SWOM news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID4195000
- PriceNo longer available on Steam Store
- Release dateDecember 2026
- DeveloperWoFo
- PublisherWoFo
- Parent gameNot available
Genres: Action, Adventure, Indie, RPG, Simulation
Company pages: Developer: WoFoPublisher: WoFo
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer
SWOM Steam news
SWOM news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- DEVLOG 1.7 - 16 July 2026
Hello everyone! 👋🏼You may have noticed that I have been a little quiet lately and put my videos and other content on hold. There is a simple reason for that: I shifted all of my focus to development. And honestly, things are going incredibly well with the game 🥰! I will be back with more videos soon, but for now, I want to share the biggest updates and show you what I have been working on.📢 Big news: Steam Next Fest!I am excited to announce that I will be taking part in the autumn edition of Steam Next Fest! That means you will soon be able to play the demo yourselves 🔥🛠 What is new in the game?I have accomplished so much during this time that it is difficult to remember everything, so here are the most important additions.✨ Magic and custom spells• I implemented new magical rules for creating spells. You can now come up with some genuinely exciting combinations. Check out the GIF…
- DEVLOG 1.6 - 28 May 2026
Hello everyone! Let me tell you what interesting things have happened lately:• New PCI now have a new PC. For the past five years, I've been working on an inexpensive gaming laptop, and over time it started to severely limit development.I decided to build myself a powerful computer to work faster on the game and properly test it in different conditions: both on weak hardware and on ultra settings.The difference is very noticeable. Now everything opens, compiles, and loads in seconds, not minutes. I've been using it for two weeks now and I'm just loving it.• Developer WebsiteI've made my developer website. You can already navigate to the SWOM game section, where I'm gradually launching an interesting service.The idea is this: you'll be able to suggest tasks, vote for other players' ideas, and track how these tasks move through status columns. Essentially, it's something similar to task t…
- DEVLOG 1.5 - 26 April 2026
Hey everyone!What's new today?The last few weeks have been super productive: I designed a new look for the tablet and the graph-based magic section.Fixed a bunch of minor errors and bugs.Created tons of new animations — added legs and new arms, plus walk, crouch, and other movement animations.Started working on wildlife. Presenting to you: the Primordial Beast! Let me know what you think in the comments! 👇
- Devlog 1.4 - 5 April 2026
Hi everyone! 👋 What's new today?First of all, I've upgraded to Unity 6 🎉There's not much media content yet — I'm pretty swamped, but the moment I get a spare minute, I jump straight into working on it. So if I haven't posted in a while, don't worry — development is moving forward! ✨Good news: I've hit the 1,000 wishlists milestone! That's incredibly awesome — a huge thank you to everyone who keeps adding the game to their wishlist! 🙏On the content side: I've already created a couple of creature models for the game 🐾 All that's left is to animate them and implement an AI behavior system for these creatures — but that's the next big task.The main focus over the past few weeks has been the magic system 🔮 It's one of the most complex mechanics to implement in this project, and… I finally finished it ✅What I had to implement:A dedicated graph system for UI display;A custom shader for no…
- Devlog 1.3 - 9 March 2026
Hi everyone! What's new today?First off, I want to note that we are slowly gaining momentum and building a community of people interested in the game.One of my videos went viral on TikTok and gave a nice boost to my wishlists.I want to say a huge thank you again to everyone who follows and adds the game to their wishlist — both are very important!I also updated the Steam page: tweaked the description and added some GIFs.Regarding level design: I added the first tunnel in the mountain. I'm continuing with texturing and placing props.Regarding effects: I made a decal shader for wood, turned out pretty nice (you can already see it on the Steam page).Coding: I finally solved the movement issue on terrain and will stick with the current implementation. It's important to note that swimming is already implemented, so now I can work on animations.I started writing the spell system I came up wit…
- Devlog 1.2 (Animations and Small Town) - 22 February 2026
Hey everyone! Here's what's new today ⏩I'm continuing my work on level design 💻 Most likely, in every devlog for the next few months, I'll be sharing a bit about this process.📎 What have I done so far?❗️ Working on the " ****** Mountain" location level design: created the first settlement 🏠 and started building the first cave 🗻 You can see snippets of the work-in-progress on my social media videos — so don't forget to follow (links on Steam: https://store.steampowered.com/publisher/wofo) 😉❗️ Gradually getting back to coding. Because two months ago I decided to build a cool magic system where almost anything is possible (you'll be able to invent your own spells based on magical laws 🧙 that you'll discover throughout the game). They'll let you create fire, water, or something else entirely. But I need your ideas here — drop a comment with spells you'd love to see in the game 😀So, w…
- Devlog 1.1 (Level design and FPS) - 8 February 2026
Hey everyone! 😎 What's new with me?FPS Optimization:Let me start by saying—I've conquered the FPS issue! My map is huge and packed with content, including tons of tree resources. Right now, the entire map features around 67,000 (❗️) bushes and trees, plus roughly 10,000 twigs, mushrooms, and other small details 🍄.Standard optimizations like occlusion culling, LODs, object pooling, and the usual tricks just weren't enough to handle the memory load anymore—I had to come up with a custom, logic-based optimization through code 😨. So I implemented dynamic unloading and loading of objects within a certain radius around the player, using object pools—and lo and behold, it boosted FPS by 4x! 🪄The key was being able to design the level freely in the editor, then save all object positions to a file and only load them when the player gets close 💭. Of course, I originally wanted to do it this…
- Devlog 1.0 - 25 January 2026
Hey everyone!I’ve finally figured out how to post developer news right here on Steam—so from now on, updates will appear here too! Previously, I was only keeping a devlog in Telegram, but now it’ll be mirrored here as well. If you’re curious about what’s happened so far (and more!), feel free to follow my Telegram channel. On other social platforms, I only share short posts and announcements.Here’s what’s changed recently:❄️ Terrain progress: Finished 9 out of 64 tiles. The area is starting to look quite nice—but it’s still missing props and life. Right now, I’m focusing purely on nature 🎄❄️ Performance work: Implemented dynamic loading and unloading of terrain tiles and made some improvements to the item spawning system 🪵On my fairly modest laptop, I’m getting around 40 FPS in the Unity Editor—but there’s still plenty of room for optimization. I definitely need to run everything thro…
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