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Steam News6 May 20261mo ago

Beta Testing & Development Update

Beta/Experimantal Testing i felt the need to make a dedicated experimental branch for testing. with the first implementations of saving and loading (next update) i wanted to separate the versions.

Full notes

Full WellBound update

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What changed

0 fixes1 addition0 changes0 removals
  • Gameplay
addeda more focused Wellboundin the last few months i have realized that this game needs more focused game-play. this project has always had a combination of features that dont necessarily fit together such as the rouge like aspects of the game conflicting with the building. why build when winning the run and escaping means you abandon your work. why focus on building a trap defense for the rituals when the next ritual is so far away and you will need to move things or abandon them. this realisation has made me take a real look at what i need to cut for the game to flow better. instead of wellbound being a survival game, a trap defense game, and roguelike game with puzzle aspects broadly incorporating parts of them all i want to make the hard focus of the game the trap defense base building. all of the other genres are now being looked at through this new lens and im trying to get them following with this central theme to not bloat things and make this part of the game as fun as i can before moving on to the next thing.

Beta/Experimantal Testing

i felt the need to make a dedicated experimental branch for testing. with the first implementations of saving and loading (next update) i wanted to separate the versions. this lets me test new features before they are posed to the stable branch and you guys can give me an idea of if this feature is good or if you guys hate it. keep in mind that saves and many other feature may not be fully working/ broken in this branch use the code: wellboundbeta

in the properties for the game in the beta tab to play the experimental version

Development Update

a more focused Wellbound

in the last few months i have realized that this game needs more focused game-play. this project has always had a combination of features that dont necessarily fit together such as the rouge like aspects of the game conflicting with the building. why build when winning the run and escaping means you abandon your work. why focus on building a trap defense for the rituals when the next ritual is so far away and you will need to move things or abandon them. this realisation has made me take a real look at what i need to cut for the game to flow better. instead of wellbound being a survival game, a trap defense game, and roguelike game with puzzle aspects broadly incorporating parts of them all i want to make the hard focus of the game the trap defense base building. all of the other genres are now being looked at through this new lens and im trying to get them following with this central theme to not bloat things and make this part of the game as fun as i can before moving on to the next thing.

sorry for the slow updates but more is always coming

join my discord for the most up to date info and releases

thedesert.ca

Source

Steam News / 6 May 2026

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