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Steam News6 July 20261mo ago

Demo Feedback Review

Our Demo for Wilderings: The Lost Spring has been out for just over a month now and we have been working hard reviewing all of the feedback you have left in response!

Full notes

Full Wilderings: The Lost Spring update

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What changed

0 fixes0 additions6 changes0 removals
  • Gameplay
  • Events
  • UI and audio
changedOur Demo for Wilderings: The Lost Spring has been out for just over a month now and we have been working hard reviewing all of the feedback you have left in response! We’ll have some news coming very soon (like later this week soon!) about when you can try out an updated version of the game, but before that we want to highlight and acknowledge some key feedback themes we saw both in public reviews and in your individual survey responses. Thankfully many of you, as demonstrated by our Demo’s current Very Positive rating ːsteamhappyː, are enjoying the game so far! However, we know there is still room to improve and we plan to do so by first addressing these key themes:
changedPlayer AgencyMany of the responses we received highlighted the fact that while the game is fun to play, the current system of receiving random rewards from Springs somewhat limits player agency and hinders or even prevents building and progressing towards a specific playstyle. Creativity and player choice are very important to us, so while the random nature of rewards is a core part of the game and something we don’t plan to change, we do want to give you more meaningful ways to influence your runs.
changedPlayer AgencyWe have also seen that determining what is and is not a permanent upgrade or reward can be confusing, and that upgrades that only last for a single run don’t feel as impactful as taking resources to spend on persistent upgrades at the end of that run. We want to ensure that run-based upgrades feel like meaningful improvements that are worth taking.
changedSkill Tree & Player ProgressionYour feedback was clear that moving the Skill Tree up onto the Airship for the demo was a positive change as it allowed you to make clear progress and run over run improvements. However, based on your feedback there is still more work we can do to give you greater strategic choices to design your build for the way you want to play.
changedOverall PolishAnother theme we’ve seen in your feedback is a desire for more overall polish. While our plan is still to make sure the core game is in the best state it can be at Early Access and then continue to refine and make improvements from there, there are specific improvements we can make in the meantime to improve the experience for you. Currently targeting specific enemies can often feel janky, using Hantu abilities can be tricky or break up your flow in combat, basic elements of the HUD are present but can be hard to read or understand during fights, some combat systems overall feel under explained, and the lack of music and additional sound design can worsen immersion. We are reviewing feedback on these points and others for ways to improve the overall experience.
changedOverall PolishSo all that said, thank you to everyone who has played our demo, left a review, and wishlisted the game so far! Every little bit has been massively impactful and greatly appreciated. Stay tuned for more information coming later this week on when you can expect to try out some of these changes yourself, but until then what specific changes are You hoping to see? Let us know in the comments!

Wilderings: The Lost Spring changes

changedOur Demo for Wilderings: The Lost Spring has been out for just over a month now and we have been working hard reviewing all of the feedback you have left in response! We’ll have some news coming very soon (like later this week soon!) about when you can try out an updated version of the game, but before that we want to highlight and acknowledge some key feedback themes we saw both in public reviews and in your individual survey responses. Thankfully many of you, as demonstrated by our Demo’s current Very Positive rating ːsteamhappyː, are enjoying the game so far! However, we know there is still room to improve and we plan to do so by first addressing these key themes:
changedMany of the responses we received highlighted the fact that while the game is fun to play, the current system of receiving random rewards from Springs somewhat limits player agency and hinders or even prevents building and progressing towards a specific playstyle. Creativity and player choice are very important to us, so while the random nature of rewards is a core part of the game and something we don’t plan to change, we do want to give you more meaningful ways to influence your runs.
changedWe have also seen that determining what is and is not a permanent upgrade or reward can be confusing, and that upgrades that only last for a single run don’t feel as impactful as taking resources to spend on persistent upgrades at the end of that run. We want to ensure that run-based upgrades feel like meaningful improvements that are worth taking.
changedYour feedback was clear that moving the Skill Tree up onto the Airship for the demo was a positive change as it allowed you to make clear progress and run over run improvements. However, based on your feedback there is still more work we can do to give you greater strategic choices to design your build for the way you want to play.
changedAnother theme we’ve seen in your feedback is a desire for more overall polish. While our plan is still to make sure the core game is in the best state it can be at Early Access and then continue to refine and make improvements from there, there are specific improvements we can make in the meantime to improve the experience for you. Currently targeting specific enemies can often feel janky, using Hantu abilities can be tricky or break up your flow in combat, basic elements of the HUD are present but can be hard to read or understand during fights, some combat systems overall feel under explained, and the lack of music and additional sound design can worsen immersion. We are reviewing feedback on these points and others for ways to improve the overall experience.

Our Demo for Wilderings: The Lost Spring has been out for just over a month now and we have been working hard reviewing all of the feedback you have left in response! We’ll have some news coming very soon (like later this week soon!) about when you can try out an updated version of the game, but before that we want to highlight and acknowledge some key feedback themes we saw both in public reviews and in your individual survey responses. Thankfully many of you, as demonstrated by our Demo’s current Very Positive rating ːsteamhappyː, are enjoying the game so far! However, we know there is still room to improve and we plan to do so by first addressing these key themes:

Player Agency

Many of the responses we received highlighted the fact that while the game is fun to play, the current system of receiving random rewards from Springs somewhat limits player agency and hinders or even prevents building and progressing towards a specific playstyle. Creativity and player choice are very important to us, so while the random nature of rewards is a core part of the game and something we don’t plan to change, we do want to give you more meaningful ways to influence your runs.

We have also seen that determining what is and is not a permanent upgrade or reward can be confusing, and that upgrades that only last for a single run don’t feel as impactful as taking resources to spend on persistent upgrades at the end of that run. We want to ensure that run-based upgrades feel like meaningful improvements that are worth taking.

Skill Tree & Player Progression

Your feedback was clear that moving the Skill Tree up onto the Airship for the demo was a positive change as it allowed you to make clear progress and run over run improvements. However, based on your feedback there is still more work we can do to give you greater strategic choices to design your build for the way you want to play.

Overall Polish

Another theme we’ve seen in your feedback is a desire for more overall polish. While our plan is still to make sure the core game is in the best state it can be at Early Access and then continue to refine and make improvements from there, there are specific improvements we can make in the meantime to improve the experience for you. Currently targeting specific enemies can often feel janky, using Hantu abilities can be tricky or break up your flow in combat, basic elements of the HUD are present but can be hard to read or understand during fights, some combat systems overall feel under explained, and the lack of music and additional sound design can worsen immersion. We are reviewing feedback on these points and others for ways to improve the overall experience.

So all that said, thank you to everyone who has played our demo, left a review, and wishlisted the game so far! Every little bit has been massively impactful and greatly appreciated. Stay tuned for more information coming later this week on when you can expect to try out some of these changes yourself, but until then what specific changes are You hoping to see? Let us know in the comments!

Source

Steam News / 6 July 2026

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