One of the recent topics of discussion on here has been about this series itself, with players unsure or confused about the purpose of these videos and what they can expect from them going forward.
Well be confused no longer! The whole point of these videos is to have yet another outlet where we can interact with you and share information. From looking at the Steam discussion comments, there seemed to be many of you who thought these videos sole purpose were letting you know about game updates. While we’ll always include the most up to date information possible for you, as we’re a small team, sadly that means we won’t always have tons of big development updates weekly, but what we can do is let you know about reported issues and what we’re doing to address them, give you community updates and recommend content creators for you to check out, to name just a few topics!
Another thing we realised was the discussion title and thumbnail being called the 'Bunker Update' potentially being misleading and many of you we're hoping for it to be an actual update in the in-game bunker. Therefore, we've changed the wording to title this series more appropriately to avoid any further confusion.
In these videos we also want to spotlight your community queries and most reported bugs of the week. So definitely let us know down below if there's something you want us to address!
Here's a list of things we cover in today's episode of the Bunker Report!
Queries about the aspect ratio
Players being unable to sell the Christmas Backpack from the Holiday event
Players are experiencing switching audio whilst playing the game
Bug where icons overlap and merge when trading
Overall game balancing
S*x update???
We will endeavor to dedicate time to answering as many of your questions as possible - if we have something to give you an update on, so keep the questions coming in the discussion below.
We hope you enjoy this week's Bunker Report and as always happy hunting!
To kick off 2025 right, Dark Hours is available at 15% off until January 28th!! It's time to squad up with your friends and build the ultimate team of burglars... or the most chaotic one. As long as you follow the Boss's orders, anything goes! And hey, if you end up betraying a teammate to make it out, no one’s gonna blame you!
I'm taking this opportunity to give a final reminder for the Christmas customization! You have just two weeks left to grab these items! So don't wait any longer and hurry up!
To kick off 2025 right, Dark Hours is available at 15% off until January 28th!! It's time to squad up with your friends and build the ultimate team of burglars... or the most chaotic one. As long as you follow the Boss's orders, anything goes! And hey, if you end up betraying a teammate to make it out, no one’s gonna blame you!
I'm taking this opportunity to give a final reminder for the Christmas customization! You have just two weeks left to grab these items! So don't wait any longer and hurry up!
Join the entourage of the one and only 'King of Rock 'n' Roll' as a world of neon comes to life in "Viva Las Elvis,” a 70s-era casino fever-dream bursting with iconic moments inspired by Elvis Presley’s legendary lyrics and unforgettable films. Dust off your cape, put on your jumpsuit, and prepare to putt through the swankiest spot in Vegas! 🎸
Course Release & Game Updates
Standard 36 holes (18 easy, 18 hard) with themed lost balls and a commemorative putter.
Elvis-inspired Avatar cosmetics and Elvis' head (12 total items).
Original score by Chris Reyman featuring "The VLE Band”—live musicians performing a tribute composition highlighting the spirit of Elvis’ 60s/70s rock 'n' roll.
Interactable musical instruments and working course microphones.
Limited-time "Viva Las Elvis" Welcome Island decoration.
ICYMI: Our last mini-update introduced Slingshot Challenges on Tourist Trap, Cherry Blossom, and Alfheim! Our previous game update introduced the new ball sorting tray at the Welcome Island Shack, with by-course organization and a quick-select "Last Played" ball section.
Fixes
Our team has made adjustments throughout some of the DLC and base game to add quality-of-life updates and needed fixes, so that as we expand Walkabout we don't compromise on quality or polish. Among other fixes the most notable updates are:
Course record pop-up notifications should fire off properly.
Improvements for better score preservation upon a headset disconnect/rejoin in multiplayer rooms.
Golfers can restart a round more than once and play through normally.
Myst hole 9, where the bridge would not sync/un-sync properly in multiplayer rooms, should be properly updated and functional.
We appreciate your support! Our team is working through other fixes and feature updates as we expand our course catalog and game offerings.
Experiencing a bug? Go ahead and report it through our official Discord server, either in the bug report channel or Bug Threads, or email us at wmgsupport@mightycoconut.com. Be sure to include your device type and platform of choice, as well as a detailed description of the bug encountered, and any screenshots or video recordings; this information will help our team to better identify and repro the issue.
Buy & Play
Players must update to the latest 5.6 version of the Walkabout Mini Golf game app (regardless of if they purchase the latest DLC course) to ensure gameplay and multiplayer functionality.
Tribe: Primitive Builder is on -45% discount for Daily Deal!
Limited time sale for 14 days.
Immerse yourself in the world of survival and creativity with Tribe: Primitive Builder. Gather resources, craft tools, and build your tribe from the ground up in this captivating adventure! 🛠️🌿
Check out the bundles prepared especially for the Daily Deal:
Here's an update mainly about life improvement, I will do a recap here because the changelogs is huge but here's what's important: - New handbrake function to fix the sliding objects in car / trailer - Coffee for personal use - You can now HOLD left click for planting seeds/fertilizer & harvesting - Car state are now saved (door / windows / lights / handbrake / gear position / etc.) - Carrying fries up the bunker stairs won't enter the fryer
Also a new building in town that is a work in progress ːsteamhappyː Have fun!
Improved on the item sliding out of vehicles/trailers. Added a second function to the handbrake. The normal handbrake operation now won't freeze the vehicle so objects in them won't slide out. But you can press [E] on it and it will lock/freeze the car (Same behaviour has before)
COFFEE
- New plant & seed added - Coffee percolator for sale (Coffee is stronger than Tom Houston)
SAVE SYSTEM
- Player rotation (Where the player is looking at at the moment of the save)
For each vehicles: - Handbrake position - Engine running & ignition position - Hood, trunk & doors (Open rotation) - Door windows open/close - Gear position - Lowbeam / Highbeam
COOL, I GUESS
- You can now HOLD left click for planting seeds/fertilizer & harvesting - Added a second lift that is delivered at the Racetrack - French fry pack can only be loaded in the fryer from the front (Won't work from the stairs) - Added a 4 inch & a 6 inch raised hitch for lowered cars - Once the save done with the computer, the player look at the screen instead of the keyboard - Police added a 10% chance of not spawing for the day - You can remove the growing plants with the shovel - Added placeholder for rally shocks & drag slick tires when not unlocked - Can start fires with envelope - You can now sell huge packs at the dealer docks - Added unique text line to Chef - Added "I hate this client" & "Off road bumper" to Gilles list
BUGS
- Championship time for the last race was showing zero - Racecar & Buggy could clip through the car lift when reloading a save - Main menu small tire on bigger wheels - Drag slick were visible on the Konig (new save) - Lift spawned to close to the school bus - Martin didn't like being smoke on - Couldn't use the lift with tools in hand - Third person view was showing Martin's car if he was active - Steering Rack - OEM colliders problem - Drag slicks added to Roger's Van (When the store is not unlocked) - Romanian language in hard mode problem with Poutine< - Adjusted the Prinz's engine volume - Adjusted the championship checkpoint size, especially on the race they could easily be missed - Pruning loppers with the wheelbarrow bug
Interactive tutorial is now split into Basic, Advanced and Menu overview. You can do all 3 at once or a combination. The default is Basic only (no renewables, niche shortcuts etc). Small addition to emphasize researching/upgrading.
A new popup will occur after your first day playing asking you to name your island (save).
New option added to make the top and bottom UI bars background transparent or hide the UI altogether.
Added shortcut key 'O' to open to oil market UI.
The player view/camera now more accurately jumps to look at a point of interest (such as a fault), accounting for different view heights.
The team are now back from their holiday breaks! To celebrate the New Year, Prehistoric Kingdom is currently available for 30% off. If you'd know someone who'd be interested in trying out the game, we'd appreciate the support!
About the Patch
In this patch, we've targetted a number of reported issues such as visitors falling through tiny gaps, various bugs with the building toolbox and more. As a quick little side project, we improved the Animal Nursery preview with new lighting, idle animations, added a 3D animated human scale, and fixed the wetness effect that would appear during rain.
We've also revised different areas of the UI with new tooltips to better explain what certain values or colors mean, such as an animal's "Biome" need. If the wrong biome is present in an animal's enclosure, selecting the biome will now automatically open the removal tool in the Terraforming menu.
Thank you for all the great feedback and we'll be in touch again soon with an early January Dev Diary.
Known Issues & Additional Notes
We're still experiencing instances of animals ignoring all navigation rules and phasing through fences, and we've made this our top fixing priority. Until we fix this, a reload should resolve the issue temporarily.
Full Patch Notes
Additions
Animals
Added morphological sexual and skin dimorphism to the Woolly Mammoth. This is especially noticeable in the tusk shape of the various individuals
UI/UX
Improved UX on animal info menu biome reporting by adding button behavior to each biome icon: hovering them with the cursor will show you the correct status of that biome in relation to the animal preferences, and clicking them will set up the relevant terraforming tools
Added loads of relevant explanatory tooltips to animal welfare bars and animal habitat needs
Added biome tooltips to the Paleopedia biome icons
Added biome tooltips to the Landscaping Menu biome icons
Added a species count to the enclosure info menu rating section
Changes
Balance
Changed starting Funds values for Sandbox Settings in the New Game menu - these will now reflect the updated economy more closely
Increased Tall Feeder capacity to 1500kg
Slowed large sauropod hunger and thirst drain rates
Decreased Apatosaurus weight and eating amounts after discovering a data oversight
Updated needs values for Megaloceros and Ursus
Increased Megaloceros base score to 430
Science Teams now properly unlock one star rating earlier
Gameplay
Reduced Price Appeal influence of Bathrooms and Binoculars, increased influence of Park Entry Price
Animals
Animal Nutrition and Hydration welfare now only starts to decrease when the animal is very hungry or thirsty, not slightly hungry or thirsty
Guests
Guests in queue lines will now be more capable of pushing through crowds and other people
Buildings & Scenery
Moved the navigation access portal for staff gates an additional 0.5 meters out, which should address a few issues where it wasn’t allowing staff through even when placed in perfectly legitimate areas
UI/UX
Revised fence snapping to be less aggressive at closer camera distances
Made several improvements to the Animal Nursery preview
Spatialized and animated the human silhouette
Removed world lighting and world effects (like wetness) from the animal preview, making the preview visuals much more consistent
Drastically improved fidelity of shadows and fur rendering
Added idle and action animations to the Animal Nursery animal previews
Removed redundant animal information from the Animal Nursery, giving the animal preview more screen space. All that information is still available in the animal’s Paleopedia entry
Improved Excavations Team menu animal button responsiveness
Excavations Team menu animal buttons now link to their respective Paleopedia page
Updated sizing for the Group Editing overlay panel to improve overlapping with other menus
Improved modular group double clicking selection functionality by only allowing the behavior to run when the first click selects the target structure
Screenshot Mode: adapted height movement speed to take more after the orbit camera inputs, overall making more precise motions possible
Enclosure welfare state icons (missing water, missing feed), are now disabled if Animal Welfare is disabled in the gameplay options
Rendering
Improved animal fur rendering during night time
Bug Fixes
Critical
Fixed distant foliage loading from the wrong maps when browsing the New Game menu before loading a save
Fixed a critical modular selection bug triggered by undoing user actions
Fixed a left mouse click input error causing terraforming brush actions to occasionally lock in even if the left mouse button wasn’t held down
Improved saving diagnostics significantly
Save system should no longer delete a save when it fails to overwrite the save for any reason
Fixed a bug that caused loading to fail when saves had more than 256 gates
Gameplay
Loading bay overfill export requests will no longer generate Module Logistics Unfulfilled park issues
Module Logistics Unfulfilled will now correctly be removed when a staff member takes on the assignment
Fixed Price Value Appeal not correctly calculating
Animals
Animal pathfinding is more robust
Fixed an audio bug when removing animals
Humans
Human pathfinding is more robust, reducing unrealistic crowding and improving their capability to find alternate routes.
Human to human collision has been adjusted to allow people to scoot around each other more aggressively, drastically reducing most crowding scenarios.
Fixed humans falling through tiny gaps on tall structures. They should also recover more reliably
Guests
Fixed guests rarely getting stuck under the map
Buildings & Scenery
Fixed statues not giving their listed Attraction Points
Foliage
Fixed new temperate grasses not aligning to the terrain
Construction
Fixed fence and path length snapping being twice what is listed in the UI
Fixed vegetation being removed from far above or below a modular piece or path when it is placed with the Remove Foliage toggle enabled
Fixed a bug that prevented an interactable from updating is registration when placed in an area with no nav access
UI/UX
Fixed a problem with the new Modular Styling menu, causing it to occasionally remain closed if a filter was applied
Fixed Ecology bonus values being displayed incorrectly in the UI
Fixed Local Prefabs showing up in the Workshop Prefabs building menu category
Added back workshop buttons to structure buttons
State Icons now don’t disappear when opening the Management View menus
Fixed ‘Animals ready for release’ notification popup sometimes becoming stuck on screen after moving animals
Fixed several instances of notification popups appearing at the wrong time
Fixed several text elements not having the proper language localization
Fixed the ‘Open Guest Needs’ button on the guests’ info menu opening the rating management view
Fixed several instances of tooltips not getting opened when it was expected (for instance, during user actions)
- Fixes an issue where you couldn't re-watch the ending of "Roottreemania" - Adds FPS Cap option to settings - Fixes a couple typos - Improves a hint - Fixes the boot computer image not showing - Removes fallback to OpenGL - that doesn't work for this game and the user should get an error instead.