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Wolflord - Werewolf Online News

Sadly, Wolflord is shutting down

After many attempts to reboot and breathe new life into this project, I am sadly faced with the tough decision to pull the plug on this project.

Problems on my plate

Health problems, mental problems, and financial problems make this rock too heavy for me to keep pulling, and after 6.000 dev hours and 4.000 playtest hours, I don't think anyone can claim I didn't try.

But from poorly planned code architecture to me not dealing with social pressure very well, the heap of things that needed to be done kept growing, no matter how much I felt I hacked away on the keyboard.

And for those keeping tracks of the health stuff, I'm happy to say that I am in remission, but it also comes with the price that I have to cut anything that brings too much stress into my life, and sadly, this project is the main issue for me.

Alas, it's my sad conclusion that too many problems running a game like this are not technical issues, but interpersonal problems. Recruiting players, keeping them engaged, preventing toxicity and bullying, keeping the worst apples out, it's simply a task so daunting and with no easy fixes in sight.

There is a lot that I can fix when I have guests in a physical circle, but the social contract we have when we play in the real world sadly doesn't translate well into cyberspace, and I would hate to be a host to an experience that makes people feel bullied, harassed or leads to death threats. (Honestly, whoever gets a kick out of that, I will never comprehend...) It doesn't matter if it's me, my family, or my players, games like this should not be the reason people fear going outside or meeting new people.

That being said, however rotten some of the bad apples were, I am eternally grateful for those that was willing to hang out, playtest and just keep me company during this journey, and your contributions meant the world to me, even if it was eagerly killing me off in the first round of the game
So, what happens now?
The game will be taken off steam, and those who decide so can get a full refund. If you choose to keep it however, I have arranged with the new owners that you will get into their upcoming version of it right off the bat, but I have no idea when that will be.

The game IP itself will be sold off, and I hope the buyers will breathe new life into it. They have a better understanding of games like this and are much better suited to bring it forward. Maybe with a new name, a new coat of paint, that is for them to decide.

A round of thanks

I will send out my absolute best gratitude to all the playtesters that stuck with me, even in the toughest times. We had our ups and downs, but it was a pleasure to play with you all.

To the discord mods, the artists, and the playtesters, I thank you for a heck of a ride. I still believe in this game, but I don't see myself as the developer that can keep the fires lit.

I will still be making games, but I will definitely return to calmer, more single-player-focused stories and more tangible project sizes.

As for the physical version, I will still be hosting game nights and our continuous Murderous Monday in Copenhagen.

I'm sorry I couldn't bring you the game you hoped for. I hope someone else can.

With all my love
Gecko the Dev

Sorry for the absence

Hey gang. Gecko the developer checking in here.

As you have probably noticed, due to numerous factors, both mental and physical, I have had to take a break. It was abrupt, and I do apologize for that. Stress, death, COVID, financial stuff, a whole bag of bad, and I have been less than mature in reaching out and letting the fanbase know what was goind on.

I had to take a step back from the project just to clear my head, work on something else, and get my life sorted. And I feel like that has been achieved.

I apologize for just going dark as I did, that is not fair to any of you as players. It was just hard for me to even respond on Discord, which objectively should not be that difficult, but that speaks more to where I was and what Ive gone through.

BUT, its not all doom and gloom. I have made new friends and learned new skills, and partnered with an awesome dev that is currently looking into the backend service and how to make the game much more stable.

But what about the game?
Well, for one, I am not abandoning it. A lot of manpower has gone into it, not only by me but by the artists and people helping making it.

As for playercount, I think the healthiest thing would be to shift it to a free-to-play model, allowing many more players to join.

This means that all that have paid for it should definitely earn a reward, and I am looking into what would be a fair treat ingame. If we are going with the season pass structure, which is quite popular at the moment, I would say that anyone who have purchased the game deserves a free Season pass at the very least, and the awesome individuals who even did the Supporters Pack should honestly get Season pass for life ^^ Will post more about that when I know whats up.

As for reach, we are also looking into web and mobile options, and trying them out. This is not set in stone, but instead of me being uncle grumpy and just rejecting it outright, it looks like something that should at least be concidered.

The physical playtests continue bi-weekly as always, and I'm packing up stuff as we speak for a playtest tomorrow at the lovely Bastard Cafe, who have been more than understanding and helpful in this time.

I have also taken up some of my side-projects and small jam games, and will publish them here on Steam. These are smaller experiments and mainly just made for sh*ts and giggles, and to rekindle the joy of making games. Wolflord is still my flagship project.

So all in all, sorry for the disappearence, thank you for your patience. I hope this November I can earn your trust again with a nice juicy gameplay update.

Thank you, and hope to be lynched first round with you soon :)
Gecko the Dev

Patch 0.8.20.8 Beta - Friends and foes

+ New filter : Possible cards. Filters out impossible card spawns from the card gallery, based on public info. Only available ingame. Still needs some work, but the essentials are in place.
+ Friend pack reword : With the loss of the Grantable API on Steam, we have now turned to distributing raw steam keys to help you bring your friends to the slaughter.
+ Improved loot fetch handling.
+ Fixed some visual glitches on tool quantity.
+ Optimized achievement loading.
+ Added and fixed numerous achievements.
+ Fixed some critical lobby recycling issues.
+ Fixed bug where legs would disappear when wearing the Maiden Dress.
+ Fixed visual glitch where certain pieces of clothing looked very... moist.
+ Playtest calendar back online.

Patch 0.8.20.3 Beta - Murder and masks

+ Fixed some marketplace issues.
+ Fixed mask rendering issues.
+ Fixed broken color tag and treasure track on Purist.
+ Some text input jittery has been resolved.
+ Fixed glitch where chat would overlap with the offering window.
+ Improved Discord Rich Presence.
+ Fixed some lobby buttons.
+ Working on a rework of the balancing wheel, first step in place, more to come.
+ Cleaned out some typos.
+ Fixed some card inspection issues.
+ Fixed some verification issues with loot quantity counts.
+ Rich presence now shows pregame lobbies correctly.

Patch 0.8.20.1 Beta - Envy and Eternity

+ Fixed slash commands for Witch of Envy new ability.
+ Watchman is now formulated gender neutral, and with Town Crowd not just Villagers.
+ Fixed some bugs that could cause the text chat to not automatically scroll to bottom.
+ Set the End keyboard buttons to force scrolling to bottom.
+ Improved garbage collection across the board.
+ Fixed bug that would spawn a card presentation screen in the lobby.
+ Fixed some mac authentication issues.
+ Completed artwork for a load of achievements.