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Lumberjacked News

v1.12 Hotfix - Missing Trees

We've addressed a bug that caused trees to be missing due to moving in/out of nodes while they were still loading in.

Apologies for this, and it seems it's been patched up. I teleported the player positions all around the map very quickly before the trees could fully load to verify and all 10,000 trees seemed to remain in-tact. I will continue to test this, but it seems the immediate issue has be resolved.

If you've had this happen to you and are missing many trees that can not be found, please hop into the discord, and report it and I will gladly help you get your tree count straightened out very quickly.

Again, sorry for this issue!

v1.1 – Performance & Saving Overhaul

Hi everyone!

As we move close to the end of the 2nd week of Lumberjacked’s release (I was going to say a month, because it sure feels like it!), we’re wrapping it up with a huge update.

With version 1.1 we address 2 major issues, one more common than the other, but both very important, as well some balancing and various bug fixes.

Since this is such a large update, and even though we’ve done our best to test it thoroughly, any number of strange things or oversights can happen so please come let us know and we’ll get to it immediately!

[h2]Saving & Loading[/h2]
First, is the saving bug that would occasionally bug out a save and corrupt it. While it’s tough to know 100% what would cause it to happen, we have a pretty good idea it had to do with the fact that the game would save WHILE closing.

This seems such an obvious oversight, and apologies to those who were affected by it. We hope this fix eliminates this issue entirely.

There is now a buffer time between the game saving and closing, and this same sequence is triggered with closing the “close/x” button while in windowed mode.

[h3]Save Backups[/h3]
On top of a safer saving system, we’ve added in save backups that are created during gameplay every time a game is successfully saved, so should your save become corrupt for whatever reason, it will automatically be recovered the next time you load, and you will be given a prompt to inform you that this took place.

[h3]Autosave[/h3]
We’ve also included an autosave that triggers every 10 minutes. When the save happens your game will hang for just a split second, we’re looking into way to improve this, but it shouldn’t affect the flow of gameplay and will provide a safer saving experience.

[h2]Performance[/h2]
The game has gone through a massive round of optimization. This is one of the biggest reasons this update took this long.

Trees have been trimmed down to less game objects per tree, improving the streaming and decreasing their overhead. On top of this trees have all been fitted with an impostor system, which is like advanced 3D sprites, thus significantly reducing polygon count, while still looking amazing and preserving draw distance.

These two things combined with a more unified shader throughout the game, we’ve managed to double performance in some cases, and hopefully it will run a lot better for those of you who struggled with performance issues.

We still intend to bring more power to customize your experience in the settings menu very soon, and we wanted to work it in with this update, but it was already filled to the brim and we needed to get the core update out for everyone to mitigate the saving/loading and improve base performance.

[h2]Going Forward[/h2]
Thanks everyone for playing Lumberjacked and encouraging us to breathe even more life into what we thought was just going to be a fun little game for a handful of people to play, although hoping it would catch on – and it did.

We will be awaiting feedback on this new update eagerly for the next few days, while we begin to shift into the next big update, and with this one we hope to bring more lumberjacking to everyone and enhance the overall experience.

Ideally, we’ll hit our goal and have the next update out in 2 weeks’ time, but we of course want to make sure it’s perfect.

So stay tuned, Lumberjacked 2.0 is on its way!

v1.081 - Skin Shop pt 1

Hi everyone!

We're still working nonstop to bring you the best game we can!

With this new update, we've started to finally add in more content, and we're starting with skins! This is only part 1, and we will be adding more soon as well as music to the Skin Shop.

Tomorrow, however, will have the main focus be on the optimization and graphics settings. This is one of the last big areas to cover, and we appreciate everyone's patience.

Please, let us know if you have any issues! I had one thing I had to patch up tonight, and it's got me a little nervous but I haven't had any reported issues. Drop the Discord if anything is awry!


[h3]DLC : Supporters Pack[/h3]

https://store.steampowered.com/app/3680990/Lumberjacked__Supporters_Pack/?beta=0

We also released a DLC that is purely aesthetic, it adds in a unique arm and coin skin, and rewards you with 500 Amber Drops as well.

To obtain it, once you load in just head to your bed and there will be a gift sitting on top.

Again, let us know if you have any issues with obtaining the DLC!

We'll see you again very soon, thanks so much for all of the support and patience while we work to bring you all the best experience we can.


v1.07 - Major Update: New Ending Cinematics + Widescreen Support + QoL and More!

Hi everyone!

What incredible first week. We honestly never predicted you all would enjoy our silly little tree cutting incremental game like you have...we're just absolutely blown away by the support.

We've been listening intently on all of the things you wish to see in the game, and doing our best to bring them in one way or another, and this update is the first of these improvements.

We're working on a major optimization update as well, and that will be coming hopefully by the end of the weekend.

Like with all big updates, no matter how much we test, it's always possible something weird sneaks in, so please let us know in the discussions or on Discord of any issues and we'll promptly get to them!

Now, on to the good stuff:

[h2]Version 1.07[/h2]

[h3]New Ending Cinematics (spoilers)[/h3]
The endings have always felt kind of bland, especially the fairy arch which didn't really have one.
With this update that's is a thing of the past! The fairy arch now has an official ending cinematic and the gnome arch as been improved at the end.


[h3]Widescreen Support[/h3]
One of the most requested features is support for widescreen, and thanks to someone with a bit of knowledge and interest in helping improve widescreen gameplay we can officially say it's working.

In fact, in windowed mode you can resize the window to pretty obscure aspect ratios, but it does break down if you go a bit too crazy with it.

Looking forward to you widescreen player's feedback, hopefully it works for you!

[h3]Quality of Life Improvements[/h3]
  • Logs can now be grabbed, useful when getting stuck behind stumps.
  • Better notifications at the Mushroom Kiosk (still needs a little more).
  • Prompts appear to inform you of when you're about to lock the game into one of the endings.
  • The game now saves when you rest and when you exit.
  • Skins have been made persistent between saves (there is a refund of Amber Shards coming for those who have finished the endings, soon).
  • The final saw is now toggled when hitting the chop button, no longer requiring it to be held down.


[h3]General Balancing[/h3]
  • Stamina from berry bushes has been increased drastically.
  • Stamina from energy drinks has been increased a little.


[h3]The Drone[/h3]
  • The missing drone pieces have been brought in closer to the starting area, and you can find them much earlier, requiring only the tier 3 axe for one of the pieces.
  • Now that the pieces are easier to locate, the circles for them on the map have been removed, but the boilers are still marked.
  • The drone has had all of it's stats buffed to make it more useful


[h3]Bug Fixes[/h3]
There have been a number of bug fixes, but here are the top ones.
  • When you chopped our first tree, or tossed a log into the chipper for the first time and an achievement was rewarded, it would negate the action, and the tree would remain or you'd still be holding the log.
  • Various bugs in the Skin Shop as well as overall usability has been improved.
  • An exploit existed that didn't unpause time after using the "Unstick" feature.

v1.051 Hotfix - Time Exploit and Final Achievement

This is a small patch that addresses a couple issues that came up from the recent update.

If you weren't able to continue on the credits, and you've finished both endings but didn't get the final achievement the next time you load in it should be granted to you. Apologies for this oversight.

There was a way to exploit pausing time while playing by doing an Unstick action, but no longer! Hope you all got some free work days with that one haha.

And another error was tidied up.

Thanks again for the crazy amount of support and patience while I get to adding new requested features and helping work them out! You all have so many great ideas.

Happy chopping!