1. Last Train Outta' Wormtown
  2. News

Last Train Outta' Wormtown News

Tiny Teams Festival!

Howdy!

I'm excited to announce that Last Train Outta' Wormtown is featured in this years Tiny Teams Festival, right here on Steam!

You can checkout great games made by small and solo developers, many of which are discounted for the event. Wormtown will be 15% off for the duration of the festival, which runs from August 3rd - 9th.

Go check it out and find some hidden indie gems!

Shoutout to Yogscast Games for putting this wonderful event together! :D

Quickchat + QOL changes + Gameplay Tweaks

Howdy!

QuickChat:
Replacing the old "ping" system, Pressing the QuickChat (default "T" or clicking "Right Stick") will open up a radial menu where you can easily send common and useful message pop ups. This works in lobby as well as in-game as a Pardner. Currently, there is no QuickChat for the Worm players, but this will be added in the future.

While playing as Pardner, the QuickChat is context sensitive based on your camera mode. For example, if you select the "Healing" chat bubble while aiming, it will ping where you're looking and display "Cactus Fruit over here!" to all Pardners. Alternatively, if you're not aiming, it will display "I need Cactus Fruit!" and display your current health to all Pardners.

New Lobby Features:
* New Custom Match Settings: For Fuel Required, Train Blockers, Number of Cactus Fruit, Pardner Max Health, and Worm Ability Cooldowns - there's now an additional < Custom > match setting. You can find this by clicking the > until Custom shows up. A slider will appear and you can set these values to your liking.
* Saving Match Settings: When selecting "Play Again" at the end of a match, the settings for the previous match will be saved and applied to the new lobby. Note: match settings will be reset when you go back to the main menu.
* Added more event feed pop ups for players connecting, disconnecting, and more.
* Clients can now "suggest" rule changes by clicking the < or > arrows in the match settings panel. This will inform players in the pop up feed.
* Host can now force start the game, ignoring if players are readied up or not.

Escape Mini Game Changes:
* Cleaned up the effects when successfully entering an input, so there should be much less visual noise and clutter.
* Can no longer get duplicate inputs in a row
* The Mini game now accepts arrow key inputs as well as WASD
* Lowered how much progress you lose with a failed input on the Hard mini game setting. You now lose 6 inputs of progress, where previously you'd lose all progress.

Sundown Changes:
* New music added for when nighttime begins.
* Worm Scream now deals 10 damage to Pardners in the close AOE. Just to be clear: This only happens at nighttime and when a Pardner is in the normal AOE of the scream - not the global detection range. Design insight: Night time is supposed to be an extremely Worm-sided end game scenario to stop long stalemate games. Even with the previous changes to buff Worms at night, there were still instances of Pardners camping inside the train with dynamite traps on all of the doors, allowing for more stalemates. Note: This change is most likely a temporary fix for this issue until the new Worm abilities are added in the near future.
* The Worm healing rate of the second and third rings has now been significantly boosted at night. The center ring has been unchanged. Design insight: Dynamite should be very punishing for the Worm, but I felt healing back to full took too long at night. This also is a nerf to the above mentioned stalemate strategy.

Gameplay Changes:
* Dynamite explosions will now light the fuse of other dynamites, but at half their normal fuse time
* Ghosts now push objects slightly further and their push cooldown has been reduced to 25 seconds (was 40)
* Heart Jars now have a permanent ping indicator when in inspection mode (right click/left trigger camera mode), so Pardners no longer need to intentionally ping it's location. Note: Only applies when they are lying around the map, not when inside of an inventory.
* You now see other Pardners health over their head in inspection mode.

Misc Fixes:
* Fixed 9 players being able to join a lobby (again lol). Note: I'm still planning on raising the player cap in the future, but this bug was causing other issues so it needed to be fixed in the short term

I'm still working on the big content update with new Worm abilities and Pardner equipment items! (Sorry it's taking long than expected!)

Stay safe out there, Pardner!

New Escape Mini-Game + Worm Visibility & Physics Tweaks + More

Howdy!

Patch Notes:

Reworked Worm Mouth Escape Mini-Game:
- The old spinning/timing escape mini game was a big friction point for some players (and it wasn't very fun, I'll admit). So I'm excited to announce a complete rework! The new mini game requires you to hit a series of directional and jump inputs in a row, slowly filling the escape meter. Missing an input will lose progress on the escape meter, so both accuracy and speed are important.
Design insight: The new mini game is *MUCH* more fun and feels more like you're frantically trying to escape, instead of the slower pace of the previous game.

Changes to Damage and Healing:
- Pardners now take 10% of their current health when they get grabbed by the Worm. **The health loss per second during the mini game has been reduced to counteract this.** It can be frustrating for the Worm to grab an experienced Pardner, and have them escape super quick, so this should guarantee a small amount of damage, while still incentivizing quick escapes.
Note: This is 10% current health. At 100 health, you'll take 10 damage. At 10 health, you'll take 1 damage etc. I still want there to be dramatic last second escapes, so it made sense to do it this way.

- The rate at which the Worm auto heals underground has been slightly reduced, but you now gain a burst of health when entering a new healing ring. This hopefully will further incentivize not focusing the Pardner that escaped your mouth. (or at least give them a few more seconds to recover)

- The underground Worm healing rings have been increased in size. Again, to incentivize Worms moving further away after a Pardner escapes.

Changes to Worm Visibility and Physics:
- The Worm can now push and move physics objects. This was always the case for host Worm, but due to how the physics are handled, it wasn't affecting client Worms. This should stop Pardners barricading themselves inside train or trapping the Worm behind a mass of physics objects.
Note: You can move objects by simply pushing up against them, or you can move them further by pouncing into them.

- The Worm now reveals props that are *very* close to them (basically touching them). This DOES NOT affect Pardners, only props - so standing still on the sand is still a vital strategy. This also means any prop you pounce and hit will instantly be revealed, instead of having to wait for it to hit the sand again. Note: any prop revealed this way will hide itself after a few seconds.

- Large props (crates, beds, tables, ladders - anything you hold above your head) that are on the sand will now always be visible to the Worm. Again, this is only for when they're touching the sand, and will be hidden if on a rock or train etc.
Design insight: There's been frustrations with Worms pouncing and being redirected by a invisible objects they can't see. This gets especially frustrating when lots of large objects are piled next to each other. This change should help with a handful of frustration points as Worm, while still keeping the "guessing game" of where Pardners are intact. Note: For anyone wanting a "lore" reason for this, anything heavy enough presses into the sand and the Worm is able to *sense* it. It's the same reason they can see houses, trains, rocks, etc. See! It makes sense, I promise!

Misc Changes:
- Added 5 minute intervals to the Sundown Timer match settings. It goes from 5 minutes - 40 minutes, with the additional "Never", if you don't want to play with it at all. Note: Sundown Timer is now 25 minutes by default (was 20).

As always, thanks for playing Wormtown! Feel free to leave any feedback here or in the Discord.

*tips novelty-sized cowboy hat*

Sunset Mechanic + Train Car Changes + Worm Healing Rework + More!

Howdy!

This update brings a handful of new mechanics and reworks to the game, as well as engine and netcode updates to fix some lingering issues.

Sunset:
Pardners not gettin’ a move on? The sun slowly sets in Wormtown now. Once nightfalls, the Worm’s scream will detect Pardners globally, as well as having their ability cooldown reduced.

Design insight: One of the biggest issues I’ve seen lately is Pardners not having a time constraint, which can lead to very slow and passive playstyles. I wanted a way to incentivize the Pardners’ completing their tasks quickly, without it being a strict “the game is over when the clock hits zero” kind of timer. This is the first iteration of this mechanic, so expect changes based on player feedback! Note: Time until Sundown can be set in the match settings. (10 min/ 20 min/ 30 min)

New Worm healing mechanic:
When being injured as the Worm, you’ll heal automatically over time, but you’ll heal faster the further you get from the place you took damage. The 3 purple rings on the ground below you will show the different healing speed regions. Simple move outward from where you burrowed to heal faster. You’ll also see a number of arrows on the filling health bar to indicate which region/how fast you’re healing. This description may sound confusing, but it’s fairly easy to grasp once you see it for the first time in game!

Design insight: First off, the collecting orb mechanic wasn’t great. It was far too random to accomplish what it was intended for. Which is, to guarantee time for an escaping Pardner to get to some sort of safety before the Worm resurfaces. The randomness of the orbs meant a Worm could easily resurface a second later or 10 seconds later. This new variant guarantees a minimum time before the Worm can resurface, while still giving some strategic planning for the Worm while underground. It also disincentivizes “tunneling” or focusing on one player, which can be frustrating for Pardners.

Changes to Train Cars:
Both the main train’s caboose and the blocker trains have now been redesigned so they aren’t 100% safe. The back door of the caboose (not an innuendo…) cannot be entered by the Worm, but the front and side doors have been widened, allowing room for a Worm to dive inside. The blocker trains front and back entrances have been removed, allowing Worms to dive completely through, and their side entrances have also been widened.

Design insight: Standing inside the train was supposed to be a brief respite from the chaos, but many Pardners would simply camp inside the train, waiting for the Worm to move… while the Worm would be waiting for the Pardners to leave the train… it’s a complete stalemate. These changes, as well as the Sunset mechanic, are to aggressively target these boring stalemate situations and keep the games moving. Note: If the Worm dives inside the caboose, it can take a few seconds to wiggle their way back out, so use this time to run from the train!

Camera fixes:
- Removed mouse acceleration. Moving the camera should feel much more responsive and accurate now.
- Fixed the over the shoulder camera being the jankiest thing on the planet. No more wiggly camera!

Engine and Netcode updates:
I updated to new engine and netcode versions, which will help with general stability and rare networking issues. For a small number of players, they were unable to join, host, or even play the tutorial. This should resolve that issue!

Smaller Changes and bug fixes:
- Added additional cleanup of burned objects. This should hopefully fix the late-game lag issues.
- The “failed to join server” pop up will now give you a reason why you couldn’t join.
- Fixed an issue where occasionally the Worm could see floating backpacks on hidden Pardners.

I hope you enjoy this patch! There’s a handful of new changes, so as always, you can post your feedback below or in the Discord.

I’m still working on a large content update featuring more Worm abilities and special Pardner equipment. So stay tuned for that!

Cya in Wormtown, Pardner.
- Vyv

Balancing Changes + Bug Fixes

Howdy! This is a small update fixing a few pesky bugs and some balancing/gameplay changes.


Gameplay Changes:
- Dynamite now spawns every 90 seconds. (Previously was 60 seconds)
- Climbing too high on the outer walls of the map will now tank your grip strength, forcing you to fall faster.
- You can no longer eat Cactus Fruits while at full health.
- Cactus Fruits now spawn a flat amount. (Previously, it was based on the number of Pardners in the match)
- Tweaked the values for the "Hard" worm escape mini-game. (It's slightly easier now)
- You no longer see your own sand particles as a Worm, which was occasionally obscuring vision.
- Added a version handler, which will make sure people on different builds won't accidentally connect to each other.

Bug Fixes;
- The "anti-tunneling" mechanic with the Worm escape mini game is working again. (Accidentally goofed it last patch, my b!)
- Fixed a rare issue where multiple levels were being generated and over-layed on top of each other.
- Fixed a Worm only visual bug in multi-worm games. (no more invisible Worms!)

As always, feel free to leave any feedback below or in the Discord!