Patch 0.8.0.12 - Stability and Prosperity

2019-12-07 10:43:47

We have spent the last couple of days really grilling into fixing crashes and increasing the stability of the game, and I am happy to report that the number of crashes and bugs per session is steadily declining.

The following feats have been inserted in the game client, for both platforms:

+ Optimized client loading time.
+ Fixed three bugs that could cause crashes.
+ Fixed issue surrounding Scout and night zero.
+ Fixed issue where Berserker could not reselect his initial target.
+ Fixed issue where Oracle could not repick her initial target.
+ Added the ANY ROLE to the game roster.
+ Added the ANY WOLF to the game roster.
+ Fixed some strange lags during the countdown / card intro.
+ Fixed some memory and graphical leaks, causing framerate drops.
+ Added some filters to nickname selection to prevent broken names.
+ Fixed bug causing double-tagging when tagging players.
+ Fixed voucher code validator, so it doesn't say "Success" on broken codes.
+ Fixed glitch where the coin counter would suddenly return to zero.
+ Made a balance assistant script to look into randomized spawns.
+ Krampus no longer spawns in games without any Villagers.
+ Apprentice no longer spawns in games without any Town Investigators.
+ Fence no longer spawns in games without any Town Killers.
+ Hermit no longer spawns in games without any Town Survivors.
+ Hollow husk no longer spawns in games without any Wolf Attackers.
+ Fixed issue where house rule cards like Lost Tragedy would not properly implement.
+ Oracle now gets her results AFTER manipulators have a chance to affect the outcome.
+ Fixed issue where chat would not initially scroll downwards.
+ Captain and shieldmaiden abilities now correctly protect against Pumpkin King attacks.
+ A Blood Oak killing himself following a failed attack can now be saved with Boon of light or a town protective ability.
+ Fixed some framerate issues when rotating the camera in the cathedral.
+ Fixed old issue where cathedral pillars would crash into the HUD interface.
+ Pumpkin King will now only randomly spawn in games if the total player count is 10 or above.
+ Usurper will no longer randomly spawn as a sole member of the Chaos team.
+ Fixed death animation that could cause character to start floating.
+ AI now knows that just claiming "Any" or "Clone" is a bad move.
+ AI now understands that your claim could be from a randomized pool.
+ Changed sound design during voting counts.
+ A notification sound now plays with text highlight if someone mentions you.
+ Bots can now greet players directly when greeted themselves.
+ Bots now have to say they are bots if asked.
+ Taught the Wolf AI some new tricks.
+ AI Seers can now explain who they have checked
+ Added the PURITY filter to the game rules.
+ Scylla now only spawn in games with a Town Investigator.
+ Raven now demands both a Villager and a Seer before appearing.
+ Baroness and Imps only spawns in game with Town Investigators
+ Fixed broken Clone card spawner.
+ Tweaked the deck balance checker.
+ Fixed glitch that would cause offerings to disappear for no reason.
+ Optimized sunrise color animation.
+ Fixed issue where emotes would not let go.
+ Players can now unlock and put on a Robe and Wizard Hat.
+ Added audio notification when debate and nighttime ends.
+ Polished up framerate issues.
+ Fixed some glitches in the offering menus.
+ Reduced client bootup time.
+ Improved AI understanding of when blues lie in their claims.
+ Improved formulations of certain card short-descriptions.
+ Disabled sun transition effect for barebones quality setting.
+ Added a few cosmetics to the market rotation.
+ Fixed the pacing on a few death animations.
+ Tweaked the audio design even more for the voting.
+ Improved notifications surrounding recount vote rounds.
+ AI now has a better understanding of the Red Dawn night zero.
+ AI Wolves claiming to be Seer now has better tools for producing fake seer reports.
+ Improved visual effect for the Troll.
+ Fixed a lot, like A LOT of framerate leaking issues, improving overall performance.
+ Fixed issues regarding the loading indicator.
+ AI is now weary of Jesters and Poppets.
+ Implemented the Frostveil Festival page and music.
+ Fixed glitch where the game would just appear completely blank.
+ Fixed glitch where surplus cards would cause a game to wipe all players, and only play with the surplus cards.
+ Corrected Ignoble definition to Survivor on card.
+ Card shuffle animation now waits with the reveal till everyone has shuffled through.
+ Fixed effect of Divine Protection from the Guardian not appearing correctly.
+ Werebats now see Chaos Roles immediately at the start of the game.
+ AI now understands how the Blood Regime card works, and Wolf Supporter AIs will hunt if given the opportunity.
+ Changed the loading process so the game doesn't appear crashed at launched.
+ Adjusted the claim chat filter.
+ Added some nonowords to the identity filter.
+ Improved framerate of main menu and deck reveal.
+ Added some native NVidia support.
+ Fixed an issue where claiming an expired key would appear as "successful"
+ Fixed some issues with the treasure chests.
+ Increased the chance for cosmetics to appear in the Gold Market.
+ Fixed issue where the blue felt hat could not be equipped.
+ AI now also sees the Imp's evil aura effects, and understands what it means.
+ The end-of-phase chime has been softened.
+ If a player "snipe-nominates" another player within the last 10 seconds of a round, time is automatically added for everyone to react.
+ Fixed a bug where the jaw of a character would drop (part of the upcoming speak-animation and voicechat support) has been fixed, so they now close their mouth when not speaking.
+ Added some lore and mythology bits to the initial loading screen.
+ Altered the shader of the ingame cards and lobby cards to better support anti-aliasing.
+ Fixed some light-rendering issues for better NVIDIA support.
+ Improved refresh rate of new games detected while in the lobby.
+ Added the /dice command for players decision making.
+ Fixed some memory leaks that could cause serious leaks.
+ Fixed a bug where the cathedral floor plates would flake out in rendering.
+ Fixed missing frame from the Lycan card.
+ Fixed rendering issue with metallic textures.
+ AI has been given a better grip of the Lycan.
+ Added more lore to the loading screens.
+ Confirmed some crashes now fixed.
+ Added a couple of low-tier cosmetics.
+ Improved framerates on lower spec PCs.
+ Ensured longer lifetime on laptops running on battery power.
+ Polished up the supporter's crown.
+ Fixed some typos in lore and tips.
+ You can now dye Oleg's beard.
+ Added a stack of new achievements.

Deep breath; Deadline pushed again

2019-12-01 07:28:19

Hey gang.

So, December first is tomorrow, and I am looking over the stability report of Direwolf, and oof... It gives me no pleasure to have to make this call, but I will have to add some time to the clock for the release.

A mix of me underestimating the amount of sneaky bugs vs. overestimating how quick I would recover from my sickness results in me not being able to ship a stable product tomorrow, at least not one that anyone would fully enjoy.

I can fully understand if people out there are annoyed with all these delays, it's getting close to a meme at this point, but I am not doing it to string anyone along or in any way "stall for attention".

I don't want to push the tempting button until I have confidence that the product attached to it is good enough.

So, the new date is [b]December 13.[/b] Giving us a bonus 12 days of Christmas development.

And to ensure we can make it in those 12 days, here is what is put in place:

- All day will be development days. There will not be a day without at least a single patch.

- All builds will be multiplatform. We set up a seperate device for building the mac builds, so they will launch simultanious and never be out of sync.

- Gecko the dev now has 3 test devices, so he can sit and play with himself (insert all puns here) and better test builds before they go on air.

- I am bringing in some outside help to look through and if needed rewrite some of the more problematic areas.

- We are holding back all new implementations of new mechanics until the build is much more stable.

On the plus side:
- We sent our first donation today to the [b]Colorado Wolf & Wildlife Center[/b]. It wasn't much (144 USD) but it feels amazing to be able to help them out.

- The client is growing strong every day with quality of life implementations.

- We will still be able to hold our Yuletide Seasonal Event, starting the 7th of December.

- We will host playtests not only every tuesday, but as often as possible. Stay tuned in discord to figure out when the next hosted playtest is.

Patch 0.7.10.4 live

2019-11-26 13:38:26

At the moment we are holding back new cards and tokens to make sure the client is as stable as can be. But every testgame we host seems to be stronger than the last, so it feels as a good time for some patch notes :)

+ The CHAOS TOKEN enters the game roster.
+ ANY TOWN is now a playable token.
+ ANY TOWN SPECIALIST is now a playable token.
+ The TROLL enters the game roster (Chaotic Attacker)
+ The HUSK joins the game roster (Wolf Support).
+ The SCOUT enters the game roster (Town Investigator).
+ The WITCH OF LIGHT (town protector) joins the game roster. More witches will follow.

+ Fixed bug where hitting T would open chat regardless of your focal object.
+ Fixed bug where werewolf attacked almost always fails first night.
+ Bots now have a better understanding of Selkie and Shieldmaiden effects.
+ Fixed some deck loading issues.
+ Fixed a handful of minor UI bugs.
+ Increased chat scrollbar size.
+ Fixed some issues with scrollbar dragging.
+ New posts no longer force scroll the chat downwards, unless the chat is already at the bottom.
+ Added a instant-scroll-to-bottom button to chat.
+ Tweaked some AI voting behaviors.
+ Tweaked AI claiming behaviors.
+ Fixed bug where player placement in the circle suddenly was complete nonsense.
+ Fixed a bug that could cause the tutorial to freeze up.
+ Fixed player count leak bug in multiplayer.
+ The Cultist Hood now drops correctly from treasure chests, and can appear randomly on the market.
+ Cleared some memory issues in texture loading process.
+ Improved spam protection on treasure code claims.
+ Fixed issue that could cause the Shieldmaiden ability to never trigger.
+ Fixed issue between patron and the incubus.
+ Implemented leveling rewards on a handful of roles.
+ Added lore and player guide to the Seer.
+ Fixed collapsing lobby issue (a scary one indeed)
+ Fixed issue where dead players and spectators could ask for more time.
+ Asking for more time now shows player name, not account name.
+ Took some heavy swings at the "unknown player" issue, should be gone now but will need some testing.
+ Optimized a TON of render pipelines and shaders, improving the overall framerate.
+ Reworked lighting in multiple sets.
+ The BARD is back and reworked.
+ Fixed issue where Blood Oak would not trigger.
+ Issue with Seer responses not showing up in chat resolved.
+ Treasure chest opening flow optimized and sped up.
+ Fixed some memory leaks on deck creation.
+ Fixed some networking issues when host is transferred.
+ Fixed bug blocking customization of certain tutorial levels.
+ Fixed some "pink issues" for offering cards.
+ Abstaining before a recount no longer makes you lose your vote in the recount
+ Asking for more time shows ingame name, not user name
+ Dead people can no longer ask for more time.
+ Added some new offering for town investigators and town survivors.
+ Fixed some listing issues.
+ Separated the Clone into a new category, Special tokens.
+ Fixed issue where Blood Oak attacking a Ghast, the blood oak died. Now, the blood oak turns to a ghast and remains that way.
+ Fixed a lot of missing bardic songs.
+ Fixed bug that could cause doublespeak in chatroom.
+ Added a button for Discretion mode.
+ Krampus moved to quarrantine until he is confirmed repaired.
+ Game lobby now shows if you have more players than cards, by displaying small silhuette cardbacks as placeholders.
+ Chat font size can be adjusted in Settings > Interface.
+ Fixed issue where Concubine insists that there must be a Werewolf in the deck.
+ Fixed issue where only-wolf-support decks with a Blood Regime card was deemed as not playable.
+ Player count is now shown in ingame lobby.
+ Fixed issue where players could claim to be House Rule cards.
+ AI will no longer suspect players to be house rule cards... (Hurr durr...)
+ Fixed some bright pink backgrounds on certain loot cards.
+ Fixed issue with wrong wolf destinations for both bard and scout.
+ Added upcoming house rule card : Floodgates.
+ Added special event card : Pumpkin King.
+ Fixed issue where victorious ghasts were shown as not winning.
+ AI now has a understanding on how to use toothfairy nighttime ability.
+ The Direwolf enters the game roster (Wolf attack role)
+ Fixed a bug where disconnected players disappeared from the player list, making them impossible to nominate, report or kill...
+ Fixed strange bug where everyone suddenly was granted Hunter's killing powers...
+ Set up a system to handle Seasonal Events (Halloween will be far from the only one)
+ Set up our first seasonal event, All Hallows Eve.
+ Added some new candy offerings.
+ AI can now call out lies during the defense speech, if they are nominated too.
+ AI Seer no longer flips out when AI raven claims seer.
+ Cleared out a handful of lesser bugs.
+ Installed chat tabs, to make it easier to follow the game activities.
+ Fixed bug that could break the "Floodgates" house rule.
+ Fixed issue where card list would disappear during game countdown.
+ Fixed graphical glitch where edge of cards ingame made annoying lines down the screen.
+ Built 15 levels of role levelups for all roles.
+ Adjusted some previous levelling rewards to be more generous.
+ Remade the treasure tooltip to be less noisy.
+ Fixed broken textures on treasure chests.
+ Added new playable character, Elijah.
+ Changed the weather in the main menu to reflect the winter season.
+ Optimized some framerate issues during deck shuffling.
+ Cleaned out a lot of old experimental files.
+ All offerings are now tradable and marketable.
+ Fixed issues where the rule card Court of Tragedy would be dealt to a player.
+ Fixed some issues with the Karura ability
+ Fixed issue that caused the Mac build to crash on launch.
+ Fixed issue where multiple Seer feedbacks would collide.
+ Added late ranked Halloween deck.
+ Added visible player cap counts in matchmaking and player lists.
+ Improved refresh rate of games list.
+ With help, we added 40+ quests to the quest roster.
+ Added levelling trees and rewards to a couple of classes.
+ Fixed issue where players could get stuck in the play lobby.
+ Added more banned player names.
+ Fixed issues where player names would appear in role tooltips.
+ Fixed Plaguelord tooltip.
+ Fixed issue with passive AI Pumpkin King.
+ Fixed issue where temporarily blocked roles could still appear in games.
+ Fixed a few cosmetic issues surrounding Elijah.
+ Usurper has been reworked.
+ Werebat back online after some extensive rework.
+ Achievement lists on card details and in player profiles have been redesigned.
+ Handful of new offerings added to the game.
+ More backstories and player guides added to the client.
+ Fixed issue where changing roles would revert right back.
+ Upgraded the Plate armor outfit to a much more realistic depiction.
+ Fixed some memory bugs during area loading.
+ Tweaked the time sets in the different phases and time settings.
+ Oracle + Bard interactions fixed.
+ Bug causing Usurper to win too early fixed.
+ Any Town now contains the Villager.
+ Fixed bug that would reset the Kitsune targeting.

The last push : Release plans and v.0.8

2019-11-21 15:20:56

Hello everyone. Sorry for not being so responsive as of late.

Last time I wrote, we were pushing the deadline 20 days. Sadly, due to Pneumonia, I lost 14 of them being sick, and still feeling the meds.

This means that I have in no way been able to make the final changes needed, and I can in no good conscience release the game as it is looking now.

Therefor, and this hurts, but I will be moving the launch to the 1st of December. This should give us enough time to finish up the game, deal with the most threatening bugs, and get things sorted.

During the month of December, we will also host a seasonal event, much like we tried during Halloween. This will mean special cards, random loot drops and general cozy times.

Tomorrow, I will be dropping version 0.8, which will have a solid list of fixes, tweaks and some very requested mechanics.

Sorry for delaying the game again, but thank you for sticking with it :)

From all of us here in the cold dark north, have a good one.

Dev update : Down with the sickness

2019-11-12 09:39:44

Hello everyone, and sorry for not writing for a while. I have had a massive case of health issues thrown upon me the last dozen days, and have been unable to update the game and host playtests. And for that, I apologize for leaving people in the dark.

The good news, however, is that tomorrow I should be cleared to return to my workstation, and get right back on testing and developing Direwolf.

This experience really shows how fragile a project can be when you're a solo developer, and I will soon be posting a job listing for a gamemaster/test organizer, to get some assistance on this project.

The silver lining is that the artists to the project now have delicious works ready for a solid amount of cards, plus the cards we were unable to launch during the Halloween event.

Rest assured, I will find a way to make up for the time lost and get the project back on track. Starting tomorrow, I will be back at my codestation (and Discord) and ready to put out a solid new patch.

Until then, thank you for your patience, and I hope to see you all during our next play session.

New release date, Halloween event and bug-crunching

2019-10-28 13:41:40

Greetings everyone.

So, it has been some tough weeks, and I feel like a developer update is in order.

First off, a great big thank you to everyone joining our growing community. I am over the moon that people want to join us at this stage in the process.

The client is getting stronger by the day, and dusins of bugs gets discovered and crushed daily, which is awesome.

However, due to a number of distractions, scheduling conflicts and just pure bad luck, I am sadly way behind on the roadmap of what should be implemented before launch.

People have been patiently waiting for this game to have its release, but looking at the board of bugs and balancing it with the time we have left, I simply feel that rushing this lap would be taking a huge risk of the stability of the game.

That is why we are pushing the public release date 3 weeks ahead. Enough time to give this game the full attention it deserves, and to be able to put out a polished and enjoyable product on launch, where you don't have to fear falling rocks every time you press a button.

The new release date is : [b]21st of November 2019.[/b]

This project has been delayed a lot, and now I am delaying it again. I apologize for the delay, but I think everyone will be happier to know that once the Early Access label is off, you can jump into the game and enjoy the pure experience without staring at developer consoles and glitchy components.

That being said, Halloween is still a special time for us, and after talking with Steam, we made out a sweet deal.

We are hosting our own little Halloween Festival ingame, starting tonight the 28th of October, and running until Nov 8, 2019 10:00am CEST.

During the Halloween event, we will be dropping random loot, have a special spooktacular ingame store, and unveil at least one new card for each day of the event, each with their own monstrous theme.

This will merge with the Steam Halloween event, and we will have some crossover palooza and some great sales for you in this period.

We will of course not be slacking on the actual bughunting, and the version 0.7.8.4 will drop tonight with a load of bugfixes, features and neat little things.

We will still be hosting regular test games, and our community is slowly growing to a size where you with a portion of luck can find people to play with at our Discord channel.

Patch 0.7.8 : Boils and Trouble Patch

2019-10-23 14:18:57

[img]{STEAM_CLAN_IMAGE}/30316870/eedc3b80a25f9190cd1c7aff9ccd76b22940f0df.png[/img]

Phew, quite a week of bugcatching, and we have one hell of a week ahead of us. The player base is slowly growing, and we now also are getting the attention of streamers and youtubers, which is nice (although also quite nervewrecking)

Theres still a long way ahead, especially on the UI and server stability part, but we are getting there, one step at a time.

NEW CARDS:
+ The TROLL enters the game roster (Chaotic Attacker)
+ HUSK joins the game roster (Wolf Support).
+ The SCOUT enters the game roster (Town Investigator).
+ The WITCH OF LIGHT (town protector) joins the game roster. More witches will follow.
+ New token : Public random wolf
+ New token : Public town defender
+ New token : Public chaos

NEW FANCY STUFF:
+ Added activity log to player tooltips.
+ The Cathedral location is now an option.
+ Hosts can now kick human players.
+ Reworked the voting flow.
+ First experiments with alternative card skins are in place.
+ Improved AI suspicion system.

OTHER IMPROVEMENTS:
+ Syncing the OSX version with the Windows version.
+ Fixed some issues related to game creation, that could seriously break some games.
+ Fixed some reconnection issues, where rejoined players would appear dead.
+ Fixed Ai using abilities when they can't.
+ Bruisers will no longer spawn in decks without Villagers.
+ Role list can now be clicked to investigate displayed card.
+ New soundtracks added to the tavern, to give it a more distinct feel.
+ Safety measures implemented to help resolve the dreaded numbers bug.
+ Fixed some missing card headers.
+ Player list is now shuffled for each match.
+ Fixed issue where aliases could glitch out.
+ Fixed issue where half the players had a timer, and the other half didnt...
+ Lobby deck list can now be clicked to investigate.
+ Cleaned out some memory issues, freeing up more CPU space when calculating AI actions.
+ Added better flow for the triggering of the Poppet ability.
+ Forbidding bots from voting on a revote, until the vote count has been announced.
+ Wolf hunt now ends in a conclusion about what happens.
+ The AI has been educated on how the Plaguelord works.
+ Added loot drops for Riding Hood
+ Added loot drops for Prince
+ Deck balancing utility is now in the game client.
+ Fixed some role list sorting issues.
+ Added some additional offerings.
+ Fixed some UI placement issues.
+ Fixed some issues related to avatar loading.
+ Reworked some UI frameworks.
+ Added a couple of cosmetic items to the pool.
+ In the lobby, your player character can now be rotated by dragging the mouse.
+ Fixed some issues with the player activity logging.
+ Added microphone settings in preparation for voice-managed games.
+ Fixed issue where illegal characters in player names could break the lobby.
+ Fixed some issues causing broken tutorial levels.
+ Cleaned up some werewolf AI issues.
+ Dashes (-) are now allowed in player names. (hope this cheers @Dum_pap )
+ Fixed a bug surrounding players leaving, which caused crashes.
+ Fixed bug where seer results were not written in chat.
+ Fixed issue where scout results did not trigger.
+ Added some levelling rewards and offering items.
+ Fixed exploit where players could figure out other players real identities behind the aliases.
+ Fixed bug preventing hosts to kick bots (cheers @Nymirii )
+ Hosts can now kick human players.
+ Added four unique soundtracks to the cathedral stage.
+ Fixed some lighting issues.
+ Fixed some player tagging issues.
+ To fix the player/number tagging problems, tagging players in text is now done by writing their player number with a "p" in front of it, so "p10" to tag player ten ect.
+ The pregame lobby screen is now optimized for various monitor resolutions.
+ AI is now better at picking up player claims
+ Claims now visualized in the player board.
+ Fixed some legacy bugs surrounding the player board and Discretion Mode.
+ AI now understands that one card can turn into other cards, and that cards like Unsung Hero arent' ment as specific cards.
+ AI will stop distrusting itself, nor will it start to compliment itself out of thin air.
+ Fixed a bug causing a broken deck editor.
+ The Scout has been adjusted for balance purposes.
+ Fixed tutorial message, saying simply silly things.
+ Tutorial messages no longer collide with chat log.
+ Fixed some claiming mechanics.
+ Fixed player names accidentally appearing.
+ Added some levelling rewards.
+ Fixed some shader bugs in the cathedral.
+ Fixed tooltip areas that was colliding in player listings.
+ Fixed vote logs that kept saying "Voted for ..." even though the vote was over.
+ Fixed stacking claims in player log.
+ Chat input is now more "sticky", so you don't have to reenable it when you post something.
+ Improved some spam filters.
+ Fixed issue with scandinavian characters in player names.
+ Tweaked the Seer Tutorial a bit.
+ Gold distribution per game adjusted slightly.

Week 40 - Haunted Woods Patch

2019-10-07 09:48:51

NEW CARDS:
+ The BLOOD OAK joins the game roster. (Chaos Killer/Survivor).
+ The SHAMAN joins the game roster (Town defender).
+ The CLONE TOKEN enters the game roster.
+ The PUBLIC CHAOS TOKEN enters the game roster.

BIG CHANGES:
+ QUICK PLAY: Queue up to join the next public match. If enough players are in the quickplay queue, a new match is automatically created by the server.
+ RANKED DECKS: the first part of a ranked play structure. Ranked decks can not be customized, and can only be played with the full count.
Ranked decks will be filled with bots if launched without a full player count.
+ PLAYER REPORT SYSTEM: Holding down shift and clicking a player opens the report panel.
+ Added a new map, the TAVERN, to the game roster.
+ New playable character, Oleg.
+ The AI has been upgraded in several areas.

ADDITIONAL FIXES AND FEATURES:
+ Fixed bug that would allow special werewolf attacks to still work despite a Disease ability in effect (thanks @Nymirii )
+ Tweaked graveyard chat.
+ Hard rewrite of the voting system.
+ Fixed issue that was blocking endgame XP rewards.
+ Fixed some offering mechanics.
+ Added type offerings, such as an Attacker role item.
+ Gildenbombs now has a drop chance.
+ Fixed bug that would display you as disconnected, when in fact you were not.
+ Fixed bug where offerings would appear on the Clone info page.
+ Added a close button to the Offerings table
+ Camera now starts behind the right player.
+ Fixed bug that caused the Ghast to become undetectable by the Mentalist.
+ Fixed some achievement listing bugs
+ Tweaked the XP distribution system
+ Added player guides for some cards.
+ Card story tab now only shows if there is an actual story in place
+ Polished up the layout of the quest panel.
+ Fixed bug where certain offering types did not appear in the offerings list.
+ AI now understands how to recast votes in case of a tie.
+ AI now understands the Selkie ability.
+ Tweaked some definitions and phrasings on poorly defined cards (cheers @derUlbi )
+ Added some sound effects to certain abilities.
+ A couple of new offerings and achievements
+ If a player or AI has used a pre aimed ability on a player that dies (like Hunter's take aim or the poppet's soul bind) it will now be reset if the player is eliminated.
+ Some changes in AI behavior, especially wolf-team AI. If the human player targets a player "insistently", the other wolves retarget their attacks to this player.
+ Bots can now have beards.
+ Fixed some bugs that would disable achievements in games where they should be valid.
+ Fixed some loose wardrobe issues.
+ The Shaman is now a part of the Town Defender token
+ Clicking the highlighted card in the main menu now goes directly to the card page.
+ Added some offerings to the loot pool.
+ Added MAP option to game creation.
+ Fixed some issues with the diseased/riding hood disabling ability.
+ Mac version synced.
+ Improved network performance.
+ Cleaned out a lot of old code, to improve rendering queue and framerates.
+ Grey screen of death bug is now resolved.
+ Bots are tweaked and now vote and are a bit more aggressive.
+ The tavern map has been remodeled to reduce UI collisions.

October 2019 Roadmap

2019-09-30 16:53:14

We now have 31 days until launch, and to keep tabs on the development.

We have set at least three goals for each week, that will be completed before that weeks end.

Additionally there will, as always, be loads of updates, tweaks and fixes throughout the game.

Hope to see you ingame soon.

[img]{STEAM_CLAN_IMAGE}/30316870/9327659f0961fe0d970798cbf0bc5d5c9cf6f335.png[/img]

Patch 0.7.6 - The Dark Tavern patch

2019-09-15 13:42:57

[img]{STEAM_CLAN_IMAGE}/30316870/d1ae63fed9ed334531783ac10546837b7def1e21.jpg[/img]

[h1]New cards:[/h1]
+ The GHAST enters the game roster (new chaos survivor)
+ The BARD enters the game roster (town support)
+ The WATCHMAN enters the game roster (town defender)
+ The MERCENARY enters the game roster (town killer)
+ The ADMIRAL enters the game roster (town investigator)
+ The CAPTAIN enters the game roster. (Town Defender)
+ The INCUBUS enters the game roster (Wolf Attacker)

[h1]Game features:[/h1]
+ Fixed bug where Steam would not fully understand that the game client was closed
+ Fixed some chest UI issues, causing the chest scene to freeze up
+ Fixed some pinkcard bugs on offerings
+ Fixed some undroppable loot items.
+ Fixed Chest count on Epic Chests.
+ Gamemaster no longer earns XP (cheers @Daniel_Tex )
+ Fixed some missing tooltips in the deck customizer section.
+ Tweaked the number allocation system to hopefully stop scrambling numbers.
+ Fixed bug where players could get stuck inside the offerings menu before the game started. (cheers @Daniel_Tex )
+ The imp ability effect can now be seen by his entire team (except the Werebat)
+ Ability effects (whooshing and burning) now has a working audio setting controller.
+ Revealed cards no longer go to the Changeling.
+ Added more granular timing options.
+ Fixed issue that would cause Game Lobby List to break and not update (what usually forced players to restart their clients)
+ Fixed bug that would cause AI players to bail/disconnect at the start of new games.
+ Fixed some flickering issues with the voting buttons during recounts.
+ Optimized some on-death triggers.
+ Recast the Troublemaker as Town Support, not Town Attacker.
+ Made the countdown animation for the round timer smoother.
+ Polished up some tooltips.
+ Players can now be tagged in chat messages.
+ Roles mentioned by the AI is now highlighted.
+ Chat default font size increased.
+ Chat can now be expanded to full screen.
+ Chat sidebar is now hidden when chat is.
+ Added some pro tips to the loading screen.
+ Repolished some UI scaling issues.
+ Added faction-specific offerings.
+ Fixed name-in-name issue with usernames.
+ Fixed bodyguard+ bard ability bugs.
+ Fixed some pacing tooltips (cheers @Soariticus )

[h1]Beta tester access:[/h1]
We are still looking for playtesters, and have expanded the seat count. Visit https://direwolfonline.com/beta for more details.

Patch 0.7.5.2 - Stability and prosperity

2019-09-08 16:34:18

Rewrote and stabilized the network code, and changed out the server for a newer stronger model.

+ Hosts can now add bots to multiplayer games and customizable tutorials.
+ Added a loading pre-screen to the main menu
+ Added "looking for players" count to the main menu
+ Fixed some tooltip typos and TBA text issues.
+ Fixed market bug that could produce empty market offers.
+ Restructured most of the client-server communication.
+ Added a handful of achievements and flair texts.
+ Hosts can now ask the server to spawn bot instances, for better playtesting and to fill up games.
+ The AI has grown slightly more clever in what they will claim and how.
+ Fixed card mentioning issue where partial words were converted.
+ Improved chat scroll and chat background.
+ Average intelligence of the game AI has been increased slightly.
+ AI now understands that there CAN be others with their own role type (like another revealed prince)
+ Improved tutorial flow.
+ Hosts can now remove and add AI players from both public and tutorial games.
+ Fixed tutorial issue where some tutorials would never start.
+ Added a wolf scenario tutorial.
+ Six new pieces of loot added.

Patch 0.9.5.3 - Lands and lords expansion

2019-09-04 17:44:08

[h1]New cards:[/h1]
+ The EXILE joins the game roster. (New Town Killer)
+ The LANDLORD joins the game roster. (New Chaos Threat)
+ The SAGE joins the game roster. (New Town Investigator)

[h1]Client updates:[/h1]
+ Created the MARKET, a small shop that trades items for gold coins, and randomizes its wares daily.
+ Added a Identity panel, so if a player doesn't want to play under an alias.
+ Fixed some matchmaking server issues.
+ Fixed the broken Randomizer button.
+ Fixed some loading issues in the main menu.
+ Current gold on the player profile is now always shown in the lobby.
+ Added a couple of offerings to the inventory system.
+ Loot from Treasure Codes now stack better in the Steam inventory.
+ Fixed collissions if both a diseased and a riding hood were lynched.
+ Fixed some Concubine ability usage.
+ Fixed the "grey" player title bug in the end game screen.
+ Added visual aid for the Imp ability.
+ Added some pages to the rule book (will expand the writing later)
+ Synced the ingame and lobby rule book.
+ Added some offerings.
+ Polished the layout of the Market.
+ Re-enabled the notebook and emote panels.
+ Added a search bar to the deck browser.
+ Added navigational filters to the deck browser.
+ Resolved some issues regarding players left.
+ Fixed bug that caused the night to freeze up if host changed during play.
+ Fixed some winning condition bugs.
+ Experimenting with better shaders to make cards more readable.
+ Fixed some voucher code issues.

0.7.5.1 - 59 days till launch

2019-09-02 12:55:46

Phew, we made it this far, but there is still a long road ahead of us.

+ Fixed XP and win tracking stats on a handful of characters.
+ Prepping a report / commend system.
+ Fixed a rogue key error in the game lobby.
+ New loot type, Gildenbombs
+ Added some protection against disconnects by strengthening the TTL system.
+ New loot item : Lute of Loot
+ Gold coins per game now scale with the number of human players.
+ Reworked poppet artwork.
+ Bug surrounding the Mentalist has been fixed, thanks to @Dinte
+ Fixed bug where player could be stuck in emote menu in singleplayer tutorials. (cheers @RyanPapp )
+ Added some more quest to the roster, and made a few rare+high reward quests
+ Reactivated the resolution dialogue window.
+ Fixed an issue with Blood Regime decks with no hunters in it (Thanks @Nymirii )
+ Fixed an issue with the custom deck browser, that was causing blank decks to appear.
+ Fixed a layout issue in the deck icon picker. (cheers @Peel Me Senpai )

We are doing some rounds of the physical game tonight, and with a little luck, recruit more playtesters :)

patch 0.7.5 - Public early access

2019-08-31 18:11:08

After a lot of crunching, we are finally able to open Direwolf up for early access on steam. There are still 60 days to we officially launch, but it is still a magnificent milestone.

We will have a patch running EVERY DAY until launch, so expect a lot of new cards, improved social features and visual/UI tweaks over the next couple of months.

New playable cards:
+ The TEMPLAR enters the game roster.
+ The FENCE enters the game roster.
+ The USURPER enters the game roster.
+ The SELKIE joins the game roster.
+ The BERSERKER enters the game roster.

New modifier cards:
+ The game rule RED DAWN is now in the roster.
+ The game rule BLOOD REGIME is now in the roster.

Other updates:
+ Tweaked the multiplayer code quite a bit. This will require some extensive testing, but it feels much more stable than before.
+ New loot items are now highlighted.
+ New loot type: Capes
+ Rule cards now correctly shows their ability in the card inspector
+ Added three new options to the Create new game tab : Language, Communication and Access.
+ Bolstered the tutorial levels quite a bit.
+ Added some story and flair to the characters.
+ New cosmetic type : platemail, unisex
+ Added a couple of challenges and achievements
+ Fixed some index issues in tutorial levels (cheers @vlees )
+ Tweaking a bit on the Usurper winning condition, it should ALWAYS trigger if she is for some reason the last one alive...
+ Fixed issue where the plaguelord would not be detected by the Mentalist
+ fixed some issues on the player list.
+ Fixed some issues regarding Reaper, Jester and Usurper victory conditions.
+ Experimenting with a notebook layout where the chat is still open
+ Emote menu now works.
+ Placed Villager outside of the Town Defender category.
+ Fixed some issues in the games lobby list.
+ Made clearer distinctions between open and close talking phases.
+ Fixed naked main character issue.
+ Fixed bug where notebook would not reopen
+ escape now closes both notebook and emote menu without opening the game menu
+ fixed the Selkie threat status.
+ Gold coins now stack properly in the steam Inventory.
+ Fixed issue where Torturer chat would not show the revealed card.
+ Trouble caused by the troublemaker is now amplified in the notification.
+ Optimized neighbour positioning calculation, giving the server less strain when figuring it out.
+ Abstain option added during voting and recound phases.
+ Fixed bug allowing villagers to cast Guilt before the game had even started.
+ Doing a lot of work with handling disconnects.
+ Character customization is now remembered.
+ Tutorial text rendering have been made a bit clearer.
+ Improved the display of role-based loot.
+ Fixed some issue related to the voucher claiming.
+ Added some offering items.
+ Improved the intelligence of the AI a bit, including giving them the capacity for defensive speeches.
+ Intro tutorial polished a bit.
+ Fixed the questions button.
+ Offerings are now presented per card.
+ Polished the Fisherman card a bit.
+ Polished up the artwork for a couple of offerings.
+ Fixed formatting bug in the card Q&A
+ Fixed issue where the riding hood would trigger if she was attacked and then saved.
+ Achievements is now shown in both Profile mode and role-specific achievements can be found in character details.
+ Added a quest view and a copy of the rulebook inside the game itself.
+ Steam achievement page should now be public.
+ Steam achievement statistics are now available.
+ Updated some system requirements
+ Mac build has been brought up to speed with the Windows build.
+ Cleared out some broken downloads.

Tonight we go to Early Access

2019-08-31 07:14:11

Phew, we are inching closer and closer to a solid game experience, and to celebrate that, the game is going into early access tonight.

This is to start growing the player-base beyond the few (but lovely) volunteer beta testers, and to get more fresh eyes on our game.

It's hard to say how many players it will result in, we are still holding everything back marketing-wise for now, and it is understandable that many players would want to just wishlist the game, and wait for it to do the actual release.

To all that have received a beta key, don't worry, we will not revoke your access to the game. Everything you have, including ingame loot, is still yours to keep.

Today, I will be focused on building version 0.7.5, which will be the build that goes live.

I expect the early access to open today @ 2000 CEST.

13 player deck challenge winners!

2019-08-27 09:19:01

Greetings all, we held a small deck design challenge a while back, and it is due time to declare some winners.

First place goes to Pottum for Domain of Uncertainty, a creepy and maddening deck where every decision can have dire concequences.

Second place goes to JackTheWriter for Nothing Good May Come Of This. Who needs townspeople anyway? A pure chaos-vs-wolf brawl, where claiming innocent will get you nowhere. And once everyone is evil... The real fun begins.

Third place goes to Amicus for Proliferating Werewolves Thirteen Player Deck' - They say too much of a good thing can be dangerous, and even though this deck only has one hunting wolf against a lot of strong characters, the sheer number (and the looming two Ignobles) can quickly turn this power fantasy into a nightmare.

I will figure out the easiest way to ship some prizes your way.

See you all in the next challenge :)

Patch 0.7.4.17 - Inching closer

2019-08-24 23:41:21

So, the weekend is upon us, and next week is the last week before we open up the game to EARLY ACCESS.

Just to make some expectations clear, there will still be a lot of development on the game, we just open for early access so players can come in and try the game while it is growing.

For the 0.7.4.17 patch, we have implemented the following:

+ The KRAMPUS joins the game roster.
+ The FISHERMAN joins the game roster.
+ The BRUISER joins the game roster.
+ The WOODSMAN joins the game roster.
+ The TORTURER joins the game roster.

+ Added the TURNCOAT coin.

+ Game economy change : Completed games against other players (not vs the AI) now drop Coins.
Soon, players will be able to turn coins into Treasure Chests and specific offerings.
Longer games and more players per game leads to more coins.
Leaving a game after you are dead, but the game is still going will still net you coins.
Abandoning a game while your character is still alive will block you from earning coins in incrementing time periods.

+ Custom card backs now work and have transparent variations
+ GM controlled games now has a 15 second timer minimum on nights
+ Voting round will now progress when all votes are in.
+ Treasures can now be unlocked by completing achievements
+ Added a few emotes and reenabled the chat-to-emote system
+ Dead people can no longer emote (one of the funnier bugs as of late)
+ Tuned the achievement system to have "secret" achievements, can be earned midgame but will only be unlocked at the end of the game.
+ A lenny face emote has appeared in the game. (Cheers @Jango and @Ponyboner69)
+ Fixed bug whereBodyguarding and Shieldmaiding' next to a patron canceled both out, leaving patron undefended...
+ Bug with conflicting victory declerations in games with zero town roles fixed. (Cheers @Jun )
+ XP now scales based on other human players.
+ Direwolf is now approved as a game in the Twitch Streaming Directory :slight_smile:
+ New main menu soundtrack by Adam Rye
+ Added a new playable character, Mira.
+ Fixed some rendering issues with the Seer and Guardian effects.
+ Added player name to the portrait page.
+ Added some additional support for Steam and Discord Rich Presence.
+ Fixed some character cusomization rendering issues.
+ Reconfigured the intro screen
+ Fixed some typos and formulations in the main UI and tooltips.
+ Added a manual reload button to the games list.
+ Ambiance volume can now be controlled in settings (cheers, @Stine )
+ Issues surrounding the KRAMPUS card has now been resolved.
+ Fixed some credit issues
+ Fixed bug where the reaper could still see dead people post death.
+ Offerings now work with randomizers involved.
+ Fixed some camera ratio issues during character customization.
+ Polished up the card presentation view, the entire card art is now shown in the lobby.
+ Introducing a more thematic presentation of the random card token cards.
+ New card art for random tokens (replacing the old questionmark placeholder)
+ Added a backdrop for player listing lines to try and prevent misclicks.
+ Nominations and deaths are now more clearly marked in the player list.
+ Card presentation now explains randomizers better.
+ Fixed issue where spectators or abandoned players might mess up the deck distribution
+ Prince cards are now revealed when attempted lynching (and on Poppet effects)
+ Fixed some typos and added some rule text (cheers @Peel Me Senpai )
+ Improved protection for different games to "leak" across server instances (Weirdest one in a long time, @Ratzuka - Niklas )
+ Card backs can now be previewed.
+ Added some anti-cheating measures.

Patch 0.7.4 released

2019-08-20 09:23:58

Things are progressing steadily, and we are getting closer and closer to our early access release on Steam, set to happen at the end of August.

A major shoutout to all the playtesters joining in and poking at things.

We had a lot of new cards and mechanics, and the gameplay is starting to look a lot like the board game variant, which is amazing.

[h1]13-player deck competition:[/h1]
The deck design challenge is now closed for submissions, and thank you all for your submissions. We will be back next monday (26th of August) with decleration of the winner and prizes.

[h1]Patch updates:[/h1]
+ The TROUBLEMAKER joins the game roster.
+ The WENDIGO joins the game roster.
+ The SCYLLA has joined the game roster.
+ The ASHLING joins the game roster.
+ The GUARDIAN joins the game roster.
+ The WUKONG joins the game roster.
+ The HERMIT joins the game roster.
+ The TOOTHFAIRY joins the game roster.
+ New rule modifier, LENS OF HORRORS.

+ Polished the interface surrounding phase steps.
+ Polished the offerings flow.
+ Fixed some issues with offerings and singleplayer levels.
+ XP removed from randomizer roles.
+ Updated randomizer tool tips and mechanics.
+ Added a Any Chaos randomizer.
+ Levelling loot for villagers now go up to level 5.
+ The maiden dress can now be equipped.
+ Resolved issue bugging out the deck editor.
+ Fixed jester winning condition and XP reward.
+ Fixed broken Role list sometimes not revealing.
+ Fixed seer's Truesight refresh ability
+ Ignobles no longer convert when dead.
+ Fixed troublemaker issues.
+ Fixed issues surrounding the Reaper visualisation
+ Added a Stealth mode for conventions and LAN parties.
+ Fixed issue where Steam news tags would appear in news panes.
+ Clicking the version number now correctly shows the update overlay.
+ Polished up the Deck Browser.
+ Fixed lobby Discord button.
+ Fixed memory leak in character animators.
+ Fixed a issue where the scrollbar was unclickable.
+ Optimized AI handling of nighttime abilities.
+ AI now understands recount rounds.
+ Sorting of role lists improved.
+ Cleaned up the card selector when building decks, starting custom games, or reading the "Cards" info page
+ Resolved bug where randomizer cards would not tell the player the true role.
+ Fixed some victory issues regarding Riding hood and Jester.
+ Rotating the camera can now be done with the regular mouse key.
+ Fixed some memory leaks in camera rotations.
+ Added a batch of new stats and achievements.
+ being nominated is now more emphasized to the target player.
+ fixed some issues with the camera position.
+ fixed some issues with the card presentation screen.
+ Two hunters shooting eachother no longer causes the server to go into an infinity loop.
+ Fixed a bug that was causing the ORACLE some grief.
+ Fixed bug revealing multiple randomized cards to eachother.
+ Villager guilt abilities are now hidden better during Incognito mode.
+ The MENTALIST enters the game roster.
+ Polished the Mentalist mechanics a bit.
+ Fixed issue that would cause some new games to crash
+ Fixed issue where errors would appear in the deck editor.
+ Added a series of new randomizers.
+ Moved TRAVELLER to its own special category together with the Unsung Hero.
+ Fixed some blurry text issues in the main menu.
+ The game now has a simple notebook to keep notes for roles and players
+ The notebook now clears between games
+ Added a couple of additional Random Tokens to the collection
+ characters no longer has a chance of falling through the floor when dying.
+ Added an alternative death animation to spice things up.
+ Fixed issue regarding the display of bonus votes.
+ Fixed conflict between Wendigo and the Bodyguard protections.
+ Fixed issue causing mystery cards to display as all white.
+ The GAMEMASTER card now automaticly goes to the host.
+ GAMEMASTER card now works in singleplayer.
+ XP no longer shown during ingame deck modifications
+ World space cards now respect Discression mode
+ Updated the visuals of the town buildings
+ Discression mode now disables effects.
+ Seer, Raven and Countess has been polished in their mechanics.
+ Added a few more offerings.
+ The SEER now picks a target at night, and at the end of night, she will get the response.
+ This ability is displayed with a visual and audio indicator to the Seer.
+ The RAVEN and the BARONESS can see this indicator visual, if their criteria is met.
+ All three now has offerings, XP and achievements.
+ Fixed issue where the Changeling would turn post-death
+ Playing bot games with no other human players now allow for INFINITE offerings (all offerings available, no offerings will be consumed)
+ Fixed issue in discression mode regarding the right-side role panel.
+ Fixed issue where the text could disappear from the role list.
+ Bot games can now be launched directly from the custom deck pages.
+ Fixed issue where the Countess would be seen as Wolf.
+ New setting, Discression mode can now be set as ON by default. (requested by @Gustne Gunther and @Makvi )
+ Added an additional death animation.
+ Discord Bot has been added to the server, with a Looking for game mechanic
+ Fixed issue where the Changeling would trigger on lynch.
+ Reaper is now seen as Chaos by the Mentalist.
+ Guardian has been reworked, and gotten its own 3D effect.
+ Fixed some randomizer tooltips.
+ Last will notes now trigger AFTER lynchings.
+ UI scaling and BGM settings are now correctly stored in the Steam cloud, and remembered by the client.
+ Fixed some balance issues between the Countess, Ashling and Seer
+ Added a new default deck: Moonglow
+ Narrator announcing new players joined now adhere to the settings.
+ Lynching a toothplucked role now allows the role to be picked up by the Changeling

Patch 0.7.4 released

2019-08-20 09:23:58

Things are progressing steadily, and we are getting closer and closer to our early access release on Steam, set to happen at the end of August.

A major shoutout to all the playtesters joining in and poking at things.

We had a lot of new cards and mechanics, and the gameplay is starting to look a lot like the board game variant, which is amazing.

[h1]13-player deck competition:[/h1]
The deck design challenge is now closed for submissions, and thank you all for your submissions. We will be back next monday (26th of August) with decleration of the winner and prizes.

[h1]Patch updates:[/h1]
+ The TROUBLEMAKER joins the game roster.
+ The WENDIGO joins the game roster.
+ The SCYLLA has joined the game roster.
+ The ASHLING joins the game roster.
+ The GUARDIAN joins the game roster.
+ The WUKONG joins the game roster.
+ The HERMIT joins the game roster.
+ The TOOTHFAIRY joins the game roster.
+ New rule modifier, LENS OF HORRORS.

+ Polished the interface surrounding phase steps.
+ Polished the offerings flow.
+ Fixed some issues with offerings and singleplayer levels.
+ XP removed from randomizer roles.
+ Updated randomizer tool tips and mechanics.
+ Added a Any Chaos randomizer.
+ Levelling loot for villagers now go up to level 5.
+ The maiden dress can now be equipped.
+ Resolved issue bugging out the deck editor.
+ Fixed jester winning condition and XP reward.
+ Fixed broken Role list sometimes not revealing.
+ Fixed seer's Truesight refresh ability
+ Ignobles no longer convert when dead.
+ Fixed troublemaker issues.
+ Fixed issues surrounding the Reaper visualisation
+ Added a Stealth mode for conventions and LAN parties.
+ Fixed issue where Steam news tags would appear in news panes.
+ Clicking the version number now correctly shows the update overlay.
+ Polished up the Deck Browser.
+ Fixed lobby Discord button.
+ Fixed memory leak in character animators.
+ Fixed a issue where the scrollbar was unclickable.
+ Optimized AI handling of nighttime abilities.
+ AI now understands recount rounds.
+ Sorting of role lists improved.
+ Cleaned up the card selector when building decks, starting custom games, or reading the "Cards" info page
+ Resolved bug where randomizer cards would not tell the player the true role.
+ Fixed some victory issues regarding Riding hood and Jester.
+ Rotating the camera can now be done with the regular mouse key.
+ Fixed some memory leaks in camera rotations.
+ Added a batch of new stats and achievements.
+ being nominated is now more emphasized to the target player.
+ fixed some issues with the camera position.
+ fixed some issues with the card presentation screen.
+ Two hunters shooting eachother no longer causes the server to go into an infinity loop.
+ Fixed a bug that was causing the ORACLE some grief.
+ Fixed bug revealing multiple randomized cards to eachother.
+ Villager guilt abilities are now hidden better during Incognito mode.
+ The MENTALIST enters the game roster.
+ Polished the Mentalist mechanics a bit.
+ Fixed issue that would cause some new games to crash
+ Fixed issue where errors would appear in the deck editor.
+ Added a series of new randomizers.
+ Moved TRAVELLER to its own special category together with the Unsung Hero.
+ Fixed some blurry text issues in the main menu.
+ The game now has a simple notebook to keep notes for roles and players
+ The notebook now clears between games
+ Added a couple of additional Random Tokens to the collection
+ characters no longer has a chance of falling through the floor when dying.
+ Added an alternative death animation to spice things up.
+ Fixed issue regarding the display of bonus votes.
+ Fixed conflict between Wendigo and the Bodyguard protections.
+ Fixed issue causing mystery cards to display as all white.
+ The GAMEMASTER card now automaticly goes to the host.
+ GAMEMASTER card now works in singleplayer.
+ XP no longer shown during ingame deck modifications
+ World space cards now respect Discression mode
+ Updated the visuals of the town buildings
+ Discression mode now disables effects.
+ Seer, Raven and Countess has been polished in their mechanics.
+ Added a few more offerings.
+ The SEER now picks a target at night, and at the end of night, she will get the response.
+ This ability is displayed with a visual and audio indicator to the Seer.
+ The RAVEN and the BARONESS can see this indicator visual, if their criteria is met.
+ All three now has offerings, XP and achievements.
+ Fixed issue where the Changeling would turn post-death
+ Playing bot games with no other human players now allow for INFINITE offerings (all offerings available, no offerings will be consumed)
+ Fixed issue in discression mode regarding the right-side role panel.
+ Fixed issue where the text could disappear from the role list.
+ Bot games can now be launched directly from the custom deck pages.
+ Fixed issue where the Countess would be seen as Wolf.
+ New setting, Discression mode can now be set as ON by default. (requested by @Gustne Gunther and @Makvi )
+ Added an additional death animation.
+ Discord Bot has been added to the server, with a Looking for game mechanic
+ Fixed issue where the Changeling would trigger on lynch.
+ Reaper is now seen as Chaos by the Mentalist.
+ Guardian has been reworked, and gotten its own 3D effect.
+ Fixed some randomizer tooltips.
+ Last will notes now trigger AFTER lynchings.
+ UI scaling and BGM settings are now correctly stored in the Steam cloud, and remembered by the client.
+ Fixed some balance issues between the Countess, Ashling and Seer
+ Added a new default deck: Moonglow
+ Narrator announcing new players joined now adhere to the settings.
+ Lynching a toothplucked role now allows the role to be picked up by the Changeling

Challenge - Deckbuilding Competition

2019-07-27 10:51:39

[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30316870/51ce6a947084f891696ea9d39221297a6c2f3ede.png[/img]

A deck of souls can tell so many stories. And we want to hear yours.

This week, we would love to challenge our players to a quick deck-building challenge.

We want to see your juiciest, interestingli'est 13 player deck. You can submit them through the in-game Deck Builder, write them to us on discord or mail them to us.

If you need a card, rule or modifier not already in the game, feel free to craft your own in the deck description.

We will have a small play-through party Monday after the convention, and try out all your zany suggestions.

We have a bulk of prizes, including Direwolf Supporter Edition, T-shirts, swag and lots-o-lots of treasure chests.

If you build a deck that simply blows us away, you will permanently be credited as its designer when the deck becomes an official Direwolf Deck.

If you do not create a deck from your own Steam account, please include your email or other contact information in the deck details.

Winners will be declared Monday the 19th of August.

## UPDATED:
Due to some technical difficulties, we extended the deadline to the 19th of August.

Rules:
- Do not copy other players decks.
- Max 25 deck entries per contestant.
- Decks need to be playable, interesting and somewhat balanced.

Patch 0.7 - UI rework and stability work

2019-07-20 09:27:11

As we are preparing with hasty steps to get the game ready for both early access and the GENKI convention, here is a rundown of the latest update:

New cards:
+ The TRAVELLER enters the game roster.
+ The ASSASSIN joins the game roster.
+ The MYSTIC LENS joins the game roster.
+ The ORACLE joins the game roster.
+ The CONCUBINE joins the game roster.

Bugfixes and features:
+ Complete UI overhaul for the ingame HUD.
+ Added loading screens.
+ Player colors and numbers are now displayed throughout more interactions.
+ Resolved a ton of network errors, especially considering client memories of old games.
+ Added a base tutorial level, to explain some game basics.
+ Added a narrator system, to help educate new players about the game.
+ Made the game lobby and the endgame view a bit more "clean" visually
+ Added a "Invite through steam" button on game tab
+ Removed suggested offerings on tutorial levels (since role is already locked)
+ UI scale is now remembered (you might need to set it just one extra time)
+ The AI player can now vote, nominate and other daytime actions. AI Villagers will also be quicker to throw their suspicions on players, mostly based on voting patterns.
This is a long process that will need some refinement, especially with how the AI decides to vote. But the first steps have been taken.
+ Polished up the day/night cycle.
+ Added new and more subtle soundtracks to the main game.
+ Changed the top clock to represent all phases, and include timer text.
+ Villagers can no longer use their GUILT ability on themselves.
+ Hunters can no longer TAKE AIM on themselves.
+ AI now knows that openly nominating a revealed town role is super suspicious, and will avoid it.
+ Fixed turn timers for manually timed phases.
+ Resolved a bug when a changeling turns into another changeling.
+ Fixed bug where all inventory items would appear as missing.
+ Fixed some UI issues, especially regarding daytime ability use vs. voting/nominating
+ Fixed villager ability targeting.
+ Revised Prince artwork.
+ Fixed issue surrounding end-game music.
+ Fixed display flow when joining games.
+ Non-hosts can now invite steam friends to a game.
+ Fixed lighting issue surrounding lynching recounts.
+ Fixed listing issue that would cause specific positions to be locked to specific players.
+ Stronger highlighting of dead players in player lists.
+ Background town area is now more decorated with props.
+ Fixed issue that would cause some main scene and UI flickering before deck introduction.
+ Fixed issue that would cause rounds to go extremely fast before the timer UI was fully loaded.
+ Narrator voice can now be toggled on/off in settings

0.6.9 So bloody close

2019-06-17 22:37:41

Hello good people of Direwolf. We are getting deliciously close to our 0.7 version (which will be the first public Early Access build) and all we are doing now is securing up the network code, to make sure we can handle a hopefully sizable bulk of early access playtesters.

The client has been updated with the following:
+ Experimenting with new lobby UI elements.
+ Created a placeholder game over screen.
+ Added some new lootable clothing items.
+ Added more loot to the collection.
+ Fixed some XP issues
+ Improved clarity when using Offerings.
+ Updated the Mac and Linux versions.
+ Fixed offerings for WEREWOLF and VILLAGER.
+ You can now connect and host games without leaving the lobby.
+ Character and offering loot now stacks correctly in the steam inventory.
+ Adding more time during the night phase is now anonymous.
+ Tombstones now appear correctly after player death
+ Fixed issue causing AI players to share names
+ Fixed issue with Workshop deck descriptions being cut off.
+ Fixed issue that would "muddle up" the role HEX grid
+ Fixed spacing in hair color names (thanks Dragon ;] )

0.6.8 Updates and delays

2019-05-15 08:51:41

Hello all good townsfolk out there.

We are working hard to get the game into public beta, but sadly wasn't able to complete all the things needed to push it to Steam Early Access today. We have been given a list of things that needs to be implemented before we can do this, and have pushed the Early Access release one week, meaning it is now next Wednesday the 22. May. Our plans of going live in August still stands.

What we will be focusing on mostly will be:
- Better queue'ing system.
- Steam invites.
- Ingame singleplayer tutorial.
- Gameplay trailer.
- Better guides.
- Getting rid of all the TBA text blobs.

We are also pushing out a version today, containing some lovely updates from the PTR.

If you simply can't wait to play, talk to us on our Discord server, and we will set you up with some Steam keys right away.

This version patches include:

+ The DECK EDITOR is now open for public use.
+ The RAVEN has entered the game roster (Town Investigator Support)
+ The PATRON has entered the game roster (Town Survivor)
+ The RONIN has entered the game roster (Town Killer)

+ Fixed issue that would create crazy quantities of treasure chests.
+ The deck can no longer be altered by the host, once the countdown has started.
+ All playable characters have received a cosmetic upgrade.
+ Rules and Profile now have their own separate tabs in the main menu.
+ The PLAY tab now opens directly on the Join list.
+ Fixed issue that would cause the JESTER and the REAPER to not receive their correct victory loot.
+ Implementing quest system for better flow of rewards.
+ Experimenting with some on-death animations.
+ Fixed bug where characters would flash nude for a second when changing character/clothes...
+ Quests now correctly drop loot upon completion (server no longer just drops loot for every win, some points will be dropped instead)

May Roadmap

2019-05-03 08:36:31

May is finally here, and that means we are gearing up to go to open beta, which will let in a fresh batch of play-testers.

We plan to open the game up around the middle of May, and to get things into gear, here is the roadmap until then:

3. May : PATRON completed
4. May : BARONESS & COUNTESS completed
5. May : Trailerwork part one
6. May : Offlinetesting in Copenhagen
7. May : KITSUNE completed + Testing Tuesday
8. May : Quest and Affiliate systems complete
9. May : Loot day! + Deck competition starts
10. May : Trailerwork part two
11. May : EXORCIST & NIGHTMARE completed
12. May : Trailer completed
13. May : UI & Polish
14. May : GEISHA & WOLFCUB completed
15. May : (hopefully) game goes into public early access.

The hope is that making it easier to join will add many more players to the player pool, and therefor make it easier to find enough players to play a decent game.

A lot of minor stuff will also be updated, the roadmap is mostly focused on the major changes in the game.

Stay tuned, and thank you for being on this adventure with us :)
- Gecko the Dev

0.6.0 Update - Treasures and Offerings

2019-04-19 19:46:19

New cards:
+ The DISEASED has entered the game roster (Town Defender)
+ The LYCAN has entered the game roster (Town Survivor)
+ The UNSUNG HERO has entered the game roster (Town Mystery)
+ The APPRENTICE has entered the game roster (Town Investigator/Support)

Additional improvements:
+ Treasure chest preview in place in client (Loot not ready yet, but will be available soon)
+ Emote loot tab created.
+ Fixed some gameplay issues related to unknown role changes (mostly for Changeling)
+ Improved response modal from Treasure Code input
+ Added quantity counters to treasure chest buttons.
+ Adjusted treasure buttons to better reflect their value.
+ Added affiliate tracking to voucher codes.
+ Direwolf now works with Discord's Rich Presence system
+ Loot system now reports ingame when loot is earned.
+ Inventory category created for Card backs.
+ Promo loot from Genki added.
+ Hunters are now revealed when triggered
+ Adjusted player and time interface
+ Wolf team now sees the complete cards of their wolfmates.
+ Added a handful of player portraits to the pool.
+ Fixed audiobug related to the treasure chests.
+ Public negative status effects (like Plague) are now shown in the player list
+ Player names are highlighted when pointing on their avatars.
+ Fixed issue regarding Imp aura
+ Ignoble no longer converts after death (but if not revealed, the list make it seem like he did)
+ Changing role secretly now informs the changed player in the list what he is seen as.
+ Added new Arcane Notes cardback to the pool.
+ Players can now customize their 6 selected emotes.
+ Fixed hex screen display for smaller resolutions.
+ Added a butt-load of emotes.
+ Fixed tooltips on treasure chests.
+ Treasure chests are now LIVE.
+ Offerings tab created under Treasures.
+ Offerings now work on Hunter, Seer and Jester (more to come)
+ Putting in the first marks to integrate Steam Workshop for custom cards and decks.

0.5.8 Update - Faces and foes

2019-04-04 21:57:49

Phew, some hard bugs have taken some time grinding through, but we are ready with a new update with a lot of love for all areas.

Most notably, there is now more visual feedback in the game, on what players are doing and what is going on in the game.

In addition, we have the following updates:

+ The PRINCE has entered the game roster (Town Survivor)
+ The HUNTER has entered the game roster (Town Attacker)
+ The REAPER has entered the game roster (Chaos Investigator)
+ ANY WOLF and ANY PROTECTOR tokens added to the roster.

+ Portrait selection in effect.

+ Randomiser tokens can now be added to the deck, currently only open randomisers work, cloaked will come later.
+ Emotes are back in the game, and can be accessed by holding the Shift key.
+ Unopened loot chest count is now highlighted in the main menu. (can't be opened just yet tho)
+ Fixed some Emote bugs that was causing a lot of grief.
+ (Hopefully) Fixed some camera rendering issues.
+ Ingame role list now sorts roles based on faction first, name second
+ Public abilities now show icons and targets when triggered
+ Speech bubbles appear when typing
+ Neutral winning condition "Stay alive" now works.
+ Player avatars can now be chosen from the lobby
+ Promo items are no longer tradeable.
+ Treasure collection now has filters, to make it easier to navigate your collection.
+ Promo items now correctly triggers upon playtime.

0.5.5 - Stability update

2019-03-29 13:39:14

Another update with some new roles and some added features. Growing closer to a much more playable version every time.

+ Support for Mac and Linux added.

+ The JESTER has entered the game roster (Chaos Threat)
+ The BODYGUARD has entered the game roster (Town Defender)
+ The IGNOBLE has entered the game roster (Town Survivor)
+ The WEREBAT has entered the game roster (Wolf Killer)

+ Changed some color settings on nighttime events in the chat.
+ Night notifications now appear in the chat, with round number.
+ A simple bot to act as the Doctor has been made.
+ Improved artwork for wolf abilities
+ Test scenarios are now confined to specific decks, and the Dangerzone has been removed.
+ Bug causing nighttime abilities to fail fixed.
+ The "Neighbours" mechanic is now understood by the server.
+ The IMP as entered the game roster (Wolf Defender)
+ The "Sulphuric Stench" aura ability is now in play.
+ There is now a pregame chatroom.
+ Players can ask for more time during any rounds.
+ Improved formatting of ingame tooltips
+ Werewolves can now retarget their abilities.
+ A series of ability artwork has been reworked, to get a better flow for new users.
+ Doctor has been rebranded as Cleric
+ Fixed issues related to the Jester winning condition
+ Preventing double-nominations
+ The last bits of 3.5 .NET codes were scrubbed away, and the client is now fully native 4.0 .NET.

0.5.3 - Lobby update

2019-03-18 10:13:53

The coding is going well, and we now have a crude, yet operational game lobby system in place. I have also created a very simple singleplayer demo, where players can try out the basics of the game in a harmless environment.

Tonight we meet 30ish players in Copenhagen to try out the physical version of the game, and tomorrow we will focus on online playtesting.

A big warm thank you to everyone participating in the running playtests on Discord, you guys and gals are true champs :)

Here are the technical updates:
+ The Doctor has entered the role roster.
+ There is now a simple AI for singleplayer role testing.
+ SFX and BGM audio settings are now stored locally between sessions.
+ Fixed bug where the text chat would overlap world mouse clicks.
+ Fixed bug that would leave the character tooltip open during card reveal.
+ Card reveal now fast-forwards already shown cards (like multiple villagers) and shows cards in sorted order.
+ Fixed bug where fellow werewolves would not be revealed to a werewolf.
+ Fixed bug where it would seem like the game started on round 2.
+ Added a Training tab in the play area, where players can try single player test runs.
+ Clicking on the same ability that is active, removes the ability picker.
+ Abilities are automaticly disabled upon death.
+ Fixed bug where AI players would not activate their villager abilities.
+ Fixed bug where the Villager on-death ability would not trigger properly.
+ Message now explains that there are no open public games in the lobby

Version 0.5.2 live

2019-03-16 16:32:51

After a good cleanup of old code, this weekend is going to be all about updates and getting closer to a playable product.

Among the features are:
+ Fixed "Leave" button in ingame menu
+ Improved flow for loading cards during tutorial scenarios
+ Recoded flag-checks on player instances.
+ Killing a player now much easier by code.
+ Win/loose decleration whispered to each player at the end of the game by the server.
+ Werewolf hunts no longer calculated, if no werewolves are in the deck.
+ Game can now be replayed after a game has been concluded.
+ Fixed bug where chime audio suddenly went missing
+ Lynching the Plague Lord now gives a happy chime, and not the sad villager chime
+ Victory music plays on game ends, and reverts to normal music on new games
+ Music volume settings can now be found in the settings tab
+ Settings can now be accessed in the lobby area
+ improved Settings and Quit icons
+ Tooltips installed on lobby buttons
+ Improved display on casting/using abilities, including a targeting arrow and new cursor.


Going to do a series of closed tests over the weekend, a real-world test of the physical board game monday, and an open round of tests on Monday.

If you want to join the playtests, please join our Discord to get invited (link inside the client)

Return and revival

2019-03-13 16:48:44

Phew... It has been some tough and burdensome months over here, and I fully apologize for going so long without a developer update.

The project is very delayed, but still on plan. Had to shift many things around, but can now say we are back to coding and building the game.

I have flushed out a lot of old code, since it has been deprecated, and I am currently working on rebuilding the online code in .NET 4.0, the modern standard.

The client itself has also seen an overhaul, and is moving into 0.5, starting a new clean series of versions.

A road map is being worked on as well, to give a clearer view of the upcoming updates and tests.

The physical version of the game has been tested a lot the past couple of months, a lot of meh cards have been removed or remastered, and a lot of interesting cards have been put in, so that part is shaping up nicely.

I hope to soon invite you all to new rounds of playtesting. I will post some technical updates the next two weeks, and hopefully Testing Tuesday will return.

For now, sorry for the long hiatus, had a lot of both surgery and recovery to get through.

All the best
Gecko the Dev

0.4.349 Beta - The Wolfhowl Update

2018-08-20 18:23:44

Another day, another round of testing and stuff. I really need to be better at writing these.

- New room manager, seperate rooms can now occur at the same time.
- New feature, a "Play now / join any room" lets you join the room that is closest to being full (and therefor begin)
- New deck template "Wolfhowl Creek" - No doctors or plague-related characters, just classic wolf vs. town action.
- New role available : Shieldmaiden
- New role artwork : Waijun, Usurper, Hoodlum, Wickerman
- Players per room is now shown in the lobby.
- Role detail pages can now be read by clicking on a role portait in the Roles lobby.
- Werewolves now successfully see the other werewolves.
- The "Looking for Game" panel no longer blocks the version number and total player count.
- You can now LEAVE a game without shutting down the entire game! Wooh!
- Player names are now limited in length, sorry.

Back from the convention - Full speed ahead!

2018-08-07 14:07:51

Hello all :D We are back from the convention, and what a blast!

[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30316870/5d135d620a136f516efeac012362a8ca8ee95c45.jpg[/img]

While people were playing, we also had live coding and artist sessions and managed to recruit a couple of new artists.

We will polish up the things made at the convention, and deliver a full update report once complete.

For now, we want to thank everyone that came by, and we hope to see you again soon.

[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30316870/aefbc9ffe840b2a9c4c642fc76fe2ec7b6fec2df.jpg[/img]

Meet us at GenkiCon 2018

2018-07-29 13:12:06

Hello all. As per tradition, I am putting up a little booth at the Danish convention Genki in the beginning of August.

It will be all about showing off our games, talking to gamers from all walks of life, and answering any questions you might have.

We are also giving away free Steam codes, tshirts and other nifty stuff.

If you pass on by, don't be afraid to come and say hi.

We will be located in the main gameroom area in expo hall 3.

Take care, and hope to see you there :)
/ Gecko the Dev

A lootcrate solution

2018-07-12 17:04:10

After a lot of headscratching and legal investigation, we have finally found a solution to the "lootcrate problem" that works for both us and the players:

In the regions where lootcrates are banned, all lootcrates will contain the SAME three resources:

For a basic chest, it will be:
- 100 gold (universal currency for cosmetics)
- 20 moonstones (universal currency for events and tournaments)
- 1 universal coin (can be turned into any role coin)

This is calculated based on an average of what a regular loot crate will contain.

This will only affect players in the regions where the anti-lootcrate laws are in effect, and we checked with local legal experts in Hawaii, the Netherlands and Belgium, and this fully complies with the recent laws (that seem sure to spread to other regions, but it's impossible to say when and where.)

For everyone else, lootcrates will continue to contain either normal or rate loot, and we will publish the full lootdrop tables, once they are finalized.

It will be possible for players to opt in to this flat-rate system, if you feel that either a consistant flow of loot is better for your playstyle, or you have any addiction-tendencies that might be triggered by the randomization. We offer a permanent one-way conversion, where your account permanently is switched to this method.

Will post an update again, once we have finalized the method and have loot-drop tables to show.

Developer update: Monday beta prep

2018-07-02 12:44:05

Aight, I just got the paperwork back from Steam, and we are green to move to beta now, and then to Early Access in August.

We also got our funding secured, which means we can finally pull in more artists at a fair wage to get the ball rolling again.

Additionally, we signed with a playtesting company, so we now have professional testing assistance on the game.

Currently, there are only two testing servers, EU and US, but I plan to expand that with a dedicated Russian server and a dedicated canadian server, since game law between US and Canada are soon to change.

Also, we are making sure that everything is GDPR compliant, so early players might be prompted to re-sign the community terms again by the client.

The client got some healthy updates this weekend, including:
- Unified BGM system to manage music across loading screens, ect.
- 5 new tracks added to the soundtrack.
- Widescreen monitor support.
- Accelerated GPU use for multicore devices.
- Improved ping across voice-server system.
- Game now supports no-voice variants.
- Discord link directly in main lobby.
- Redesigned news view.
- Quit button in lobby.

Future client updates this week:
- Wednesday: Portrait selection system
- Thursday: Advanced game picker
- Friday: Wolf role in-game.

We are also giving the website a major overhaul, since a lot of information posted there are quite old.

Dev update: Shifts in release plan

2018-06-11 19:50:29

"A delayed game is eventually good, but a rushed game is forever bad."

With this mantra, looking over the time schedule, and with lots of unexpected surprises, I must admittedly shift the release plan a bit.

The new release plan will be as follows:
- Open beta: 1st of July
- Early Access: 1st of August
- Launch: 1st of December

This should give us the time needed to reach the goals set. We want to give you a solid quality game, and this takes both time and cash.

We will also have to revamp the reward system, due to shifting tides in the microtransaction-world.

We hope to have a gameplay update soon, so we can return to playing games and having fun :)

All the best
Nils Munch

Dev update : Version 0.2 Beta and 200+ hours played

2018-05-14 19:30:23

A new patch is now available. We are now two patches away from opening the game to public beta.

We had a wonderful test, and it seems many of the core mechanics are finally working. Wooh!

The feel of the game is still very messy, but now we can justify experimenting with better UX, new roles and more interesting stuff.

This also means that we safely can accelerate the testing rounds, so Wednesdays at 20:00 will now also be a testing day.

Anywho, thanks to everyone for sticking with us so far, here are the patch 0.2.0 updates:

Multiplayer:
- Strengthened the handling of players leaving and/or connecting mid-match.
- New waiting-for-players screen.
- Countdown before game start.
- Click to move disabled when using abilities.

Skillbooks:
- Skillbook issue hopefully resolved.
- Skillbooks only shows text when they can be used.
- Planted some lights to highlight the skillbooks when they are usable.

Buildings:
- Fixed "peek in" light effects.
- Fixed lamps and light triggers upon entering and leaving.

Loot:
- Winners are now rewarded with a Medium lootchest, where non-winners that stick out till the end are awarded a Small lootchest.
- Players that abandon the game will no longer recieve any rewards.

Chat:
- Fixed scroll buttons on side of the chat.
- Fixed accidental double-posting.

Dev update : Main menu, items and more

2018-05-07 12:11:04

Hello all, its monday and time for another round of updates and testing.

The core server have been taking quite a beating, but came out alive, so it seems that it's the right server to support the game, once we go live.

At the end of this month, we open up the beta to more people, so hopefully the core gameplay will be working at that point.

We switched to the latest version of the Unity game engine, which led to some unforseen firestorms codewise, but things should be under control now.

Also, we planned to run the loot-box model for this game, but we are looking into some alternatives, since new legislations about lootboxes are tearing up the "scene" at the moment.

This version has:
- Game main menu.
- News page.
- Moved beta notification to main menu.
- Item system for loot and rewards.
- Currency system.
- Skill icons are now gone from the game.
- Better flow for voting and nominations.
- Plague effects.
- Triggered items for player abilities.
- Better spectator handling.

This evening we will run a round of tests again, hopefully we will be closer to a more "game-ish" feel, and can start opening up for players to run their own games, whenever they feel like it.

Dev updates : Dynamic lights and motion

2018-04-23 16:03:24

Hello all alpha testers :)

So, it is monday, and starting today, every week, I will make a post about what has changed since last week, to keep everyone updated on the development.

Last week we finished up:
- Dynamic zone lighting system.
- Localized voice chat.
- Character introduction modal.
- Nighttime visuals.
- Character animations.

This week will be all about:
- Better ability flow.
- Better lynching and nomination flow.
- Private dwellings in town.

We will run some tests as often as we can, and hope people will join us around 19:00 (CET+1) during the evenings every Monday for a gameplay test, first one starting tonight.

If you have questions, join us on the Discord chat at https://discord.gg/HnFVZFm

600 new beta seats opened

2018-04-05 13:47:03

So, with the game back on the board, it's time to grow the testing playerbase.

The game is intended to have 16-20 players at once, and in order to have enough players for testing, we need to expand the bulk of players.

All betatesters will recieve a free copy of the game, plus any and all goodies that will be tossed around during the beta phase.

If you are interested in playing along with us, or just curious about the project, you can apply for a beta key here :

http://direwolfonline.com/beta

New servers!

2018-03-30 16:20:11

So, the gears are slowly being put into motion, and the development of Direwolf can be reassumed. But first things first, we are setting up some new servers over the Easter, to combat many of the latency issues and random errors we had.

New servers should be up and running to service you all on Sunday.

The doctor is in!

2017-10-07 19:42:01

Some quick updates from the caves of development:

We still have some unexpected network errors plaguing the client, and they are preventing any real gameplay testing. We are working hard on fixing these.

New role: Doctor (town)
Can cure people each night, as long as the doctor doesn't suffer from the plague himself.

Tweaks:
- Scene lights now changes according to the phases.
- You can now click your own card to hide it, during the introduction phase.
- Improved the artwork for the ability buttons, testing out some shiny ones for now.
- Camera now stops rotating once the player starts dragging it.
- You can shift camera focus by shift-clicking a player. Reset it by clicking on the central stairs.

Unified accounts fixed

2017-09-18 19:33:51

Good news! It is now no longer required to create a player account on our website. Now all that is needed is to open the client in Steam, and all game progress will be saved in the steam cloud.

This means that you can start playing as soon as you download the client.

Seeking more beta testers

2017-08-30 22:25:20

Hello all.

The Beta is advancing well, and we have our KPI and financial system coming together nicely.

We have teamed up with KeyMailer to expand our pool of betatesters, so if you know any YouTubers, Streamers, Letsplayers or just fans of the genre, ask them to come by this page, so we can get them a juicy beta key:

https://www.keymailer.co/g/games/46528

Steam Stats implemented

2017-08-27 17:39:18

Things are advancing slowly but with a solid pace. Today we implemented the use of Steam Stats, to keep tracks of winning streaks, good behaviour, playtime and achievements.

In the near future we will also have version-specific detail reports, and we hope to get more testgames up and running.

First weekend of testing

2017-08-20 08:34:22

So, the weekend is finally here, and the first round of testing has been opened up for beta play. That means that it's no longer required to have a gamemaster with you if you want to play the game.

We don't have that many playtesters onboard yet, so your best luck is to coordinate something with friends in order to get a spontanious game going.

At the moment, at least 3 players are needed before the system will allow a group to play, but a "decent" game involves at least 6 players.

We are also working on the Inventory system for the game, but initially it will only involve player avatars.

We hope you will poke around for youself, and stay tuned for more updates

Community page live

2017-08-12 17:45:10

It gives me great pleasure to report that our Steam community pages are now live, which allows us to post news directly to the steam page.

This should make it much easier for now to grow our betatesting community.

Cheers
GM Gecko

Ahoy, maties! Testing ahead!

2017-08-04 08:18:24

We have given out over 500 invites to our beta test, and can see them slowly converting to actual users. Therefor, it seems like a good time to pin down when the closed beta starts. To give the devs a fair amount of time to prepare a playable build (the current build can not be played without a GM supervising the game) the closed beta is set to start the 19th of August.

You are all welcome to join us on the official beta Discord channel (link coming shortly) or in the forums, to talk about balance, gameplay, pacing and rules.

Hope to see you all there.

Back from the Genki convention

2017-08-01 14:36:08

We were at the annual GenkiCon in Copenhagen, Denmark to show off a very very early version of our Direwolf engine, and onboard our first wave of around 100 playtesters. There still sadly isn't much to look at, but we will be shipping out new builds every weekend for the next two months, and being able to play a full game without interruptions is our main priority.

A wild newspage appears

2017-07-31 19:16:29

Thought it might be smart to create a real newspage. Not much content to talk about just now, but at least there is a source.