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:
+ 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
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 ;] )
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 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
+ 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)
+ 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.
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.
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.
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
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)
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
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.
Hello all :D We are back from the convention, and what a blast!
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.
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
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.
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.
"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
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:
- 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.
- Skillbook issue hopefully resolved.
- Skillbooks only shows text when they can be used.
- Planted some lights to highlight the skillbooks when they are usable.
- Fixed "peek in" light effects.
- Fixed lamps and light triggers upon entering and leaving.
- 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.
- Fixed scroll buttons on side of the chat.
- Fixed accidental double-posting.
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.
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
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 :
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.
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.
- 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.
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.
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:
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.
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
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.
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.
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.
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.