Achievement Fix
Woops! The "Naughty List" achievement should be fixed now!
Woops! The "Naughty List" achievement should be fixed now!

Woops! The "Naughty List" achievement should be fixed now!
Woops! The "Naughty List" achievement should be fixed now!
HOWDY! My next game, Berry Bury Berry, is now available on Steam! It's a juicy first-person incremental game about feeding an ominous hole. Multiple Endings, secrets to unlock, and mysteries to solve! (it's a little bit spooky, too!) Check it out! Show it some love!
HOWDY!
My next game, Berry Bury Berry, is now available on Steam!
It's a juicy first-person incremental game about feeding an ominous hole. Multiple Endings, secrets to unlock, and mysteries to solve! (it's a little bit spooky, too!)
Check it out! Show it some love!
https://store.steampowered.com/app/3370870/Berry_Bury_Berry/
I updated Wormtown's engine version back in October for the Unity vulnerability. Despite that being a small little update, I've received some weird bugs over the last few months caused by that engine upgrade. I apologize for not patching them sooner! I wasn't aware of many of the
I updated Wormtown's engine version back in October for the Unity vulnerability. Despite that being a small little update, I've received some weird bugs over the last few months caused by that engine upgrade.
I apologize for not patching them sooner! I wasn't aware of many of them and was having troubles reproducing the others. This is why it's so scary to upgrade engine versions for games already made/in production... you never know what fun surprises will crop up :c
Anyways, this update:
- Previously, if a player left the game during the lobby phase, map generation would completely break for the other players. Fixed!
- If a player left the game while grabbed by the Worm, it would softlock the Worm. Fixed!
- Players wouldn't drop their inventory items on the ground when leaving. Fixed!
- and fixed a few other bugs related to disconnecting players
Please let me know if you run into any other game breaking bugs!
Howdy! Over the last year, I've been working on two projects, and it's time to finally reveal one of those today! Introducing: Berry Bury Berry a juicy and absurdist first-person physics incremental game about growing berries and putting them down an ominous hole. Head over to th
Howdy!
Over the last year, I've been working on two projects, and it's time to finally reveal one of those today!
a juicy and absurdist first-person physics incremental game about growing berries and putting them down an ominous hole.
(p.s., I'm also working on my next multiplayer game - but not *quite* ready to reveal that one yet! :D)
Howdy Pardners! Recently I've received more and more feedback and frustrations on how dynamite and Worms interact, which has led to the changes this update: Dynamite And Worm Changes: Worms can now take damage while underground . This should stop Worms from burrowing within range
Worms can now take damage while underground. This should stop Worms from burrowing within range of a dynamite explosion to easily avoid it
The interaction between dynamite explosions and Worms has been moved server-side. You should notice more consistency now, and less issues with higher-ping Worm players avoiding explosions they're clearly inside of from your perspective
The "Worm blasted by dynamite" event feed message no longer shows up if the explosion was nullified by the Worm's armor ability
Misc Changes/Bug Fixes:
Drastically reduced the Sink Hole Pardner movement slow effect from 75% -> 45%. Originally, the cooldown of Sink Hole was so high that using it for an easier Pardner grab felt like a fair trade off. When I added the mesas to the map, and subsequently lowered the Sink Hole cooldown, this slow was never addressed. The Sink Hole + Magma Trail combo is still very potent, but not quite the free kill it used to be
Fixed situations where the Mysterious Concoction liquid was visible to the Worm
Stay safe out there, Pardners!
Howdy! Small update with some balancing and bug fixes: Wormling tweaks: Added a grace period when frozen by an Ice Wormling, making you immune to another freeze effect for 5 seconds. Fire Wormling's burn radius reduced from 2.5 > 1.75 Fire Wormling's "camp' time has been drast
Howdy!
Small update with some balancing and bug fixes:
Wormling tweaks:
Added a grace period when frozen by an Ice Wormling, making you immune to another freeze effect for 5 seconds.
Fire Wormling's burn radius reduced from 2.5 > 1.75
Fire Wormling's "camp' time has been drastically reduced from a 10 - 20 second range, to 3 -7 seconds. This means when they reach their destination, they won't linger there for nearly as long.
Misc. Changes:
Added new hint text for "aimed" equipment (Rifles, Cactus Seeds, Dandylions etc.) to show how to aim and use them.
Prior to this patch, the Escape Balloon was coded to never show up if there were only Wormlings and no Worm player, regardless of if the Balloon was checked in the match settings. Now the Balloon respects the match setting and can show up with only Wormlings active. With this in mind, the Balloon gets auto checked off in the settings when Wormlings are added. If you want to play a round with the balloon + Wormlings, you'll need to recheck the box.
Heart Jars are no longer affected by the Sandstorm Tornado
Bug Fixes:
Fixed a bug where picking up a non-burnable object being ejected from the furnace would cause it to continuously be pushed away from the furnace after dropping it.
Howdy, Pardners! I'm excited to announce a new content update for Wormtown! Welcome, Wormlings! Wormlings are small AI controlled Worms with unique attacks and behaviors. Wormlings can be played against entirely co-op with a team of Pardners, solo , or added into standard games a
Howdy, Pardners!
I'm excited to announce a new content update for Wormtown!
Wormlings are small AI controlled Worms with unique attacks and behaviors. Wormlings can be played against entirely co-op with a team of Pardners, solo, or added into standard games alongside player-controlled Worms too! Check out the match settings panel for a new section devoted to the Wormlings.
Wormlings first spawn in as eggs that will slowly hatch over time. Throwing an egg into the Train Furnace gives a good chunk of fuel - but beware, the egg can hatch in your hands! Damaging eggs by throwing them also increases how fast they'll hatch.
Dev Note: Since Wormtown first released, common feedback from players has been there isn't a way to play Wormtown solo or with just a couple friends (I mean, you CAN 1v1, but good luck surviving Pardner!). The Friend's Pass was always intended to help alleviate this issue, but I understand sometimes it's difficult getting all the homies together. The Wormlings add many more possibilities and customization for balancing games with all numbers of players now. Have a game where 1 Worm is getting stomped but 2 Worms would be too strong? Add some Wormlings into the mix! Want to play a pure co-op game with maxed out Wormling spawns for sheer chaos and hilarity? Want to speedrun a solo escape against Wormlings? Now you can!
Alongside the Wormlings, this patch brings some bug fixes and quality of life changes
+ Added 5 AI Wormlings (I'll let y'all find out what they do for yourselves!)
Note: Train Horn and Cymbal Monkeys will blind and scare Wormlings, causing them to flee and unable to target Pardners for a time
Snake Oil now gives a permanent +10% move speed buff, alongside the random healing after Worm Escape
Snake Oil random health gain rescaled from 3-13 to 1-10
Right Clicking on a slider in the Cosmetics menu now resets it's value to it's default
Worms no longer see Pardner Heart Jar digestion timers on their HUD
Cactus Fruits are now red again (Rejoice!)
Slightly increased the Pardner camera FOV from 60 > 65 (slightly zoomed out)
The "kicked players" list gets reset only on a full restart of the game now, as opposed to when a new lobby was created. Should help with those rare times when a player keeps attempting to join after being kicked
Replaced the text chat emojis in-game with Wormtown emojis (Shout outs to https://linktr.ee/BillDaDinosaur for the fantastic art!)
You now get +100xp just for finishing a game
Removed collision between Pardners and ragdolls, as they were easy to get hung up on
Fixed Ziplines being unusable if they landed inside of the Train Furnace
Reworked the code on how Worms detect Pardners, this should make visability more consistent (especially in higher latency games) and help players on lower end CPUs who weren't always seeing the pings from Pardners
I hope everyone enjoys the new update!
I've been hard at work on my next game as well, hoping to announce more in the coming months. So stay tuned for that!
As always,
Stay safe out there, Pardners
Howdy! Hope everyone's having a lovely summer! The Steam Summer sale begins today through July 10th, and Wormtown will be 30% off! It's a great time to dust off those ol' cowboy boots (wait... Pardners don't wear clothes...) Additionally, I'm working on a new content update for W
Howdy!
Hope everyone's having a lovely summer! The Steam Summer sale begins today through July 10th, and Wormtown will be 30% off! It's a great time to dust off those ol' cowboy boots (wait... Pardners don't wear clothes...)
Additionally, I'm working on a new content update for Wormtown! I was hoping to have it ready to release for the Summer Sale, but it's become a bit more involved than originally planned. Keep an eye out for more details and that new update soon!
I'm also still working on my next game, and hoping for an EA launch later this year. Stay tuned!
Have a great summer everyone, and as always,
Stay safe out there, Pardner
Howdy! Happy Birthday Wormtown! Let's celebrate with Proxy Chat and a Daily Deal! It's crazy to think that Wormtown released into Early Access 2 years ago - so Happy Birthday Wormtown! To celebrate, I've added (after many many many requests) proximity voice chat to the game! On t
Howdy!
It's crazy to think that Wormtown released into Early Access 2 years ago - so Happy Birthday Wormtown! To celebrate, I've added (after many many many requests) proximity voice chat to the game!
On top of that, Wormtown will be a Steam Daily Deal for 40% off from April 18th - 25th! It's the perfect time to wrangle up the crew for some rowdy games of Wormtown.
- There are 2 "channels" for proxy chat in game, living and dead. Living Pardners and Worms can hear each other, and Ghosts can hear living players but can only be heard by other ghosts - unless a Pardner has the Luigi Board equipped, that is!
- You can checkout the new voice settings from the options menu, and choose between open mic, push to talk, or disable it all together.
- You can find individual volume controls for each player in the pause menu
Note: If you're hiding from a Worm and they say "Marco", you're obligated to respond with "Polo". Sorry, thems the rules :p
- Lowered the Worm rumbling and building impact noises slightly, as they were especially loud in first person
- Fixed the puzzle map being stuck open if you died while it was open
- Rebalanced fuel objective scaling values with higher Pardner counts, as 10+ Pardner games required a bit too much fuel
Since the 1.0 Release in January, I've put Wormtown on the backburner for a bit while I focused on some other projects. I've got a couple games I've been tinkering with, one being my next full-fledged multiplayer game and a few smaller game projects as well. My plan is to release a smaller multiplayer game in the next few months to help fund the larger, more time consuming project. So keep your eyes out for announcements about those games soon!
If you want to keep up with the all my future development, join the discord at Discord.gg/Wormtown
Thanks! And I hope everyone enjoys the Proxy Chat update, it was a TON of fun to playtest and adds a whole new layer to the game :D
Stay safe out there, Pardners
Howdy! Just a small, mostly bug fix patch! Changes: 🌵 Worms using the Stealth ability no longer make noise or particles when breaching the sand surface 🌵 Increased Lobby search range 🌵 Changed the "Bullyworm Rifle" achievement to only require 3 shots on a Worm, instead of 5 Bu
Howdy!
Just a small, mostly bug fix patch!
Changes:
🌵 Worms using the Stealth ability no longer make noise or particles when breaching the sand surface
🌵 Increased Lobby search range
🌵 Changed the "Bullyworm Rifle" achievement to only require 3 shots on a Worm, instead of 5
Bug Fixes:
🐛 Fixed Lobby Browser panel issues:
- Lobby Names could overlap player count
- Player Count and Game State not updating/displaying correctly
🐛 Fixed the Train Key indicator (similar to the big red arrow pointing to players Heart Jars) not being visible when it should
🐛 Fixed getting stuck in the Guidebook if you have it up when the round starts
🐛 Fixed cases where the tutorial could remain active when joining a normal game, causing a handful of issues
The one thing that makes online gaming hard is ownership. Convincing all of your friends to buy the latest craze is difficult when there are so many free-to-play games out there, but developers have been working around that limitation for some time. This is where Last Train Outta
The one thing that makes online gaming hard is ownership. Convincing all of your friends to buy the latest craze is difficult when there are so many free-to-play games out there, but developers have been working around that limitation for some time. This is where Last Train Outta' Wormtown comes in. A multiplayer game with up to 16-player lobbies, only the host needs to have bought the game for everyone else to play. Best of all, the game just pulled into the Steam 1.0 station, so it's better than ever.
Howdy, Pardners! After more than 2 years of development, Last Train Outta' Wormtown has officially left Early Access! As a dumb little project I started back in 2022, I couldn't have imagined the tremendous support everyone has shown Wormtown. From the bottom of my heart jar, THA
Howdy, Pardners!
After more than 2 years of development, Last Train Outta' Wormtown has officially left Early Access!
As a dumb little project I started back in 2022, I couldn't have imagined the tremendous support everyone has shown Wormtown. From the bottom of my heart jar, THANK YOU!! And a massive shoutout to Diggc for additional coding help and our community manager Beariff, your help has been invaluable.
⭐ Added Airdrops:
When it's 66% of the way to sundown, Ed throws 5 chests randomly from the sky. Look for the parachutes!
⭐ Rock Spires:
- Added 3 large rock structures to the map generator. These cannot be destroyed by dynamite, but do get affected by Sinkhole. These structures are great places to shoot ziplines from, or to store cactus fruit/kit/items on top of for safe keeping... until the Worm Sinkholes it, that is.
⭐ New platforms added on the West side of the map (behind train), for additional platforming opportunities
⭐ New Map Theme: Aquarium
⭐ New Kit Added: Slingshot
- Passively increases your throw power by 50% while equipped
⭐ New cosmetics for both Worm and Pardner
⭐ Added new camera effects for Worm
- These include underground digging effects and slight FOV shifting based on the Worms speed. Just little bits of polish that make playing Worm feel a bit better
- Added SFX for burrowing through the sand layer
🌵 Sinkhole Changes:
- Sinkhole drags down objects faster, but it's duration has been halved
- Sinkhole cooldown reduced to 70 seconds, was 90
These changes were made to target the new Rock Spires, needing roughly 2-3 casts to fully sink the tallest of them.
🌵 Moved the Train forward on the tracks to be closer to the Water tower for additional platforming options
🌵 Slightly changed the concoction healing values to be in line with their equivalent damage rolls. (You used to gain 40 health with the good roll, but could lose 50 health with the bad roll, for example. Now they are both 50.)
🌵 rebalanced fuel requirements and scaling (was nearly impossible with high player counts on anything other than normal difficulty)
🌵 Shortened the join codes considerably
🌵 Increased Steam lobby search range in the lobby browser, should help with finding public lobbies
🌵 Changed first person bilebomb particles to be a little less obscuring
🌵 Added better shiny-ness to objects that should be shiny (Winter baubles, train key, Rudolph nose cosmetic, etc.)
🌵 Moved the "building map" UI so it no longer blocks the Worm player names in the lobby
🐛 Fixed a handful of issues with Steam lobbies, including lobbies you've left not showing on the browser, and connection issues
🐛 Fixed sand particles not always displaying the correct color based on map theme
🐛 Fixed some translation issues
🐛 Fixed a handful of cosmetics that were visible to the Worm always. (oops!)
🐛 Fixed player count not updating correctly on the Lobby Browser panels
🐛 Fixed Broken Shield icon not going away when you die
🐛 Modified terrain generation around Quarry to fix unwanted gaps
🐛 Moved Pardner status panels UI, since they were going off screen with lots of players connected
🐛 fixed ghosts gaining the "sundown health boost"
I've been asked a lot about the future of Wormtown after the 1.0 release. Will there be more updates? Patches?
My honest answer? I don't know!
Wormtown has been the main focus of my work and life for the last 2+ years. The original scope of the game grew (as they always do lol) as development went on, but I've reached a point where all of the features - and then some - are in the game now. I have many ideas on how to expand on the core concept of Wormtown, but a lot of those ideas are so large or complex, that they'd basically be an entirely different game at this point! Not to mention the other game ideas I want to put some time into.
Whether I end up making more Wormtown related updates/games, or entirely new games - rest assured I'll have some dumb silly fun for y'all in the future. (You can keep in the loop by checking out the discord, Discord.gg/Wormtown, or my socials!)
But for now, I'm going to take some time off and celebrate the release of Last Train Outta' Wormtown, this silly little game I've worked so hard on.
I genuinely hope you enjoy the game! Have a blast with your friends! And if you do like it - spread the word!
Thanks again to everyone for the tremendous support for the game, it genuinely has changed my life.
as always,
Stay safe out there, Pardner 🤠
Howdy, Pardners! I'm super excited to announce the 1.0 release date for Last Train Outta' Wormtown - January 17th 2025! I've been working on this game for the last 2 and a half years, so it's wild that it's finally leaving Early Access. What to expect for 1.0? - New gameplay chan
I'm super excited to announce the 1.0 release date for Last Train Outta' Wormtown -
I've been working on this game for the last 2 and a half years, so it's wild that it's finally leaving Early Access.
- New gameplay changes: including new environmental landmarks, and a late-round event that delivers more loot for Pardners!
- A new Kit item for Pardners
- A new map theme
- New cosmetics
- and a bunch of bug fixes, requested QOL features, and polish!
As with most Early-Access games, the price of Wormtown will be increasing as it moves to 1.0, and I wanted to give everyone a heads-up on that! The price will be increasing to $11.99 USD - with The Friend's Pass (ALWAYS) remaining completely FREE!
The price change doesn't go into effect until Jan 17th, so if you want to pick up the game for the current EA price, now's your chance! Not to mention, you'll gain access to an exclusive "Early Access supporter hat" for both Pardner and Worm when 1.0 drops! (Anyone who has played during the Early Access period will unlock the hat)
The store page has also had a (much needed) revamp with a brand new trailer and feature information!
Other than that, I wanted to give a huge thank you to everyone for the tremendous support they've given this game and myself over the years. It's been a wild ride! I can't wait to celebrate 1.0 with the community.
Stay safe out there, Pardners!
Howdy! Balance Changes: Sandstorm: - Normalized Sandstorm Tornado's pushing and effects. Basically, Pardners and Items should behave more consistently when being affected by the tornado. Previously you may have been thrown halfway across the map OR just a few feet depending on ho
Howdy!
- Normalized Sandstorm Tornado's pushing and effects. Basically, Pardners and Items should behave more consistently when being affected by the tornado. Previously you may have been thrown halfway across the map OR just a few feet depending on how the physics calculated.
- Fixed the Tornado not affecting Pardners who entered the AOE while it was still growing.
- Tar Wall duration reduced to 12 seconds (was 18)
Design Insight: Tar Wall has always been a lesser picked ability, so I was basically buffing it until it was actually picked - but I may have overdone it recently. Slowly over the development of Wormtown I've removed a handful of what I refer to as "stalling abilities" (old Sandstorm and Scorching Sands, as examples). They seem to be the biggest point of frustration for Parders as *waiting isn't very much fun*, despite the clear strategic advantages it has for the Worm. Tar Wall will still remain as the only stalling focused ability, but with that said the previous 18 second timer *was* a bit harsh.
- Puzzle Maps now share their recorded symbols/numbers with all other maps.
While I originally thought this would trivialize the objective, it's clearly a divisive objective and wasn't much of a "team" objective, as one Pardner would usually take it on by themselves. This should make it easier and less daunting overall!
- Removed the red diamond symbols from the playing cards, since it was needlessly confusing
- Worms can no longer push Heart Jars with their body. (because EMPIREVSREBLES was mad about it :p) Heart Jars can still be affected by AOE abilities like Body Slam, but can no longer be pushed across the map by Worms easily.
- Necronomicon self-burn on use now does 35 damage over 1 seconds (previously was 3.5 damage over 10 seconds). The total damage remains the same, but this should fix Pardners at low health reviving multiple Pardners in the 10 second window before dying.
- Drastically reduced the fuel values required for "Worm Food" difficulty. They were pretty ridiculous before, my bad!
- Added a "Recent" panel to the Lobby Browser that has clickable buttons to rejoin lobbies you were in recently. There's currently a bug where if you leave a lobby it will no longer show that lobby on the Lobby Browser (until the lobby is remade). We're working on a fix for that currently, but until then, this should be a decent work around!
Design Insight: One of the biggest struggles with designing Wormtown has been teaching players the various, and sometimes, complex mechanics well. Recently I've discovered many players weren't even aware there were tutorials, and the guidebook information wasn't as straight forward as I thought. Because of this, I've taken a few steps to hopefully put the relevant information front and center to players.
- Rewrote multiple Objective pages in the Guidebook with step-by-step instructions to complete them
- Added "Hold H for Help" prompt next to the Objectives on the HUD. Doing so will bring you directly to the Guidebook page for the various objectives
- Added a first-launch pop up that will direct players to the Tutorial page (playing them is still optional!)
- Renamed "How to Play" button to "Tutorials" for more clarity
- Fixed Health Gain at Sundown display text showing a bunch of decimal places
- Fixed Public Lobbies saying they were Private when restarting a match. (This was just a visual bug, the Lobbies were still Public)
- Modified the chat filter to not include some accidental cencoring
- Fixed the "Remaining Objectives" Spectator UI not updating during a match as intended
Stay safe out there Pardners!
The issues involving the new version of the Friend's Pass has been resolved and the "Full Steam Ahead!" update has been reinstated. You can see all of the changes in the previous announcement here: Hope you enjoy!
The issues involving the new version of the Friend's Pass has been resolved and the "Full Steam Ahead!" update has been reinstated.
You can see all of the changes in the previous announcement here: https://steamcommunity.com/games/2318480/announcements/detail/4551542855324139740
Hope you enjoy!
Howdy again! As we get closer and closer to Wormtown's 1.0 release, there was a big laundry list of bugs, polish, and QOL features that needed addressing first. This update is a big "spring cleaning" patch, but with a handful of exciting changes and new features, too! Steam Serve
Howdy again!
As we get closer and closer to Wormtown's 1.0 release, there was a big laundry list of bugs, polish, and QOL features that needed addressing first. This update is a big "spring cleaning" patch, but with a handful of exciting changes and new features, too!
We have now swapped over to using Steam servers for the network traffic. What does this mean for you?
+ Lag has been noticeably reduced
+ Joining/Inviting directly through the Steam Friend's list
+ Player panels in game are now associated with the Steam user, and clicking their name will show their profile
NOTE FOR FRIEND'S PASS PLAYERS: This required some changes to how the Friend's Pass was implemented, and as such, there is an updated version of the Friend's Pass available from the Store Page you'll need to download to play on this patch!
Armored Carapace, while very effective in certain situations, didn't have many general use cases aside from that. Which has lead to the following changes:
+ Surfacing with Armor active now creates a Sand Blast at the Worms location. Pardners hit with Sand Blast will lose 30 Stamina and will be debuffed with 30% additional stamina consumption and bonus 30% damage taken (from all sources) for 15 seconds.
+ Armor has had a complete visual rework with new art, SFX, and shattering effects!
+ Worm grab initial damage increased to 7 (was 5)
+ The Train Key, after being dug up, now has a large arrow indicator (similar to Heart Jars) when in inspection mode.
+ Added Heart Jar Digestion Time to match settings
+ Added Digestion Time Per Fruit to match settings
+ Removed "Vanilla Mode". It was very rarely used and felt irrelevant now
Note: With these new settings, players can make games with the OG Wormtown respawn rules.
+ Hosts can now lock the teams in the lobby and manually move players to specific sides. Simply press Esc and use the new UI buttons to lock/swap players
+ Added 11 new Halloween related cosmetics! (Had some delays getting this patch ready - whoops! better late than never, I suppose)
+ Added 5 new Challenges (and Achievements) related to the Mysterious Concoction and Coffee Kit items
Spectator mode has always been notorious for it's bugs and desync issues, but the majority of those issues have been fixed! While it's still not perfect, objectives now sync properly, and spectators can see which objectives remain.
+ Pardners no longer briefly ping their location when they spawn in
+ Changed Dandylions colliders so they don’t roll endlessly
+ The copy lobby code button now also works when in a LAN game
+ Fixed the ghost push challenge not updating
+ Increased score gained from depositing scrap to 10, was 6
+ Spectated games no longer count as a “game played” for challenges
+ Players kicked from a lobby can no longer rejoin the lobby (The kicked players list gets reset when a new lobby is created)
+ After digestion, if a Heart Jar is directly spawned inside of the revive zone, it will be placed just outside the revive zone instead. Prevents Worms from reviving a Pardner and grabbing them immediately
+ Fixed some UI issues on cosmetic unlock grid
+ Fixed issue with unburrowing sand particles not being placed correctly
+ Increased the size of the signal fire igniting trigger, should be a bit easier to light them now
+ Can no longer join games that are building the map or in post-game (this caused the lobby to completely break). Players attempting to join during these phases can wait a few seconds and join again
+ Fixed the exploit where you could instantly Bodyslam without the upward leap first
+ Fixed players able to switch teams right as the game started, ignoring Worm limits
+ Zipline posts can now be moved by Worms (just slightly). This should help with players using the posts to block off the Train doors
+ Occasionally, Pardners can get stuck in an airborne state with very specific terrain under them (like in holes). I’ve added a system to hopefully detect when this happens and after a certain amount of time, will replaced the Pardner in a grounded location
+ Fixed Worm tutorial not showing the tutorial text, and also choosing all of the objectives to spawn
+ Added a symbol to the UI when the Snake Oil buff is active
+ Fixed Worm cosmetic eyes not spawning correctly in game
+ Added an Ace Pride flag cosmetic
+ Refactored Worm camera logic, should fix issues with non-stop spinning camera as Worm (Note: due to this change, the Worm camera sensitivity has been reset!)
+ Well water no longer visible to Worm underground (it looked weird)
+ Added a series of “Did you know?” game tips that appear at the bottom of the lobby
+ Updated the Worm Ability picker pop-up panels for each Ability
+ Fixed a few challenges/achievements that were unlocking at incorrect times
+ Increased the ambient brightness at Sundown during the Halloworm theme
+ Fixed visibility issues of the inspection mode “compass directions” for the different map themes
+ Unburnable objects, such as crates and Kit, are now pushed out of the Train furnace. This should help with players barricading themselves next to the furnace with crates
+ Added a slight wait before the “play again” button appears, hopefully fixing some lobby breaking timing issues
+ Can now press enter after typing a lobby code to join, instead of clicking the join button
+ Added a system to check for desynced objects, should fix the bug with floating objects on map spawn
+ Added particle effects for Worms impacting buildings, Worms eating Pardners, and Bilebomb spit
+ Added additional SFX and polish for various game elements and UI
+ Fixed the second hat not being “ghosted” in end game dioramas
+ When disabling a worm ability slot in the match settings, it no longer locks that ability from being chosen for another slot
+ increased the range of the hat tilt sliders, allowing for more placement options
+ modified the chances for [ Redacted ] to spawn
I hope you enjoy the update!
Stay safe out there, Pardner
Howdy! The recent changes to Cactus Fruits in the Seismic Shift update had very split opinions on it. The ones who liked it simply *liked* it, while the players who disliked it *really disliked it*. With that in mind, I wanted to try out a more middle-ground approach that still i
The recent changes to Cactus Fruits in the Seismic Shift update had very split opinions on it. The ones who liked it simply *liked* it, while the players who disliked it *really disliked it*.
With that in mind, I wanted to try out a more middle-ground approach that still interacts with new digestion system, while also trying to minimize some of the original frustrations I was trying to solve.
⭐ Cactus Fruit Changes:
- Removed the 3 stacks and +move speed bonus for Cactus Fruits
- Cactus Fruit now heals for 15 health
- Each Cactus Fruit eaten adds +20 seconds to the digestion time of your next Heart Jar.
The additional digestion time ONLY resets when eaten by a Worm (and not from dying by any other means)
- Cactus Fruit spawns reduced back to 8 per game on normal settings. (they were doubled for the previous patch)
Note: One of the design issues was that a Worm could grab a Pardner many many times without them getting a kill, because the Pardner would escape and then heal off all the damage with Cactus Fruits. It felt very unsatisfying for the Worm player. These changes not only slightly reduce the healing, but also mean if a Pardner is healing over and over they'll at least be out of the game for longer once the Worm does eventually kill them off. It also adds another layer of strategy for more experienced players who want to weigh the pros and cons of healing vs taking a shorter death cycle and reviving, saving the cactus fruit healing for a later time.
Balancing Changes:
🌵 Base digestion time reduced to 60 seconds (was 90)
🌵 Coffee moved speed buff increased to 45% (was 35%)
🌵 Concoction health gain values reduced slightly
Note: with bringing consistent healing back and removing the move speed bonus with Cactus Fruit, it felt right to buff the coffee move speed up to a similar level as before and reduce the potency of the Concoction, especially considering the Concoction buffs can heal you past full health. While you're still slightly more likely for a worse outcome with Concoction, the benefits are worth the risk.
Thanks for all the feedback and support on the new update! If you feel like I missed the mark with these changes, please let me know in the Discord (Discord.gg/Wormtown)

The Seismic Shift Update is now live! This update is aptly named, as it contains: + Reworks and significant changes to core mechanics of Wormtown + 2 New Pardners Kit Items + 2 Worm Ability Reworks + QOL features + more! It's a doozy, so let's get right into it: Mechanic Reworks
This update is aptly named, as it contains:
+ Reworks and significant changes to core mechanics of Wormtown
+ 2 New Pardners Kit Items
+ 2 Worm Ability Reworks
+ QOL features
+ more!
It's a doozy, so let's get right into it:
With this update, I wanted to focus on the core gameplay systems of Wormtown and how changes could fix a handful of the friction points players have with the game. While I know change is scary - and this patch has significant changes - I hope everyone can give it a fair shot before grabbing the proverbial pitchforks. The community has been testing these changes on the Beta branch for weeks now, and overall I'm confident it's solves many of the frustrations players had with the game.
Friction points this patch attempts to solve:
- Games were going on waaaaaaaay too long
- If you were eliminated early on as Pardner, you had to sit and spectate - or leave the game, which is what happened most often. (This being made worse by the long match times)
- Playing Worm felt static and less fun & satisfying than Pardner
- Healing was OP on Pardner side
- Some Objectives were vastly more easy than others
- Sandstorm... boy did every Pardner hate Sandstorm...
Pardners now always drop a Heart Jar on death and can be revived an unlimited number of times.
What's the catch?
- Every revive lowers the Pardners maximum health by 25%, with 10 Health being the lowest they can get down to.
- You can only revive Pardners at the Church when the sun is up. After Sundown respawns are disabled.
Note: A new match setting has been added for number of revives, where you can set the exact number to your liking, too!
Ghosts pushing abilities got a big buff this patch. They will now see a large aiming arrow when attempting to Ghost Push an object and can now charge up their throw by holding down the interact button and releasing. This makes ghosts great team medics and can revive others and themselves much more consistently than before! Fling those Heart Jars towards Church!

Sundown now is defaulted to 15 minutes (was 25), but the Worm is a bit less oppressive at night than before. Worm cooldowns are increased by 50% at night, instead of 150% previously.
The changes to Heart Jars and Sundown means games take less time, the action keeps moving, and players of all skill levels get to actually *play* the game and not be stuck on the sidelines.
One of the complaints with playing as Worm was you could grab a Pardner many many times and not get a kill on them. The Pardner would escape, and then simply chow down on their stockpile of Cactus Fruit nullifying your efforts.
So, Cactus Fruits no longer heal you. Instead:
- Consuming a Cactus Fruit gives you one stackable buff of +5% move speed and -15 seconds digestion time (more on that later!)
- Pardners can have up to 3 stacks for a total of +15% move speed and -45 seconds digestion time
- Stacks do not time out, but you lose one stack per death.


The Worm now recharges their chosen abilities by gaining "Nutrients" and can store charges for their Abilities, storing multiple uses for the right time. Note: Innate abilities (Sonar Scream and Sinkhole) still work on timed cooldowns.
Nutrients are gained by grabbing Pardners, eating objects, and entering a new healing zone while underground. Grabbing a "Fresh" Pardner earns you more nutrients than a Pardner you've continuously grabbed over-and-over. This should alleviate some frustrations with Pardners being focused or "tunneled" by the Worm. (or at least be less beneficial for the Worm to do so)
The Worm now has "free cam" style controls underground. It feels more like you're swimming through the soil than being stuck on a flat plane underground. The lower you swim before surfacing the higher your leap will be! Fly you majestic Worm dolphin, fly!
The Worm now digests the Pardners they eat, making their Heart Jars not spawn immediately after dying. Instead, it takes a base 90 seconds for the Jar to appear. After the digestion timer is up, the Jar will spawn at the tail of the Worm.
Both the Worm and the Pardner will see a new UI element on screen to show when the Heart Jar will become active.
Additionally, each stack of the Cactus Fruit Buff that Pardner has will reduce the digestion time by 15 seconds, taking it as low as half the normal time, 45 seconds.

If there's one ability that gets the most hate by the community, it's Sandstorm. It was very annoying to play against and was basically impossible if more than one Worm had it equipped at a time. It's now been replaced with a Sandstorm Tornado!
The tornado moves forward in a line from where you aim it and pulls objects and Pardners into it before flinging them out in a random direction. Pardners caught in the Tornado become visible to the Worm for a few seconds after.

Tarwall, despite receiving multiple reworks in the past still is under performing with the general consensus being that it's too easy to escape.
Tarwall now creates large blocky outer walls with no spaces between them. After a second, the floor of the tar arena now fills with tar as well. Touching the tar drastically reduces your move speed for a few seconds.
With the removal of the global Sandstorm effect, the major "stalling" ability is gone, so I feel more comfortable pushing Tarwall into the go-to stalling ability.

- Drink to gain a whopping +35% move speed and -80% stamina consumption buff for 15 seconds
- Due to overly-caffeinated jitters, you'll also be visible to the Worm for 20 seconds
Great to use when trying to take attention off of a fellow Pardner or when you're confident you're safe from the Worm!

- Drink the concoction to gain a random effect. It can heal, it can harm, it can teleport you randomly across the map! Drink at your own risk!
- Necro now has unlimited uses, instead of the 1 it had previously.
- To balance this, Necro now burns 35 health from the user. (yes, this can kill you!)
- Necro still works after sundown and in games with limited revives! Making it a vital tool in those situations.
One issue with the Train Key objective was that it had no way of scaling with difficulty, making it one of the fastest and easiest ones to complete - especially in games with lots of Pardners.
There are now "dummy" dig spots that will ping your metal detector just like the Key spot does. When dug up, the dummy spots will spawn a new 1/1 junk item, the Horseshoe. More dummy/Horseshoe spots will spawn based on the Objective Difficulty setting.

Cattlebugs were also a bit too easy to complete, since they were one of the least "involved" Objectives.
Cattlebugs no longer run away from Pardners and instead are attracted to their favorite treat and new throwable Kit item, the Dandylion. Dandylion bundles can be found near the rear of the Train (where you bring Cattlebugs back to). Throw Dandylions and lure the Cattlebugs back to the Train!


Additionally, other Objectives received smaller balance tweaks to try and normalize them a bit.
- Pressing Enter will enable/disable the text chat, available in lobby and during gameplay.
- Can fully disable the text chat in the options menu
- You'll find the LAN options at the bottom of the "Play" menu.
- Instead of Lobby Codes, LAN games use your local IP of your machine on your network, which will display in the top right of the lobby for you when hosting.
- pressing your "drop item" key when grabbed by a Worm, it will put you in a timed auto-escape mode that will complete in ~5.5 seconds. While this is a bit slower than the average player manually escaping, it's a great option for those who dislike the mini game or have accessibility concerns.
- Out with that janky old shrinking effect when chomping an object, it's much prettier now!
- Multi-Worm games can be oppressive for Pardners, especially with their abilities. By default, the max number of ability charges scale with the Worm player count. With this, there's a new match setting to remove this scaling if you really want the chaos!
If you want to read every teeny tiny minute detail and change in this patch, you can also check out the Patch Notes channel over at the Discord (Discord.gg/Wormtown), but that about summarizes this huge update!
Thanks again for all the support for Wormtown, and I hope you enjoy the new gameplay changes! (and please, no pitchforks!)
Stay Safe out there, Pardners!
New Features: Player Progression Level up and Earn XP while you play and unlock a bevy of new cosmetics! Challenges and Achievements 150 challenges have been added to the game to complete! Challenges reward you with in game currency as well as Steam achievements! (Note: Don't wor
Level up and Earn XP while you play and unlock a bevy of new cosmetics!
150 challenges have been added to the game to complete! Challenges reward you with in game currency as well as Steam achievements! (Note: Don't worry, there are absolutely NO microtransactions)
On top of a bunch of new cosmetics for both Pardner and Worm, try out the new silly "Noise Makers", too!
This update took a bit longer than expected due to the number of new systems and art assets needed (not to mention I had to take a few weeks off to move!) - So I super appreciate the patience!
Player Progression has been on the roadmap for a long time now, so I'm excited to have it in-game so I can focus on more gameplay related content next. We're pushing closer and closer to that 1.0 release, but I have some fun and experimental ideas I want to play around with before then, so keep an eye out for that soon!
Stay safe out there, Pardner
Howdy! I’ve been a bit quiet the last few weeks getting a bunch of behind-the-scenes stuff setup for the upcoming Player Progression update! This will include unlockable cosmetics, leveling up your player profile, completing challenges, Steam achievements, and rank rewards! While
I’ve been a bit quiet the last few weeks getting a bunch of behind-the-scenes stuff setup for the upcoming Player Progression update! This will include unlockable cosmetics, leveling up your player profile, completing challenges, Steam achievements, and rank rewards!
While there’s still a bit of work to do before the full update is out, there is a new patch on the Public Beta branch for testing now.
To access the public test patch, Right Click on Wormtown in your Steam library → Properties → Betas → and select the public beta from the drop down list.
- Anything unlocked/completed in the test patch will carry over to the full player progression update.
- Stats and Challenges are saved for Friend’s Pass users, but won’t be rewarded with XP or currency until running the full version of the game.
- This patch does not include the full list of challenges or cosmetic unlocks - we’re still working hard on the additional content for the full update.
- Every challenge will have an associated Steam Achievement. The Steam Achievements are not setup for this test branch, but will be for the full update. (which will automatically unlock if you’ve completed the challenge previously)
Additional Changes:
- Added Noisemaker cosmetics. Press H or Right on the D-pad to use them by default. *honk*
Aside from that, I do have big gameplay balancing and reworks in the pipeline as well. You can expect these changes after the Player Progression update. I know many players are excited for new gameplay changes, so I appreciate your patience!
Do expect a few rough edges and bugs with this test patch! We’re already aware and working on some tweaks. If you have any feedback or bug reports, swing on by Discord.gg/Wormtown and let us know!
Stay safe out there, Pardners