LIVE THE LIFE OF A WILD WOLF! WolfQuest is a wildlife simulation game about wolf ecology. Playing as a two-year-old gray wolf in Yellowstone National Park, you'll learn how to live on your own, finding food, meeting other wolves, and searching for a mate. Ultimately, your goal is to find a home and raise your own family.
Recent Reviews:
Very Positive (16) - 87% of the 16 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (806) - 87% of the 806 user reviews for this game are positive.
Release Date:
Nov 17, 2015

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October 18

Play That Wolfy Music

Our composer Tim Buzza has been working hard on new music themes for WolfQuest 3, so today we’ll look at how we take his original tracks and set them up in the game with our new adaptive music system. “Adaptive music” means that the music changes dynamically based on what’s happening in the game. More in this blog post from early 2017: Tune Up.

We’re using a plugin called Master Audio to handle music layering and playback, so our developer Andrei has created the logic that watches what’s happening in the game and triggers musical themes and layers based on the gameplay from moment to moment.

I’ll let Andrei describe how he does this:

With our music system, we want the music to follow the game action. The game has different musical moments and each moment has its own sets of tracks (recorded by Tim) and sets of rules defining which tracks should be played (defined by Dave). This particular moment is called Elk Showdown, when the Elk decides to fight back the Wolf (and it has its reasons to do that :).

Dave set specific rules to begin and end each moment. In this case, the game enters the Elk Showdown moment when the Elk intention to fight back is detected from its AI system.

While the game is inside this musical moment, I am constantly checking the variables that matter for this set of rules, which represent different actions inside the game. When one of these rules is met, I switch the tracks to match the game action.

For example: when the Wolf is moving or idle, the music will match that. When it approaches the Elk, the music matches that too.

The game variables I check come from different game systems, mostly already created by Tommi. For the Showdown music, we are basically checking distances (Wolf to Elk and mate, if present, to Elk), activity level (idle or moving), damage (done and taken) and the Elk AI.

This new music system is another part of the game update built from the gathering of different people’s efforts.
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October 11

Bite Club 2: The Elk Kicks Back (Devbl0g)


I thought that last week’s video might have been too long and technical and boring, but we got some enthusiastic comments, so here you go — part two!

This week we’ve been working on the interactions with the elk during the final phase of the hunt — what we call the Showdown. At this point, you’ve worn down an elk by chasing and biting it, finally separating it from the herd. The elk turns to defend itself from your attacks (though it may still seize an opportunity to run away from you). Now you (and your mate or packmates) can circle the elk and choose where to bite your prey. As with the wolf fights, these attacks involve tight contact and interaction between wolf and elk, using a combination of animations and our inverse kinematics system, tied together with a lot of clever coding. (Read more about that in last week’s blog post: Bite Club: Refining the wolf fight

These were complicated enough before we made matters worse by adding a “collapse to knees” state for the elk, as its energy drops even lower. This created a new batch of visual glitches, since the normal bitepoints were now too close to the ground for the wolf’s animations and IK to deal with nicely. That’s the focus of today’s video (but there are a number of other rough spots that we’re also refining, even if they’re not mentioned in this video.)


This weekend, I (Dave/loboLoco) and my partner Susan/Pepper are very excited to be attending the International Wolf Symposium hosted here in Minnesota by the International Wolf Center.  There will be lots of speakers and sessions featuring some of our favorite topics! Can’t wait to hear Dave Mech’s talk about “How Much and How Often do Wolves Eat?” or Dan Stahler present “Rise of the Black Wolf: Evolutionary History and Selection for the Black Coat Color Gene in North American Wolves.” And we know you all want to know “Where and How Are Wolves Ambushing Beavers?” We will share what we learn on Facebook, Instagram and Twitter.

- Dave Schaller (loboLoco), WolfQuest Producer

Related links:
* FAQ’s
* Ride of the Wapiti:
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About This Game


We're remaking the game from the ground up! Bigger and better gameplay, huge new maps, more animals...and it'll be a free update! To be released later in 2018 (no release date yet, sorry). That will be followed by an all-new episode, Tower Fall, which will be DLC for purchase. Learn more!



A wildlife simulation game about wolf ecology.


When the game begins, you are a two-year-old gray wolf born in the Northern Range of Yellowstone National Park. You learned the ways of the wolf in your birth pack. Now it's time for you to learn how to live on your own.Your quest begins on the slopes of Amethyst Mountain and eventually takes you across the Lamar Valley to Slough Creek. There, you and your mate will establish a territory and raise a litter of pups: training them, feeding them, defending them against predators, and finally taking them on a cross-country journey to a summer home. Ultimately, your success will depend on your ability to ensure the survival of your pack.


In single-player games, learn how to hunt elk, communicate with other wolves, find a mate, establish a den and territory, raise pups, and embark on a perilous journey to a summering site.

In multiplayer games, explore the wilderness and hunt elk together, and now raise pups together! This new version features the entire Slough Creek mission arc, from choosing a den to raising pups and traveling to the rendezvous site. There are two types of multiplayer games:
  • Private games: Invite-only, featuring voice, text, and phrase chat.
  • Public games: Anyone can join, phrase chat or (for players age 13 and up) text chat.


This new version improves and expands upon the original game, a grant-funded project that has been downloaded by over five million players around the world since its original release in 2008. Now, for this version 2.7, we've refined gameplay and graphics, added a new player account system with achievements, friends lists, and more, and completely rewrote the animal AI system. We've also added more wolf howls, over two dozen wolf customizations, and emotes -- accurate wolf behaviors to communicate with your packmates. And we created a mysterious new map to explore in single and multiplayer games. As always, there's also an active online community where you can discuss the game with other players and share artwork and stories about wolves. Visit to join in.

MORE NEW STUFF! We've added cougars, moose, foxes, ravens, and a plethora of bird and insect life to the game, along with much richer and varied vegetation.

Is this new version worth buying? Find out what players say.

System Requirements

Mac OS X
    • OS: Windows Vista
    • Processor: Dual Core Pentium i3
    • Memory: 4 GB RAM
    • Graphics: Intel 4000, NVIDIA 6800 Ultra, or ATI HD 3670
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • OS: Windows 7
    • Processor: Dual Core Pentium i3
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 640 series or AMD Radeon HD 6670
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • OS: 10.8
    • Processor: i5
    • Memory: 4 GB RAM
    • Graphics: Intel 4000
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • OS: 10.8
    • Processor: i5
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 640 series or AMD Radeon HD 6670
    • Network: Broadband Internet connection
    • Storage: 2 GB available space

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