Welcome back! Our entire Hutlihut team have been working hard to bring even more good stuff into the hands of you, the players! (Yep, that's you).
Alert! Void Crew is on Sale! 🚀 Get it now for just $19.99 (was $24.99 – 20% OFF!) 🎉 …don’t miss this deal - get it for your friends!
If you haven't already, check out our SpaceLog #15 where we dive deep into the incoming New Payload Launcher and Payloads, Difficulty tuning for Crews AND Solo, Optional Mutators, and New Emote wheel with equippable Emotes!
And why stop there? You have asked for a lot of improvements – let us deliver them to you. Here is what is next on the Astral Map…
Save game
Shorter sessions – Void Crew runs before bedtime!
The Void is a dangerous place, and sometimes even the best crews need a break (or a tactical retreat to grab snacks). Now, while in the safety of the Void Tunnel, you (the Host) will be able to save your game including ship and session progress. The saved game can then be resumed from the METEM Hub, so you and your crew can continue the adventure when duty calls!
Just keep in mind that saving mid-objective is still strictly against space-time laws – so if things are exploding, you’d better deal with that first!
Official 6-Player Support
More Chaos, More Fun!
In the coming Update METEM is enabling even bigger Crews to join the intergalactic crusade.(More chaos, more fun - right?). Allowing you to jump across the Void with a Crew of up to 6 Ectypes! On the dev team, we’ve had a blast running six-player sessions, so there’s no turning back now! …don’t worry, you can of course also play Solo or in smaller crews.
Change Loadouts aboard the Ship
No more wasted Perk Points!
Another highly requested feature was the ability to swap perks during a run. So, say, if you drop into a session only to find that two of you spec’ed as pilots, you’ll be able to respec right then and there! Ah, convenience.
To make room for the loadout terminal aboard the Frigate, we had to move the Bioport a little… That’s right! No more bonked heads running into the Bioport. METEM’s highly trained Ectype engineers devised a plan... “How about we move it”? Pure Genius!
3rd Person "Periscope"
Get a whole new perspective on The Void!
Sometimes, it's hard to appreciate everything happening around you when you're deep in the Engine Room, putting out fires and enhancing the Void Drive.. Now, you'll find certified METEM Periscopes throughout the ships, allowing you to have the same bird’s-eye view as the pilot! You can ping targets from this view, and generally just get a feel for how bad your Pilot is at dodging.
Hull Breaches
Fix it or regret it!
Hull breaches were… well, too complicated. So, we decided to take a step back and simplify them. Like, a lot. In the update you NEED to fix the damaged hull. It can’t be ignored for too long or else… Well, nobody can hear you scream in space.
Here’s the new system in simple terms (note: Numbers may change):
Every 11% damage the ship takes, you gain a Minor Breach.
Repairing a Minor Breach restores 10% hull, meaning a net loss of 1%.
If you already have two Minor Breaches, one escalates into a Major Breach.
Fixing a Major Breach restores 20% hull, but costs you 22% overall.
This means we could streamline the Repair Plates: Sanctified Repair Plates are out – (we repeat: Sanctified Repair Plates are out!) –, and regular Repair Plates have had their cost increased - to offset the fact that they always repair 20% Hull when used. If you allow multiple Major Breaches to form, you will start racking up the costs! So in short - repair those Minor Breaches as soon as possible - no point in letting them build to a Major ones.
Note, Defect generation aboard the ship is DIRECTLY tied to Hull Health - the less Hull Integrity your ship has, the more defects will appear and escalate. So, better keep your ship Hull repaired and in good shape… unless you’re collecting Defects, you madman!
Massive UX and QoL improvements
Clear info, Less confusion!
The old UI left too much up to guesswork - so we improved that.
Enemy Threat Levels - For us, conveying information about enemy threat levels, the arrival of the Reclaimer, and so on felt... well, nonexistent. So, we’ve unified several gizmos into one single information panel to help players better understand the pressure they are about to face! (No more guessing – just pure, imminent danger.)
Astral Map and Twists UI (countdown danger incoming!) - Other improvements include reworking Twists UI feedback: Now, you will know what hazards an Objective has when selecting it in the Astral Map. All players will also be warned about those active Twists when arriving into its Sector – and again one more time when a sporadic one is about to occur. If you die then at least it will be clear!
To live or not to live… That’s the question?
What? There’s even more content coming up?!
Yeah, we totally spilled the beans – there’s even more stuff on the way! But while we’re still fine-tuning those additions, be sure to check back here soon.
In the meantime (yes, we’re repeating ourselves, but it’s worth it), check out our SpaceLog #15 to see everything that’s already been added!
As always, remember to join our Discord for more Discussions, Crew-finding and Information about the game!
Remember - Void Crew is on Sale! 🚀 Get it now for just $19.99 (was $24.99 – 20% OFF!) 🎉 …don’t miss this deal - get it for your friends!
The Brain Beast Plushie is now available to preorder! Snag this iconic and intellectual plushie and get ready for the launch of FATE: Reawakened next week! Don't wait, this pre-order will only be available for a limited time. Get your exclusive plushie while you can!
I could begin with some inspirational quote about Patience and Time, but nothing quite fits - so let’s cut to the chase. The wait is almost over, and you’re surely itching for more info on what’s coming.
The Witch Mountain Update has already been previewed in one - or even two - of our earlier posts, but there’s still a lot you don’t know. Fret not, I’m not about to spoil everything. In fact, we’ve been tiptoeing around the subject, trying to tell you as much as we can without... Well, revealing too much. The Mountain is unlike any other level, and we believe experiencing it - especially for the first time - will be a unique adventure, one we’d rather leave for you to live through on your own. That said, we may tease you a bit more by showing you a few more postcards from the level:
By now, you’ve likely heard about the Labyrinth hidden in the wretched underbelly of the Mountain. It has been part of the landscape for thousands of years, and the local people were never eager to visit it - except for a few souls who were as brave as they were doomed the moment they stepped between those cursed walls. About 400 years ago a king decided it's time to explore what lies under the Mountain and he paid little mind to warnings of the locals, who have seen people stepping into the Labyrinth never to return. He organised an expedition manned by soldiers and scholars, dozens of people who embarked on a quest into the unknown.
None lived, none returned to tell the tale.
Now, your quest has led you to the doorstep of Witch Mountain. What lies on its slopes and within its vast network of caves is yours to discover.
Of course, we’re not just going to let anyone waltz in without any prior experience only to get their head kicked in. You most likely know the drill by now - before you will be able to visit a new region in the game, you need to obtain the navigation chart; it's no different this time. The chart in question is in the Cathedral, in the Iron Gate Castle, and if you're thinking "Isn't that the building in which the Dimacher resides...?", you're right on the money. Get in, grab the chart, get out - battling the knight is strictly optional, but it does offer a certain new reward you may find useful.
Once you arrive on the slope, take your time moving forward. The mountain is worth exploring thoroughly - its many nooks and crannies hide two new spells and a fetish. Duelist, the highly requested revolver, has already been revealed, and it’s accompanied by - yes, you guessed it - a new heavy shotgun, affectionately named Judgment.
Since you’re all eager to get your hands on the revolver, you’ll be able to obtain it by conducting research in the workshop. The shotgun, however, will require a bit more effort, as it’s a reward for forging your path through the level.
We promised to rework the Fallen Preyers, and we’re delivering on that promise. While not much has changed in the Hermitory, their behaviour on the battlefield is vastly different. They now spawn automatically - no need to open the map and deploy them manually. You’ll also notice they’re much more useful, but that’s something you’ll have to experience firsthand.
Last but not least, we’re introducing Shadow Orbs. Adrian has already described this little doodad, so if you want the full breakdown, click the link. If, however, you prefer to embrace the unknown, just wait for one to drop in-game and see for yourself how it works.
The full list of features also comes as a handy picture:
This update also includes numerous bug fixes, improvements, and minor updates - a lot of them implemented thanks to your feedback. So, once again, thank you for speaking your mind and letting us know what bothers you. Your input is invaluable and helps us improve the game, even if said improvements occasionally have the capacity to break your heart and ruin the fun - more on that in a moment, in…
Hermitorium Archives #2
Preyer Transport Agency
We know that things move fast, and those on the bleeding edge of pushing boundaries are always looking for new ways to entertain themselves. A few weeks ago, players were slapping Galley Slave left and right, putting him in his place at breakneck speed. Now, they’ve found a way to harvest his energy, converting it into a technique that allows Preyers to move so fast it appears as if they’re teleporting.
Lodown, a member of our Discord responsible for this breakthrough, has also been hard at work proving that when physics and magic mix, the results can be devastatingly effective in the field of ballistics.
If anyone else wants to give it a go, hurry - the Galley Slave Teleportation Service is being deactivated next week, with no plans for a return. I can hear the booing already, but - that said - I am also sure you’ll find new ways to make physics misbehave in no time.
Knight? More Like a Squire.
I was going to write about how you’ve moved on from disrespecting the Galley Slave and are now crash-testing Dimacher, but that wouldn’t be entirely fair. While the 47-second clip submitted to our Discord on February 22nd certainly is impressive, I took a dive into our subreddit and found something even more stunning.
Less than ten seconds. This is strict<em> tuna, no crust</em> territory. And kudos if you got that reference.
Give Me 24 Hours.
We understand that Witchfire is a work in progress and that more content is coming (reminder: the next piece of the puzzle arrives on the 13th), but unlocking all achievements in under a day seems a bit… excessive. We admire the dedication - make no mistake - but it’s turning playthroughs into literal speedruns. Keep it up, and we might just start working on Witchfire Karting next.
In my previous post, I mentioned that we’re eagerly awaiting the sparks of creativity inspired by your Witchfire experiences. Now, I’m delighted to say we have our very first fanfiction. Head over to Reddit and give it a read if you’d like to see crushinator7755’s spin on the beginning of the Witchfire story.
CONSOLES WHEN?????
There are two things you ask about almost daily: co-op and consoles. The co-op question was addressed in the previous post, so let’s repeat what’s been said about consoles and state that nothing has changed so far:
We’d love to bring Witchfire to consoles, we’re actively exploring our options and considering different paths for a console release. Once there’s something concrete to announce, you’ll be the first to know. Stay tuned - consoles aren’t benched forever.
Help Yourselves to Guns and Ammo.
It’s great to see comments like this, but let’s go ahead and reassure you—there are no microtransactions coming to the game. However, there are plenty more weapons on the way. While we have a ton of ideas, we always welcome more. Our Discord server has a dedicated suggestions channel that’s teeming with creative concepts for weapons, items, and mechanics. Head over to The Sugar Thread and drop your suggestions there!
The Brain Beast Plushie is now available to preorder! Snag this iconic and intellectual plushie and get ready for the launch of FATE: Reawakened next week! Don't wait, this pre-order will only be available for a limited time. Get your exclusive plushie while you can!
My Vow to My Liege is participating in Visual Novel Fest with a 40% discount until Spring Sale ends! Content update is coming soon! Enjoy the spoilers and stay tuned!
Strange visitors are arriving at the camp, each with their own requests. They’re not here for training – they have offers. Completing their tasks will grant valuable bonuses for your platoon. Let me introduce them:
Special visitors
🗿 The Relic Collector – He’s obsessed with war relics and will reward you if you find some. Maybe history has its own price…
🏥 The Field Doctor – Medical supplies are always scarce. Help him get extra resources, and he’ll make sure your platoon gets additional supplies for the next mission.
🔫 The Weapons Dealer – He’s looking for broken weapons from the battlefield. Bring him enough, and your platoon will have more ammo next time.
Rewards
Every task comes with a reward, but is it worth it? Resources are limited, and every decision you make affects your platoon’s future. Will you trade supplies for potential advantages? Will you risk dealing with shady characters for better gear? Choose wisely.
As we mentioned in our previous Steam News post, we had the honor of participating in this year’s Dames 4 Games Showcase - and what an incredible event it was! Missed it? No worries! You can still catch our special video featuring Asia and Anna, the talented women of Yaza Games. They’ll take you behind the scenes, sharing their creative process and showcasing how their skills and expertise are shaping our upcoming game, Scriptorium: Master of Manuscripts.
Sit back, relax, and enjoy the video.
We’re also thrilled to announce that Mythwright is joining us as the publisher for Scriptorium: Master of Manuscripts! Their publishing expertise and carefully curated portfolio make them the perfect partner to help bring our vision to life. They know medieval games like we know manuscripts. They are the people behind Going Medieval, as well as the upcoming chill swordmaker Bladesong (check it out - similar vibes to us) and the medieval inn simulator Innkeep. See, we told you that this is a publisher that really suits us. With Mythwright by our side, we are sure Scriptorium will be the best game it can be.
You also may have noticed you can now sign-up for our first playtest! In the future, we plan to organise time-limited playtest sessions for those who have signed up, where we will provide you with development versions of the game before the release, asking for feedback on the elements of the game that are currently in development. Currently, we are not ready to give you a specific date when the first playtests will start, but we will let you know as soon as we know what we want to test with you and when. At the moment, all you have to do is sign up (just click the green "Request Access" button on our Steam Page), you don't have to do anything else to join the playtests in the future. Once we know the dates for this, we'll share across all of our social channels and here as well, so make sure you're following us and the game is on your Steam wishlist!
Our FAQ has also been updated with new answers to both old and new questions. Do you have a question that’s on your mind? Check out the new and updated FAQ - the answer might be there. (And if it’s not, just ask us below).
As always, thank you for your support. We’ll be sharing with you our development journey and progress here on Steam as we do. Can’t wait to show you more in the not tooo distant future.
High above the Aegean Sea lies the legendary realm of the Greek gods and goddesses where they meet to determine the fate of mortals—through an epic miniature golf odyssey! Will your skills be sharp enough to satisfy the Olympian Council or are you destined to face the wrath of the gods? Enter the realm of the Greek gods, and shape the destiny of mortals below in Mount Olympus, available now! ⛰️
Course ReleaseStandard 36 holes, 18 Easy and 18 Hard, with associated lost balls (18) and putter Limited time, Ancient Greek-inspired Welcome Island decoration 10 new Avatar cosmetics across hair, hats, outfits, and heads Features and Fixes Features
Attention guests: Stop using employee equipment!
We've heard reports of golfers trespassing into storage areas and pilfering yard care equipment... we kindly ask guests to keep activity restricted to the golfing greens. Thank you!
Arizona Modern Lighting Upgrade 🌵
The Sonoran Desert is awash in light and shadow, with a revamped lighting upgrade to both the Easy and Hard version of Arizona Modern.
Grip-to-Putter 3 Available Now 🏌️
We've partnered with FormX Design for the latest iteration of Grip-to-Putter controller attachments! Our Mount Olympus DLC release will update the custom settings page with a new v3 calibration preset and in-game wristband cosmetic to accompany the Grip-to-Putter 3 accessory. Grip-to-Putter 3 is available for Quest 2/3/3S and soon, PSVR2.
Legacy preset calibrations for v1 and v2 Grip-to-Putters will still be available through the Welcome Island Shack settings menu.
ICYMI: Slingshots are now installed in Shangri-La! 🥮
Over shadowy chasms and between a maze of bridges, players can now enjoy the meditative act of target practice in the Himalayas.
Fixes
Achievement hunters rejoice! We've fixed the Amateur Status, Target Master, & Iron Putter PSVR2 trophies.
Controller smoothing can now be used while custom calibration settings are enabled
Our team made some fixes across the Viva las Elvis course, the most notable being:
H13: Ball now stays inside the slot machine and correctly rolls down the chute
H14: The scorecard and wrist display now show the same, correct scoring
H18: The ball will now consistently sink into the cup when putted into the final area
Our team is still working with Meta to address the underlying cause of putter hitching and tracking reports we've been receiving. While we continue to work through this issue, we have added a new 'Putter Tracking Guard' toggle in the Settings menu, under the Putter tab. When the toggle is enabled, the putter head becomes disabled if poor tracking/performance is detected, in order to minimize errant or inaccurate putts. We have also made under-the-hood fixes to address performance and clean-up.
Please note: Any "hitching" or tracking issues that may arise during gameplay have the potential to come from OS updates, environmental factors (lighting, reflections, etc.) and device performance issues. We recommend you try out troubleshooting steps first and review the latest "Putter Glitch" blog on the Walkabout Mini Golf Updates page.
... & other bugs addressing minor visual and gameplay bugs across our course catalog
We appreciate your support! Our team is working through other bug fixes and feature updates as we continue to expand all that Walkabout offers. 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. You can ask our community members and Moderators for help! When reporting a bug, 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 and PlayPlayers must update to the latest 5.7 version of Walkabout Mini Golf to ensure gameplay and multiplayer functionality.