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Devupdates/2024

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Revision as of 02:42, 5 September 2026 by Bonez565 (talk | contribs) (Created page with "== [https://www.reddit.com/r/WalkScape/comments/1agg9v1/devupdate_12_saved_steps_and_active_gameplay/ DevUpdate #12: Saved steps and active gameplay feedback] == Posted on February 1, 2024. * Explained the design of saved steps and plans for optional gameplay between walks in response to community feedback. === Saved steps === * Saved steps preserve excess steps after an activity finishes, reducing the need to check the game at exactly the right moment. * Consuming sa...")
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Posted on February 1, 2024.

  • Explained the design of saved steps and plans for optional gameplay between walks in response to community feedback.

Saved steps

  • Saved steps preserve excess steps after an activity finishes, reducing the need to check the game at exactly the right moment.
  • Consuming saved steps requires further walking to maintain the connection between exercise and character progress, while encouraging players to keep walking.
  • Instant spending was rejected because it would shift gameplay toward collecting energy during walks and optimising its use afterwards, weakening progress feedback during exercise.
  • The saved steps cap was likely to increase because players were walking more than the pre-release survey had suggested.

Planned active gameplay

  • Optional features were planned before or shortly after Open Beta to provide things to do while resting.
  • Turn-based PvE and PvP combat would use walking to train combat skills, while combat itself would level classes. Combat Points earned through walking were being considered to limit continuous fighting.
  • Quests and random encounters would allow reading and decisions to be handled later, without interrupting walks.
  • Player trading, housing, and Farming were planned to offer further activities between walks. Farming would include real-time timers, with a submitter comment explicitly rejecting crop-rotting mechanics that punish missed check-ins.
  • Friends, guilds, and an in-game Portal were planned, with sharing photographs from walks also being considered.

Quality of life and Wave 2

  • Broad activity queues were considered too complex, but automatically starting an activity after travel was planned, with crafting queues a possible later addition.
  • Completion notifications, clearer UI, expanded tutorials, inventory sorting, and a location list were being worked on or planned. Bank sorting and tabs were intended for later.
  • Bug fixes and quality of life improvements were the priority before Wave 2, tentatively expected within a couple of weeks.
  • Patreon linking on the Portal was fixed, with Buy Me a Coffee migration to the new system planned for the same week.