
Card Survival Fantasy Forest
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Basic Smithing, Copper and Patch Notes #37Jun 1, 2025 - Community AnnouncementsHello everyone! Hope you're all well! Let's go straight to the new content for this week: Patch Highlights: Copper Smelting: When clearing the rapids in the bear area you will now sometimes find "greenstones". These rare stones can be smelted in a new specialised structure called the Furnace, producing both copper nuggets and slag. The furnace can reach higher temperatures than the kiln, but will only smelt copper if built in a windy location or if you are actively using bellows on it. Slag has no use at the moment, but in a future update you will be able to use some techniques to squeeze some extra copper out of it. Copper Forging: At this tech level we are not casting metals into molds yet but instead heating up copper nuggets and lumps on campfires and striking them into shape. This is more time consuming and requires some skill but is more than enough to craft simple tools and shapes. The objects you will be able to craft at this point are: - Copper Knives - Copper Axes - Copper Spears - Copper Arrows What's Next? For next week we are planning a textile update that will include some improvements and additions to this area of the game, including a new crop: Flax. Other than that, over the next few weeks we will be implementing additional ways to get copper, more metal tools, parts of the swamp area and cooking and construction improvements. Version EA_0.42 and Hotfixes since our last patch: - Added Furnace, Greenstone, Slag, Copper and smelting systems. - Added smithing skill. - Added Basic Smithing quest for quest mode. - Fixed putting salt and powder into jars having a "Transfer Liquid" tooltip. - Paths now allow you to travel in the dark too. - You can now drag a whole stack of salt/powders into a container by holding the cards before dropping them. - Fixed Jars inside chests or shelves not stacking/unstacking properly. - Fixed some text overflow on some buttons. - Fixed a bug which prevented Tanning pit to store the tanning liquor and leather at the same time. - Fixed a bug which prevented enchanted items such as knife sheaths to hold items inside them. - Fixed a bug which caused the enchants on items such as knife sheaths which had items inside them to fail. - Fixed a bug which caused bound spirits to leave right away after being summoned. - Fixed a bug which would use up all the powder in the pouch or clay jar when creating or interacting with a firebrew or fairybrew made inside a cauldron. - Fixed a bug which would cause a travois left on the ground to sometimes take durability damage. - Seasons now affect the spoilage rates of powders stored inside clay jars and pouches. - Powders stored inside clay jars and pouches now get a proper spoilage reduction. - Travelling actions now indicate if you have built a path. - Using the "Empty" action on things like salt and powders in a jar will now give you the right amount of cards back instead of destroying the powder. - Removed the alternate mudhut exists as the feature is not fully ready yet. ...Roads, Powder Containers and Patch Notes #36May 25, 2025 - Community AnnouncementsHello everyone! First we wanted to give you some updates and news for the next few steps of development! We have been refactoring our plans and we believe we will now be able to release some important features faster than we had planned. First, we will be releasing Basic Smithing next Sunday (June the 1st). This should include copper smelting and forging, and the making of some copper tools. We will be releasing additional smithing patches after that, which we'll alternate with other types of content. These patches will bring metal casting, more metal tools and some new more advanced structures that are only practical after getting metal tools. And later, once there's enough of the mountain areas, more metals so that alloys can start playing a role, as well as the addition of iron and bloomeries. Second, we have started to work on the first character for Fantasy Forest: The Witch. Getting her ready will still take some time, but we'll be focusing on gradually releasing the different game pieces that her character requires to work. Starting with the beginnings of the swamp area to the south, some additional crops and animals and some spiritual additions and improvements. And now, the highlights for this update! Patch Highlights: Paths: Paths can now be built to connect to different locations and allow you to travel much faster between them. These paths are better than the ones in Tropical Island, as they allow travel in both directions. Powder Containers: We have introduced a new leather container called a pouch. Both pouches and clay jars now act as powder containers, and can store a large amount of powders and use them directly on target items without having to get them out first. So basically if you have a clay jar or pouch with salt, you can just drag it to your cooked meat too season it. Trader Improvements: We have rebalanced the prices for many objects, fixed many bugs and made it so that he will give you better prices depending on your character's traits. The trader was already altering his prices based on trust, but he will now gain trust faster based on traits such us how non threatening you appear, how socially compatible you are and how much he is willing to please you. And now to the patch notes. Version EA_0.41 - Fixed a bug where crafting yarn in the spindle would yield results of inconsistent quality. - Liquid quantity now affects the value of a trade. - Fixed a bug where you could perform drag and drop actions with the trader's items on your hand's items. - Most containers now cannot hold both a liquid and solid content at the same time. - Fixed a bug where you would sometimes get stuck after building a room or an enclosure in your mudhut. - Fixed a bug which made low quality bows trade for too much value. - Fixed a bug which caused the Spindle to do incorrect quality value calculations when crafting Yarn from Fibers. - Fixed a bug which allowed players to start a construction of 2 different rooms in a same direction and sometimes...Trader, Rye and Patch Notes #35May 18, 2025 - Community AnnouncementsHello everyone! The patch is finally here. Let's go straight to the highlights: Trader: The trader will start appearing in the Green Glade on the second year, after the second week of spring and again after the second week of autumn. He sells rye grains, salt and some other edibles and will be especially interested in buying cured skins, furs and leather from you (but will also accept some other things). He will of course pay more for higher quality things. He can also accept requests once his trust is high enough, and will bring additional things on his next visits. Among these there are some (for now) unique items: such as fire strikers, copper knives and stone mortars and pestles. The copper knife can be resharpened as usual, the fire striker is a much faster method of starting fires and the stone mortar and pestle is basically a small portable quernstone that while slower can produce high quality results. Bread: Rye flour can be used to make dough, just like acorn flour. Rye dough can be used to make flatbread too, but it can also be mixed with eggs or fat to make eggbread or rye fat cakes respectively. One of its best things though is that it can be turned into sourdough by placing it in a fermenting bin. Sourdough can be baked to make roundbread or a larger loaf of bread which keeps for longer and can be split into multiple pieces. Ale: Rye grains can also be malted (by first hydrating them and then dehydrating them) and then mixed with hot water to make wort. This wort can later be reduced into rye syrup or fermented into ale. Rye is more dense than berries, so it's much better for making syrup and alcohol. Version EA_0.40: - Trader has been added. - Salt, Copper Knives, Stone Mortar and Pestles and Iron Fire Strikers have been added. - Added a new quest for the trader in quest mode. - Rye can now be properly grown in fields and garden plots. - Implemented ale making process. - Added sourdough, roundbread, bread loaves, fat cakes and eggbread. - Flowing resin no longer blocks spawning of new Pine Trees. - Oven now shows which durabilities change when drying items. - Fresh Leaves can now be put inside the Compost Bin. - Fly Agaric can now be added to Stew. - Kiln now properly heat up liquids. - Tied up animals can now be placed inside the Travois. - Help Section for Pine areas now properly show you can find Fly Agaric in them. - Heather Stems can now be used for making bricks with Mud Brick mold. - Bird Eggs now show up in Food Filter. - Intermediate Fishing subquests now show up in correct order. - Mudhut Door no longer increases perceived temperature if player is not present. Hotfixes since the last Patch: - Fixed a bug which prevented Fly Agaric from boiling. - Fixed a bug which would cause the Stags to get stuck in a "Stag Notices you" Loop. - Billberries and Springberries now have a help section. - Calming Flow now displays in a buff area instead of in an alert area. - Fixed a bug which caused Agaric Toxicity not to go down over time. ...Q&A #2May 15, 2025 - Community AnnouncementsHello everyone! While we wait for the Trader Patch, which we are planning to release this Sunday (it's a big one), here's a continuation of the Q&A we posted last week! As was the case last time, we have taken the liberty to shorten or merge together some questions in cases where it made sense to do so. Q&A #2: 1) Sometimes I forget to take care of my plots and fields when I was busy doing something else, will I be able to pass these tasks to NPCs or tamed animals when you release them? Yes. NPCs will be able to perform most in-game chores provided they're in good terms with you. Some of the things they should be able to do are: - Keep fields and gardens okay. - Feed animals and keep areas clean. - Gather wood and keep fires going. - Forage, hunt and reset traps. - Cook and keep containers stocked. Animals can be put to work on mills and there are plans to make them work with plows for farming. 2) At what point will the NPC system be implemented? NPCs will be implemented once the map is large enough and enough content has been introduced. Most likely once the following things are in place: - Metalworking (copper, tin and iron) - Automated Structures. (animal, water or wind powered) - Most of the Mountains (northern map) - Some of the Swamps (southern map) - Some of the Forest (western map) 3) Is the interaction with NPCs purely functional, or is it an emotional with storyline involved? NPCs serve both practical and emotional functions. Their interactions are not really scripted, but instead systemic. Spending time with an NPC and having meaningful interactions with them regularly will increase their trust. NPCs whose trust gets high enough will be more likely to respond positively to your requests with this likelihood being determined by the amount of trust they have and how much they like the request based on their personality traits. The dialog system allows you to, among other things: - Influence their emotional state. - Have them influence your own emotional state. - Teach them skills. - Learn skills from them (and blueprints). - Ask them to do things. - Have them ask you to do things. Through this systems NPCs can be befriended and even made into romantic partners if their trust and their attraction to you is high enough. 4) How many NPCs are coming? Our original plan was to have 2 main ones with a few extra minor ones. However, we eventually came to the decision to instead give players the power to create their own NPCs through a perk system, similar to the one they use for player characters. Basically, this should give players the ability to create their own ideal partners, friends and even enemies. Premade characters will sometimes come with some premade NPCs but otherwise we want to leave this to the player discretion. 5) May we get pets? Yes. We want all animals in the game to be eventually befriendable. Anything from crows, to squirrels, wolves or bears. Animal companions will keep you company and help with some of your psychological n...Heather, Fly Agaric and Patch Notes #34May 10, 2025 - Community AnnouncementsHello everyone! New patch! Today we're introducing a few more areas to the northern parts of the forest, a couple of new "plants" to further differentiate pine woods, and many fixes and balance tweaks as usual. The highlights of the patch are: Fly Agaric: A new mushroom that can be found in pine areas. While toxic in its natural form, it can be made edible by boiling it or oven-dried to access its spiritual properties. It works as a cheaper alternative to spirit mushrooms that while more abundant, needs to be processed before it can be used. Heather: A new plant that can be found in pine clearings. Its flowers can be used to make a calming tea that helps with respiratory infections and will be loved by bees once they're introduced in the near future. Additional Things: Three new areas have been added to the bear territory, including a new pine clearing, grove and river bank. Both springberries and billberries can now be properly grown in garden plots. And here's our list of fixes and tweaks: Version EA_0.39 - Improved feedback on how tasty the food is when eating. - Added a weapon selection screen at the start of fights. - Added 3 new areas to the north of the map. - Added Fly Agaric and Heather. - Springberries and Billberries can now be farmed. - Reduced the Woodworking requirement to unlock the simple Bow on Research mode. - Summonings now allow you to cast spells more times and their power no longer goes down over time (they will leave you however after 3 days). - Dry Needles now give more acidity to Gardens than Dry Leaves do. - Significantly Increased the upper boundary for Archery Skill and slowed down training speed. - Bow can now become much more powerfull but it takes a lot longer to get there. - Trapped animals should no longer be pushed out of traps when caught. - Storing Lures in Storage Containers no longer reduces their durability over time - Domesticated Partridges can no longer be put inside the travois, but can now stack (so you can "carry" as many as you want in your hand). - Candles now have new icons for fuel percentage - Fixed the Cellar Filth Icons. - Making ropes now gives a bit of tailoring experience. - Shadow blessing status now properly displays as a buff. - Mining from the Motherlode now finishes the Mine some Flint subquest. - Cutting the overgrowth in overgrown tunnel now spends a proper amount of stamina. - Cauldron water with no ingredients no longer gains quality over time and can't be stirred. - Crafting cloth on loom now gives tailoring skill (Cloth Shirt gets quality from high tailoring skills). - Raw Healers moss now gives a wellbeing penalty when eaten and boiled does not ( before it was the oposite which was not intended ). - Door Improvement now properly stops animals on low trust from running away when player is away. - Fixed a bug which caused Clay Jars on shelfs and Fireplace to increase the comfort of player wherever he was. - Wind spirit now properly increases Wind Urge. - Added alcohol to the chemica...Main Branch Update and Q&A 1May 6, 2025 - Community AnnouncementsHello everyone! Today we're finally updating the main branch of the game with all the things we've been adding to the beta branch over the last few weeks. We're also posting our first wave of answers from the Q&A: Q&A 1: Thank you all for sending your questions for the Q&A. We decided that we'll be spreading our answers over a few different announcements so that they won't become too long! If your questions haven't been answered yet don't worry, they will be in future announcements soon. And if you wanted to ask a question but haven't yet don't worry either, you can still ask it and we'll answer it in a future Q&A. :) Also, some of the questions had to be shortened to fit the Q&A format or merged because another similar question already existed, hope I didn't miss anything because of that! 1) Could we dig for dirt if we aim the shovel to the location? Yes, we could implement that again. :) 2) What were the inspirations for Card Survival? There wasn't any specific inspiration. I guess a bit of everything. I always liked survival games very much. The Long Dark, Unreal World, Green Hell, are all games I enjoyed quite a bit. We already had made a prototype for a text/menu only survival game with Plissken in the past and one day, when he was visiting and we were going for a walk, we had the idea to turn it into a survival prehistoric card game. We started working on it and it eventually turned into Card Survival: Tropical Island! 3) Were there any particular features or ideas you wanted to/tried to include in tropical island but couldn't for whatever reason? Lots of things: Proper Sailing, Procedural Islands, complex NPCs, more creative systems, and many other things... Fortunately, some of these ideas are planned to be implemented or already partly implemented in Fantasy Forest. 4) Favorite games both old and new? It's hard to know which are your favourite games but some of the games that have been important in our lives are: Gwim: Duke Nukem 3D, Starcraft, AVP2, Dwarf Fortress, The Long Dark. Plissken: Link's Awakening, Half-Life 2, Ark, Super Smash Bros, Disco Elysium. Neomare: Heroes of Might & Magic 3, FTL, Vermintide 2, CS:TI, Tainted Grail: Conquest 5) Is Steam Workshop integration planned for the future? I feel like the first game would have had much more longevity and reach if modding had been easier and more widespread. Yes, Steam Workshop integration is planned. We want to make Fantasy Forest as mod friendly as we can. This will have to wait until the game is a lot more advanced however. For now we have our hands full. :) 6) Will there be victory conditions like in Tropical Island? Yes, there are multiple victory conditions planned (at least 4). They will be introduced once we feel like there's enough content in the game for them. 7) Are changes expected to come to the skill novelty system? Skill gain is going to go through a lot of iterations before we leave Early Access. We are trying to pace skill gains in players by gradually raising t...Bears and Patch Notes #33Apr 30, 2025 - Community AnnouncementsHello everyone! Q&A: First, before anything, I wanted to announce that we're planning to have a Q&A. We have created a new channel on our discord server (https://discord.gg/fR9ak4TAqC) where you can ask questions about anything Fantasy Forest or Winterspring Games related. We've also added a post on steam (https://steamcommunity.com/app/2868860/discussions/0/600777204942561315/) where you can post your Q&A questions if you don't have access to discord. We will be gathering questions for a week or so and we will then publish our answers with an announcement. So if you would like to ask anything just drop us a question and we'll add it to our list! The main highlight for today's patch is the: Map Expansion (part 2) & Bear! We continue to expand the map to the north. This time by adding a few more pine areas, a continuation of the river and a new cave, which comes with a resident: the bear! The bear is a very dangerous animal that should not be bothered! It sleeps during winter and wanders the northern pine woods the rest of the year. What's coming next: Next week we'll be further expanding the new northern area and adding new plants that grow in the pine woods. After that we are preparing a big update that will introduce the Trader, the Rye crop, and its products. Following that, we will continue to expand to the north, add new content, improve our existing systems (cooking and construction in particular) and add copper once the necessary areas have been introduced. Version EA_0.38: - Fixed a bug where an amulet enchanted with a spirit would apply its effect if you had it stored inside a sack. - Fixed a bug where some pinned stats would stay visible after being unpinned. - Fixed a bug where Last Season and Last Year checkpoints would be wrong and point to earlier than the actual last season or year. - Fixed a bug where overwriting a custom save file would delete another custom save file. - Custom saves in the Save and Load menu are now sorted with the most recent saves at the top. - Made some fixes to the "Brace" spear action so that it now can be activated properly against charging enemies. - Added Bear Cave and Bear. - Added 3 new locations. - Boars with high Weight stat no longer consume additional food. - Traveling North from Wind Grove now shows the proper fadeout message. - Weapon Coatings no longer spoil faster if stored inside Storage Containers. - Fixed a bug which caused eating fresh and boiled turnroot to give you big amounts of negative wellbeing. - Raw bugs now show boiled and cooked durabilities hinting at that they can be roasted and boiled. - Fixed a bug which prevented the player from placing down sharpened stone blueprints. - Charcoal can now be Milled in Quern Stones. - Added help sections to nettle cards. That's all for now. See you on the next announcement! Reminder: All fixes and new content are added to the public beta branch first. If you want to access them you can find the instructions on the link below. Be warned though, ...Map Expansion, Wind Spirits and Patch Notes #32Apr 25, 2025 - Community AnnouncementsHello everyone! Hope you're doing well. Today's highlights are: Map Expansion: 4 new areas have been added to the map. These areas can be reached through the old pine areas, or by climbing from Greenfalls and Secret Grove. They feature a new river location (the southern rapids) which counts as an acidic river and is great for fishing trout, and a new Shrine, called the Wind Pine. Next week we will be expanding these areas further and adding a new animal to them! Can you guess which? Wind Spirits: With the addition of the wind Shrine, players will now be able to get Wind spirits. These spirits increase your alertness, help you dodge and help you recover stamina faster. The wind shrine was supposed to be more complex (requiring you to climb to use it) but it was a bit buggy and we decided to push a simplified version of it. You should get the proper one next week once we've had more time to work on it. :) Weapon Enchantments: Weapons and arrows can now be enchanted with spirits to improve their effectiveness in combat. Different spirits will give you different bonuses. If you enchant an arrow with a wind spirit for example, it will be more likely to hit its target, while a wolf spirit might help an arrow pierce its target better. Be warned though, weapon enchantments will only grant you combat bonuses, and not the usual practical passives. Version EA_0.37 and Hotfixes since the last Announcement: - Fixed a bug which caused Springberry Syrup to turn into Birch Wine. - Fixed a bug which prevented making another ice hole if an old one disappeared. - Tweaked the requirements Water Spirit Summonings so they match the Storage Pot capacity. - Poor Quality Leather Tunic, Leather Trousers and Fur Coat no longer give negative wellbeing. - Added Dry Needles to the game. You get them by waiting for fresh needles to dry. - Animals now properly visit the location between the Shady Grove and Deer Grove - 4 new Pine New Areas in north part of the map: High Grove, Mountain Grove, Cliff Thicket and Southern Rapids - Changed the location of Wind Grove, High Grove its in its location and Wind Grove is now one location to the North - New Spirit Shrine: Wind Pine with Wind Blessings, Enchantments and Summoning availables. - Spirit now improve the combat values of the weapons they have enchanted. - Some Spirit Enchants now repair the durability of an item they are enchanted on a bit. - Sealing and unsealing the Fermentation Bin no longer pushes items out. - Fixed the blueprint issue which prevented funnel traps from being built. - Dried nettles now take much longer to spoil. - More Water types can now be used to make Tanning Water. - Funnel Trap Blueprint fix. - Fishing out a Minnow no longer displays "No Luck..." - Placed Clay storage Pots now cool down properly. - Fixed a bug which caused Salves and Ointments to lose their spoilage faster when stored inside Storage Containers. - Added sugar saturation to the saturations tab. - Fixed a bug which sometimes prevented sap ...Fishing Improvements and Patch Notes #31Apr 23, 2025 - Community AnnouncementsHello everyone! New update! The highlights are all fish oriented. Fishing Improvements: Areas have been made a bit more distinctive fishing-wise and now have their own more limited fish populations. As a result fishing is now generally easier provided you alternate your fishing spots and don't overfish too much, so that populations can have a chance to recover. In addition to this we've also added a couple artificial lures and a funnel trap that can be deployed in the river and passively catch fish for you. Version EA_0.36: - Further reduced the occurrence of the "payload is too big" error in the bug report system. - Food items should no longer increase spoilage when being processed and there have been new tweaks to the amount of bacteria removed when cooking or boiling. - Improvements and rebalancing of the fishing system. - Added the funnel trap and the two new lures. - Fixed an issue which made it hard for Female Boars to get pregnant in the open. - Animals no longer get a happiness penalty from feeling overcrowded when outdoors. - Animals are now properly getting a happiness bonus when grazing outdoors. - It is no longer possible to place live boars inside storage pots, baskets and sacks. - Tranquilizer Coating now has proper name when applied to a Weapon. - Milling Bones inside a Quern now gives proper amounts of Bonemeal. - Burnt stones can now be milled inside Querns. - Unsafe and River Water now display a proper message when boiled. - Significantly reduced liquid capacity of Storage Pots. - Rain Cistern is now much bigger and collects Rain Water faster but the liquid capacity of Storage Pots has been reduced. - Eating Foods Spiced with Frostleaf Powder now properly gives the Frostleaf Effect. - Tweaked Egg saturation. That's all for now! See you all for the next patch! Reminder: All fixes and new content are added to the public beta branch first. If you want to access them you can find the instructions on the link below. Be warned though, things are less stable there! :) https://steamcommunity.com/app/2868860/discussions/0/600774299444324511/Quern-Stones and Patch Notes #30Apr 19, 2025 - Community AnnouncementsHello everyone! New patch today. Here are some of the highlights for today and the last two hotfixes: Quern-stones: We've added two devices for grinding things more efficiently. One is a Saddle Quern that allows you grind 3 items at once, the other a Rotary Quern which allows you to grind 6 items at once. These new tools should make making flour and powders a lot easier, and will come in handy once rye gets introduced a few patches from now. Bacteria Balancing: We've greatly reduced the amount of bacteria you can get from food and made it so that roasting, boiling and drying food items can reduce it further. We have also fixed multiple bugs related to it, made other minor tweaks and inverted stack sorting so that the most spoiled food items can appear on top. Additional Things: You can now also use Billberries and Springberries to make wine and syrup. First you need to turn them into a pulp and mix them with water to create the berry must. This can then be fermented in a fermenting bin to make wine or concentrated in a fire to make syrup, just like with Birch Sap. You can now also dry Acorn Dough in Ovens to make Hardtack, a longer lasting type of bread. Version EA_0.35 + the last two Hotfixes: - Food now sorts properly with less fresh items appearing on top. - Added Springberry and Billberry Wine and Syrup. - Added Acorn Hardtack. - Saddle Querns and Rotary Querns are now available. - Boiling and Roasting raw Eggs now removes all the spoilage from them - Drying and Cooking Food items now removes more Spoilage than it used to (in some items more than in others). - Partridges can no longer be put inside storage containers, bags and shelves (this change is temporary). - Climbing Trees now has a light requirement. - Travois and Tree Logs can no longer be placed inside Storage Pots. - Wolfsbane can now be eaten and its powder can be added as a spice (don't do it though!). - You can no longer die from a heatstroke after eating too much hot food in a short period of time. - Significantly reduced the amount of Bacteria you get when eating food. - Renamed Bacteria durability to Spoilage (it's still the new system though). - Fermentation Bin now properly stops bacteria growth of items fermenting inside it. - Fixed the bug which caused Syrup and Wine to spoil too fast. - Foods Cooked in Oven will now have higher quality than those cooked in Campfires and Fireplaces. - Fixed a bug which caused a Wolf Pack to sometimes get stuck in the Shady Bank. - Fixed a bug which caused the egg hatching progress to get stuck. - Player presence now increases animal trust at a much faster rate than before. - Fishing: Fishing Bait are now working properly with new system. - Water levels during rain should now only increase inside the Water Cistern. - Pushed a fix for the disappearing items problem. (If it does not work right away try reloading from the most recent checkpoint) - Fixed a bug which caused teas made from old herbs to spoil prematurely. - Fixed a bug which cause...Rain Cisterns, Quiver, Food Bacteria and Patch Notes #29Apr 16, 2025 - Community AnnouncementsHello everyone! Hope you're all good! Here's a new patch, and with a good amount of new content! The highlights: Spoilage Overhaul (Food Bacteria): We have implemented a new spoilage system for food. Instead of featuring an abstract "spoilage" stat, food now shows its bacteria level. With this new system, while food lasts longer than before, it also carries bacteria based on how "spoiled" it is. As a result, the less fresh a food item is, the more bacteria you'll get when you eat it. Oak Bark and Charcoal Teas: To go along with the new bacteria in food, we've added a couple new teas to help you with the diarrhoea gastrointestinal infections can sometimes bring. Both teas are pretty easy to prepare but should not be drunk in excess! Rain Cistern: A water reservoir that can be filled with rain water and should be of great help when establishing bases away from the river. Quiver: Arrows can now be used straight from quivers, which can be unlocked with the basic archery quest. Tree Tapping Improvements: You can now cut pines and birch trees multiple times to produce "tap" cards, making it a lot easier to obtain sap or resin without having to travel to different locations. Alcohol Improvements: Birch Sap is now a bit easier to make but its alcohol content is capped at 12%, once that is reached further fermenting will just result in a higher quality. We will be introducing new more advanced methods in the future for those of you that want to increase the alcohol content of your drinks further! Wolf Behaviour Tweaks: Wolves (starting from the second year) will now be less frequent during autumn, even less frequent during summer and absent during most of spring. Version EA_0.34 - Replaced old food spoilage with new Food Bacteria system. - Implemented Oak Bark and Charcoal Tea. - Drinking river water now gives a bit of bacteria (nothing to worry about if your immune system is ok). - Added art for resin, cisterns, quiver and pine and birch taps. - Wolfs now have different frequencies based on the season. - Added Rain cistern. - Added quiver. - Improvements to the alcohol system. - New tapping system for resin and sap. - Cellars no longer let animals escape from them. - Oaken staff is now crafted from an Oaken Long stick instead of a Log - Balance tweaks to appetite (it should now be easier to move away from appetite extremes). - Fermentation bin and flatbread now have less capacity. That's all for now. See you on the next announcement!! Reminder: All fixes and new content are always added to the public beta branch. If you want to access it you can find the instructions here: https://steamcommunity.com/app/2868860/discussions/0/600774299444324511/ Weapon Coatings and Patch Notes #28Apr 11, 2025 - Community AnnouncementsHello everyone! Patch notes again! And today we're also introducing weapon coatings and a new plant. The new plant is Wolfsbane, a dangerous poisonous plant that for now can be used to create deadly weapon coatings. The plant can be grown in garden plots, but should be handled with care, ideally with gloves. There are two types of coatings that can be crafted at the moment (with more to come). One is wolfsbane coating, which can help kill animals faster, especially at higher qualities, and then there's a tranquilizer coating, which is cheaper to craft and will later be also usable to capture animals live. Coatings can be applied to arrows, spears and must piercing/slashing weapons. Now, to the patch notes. Version EA_0.33: - Added wolfsbane plant. - Added weapon coatings. - Dormant plants in ideal conditions now recover their health much faster than growing plants. - Fixed a bug which caused mature plants to recover health too quickly. - Leather in Stretching frame will now display DONE if it can no longer be stretched. - Fixed a bug which caused the Pine areas to give less Wood than intended when being chopped by a Flint Axe. - Boar pregnancy, lactation and the piglet growth values tweaked - Minor tweaks to enclosure numbers. - Barren curse now displays a recovery progress and no longer has an inventory slot. - Salves can now be placed inside Clay Jars. That's all for now. See you for the next announcement! :)Balance Pass and Patch Notes #27Apr 9, 2025 - Community AnnouncementsHello everyone! A new patch; this time with many tweaks and balance changes. Here's some of the highlights: Garden Plots: Crops should now be considerably harder to kill from neglect, which should make them require less micromanagement. Plants now also give a different amount of yield based on their health, and have more trouble recovering from neglect, in this way rewarding those who take better care of them. Torch Improvements: Torches now have different durability based on their wood type, and can have their durability extended or repaired by applying hot tar to them. Spirit Blessings: This type of magic now lasts considerably longer, making it a worthy alternative or supplement to enchantments. Sleep Deprivation: We have made changes that should make sleepless gameplay considerably harder. Spending enough time without sleep will now cause players to start losing focus and have their actions take longer. Version EA_0.32: Food cards now show the icons of the seasonings applied to them. Flavours added or modified by seasonings now appear in green in the card's description. Garden Plots now take less damage over time but are also harder to heal. Sap Wine is now easier to make. Yields now differ by health on all plants. Fixed a bug which caused gardens to stop losing hydration. Fixed a bug which was causing tilled fields to start with 0% hydration. Animal Enclosures now produce less food over time and are harder to fill up with food (animals are expected to graze outside). Partridges are now escaping again if their trust is low and they are in an unsecured location. Wolf packs are now harder to ambush but are also worse at ambushing. Made some tweaks to how Fermentation bins work. It is now possible to make Birch Wine from Birch Sap by fermenting it without having to concentrate it first. If you want stronger alcohol you still need to boil it first to make the sugar concentration higher. Spirit Blessing duration have been greatly increased. Nesting Box can now be dismantled. Willow Twigs can no longer be used for clothing. Torch Fuel amount now depends on the type of Wood used and can be extended with tar. Fixed a bug which caused fragrance effects to apply in the wrong locations. Fixed the Campfire bookmark description. Secret Grove and Shady grove now have the correct acidity levels. Smokehouse now properly displays that it preserves quality and spoilage when drying fresh willow bark. Sleep deprivation now lowers focus and adds action penalties. That's all for now! See you soon for the next patch!Bows, Arrows and Patch Notes #26Apr 5, 2025 - Community AnnouncementsHello everyone! Hope you are all well. Today we're adding the bow and arrows. Bows work pretty much as they used to but have quality dependent on the type of wood you use to make them, in addition to your archery and woodworking skills. Higher quality bows have greater accuracy, durability and strength, You can also craft two different types of arrows: simple and flint ones. While simple arrows are cheap and can get some smaller animals, they're not enough to hunt big game. For those you'll need flint ones, as well as a bit of patience and luck. And now to the patch notes: Version EA_0.31: Bows and arrows can now be unlocked. Butchering Partridges and successfully climbing to a Bird Nest now gives Feathers again. Releasing Animal Spirits now gives Insight and helps unlock Blessings and Enchantments earlier on Research mode Fixed a bug which prevented Fireplace from heating up Cold Tar. Player can now throw food into the enclosure even if Filth is maxed out, making them more effective for feeding animals automatically. It is no longer possible to Clear Brushwood and Chop Wood inside Enclosures. Birch Clearings Clear Action now sometimes drops a Birch Long Stick. Pine Needles can now be used to Acidify the Garden Plots. Repairing the Travois with Twine now takes only 15 minutes and repairs it quite a bit more. See you next time! Reminder: All fixes and new content are always added to the public beta branch. If you want to access it you can find the instructions here: https://steamcommunity.com/app/2868860/discussions/0/600774299444324511/Patch Notes #25 and Branch MergeApr 3, 2025 - Community AnnouncementsHello everyone! Today we're pushing a patch with many bug fixes and finally updating the main branch. So now, all of the players in the stable branch will finally be able to experience the latest features and fixes we've been adding. And here are the patch notes! Version EA_0.30 Partridges and Boars should now be able to feed on their own in outdoor locations. Fixed a bug which was preventing Partridges from laying eggs. Fixed a bug that was preventing soap from being cooked in Fireplaces and Ovens. Fixed a bug where an invisible quest would show up when loading a Research Mode save after the introduction of tallow crafts. Turnroots and other items which do not interact with the Kiln can no longer be placed inside it. Fixed a bug which caused cooked fish to regain spoilage in storage pot during winter. Brick Mold no longer accepts Willow Twigs for the MudBrick recipe. Various art and text fixes. Mittens now protect against rash when harvesting nettle stems from your Garden Plot. Bark Sandals can now be enchanted. Changed the unlock requirements of candles, salves and soap in research mode. Dismantling a Fishing Line no longer destroys its inventory contents. Dismantling a Log Trap now gives ingredients it was built from ( only works for traps built after this update ) That's all for now. See you on the next one!Tallow Crafts and Patch Notes #24Apr 1, 2025 - Community AnnouncementsHello everyone! Today we're introducing some performance improvements, some new items and some bug fixes! New Content: Tallow Candles: You can now make candles with fat and twine. They last considerably longer than torches and are relatively cheap to make. Soap: Soap and Lye have also made a return. You can make lye by boiling ash water and use it to craft soap. Soap is a very efficient way to wash yourself and a pretty good disinfectant. Salves: You can now also make salves (Healing and Soothing), which are stronger than ointments, but are crafted using fat. And now to the patch notes proper: Version EA_0.29: Performance Improvements (ticks in the late game should have significantly less lag). Added Tallow Candles, Lye, Soap, Healing and Soothing Salves (as well as their art) and the Tallow Crafts quest for the Quest Mode. Improved the birch sap system to make the creation of syrup and wine more realitic. Fixed a bug which sometimes prevent players from chopping a log into Pieces. Fixed a bug which was preventing the Tar from heating inside Campfires and Ovens. Fixed another bug which would spawn a duplicate Waterfall at Greenfalls. Gathering Mud from the Pond now completes Basic Pottery "Gather Mud" subquest. Killing a Wolf using a Log Trap now properly reduces Wolf population. Fixed a bug which allowed the player to place more Log Chairs in Mudhut than intended. Snow inside liquid containers will now melt if put inside a warmed up Kiln. Various text and Art fixes. That's all for now! See you on the next announcement. :) Patch Notes #23Mar 29, 2025 - Community AnnouncementsPatch Notes #23 Hello everyone! Patch Notes again! Version EA_0.28: Fixed more of the trader animals bugs! Fixed a bug where skipping the tutorial would not unlock the tutorial blueprints. Shirt cloth and loom now have the same research requirements. Frogs no longer count as fish. Pine Needles can now be used as bedding material. You can no longer enter the waterfall cave by going north. Removed willows that were growing in incorrect locations. Cellars can now be built in the secret grove. Added art for the tree climbing event. That's all for now. See you next time! Patch Notes #22Mar 28, 2025 - Community AnnouncementsHello everyone! More patch notes and more fixes! Version EA_0.27: Fixed the performance drop introduced in patch EA_0.26. Fixed the bug which caused some Oaken Staff Spells to stop working. Fixed a bug that caused the Pine areas to spawn a new small Pine tree every tick. Bird Nest Event is now a lot less dangerous and the Eggs you get from it are now Bird Eggs instead of Partridge Eggs. Pine Needles can now be used as a Fuel. Birch Syrup, Wine and Sap no longer get spent fully when used for seasoning. Chopping Log into Pieces now requires the proper amount of Stamina. Implemented a fix that will remove all Small Pine Trees that have accumulated due to a bug. Added Willow Trees to Flooded grove. Willow and Birch Trees now drop their proper twigs. Dried Nettle Leaves now lose quality at a much slower rate. Clear action button no longer disappears on low stamina. It is no longer possible to add Fat to Fat. Wind Affinity is now visible in the Spiritual tab. Waterskin no longer increases the amount of Spirit Tea inside it. Birch Syrup and Birch Wine now properly cool down after being removed from the Fire. Birch Syrup, Wine and Sap no longer gain alcohol content when heated up. Corrected some texts. Freshly discovered locations should now have all the trees in place already and Tree durability at 100%. Fixed a bug where Encumbrance would sometimes be inconsistent with how it increased travel time. Clear actions in Sloped grove and Rocky grove clear actions should again drop stones and heavy stones. Baskets and items inside them are now safe from floods. Fixed a bug that was causing the contents of Mud Huts and other structures built in river areas to be protected from floods. That's all for now. See you on the next one! Reminder: All fixes and new content are always added to the public beta branch. If you want to access it you can find the instructions here: https://steamcommunity.com/app/2868860/discussions/0/600774299444324511/Branch Merge and Patch Notes #21Mar 27, 2025 - Community AnnouncementsHello everyone! Hope you are all well. We are uploading a bunch of bug fixes for the exploration update, here's a full list: Beta Branch: EA_0.26 Fixed a bug with Wood cards collected before the update not giving any fuel (the old wood cards will fix themselves after 1 tick passes in the game). Snow Shoes can now be worn while you have your regular shoes equiped. Fixed a bug where the Waterskin would leak even when waterproofed, or sometimes generate liquid over time. Updated Unfired Cooking Pot description to include the Oven. Fixed a bug where the River card would disappear from the River Clearing location. Fixed a bug where the new Pond and Old Sleeping Tree would not appear in saves from before the update. Fixed a bug with wood and sticks being too heavy. Fixed a bug with Birch Syrup showing a "Birch Syrup is complete" notification repeatedly. The Waterfall changes should now also appear in saves from before the update. The Floods should now properly stop after a day or so. The Water Level will go back to normal after a while. Fixed a bug where the Travois' movement penalty would apply all the time after putting the Travois in your hand. Added a temporary fix for when the Flood Damage event follows you into an area with no river (items will not get destroyed in this case). Willow tree now drops normal leaves and willow twigs. Heated Resin now correctly cools down into Cold Resin instead of Tar. Updated the Quest to make Tar; it now requires firing a Pine Log Piece. Updated texts and translations. Aside from that, we are also updating the Main branch to version EA_0.24, with the following patch notes: Main branch: EA_0.24 Performance improvements to cards that affect their inventory content (like Garden Plots, Stretching Frames and Tanning Pits). Fixed a bug where stacks of card were not sorting properly by spoilage. Fixed a bug that was causing the cellar preservation effect not to work. Implemented a temporary fix for the bug that is causing River cards to disappear from some areas (this should fix old riverless saves too). :) Fixed an exploit where putting something perishable in a storage pot and picking up and placing the pot repeatedly would make the content gain spoilage over time. Fixed a bug that was causing body temperature to drop too fast at the threshold between freezing and extremely freezing temperatures. Improved Perceived Temperature stat so that its effect on Body Temperature is more gradual. You can no longer wash wounds with frozen rivers unless there's an open ice hole available. Storage Pot now fully fills up with water when interacted with River or Ice Hole. Players can now store Fat inside Clay Jars. Fat can now be placed on and eaten from a clay Plate. Bone Needles, Bone Hooks and Bonemeal can now be added to stews. Oven no longer dries reeds and clothing if the temperature is not at least drying. Snowmen can now be renamed. Removed Health stat from soaking nettle stems. Sturgeon, Trout and Pike can no longer be placed...Exploration Update and Patch Notes #20Mar 26, 2025 - Community AnnouncementsHello everyone! I hope you're all good. Exploration Update: Here's a list of all the new content we managed to add! {STEAM_CLAN_IMAGE}/44921971/ad984f7a1a9f998b44e2a60df4890e424a435f4e.png Wood Types: We've added 3 new tree species, all with their different uses and wood types. We're hoping they will help make different areas feel more unique. Different woods have a different weight, hardness, fuel and fragrance (for comfort) and most trees also come with their own unique uses. Oak Trees: Oak wood is heavy and hard to work, but provides good fuel and can usually be turned into higher quality objects. Oak Trees can be found in most of the map and as you know produce acorns during Autumn and have bark that can be used for tanning. Pine Trees: Pine wood is light and easy to work. It provides less fuel than denser woods and its crafts are usually of a lower quality. Pine trees can be found in some of the northern areas of the map. Pine Trees produce resin when cut and give acorns during Autumn, which can be used as fuel or harvested for pine nuts. Birch Trees: Birch wood is of moderate weight and hardness and is more fragrant than other woods. Birch trees can be found in clearings and their sap can be drank, condensed into syrup or fermented into sap wine. All these liquids can also be used for seasoning food. Willow Trees: Willow wood is of low weight and hardness and generally low quality. Willow trees can be found in the wetland forests to the south. Their twigs are special and can be used for weaving and their bark can be used as an analgesic. {STEAM_CLAN_IMAGE}/44921971/308a2af6aeb17acc756a9c76667025ab3b825bd7.png Movement Aids: We've added multiple things to help people move around the forest. The Travois has made a return and can let you transport heavy object like logs or carcasses at the cost of some speed. Snow shoes can now be crafted and help you move faster through snow. We've also made it so that carrying a long stick, staff or spear in hand will help you walk more efficiently, causing you to spend less stamina. The old rope "climbing aid" has also made a return. Pond: There is now a pond in the deer grove which should be useful for those who want to live further from the river. It can be used as an alternate source of (unsafe) water and it has frogs! Torches: Torches can now be properly used as weapons and have their own special moves when lit. They're specially good at making animals flee, making them a very good weapon against wolf packs. Location Help: Locations now have a help section which describes their soil conditions, their fauna and their flora. In addition to these things we've also added a new pine grove, nest events when foraging, tree climbing which can be used to survey your surroundings (to get your bearings) or commune with the the wind, some improved art, wolf balance changes, frogs, a new tree landmark with a cool gimmick and a couple secret things. We had a lot more things planned for this update but as usual we tri...
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