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Steam News29 July 20261mo ago

DevLog July 2026

Meow adventurers, Not too long ago, we introduced our newest role: the Guardian 🐱 Now we’re eager to hear your feedback! What’s your first impression? Does the Guardian feel too strong, too weak, or just right?

In this update3

Full notes

Full Wild Woods update

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What changed

0 fixes3 additions3 changes0 removals
  • Gameplay
  • Balance
  • Maps
addedNot too long ago, we introduced our newest role: the Guardian 🐱
addedNow we’re eager to hear your feedback! What’s your first impression? Does the Guardian feel too strong, too weak, or just right? How does the new role compare to the existing ones? And do you have any ideas or suggestions for improving it? 🤗
changedMore Rebalancing: Enemies and Range of Fire 🐰🔥In our last Monthly Dev Log, we talked about the larger rebalance we’re working on for Wild Woods. The first topic we covered in more detail was "The Wagon Stops at Night." This time, we’d like to take a closer look at Enemy Scaling and the Range of Fire .
addedEnemy Scaling 🐗🐿️We want players to feel that when they buy an upgrade, they have actually become stronger 💪 That is why we are testing a system where enemies mainly become stronger between biomes , instead of scaling up continuously all the time. To make sure the beginning of a run still offers a proper challenge, we will likely increase the base strength of enemies a bit. The goal is that progress within a biome feels more stable and satisfying, while moving into a new biome still creates a noticeable increase in difficulty.
changedFire and Night Gameplay 🔥🌙We are also looking at the fire system again. One thing we want to test is whether increasing the overall area illuminated by the wagon at night leads to more interesting gameplay. More space to navigate safely could make fights feel more dynamic, give players more room to position themselves, and make movement during combat more important. At the same time, the fire still needs to remain a central part of Wild Woods. It should continue to matter, but we want to explore whether the night phase becomes more fun when players have a bit more room to work with.
changedFire and Night Gameplay 🔥🌙Just like with our idea of stopping the wagon at night, we’d love to hear what you think about the changes mentioned above. And if there’s anything else in the current game that you think could be improved, don’t hesitate to share your ideas here or on our Discord . Thank you! 🙏💚

Wild Woods changes

addedNot too long ago, we introduced our newest role: the Guardian 🐱
addedNow we’re eager to hear your feedback! What’s your first impression? Does the Guardian feel too strong, too weak, or just right? How does the new role compare to the existing ones? And do you have any ideas or suggestions for improving it? 🤗
changedIn our last Monthly Dev Log, we talked about the larger rebalance we’re working on for Wild Woods. The first topic we covered in more detail was "The Wagon Stops at Night." This time, we’d like to take a closer look at Enemy Scaling and the Range of Fire .
addedWe want players to feel that when they buy an upgrade, they have actually become stronger 💪 That is why we are testing a system where enemies mainly become stronger between biomes , instead of scaling up continuously all the time. To make sure the beginning of a run still offers a proper challenge, we will likely increase the base strength of enemies a bit. The goal is that progress within a biome feels more stable and satisfying, while moving into a new biome still creates a noticeable increase in difficulty.
changedWe are also looking at the fire system again. One thing we want to test is whether increasing the overall area illuminated by the wagon at night leads to more interesting gameplay. More space to navigate safely could make fights feel more dynamic, give players more room to position themselves, and make movement during combat more important. At the same time, the fire still needs to remain a central part of Wild Woods. It should continue to matter, but we want to explore whether the night phase becomes more fun when players have a bit more room to work with.

Meow adventurers,

Not too long ago, we introduced our newest role: the Guardian 🐱

Now we’re eager to hear your feedback! What’s your first impression? Does the Guardian feel too strong, too weak, or just right? How does the new role compare to the existing ones? And do you have any ideas or suggestions for improving it? 🤗

Feel free to share all your thoughts in here or on our Discord. A huge thank you as well to everyone who has already taken the time to write down their thoughts! 🥰

What we’ve been working on

More Rebalancing: Enemies and Range of Fire 🐰🔥

In our last Monthly Dev Log, we talked about the larger rebalance we’re working on for Wild Woods. The first topic we covered in more detail was "The Wagon Stops at Night." This time, we’d like to take a closer look at Enemy Scaling and the Range of Fire.

Enemy Scaling 🐗🐿️

We are also changing how enemies scale over the course of a run.

Currently, enemies become stronger continuously as the game progresses. This can make upgrades feel less impactful, because the constant increase in enemy strength can partially cancel out the power players have gained.

We want players to feel that when they buy an upgrade, they have actually become stronger 💪 That is why we are testing a system where enemies mainly become stronger between biomes, instead of scaling up continuously all the time. To make sure the beginning of a run still offers a proper challenge, we will likely increase the base strength of enemies a bit. The goal is that progress within a biome feels more stable and satisfying, while moving into a new biome still creates a noticeable increase in difficulty.

Fire and Night Gameplay 🔥🌙

We are also looking at the fire system again. One thing we want to test is whether increasing the overall area illuminated by the wagon at night leads to more interesting gameplay. More space to navigate safely could make fights feel more dynamic, give players more room to position themselves, and make movement during combat more important. At the same time, the fire still needs to remain a central part of Wild Woods. It should continue to matter, but we want to explore whether the night phase becomes more fun when players have a bit more room to work with.

Just like with our idea of stopping the wagon at night, we’d love to hear what you think about the changes mentioned above. And if there’s anything else in the current game that you think could be improved, don’t hesitate to share your ideas here or on our Discord. Thank you! 🙏💚

What happens next

  • Taking some time off 🌞 (Please be a little patient with us, it will take us a bit longer than usual to reply to messages during our summer vacation time 🙂)

  • Continuing with meta progression & rebalancing

Hope you all have a pawsome day! 🦁🐯🍨

Source

Steam News / 29 July 2026

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