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Dev Diary #3 – Machines of Industry

What happens when the Claws arrive demanding payment, and all your Gold is sitting idle in in the mining camp? You need it in your Central Warehouse to make your tax bill. You spent the time finding the Gold Ore vein, and your Whiskers put the work into mining it, yet poor logistics risks turning an easy tax ship into ruin.

[h3]Resource Flow[/h3]
In Whiskerwood, goods start as basic resources. In the early game you’ll see Wood, Flax, Berries, and standard Ores. Over time you’ll unlock crops and find rarer Ores.

At the start of an island, these resources might be close to your town. But as you mine, harvest, and chop your way through these easily accessible sources, you’ll find yourself going further and further afield.

Even when distance does not challenge your logistics, timing will. Several times in playtesting, I have experienced the agony of knowing I have the Gold Ore to pay off the Claws, yet finding it sitting in the Mining Camp. For times like these, we added an emergency early delivery action for all buildings. Tax ships and Pirates will give you several hours of in-world time to collect the payment -- so when you find yourself short, consider forcing an early delivery.


As your game progresses, you'll want to optimize your logistics with automation so you can avoid emergency deliveries entirely. More on that later.

[h3]Production Chains[/h3]
Any good more complex than a base resource requires processing. This might be straightforward, like the Sawmill making Planks from Wood. Or it might be more involved, like the Shipyard which consumes a vast array of goods that also require multiple steps of processing themselves.


Each production stage consumes not only work time and resources, but also space and a slot within your logistics design. So you want to be intentional in how you set these chains up to avoid headaches later. In special cases, additional considerations might need to be made. A certain industry might be highly polluting, and thus need to be kept away from Housing, Services, and Farms.


With careful design, your town can flow resources through your production chains smoothly.

[h3]Automation[/h3]
When complexity grows beyond what clever design can manage -- when the forests have been chased up the mountain, or the mines are dug far into the earth -- you'll need to turn to automation to serve your needs. Automation allows you to optimize logistics to avoid consuming work time. The work time of your Whiskers is limited, and as path logistics expand, their walking time will consume a greater and greater portion of potential work.

As in life, automation doesn't necessarily mean total elimination of work effort. Even with Paths, there are chances to optimize. Slides allow Whiskers to travel downhill fast, and powered elevators do the inverse for climbs.


When path optimization is not enough, you can turn to conveyor belts and railroads.

Conveyor belts connect Adder Boxes to warehouses and only carry Goods. By default, Whiskers will bring resources to any nearby Warehouse, Shed, or Adder Box. In the early game, they will deliver everything to the central Warehouse directly, as it happens to be the only storage option that's close to all outputs. But that won't be sustainable for long.


As you grow your automations, you may need to further optimize them by designating specific destinations for your outputs. To designate a specific designation for any output, open the details panel of any building. This is a handy trick if, for example, you want to keep certain resources more local, or split up conveyor traffic.


In the late game, railroads will connect stations and carry both your Whiskers and the Goods they happen to carry. These railroads function both above ground and underground, and Whiskerwood's pathing algorithm is smart enough to identify when taking a railroad can save time over walking.


When in Mines, railroads can quickly cover distance deep underground, getting your Whiskers back to work. When above ground, they allow you to connect islands effectively without building a full town -- useful for mining or farming islands.

Thanks for reading!
Daniel Dressler
Lead Programmer on Whiskerwood


[h3]More Whiskerwood Dev Diaries[/h3]
In case you missed them, be sure to check out our other dev diaries for Whiskerwood:
https://steamcommunity.com/games/2489330/announcements/detail/658207707628569428
https://store.steampowered.com/news/app/2489330/view/515221043692962197

[h3]Join, Discuss, and Keep Informed About Whiskerwood[/h3][hr][/hr]You can find us on Discord, BlueSky, Twitter, and Reddit for discussions, updates, and feedback. You can also visit our website for more information.

[dynamiclink][/dynamiclink]

Demo Patch #1: Camera Controls, Tax Nerf, Bug Fixes

[h3]Hey Everyone![/h3][p][/p][p]My name is Daniel. You might know me from the forums or discord. My main job on Whiskerwood is as a programmer, but I also act as the game director. This means it is my honour and pleasure to say thank you for playing our game![/p][p][/p][p]So many players have checked out our demo -- It has been an incredible half week, far beyond our wildest expectations.[/p][p][/p][p]The volume of feedback has been overwhelming but I’m trying to reply to everyone and make tickets for every improvement we can find as a team. Of course any change we make is about making the game better and more special. Everything needs to work towards our vision for Whiskerwood.[/p][p][/p][p]I have a couple of big changes I want to call out for this Patch. These are the features players have requested the most and we were able to land in this Update:[/p]
  1. [p]Added VSync setting.[/p]
  2. [p]Nerfed Admin tax. It now increases at 20% of the prior speed. Aka: it is 80% lower over time.[/p]
  3. [p]You can now pan by holding the middle mouse and dragging.[/p]
  4. [p]We are in the process of adding a right mouse click and hold to rotate, but for now due to bugs in menus we have mapped this feature to holding Ctrl. Thus holding CTRL and moving the mouse will rotate the camera.[/p]
  5. [p]Rewritten whisker path finding. This might have its own bugs, but overall should bring more stability and fewer pathfinding misses.[/p]
  6. [p]Fixed farm grown trees disappearing once deposited in the farm building.[/p]
  7. [p]Fixed Whiskers not collecting new clothing when Threadborn.  [/p]
[p][/p][p]The full change log will be below, but I want to also mention a few important changes we wish to make but which did not finish in time for this patch:[/p]
  1. [p]Moving stone dumps still delete any whisker inside.[/p]
  2. [p]The terraforming will become an inverted mining tool with zoning and a work camp, replacing the stone dump.[/p]
  3. [p]Over capacity Cafes still win in preference over the warehouses. So once you build a single cafe please make sure you build more once it gets full.[/p]
[p][/p][hr][/hr][p][/p][h2]Changelog[/h2][p]v0.6.149.0 Demo Patch #1[/p][p]Features[/p]
  • [p]Make shift + R rotate in opposite direction[/p]
  • [p]Make Middle Mouse hold pan camera[/p]
  • [p]Make Ctrl + mouse orbit camera when held[/p]
  • [p]Update DLSS to latest version[/p]
[p]Gameplay[/p]
  • [p]Reduce increase speed of admin tax by 80%[/p]
  • [p]Make whiskers eat food at non-central warehouses[/p]
  • [p]Make logging, forage, mining, farms give full refunds[/p]
  • [p]Reduce how frequently statues drain happiness[/p]
  • [p]Make line must go up quest trigger on a non-pirate day[/p]
  • [p]Replace low-tier with high-tier clothing for high-tier supplies[/p]
  • [p]Make starting pirate cannon ball count 8 not 10[/p]
  • [p]Make high seas only pirate setting disabling in-island pirates and disable the related quests [/p]
[p]UI[/p]
  • [p]Fix whisker background behind icon not having uniform radius[/p]
  • [p]Add Lucas Riccoiotti to credits for the OST[/p]
  • [p]Make all panels display the total available amount of Royal Wax Seals next to reroll buttons[/p]
  • [p]Fix end of season reporting "Ends Tonight" instead of "Ends Tomorrow" [/p]
[p]Bugs[/p]
  • [p]Fix crash when moving camp[/p]
  • [p]Fix save/load forgetting to allocate gift reward[/p]
  • [p]Fix Tree farm logs disappear when reaching farmbuilding[/p]
  • [p]Fix Whisker stuck at top of stairs[/p]
  • [p]Fix embark dock line flickering 1 frame on 1 frame off during dlss frame generation[/p]
  • [p]Remove obsolete tools from supplies[/p]
  • [p]Fix manual assignment of whiskers fails to handle occupied houses[/p]
  • [p]Fix crash in height visualizer[/p]
  • [p]Fix incorrect colony name may be displayed upon loading a save[/p]
  • [p]Fix flashing and pulsing white dots on ocean under certain upscalers[/p]
  • [p]Fix DLSS FG labels not displaying[/p]
  • [p]Attempt fix for DLSS-FG stuck enabled (untested due to no dlss fg on dev machine)[/p]
  • [p]Fix crash when exiting to main menu[/p]
[p]
[/p][h3]Join, Discuss, and Keep Informed About Whiskerwood[/h3][hr][/hr][p]You can find us on Discord, BlueSky, Twitter, and Reddit for discussions, updates, and feedback. You can also visit our website for more information.

[dynamiclink][/dynamiclink][/p]

Build island factory towns for fat cats in Whiskerwood, the latest sooty strategy sim from Hooded Horse and the Railgrade devs

Whenever possible, I like to sucker-punch everybody's weekend plans by blogging the release of a huge 4X strategy game, factory sim or other managerial timesink last thing on Friday. In this case, I'm ambushing you with the avid rodent carpentry of Whiskerwood, the new city builder from Railgrade developers Minakata Dynamics and Manor Lords publishers Hooded Horse. It's got 40 different commodities, an elaborate weather simulation, and a demo out now on Steam. Haha, yes! You are welcome.


In Whiskerwood, you are a mouse mayor setting up island colonies on behalf of some bastard fat cats. Yes, this one's a straight-shooting allegory, but going by the release date trailer, any transferable learnings about the plight of the mouse proletariat come a distinct second to the joy of plaiting conveyor belts.

Read more

Whiskerwood Arrives In Early Access November 6, 2025

The demo is available now. Early Access goes live on November 6, 2025. This build covers the opening acts so you can set up a first colony, keep wellness stable, and produce goods to meet the Claws’ tax visits.

Be sure to join us on Discord and /r/Whiskerwood if you have any questions or would like to chat with us about Whiskerwood.

https://store.steampowered.com/app/3126370/Whiskerwood_Demo
[previewyoutube][/previewyoutube]
[h3]Join, Discuss, and Keep Informed About Whiskerwood[/h3][hr][/hr]You can find us on Discord, BlueSky, Twitter, and Reddit for discussions, updates, and feedback. You can also visit our website for more information.

https://store.steampowered.com/app/2489330/Whiskerwood/

Dev Diary #2 – Starting a Colony in Whiskerwood

Survival comes first in Whiskerwood. Your opening moves decide whether a colony takes root or stalls before winter. This diary walks through the early choices that keep your Whiskers alive: where to place the Trade Dock, how to anchor logistics with the Central Warehouse, and which starter industries to prioritize. You will see how taxes and trust shape your economy, how machinery gates early factories, and how seasons and sickness pressure food and warmth.

Of course, this is only a primer for your Whiskers' humble beginnings.

Here's the first Dev Diary in case you missed it.
https://steamcommunity.com/games/2489330/announcements/detail/658207707628569428
[h2]Embark Phase: Founding the Colony[/h2][hr][/hr]Once your colony ship arrives at your assigned island archipelago, you must decide on a location for your Trade Dock. This trade dock will serve as your connection to the outside world.


All tax collectors, supply ships, new arrivals, and even pirates will conduct business with you through this dock. This dock will serve as the landing site for your initial colonists.

[h3]Placing the Trade Dock[/h3]
Selecting a suitable location for your dock is crucial to your early success. Consider the minerals, forests, and nearby forage when picking a location. In general, you should avoid barren islands, which might be rich in valuable ores but will lack the forests and berry bushes for an easy start. Unless you are attempting an advanced supply ship-driven build order, it's best to stay away from them initially.

[h3]Constructing the Central Warehouse[/h3]
Once your Whiskers have left the embark ship, they will need to construct a Central Warehouse.


Whereas the trade dock is the central nexus for ships, the Central Warehouse will be the nexus for your logistics network.

Pick a location near where you intend to build your town.


[h2]Early Buildings: Foundations of Industry[/h2][hr][/hr]We’ve talked about the Trade Dock and Central Warehouse, but the buildings you’ll use the most in the early game are the resource tier industry.

These are the Forage Hut, Logging Camp, Mining Camp, and, in time, the Farm.

Like all industries in Whiskerwood, these buildings, once constructed, require workers to operate. When assigning Whiskers to a building, consider their guilds and attributes.

[h3]Forage Hut[/h3]The Forage Hut’s workers will collect nearby wild Flax and Berries. For an island that starts with wild berries, this is the easiest method of keeping your Whiskers fed. You can use the Harvest Priority tool to mark Flax or Berries as the first to harvest. Flax is useful for paying taxes, but you may wish to focus on Berries early.


[h3]Woodcutter[/h3]The Woodcutter should be placed near a forest. Whiskers working there will cut nearby trees. Similar to the Forage Hut, the Harvest Priority tool helps identify which trees to cut first.


[h3]Mining Camp[/h3]Mining Camps allow you to mark Mine Shafts, which, when assigned, Whiskers will then dig up.

This can be useful for securing valuable Ores, Stone-based Housing, or building underwater tunnels to connect new islands. Often, islands will have unique ores -- and in general, the deeper you dig, the richer the veins get.


[h3]Farms[/h3]
Lastly, Farms allow you to turn useless open space into productive crop land. Farmed Berries are the quickest for feeding your colony.


Still, higher-tier crops can be unlocked over time. These crops are more effective, efficient, long-lasting, or can handle different environmental factors. We’ll have an entire Dev Diary on the Farm system in time.

Farms require planks to build, which gets us to the next category of buildings.

[h2]Early Industry[/h2][hr][/hr]When your colony makes a landing, the Claws include a set of Machinery in the setup package. Machinery is the vital parts that allow industrialization. Factories require machinery to be constructed, and they need replacements when that Machinery wears out over time.

[h3]The Role of Machinery[/h3]
Machinery can only be made by the Claws. It is a schematic that they protect with the utmost security. It has powered their kingdom and economic might. Machinery takes extensive espionage to steal. So until then, you must purchase new and replacement Machinery from Supply Ships or earn it as Tax Rewards.

Using your starter Machinery, you can choose between the Fishing Dock, the Sawmill, and the Stone Workshop. The choice you pick is a strategic one.

[h3]Fishing Dock[/h3]
The Fishing Dock can feed your colonists despite a no-berry start, and prevent them from starving.


[h3]Sawmill[/h3]
The Sawmill allows you to mill one unit of Wood into multiple Planks. Planks, in turn, are required for many essential buildings. Additionally, Plank Pathing allows you to speed up walking speeds for a lower effective Wood cost.


[h3]Stone Workshop[/h3] Lastly, the Stone Workshop allows you to craft the most waste Stone dug out from the mines into beautiful Cutstone for higher-tier buildings.



[h2]Early Game Objectives: Answering to the Claws[/h2][hr][/hr]With the Central Warehouse constructed, you’ll start receiving quests from either the Claw administrator or your own Whisker colonists. Each has their own desires, and you do not have the time or resources to do everything.

[h3]The Tax System[/h3]
Your immediate concern should be securing a resource extraction economy so you can start earning the first tax payment. The Claws will send tax ships about every three days. Each ship will demand a Head Tax, an Administrative Tax, and a Production Tax, and will also collect the bill for any supply ship orders.


Failure to pay what you owe will call into question why the Claws even allowed you and your colonists this freedom.

This shows up as the Trust mechanic. When you fail to pay a tax bill, you will lose 3, 2, or 1 trust depending on how far you underpaid your bill. Paying your bill on time will slowly build trust and earn a reward from the Claws.



[h3]Overpaying and Rewards[/h3]
You also have the choice to overpay taxes by 150% or 200%. Overpaying taxes earns you trust quickly and gives you more rewards. Rewards are vital because mixed into the scraps, the Claws' rewards can include new Schematics which unlock new buildings or technology.


Until you establish contact with other islands and start smuggling, then begin an espionage program, these handouts are your primary way to secure new unlocks.

We’ll discuss ocean exploration, smuggling, and espionage further in later development diaries.

[h3]Balancing Whisker Desires[/h3]
Whisker colonists will have conflicting desires. They understand your need to appease the Claws, but this patience has limits. Whiskers will become increasingly accustomed to luxuries such as housing, decorations, and services.

Keeping your population happy earns you approval from the community.


Only with this support can you implement policies and welcome new Whiskers into the colony. Thus, if you want to grow a large colony, you must also grow a happy colony.

Give a Whisker a colony, and he'll want a place to sleep.


[h2]Surviving the Environment[/h2][hr][/hr]Whiskers require a minimum of food and warmth. Warmth is easy during the Spring, Summer, and Autumn, but during Winter, freezing temperatures will bring death to the unprepared colony. Likewise, food is easiest while the forageable berry bushes remain, but in time, you will need to secure either fish or farms. Farms grow best in Summer, slow in Spring and Autumn, and with only a few exceptions, stop producing during Winter.


[h3]Health and Sickness[/h3]
When Whiskers get chilled, injured, or breathe polluted air too much, they risk getting sick. Over time, if not healed, these negative impacts will accumulate, resulting in death. Dead Whiskers must be buried in a Grave site to reduce the otherwise severe depression, which will plummet your Approval.

While you survive the environment, you’ll also need to worry about surviving the Claws and Pirates. We’ll talk more about those factions in a later Dev Diary.

Thanks for reading!
Daniel Dressler
Lead Programmer on Whiskerwood

[h3]Join, Discuss, and Keep Informed About Whiskerwood[/h3][hr][/hr]You can find us on Discord, BlueSky, Twitter, and Reddit for discussions, updates, and feedback. You can also visit our website for more information.

[dynamiclink][/dynamiclink]