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Wild West Pioneers News

The Pioneer’s Journal #2 - Roads Before Riches

[p][/p][p]Howdy, partners![/p][p][/p][p]What did successful frontier towns have in common? Good infrastructure.[/p][p]Timber, stone, and food were usually available. What separated thriving settlements from abandoned camps was how efficiently those resources were moved and stored.[/p][p][/p][p]Many Oregon Trail diaries from the 1840s describe reaching areas rich in timber and water, only to find that survival depended on more than raw materials alone. Even though wood and other resources were available, without proper organization, storage, and transport routes, progress was just too slow. Early snowfall often caught parties mid-construction.[/p][p][/p][p][/p][p]In Wild West Pioneers, the same logic applies. You might have wood stacked at the logging camp, stone waiting at the quarry, and meat coming in from your hunters. But if the roads are poorly planned or your warehouse sits too far away, everything slows down. Each settler can only carry 1 resource per trip, so they can easily end up spending more time walking than working, and production buildings wait for materials that are technically already there.[/p][p] [/p][p]That is why thinking about your building placement and constructing efficient roads around your warehouses is so important. When this is done correctly, goods move smoothly between production sites and storage. Food reaches your villagers. Materials reach your workshops.
Resources are one of the foundations of your settlement. But gathering them is only the first step. Making sure goods move where they need to be is another, and if not given enough attention, your settlers might complain about missing supplies. Workshops might pause because wood has not arrived. The saloon might run out of bourbon, and that is when you know your logistics need attention.
[/p][p]The Wild West Pioneers demo is available NOW![/p][p][dynamiclink][/dynamiclink][/p]

February 26: Patch

  • [p]Fixed a bug where all undiscovered locations on the world map became visible after loading an early save file.[/p]
  • [p]Fixed a bug in which trees cut down in a previous game session remained missing in subsequent sessions[/p]
  • [p]Fixed a bug where moving a building did not immediately update its road connection[/p]
  • [p]Fixed a bug where agent models disappeared when zoomed out[/p]
  • [p]Fixed a bug where the mouse cursor disappeared randomly[/p]
  • [p]Fixed a bug that caused a black screen to appear when returning from the world map to the settlement[/p]
  • [p]Fixed a bug where loading a save did not regenerate pathfinding, causing some buildings to lose road connections[/p]
  • [p]Fixed a bug where ESC did not open the pause menu after upgrading a building[/p]
  • [p]Fixed a bug that caused the inability to cancel the first building placement (RMB / ESC not exiting build mode)[/p]
  • [p]Fixed a bug that caused the “Send Expedition” button to disappear incorrectly[/p]
[p][/p]

February 20: Hotfix

  • [p]Fixed an issue where loading a save could break pathfinding, causing some buildings to lose their road connections.[/p]
  • [p]Fixed excessive Bourbon consumption.[/p]
  • [p]Fixed an issue where the “Send Expedition” button was not displaying correctly.[/p]
  • [p]Added ability to cancel placement of the first building during a playthrough (RMB or ESC to exit building mode).[/p]
  • [p]Added a rations reward to the “New Beginnings” event when accepting Margaret’s family.[/p]

Demo Known Issues

[h2]Known Issues[/h2][p][/p]
  • [p]Buildings sometimes appear placeable near rivers, but cannot be placed. [/p]
  • [p]Some localization text contains minor errors.[/p]
  • [p]The second Whim register may stop working if a main need cannot be fulfilled, requiring the affected Whim to be discovered and unlocked again.[/p]
  • [p]ESC key may not open the pause menu.
    Solution: Open the Guide or the Technology Tree (shortcut: T). This usually restores normal function.[/p]
  • [p]After launching/loading the game, players may be unable to exit building mode during the first placement.
    Solution: Place the building or open the Technology Tree (shortcut: T).[/p]
  • [p]Whims may fail to unlock if the animation is interrupted.
    Solution: Allow the unlock animation to fully complete.[/p]

It’s time to saddle up!

[p][/p][p]Howdy, partners![/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]The Wild West Pioneers demo has arrived as part of the upcoming Steam Next Fest, and you have until the 2nd of March 18:00 UTC to decide where the wagon train stops. [/p][p]Get in now and turn a dusty patch of untamed land into a thriving western settlement! Every choice you make will shape the future of your town. [/p][p]We know there’s always room to grow on the frontier, and that’s where you come in. After you play, we’d be very grateful if you’d share your thoughts through our feedback survey, on our Discord or in the Steam discussions. Tell us what you loved, what surprised you, and where we can do better.[/p][p]Your feedback will directly help shape the road ahead for Wild West Pioneers.[/p][p] [/p][p]Don’t forget to wishlist the game so you don’t miss what’s coming next.[/p][p] [/p][p]We’ll see you on the frontier.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]