lobby browser, should help with finding public lobbies
šµ Changed first person bilebomb particles to be a little less obscuring
šµ Added better shiny-ness to objects that should be shiny (Winter baubles, train key, Rudolph nose cosmetic, etc.)
šµ Moved the "building map" UI so it no longer blocks the Worm player names in the lobby
[h3]Bug Fixes:[/h3]
š Fixed a handful of issues with Steam lobbies, including lobbies you've left not showing on the browser, and connection issues
š Fixed sand particles not always displaying the correct color based on map theme
š Fixed some translation issues
š Fixed a handful of cosmetics that were visible to the Worm always. (oops!)
š Fixed player count not updating correctly on the Lobby Browser panels
š Fixed Broken Shield icon not going away when you die
š Modified terrain generation around Quarry to fix unwanted gaps
š Moved Pardner status panels UI, since they were going off screen with lots of players connected
š 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 š¤