- Status - 16 February 2026
I'm currently working towards the first real milestone: to have level 1 barebones but fully functional.That means getting the level to a somewhat fully polished quality. I will then be taking on the rest of the game in milestones.Here's a list of what I currently feel is missing:
- v133 - level size changes - 4 January 2026
I've been working on the code that generates the levels. Because they need to change size dynamically, the levels are now much smaller. Later on I'll code it so they change size depending on which planet you're on.
- v129 - More destructive dynamite, pickaxe removed + misc - 28 November 2025
- Pickaxe removed.- Dynamite can now kill enemies and harvest valuables.- Button instructions added to the title screen
- v125 - Rudimentary dynamite functionality - 11 November 2025
Until now you've been able to place dynamite. It didn't do much though. That changes today. When you place dynamite it'll destroy the destructible blocks in the tiles around it.It doesn't look nice at all, but I'm trying to embrace the philosophy of "make it exist first".As a small piece of entertainment I've made a fun little temporary explosion sound ːsmileː
- v124 - Scrolling credits + music stuff - 10 November 2025
So far the credit list has been static, and as such it was hard to get it to fit on one screen. This has been fixed - now the credits are as long as need be but will scroll slowly like in the movies.I've also started playing around with, what might be, a new direction for the music - a genre I've started calling Space Jazz. If you wanna hear what that might sound like you can do so on Soundcloud:https://on.soundcloud.com/qZswOqxOyysARqXo6w
- Feedback - 10 November 2025
Hey everyone! If you’ve played Wilford, we’d really appreciate it if you could take a few minutes to share your thoughts. Your feedback helps shape the game. As a thank you, you can get your name in the credits ːsteamhappyːClick here to fill out the feedback formThank you so much for helping us make Wilford better! 💣🎮Upgrade icon by Uniconlabs
- v123 - 9 November 2025
Various bug fixes behind the scenes.The achievement works again (if you're curious, the exporter used by the game engine had been replaced, and so the software used for Steam functionality had to be replaced as well).
- Rework of the early access achievement - 23 January 2025
When I started making the game I wanted to incentivize players to try it. One of the ways I decided to do that was to create an achievement rewarding people who played during early access. I hadn't thought it through though. As I see it, it's really important that people are able to 100% a game. Closing off an achievement to every single person who gets the game after release is a sure way to annoy a lot of people. And we can't have that of course ːsmileː
- v113 - Steam status - 21 January 2025
✨Changes An icon has been added that shows you if the game is properly connected to Steam's services. If you see a red X here, the achievement will not work. https://i.imgur.com/7jxo5Eu.png 🪲Bug fixes I had packaged some wrong files with the game in v112 - the files should now be correct and the achievement should work. Again :D
- v112 - 18 January 2025
Lots of life stuff happening these days, so activity has been scarce. I've managed to make a new build though. Here's what's new: ✨Changes New background for some screens 🪲Bug fixes Camera movement is now steady instead of nauseating. I'm working on updating the menus and had broken the main menu. It now works again. The cartoon ended too soon.
- Achievement working again - 30 December 2023
I was finally able to make the achievement work again, after lots of testing. I even found a way to manually reset the achievement status so I don't have to ask others to test - so I feel pretty confident it should work now :)
- Wasps! - 27 July 2023
I've begun implementing the wasps again (will be changed to a different creature once I figure out what). When they see you, they will stop moving and stare at you for a bit. After that they'll be so angry at you they rise up into the air and shoot at you. Unfortunately they don't see very well yet so sometimes you have to get close. And also nothing happens when you're hit. Yet. Still working on this.
- Enemy code revamp + new logo - 22 July 2023
I discovered a major flaw in the way enemies were coded. You probably won't notice much difference, but it need to be done :) I also made a new logo. The existing one hadn't been changed since Ludum Dare 48. I'm not a pixel artist though, so when I eventually work with a proper graphics person something nice will be made.
- Updated intro + achievement working - 17 June 2023
The intro has been updated. The sounds and music were just a first draft. The achievement is also working again. I was not aware it was broken until it was pointed out, so many thanks for that :)
- More updates to UI + new menu system on planet screen - 4 March 2023
I've done some more tinkering with how the menus look. I've also drastically changed the menu on the planet selection screen. There are now only 2 options: "start" and "next planet". In the future I'll create a shop that has its own screen.
- Timer removed, new menu icons - 2 March 2023
The timer has been removed from the game. I've also added new icons for the menu.
- New game direction + minor text fix - 26 February 2023
It's been a while since the last update. I've been struggling with the direction of the game. I will be removing the timer and not building the game around that concept. The game will be put more into the control of the player in the future.
- Smooth camera - 27 December 2022
The game now finally has smooth camera movement.
- Improvements/updates to language compatibility and post-game screen - 6 December 2022
Improvements to translations and the code behind language switching. Also updated the post-game screen to accommodate the new font.
- Updates to intro and new font - 25 November 2022
The animation part of the intro has been finished. Huge thanks to Justin Wood - check out his work at https://linestothepaper.wixsite.com/justinwoodartist. Next up for the intro is a rework of the music and sounds. I have started implementing a new font that supports most languages. I'm still working out some kinks on this.