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Walkerman News

1.25 Patch Notes

  • Lots of bugfixes and editing
  • New musical track "Night Moves" from WD
  • General editing work and minor bug fixes
  • Notes System Added (Check Inventory)
  • Act 1 Investigation Revisited
  • Act 1 Combat Segment Expanded
  • Dialogue System Overhaul (Nametags Added)
  • General Combat Overhaul (E.Wounds Above the Textbox)
  • Some Longer, Optional Dialogues Segmented into Menus with Early Exits
  • Extra Achievements


NOTE: If you replay Act 1, start from the Prologue's end. Mid-act saves will be broken from all the new content.
*Saves from end of Act 1 will still be valid for Act 2
** Want to skip to all the new choices? Here's a tip: select 'skip unread text' in the options menu and hold down CTRL to fast forward.

1.25 Patch Notes

  • Lots of bugfixes and editing
  • New musical track "Night Moves" from WD
  • General editing work and minor bug fixes
  • Notes System Added (Check Inventory)
  • Act 1 Investigation Revisited
  • Act 1 Combat Segment Expanded
  • Dialogue System Overhaul (Nametags Added)
  • General Combat Overhaul (E.Wounds Above the Textbox)
  • Some Longer, Optional Dialogues Segmented into Menus with Early Exits
  • Extra Achievements


NOTE: If you replay Act 1, start from the Prologue's end. Mid-act saves will be broken from all the new content.
*Saves from end of Act 1 will still be valid for Act 2
** Want to skip to all the new choices? Here's a tip: select 'skip unread text' in the options menu and hold down CTRL to fast forward.

1.05 Patch Notes

Here are the patch notes for this post-release hotfix.

  • Some minor spelling and grammar edits.
  • Fixed bug where many achievements would be granted on first launch.


What's the plan for the future?

First and foremost, preparing for the next development cycle, and getting Act 2 to the players (and our backers) ASAP.

But secondly, we've gotten a lot of feedback asking for more non-linearity in the Act 1 combat segment. We originally had more variety in the usage of items and weaponry, but it led to many 'walking dead' scenarios where players were still making choices after a fatal mistake, and continuing play for quite some time without a hope of actually surviving. Before Act 2's release, we'll be looking at making a redux of the Act 1 fight, and possibly add in some more achievements for clever or terrible ideas.

Edit: After taking inventory of what's possible without taking artists away from their Act 2 commissions, I'm fairly certain I can dramatically extend the game's content just by programming and writing. This includes: reworking existing items, adding new uses, removing the 'safeties' we added to prevent Dead Man Walking scenarios, reworking how weapons and wounds are handled, and generally laying the Act 1 fight open for autopsy. I can also add the Quality of Life improvements I've been contacted about, such as nametags and a notes section for the inventory (a notes section will also allow us to add a new dynamic to the game, by keeping track of what rules/clues Jorgen actually knows).

I'll post a teaser update as to what specific extensions we're making soon.

Thanks all.

1.05 Patch Notes

Here are the patch notes for this post-release hotfix.

  • Some minor spelling and grammar edits.
  • Fixed bug where many achievements would be granted on first launch.


What's the plan for the future?

First and foremost, preparing for the next development cycle, and getting Act 2 to the players (and our backers) ASAP.

But secondly, we've gotten a lot of feedback asking for more non-linearity in the Act 1 combat segment. We originally had more variety in the usage of items and weaponry, but it led to many 'walking dead' scenarios where players were still making choices after a fatal mistake, and continuing play for quite some time without a hope of actually surviving. Before Act 2's release, we'll be looking at making a redux of the Act 1 fight, and possibly add in some more achievements for clever or terrible ideas.

Edit: After taking inventory of what's possible without taking artists away from their Act 2 commissions, I'm fairly certain I can dramatically extend the game's content just by programming and writing. This includes: reworking existing items, adding new uses, removing the 'safeties' we added to prevent Dead Man Walking scenarios, reworking how weapons and wounds are handled, and generally laying the Act 1 fight open for autopsy. I can also add the Quality of Life improvements I've been contacted about, such as nametags and a notes section for the inventory (a notes section will also allow us to add a new dynamic to the game, by keeping track of what rules/clues Jorgen actually knows).

I'll post a teaser update as to what specific extensions we're making soon.

Thanks all.