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Full Walk of Life update
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What changed
- Gameplay
Bark bark!
Erm, we mean hello!
1.0 is fast approaching, and one of the features we promised for full release was an improved pets system. Right now, pets are a bit dull, and only really function as a way of padding your score a little bit if you manage to maintain them. Let's see if we can fix that.Steam post image
To start things off, we're changing the way scoring works for pets. Instead of granting score at the end of every round, pets will now grant a score based on their state at the end of the game: neglected, content, or pampered. Every pet will start off in the neglected state, but can be brought up to content and happy states when taken care of.
So does this mean that you can just buy the pet at the end of the game to get the maximum score? Yes, you won't have to buy a pet round 1 to max out your pet score. But if you do get a pet early, you may benefit from their new mechanic: pet traits!
Your pets will now grant unique traits that become more powerful the better you take care of your pets. For example, cats will grant their owners a bonus to winning the lottery that scales based on their well-being, becoming the strongest at the pampered state. They will also improve the relax action at home!
Meanwhile, dogs will grant their owner a scaling bonus to salary, while improving the take a walk action in the park. The idea is that different types of pets will open up new and different strategies. Speaking of different kinds of pets, we've only had cats and dogs on offer in the game until now. We will be adding new types of pets, ranging from rather mundane to, well, let's say exotic! Say hello to a part of the new pet roster:
By the way, there seems to be a new location spotted in Chailand? How weird.
Finally, if you guys haven't reviewed our game on Steam yet, we would really appreciate it! It's super helpful for smaller devs like ourselves. Alright! See you all on April 30th!
Source
Changelog.gg summarizes and formats this update. How we read updates.
