Tip of the day
Being overencumbered only slows down your activities, but doesn't affect travel.

Devupdates/2024

From Walkscape Walkthrough
Revision as of 02:53, 5 September 2026 by Bonez565 (talk | contribs)


Posted on March 13, 2024.

  • Announced a patch centred on Android pedometer reliability, alongside loading improvements, quality of life changes, and bug fixes.
  • Included a changelog detailing the update.

Pedometer and step handling

  • Reworked the Android pedometer to function without Google Fit, prevent it from falling asleep, and preserve tracking through phone restarts.
  • Fixed a bug that incorrectly awarded large amounts of steps and added better rollback tools to correct affected characters.
  • Improved background step processing and error handling, with additional fixes for iOS step readings and loading delays.
  • Testing had shown promising results on the available Android models, although the scale of the changes meant further issues were possible.

Update transition

  • Maintenance was planned for March 14, 2024, around 20:00 UTC.
  • Changes to local saving and pedometer data made old step records incompatible with the update on both Android and iOS.
  • Players were asked to open the game before maintenance to claim outstanding steps. Unclaimed steps and steps taken during maintenance would not carry over.

Quality of life

  • Added crafting filters, back buttons throughout menus, location descriptions, and more notification and step-popup options.
  • Improved loading times, system font-size support, interface consistency, and localisation preparation.

Posted on February 28, 2024.

  • Wave 2 was scheduled to open at 14:00 UTC on February 28, 2024.
  • Included a changelog covering a substantial content expansion, performance improvements, and bug fixes.

Wave 2 access

  • The supporter cutoff was March 31, 2024, with Patreon and Buy Me a Coffee supporters who began supporting before that date eligible for Wave 2.
  • Hundreds of beta applicants had also been invited, with further invitations dependent on server capacity and testing needs.
  • Supporters and applicants admitted after the cutoff would enter through Wave 3.

Content and systems

  • Added 25 activities, more than doubling the game's activity count, alongside new equipment, collectibles, crafting recipes, and additional world content.
  • Character history logging and partial achievement tracking were implemented, providing the groundwork for completing the achievement system.
  • Activities involving multiple skills could now award chests for each relevant skill.
  • Fixes addressed travel, crafting, saved steps, loot rolls, tutorial rewards, and interface issues.

Step tracking limitations

  • WalkScape supported only the phone's internal pedometer, so smartwatch totals could differ from in-game steps.
  • Some Android devices stopped recording steps because system or application settings allowed the pedometer to fall asleep.
  • A submitter comment clarified that Google Fit was not a step-data source for WalkScape; it could help keep the pedometer awake on affected devices while a proper fix was investigated.

Next priorities

  • Immediate work would focus on critical issues, followed by completing achievements and preparing more GDTE content.
  • The Portal gained notices for server problems and downtime.
  • Stabilisation and server development had taken longer than expected, prompting a more cautious approach to future release estimates.

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.