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In this city builder, you must establish a your Whisker colony and build it into an industrious empire. Set up intricate production chains, optimize your cities, and tend to the needs of your mouse colonists. Serve your cat overlords faithfully, or defy their oppressive rule.

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Patch #14: Truss Platforms, Less Stutter, Bigger Mine carts

[p]Patch #14[/p][p]Our headline feature for this patch is one I think many players wanted without realizing: Truss platforms![/p][p]Until today if you built a long and tall bridge, or filled a cavern with a town, you were faced with a dense matrix of wooden supports.[/p][p]Many players requested a method to control this "pillar spam". I am happy that the modding community was able to provide players a quick solution to that request while we worked on our intended full solution. Today now I am proud to announce: Truss Platforms.[/p][p]Truss Platforms come in both masonry and wooden variations. Their exact designs require research to unlock. [/p][p][/p][p]Both masonry & wooden trusses come in two varities of varying lengths to fit your needs.[/p][p][/p][p]Trusses both solve the pillar spam and open new methods of building cheaper bridges between islands. [/p][p]Daniel[/p][p]Lead Programmer on Whiskerwood[/p][p]PS: Whiskerwood is on sale for Christmas. If you've not bought it yet, please consider purchasing now. And if you've bought it but not reviewed it yet, please consider leaving a review for anyone considering a purchase :)[/p][p][/p][hr][/hr][h2]Changelog[/h2][p]v0.6.177 Patch #14[/p][p]Features[/p]
  • [p]Add new Anchored Platform and Stone Archways.  Thus allowing design of pillar-less open areas in mines, and longer bridges.[/p]
  • [p]Optimize various pathfinding scenarios to reduce long path computations on large colonies for improved frame pacing[/p]
[p]Gameplay[/p]
  • [p]Logistics workers should now better prioritize larger transfers over smaller ones.[/p]
  • [p]Increase capacity of rail carts from 3 to 6. Whiskers more likely to avoid stations with crowded platforms[/p]
  • [p]Add red mesh for pepper crop items[/p]
  • [p]Make autosaves when loaded now save under the original non-autosave filename when manually saved[/p]
[p]UI[/p]
  • [p]Improve margins on crop field information[/p]
  • [p]Add description to settings menu to communicate what terrain details does[/p]
  • [p]Make the embark screen only generate non-conflicting random names to avoid overwriting saves. If all random names are used, generate a clean name using appended numbers.[/p]
[p]Bugs[/p]
  • [p]Fix construction site of mirrored warehouse having white icon[/p]
  • [p]Fix some pipe junctions rendering incorrect rotations[/p]
  • [p]Fix spicegrinder building icon overwriting carpenter[/p]
  • [p]Fix camera rotation impacted by time dilation[/p]
  • [p]Fix rain and snow wind direction not matching gameplay wind direction[/p]
  • [p]Fix windsock using singpost details menu[/p]
  • [p]Fix fully grown crops consuming fertilizer (nutrients above nutrient limit)[/p]
  • [p]Fix heater overdrive state not being loaded correctly from saves[/p]
  • [p]Fix some achievement progress not saving in all codepaths[/p]
[p]Acknowledgements[/p]
  • [p]Thank you to many-many players who requested gameplay methods of building large caverns with fewer wooden pillars visually blocking views[/p]
  • [p]Thank you to Marco2 on the Steam forum for reporting that the Gold Ore achievement progress was getting lost under certain save paths[/p]
  • [p]Thank you to Khemoterropy on the Discord for reporting the missing icon on mirror small warehouses[/p]
  • [p]Thank you to Richard on the Discord for reporting one of the steam pipes were 90 degree rotated incorrectly[/p]
  • [p]Thank you to several players on Discord and Steam Forums who suggested Logistics Hud workers should prefer larger transfers[/p]
  • [p]Thank you to Syrupmunster on the Discord for pointing out the margins on field tooltip imply rockiness was the sunlight value[/p]
  • [p]Thank you to Morwenna and others who reported the Carpenter building’s icons had been overwritten by the Spice Grinder[/p]
  • [p]Thank you to r4v4g3 for reporting how camera rotation was being impacted by mods which adjusted time dilation[/p]
  • [p]Thank you to Gideonstar on the Discord for reporting that random names were being generated which overwrote existing saves[/p]
  • [p]Thankyou to Kekosch on the Discord for reporting that the visual weather wind was not matching gameplay wind directions[/p]
  • [p]Thank you to gue.ngevlog on Steam forums for reporting the windsock was using the wrong details menu[/p]
  • [p]Thank you to Khemoterropy for suggesting we add a description to explain the importance of terrain and grass detail graphics settings[/p]
  • [p]Thank you to Kralmir on Discord for reporting that fully grown crops still consumed nutrients when above the nutrient limit[/p]
  • [p]Thank you to Chromy on Discord for reporting that heater overdrive wasn’t loaded correctly[/p]
[p][/p][h3]Steam Reviews[/h3][hr][/hr][p]We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters![/p][p][/p][h3]Official Wiki and Beginner's Guide[/h3][hr][/hr][p]We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need. [/p][p][/p][p]We also have a compilation of tips and tricks sourced from the community to help you out right here:[/p][p][dynamiclink][/dynamiclink][/p][h3]Join the Whiskerwood Community[/h3][hr][/hr][p]Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter. [/p]

Patch #13: Mirroring, Building Variations, CPU Optimizations

[p]Patch #13[/p][p][/p][p]We've got two major features for this patch! One highly requested since demo, the other highly requested the instant players reported playing past 300 whiskers. [/p][p]Today I am proud to present to you:[/p]
  1. [p]Mirroring![/p]
  2. [p]& Better Performance![/p]
[p]Now you press the T key while placing most asymmetric buildings and get their left vs right variation. This rebindable T hotkey will also provide you extra variations on certain decorations, and in general is our solution for both mirroring and providing extra variety without overflowing the menus.[/p][p]Performance comes as the result of a ton of work by Chris, who profiled everything and cut every spare bit of waste he could find. We were able to raise the target population from 300 whiskers to over 700. Of course that exact number will vary with your computer and higher end PCs should be able to play past 1k Whiskers now.[/p][p]The important takeaway: if you have any save files you abandoned because performance got too poor please consider reloading them and seeing if the situation has improved![/p][p]Daniel[/p][p]Lead Programmer on Whiskerwood[/p][p][/p][p]PS: Also we added a windsock so you can be certain the direction pollution will blow.[/p][p][/p][p]PPS: If you enjoy Whiskerwood please do consider leaving a review. It both helps other players who might be considering the game, and of course helps us know what you want. We read all reviews and endeavor to treat all feedback equally.[/p][p][/p][hr][/hr][h2]Changelog[/h2][p]v0.6.175 Patch #13[/p][p]Features[/p]
  • [p]Add building mirror switching and generalized variety switching for specific buildings by default on rebindable T key[/p]
  • [p]Add new mine shaft lamp post decoration and other new varieties for existing decorations[/p]
  • [p]Add rebindable zoom in/out hotkeys[/p]
  • [p]Optimize CPU gameplay computation on large islands for an up to 20% reduction by making the building’s logic selectively run[/p]
[p]Gameplay[/p]
  • [p]Improved cursor behavior over open-pit mines (cursor should no longer snap to sea level when over deeper terrain)[/p]
  • [p]Cycling idle camps will switch to appropriate slice view if it is underground.[/p]
  • [p]New warning banner for camps that can’t find a delivery location.[/p]
  • [p]Make pirates still arrive during winter under Pirate Seas scenario[/p]
  • [p]Make tax ships less frequent under Pirate Seas scenario[/p]
  • [p]Make pirates rarer under Monarchist scenario[/p]
  • [p]Make smuggled gold under Pirate Seas scenario only cost 80% as compared to Far Frontier[/p]
  • [p]Make smuggled gold under Monarchist scenario cost 91% as compared to Far Frontier[/p]
  • [p]Boost max horizontal Whisker Launcher distance from 5 to 8 to match height limit[/p]
  • [p]Reduce Tea roasting cycle time from 89 to 55 seconds[/p]
  • [p]Reduce Fine Tea roasting cycle time from 144 to 89 seconds[/p]
  • [p]Reduce trade value of Tea from 21 to 13[/p]
  • [p]Boost Tea per cycle from 3 to 5[/p]
  • [p]Boost FineTea per cycle from 3 to 8[/p]
[p]UI[/p]
  • [p]Reduce overflow on end of day screen when more than 100 whiskers think a thought[/p]
  • [p]Move most impactful graphics settings towards top of graphic settings[/p]
[p]Bugs[/p]
  • [p]Fix construction priority not saving correctly[/p]
  • [p]Fix situations where whiskers would prefer detouring to long stairs over faster direct paths.[/p]
  • [p]Fix Management Office not showing lines to worker when selected[/p]
  • [p]Fix Management Office worker getting stuck if building deleted[/p]
  • [p]Fix some issues with ladders floating in the air[/p]
  • [p]Fix ladders unintentionally spawning scaffolding visuals underneath[/p]
  • [p]Fix scaffolding preview in build tools not rendering correctly below sea level[/p]
  • [p]Fix tailor building showing gap into building when roofs removed[/p]
  • [p]Fix quest randomization offering a quest a second time while the first instance is still on offer[/p]
  • [p]Fix decorative quests being able to progress into negative values[/p]
  • [p]Fix unburied whiskers thought inconsistently triggering even if buried.[/p]
  • [p]Fix resources carried by miners or gatherers sometimes being lost when night starts.[/p]
  • [p]Fix stairs causing snow-free areas even after removal.[/p]
  • [p]Fix light simulation sometimes not correctly updating all affected cells.[/p]
  • [p]Fix steam engines re-playing their connection sounds on load.[/p]
[p]Crash Fixes[/p]
  • [p]Fix crash on invalid edge during AddClimber[/p]
[p]Mod API[/p]
  • [p]Make pirate cannon logic not crash when mods reduce cannon shot count to 0[/p]
[p]Acknowledgements[/p]
  • [p]Thank you to many-many players who requested the Mirror feature[/p]
  • [p]Thank you to Falk on the Discord for reporting the gap in the Tailor roof[/p]
  • [p]Thank you to many-many players on Discord and Steam forum who reported certain cases where scaffolding is randomly left after mining[/p]
  • [p]Thank you to many players on Discord who reported that construction priority was not properly preserved between save and load[/p]
  • [p]Thank you to Kralmir for reporting the doubling up of quests on offer when said quests are randomized[/p]
  • [p]Thank you to Elevin and Dulces on the Discord for reporting that tax ships were not getting influenced under the pirate seas scenario[/p]
  • [p]Thank you to Karvapallo on the Discord for sharing their experience with tea roasting[/p]
  • [p]Thank you to Kralmir on the Discord for helping narrow down the lost resources bug.[/p]
  • [p]Thank you to Shawak for suggesting auto-z-level when cycling camps[/p]
  • [p]Thank you to Kralmir on Discord for reporting that removing stairs left snow-free areas.[/p]
  • [p]Thank you to CallunaBytes on Discord for reporting management office worker bug
    [/p]
[h3]Steam Reviews[/h3][hr][/hr][p]We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters![/p][p][/p][h3]Official Wiki and Beginner's Guide[/h3][hr][/hr][p]We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need.

We also have a compilation of tips and tricks sourced from the community to help you out right here:[/p][p][dynamiclink][/dynamiclink][/p][h3]Join the Whiskerwood Community[/h3][hr][/hr][p]Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter. [/p]

Patch #12: Upgrading Matching-Shape Houses In-place, Rebalances, Bug Fixes

[p]Patch #12[/p][p]Hello Everyone,[/p][p]Have you ever noticed how the schematic progression includes a number of houses in the same shape but better quality? You can now upgrade in-place upgrade those houses once you unlock them![/p][p][/p][p]Adding this feature required handling quite a number of edge cases, but the result should be a quality of life improvement for players. It rather feels like the long haul of gamedev: a lot of work for a seemingly small yet worthwhile improvement.[/p][p][/p][p]Of course please check out the full change log below. This patch brings a number of balance changes and bug fixes.[/p][p][/p][p]Daniel[/p][p]Lead Programmer on Whiskerwood[/p][p][/p][hr][/hr][h2]Changelog[/h2][p]v0.6.173 Patch #12[/p][p]Features[/p]
  • [p]Add upgrading of houses in-place if same shape higher tier is available[/p]
[p]Gameplay[/p]
  • [p]Increase plank cost portion of Large Warehouse from 34 planks 55 planks[/p]
  • [p]Increase plank cost portion of Giant Warehouse from 55 planks 144 planks[/p]
  • [p]Add extra option to only show Status & Problems Only for show icon setting instead of the prior all or nothing[/p]
  • [p]Boost trade value of Hearty Meals from 21 to 34[/p]
  • [p]Boost trade value of Savory Meals from 21 to 34[/p]
  • [p]Boost trade value of Fancy Meals from 21 to 34[/p]
  • [p]Boost trade value of Jam Pastry from 13 to 21[/p]
  • [p]Boost trade value of Mushroom Stew from 13 to 21[/p]
[p]UI[/p]
  • [p]Improve ui scaling of pirate menu at high populations[/p]
  • [p]Scale down event icon blips as the camera zooms out[/p]
  • [p]Show version number on pause menu[/p]
  • [p]Add Management Office to workplace overview[/p]
  • [p]Ensure research is always at bottom of sidebar[/p]
[p]Bugs[/p]
  • [p]Fix resources clipping and overflowing the resource screen[/p]
  • [p]Fix expectation stars appearing over ore[/p]
  • [p]Fix mismatch of free construction worker count between HUD and workplace overview[/p]
  • [p]Fix tree decorations not occupying second cell vertically in blocking grid[/p]
  • [p]Fix Whiskers clipping through the sides of bridges[/p]
  • [p]Fix stone paths and pipes incorrectly blocking heat, light & pollution.[/p]
[p]Crash Fixes[/p]
  • [p]Fix crash that could happen when filling in enclosed sections of water[/p]
[p]Mod API[/p]
  • [p]Add Optional prepending of date log message modapi[/p]
[p]Acknowledgements[/p]
  • [p]Thank you to many players who requested the ability to upgrade houses in-place[/p]
  • [p]Thank you to the players on the Discord who commented on how they’d be willing to pay much more for the larger warehouses.[/p]
  • [p]Thank you to Gardlt on Discord for reporting the ore expectations bug[/p]
  • [p]Thank you to IronJack on Discord for reporting the resource overflow on resource screen bug[/p]
  • [p]Thank you to Madame Hardy and VisceralRevolt on the Discord for suggesting the addition of the version number to the pause menu[/p]
  • [p]Thank you to Morwenna on the Discord for suggesting the meal trade values were too cheap [/p]
  • [p]Thank you to Lord Yanaek and xs4nd3r for reporting the construction worker mismatch[/p]
  • [p]Thank you to KatherineOfSky for suggesting the research button always be at the bottom of the sidebar[/p]
  • [p]Thank you to Buckminster for suggesting the date logging for the mod log message call[/p]
  • [p]Thank you to Khemoterropy on the Discord for reporting the missing cell block in the tree decoration[/p]
  • [p]Thank you to KriticalSquid on Discord for reporting that Whiskers can clip through the sides of bridges[/p]
  • [p]Thank you to DeathWolf & Halhozo on Discord for reporting the crash that could happen when filling in enclosed sections of water[/p]
  • [p]Thank you to slavic on Discord for reporting that stone paths & pipes were incorrectly blocking heat[/p]
[p][/p][h3]Steam Reviews[/h3][hr][/hr][p]We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters![/p][p][/p][h3]Official Wiki and Beginner's Guide[/h3][hr][/hr][p]We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need. [/p][p][/p][p]We also have a compilation of tips and tricks sourced from the community to help you out right here:[/p][p][dynamiclink][/dynamiclink][/p][h3]Join the Whiskerwood Community[/h3][hr][/hr][p]Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter. [/p]

Patch #11: Large & Giant Warehouses, More Decorations

[p]Patch #11[/p][p][/p][p]Highlight:[/p]
[p]+New Large & Giant warehouses![/p][p]+New setting to control display of status/problem/event icons[/p][p]+New decorations[/p]
[p][/p][p][/p][p]A bunch of players have asked for larger warehouses.[/p][p]We always planned to add more warehouses, hence why the largest one upto now was called medium, but based on the large volume of player requests we made this task a priority![/p][p]So I am proud to present to you the Large and Giant warehouses![/p][p]We put our best carpenter on the task and he figured out that if we brace the structural beams at the mid point we can achieve much taller volumes![/p][p]We've also snuck in a few more decorations, and a new option which improve performance on large colonies: you can now disable the various floating status icons using the new "Info Icon Blip" setting. Plus of course many other bug fixes and balance changes you can read about in the full changelog below.[/p][p]Daniel[/p][p]Lead Programmer on Whiskerwood[/p][p][/p][p][/p][hr][/hr][h2]Changelog[/h2][p]v0.6.171 Patch #11[/p][p]Features[/p]
  • [p]Add Large Warehouse building with capacity of 987[/p]
  • [p]Add Giant Warehouse building with capacity of 2584[/p]
  • [p]Add setting to toggle display of info/problem/event blips[/p]
  • [p]Optimize rendering of inactive blips[/p]
[p]Gameplay[/p]
  • [p]Make highest tier supply choice give tea and fine tea[/p]
  • [p]Stump Collection policy redesigned to also work on farmed trees.[/p]
  • [p]Larger Warehouses - A new warehouse types with even larger capacity[/p]
  • [p]Warehouse roofs are now dynamic and can be built into like other buildings[/p]
  • [p]Boost Thread per Cotton from 3 to 8[/p]
  • [p]Increase Cotton to Thread cycle time from 89seconds to 144seconds[/p]
  • [p]Reduce trade value of Thread from 8 to 5[/p]
  • [p]Speedup Tea roasting cycle time from 377seconds to 89seconds[/p]
  • [p]Speedup Fine Tea roasting cycle time from 610seconds to 144seconds[/p]
  • [p]Reduce trade value of Tea from 55 to 21[/p]
  • [p]Reduce trade value of Fine Tea from 144 to 55[/p]
[p]UI[/p]
  • [p]Increase savefile name length from 20 to 150[/p]
  • [p]Fix numbers on tax screen upper right not using consistent baseline[/p]
  • [p]Fix tax owed in hud not using command separation[/p]
  • [p]Add shortcut to Production Limits in sidebar[/p]
  • [p]Add heat indicator to Management Office[/p]
  • [p]Show Raise/Lower key hints when building rail[/p]
[p]Bugs[/p]
  • [p]Fix Stockpile Select tool on Farms could get stuck.[/p]
  • [p]Fix Management worker sometimes getting launched out of building on load.[/p]
  • [p]Additional fixes for logistic workers not fulfilling some requests.[/p]
  • [p]Fix whiskers sometimes getting stuck at warehouses trying to eat unavailable food[/p]
  • [p]Fix poor heat insulation on Management Office[/p]
  • [p]Fix some situations where trains could get saved/loaded into invalid stuck state[/p]
  • [p]Fix trains sometimes going the wrong direction after loading save[/p]
  • [p]Fix rare crash with train state[/p]
  • [p]Fix deleting rail boosters could return more resources than it cost.[/p]
  • [p]Fix short jump in camera position when starting a camera pan with MMB[/p]
[p]Crash Fixes[/p]
  • [p]Fix crash on save when train references are corrupted[/p]
[p]Mod API[/p]
  • [p]Ensure saves do not break if modded decoration blueprints disappear[/p]
[p]Acknowledgements[/p]
  • [p]Thank you to KatherineOfSky for suggesting the longer file name limit[/p]
  • [p]Thank you to JJun for reporting the departing station train corruption[/p]
  • [p]Thank you to michaelbaldur on the Steam forum for suggesting fine tea also be found in the highest tier supply ship choice[/p]
  • [p]Thank you to CptMrshmlw on the Discord for reporting the farming stucking bug[/p]
[p][/p][h3]Steam Reviews[/h3][hr][/hr][p]We'd really appreciate it if you could take a moment to share your thoughts about Whiskerwood in a Steam review. Each review helps us understand what you enjoy, what you'd like to see changed, and what you'd like to see added next. It's a powerful way for you to not only share feedback with us directly but also influence what comes next in a patch. We're carefully reading through all feedback, and your opinion matters![/p][p][/p][h3]Official Wiki and Beginner's Guide[/h3][hr][/hr][p]We have some fantastic resources to help get you started on your colony building in Whiskerwood. Check out our beginner's guide and our official community wiki page to help get you the answers you need. [/p][p][/p][p]We also have a compilation of tips and tricks sourced from the community to help you out right here:[/p][p][dynamiclink][/dynamiclink][/p][h3]Join the Whiskerwood Community[/h3][hr][/hr][p]Become part of the Whiskerwood community. Join us on Discord to chat with other players, share your villages, and see what others are creating. You can also follow updates and discussions on Reddit, stay informed through BlueSky and Twitter. [/p]