Fixed aludel recipe in RITES book to be correct number of stone (Now says 2 stone instead of 3 stone) Added a new visual card indicator in the bottom left hand corner to show people cards that are "Passive". Passive cards do not need to be a part of a recipe in order to work. Eg:
Fixed aludel recipe in RITES book to be correct number of stone (Now says 2 stone instead of 3 stone)
Added a new visual card indicator in the bottom left hand corner to show people cards that are "Passive". Passive cards do not need to be a part of a recipe in order to work. Eg: traps periodically will pop out a caught animal carcass, Goats will periodically pop out a milk, etc.
Added a note about TRAP card being passive in the RITES book
Fixed a softlock on the deck selection screen after the winter level. If you ended the winter level with at least one curse card and no surplus of supply. Then you would always get soft locked, because the game was counting the curse cards as a card you could select. But the code
Fixed a softlock on the deck selection screen after the winter level.
If you ended the winter level with at least one curse card and no surplus of supply. Then you would always get soft locked, because the game was counting the curse cards as a card you could select. But the code was correctly not displaying them.
Hey wagoneers! Here's a small hotfix to address some launch bugs. Fixed rare crash when feeding people at nightime After solving the Inky Enigma riddle, the riddle is still shown in the diary You could unlock the ox shoe puzzle reward multiple times
Hey wagoneers!
Here's a small hotfix to address some launch bugs.
Fixed rare crash when feeding people at nightime
After solving the Inky Enigma riddle, the riddle is still shown in the diary
You could unlock the ox shoe puzzle reward multiple times
Hey!! This is the biggest demo update ever! Since there are so many changes, I tried to only list important stuff here. Most of this past year has been spent working on content for the full game. This paid content will only be available in the final game: entities, planes, occult
Hey!! This is the biggest demo update ever!
Since there are so many changes, I tried to only list important stuff here.
Most of this past year has been spent working on content for the full game. This paid content will only be available in the final game: entities, planes, occult tech tree, fully explorable starting area, multiple maps / level locations, last level, more puzzles, achievements, and some more secret stuff.
But enough has changed that I wanted to do a giant demo update for everyone.
New Feature Highlights
Trail Calendar
Party must now eat food as they travel across the trail
River crossings
Totally revamped outline shader
Level effect cards that give unique buffs / de-buffs per level
Recipe book has clickable index tabs, and book can also be lowered / raised
You can zoom and drag around the camera in the cardgame view
Captain's Log of important events
Tombstones now appear on the map as party members die
A ton of performance improvements for decks with many cards
Stacks can be accordioned with right mouse click to take up less space
Stack cards by cardtype and number their count when displaying full deck
Cooking
Steam CloudSaves
Improvements
Cardgame day / night music
New random encounters
Revamped weather system that changes as calendar progresses
New cards (Toolbox, Silo, Messhall, Oven etc)
Time control keyboard shortcuts are more standard (1, 2, 3), and toggling pause will return you to your previously used speed
You can kill yourself now
Player can now die in firepit (and have a new unique cardgame starting party)
Expand deck area playing card volume so that the book can be moved over to the right more
A lot of behind the scenes plumbing to pave the way for localizations
Music volume setting
Add aspect ratio drop down + only show supported aspect ratios on settings page
Add cutscene after stick drawing sequence
New game over cutscene
Fix a lot of models to work well with new shader
Improved dialogue everywhere
Real Oregon Trail forts and rivers are now named on the map
Lots and lots of recipe book improvements
Re-work illness system to be less dumb (still more work to do there)
Smooth out lantern movement
Fix encounter models clipping sometimes
Card's equip / status cards now have collision and wont clip with other cards
Make card food, building and human types more visually distinct
Show a hand grabbing cursor when dragging camera / book
When eating at night dont take food from active recipes if there is other food anywhere
Seeds / bones popping out from eating will never join a stack that has an active recipe even if there is no space to pop off
Added MAX SUPPLY card that pops out of the altar as a visual / audio cue when we are out of supply
Added a visual indication that we are hovering over a map location
Controls menu
Bugs
Fix bug where you can flip wagon over on map by hovering / unhovering too quickly
Fix issue when boosterpacks first spawn from the deck, they have the wrong initial z index
Fix bug where you can game over while cardgame is running and the cards will still simulate
Pressing back button on settings menu now reverts the resolution / display mode
Fix issue where you could pick up the book before the cardgame loads and the pages are blank
Fix issue where main menu was partially hidden on certain resolutions
Fix bug where end of level card was clipping with boosters
Handle puzzle reward is hard to click
Fix fun bug where you can turn the camera upside down by pressing the W button immediately after clicking the talking board
Fix a couple of bugs around selecting cards for the next level
Fix issue where you could click the wagon while its moving across the map
Fixed bug where you could load a save file at night and immediately move the camera back when you werent supposed to if you spammed S key
Recipe names on hover weren't showing in total darkness
Fix some nighttime crashes
You can no longer interact with cards if you are standing up
Dragging cards out of fortboard trader didnt have a concurrency cap and sounded hilarious
Selling a card that was removed from a container at the fortboard trader wasnt actually removing that card from the container after selling
Fix multiple issues with clicking booster packs (ex: can pick up boosters while clicking on recipe book, could click on cards underneath booster, but not booster even when booster was on top of cards)
Fixed lots of card clipping issues / revamped collision system
If you step away from cardgame area while moving a stack / booster we drop them
Fix infinite card rotate hover bug
Fixed issue where if a card is merging with a stack and you click a card in the target stack, then the moving card drops and is not clickable until you load the game
If you dropped an active recipe stack onto another stack then the card above it couldn't be clicked bc the collision of the progress bar is still blocking
Fix crash when a party member in an active recipe stack dies from an illness mid recipe
Humans and animals now always return to their original stack after they wake up, even if their source stack was emptied totally
Reworked next level wagon, party, ox card displays since they looked bad when you have too many cards
Balance Updates
Pen cards only hold 10 animals at night, not infinite
Players can now select 2 boosters at the start
Altar blood cost now scales as you use it more
Exploring now has a small chance for a good / bad outcome
Lots of balance changes to booster pack odds
Lots of new cards in all booster packs
Animals no longer take a space in wagons on the trail (they walk on the side of the wagons like party members)
Hemp is more common in booster packs
Traps trigger more frequently
Goats auto pop out milk periodically like eggs with chickens, instead of needing to be manually milked
All starter packs have much better cards in them
Less eggs in woods booster pack
Thank you for reading this far :]. I am working hard on the final version of the game, stay tuned for a launch date announcement!
Hop in the discord if you find any bugs / have any comments on the game especially the new systems!
This demo update is so large that I just started a new demo save file, so your progress wont carry over from the older demo build. (I will never do this for the paid game).
New year, new WAGON update! Improvements Let players move the recipe book Altar booster packs now have their names on the covers so that people know what they are choosing at the start of each game 'Barn' card has been renamed to 'Shed' since people thought the Barn was the Pen.
New year, new WAGON update!
Improvements
Let players move the recipe book
Altar booster packs now have their names on the covers so that people know what they are choosing at the start of each game
'Barn' card has been renamed to 'Shed' since people thought the Barn was the Pen.
The old Barn image is now the Farm card image since the old Farm card was not unique enough
Show the reason recipes can't craft in recipe progress bar ('frozen', 'broken', etc)
Add initial credits screen
Fix sounds overlapping and clipping by setting sound concurrency limits on sounds that will play simultaneously
When popping cards off stacks, prefer eligible containers to eligible stacks
When popping cards off stacks, prefer the CLOSEST eligible container / stack to merge
Cleanup some models / textures
Lighting pass in stick drawing section + main menu
Auto close recipe book when the camera moves away from cardgame view
Recipe book is now only clickable from the cardgame view
Actually implement a real global barn / wagon supply cap
Foodbox 'meals stashed' recipe book hud was confusing and I replaced it with a simple 'STARVING'/'FULL' message
Default the time lever out of cardgame setting to paused, instead of play
Bugs
Fix bug where a resolution much larger than the max monitor resolution was being initially set when using multiple monitors
Now if a save file contains a resolution unsupported by this monitor, it resets it to the largest currently supported resolution
Fix card popping race condition where cards will move to the same spot and clip
Fix issue where sometimes cards will not merge into an eligible stack
Fix issue where stack will bug out if you move a stack that has a card in transit
Fix bug where sometimes during feeding, the original stacks where the food cards popped off of would move after the food cards were eaten
Fix bug where you can break a stick in the intro cutscene after someone draws a stick
Center more HUD items
Fix issue where equipped cards will clip with the left wagon wall for ultrawide monitors
Fix settings bug where the volume would get reset to MAX if you changed the color palette
Fixed issue where the commodore palette button didnt have a sound effect
Fixed issue where the stitches of the booster packs would sometimes become invisible if you moved them around
Balance Updates
The coat is a lot more useful now - before it was only adding 1 warmth when it gained warmth. Now it permanently increases its outer temp level by 1.
Howdy wagoneers! I'm excited to announce the biggest WAGON demo update yet! Forts, multiple maps, revamped encounters, equippable cards, new dialogue system, ultrawide support and more! The game is feeling way more oregon traily now, and I hope you enjoy all of the changes and fi
Howdy wagoneers! I'm excited to announce the biggest WAGON demo update yet!
Forts, multiple maps, revamped encounters, equippable cards, new dialogue system, ultrawide support and more!
The game is feeling way more oregon traily now, and I hope you enjoy all of the changes and fixes as much as I am.
Since people have been asking me how to play the new tutorial, and the new multi-map system breaks the old saves, I decided to just reset everyone to a new save instead of supporting the legacy map system since it's just the demo. I will always be backwards compatible in the final paid version though.
I have also pushed back the final launch date to Q1 2024, I will give a more final date once I get closer to finishing.
Improvements
Forts on the trail where you can rest and repair! - Trading, Supplying, Repairing, new card fanning system
Multiple Maps with different biomes to give true Oregon Trail experience
Revamped Encounters: Scenary for the biome of the current map, sound effects, new card fanning system, Wagon that moves across the screen like the new forts
New Equippable Card Type: Humans can equip cards to boost passive stats
New Dialogue System: Waits for user input before removing dialouge text, Camera can pan to talking character, Differentiates between player dialouge and other character dialouge visually and audibly
New Dialogue text animation
Ultrawide monitor support
All party members start with their own equipment card.
New Cards: Trap, Fur, Leather, Gold
At the end of the last day of each level, we now give the player as much time as they need to organize their cards before continuing on the trail
Rigged map / fortboard / encounter wagon and added a movement animation
Made boosterpack models less flat
Rename map to trail / new map front image
New map location icons
Different map design per map biome / add creases to map to show where it folds when open
New map wagon selection / movement logic
Re-do select next level deck selection screen to be more like the fort trader experience
Added new doll idle sitting animation
Make current recipe hover text easier to read / not look horrible
Put a spinning wagon wheel as a visual indication that you are holding down spacebar, when skipping the firepit cutscene
When you get a new altar item, turn the camera up to show the player
Deck and Book fall down instead of sliding into view
Deck now fans into place with sounds
Made cursor bigger
Add sounds to UI menus
New freezing and thawing sounds when the nightly temperature changes
The cardgame now auto pauses when you leave the cardgame view (and you cant unpause / resume / fastforward until you go back to the cardgame view)
Losing the game is more fun
Pause cardgame at nighttime to show players that the simulation is not running at night, and auto start it again during the day
Clean up wagon and various models, lighting
Renamed DRUGS card to TONIC
Add softer bead clink sound when not end of night
coffee grinder handle needs to be put on instead of doing it automatically just like how the key works
Bugs
Fix shader to not have a subtle gradient on the edge of shadows
New party members acquired through random encounter no longer start starving
Fix doll sitting animation so that the hands and arms are no longer disconnected from the rings
Fix issue where you had to still open the coffin with the key in NG++ even if you unlocked the wanderer item
Initial deck building starter booster pack opening sequence was delayed
During summoning the doll was floating off to the side instead of directly in front of camera
Cards going into the foodbox looked weird
Lower sound of kill sound more lol
Talking board no longer clips with wagon at end of summoning sequence
Remove sometimes hard to read messages above characters in favor of new Dialouge system
If you craft a knife and kill someone in the tutorial you now get a proper game over where you can retry the tutorial, instead of just soft lock lol
Remove any recipes before moving the cards back to the deck in the tutorial
Fixed a couple of card dropping movement bugs
Moving stacks at night are now moved to the closest location within the cardgame volume if dragged outside of the cardgame area when midnight strikes and we drop the moving cards (before they were being dropped off the playing area)
Eggs were hatching into other eggs instead of chickens
Balance Updates
New in between 'DAMAGED' state to make wagons not just instantly break
Cutting meat off of carcasses and corpses now only gives you 3 MEAT instead of 5
Oxen is slightly less common in booster packs
When smithing ORE there is a small chance that a GOLD card will be produced instead of an IRON
When mining there is a small chance that you find a GEM card
Lots of improvements in this build. The biggest one is that I moved the time control lever and the abacus into the cardgame view: Improvements Add diegetic HUD elements into cardgame view (abacus, time control lever) When popping cards out of stacks allow cards to be automaticall
Lots of improvements in this build.
The biggest one is that I moved the time control lever and the abacus into the cardgame view:
Improvements
Add diegetic HUD elements into cardgame view (abacus, time control lever)
When popping cards out of stacks allow cards to be automatically merged into containers of that type
Simplify heating system plus add WARM status card
Replace foodbox card with an in-universe foodbox
Rig foodbox and animate opening
You can now press the time control lever symbols (pause, ff, resume) to immediately set that simulation speed instead of having to toggle cycle through
Bug Fixes
When a container of cards was sacrificed on the altar its contents was not being subtracted from the card supply amount
Fix bug where we were incorrectly detecting the cards that didnt fit in the container as collisions and needlessly moved the stack out of the way
Fix card clipping issue for cards that do not fit in container after merging stacks
You can now press "F" to fast forward the cardgame speed even if we are paused
Freshly starved party members did not have the STARVED card status immediately after dying
When you used a parts card to fix a wagon during the break wagon random encounter the parts card was still in your deck
When selecting wagons at the end of the level, we now properly ignore broken wagons
When a party member died in the random encounters their starving status card was still active
Fix issue where people could get stuck during the puzzles
Knife killing sound was too loud
Balance Updates
More expensive booster packs are now not totally random - It felt really shitty to spend 15 blood and get only some food in the wanderer pack. So I made the expensive booster packs all give 1 random 'rare' card and 2 random non rares.
Pen shouldnt require a plank (its too hard to get the iron early game)
Farm now requires 2 planks instead of 3 log
Iron drop rate is now rarer in resource pack
Wagon targeted explore recipes now preserve items so they can be reused (rod, sickle, etc)
Iron smithing costs less resources: 1 ore and 2 coal now
Ox card is now one of the rare cards in the wanderer pack
Thank you so much to all of the people who played the demo! After watching some streamers play the demo I decided to make some changes to the tutorial. I want to explain the game more for people completely lost, but I also want to leave a lot of things mysterious and discoverable
Thank you so much to all of the people who played the demo!
After watching some streamers play the demo I decided to make some changes to the tutorial. I want to explain the game more for people completely lost, but I also want to leave a lot of things mysterious and discoverable by the player.
I also added original music made by PacificBell to the main menu,
Bug Fixes
Typo where I dont know how to spell "Sacrifice"
Fix a couple of crashes that happened at night relating to egg hatching and egg laying
Fixed bug where cards could spawn from a boosterpack right when night starts and those newly opened cards are interactable at night
If you are over card supply limit and sacrificing cards to the altar, recipes were not respected when you move cards around
Fix issue where you cant dismantle frozen houses / farms
Dont allow removing container cards rom moving containers
Improvements
Added original music to main menu
New tutorial that should explain things better as well as give people the time to figure out how to play before the real game starts
Resource page should be first in book recipes to showcase that first
Added Screen Resolution and Display mode options in the settings menu
Constrain the mouse to the game window to make windowed playing pleasant
Better boosterpack open animation instead of just deleting them and instantly spawning the cards
Added sounds to doll summoning / doll movements
Tweaked timings of doll summoning
Added more sounds and polish to talking board segment
Teach people that you can press WASD to leave the cardgame
Keep all tutorial text up until you click card to go to next section
Play the puzzle hint everytime you click the windchime
Speed up opening of book
Toggle open / closed book with tab key
Change the '???' in the explore recipe book to something that indicates that it is the booster pack for this level type NOT random
Heating recipe book should say "OR" instead of "/"
Killing recipes are not intuitive, remove the human from them all and just make them a knife + card
Add unique knife killing sound when killing things / cutting pieces off of cards in the cardgame
The recipe book was moving out to the left too far when being opened and was taking up too much space
Made nightly card sacrifice message clearer
Hide nightly card sacrifice message immediately once we reach that amount (instead of timing out)
Center the settings menu
Add missing dismantle recipes for (Pen, Quarry)
Balance Updates
Soil should cost 2 blood (not 1)
Bones should still fertilize farms
Heating recipes should be faster
Add a recipe that makes exploring faster if you have 2 oxen
WAGON Demo Is Live Thank you for all of the playtesters from the discord! Thanks to your help, the demo build is now available in time for Steam NextFest. As always head to the discord if you have bugs, suggestions, or just want to hang out.
WAGON Demo Is Live
Thank you for all of the playtesters from the discord! Thanks to your help, the demo build is now available in time for Steam NextFest.
As always head to the discord if you have bugs, suggestions, or just want to hang out.
The game isn't done yet (more features, art, and bug fixes still need to be added) but a rough version of the demo is available to play if you want to leave early feedback / find bugs. If you you have any feedback or run into any bugs please mention it in the steam forums or on t
The game isn't done yet (more features, art, and bug fixes still need to be added) but a rough version of the demo is available to play if you want to leave early feedback / find bugs.
If you you have any feedback or run into any bugs please mention it in the steam forums or on the discord: discord.gg/2R3vgn6938