In this update9
Full notes
Full Fearwoods update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Server
- Maps
- Performance
Fearwoods changes
📢 Compass & Navigation Improvements – In Progress
Over the past few days, I’ve carefully gone through your feedback - especially the comments about the compass system and GPS navigation.
This kind of feedback is extremely valuable. It clearly showed me where improvements were needed, and I’m now actively reworking those systems.
Here’s what’s currently being improved:
🧭 Compass Responsiveness
✅ Reduced Compass Delay
I’m significantly reducing the delay in how the compass arrow corrects its direction when you rotate your character.
This means:
Faster reaction to camera movement
No more “360° spinning” effect when turning quickly
Clearer and more stable directional guidance
✨ Rune Pulse System (Hot / Cold Feedback)
The runes on the compass will now pulse depending on how close you are to your target.
The closer you are, the faster and stronger the pulse
Clearer “hot / cold” feedback
Easier to pinpoint the correct search area
This should make navigation feel more intuitive without removing tension.
🔊 Distance-Based Sound Feedback
Subtle audio cues are being added to the compass:
Sound intensity increases as you get closer to a GPS fragment
Separate sound effects for rune pulsing and arrow movement
Designed to enhance immersion without overwhelming the player
🚫 Anti-Spam Camera Protection
Some of the issues reported were caused by extremely rapid left-right camera movements.
To make the system clearer:
If the camera is moved too aggressively over a large angle,
The compass arrow will temporarily freeze in place
The arrow glow will fade during that moment
Normal exploration = full functionality. Extreme camera spam = reduced guidance.
The rune pulse system will still remain active.
🗺 Navigation Logic Improvements
I’m also refining how GPS fragments are selected and tracked.
✔ First Fragment Logic
The first fragment will be randomly selected
After collecting it, the compass will guide you to the furthest remaining fragment
This creates a clearer and more intentional progression path.
✔ Multiplayer Synchronization
All players will now be guided toward the same fragment
No more confusion between different targets
Players will always start together in multiplayer sessions
📍 Spawn Distribution Improvements
GPS fragment spawning is also being improved:
No more multiple fragments spawning inside the same building
Better overall distribution across the map
Stronger exploration flow
Additionally, certain problematic spawn locations (such as wolf pits) are being removed from the item spawn logic.
🎯 Current Focus
Right now, my main goals are:
Improve clarity without reducing tension
Maintain intensity while increasing readability
Strengthen overall navigation flow
Keep performance stable and well-optimized
More updates are coming soon.
Thank you for your feedback. <3 It truly shapes Fearwoods.
See you back in the forest. 🌲
Mike
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