The Seismic Shift Update is Live!
[h2]The Seismic Shift Update is now live![/h2]
This update is aptly named, as it contains:
+ Reworks and significant changes to core mechanics of Wormtown
+ 2 New Pardners Kit Items
+ 2 Worm Ability Reworks
+ QOL features
+ more!
It's a doozy, so let's get right into it:
With this update, I wanted to focus on the core gameplay systems of Wormtown and how changes could fix a handful of the friction points players have with the game. While I know change is scary - and this patch has significant changes - I hope everyone can give it a fair shot before grabbing the proverbial pitchforks. The community has been testing these changes on the Beta branch for weeks now, and overall I'm confident it's solves many of the frustrations players had with the game.
Friction points this patch attempts to solve:
- Games were going on waaaaaaaay too long
- If you were eliminated early on as Pardner, you had to sit and spectate - or leave the game, which is what happened most often. (This being made worse by the long match times)
- Playing Worm felt static and less fun & satisfying than Pardner
- Healing was OP on Pardner side
- Some Objectives were vastly more easy than others
- Sandstorm... boy did every Pardner hate Sandstorm...
[h3]Heart Jar Changes:[/h3]
Pardners now always drop a Heart Jar on death and can be revived an unlimited number of times.
What's the catch?
- Every revive lowers the Pardners maximum health by 25%, with 10 Health being the lowest they can get down to.
- You can only revive Pardners at the Church when the sun is up. After Sundown respawns are disabled.
Note: A new match setting has been added for number of revives, where you can set the exact number to your liking, too!
[h3]Ghost Changes:[/h3]
Ghosts pushing abilities got a big buff this patch. They will now see a large aiming arrow when attempting to Ghost Push an object and can now charge up their throw by holding down the interact button and releasing. This makes ghosts great team medics and can revive others and themselves much more consistently than before! Fling those Heart Jars towards Church!

[h3]Sundown Changes:[/h3]
Sundown now is defaulted to 15 minutes (was 25), but the Worm is a bit less oppressive at night than before. Worm cooldowns are increased by 50% at night, instead of 150% previously.
The changes to Heart Jars and Sundown means games take less time, the action keeps moving, and players of all skill levels get to actually *play* the game and not be stuck on the sidelines.
[h3]Cactus Fruit Changes:[/h3]
One of the complaints with playing as Worm was you could grab a Pardner many many times and not get a kill on them. The Pardner would escape, and then simply chow down on their stockpile of Cactus Fruit nullifying your efforts.
So, Cactus Fruits no longer heal you. Instead:
- Consuming a Cactus Fruit gives you one stackable buff of +5% move speed and -15 seconds digestion time (more on that later!)
- Pardners can have up to 3 stacks for a total of +15% move speed and -45 seconds digestion time
- Stacks do not time out, but you lose one stack per death.

[h2]Worm Changes:[/h2]
[h3]Ability Cooldowns:[/h3]
The Worm now recharges their chosen abilities by gaining "Nutrients" and can store charges for their Abilities, storing multiple uses for the right time. Note: Innate abilities (Sonar Scream and Sinkhole) still work on timed cooldowns.
Nutrients are gained by grabbing Pardners, eating objects, and entering a new healing zone while underground. Grabbing a "Fresh" Pardner earns you more nutrients than a Pardner you've continuously grabbed over-and-over. This should alleviate some frustrations with Pardners being focused or "tunneled" by the Worm. (or at least be less beneficial for the Worm to do so)
[h3]Worm Movement:[/h3]
The Worm now has "free cam" style controls underground. It feels more like you're swimming through the soil than being stuck on a flat plane underground. The lower you swim before surfacing the higher your leap will be! Fly you majestic Worm dolphin, fly!
[h3]Worm Digestion:[/h3]
The Worm now digests the Pardners they eat, making their Heart Jars not spawn immediately after dying. Instead, it takes a base 90 seconds for the Jar to appear. After the digestion timer is up, the Jar will spawn at the tail of the Worm.
Both the Worm and the Pardner will see a new UI element on screen to show when the Heart Jar will become active.
Additionally, each stack of the Cactus Fruit Buff that Pardner has will reduce the digestion time by 15 seconds, taking it as low as half the normal time, 45 seconds.
[h3]And those are the big changes to the mechanics of Wormtown. I hope you try them out and, as always, let me know what you think in the Discord.[/h3]
[h2]Worm Ability Reworks:[/h2]
[h3]Sandstorm:[/h3]

If there's one ability that gets the most hate by the community, it's Sandstorm. It was very annoying to play against and was basically impossible if more than one Worm had it equipped at a time. It's now been replaced with a Sandstorm Tornado!
The tornado moves forward in a line from where you aim it and pulls objects and Pardners into it before flinging them out in a random direction. Pardners caught in the Tornado become visible to the Worm for a few seconds after.
[h3]Tar Wall:[/h3]

Tarwall, despite receiving multiple reworks in the past still is under performing with the general consensus being that it's too easy to escape.
Tarwall now creates large blocky outer walls with no spaces between them. After a second, the floor of the tar arena now fills with tar as well. Touching the tar drastically reduces your move speed for a few seconds.
With the removal of the global Sandstorm effect, the major "stalling" ability is gone, so I feel more comfortable pushing Tarwall into the go-to stalling ability.
[h2]New Pardner Kit Items:[/h2]
[h3]Coffee Tin[/h3]

- Drink to gain a whopping +35% move speed and -80% stamina consumption buff for 15 seconds
- Due to overly-caffeinated jitters, you'll also be visible to the Worm for 20 seconds
Great to use when trying to take attention off of a fellow Pardner or when you're confident you're safe from the Worm!
[h3]Mysterious Concoction[/h3]

- Drink the concoction to gain a random effect. It can heal, it can harm, it can teleport you randomly across the map! Drink at your own risk!
[h2]Pardner Kit Changes:[/h2]
[h3]Necronomicon[/h3]
- Necro now has unlimited uses, instead of the 1 it had previously.
- To balance this, Necro now burns 35 health from the user. (yes, this can kill you!)
- Necro still works after sundown and in games with limited revives! Making it a vital tool in those situations.
[h2]Pardner Objective Changes[/h2]
[h3]Train Key[/h3]
One issue with the Train Key objective was that it had no way of scaling with difficulty, making it one of the fastest and easiest ones to complete - especially in games with lots of Pardners.
There are now "dummy" dig spots that will ping your metal detector just like the Key spot does. When dug up, the dummy spots will spawn a new 1/1 junk item, the Horseshoe. More dummy/Horseshoe spots will spawn based on the Objective Difficulty setting.

[h3]Cattlebug Wranglin'[/h3]
Cattlebugs were also a bit too easy to complete, since they were one of the least "involved" Objectives.
Cattlebugs no longer run away from Pardners and instead are attracted to their favorite treat and new throwable Kit item, the Dandylion. Dandylion bundles can be found near the rear of the Train (where you bring Cattlebugs back to). Throw Dandylions and lure the Cattlebugs back to the Train!

Additionally, other Objectives received smaller balance tweaks to try and normalize them a bit.
[h2]Misc. Features and Changes[/h2]
[h3]Added Text Chat[/h3]
- Pressing Enter will enable/disable the text chat, available in lobby and during gameplay.
- Can fully disable the text chat in the options menu
[h3]Added LAN support[/h3]
- You'll find the LAN options at the bottom of the "Play" menu.
- Instead of Lobby Codes, LAN games use your local IP of your machine on your network, which will display in the top right of the lobby for you when hosting.
[h3]Added an Auto-Escape feature for the Worm Mini-Game[/h3]
- pressing your "drop item" key when grabbed by a Worm, it will put you in a timed auto-escape mode that will complete in ~5.5 seconds. While this is a bit slower than the average player manually escaping, it's a great option for those who dislike the mini game or have accessibility concerns.
[h3]New Worm Eating Effects[/h3]
- Out with that janky old shrinking effect when chomping an object, it's much prettier now!
[h3]Multi-Worm Ability Scaling[/h3]
- Multi-Worm games can be oppressive for Pardners, especially with their abilities. By default, the max number of ability charges scale with the Worm player count. With this, there's a new match setting to remove this scaling if you really want the chaos!
[h3]++ a bunch of bug fixes and smaller changes![/h3]
If you want to read every teeny tiny minute detail and change in this patch, you can also check out the Patch Notes channel over at the Discord (Discord.gg/Wormtown), but that about summarizes this huge update!
Thanks again for all the support for Wormtown, and I hope you enjoy the new gameplay changes! (and please, no pitchforks!)
Stay Safe out there, Pardners!
This update is aptly named, as it contains:
+ Reworks and significant changes to core mechanics of Wormtown
+ 2 New Pardners Kit Items
+ 2 Worm Ability Reworks
+ QOL features
+ more!
It's a doozy, so let's get right into it:
Mechanic Reworks
With this update, I wanted to focus on the core gameplay systems of Wormtown and how changes could fix a handful of the friction points players have with the game. While I know change is scary - and this patch has significant changes - I hope everyone can give it a fair shot before grabbing the proverbial pitchforks. The community has been testing these changes on the Beta branch for weeks now, and overall I'm confident it's solves many of the frustrations players had with the game.
Friction points this patch attempts to solve:
- Games were going on waaaaaaaay too long
- If you were eliminated early on as Pardner, you had to sit and spectate - or leave the game, which is what happened most often. (This being made worse by the long match times)
- Playing Worm felt static and less fun & satisfying than Pardner
- Healing was OP on Pardner side
- Some Objectives were vastly more easy than others
- Sandstorm... boy did every Pardner hate Sandstorm...
[h3]Heart Jar Changes:[/h3]
Pardners now always drop a Heart Jar on death and can be revived an unlimited number of times.
What's the catch?
- Every revive lowers the Pardners maximum health by 25%, with 10 Health being the lowest they can get down to.
- You can only revive Pardners at the Church when the sun is up. After Sundown respawns are disabled.
Note: A new match setting has been added for number of revives, where you can set the exact number to your liking, too!
[h3]Ghost Changes:[/h3]
Ghosts pushing abilities got a big buff this patch. They will now see a large aiming arrow when attempting to Ghost Push an object and can now charge up their throw by holding down the interact button and releasing. This makes ghosts great team medics and can revive others and themselves much more consistently than before! Fling those Heart Jars towards Church!

[h3]Sundown Changes:[/h3]
Sundown now is defaulted to 15 minutes (was 25), but the Worm is a bit less oppressive at night than before. Worm cooldowns are increased by 50% at night, instead of 150% previously.
The changes to Heart Jars and Sundown means games take less time, the action keeps moving, and players of all skill levels get to actually *play* the game and not be stuck on the sidelines.
[h3]Cactus Fruit Changes:[/h3]
One of the complaints with playing as Worm was you could grab a Pardner many many times and not get a kill on them. The Pardner would escape, and then simply chow down on their stockpile of Cactus Fruit nullifying your efforts.
So, Cactus Fruits no longer heal you. Instead:
- Consuming a Cactus Fruit gives you one stackable buff of +5% move speed and -15 seconds digestion time (more on that later!)
- Pardners can have up to 3 stacks for a total of +15% move speed and -45 seconds digestion time
- Stacks do not time out, but you lose one stack per death.


[h2]Worm Changes:[/h2]
[h3]Ability Cooldowns:[/h3]
The Worm now recharges their chosen abilities by gaining "Nutrients" and can store charges for their Abilities, storing multiple uses for the right time. Note: Innate abilities (Sonar Scream and Sinkhole) still work on timed cooldowns.
Nutrients are gained by grabbing Pardners, eating objects, and entering a new healing zone while underground. Grabbing a "Fresh" Pardner earns you more nutrients than a Pardner you've continuously grabbed over-and-over. This should alleviate some frustrations with Pardners being focused or "tunneled" by the Worm. (or at least be less beneficial for the Worm to do so)
[h3]Worm Movement:[/h3]
The Worm now has "free cam" style controls underground. It feels more like you're swimming through the soil than being stuck on a flat plane underground. The lower you swim before surfacing the higher your leap will be! Fly you majestic Worm dolphin, fly!
[h3]Worm Digestion:[/h3]
The Worm now digests the Pardners they eat, making their Heart Jars not spawn immediately after dying. Instead, it takes a base 90 seconds for the Jar to appear. After the digestion timer is up, the Jar will spawn at the tail of the Worm.
Both the Worm and the Pardner will see a new UI element on screen to show when the Heart Jar will become active.
Additionally, each stack of the Cactus Fruit Buff that Pardner has will reduce the digestion time by 15 seconds, taking it as low as half the normal time, 45 seconds.
[h3]And those are the big changes to the mechanics of Wormtown. I hope you try them out and, as always, let me know what you think in the Discord.[/h3]
[h2]Worm Ability Reworks:[/h2]
[h3]Sandstorm:[/h3]

If there's one ability that gets the most hate by the community, it's Sandstorm. It was very annoying to play against and was basically impossible if more than one Worm had it equipped at a time. It's now been replaced with a Sandstorm Tornado!
The tornado moves forward in a line from where you aim it and pulls objects and Pardners into it before flinging them out in a random direction. Pardners caught in the Tornado become visible to the Worm for a few seconds after.
[h3]Tar Wall:[/h3]

Tarwall, despite receiving multiple reworks in the past still is under performing with the general consensus being that it's too easy to escape.
Tarwall now creates large blocky outer walls with no spaces between them. After a second, the floor of the tar arena now fills with tar as well. Touching the tar drastically reduces your move speed for a few seconds.
With the removal of the global Sandstorm effect, the major "stalling" ability is gone, so I feel more comfortable pushing Tarwall into the go-to stalling ability.
[h2]New Pardner Kit Items:[/h2]
[h3]Coffee Tin[/h3]

- Drink to gain a whopping +35% move speed and -80% stamina consumption buff for 15 seconds
- Due to overly-caffeinated jitters, you'll also be visible to the Worm for 20 seconds
Great to use when trying to take attention off of a fellow Pardner or when you're confident you're safe from the Worm!
[h3]Mysterious Concoction[/h3]

- Drink the concoction to gain a random effect. It can heal, it can harm, it can teleport you randomly across the map! Drink at your own risk!
[h2]Pardner Kit Changes:[/h2]
[h3]Necronomicon[/h3]
- Necro now has unlimited uses, instead of the 1 it had previously.
- To balance this, Necro now burns 35 health from the user. (yes, this can kill you!)
- Necro still works after sundown and in games with limited revives! Making it a vital tool in those situations.
[h2]Pardner Objective Changes[/h2]
[h3]Train Key[/h3]
One issue with the Train Key objective was that it had no way of scaling with difficulty, making it one of the fastest and easiest ones to complete - especially in games with lots of Pardners.
There are now "dummy" dig spots that will ping your metal detector just like the Key spot does. When dug up, the dummy spots will spawn a new 1/1 junk item, the Horseshoe. More dummy/Horseshoe spots will spawn based on the Objective Difficulty setting.

[h3]Cattlebug Wranglin'[/h3]
Cattlebugs were also a bit too easy to complete, since they were one of the least "involved" Objectives.
Cattlebugs no longer run away from Pardners and instead are attracted to their favorite treat and new throwable Kit item, the Dandylion. Dandylion bundles can be found near the rear of the Train (where you bring Cattlebugs back to). Throw Dandylions and lure the Cattlebugs back to the Train!


Additionally, other Objectives received smaller balance tweaks to try and normalize them a bit.
[h2]Misc. Features and Changes[/h2]
[h3]Added Text Chat[/h3]
- Pressing Enter will enable/disable the text chat, available in lobby and during gameplay.
- Can fully disable the text chat in the options menu
[h3]Added LAN support[/h3]
- You'll find the LAN options at the bottom of the "Play" menu.
- Instead of Lobby Codes, LAN games use your local IP of your machine on your network, which will display in the top right of the lobby for you when hosting.
[h3]Added an Auto-Escape feature for the Worm Mini-Game[/h3]
- pressing your "drop item" key when grabbed by a Worm, it will put you in a timed auto-escape mode that will complete in ~5.5 seconds. While this is a bit slower than the average player manually escaping, it's a great option for those who dislike the mini game or have accessibility concerns.
[h3]New Worm Eating Effects[/h3]
- Out with that janky old shrinking effect when chomping an object, it's much prettier now!
[h3]Multi-Worm Ability Scaling[/h3]
- Multi-Worm games can be oppressive for Pardners, especially with their abilities. By default, the max number of ability charges scale with the Worm player count. With this, there's a new match setting to remove this scaling if you really want the chaos!
[h3]++ a bunch of bug fixes and smaller changes![/h3]
If you want to read every teeny tiny minute detail and change in this patch, you can also check out the Patch Notes channel over at the Discord (Discord.gg/Wormtown), but that about summarizes this huge update!
Thanks again for all the support for Wormtown, and I hope you enjoy the new gameplay changes! (and please, no pitchforks!)
Stay Safe out there, Pardners!