1. Whiskerwood
  2. News

Whiskerwood News

Nominate Whiskerwood for the Steam Awards

Hello everyone,

The 2025 Steam Awards have begun! Nominations are open, and we’re hoping you’ll consider nominating Whiskerwood in the Outstanding Visual Style category. The competition this year is incredible, and there are so many great games that deserve recognition in this category. But your nomination can help spread the word about Whiskerwood and introduce new players to everything it has to offer.

Since release on November 6th, we’ve put out ten patches sourced from all of your feedback with much more on the way.



Whiskerwood’s style grew from the shape of its world. Each colony rises in stacked tiers of wood, stone, and greenery, a vertical patchwork built by mice who carve into cliffs while extending platforms over the sea. The result is a settlement that feels assembled piece by piece.


Seeing the different settlements people have built has been one of the most unexpected pleasures of working on Whiskerwood. Some players push straight into heavy industry, turning every cliff face into a maze of platforms and machinery that climbs upward in dense layers.


Others create small coastal towns with quiet terraces, gardens tucked between rooftops, and just enough production to keep the colony alive.


What has surprised me most is how consistently these places feel like Whiskerwood while still reflecting the person who built them. The same constraints, the same terrain, the same systems, yet entirely different expressions of what a mouse colony can become. It has been a privilege watching those ideas take shape.


All this to say, we’d love to have your nomination this year for the Outstanding Visual Style Award If you’re so inclined, just click the “Nominate” button that’s part of this post to submit your nomination. No matter the result, we are grateful for every single vote, and for the ongoing support you’ve shown for our team as we continue working on Whiskerwood

Thank you!

– Daniel Dressler, Lead Programmer, Minakata Dynamics

Patch #10: Production Limits, Farm to Field Assignment, Optimizations

[p]Patch #10[/p][p][/p][p]Highlight:[/p]
[p]+Build the Management Office to set limits on production at factories and resource camps![/p][p]+Assign fields to farms to control the behaviour of farmers![/p]
[p][/p][p]Thank you to everyone who gave feedback over the past 2 weeks![/p][p]Since our launch into early access we've noticed a few highly requested features from that feedback. Namely:[/p]
  1. [p]Farm to field assignments[/p]
  2. [p]Production Limits[/p]
[p]Production limits are now in the game through the newly added Management Office which, once built and staffed, can control production in the entire colony. Of course managing so many factories require a hardworking educated whisker and they will expect a higher level of living standards to match their skills. In the future, once we've implemented ferries, these Management Offices will have a range and you will need multiple to cover remote islands. For now this office's controls are global.[/p][p]The farm prioritization assignments in contrast requires no new construction. Every farm can now have 1 or more farm fields marked as their priority. A toggle controls if this priority means the farmers only work on the assigned fields, or if they help out on other fields when otherwise idle.[/p][p]We've also landed a ton of gameplay rebalancing driven by feedback from players. Plus 4 crash bugs which impacted 400+ population colonies and optimizations improving save file sizes and heavy pollution rendering. [/p][p]I want to thank the community for trusting us as we spent this week working on this larger patch. To be honest when we switched from daily to weekly patches I was worried players would complain. Instead every player who noticed the change was excited at the prospect at seeing large features get progress. Thank you for that trust.[/p][p][/p][p]Daniel[/p][p]Lead Programmer on Whiskerwood[/p][p][/p][p][/p][p][/p][hr][/hr][h2]Changelog[/h2][p]v0.6.170 Patch #10[/p][p]Features[/p]
  • [p]Add Management Office to enable management over production limits at factories[/p]
  • [p]Add farm field assignment. Farms can now be linked to fields. Per building toggle between prioritizing linked fields or exclusive working only linked fields.[/p]
  • [p]Add setting to swap pan/orbit between RMB and MMR[/p]
  • [p]Optimize save file size by recomputing ore traces at load time to improve packed data coherency for improved compression. Reduces giant save files by 4MB[/p]
  • [p]Optimize pollution rendering on giant colonies with improved slice chunking [/p]
[p]Gameplay[/p]
  • [p]Boost the number of fuel generated per coal from 5 to 21[/p]
  • [p]Boost coal ore per coal cell on new maps from 3 to 8[/p]
  • [p]Reduce smuggling value of fuel from 13 to 3[/p]
  • [p]Reduce tax value of coal ore from 13 to 8[/p]
  • [p]Boost pollution generation of boilers by 3x[/p]
  • [p]Boost max Cafe storage capacity from 21 to 34[/p]
  • [p]Boost max Dining Hall storage capacity from 34 to 55[/p]
  • [p]Boost water storage of showers from 5 to 55[/p]
  • [p]Boost soap capacity at Steamy Bath and Showers by ~60%[/p]
  • [p]Make random quests backoff if refused by decreasing their offer chance as time goes on without being accepted[/p]
  • [p]Boost Water Pump ocean drain speed by 8x[/p]
  • [p]Reduce Smoked Fish trade value from 13 to 5[/p]
  • [p]Reduce Furniture trade value from 55 to 34[/p]
  • [p]Boost Simple Cloths trade value from 13 to 21[/p]
  • [p]Boost Cloths trade value from 21 to 55[/p]
  • [p]Boost Medicine trade value from 55 to 144[/p]
[p]UI[/p]
  • [p]Fix Steam radiator UI incorrectly implying it generates pollution[/p]
  • [p]Improved description of Piecework Trinkets policy to make clear the work is occurring by all whiskers at home after work hours[/p]
[p]Bugs[/p]
  • [p]Fix existing whiskers walking slower overall after loading a save[/p]
  • [p]Fix some situations where logistics workers would not move requested resources[/p]
  • [p]Fix opening voiced dialog using a different between the text and voice over[/p]
  • [p]Fix rain and other weather effects missing shaders at low effects quality setting[/p]
  • [p]Fix stone path quest getting offered even without stone paths unlocked[/p]
[p]Crash Fixes[/p]
  • [p]Fix crash in toolbar when hovering over an object but data is missing[/p]
  • [p]Fix crash in elevator load logic when whisker standing positions became invalid[/p]
  • [p]Fix crash when whisker attempts to climb on a cliff face but no side is climbable[/p]
  • [p]Fix crash when HZBO breaks on large colonies when zooming far out [/p]
[p]Mod API[/p]
  • [p]Add a Mod hook called “BP_MainMenuLoad”. Triggered after BP_Startup but unlike startup will be triggered every time the main menu loads not just the first time.[/p]
  • [p]Fix camera pan speed being impacted by unreal time dilation as used by various mods[/p]
  • [p]FIx crash in adding rows to complex data tables through ModAPI[/p]
  • [p]Fix path replacement not triggering building placed ModAPI delegate[/p]
  • [p]Add scrollbar when mod options exceed the screen’s width[/p]
[p]Acknowledgements[/p]
  • [p]Thank you to Buckminsterfullerene on Discord for reporting the add row crash[/p]
  • [p]Thank you to Marks over email for reporting the toolbar crash[/p]
  • [p]Thank you to Kralmir on Discord for explaining the piecework trinket policy misunderstanding[/p]
  • [p]Thank you to drakmire2 on Steam forums for pointing out the mismatch between the voice over and the text[/p]
  • [p]Thank you to Buckminsterfullerene on Discord for reporting the that path replacement was not triggering the relevant delegate[/p]
  • [p]Thank you to Scotty on Discord for requesting the BP_MainMenuLoad hook to accommodate the localization mods.[/p]
  • [p]Thank you to Kara_Pabuc on the Steam forum for requesting the setting to switch orbit and pawn between right and middle mouse buttons[/p]
  • [p]Thank you to Fraywind on the Discord for suggesting the Showers hold a tankful of water as storage[/p]
  • [p]Thank you to Vargras on Discord for requesting the soap increase[/p]
  • [p]Thank you to Swalter in a positive Steam Review for explaining he felt annoyed by how often declined quests were getting reoffered[/p]
  • [p]Thank you to r4v4g3 on Discord for reporting the mod options overflow issue[/p]
  • [p]Thank you to Sisel on Discord for reporting the elevator standing position crash[/p]
  • [p]Thank you to DeathWolf121212 on Discord for reporting the invalid climbing wall crash[/p]
  • [p]Thank you to Kroneus and Sisesl on Discord for reporting the HZBO crash[/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 #9: Warehouse logistics improvements & Bug Fixes

[p]Patch #9[/p][p]Hello Everyone,[/p][p]A bunch of players requested a way to toggle the acceptance of goods into a warehouse while it was being constructed. To address this we started work on construction phase configuration and added this control. Going forward we have a bunch of tickets of similar construction phase configuration requests which can leverage this UI flow.[/p][p]We also made buildings better communicate when their entrance was out of reach. Many players got confused by the Flax Spinner's second floor entrance, and this improvement helps that situation plus any other player might hit.[/p][p]Of course please consider reading the full changelog, today's patch is quite a large one.[/p][p]Daniel[/p][p]Lead Programmer on Whiskerwood[/p][p][/p][hr][/hr][h2]Changelog[/h2][p]v0.6.166 Patch #9[/p][p]Gameplay[/p]
  • [p]Warehouses under construction can be set to reject all resources until configured by player[/p]
[p]UI[/p]
  • [p]When bulldozing warehouses the lost resources preview is sorted with highest amounts first[/p]
  • [p]Refund value blips when bulldozing will show (+n) instead of (-n)[/p]
  • [p]Add input hint for quick elevation controls (Shift + Mousewheel to quickly change slice elevation)[/p]
  • [p]Inaccessible construction entrances will display their entry positions when hovered by cursor[/p]
[p]Bugs[/p]
  • [p]Fix warehouses having stuck ‘inbound’ resources if disabled while being delivered[/p]
  • [p]Fix Firetender workers indicating ‘Headed to work’ while idle.[/p]
  • [p]Fix Earthworks workers indicating ‘Idle’ while performing work.[/p]
  • [p]Fix Stockpile assignment UI not dismissing in some situations.[/p]
  • [p]Fix deleting excess Offices removing a policy slot.[/p]
  • [p]Fix Woven Cloaks not being reported consumed in statistics[/p]
  • [p]Fix Whiskers repeatedly attempting to deliver to inaccessible construction sites[/p]
  • [p]When manually selecting a student to assign to a school, the list is now automatically filtered for Whiskers who don’t have the taught skill/guild, yet[/p]
  • [p]Assigning students to schools via the plus button will now automatically filter for Whiskers who don’t have the taught skill/guild, yet[/p]
  • [p]Fix typo in description of Rebellion Fervor[/p]
  • [p]The new storage capacity of Fire Tenders & Luxury Suppliers is now correctly applied to buildings in existing saves. Currently stored items above capacity are not lost.[/p]
  • [p]Fix schooled Whiskers keeping old guild modifiers when changing guild[/p]
  • [p]Earthworks labor now correctly applies Hard Labor thoughts[/p]
  • [p]Fix spring planting quest triggering too early[/p]
  • [p]Fix thoughts summary not displaying all of day’s thoughts when loading save[/p]
[p]Crash Fixes[/p]
  • [p]Fix a a crash that could happen when generating a map with many large islands[/p]
[p]Mod API[/p]
  • [p]Add ModAPI for adding new datatable rows [/p]
  • [p]Add ModAPI for linking extra datatables as moddable[/p]
  • [p]Add ModAPI for adding new runtime translations[/p]
  • [p]Add ModAPI delegate to hook on new day starting[/p]
  • [p]Add ModAPI linkage for SlotDecoratives[/p]
  • [p]Fix ModAPI for construction spawning not triggering correct delegate[/p]
[p]Acknowledgements[/p]
  • [p]Thank you to r4v4g3 on Discord for pushing the limits of our ModAPI[/p]
  • [p]Thank you to Lickorice on Discord for suggesting the new day hooks[/p]
  • [p]Thank you to Buckminster for requesting the datatable extension tooling to allow new building mods[/p]
  • [p]Thank you to ruff on Discord for debugging the construction delegate ModAPI[/p]
  • [p]Thank you to RonEmpire & CaptCharlie82 on Discord for drawing attention to automatic assignment for students[/p]
  • [p]Thank you to Anteprefix on Discord for reporting the murmur typo[/p]
  • [p]Thank you to madbroetchen & Simply Matt & Lord Yanaek on Discord for reporting that schooled Whiskers retained old guild modifiers[/p]
  • [p]Thank you to Goiaba_Rei on Discord for reporting construction pathing bug[/p]
  • [p]Thank you to Gregor Pepe for reporting a crash during map generation[/p]
  • [p]Thank you Fargel on Discord for reporting inconsistency in thoughts breakdown[/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 #8: Mods & Steam Workshop!

[p]Patch #8[/p][p]Mods, Mods, MODS![/p][p][/p][p]Today, 8 days after ea launch, thanks to massive effort by Buckminsterfullerene, a genius modder on our discord, I am proud to announce that Whiskerwood now has mods![/p][p]Please head over to Whiskerwood's Steam Workshop to browse our mod selection. Or join our Discord where any player can suggest mod ideas, or download mod files directly as zips. And of course if you've not yet let your voice be heard please consider leaving a review.[/p][p]I grew up playing mods, and I got my start making games helping make mods. It has always been a dream of mine to make a game that had a proper modding scene. Thank you Buckminsterfullerene![/p][p][/p][p]Daniel[/p][p]Lead Programmer on Whiskerwood[/p][p][/p]
[p]Any mod can be added to Whiskerwood by simply unzipping it into the folder: %localappdata%/Whiskerwood/Saved/Mods[/p]
[p][/p][hr][/hr][h2]Changelog[/h2][p]v0.6.164 Patch #8[/p][p]Features[/p]
  • [p]Added official modding support![/p]
  • [p]Setup Steam Workshop for mods![/p]
[p]Gameplay[/p]
  • [p]In years with harsh winters, autumn temperatures now fall later and spring temperature recover quicker[/p]
  • [p]Add stockpile controls to the Fire Tender[/p]
  • [p]Add stockpile controls to the Luxury Supplier[/p]
  • [p]Reduce Fire Tender stockpile capacity to 21[/p]
  • [p]Increase Luxury Supplier stockpile capacity to 21 per item[/p]
[p]UI[/p]
  • [p]Fix Apprentices being filtered incorrectly in the population overview[/p]
[p]Bugs[/p]
  • [p]Fix build tool sometimes using erroneously high elevation when zoomed far out[/p]
  • [p]Fix yearly temperatures occasionally being warmer or colder than intended[/p]
  • [p]Fix Whiskers not using paths or trains in some situations[/p]
  • [p]Fix belts getting stuck if built on top of storage sheds[/p]
  • [p]Fix edge case which caused a hole in the terrain ground[/p]
  • [p]Fix Tea & Fine Tea not being acceptable by Input Hoppers[/p]
  • [p]Fix building heat tooltip not converting to player’s temperature unit[/p]
  • [p]Fix ‘Steampunk’ achievement[/p]
  • [p]Fix Jump Pad and Rail Booster not reporting steam consumption stats[/p]
  • [p]Fix swift trait's description being inaccurate[/p]
[p]Acknowledgements[/p]
  • [p]Massive thank you to Buckminsterfullerene for helping add mod support and making so many exciting mods![/p]
  • [p]Thank you to Sam on the Discord for reporting the swift trait’s description issue[/p]
  • [p]Thank you to Elevin & Emme_arta on Discord for feedback on spring and autumn temperatures[/p]
  • [p]Thank you to Richard on Discord for reporting that Apprentices weren’t filtered correctly in the population overview[/p]
  • [p]Thank you to r4v4g3 on Discord for reporting a hole in the terrain[/p]
  • [p]Thank you to Spawsh & Zewtastic on Discord for reporting the unused Fire Tender stockpile capacity[/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 #7: One-Week Anniversary, Z-Layer Display, More Heat, F5 Quicksaving

[p]Patch #7[/p][p]Happy One-Week Anniversary Everyone![/p][p]In 5 hours it will have been exactly 7 days since we launched Whiskerwood into Early Access. Thank you so much to everyone who has played, reviewed, and given feedback for our passion project! [/p][p]Today we've added a number of requested quality of life improvements. Many players requested to see the current z layer to better build underground. This value is now shown next to the z slice toggle in the bottom left of the HUD.[/p][p][/p][p]Now you can quicksave to your current save file by pressing F5. And even refuel campfires by simply clicking on them.[/p][p]A few players also reported being confused by the pollution overlay we added yesterday. So I've made it always show at least the current focused position even if that cell's pollution is 0%.[/p][p]Of course please checkout the full changelog below. [/p][p]Daniel[/p][p]Lead Programmer on Whiskerwood[/p][p][/p][hr][/hr][h2]Changelog[/h2][p]v0.6.164 Patch #7[/p][p]Features[/p]
  • [p]Add display of current z layer number when z slicing[/p]
  • [p]Add rebindable quicksave hotkey defaulting to F5[/p]
  • [p]Allow Bulldoze tool hotkey to be rebound[/p]
[p]Gameplay[/p]
  • [p]Improve visual alignment of generated heat on furnace industries and add more heat coverage to workers inside.[/p]
  • [p]Allow adding fuel to campfires with left-click in addition to the existing R hotkey[/p]
  • [p]Bathhouses now generate environmental heat and warm bathing whiskers when steam is supplied.[/p]
[p]UI[/p]
  • [p]Make the pollution tool always draws at least the central block even if said central block is 0 pollution[/p]
[p]Bugs[/p]
  • [p]Fix terrain sometimes not being assignable for mining if mined out below[/p]
  • [p]Fix Piecework Trinkets policy stopping on a loaded save[/p]
  • [p]Fix Fuel Tender and Luxury Supplier not allowing assignment of source stockpiles[/p]
  • [p]Fix campfires gaining back fuel time after loading save[/p]
  • [p]Fix farm shift field not recognizing right shift key[/p]
  • [p]Fix approval spend animation being mouse hit testable[/p]
[p]Acknowledgements[/p]
  • [p]Thank you to RonEmpire and many others for requesting the current z layer display[/p]
  • [p]Thank you to yaki_ebiko on Discord for pointing out the hot baths do not produce environmental heat[/p]
  • [p]Thank you to w.A.f on Discord for reporting the farm tools only accept right and not left shifts[/p]
  • [p]Thank you to bluebirdsan on Discord for suggesting the click to add logs to campfires[/p]
  • [p]Thank you to LmLir on Discord and many others for reporting that campfires self-reloaded upon save load[/p]
  • [p]Thank you to Seagullible on Discord for suggesting that charcoal furnaces should provide environmental heat[/p]
  • [p]Thank you to Anteprefix on Discord for reporting that Piecework Trinkets policy was silently deactivating on save load[/p]
  • [p]Thank you to talking to myself on discord and may others for reporting that certain cells could become unminable[/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]