Meow adventurers,
Before we give you the full content breakdown, we want to show you how to reset your progress if you’ve already started your adventure and want to experience the full Meta Progression from the beginning.
If you want to reset your progress while keeping your unlocked skins, simply start the game and follow the instructions on the info screen at the beginning.
This will let you start your next adventure with less content unlocked than currently, giving you the full Meta Progression experience from the beginning. Otherwise, you’ll only unlock the new content and currencies to spend on enhancements.
We've divided the overall feature into four categories (bare with us, it sounds more complicated than it is 🙂).
Everything you collect in each category counts, whether you win or lose a run.
Your Bushcraft Level increases automatically while playing. With every crossroads you enter, you collect Bushcraft points.
With every Bushcraft Level, you unlock more game content, including upgrades, challenges, buffs, and more. Unlocking content gradually makes it easier for new players to get into the game, as they don’t have to learn everything at once.
The rewards for each of the 5 levels are set. If you reach a higher level during your run, you’ll get a small notification at the bottom of your screen. From that moment on, you’ll play with the newly unlocked content 🥳 After finishing your adventure, the reward screen will give you a better overview of what exactly you’ve unlocked. And, as before, you can look in your main menu, outside a run, into your "Woodland Compendium" as it's called from now on, to see what the forest holds for you.
When playing online, the available content depends on the person with the highest Bushcraft Level in your team 🐈⬛🐈🐆
On your adventures, you’ll also collect two new currencies (Pinecoins and Sapfire) that you can use to enhance your future runs. The reward screen after your adventure shows you how much you’ve collected 🪙🪙
Become the strongest or fastest kitten in town! Or both? 🤔 With Pinecoins, you can train up to five different attributes, making you stronger right from the start of each upcoming adventure. It’s up to you to decide which skills to improve first, in what order, and how far you want to take them. In the end, they all make surviving in the Wild Woods a bit easier.
Need some help collecting resources? Unlock a chance for resources to be transported straight to the wagon.
Think upgrade prices are too high? Get a discount on merchant prices at the campfire.
These are just a few of the perks you can also unlock with Pinecoins for your future adventures. Some Ancestral Marks enhance with the next tier, while others unlock additional perks. Choose one Mark at the beginning of your run to alter your playstyle.
With Sapfire, you can unlock more cat and wagon skins. Just like with your Survival Skills and Ancestral Marks, it’s up to you when and which skins you unlock 🤗
To give you an idea of what you might look like on your next adventure, you can see all the cats in a 3D preview. And even if you have already unlocked them all, there may be more to discover. Of course, there's also a preview for the wagon, with some new options to explore:
In addition to skins, you can also unlock more emotes. Except for the Meow button, you can change the arrangement of the individual emojis to your liking.
Rebind your keys for both keyboard & mouse and controller in the options, just the way you like to play. You can do this before or during your adventure. So, if you realise during a run that your custom setup isn’t quite working for you after all, you can quickly adjust it without having to leave the game.
We mentioned in an earlier blog post that we wanted to explore what it feels like when Rosie stops at night. Our goal was to make the main focus of the night much more obvious: Combat! ⚔️
The flow of the game becomes much clearer, and we can't wait for you to see the changes yourself.
We’re eager to hear your feedback, so feel free to share your thoughts here or on our Discord (which is also a great place to find some team cats) 🥰✨🙏
We hope you enjoy the new update! 🤗
Have a catastic evening! 🦁🐼🦊🐯
Meta Progression: Every adventure now leaves a lasting mark! Our new Meta Progression system lets you earn currencies during your runs and use them to shape future adventures. Unlock powerful perks and attributes, express yourself with new emotes, and collect character and wagon skins.
Character skins are now unlocked through Meta Progression instead of achievements, giving you more freedom to work towards the looks you want.
Bushcraft Progression: The woods now reveal their secrets gradually through the new Bushcraft progression. As you explore and complete runs, new possibilities, challenges, roles, and encounters become available. When playing together, the most experienced player's Bushcraft level opens the way for the entire group.
If you have already explored Wild Woods before update 0.6.0? You can choose to reset your content progression and experience the new Bushcraft journey from the beginning. Otherwise, all the content is already unlocked for you. Don't worry your unlocked skins will remain untouched.
Herbalist Rework: The Herbalist has learned a few new tricks! Healing charges now recover over time and can be used to treat fresh wounds. Old wounds still require the staff to be charged with herbs. The Herbalist can also heal quicker and no longer consumes resources when nobody can be healed.
Button Remapping: Take full control of your adventure with the new button remapping options. Keyboard, mouse, and gamepad controls can now be adjusted to suit your preferred playstyle.
We've created an optimized quality preset for the Steam Deck that enables significantly higher FPS.
In the quality settings, you can now turn the shadow on and off.
The inputs for special, secondary, and role abilities are now more clearly separated. This allows compatible actions to be available simultaneously.
Keyboard & Mouse: The Blade Slinger now marks targets in the direction of the mouse cursor.
Totems on Rosie can now be swapped out. Technically, it is now possible to have a very, very large number of totems at the same time, though managing them may be a bit tricky.
Steam Input is now always disabled to prevent input errors.
The Guardian now plays a small visual effect when their special ability expires.
New notifications now let you know when resources have been received, making it easier to see how many resources were added to your storage.
You can now load a game from the menu by double-clicking its entry.
You can still view your score and title if the host has already left the game. If you then try to return to the lobby, you'll be notified that the host is gone.
The introduction to Blizzard mechanics is now a little shorter.
The cannon now has the animations that had been missing for so long.
The Squirrel's third blessing now has a new effect. The old effect can be unlocked through Meta Progression, allowing everyone to decide for themselves how fast they want to be. The new blessing lets you jump while carrying resources.
The Progress menu has been completely redesigned to support this new journey. It is now easier to explore your discoveries, choose upgrades, customize your loadout, and see what still awaits you in the woods.
We've improved performance. The game should now run better even at higher latency, and we've also reduced the overall CPU load.
We've improved how grass is rendered and interacts with the game, reducing both network and CPU load.
Shrines have now always the required resources around.
The Guardian can now only create a shield after activating his special ability.. In addition, the shield is weaker while the Guardian is cold.
The wagon now always stops at night.
Enemies no longer become stronger at every crossroads; instead, they now only become stronger with each biome.
Enemy stats have been revised and better tailored to their respective biomes.
We've slightly increased the radius of the wagon fire at all levels. In addition, the cold now starts a little further out, which expands the total playable area at night and makes the boundary between the warm and cold zones easier to distinguish..
Actions and hits now respond faster in online play and are displayed more reliably and smoothly for all players.
Jumping and general movement have been reworked to feel smoother.
Rosie no longer marks enemies during boss fights, as this made it too easy to earn gold.
The squirrel now has a chance to steal high-value resources from the wagon as well. It's also more persistent and doesn't give up as easily. In addition, they can no longer be knocked back by simple attacks.
Bees now spread out around an enemy and, after a while, take a longer break before looking for a new target.
Increased the adventure special cooldown from 1.0 s to 1.2 s
Resources brought into the third boss battle are now credited instead of affecting the battle in the arena.
Fixed a known issue from update 0.5.0 where the Adventurer's sword did not knock enemies back far enough.
The Blade Slinger could no longer push enemies away a short distance with his knives.
Fixed an issue where the Herbalist could sometimes hit bosses and large enemies twice with a single normal attack.
Fixed an issue where Stronger Enemies challenges only increased the damage of base enemy variants.
Fixed a bug that could cause the lobby to freeze or the loading screen to continue indefinitely after the first realm.
Fixed several crashes that occurred when exiting the game and during encounters with the Herbalist and Ancient Roots.
The hit effect of the reeds in the second biome is now displayed correctly.
Rapid or repeated scene changes no longer cause duplicate level content.
Destroyed objects now disappear for all players in online play and reliably drop their loot again.
Movement is no longer dependent on the frame rate. Stopping, jumping, recoil, throws, and flying loot are now rendered more smoothly in online play.
Teammates are no longer suddenly teleported at the camp or biome exits.
Attacks performed with full hands now play the correct animation for teammates as well.
The running animation no longer stops when players attack while moving.
Delayed or combined hits no longer display duplicate hit effects.
Buffs no longer remain permanently active and are correctly restored after reloading. Among other things, this fixes the unintentionally increased damage between runs.
Bosses now react more reliably when multiple events occur at the same time as their death. Additionally, the health bar of the third boss and several movement and death effects have been corrected.
The vote at the end of a run now works reliably again, and menus are no longer obscured by the game interface.
Lists can now be scrolled using the mouse wheel even when an entry is already selected.
Challenges with stronger enemies now only increase the intended enemy stats and no longer accidentally increase the damage of destructible objects.
The volley attack of porcupines in biome 3 now has the intended animation delay.
Destroying grass in the camp now displays the intended light effect.
The sound when closing the drop-down menu was played with a delay
The sound was played twice when toggling a checkbox
If you were ready in the lobby and then pressed “Leave Room,” you couldn't navigate until you pressed “Leave Room” again.
Japanese Steam Achievements had korean texts
Ukrainian Steam Achievements have been overhauled