Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Fearwoods DemoNews🧭 Compass Rework & Navigation Improvements (In Progress)
Community

🧭 Compass Rework & Navigation Improvements (In Progress)

Fearwoods Demo · published 2 Mar 2026, 16:10 UTC

All newsPlayers around this dateRead on Steam

📢 Compass & Navigation Improvements – In Progress

Over the past few days, I’ve carefully gone through your feedback - especially the comments about the compass system and GPS navigation.

This kind of feedback is extremely valuable. It clearly showed me where improvements were needed, and I’m now actively reworking those systems.

Here’s what’s currently being improved:

🧭 Compass Responsiveness

✅ Reduced Compass Delay

I’m significantly reducing the delay in how the compass arrow corrects its direction when you rotate your character.

This means:

  • Faster reaction to camera movement

  • No more “360° spinning” effect when turning quickly

  • Clearer and more stable directional guidance

✨ Rune Pulse System (Hot / Cold Feedback)

The runes on the compass will now pulse depending on how close you are to your target.

  • The closer you are, the faster and stronger the pulse

  • Clearer “hot / cold” feedback

  • Easier to pinpoint the correct search area

This should make navigation feel more intuitive without removing tension.

🔊 Distance-Based Sound Feedback

Subtle audio cues are being added to the compass:

  • Sound intensity increases as you get closer to a GPS fragment

  • Separate sound effects for rune pulsing and arrow movement

  • Designed to enhance immersion without overwhelming the player

🚫 Anti-Spam Camera Protection

Some of the issues reported were caused by extremely rapid left-right camera movements.

To make the system clearer:

  • If the camera is moved too aggressively over a large angle,

  • The compass arrow will temporarily freeze in place

  • The arrow glow will fade during that moment

Normal exploration = full functionality.
Extreme camera spam = reduced guidance.

The rune pulse system will still remain active.

🗺 Navigation Logic Improvements

I’m also refining how GPS fragments are selected and tracked.

✔ First Fragment Logic

  • The first fragment will be randomly selected

  • After collecting it, the compass will guide you to the furthest remaining fragment

This creates a clearer and more intentional progression path.

✔ Multiplayer Synchronization

  • All players will now be guided toward the same fragment

  • No more confusion between different targets

  • Players will always start together in multiplayer sessions

📍 Spawn Distribution Improvements

GPS fragment spawning is also being improved:

  • No more multiple fragments spawning inside the same building

  • Better overall distribution across the map

  • Stronger exploration flow

Additionally, certain problematic spawn locations (such as wolf pits) are being removed from the item spawn logic.

🎯 Current Focus

Right now, my main goals are:

  • Improve clarity without reducing tension

  • Maintain intensity while increasing readability

  • Strengthen overall navigation flow

  • Keep performance stable and well-optimized

More updates are coming soon.

Thank you for your feedback. <3 It truly shapes Fearwoods.

See you back in the forest. 🌲

Mike

More from Fearwoods Demo

Other announcements

All news
Community8 Sep 2026🌲 Fearwoods Update + One Last Friendly RecommendationHey everyone! 🌲 Before we get to today’s post, a quick Fearwoods development update . I'm currently preparing another update focused on Aveline’s behavior , along with a patch addressing some of her collision issues with the environment . I want her movement and interactions with the world to feel more natural and reliable, especially during encounters. We’re also getting closer to something m…Community11 Aug 2026❤️ A Friendly Recommendation - Insanitorium: Don't Be AfraidHey everyone! Today I wanted to do something a little different. I'd like to recommend a game made by friends of mine: Insanitorium: Don't Be Afraid . I've been a genuine fan of the first two Don't Be Afraid games, so I'm really looking forward to seeing what the team has prepared for this new chapter. If you enjoy psychological horror and are always looking for new indie horror experiences, I…In-game event21 Jul 2026👻 Fearwoods Development Update - Aveline, Multiplayer & What's NextHey everyone! Here's another quick development update on what has been completed recently and what I'm currently working on. ✅ Update · Aveline AI · Aveline has received another important behavior improvement. · She should no longer become stuck on objects while chasing players through the forest. · Instead, she now smoothly passes through obstacles during a chase, making encounters feel much m…