Fearwoods Demo · published
All the features listed under In Progress / Planned from the last patch notes are actively being worked on. Development hasn’t slowed down. I’ve been pushing forward on these systems continuously.
There has been a bit less communication recently, mainly due to some personal/family matters on my side. Everything is under control now and I’m getting back into a more regular update flow.
At the same time, I’m also working on the Kickstarter campaign and exploring regional crowdfunding platforms to increase the game’s visibility, especially in markets that are harder for me to reach directly, like Japan and other distant regions.
In the next few days, I’ll share more detailed information about:
-which specific issues are being fixed next
-what exactly will be included in the upcoming patch
-and when the next update is planned to go live on Steam
Thanks again for all your patience and support, it really makes a difference, especially as a solo developer.
✅ Done:
-Multiplayer: Compass sometimes started tracking another player too early while 1 GPS fragment was still left on the map
-UI/UX: Questlog sometimes switched to “regroup for parts” for guests
-Multiplayer: Starting gameplay as a guest sometimes skipped or auto-completed questlog objectives
-Compass: Compass often stopped functioning when a guest joined
-Multiplayer: Host sometimes could not see GPS icons for other players
-Multiplayer: Joining a lobby as a guest could sometimes break the camera
-Multiplayer Compass: Compass functionality could freeze for guests when another player picked up a GPS fragment
-Multiplayer Compass: Completing the GPS could sometimes break helicopter compass tracking
-Multiplayer: When a player entered Spectate mode and joined another multiplayer lobby, the lobby camera could break
-Multiplayer SFX: Disabled heartbeat SFX from other players
-Compass: When compass tracked a player in GPS mode, getting closer caused rune flickering to become too fast
-Multiplayer: Pressing E once to transfer GPS fragments sometimes transferred 2 fragments instead of 1
-Multiplayer: Guests can now properly rejoin multiplayer sessions after returning to main menu
-SFX: Reduced hearing distance of footsteps and other player sounds by approximately 1/3
🔄 Returned To Development:
-Multiplayer Compass: Compass target does not update after transferring GPS fragments
🐞 Newly Detected Issues:
-Main Menu: Flashlight in main menu does not follow cursor
-Multiplayer: If host presses “Play Again” after death, guests are removed from the session and cannot reconnect
-Questlog: Questlog correctly switches to “Group up! Give parts to one.” but does not continue after players transfer GPS fragments
-Questlog: Players sometimes spawn without questlog
-Compass: Additional compass improvements required
-Multiplayer Lobby: Sometimes blue player placeholder graphic appears when guest joins session
🔄 Returned To Development:
-Multiplayer: GPS fragment picked up from dead player disappears during transfer to another player
-Compass: After collecting all available GPS fragments, compass should track the player carrying the most fragments
🆕 New Tasks / Issues:
-Multiplayer: In 3-player sessions, player character model could clip into the camera
-UI/UX: Add interaction button prompt near helicopter rope
-Compass: Add cave entrance tracking when GPS fragment spawns inside caves
More updates soon.
See you in the forest 🌲
Mike