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Update notes via Steam Community
Game Changes
  • I've adjusted a few things surrounding flora. First up is that I lowered the minimum effect a flora can have. After this change, a lone flora will do less to mutate a dog than it did in the past. The upper bound of mutation effects from having many of the same type of flora has not been adjusted.
  • The bigger change is that flora will now transfer when breeding dogs. This won't apply retroactively to eggs you already have, but from now on when you breed two dogs, the flora in those dogs' guts will be used to kickstart their baby's gut instead of just spawning that dog in with the default gut flora. This should hopefully make it way easier to manage mutations!


There are a few other things I still want to do in this regard. First is that mutations combine awkwardly right now because their effects are ordered. As an example, say one flora causes a dog to turn purple, but it's already purple. This means the flora will do nothing. However, if another flora processes its effect second and it tries to turn the dog green, it will see that the dog is not the desired color and do what it's supposed to. What the system should be doing instead is combining these two effects before processing them. I plan to address this in a future update!

I also want to add some flora that stop mutations, as I know this is something many of you want. I think there's room for some that stop mutations overall, and also some that stop them in only certain categories. Again, this is on my list for a future update!

Bugfixes
  • Found and fixed a race condition with dog importing. Some people have reported issues importing dogs, and this may have been the culprit. In the case that it's not, I also added some logging to this code so I can look further into the problem if I need to.
  • Fixed a bug where if you already had 10 dogs in your pen, importing would always fail.
  • Fixed an issue where if you had 10 dogs in your pen, claiming a goal reward dog would fail.
  • Fixed an issue where the dogs in the breeding cutscene had their needs decay.
  • Stopped dogs in the breeding simulation from being able to starve.
  • Updated the food part of the tutorial so that the dog has its needs locked and won't get hungrier while waiting for you to feed it. This combined with reducing the amount of hunger needed for the dog to count as "fed" and adding an extra bite to the french fry object should make it way harder to get stuck here.
  • Fixed an issue where old save data could still manifest the xX_dog_Xx cocoon bug. On load, these cocoons should now despawn and move their associated dogs to storage, at which point they will be fully back to normal the next time you take them out. The cocoons had gotten unlinked from the dog who formed them. This issue should have only been affecting old saves.
  • The player should no longer be able to get the multiple tails achievement when the dog has no visible tails. The game models not having a tail as having a tail type of "No Tail". The goal was not checking for this.
  • The goal to breed a 3-legged dog is now visible. It was too obscure for many players to discover on their own.
  • Fixed a grammatical error with the lasagna description.
  • Unified period usage among goal descriptions.
  • Fixed an issue where the nose/ear emission property was not mutating properly in some cases, and the base color was mutating at twice the expected rate.
  • Fixed an issue where the mutation screen would occasionally show you mutations where nothing had actually changed.


Still planning on trying to add an options menu setting to boost GPU performance later this week! I've also got a potential lead on the continued breeding simulation issues some people are still running into.
Windows 64-bit Wobbledogs Content Windows 64 Depot 1424331
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Windows 32-bit Wobbledogs Content Windows 32 Depot 1424332
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