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Release Notes for The Wild at Heart

Patch 1.1.8 (16 November 2022)


Patch 1.1.5 (1 February 2022)

Hello dear players! We have another minor patch ready to deliver. This will likely be our last update for the foreseeable future. We will of course continue to hotfix any critical bugs that pop up, but otherwise it's time for us to move on. A massive, tear-swelling thank you to everyone who has played the game and supported us so far - it means the world! You guys are the best <3 <3 <3 The exciting flipside of all this is we're ramping up work on our next project! No shareable details on that just yet, but we're stoked for it and can't wait to be able to talk about it. Stay tuned!


Hotfix 1.1.3.0 (1 December 2021)


Patch 1.1.1.0 (18 November 2021)


The Field Guide Update 1.1 (16 November 2021)

Welcome to version 1.1, the Field Guide Update! We’ve watched, listened and tested throughout the summer and into the fall, and we’re ready to present this quality-of-life update packed with new features, new ways to play, boatloads of performance improvements and usability updates, and more! Let’s dive right into what’s new.

Play Your Way!

You can now choose between two different play styles when starting a new game: “Wanderer” or “Adventurer”.

While we were of course very proud of the game as it has been, we’d occasionally get feedback that some felt it was too hard in spots, causing spikes in an otherwise chill game. Others would chime in that the game was overall somewhat easy, and that the crafting system felt superfluous. Now you have a choice! “Wanderer” for those preferring a focus on exploration and story, and “Adventurer” for those wanting more of a balance between combat, exploration and story. The latter choice, with its added challenge, will also put more of an importance on the crafting system, as enemies will be tougher and try to attack the player more often, as opposed to mostly just focusing Spritelings.

We hope this new choice of play style will give more focused experiences, and have something for everyone. It can also be changed at any time, so if you don’t like your choice and want to switch, or just want to change temporarily, you’re free to do so!

Recall Waystones

One of the most common pieces of design feedback we’ve gotten, both pre-release and post, was “can you give me a way to just call all my Spritelings back to me? I sometimes lose them and don’t realize it.” To be frank, we were stubborn about this for a long time! We felt like it was in the DNA of the genre to manage your herd, and be smart with your time about re-gathering lost Spritelings up if needed. But we’re here to say: we were wrong! So yea, this feature has been a long time coming, and we’re glad to finally deliver it :) Introducing Recall Waystones!

At these magical stones scattered throughout the world, you can spend Glint to warp all Spritelings in that area back to you. The cost of the Waystone differs slightly between Wanderer and Adventurer styles, but in both cases is balanced to be pretty friendly. Sorry it was so long coming everyone! And thanks to all the fans who suggested a feature like this to us <3

“Wait for Night”

Another oft-requested feature was some way to jump to nighttime, since there are a few night-specific tasks and puzzles throughout the game. We heard you, and it’s here!

New Accessibility Features

We’ve added a handful of new settings to make the game more accessible to all:

Reworked & Rebalanced

We’ve smoothed out a few of the game’s quirks, some important spots we always wanted to polish more and now finally had the time for!

We’ve also continued to tweak and tune the balance of all the game’s systems, from combat to items to resource drops to economy. This will make for a better, more seamless experience across the board. For a full list of what was adjusted, see the “Balance Notes” section below.

Map Improvements

The Map has been reworked so that the areas don’t appear so spread out from each other, resulting in a tighter, easier-to-navigate layout. Dotted paths also appear now between areas when respective transitions are taken. All told, the Map now has a more cohesive look-and-feel to it!

Additionally, we’ve added a handy new option to refocus the player on the map, and fine-tuned the feel of panning and zooming.

Fun Random Stuff

Some new things we just wanted to do for fun, more for ourselves than anything - we hope people enjoy them as much as we do!

A Smoother Experience

We’ve left no stone unturned in our hunt to make the game as performant as possible! With massive performance overhauls and lengthy optimization refactors (sounds fancy, right?) we’ve created a smoother, more stable experience for all. For anyone curious about some of the specific updates we made surrounding all this, see the “Optimization Notes” section below.

More Improvements
Bug Fixes
Balance Notes
Optimization Notes

Patch 1.0.21.0 (5 October 2021)


Patch 1.0.20.0 (10 August 2021)


Patch 1.0.18.0 (16 July 2021)


Patch 1.0.17.0 (15 June 2021)


Patch 1.0.16.0 (3 June 2021)


Patch 1.0.15.0 (29 May 2021)


Patch 1.0.13.0 (24 May 2021)


Patch 1.0.12.1 (21 May 2021)