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Website: http://landtraveller.com/

Join the Steam Group for updates and to try demos: http://steamcommunity.com/groups/landtrav

Ask a question: https://ask.fm/WolfCoder

The Game

LandTraveller is going to be a top-down constructive action RPG. Generally, you create characters and play in a large randomly generated world. If you've built places to live in caves or houses, you'll be able to invite NPCs. The NPCs will be random (you choose from a list), and there will be no limit on the amount of NPCs who may want to move in. There will be plenty of enemies and other creatures around the world. The game has actual progression as you clear the dungeons and gain the ability to find and make even stronger equipment. There will be a final map after the 8 where you have one final fight. This doesn't necessarily end the game- you can still grow the NPC population in your village, city, fortress, whatever you decided.


LandTraveller is centered around Kemonomimi who all work together to thrive and build great things. This is true even in single player- you would be creating many characters for yourself each with a role. Despite multiplayer being critical to the game's design, it can be enjoyed offline in any number of maps you generate. This somehow both has everything to do- and nothing to do with me being a furry.

The numbers in the game's battle engine will be small, and characters level 30 and over would be considered demi-gods in strength- there is no level cap. You get to pick an affinity that further customizes your specific chosen animal type in the early levels. Your character itself will be built up and customized just like all of your equipment.

Game is currently in ALPHA development. ALPHA means the game is being developed and hasn't yet reached any state of completeness.

LandTraveller is Copyright © 2013-2015, WOLFCODER WORKSHOP LLC, All rights reserved.

Latest Blog

First Early Access Update (Includes improved controller support!)

The first Early Access update (Rev. 40) is here! Quite a few fixes and adjustments are included. Along with them is improved support for controllers. There's the beginnings of stats and achievements and various things to grow. For the world generator, more was added and you'll now earn EXP for clearing out points of interest. Lastly, a handful of adjustments were made to make the interface easier to read in terms of actions you can take with props and when crafting something results in a bundle of items instead of just one.

- [NEW] You will now gain some EXP every time you clear an area like an altar or a cave
- [NEW] Added more to the world generator, especially for the volcano map
- [NEW] Grass blocks will now grow onto adjacent dirt blocks over time
- [NEW] Added the Ascor Fruit that you can also grow, but heals your EP instead of your HP
- [NEW] Added the Toma Fruit you can find, trade for seeds with NPCs, plant and grow (requires water to be next to the plant)
- [NEW] Can now collect saplings from trees and plant them for more trees (they won't grow if you're too close to them, however)
- [NEW] Added an achievement for defeating the thermophile in single player mode
- [NEW] Started steam stats by adding a few miscellaneous stats
- [NEW] Added a new music track that plays during the daytime on a map 20 units in size or larger
- [NEW] Added the Bronze Axe as an upgraded axe
- [NEW] Added the Spark orb giving you lightning attacks with spears, bows, and hammers
- [NEW] Redid the control config menu and controller support to work a lot better (properly functioning d-pads, etc.)
- [ART] Edited dog's dialog (Changed parts I didn't feel were quite in character and made the whole scene easier to follow)
- [ART] Edited Kati's dialog (Needed to show creature attacks are so frequent they're a chore to Kati)
- [QOL] You're now shown more info and it's more obvious when a particular recipe will give you multiple of an item at once (bundles)
- [QOL] Item stats are now simply displayed instead of projecting what changes, for this particular game it was getting dizzying
- [QOL] Made the crafting menu easier to see if opened outside the menu (K key or at a station)
- [QOL] Improved the readability of the interaction prompt (it no longer only says "check" for all props)
- [QOL] Made the prompt to check (showing you what key you currently have set to examine) more noticeable
- [QOL] Can now switch weapons and tools using the mouse wheel
- [QOL] You can now craft things that require only your hands at any station without having to close the menu and reopen
- [FIX] Fullscreen under Windows was changed to be full window mode, should be more stable now
- [FIX] Fixed the ability for enemies to see you, they were seeing you through walls in some situations
- [FIX] Characters and enemies should stop jumping so much in water now, was getting annoying
- [FIX] Fixed prompt text being drawn over prompt text in the knowledge menu when you don't have any tablets/etc.
- [FIX] Improved the code around where the inventory is opened during multiplayer to prevent crashing
- [FIX] Fixed an occasional bug that was causing you to spend double EP in single player
- [FIX] Re-adjusted how the various forms of special attacks (from orbs) calculate their damage
- [FIX] The value for current ether damage (shown above your regular damage) was fixed to be more accurate
- [FIX] Fixed the world generator as it was placing the ending exit to the volcano too high to reach
- [FIX] Can now interact with props (doors, etc.) while standing on a ramp
- [FIX] Fixed the bug in multiplayer where players weren't actually spending EP or ammo serverside
- [FIX] Fixed a bug where doing more damage to a block than HP it has left wrap-around and gave it 200+ HP
- [FIX] Various small fixes
  • Production
  • Commercial
  • WolfCoder
  • RPG 20XX
  • Action RPG
  • 04/09/2013 04:33 AM
  • 06/24/2017 09:04 PM
  • N/A
  • 73408
  • 62
  • 226


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It might make sense for crafting to work that way, but from a design standpoint, it's not fun. Crafting is suppose to be a way for player to get the tools they need to play the game, not another way to have them put more playtime in.

Crafting works this way because modding your weapons will occur at this one intermediate step, the weapon mods just aren't in yet.
That makes sense. however I still don't think it should be necessary to spend 15+ minutes making a crafting table.
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