WalkScape
WalkScape's official Lemmy community!
Hello and welcome to DevBlog #75!
This time, we'll go over the upcoming content update a bit more, and when it's released (well, like in the title: it's releasing next week!). Also, we'll be taking a holiday break, and there will be some details and info about that too.
Content update releasing next week!

We will be releasing the content update next week. While we can't yet say for sure what day it'll be, as testing is still on-going and few polishing touches are needed, we know it'll be ready for launch next week.
We will be doing an in-game announcement once it's ready, and publish the exact time it'll go live through that. We'll try to do that one day in advance from when it'll launch.
Here's a list (not complete one) of what's been added. This might change a bit while we're still polishing!
- New items: 87
- New locations: 8
- New recipes: 39
- New services: 7
- New activities: 18
- New buildings: 6
- New NPCs: 7
- New achievements: 10
- New PFP options: 7
- New shops: 3
... and some more 😉
New feature: Mysterious Merchant

One new feature that will be launching with the content update is the Mysterious Merchant.
Mysterious Merchant might contain more "niche services" later down the road, but it'll launch with one service that has been asked for by the community quite a lot: trading in chest items for other items.
When you visit the Mysterious Merchant, he allows you to trade-in any loot items from your bank or your inventory for chest chips. Each chest has its own chip, and this service is only for skilling, faction and guild chests. So chests like Sunken and Rusty aren't part of what he offers.

With your chest chips, you can then buy items from that chest that you might've actually wanted, but didn't get lucky enough.
Because this system introduces quite a few new currencies to the game, that brings us to the next change!
New feature: Currencies

Tools page in inventory has now been combined with the gear page, which makes managing your gear a bit more straight forward. And this change was made to bring is space for a new tab, which is Currencies.
In the currencies tab, you can see your coins (that's also been moved away from the main inventory bag page to this). But in addition to your coins, you can also see your Adventurers' Guild tokens, any chest chips you might have, and any future items that might get tagged as Currency.

Currencies are no longer bankable, they won't take away any of your inventory space, and they stack infinitely. With this change, you can't anymore forget to take your AG Tokens when visiting the Adventurers' Guild. And it makes seeing your chest chips, which there are quite many of, a lot easier.
Holiday break
After the update is live and we've published hot fixes to fix most issues that came with it, we'll be taking a holiday break. We're expecting this break to be from 23th of December until 1st of January.
During this break, we won't be replying to support@walkscape.app emails or Discord messages as often, but we'll get back to those starting from 2nd of January.
Also due to this holiday break, there won't be DevBlog on 25th of December, and the next one will be published on 8th of January.
I'll probably do a DevUpdate once the update has gone live to publish full changelogs, cover all of the features and dive a bit deeper into what's included here! But until that, I hope everyone will have a nice start to the holiday season, and hopefully this content update will give you all something nice to do during your holiday walks!
Until next time
That's all for this DevBlog, time for us to get back to work! We're at the final stretch of polishing up things and getting as much testing done as possible to have a smooth landing. We're aiming to have it out as soon as possible when once feel like we've given it a good final shake with all of the pieces in.
Stay hydrated and keep walking everyone! ❤️
Hello! A small development update here. We've just released +435 which adds some new QoL features and more. Also, this should fix the remaining issues found in Trinketry update. Our focus now shifts from post-update support to smart watch integration.
Here are some changelogs!
New feature: Skills in WalkPedia

This has been asked from us a lot, and I finally had the opportunity to add it. It doesn't have everything we would like it to have, but it most importantly now includes some cool stats about your progress in each skill, a small player guide to help you get started and you can see the unlocks for each skill.
- Statistics about how many steps you've contributed towards each skill, your total XP, etc.
- See all of the unlocks for each skill.
- Open skill pages straight from the Character view by tapping a skill there.
- A player guide that helps you to get started in each skill.

New feature: Text links to WalkPedia
This is a small WalkPedia related improvement, where now you can open pages in WalkPedia by tapping on the links inside texts. This includes stuff like requirements: if some requirement needs a certain item for instance, you can just tap on it and it opens the corresponding page in WalkPedia.
- WalkPedia links for activities, skills, items and locations inside the text.
- The links only support what is currently available in WalkPedia. More links will come later down the line.

Minor new features:
- Service icons have been entirely re-designed and they now include a clear icon to show what tier they are.
- Item keywords are now displayed both in the item view and WalkPedia item pages. You can now see which items count as light sources etc.


Changelogs
Added
- Added 1 new activity
- New translations from our community translators
Changed
- Reworked antique market assessor loot table
- Buffed several amulets
- Nerfed old rings
Fixed
- Fixed opening multiple instances of WalkPedia
- Leaderboard filter changing now changes the text too
- Fixed the alignment with hamburger menu icons
- Fixed opening multiple instances of WalkPedia
- Fixed sprite alignment on activity filters
- Made inactive (requirements unmet) attributes easier to read
- Fixed the rouding issue with Faction Reputation
- Location view in WalkPedia where locations gets listed has been cleaned up a bit
- Fixed the item equip listing being in Australian
- Empty treasury will never show the red ! icon
- Minimap should now always update when arriving to a location
- Updated to a new version of Flutter, which should fix some rendering issues
That's all for today! Happy walking everyone

Hello everyone, and welcome to DevBlog #57! This devblog will be rather short, as we've just released a new update but we still have some exciting news to share.
Winning Best Mobile Game award
Okay, so let's get to the big thing!
Just the weekend after setting a deadline for Trinketry release, I got an email saying that we got nominated for recognition in Latvian Game Awards. This would be the first award that WalkScape could win, so naturally I wanted to go there. I spent a nice three days in Riga with maxchill and we participated in the game awards event. And we won!

I have to say, me and the entire team are very honored to get our first award for the game. This is a massive step (no pun intended) for us. The event was also lovely, and I really enjoyed my short stay in Latvia! Also, the trophy looks absolutely awesome!
Thanks for the organizers, and thanks to all of our players and supporters. The support & constant flow of feedback are a key to making a great game. I also did an interview with GamesRadar+, which turned out to be pretty great. If you want to read me talking about the game and some fundamentals behind it, you can read the article here!
Trinketry has been released
Since getting our devtools ready last devblog, now we've successfully released the new content update. We also released a hotfix yesterday, which fixed a few things:
0.3.0-beta+431 - 2025-03-19 Hotfix
Added
- Added newest translations
Fixed
- Fixed issues with Merfolk Dress and with some other pieces of content
- Fixed character loading issues that affected some players
- Updated to Flutter 3.29.2, which fixed the issues people were having on older Android devices (Android 9 or devices with old GPUs)
We will likely release at least one more hotfix later on to address a couple of other issues that were found. For instance, on some devices the menu to equip items is mirrored - this is something that we've identified already and we'll be fixing. Then, we'll start working on our next update!
I'm personally very pleased with the update and how it went. Because I also got a flu, this was the first production release where I wasn't there to help out with getting it out. We've made some good progress as a team that they managed to pull off the release and everything that goes to it without me needing to be present, and I can say I'm very proud that it went as smoothly as it did!

Until next time
Okay, that's all for today! I just got back today to work after being sick with the flu, and post-release there are not often that many things to share as we're mostly busy with fixing issues and moving forward to work on the next update. I hope you're all enjoying the update.
Stay hydrated, and keep walking!
Hello!
I was asked to create one here on Lemmy as well, so here we go!
We already have our hands full with our other communities, so I can't promise that I'll be as active here, but I'll do the best I can. The best place to ask for any urgent help about the game and our most active community is on Discord.
Some useful links and information here:
Official website. Has links to Discord and to our newsletter among other things.
How to sign up for closed beta & FAQ. FAQ has actually some important questions answered, so I recommend to check it out!
How to support the game. This game is entirely community funded with no publisher or investors. Supporting us helps us to scale and make awesome stuff faster!
WalkScape Portal Community. This is our official Reddit-alternative to post bug reports and talk about the game.
Youtube introduction video where I explain the game.
Important! The current Closed Beta wave ends on October 6th. If you support the game before that, you'll gain access immediately. If you beta application gets accepted during the wave, you'll also gain access. Access to the game that has been granted at any point of Closed Beta will remain until Open Beta when everyone will gain access to the game.
Is queue bugged? How do you add more activities at a location? I wanna forage once then do treasure hunt once then do search party at horn of respite. How does queuing work?

Hello and welcome to DevBlog #74!
Today we'll be releasing a new update that will be introducing a plethora of QoL additions, performance improvements, bug fixes and polish to the game. Also, the update has a few new features: OTA updates for localizations and game content, Ability rework, Skill categorization, and a few other things.
Let's dive in to things that are new since the last devblog!
Maintenance
We have a maintenance scheduled for today, and we're expecting it to take around one hour. The maintenance begins around 13.00 UTC+0 today (27th of November). All steps gained during the maintenance should load normally after getting back in, so keep walking and stay hydrated!
Skill Categorization

Skills in the game are now categorized into Gathering, Artisan and Utility. This change is visible in both the Character view and WalkPedia.
This new categorization will be used for doing items that grant you, for instance, Work Efficiency to all of your Gathering skills.
The upcoming content update will not introduce new skills to the game. The scope of the upcoming content update is already very large, and it's better to focus on new skills and all that goes into those later to keep the scope of this content update manageable. We're aiming to release the content update before holidays, and at its current scale the content update is already very ambitious.
Ability Rework
This was a slightly larger rework done to make the ability system more flexible for future content, and to fix some annoyances and confusion people had with abilities. Let's go over all that has changed with abilities!
Abilities can now have multiple charges

Items such as Axe of Destruction and Shoes of Escape were a bit annoying to manage, as they could only hold one charge at a time. With this, if you wanted to get the maximum benefit out of them, you needed to open the game at an optimal time - which is something we want to avoid as much as possible.
These Abilities now can hold up to three charges at a time. You can use multiple charges at once too if you want to. We might adjust the amount charges if necessary to higher or lower amounts for these items based on feedback.
Abilities UI reworked
The UIs for abilities have been reworked from scratch. They now take less space, and provide the information about the abilities in much clearer way.
Activity abilities are now visible

Activities that have abilities, such as Emergency Escapes or Teleports in general, now display their abilities while viewing the activity.
There were cases where people got confused by the teleporting activities, and this should help to clarify that the activity does something special.
You can also see Activity Abilities now in your Ability page, and start the activity straight from there.
Emergency Activity UI has also been replaced with a cleaner looking system that shows the ability in Location page.
Full Changelogs for the update

Here are the full changelogs for this QoL update!
Added
- OTA system added for game data and localizations
- Ability rework, including: new UIs, Ability charges, Activity abilities, and more
- While you were away displays your used saved steps
- You can now select the amount of actions you want to complete an activity for
- Skills are now categorized into Gathering, Artisan and Utility
- Updated to Flutter 3.38.3, which should improve stability & performance
- Updated to new Health Connect client v. 1.1.0, which should fix issues with Garmin and others
- Added reordering to Gear Sets
- Added sorting button to Inventory
- Added deposit all button to Inventory
- Added quick ways to rename gearsets in Gear Set manager
- Added a Work Efficiency breakdown to Activity page
- Consumable cards have been reworked to be more clean looking and dense, same with Inventory Full and Saved Steps
- Gear Set management and selection pages have been combined together
- Tab bars (inventory, crafting, leaderboards, achievements/profile page) have been reworked to be more clean looking and performant
- WalkPedia quick button (the skill icon right of your profile picture) now takes you to the output item page in WalkPedia while crafting
- Toggle to disable Agility XP added as a temporary way for people to do challenge characters
- You can now withdraw a gear set from bank without equipping it
- Item abilities can now be used straight from inventory view
- Added a button to hide the overlays in the world map, so you can admire the world map better
- Game version added to the character data exports for 3rd party developers
- New translations from community translators
- You can now browse Tips of the Day
- Activity sprite visible in Activity View
- Tooltip widget added, and some tooltips added where text isn't necessary to show all the time under these tooltips
- A restart game button added once your client has downloaded an OTA update during a gameplay session
Changed
- All in-game fonts have been changed to support Slavic languages and more
- AI generated art assets removed from the game where isometric art pieces have already replaced them, bringing down the application size significantly
- Crafting Outcome has been renamed to Quality Outcome
- Basic tools have been split from Copper by making Copper tools require level 2
- Changed "Level up XYZ times" to "Have a total level of XYZ"
- WalkPedia max work efficiency now uses the same kind of display style as the new activity view WE breakdown
Fixed
- Optimizations to Bank
- Optimizations to Gear Sets
- General optimizations across the application to improve performance
- Optimizations to Traveling
- Locations unlocked from rumors are now correctly displayed in WalkPedia (until you've visited them)
- Fixed the small "bubble" notifications in game, they shouldn't get stuck anymore and should work smoother
- Content that is only meant for development versions of the game are now removed from production builds. WalkPedia totals should now be possible to complete fully
- WalkPedia remembers your opened categories so they stay opened when you go back to previous views
- WalkPedia lists are ordered alphabetically
- Pressing the minus button on sliders when at minimum value now flips it to the max value
- Fixed the Turkish i-character when capitalized
- Fixed Gear Sets page not updating properly when doing changes to Gear Sets
- UI fixes to overflowing texts, spacings and font sizes
- Fixes to deleting characters
- Fixes to updating the PFP image
- Eye accessory toggle now works in the character creation UI
- Fixed searching for PFP options in shops
- Faction reputation numbers now round down on the X/Z counter widgets
- Fixes to PFP rendering where layers were wrongly ordered for image exports/server side PFPs
- Fix to iOS and Android crash issue when using smart watch activity recording
- A lot of small bug fixes across the game!
Until next time

Alright, that's all for today!
I hope you enjoyed this DevBlog, and the accompanying update once that goes live. As usual, we'll probably be releasing a few hotfixes fixing any issues encountered by this update. The OTA system and Ability rework probably have some quirks left in them, especially as we haven't been able to test the OTA system at this scale.
We're also cooking a lot of other things at the moment, like mentioned in previous DevBlogs, so this QoL update doesn't cover all that's been worked on behind the scenes. We're hoping to finish work on those soon, and bring some really exciting updates to the game.
Stay hydrated and keep walking everyone! ❤️

Hello and welcome to DevBlog #73!
While we're still busy working on the bigger stuff (like the content update & big feature(s)), we're preparing a smaller update now to be released before the end of the month that includes all of the recent QoL additions we've done, OTA system & a bunch of bug fixes to the game. Let's dive into what's been added on the QoL and bug fixing side during the last two weeks!
Over-The-Air system (OTA)

This feature has needed a bunch of testing, and we're still doing some more tests to ensure that it's working properly. What this system enables is that we can send content updates, new localizations, and later on art too without needing to do an update to the app itself. We've created a bunch of internal admin tools to handle these content updates (and allowing Weasel & maxchill to create new updates without needing any involvement by me or myzozoz).
Another thing this system allows is us to run a bunch of game logic on the server side, as now the server also has the possibility of running game logic with the same assets the players have. This is crucial part for trading especially.
Also, with this system, we can publish fixes to different typos and extend localizations of the games more often without requiring an app update.
More QoL changes & bug fixes
We also have more small QoL changes and bug fixes added, and there will likely be a few more added before the release of this update.
Gear set reordering & renaming improvements


There's a new button in gear sets that allows you to reorganize them via drag & dropping. Also, I've added that you can rename them in the listing view and more easily in the full edit view.
Used saved steps notification

You'll now be able to see the amount of saved steps that was used in the while you were away screen.
Other small QoL & bug fixes
- WalkPedia quick button (the skill icon right of your profile picture) now takes you to the output item page in WalkPedia while crafting something
- Locations from unlocked rumors are now displayed correctly in WalkPedia
- Content only available in development builds are now removed in production versions of the game. This means that you should be able to get everything that's counted in WalkPedia
- In game fonts have been changed to new ones that support more languages (eg. cyrillic)
- Updated Health Connect Client to version 1.1.0, this fixes issues reported by Garmin users that were caused by 0 step entries
- Tab bars (inventory, crafting, leaderboards, achievements/profile page) has been reworked to be more "clean" looking and performant
- Optimizations to Gear Sets page
- Optimizations to Traveling
- Optimizations & fixes to the small "bubble" notifications while playing the game actively
- General optimizations to the game to make it a bit smoother
- A bunch of small issues, like overflowing texts, have been fixed
Garmin (and possibly others) 0 step entry issue on Android
Recently, Health Connect was updated, and Garmin Connect has been updated as well. One of the major changes in new Health Connect version is that it now forces Metadata & Device information to be included for entries, and also it allows app developers to create entries with values that are 0.
For app developers, they've released a new version of Health Connect Client API, version 1.1.0.
New Metadata & Device info requirements mean that it is likely some apps from manufacturers might no longer be reporting any step records as they're missing Metadata & Device info. Also, apps like Garmin Connect that now report 0 step entries, can break other apps like they've done with WalkScape.
As a temporary fix to this issue, you can delete those 0 step entries from your Health Connect data. I would recommend to use Phone as your source until this new version is released.
Until next time

That's all for this devblog!
I'm hoping that we'll get everything needed tested out soon and some final polish added, so we'll be able to release this new update quite soon.
Once we're closer to the release of the new big content update & gameplay features, we'll be sharing more about those in the devblogs.
Stay hydrated and keep walking everyone! ❤️
Howdy,
I've got a jealous friend that wants to walk with me. When is their next chance to enter the beta or buy the game?
Thanks!

Hello and welcome to DevBlog #72!
This time, we'll show a bunch of QoL changes that I added to the game for the next update and we'll be showing off our new office we moved to that is now pretty much finished!
New office space

We have moved just recently to a bigger office space (inside the same building). Our goal is to hire one more developer later this year or early next year, and our previous space could only have two desks, so a bigger place was needed.
A bigger office and hiring a new developer does increase our expenses quite a bit. This is why we've been running some ads on Meta's platform like some of you might've noticed so we could increase our Patreon & BMAC income in preparation for the new hire.
We rarely ask people to support us financially in these devblogs. But if you haven't supported WalkScape on Patreon or Buy Me a Coffee yet, now that we'll be hiring any bit of support would be really helpful!

Plenty of small QoL changes

I did add a bunch of smaller QoL features to the upcoming update as well, and I'll probably keep adding more of these on the side while working on the big stuff! Let's go through some of them.
Inventory sorting & deposit all button

We've added two new buttons to the inventory - sort & deposit all!
These should help a bit to keep the inventory more tidy, and making banking quicker.
The sorting button sorts the inventory as follows:
- Crafted/Looted items, sorted by rarity.
- Consumables, fines first and then normal ones.
- Materials, fines first and then normal ones.
If there are multiple different items of the same rarity, then it'll use alphabetical sorting.
Complete for X actions

This has been requested quite a lot, and I've added systems to expand the activity "options" so that we can add more stuff like this to activities. Likely the next one I'll be adding is complete until X level.
Work efficiency breakdown

Now you can see your WE and the WE cap in the activity view, and when you tap it you can see a breakdown of what is affecting your Work Efficiency!
Unifying the two separate gear set pages

We unified the two separate pages for gear set management into one, and now you can edit, equip or withdraw your gearsets all from the same menu.
Minor changes
- A setting added to disable Agility XP while traveling. This is aimed for challenge characters.
- You can now also withdraw a gearset from bank without equipping it.
- WalkPedia now remembers which categories you had opened on previous pages.
- WalkPedia is ordered alphabetically.
- You can also use item's abilities from the inventory view.
- Crafting Outcome renamed to Quality Outcome.
- Pressing minus button while at minimum value on shops, crafting view, etc. will put the value to max value.
- Added a button to hide the overlays in world map view, so you can admire maxchill's art in full glory!
- Game Version added to character data exports to help 3rd party tool developers.
- Basic tools have been split from Copper tools by making Copper tools require level 2.
What's being worked on

Currently, we have basically three separate things being worked on.
The Content Team (meaning Weasel & maxchill) are working on a large (maybe the biggest so far) content update. And to make it clear - we have devtools and capacity to do new content & try it out without taking any time from me and myzozoz. So working on content doesn't affect the feature development.
Myzozoz is currently working on one of the big three missing features until we can start Open Beta. That requires a lot of work, and is going to need a lot of smaller systems to be implemented & working. These smaller things will be released in their own updates once they're ready, and we expect the feature itself to take a few months to be completed.
I'm currently working on a bunch of gameplay features, so we can also introduce new gameplay features & make more varied content in the future. At some point I'll also need to jump in to help myzozoz with the very big stuff, but that'll likely still take some time until that happens, so I'm doing my best to create features needed for new skills, new types of content, and so on!
Until next time
That's all for this devblog! I hope you enjoyed reading it. And like said, everyone in the team is currently working on bigger updates, meaning that it'll still take some time until the next update is ready.
Also, when it comes to the hiring, we're looking to hire someone who can primarily be available on-site as a full time developer. And if you happen to be in Helsinki (or nearby, our office is in Arabia) and you're a developer looking for a new job, you can send us an email to support@walkscape.app!
Stay hydrated and keep walking everyone! ❤️

Hello and welcome to DevBlog #71!
Like said in the last devblog, we are currently on the development side working on some large features. This means that for the time being, we don't have much to show regarding the upcoming features, but we'll share teasers on the new content that's being worked on simultaneously and the results of the last survey and what we learned from it!
Content update teasers
Let's start off with what might be most exciting to many - the content teasers! It's probably clear that we're working on expanding the game world with the new update, and some keen eyed people might be able to guess where things are headed.
Here are some teasers!



Survey results
Alright, we did a survey last time and here are some thoughts & results from it!
Step & health effects
89.6% of players have seen increase in their daily steps, and 34.8% of players use at least some smartwatch. The smart watch usage in WalkScape is much more than average of smart phone users.
Complexity
How players felt about game's complexity follows a bell curve, with vast majority of people feeling like it's complex enough, but not too complex. There were very few people who felt it's too simple or too complex.
Content - achievements
Players are love Achievements, especially those which require interacting with multiple parts of the games. Some often mentioned liked achievements:
- Cooking Shark and similar that requires interacting with multiple skills and mechanics.
- 30k daily steps achievements. It feels like an epic achievement for many to get.
- Things that have funny references (Comrade, Lord of the Rings ones, Harry Potter ones) are frequently mentioned as being good.
Content - activities
There were a full spectrum of opinions regarding the activities in game. People both love and dislike high step activities, such as Rescue Team etc.
Many people also said they really enjoy activities with rare drops, unique pieces of gear, and those that drop collectibles.
Content - items
Speaking of items - Ring of Homesickness was mentioned a lot here. The item grants a lot of utility, and we've now taken into consideration adding another really useful teleport item even before introducing Magic, which is the planned skill to do most of teleporting. This skill however is still quite far away from being implemented.
Other items that were widely loved are: Omni Tool, Screwdriver, Treasure Grabber. Items that grow in strength got mentioned a bunch.
Content - regions
Jarvonia was by far the most liked region. It's what we also consider as the "most full experience" of a region, with a bunch of interesting mechanics, locations, and unlockable routes. This is what we think made Jarvonia as popular as it is. New players might have also not experienced the later regions of the game as much, which might skew this a bit.
Syrenthia is the second most beloved region. We think this is due to the interesting unlock mechanic and how thematic it is. Syrenthia also kind of works as a clear and self-contained region, where you grow in strength and unlock new things. We think these factors make it so popular.
Trellin and Erdwise were average in popularity, and Swamp was the least liked region that is in the game.
Things that were disliked
Here mostly what got mentioned is that people want more Quality of Life (bank sorting, inventory sorting, more work on the gear sets). We know these are very popular QoL additions, but we have a major UI overhaul planned, and we have decided that for now it's better to do it later, once we have more of the major features ready. So it could be around the end of Closed Beta. That way it's easier to overhaul all bits of the UI at one go, and should take significantly less time and result in more cohesive UI experience.
Bank, gear and inventory management QoL additions are likely to be done before that, as those are not as big in scope to add and would help with a lot of the frustrations people have had with the UI.
RNG was also being mentioned being ruthless.
Conclusions
This was a really good survey, and thanks for everyone who participated in it! This gave us really good direction in terms of content design, and now that we're working on a large scope content expansion, it's great we got this done and got so much feedback. We hope that with this feedback in mind, we can deliver the best content addition to the game so far!
Until next time
That's all for this devblog! There's multiple big things upcoming, and we can't wait to show you all more about the things we've been cooking. Like said, it might still take a few weeks until we start having more things for devblogs to display, but the progress so far has been great.
Stay hydrated and keep walking everyone! ❤️
I'm assuming that dollar sign shouldn't be there!

Hello and welcome to DevBlog #70!
On the last devblog we announced the release of Android wearables, which happened less than two weeks ago. In this devblog, I'll dive a bit into what we've found about Android wearables. We also have a survey about content design & feedback (we would appreciate as many of you as possible to answer it!), and we got some other news!
Android wearables post-release notes
Less than two weeks ago, we released support to use Android wearables with WalkScape. The ones we tested successfully were:
- Samsung wearables
- Google Pixel watches
- Garmin watches
A lot of Android smart watch manufacturers don't follow Google's documentation for how to use Health Connect, which has caused issues with Coros and some other watches. However, our community found that Health Sync could synchronize this data quite well to WalkScape, but they also had an issue where they used incorrect Recording Method for their data entries.
Health Sync developers did update their app to make it support WalkScape, and from what I've seen from Discord, our community members have also contacted them about improving the Coros support, and it sounds like Coros support for WalkScape is coming to the app soon.
We are not affiliated with Health Sync in any way, but I want to highlight that they've done an amazing job to make their app compatible with WalkScape, and this has expanded smart watch support on Android to a lot more devices. You can check their app here: Health Sync on Google Play and if you use a smart watch where the manufacturer's application doesn't work with WalkScape directly, this app might help to make it work!
Other post-release notes
In general, we're very happy with the addition of Android wearables and their launch went smoothly. Android ecosystem is a bit messy, where there are a bunch of manufacturers where their apps might be reporting data to Health Connect incorrectly, so most of the compatibility issues aren't really something we can do much about, but the other applications have issues with how they send data over to Health Connect. Based on Google's documentations how they're going to update Health Connect, it seems like they might enforce stricter rules later down the road, which should improve things. This isn't certain, but at least in the meantime apps like Health Sync work as a stop gap solution to fix these issues.
Introduction of Android wearable support also meant that we needed to increase the minimum Android version requirement from Android 9 to Android 10. Samsung Health Data SDK requires at least Android 10 to work, which forced us to make this change. Based on our statistics, we had around 50 players on Android 9 devices playing the game. If you were one of those players who lost access to the game due to this and you would like a refund of your Patreon/BMAC support, you can contact us via support@walkscape.app.
Content survey
Maxchill and Weasel are already cooking up something really exciting, and they have made a survey to help us direct the future content designs. We would appreciate as many people as possible taking the short survey, so we have a lot of answers to help us out!
You can find the survey here:
Work towards next update
We are currently working on a rather massive new feature to the game, which will take longer time to work on. It's still a bit too early to announce it, but it consists of multiple smaller parts to support it that will get released once those are ready. We're hoping to have the first part ready in the next few weeks.
While working on the feature, our content team is also working on something much larger than the previous content updates, which we assume will take at least a month to finish.
For the last two months, we've been releasing smaller updates more frequently, but as we're now working on big stuff, I would estimate that the next update won't come this month, but next month would be more likely. Once we have more stuff to show about it, we'll be sharing some juicy details in the devblogs!
Until next time
That's all for this devblog! Hopefully next time, we will have more exciting things to show off, but like said, we're working on big features which means more time investment, so there might be one or two devblogs with not much to show off.
Stay hydrated and keep walking everyone! ❤️

Hello and welcome to DevBlog #69!
We have now finished up the work with Android Wearables, and we have a quite big changelog for the update. Let's dive in!
Android wearables: supported apps

Let's start off with what we have tested personally and what devices we know that are working!
Important note: The most important thing with any wearable device on Android is that your wearable device connects to an app (like Garmin Connect), which syncs your steps from the wearable device itself. Then your app that the steps are synced to (like Garmin Connect) must be able to sync the steps to Health Connect. Health Connect itself doesn't connect to any wearables, instead it just shares the data between different apps. WalkScape uses Health Connect to read your steps from apps like Fitbit and Garmin Connect, and these apps sync your steps from your watch to your phone. Only Samsung is an exception to this, as we have built direct integration with Samsung Health.
Samsung Health & Samsung wearables
For Samsung Health, we had to build our own direct support that uses their Samsung Health Data SDK. Samsung's way of reporting data to Health Connect wouldn't have worked, so this was the only way of supporting Samsung wearables.
To use your Samsung wearables with WalkScape, you just need the Samsung Health app installed on your phone. From step source selection, choosing Samsung Health will use the steps reported by Samsung Health. This includes both your phone and your watch steps.
To sync your steps from your watch, you sometimes need to open Samsung Health and sync the steps. The steps might also come with a delay.
Garmin Connect & Garmin wearables
We have tested Garmin, and it works very similarly to how it works on iOS at the moment. You need to sync your steps from Garmin Connect and have it connected to Health Connect. The steps from Garmin Connect might come with a delay.
Fitbit app & Google Pixel watches
We've also tested Fitbit app & Google Pixel watches. From our testing, these work fine with the Fitbit app. Like with other manufacturers, you sometimes need to open the Fitbit app and sync your steps and have it connected to Health Connect for the steps to count in WalkScape.
Other supported wearables
There are probably other manufacturers, devices and apps that work with WalkScape, but these are all that we have been able to test. We also know for certain that some devices don't work, so let's get to those next!
Android wearables: unsupported apps
Google Fit
Google Fit might work on some instances, but based on our testing it's not great. We might need to ultimately blacklist Google Fit as an option, as it's very unreliable at the moment and can lead into some unexpected behavior.
Mi Fitness & Xiaomi wearables
Mi Fitness does connect to Health Connect, but it doesn't report any steps to that. This is why no Xiaomi devices work with WalkScape. There's also a Reddit thread on this issue
Why build direct integration for Samsung devices? Is it possible that you build it for XYZ manufacturer as well?
Samsung has the biggest market share in Android space (both phones & wearables), so it was important for us to support it - otherwise a lot of people couldn't be using their watches with the game.
Building this support was also relatively easy when it came to Samsung. They have API documentation easily available, and getting access to their SDK is free. This is why we chose to build direct integration with Samsung Health, as the other alternative was not to have it supported at all.
For other manufacturers, like Xiaomi, their market share is quite a lot smaller outside China. And when it comes to Xiaomi, they don't even provide their SDK, so we couldn't build similar thing like we did with Samsung even if we wanted to.
It is very unlikely we will build more direct integrations for specific manufacturers. Samsung is an exception here for the previously mentioned reasons.
Android wearables update release date
Because we had to add a declaration to WalkScape that it reads other apps data (their icon & label), review time for this update can be longer than usual. This is why we are currently estimating that the review will be done this week, but we don't want to release this update just before weekend. That's why the update is likely to hit early next week, hopefully on Monday (22nd of September) if everything goes well and no more problems arise in our internal testing!
Maxchill's notes on the update's content design

Hey, walkers! Maxchill here with a quick commentary on recent content additions (the faction chest/reward/job update before, and skill chest rework now). Consider this to be a content debt clean-up. Those were parts in the game which kinda worked, but could've used some polish, so that's what we decided to do.
Now all the chests in the game are in a good shape, the faction related things are quite filled (still missing extension of tracks, but we'll do it in future when we have more new mechanics available), and in general the existing regions are in a good spot.
You've all probably been getting a lot of new items over the past few updates and don't feel like you have many activities to use them. So we'll be looking to help alleviate that next in the next bits of new content!
We're very hyped about that so stay tuned for all the stuff coming soon to WalkScape! Happy walking!
Full changelogs
Alright, and finally full changelogs for the update! These are fairly long, so buckle in!
Added
- Added Android Wearable support through Health Connect
- Added native support for Samsung Health to support Samsung wearables
- Added package manager to read package name and icons properly on Android
- Added a small note that the 24h highest steps updates with a delay
- Added localizations from community translators
- Character image palette swaps now use caching to improve performance
- While away now works as its own page, which drastically improved performance
- Added support email address to temporary ban notifications
- (Items) Added 14 new items to skill chest loot tables
- (Loot tables) 2 new attribute loot tables added
- (Keywords) Added visible "regional" keyword to 61 applicable items
- (Keywords) Added search keywords for "jarvonia", "syrenthia", "gdte", "trellin", "erdwise", "halfling rebels", and "swamp" to applicable items
- (Job boards) 1 new Kallaheim job, 4 new Everhaven jobs
- (Routes) 2 new routes added
Changed
- Changed the animation curve of While you were away so that it starts fast and ends slow
- (Activities) Wood carving and Ice sculpting activity icons have been updated to reflect changes to carpentry tools for chisels
- (Activities) Ice sculpting now a carpentry activity with carpentry tool and lvl 15 requirement with increased exp
- (Loot tables) Compass trinket moved to money/trinket subtable rarity within agility chests
- (Loot tables) Tough rope removed from agility chests
- (Loot tables) Precise ruler moved to rare subtable rarity within carpentry chests
- (Loot tables) Dull chisel, Protective glasses, Sharp chisel, and Golden chisel removed from carpentry chests
- (Loot tables) Fishing lure and Shiny spinner removed from fishing chests
- (Loot tables) Simple ring, Small sack, Compass trinket, Dull machete, and Sharp machete removed from foraging chests
- (Loot tables) Simple amulet, Steel-toe boots, and Gold pan removed from mining chests
- (Loot tables) Simple hammer removed from smithing chests
- (Loot tables) Golden chisel moved to epic subtable rarity within trinketry chests
- (Loot tables) Lumberjack boots and Shovel axe removed from woodcutting chests
- (Loot tables) Lumberjack shirt moved to uncommon subtable rarity within woodcutting chests
- (Loot tables) Forester's pants moved to rare subtable rarity within woodcutting chests
- (Loot tables) Flannel shirt moved to epic subtable rarity within woodcutting chests
- (Loot tables) Magnifying lens removed from crafting chests
- (Loot tables) Northern spices and Sharp knife removed from cooking chests
- (Loot tables) Northern spices added to sunken chests
- (Loot tables) Erdwise dumpster diving table Miner's magnet replaced with Rough ruby
- (Shops) Small sack added to Kallaheim's Frosty Finds
- (Shops) Dull machete added to Northstar Mercantile
- (Shops) Sharp machete and Sharp knife added to Granfiddich Tool Market Stall
- (Items) Amulet of bat BXP increased to 7%
- (Items) Screwdriver no longer has an Ice sculpting activity requirement for its CO bonus attribute
- (Items) Mining helmet given 2% DR while mining
- (Items) Hand lantern FG increased to 14%
- (Items) Miner's shirt given 7% CF and 12% FMF while mining
- (Items) Running shorts given 5% WE while agility
- (Items) Halfling's feet slippers subtracting steps changed to foraging
- (Items) Log basket inventory space increased to 2
- (Items) Candlehat removed negative WE, given 2% NMC while crafting
- (Items) Chef's leg apron decreases with 8% WE and 12% DR while cooking
- (Items) Heavy axe handle changed to lvl 32 woodcutting requirement, decreases with -32% WE while woodcutting
- (Items) Long spade decrease with -12% WE while foraging
- (Items) Sharp chisel changed to lvl 14 carpentry requirement, decreases with 12% WE, 4% CF, 1.5% NMC while carpentry, increases with 21% WE, 8% CF, 3 BXP while trinketry, decreases with 3% NMC while trinketry
- (Items) Golden chisel changed to epic rarity with lvl 21 trinketry requirement, decreases with 2% DR while carpentry and 4% DR while trinketry, increases with 4% NMC while trinketry, changed finding gold pieces to 7.5% chance to find gold nuggets while carpentry and 20% chance while trinketry
- (Items) Dull chisel changed to lvl 5 trinketry requirement removing carpentry lvl requirement, decreases with 1% DR and 1% NMC while carpentry
- (Items) Cutting board decreases with 4% CF while cooking
- (Items) Precise ruler changed to rare rarity
- (Items) Chisels no longer count as "carpentry tool"
- (Items) 'Rope' material renamed to 'Twine'
- (Items) 'Kelp rope' material renamed to 'Kelp twine'
- (Items) Protective glasses changed to lvl 23 crafting and lvl 12 carpentry requirements, decreases with 12% WE and 5% DR while carpentry, increases with 20% WE while crafting
- (Items) Steel-toe boots changed to lvl 8 mining and lvl 10 smithing requirements, decreases with 4% WE while mining, increases with 6% WE while smithing
- (Items) Tarsilium-toe boots changed to lvl 33 mining requirement, decreases with 4% base WE while mining, increases with 6% base WE and 1.25% quality scaling WE while mining
- (Items) Magnifying lens changed to lvl 31 crafting requirement, decreases with 4% DA and 10 CO while crafting, increases with 6% DA and 14 CO while trinketry
- (Items) Shovel axe banned keywords removed, changed to lvl 42 mining requirement, removed woodcutting lvl requirement and attributes, changed to 12% WE, 9% CF, 21% FMF, and 0.5% chance to find a bird nest while mining
- (Items) Lumberjack shirt changed to uncommon rarity
- (Items) Forester's pants changed to rare rarity
- (Items) Flannel shirt changed to epic rarity
- (Job boards) Blackspell Port jobs removed for Rough ethernite, Ethernite, and Silver ruby rings (both)
- (Job boards) Blackspell Port jobs changed quantities for Silver jade ring (Good) to 2, Silver jade ring (Great) to 1, Gold ring (Good) to 3, Gold ring (Great) to 1, Silver ring (Good) to 3, Silver ring (Great) to 1
- (Job boards) Grandfiddich job board replaced Squid jobs (both) with Lobster equivalents and Cooked squid jobs (both) with Cooked lobster equivalents
- (Job boards) Everhaven jobs removed for Rough ethernite and Ethernite
- (Job boards) Everhaven jobs changed quantities for Silver wrentmarine ring (Good) to 2, Silver wrentmarine ring (Great) to 1, Silver ring (Good) to 3, Silver ring (Great) to 1
Fixed
- Fixed that item names were visible in reward listings
- Fixed the double notifications on traveling for activity starts
- Fixes to charts to better align them hourly
- Added a few more failsafes to step loading
- Fixed that if fetching server time fails, the game will throw a fatal error instead of continuing loading
- While away has been refactored to avoid unnecessary expensive UI rebuilds, should be much more performant
Until next time
That's everything for today folks! We're looking forward to publishing this update ASAP, but like said, it can take a big longer in reviews than usual and we don't want to release it on Friday as Android wearables can probably have multiple things that we need to address quickly.
Stay hydrated and keep walking everyone! ❤️

Hello and welcome to DevBlog #69!
We have now finished up the work with Android Wearables, and we have a quite big changelog for the update. Let's dive in!
Android wearables: supported apps

Let's start off with what we have tested personally and what devices we know that are working!
Important note: The most important thing with any wearable device on Android is that your wearable device connects to an app (like Garmin Connect), which syncs your steps from the wearable device itself. Then your app that the steps are synced to (like Garmin Connect) must be able to sync the steps to Health Connect. Health Connect itself doesn't connect to any wearables, instead it just shares the data between different apps. WalkScape uses Health Connect to read your steps from apps like Fitbit and Garmin Connect, and these apps sync your steps from your watch to your phone. Only Samsung is an exception to this, as we have built direct integration with Samsung Health.
Samsung Health & Samsung wearables
For Samsung Health, we had to build our own direct support that uses their Samsung Health Data SDK. Samsung's way of reporting data to Health Connect wouldn't have worked, so this was the only way of supporting Samsung wearables.
To use your Samsung wearables with WalkScape, you just need the Samsung Health app installed on your phone. From step source selection, choosing Samsung Health will use the steps reported by Samsung Health. This includes both your phone and your watch steps.
To sync your steps from your watch, you sometimes need to open Samsung Health and sync the steps. The steps might also come with a delay.
Garmin Connect & Garmin wearables
We have tested Garmin, and it works very similarly to how it works on iOS at the moment. You need to sync your steps from Garmin Connect and have it connected to Health Connect. The steps from Garmin Connect might come with a delay.
Fitbit app & Google Pixel watches
We've also tested Fitbit app & Google Pixel watches. From our testing, these work fine with the Fitbit app. Like with other manufacturers, you sometimes need to open the Fitbit app and sync your steps and have it connected to Health Connect for the steps to count in WalkScape.
Other supported wearables
There are probably other manufacturers, devices and apps that work with WalkScape, but these are all that we have been able to test. We also know for certain that some devices don't work, so let's get to those next!
Android wearables: unsupported apps
Google Fit
Google Fit might work on some instances, but based on our testing it's not great. We might need to ultimately blacklist Google Fit as an option, as it's very unreliable at the moment and can lead into some unexpected behavior.
Mi Fitness & Xiaomi wearables
Mi Fitness does connect to Health Connect, but it doesn't report any steps to that. This is why no Xiaomi devices work with WalkScape. There's also a Reddit thread on this issue
Why build direct integration for Samsung devices? Is it possible that you build it for XYZ manufacturer as well?
Samsung has the biggest market share in Android space (both phones & wearables), so it was important for us to support it - otherwise a lot of people couldn't be using their watches with the game.
Building this support was also relatively easy when it came to Samsung. They have API documentation easily available, and getting access to their SDK is free. This is why we chose to build direct integration with Samsung Health, as the other alternative was not to have it supported at all.
For other manufacturers, like Xiaomi, their market share is quite a lot smaller outside China. And when it comes to Xiaomi, they don't even provide their SDK, so we couldn't build similar thing like we did with Samsung even if we wanted to.
It is very unlikely we will build more direct integrations for specific manufacturers. Samsung is an exception here for the previously mentioned reasons.
Android wearables update release date
Because we had to add a declaration to WalkScape that it reads other apps data (their icon & label), review time for this update can be longer than usual. This is why we are currently estimating that the review will be done this week, but we don't want to release this update just before weekend. That's why the update is likely to hit early next week, hopefully on Monday (22nd of September) if everything goes well and no more problems arise in our internal testing!
Maxchill's notes on the update's content design

Hey, walkers! Maxchill here with a quick commentary on recent content additions (the faction chest/reward/job update before, and skill chest rework now). Consider this to be a content debt clean-up. Those were parts in the game which kinda worked, but could've used some polish, so that's what we decided to do.
Now all the chests in the game are in a good shape, the faction related things are quite filled (still missing extension of tracks, but we'll do it in future when we have more new mechanics available), and in general the existing regions are in a good spot.
You've all probably been getting a lot of new items over the past few updates and don't feel like you have many activities to use them. So we'll be looking to help alleviate that next in the next bits of new content!
We're very hyped about that so stay tuned for all the stuff coming soon to WalkScape! Happy walking!
Full changelogs
Alright, and finally full changelogs for the update! These are fairly long, so buckle in!
Added
- Added Android Wearable support through Health Connect
- Added native support for Samsung Health to support Samsung wearables
- Added package manager to read package name and icons properly on Android
- Added a small note that the 24h highest steps updates with a delay
- Added localizations from community translators
- Character image palette swaps now use caching to improve performance
- While away now works as its own page, which drastically improved performance
- Added support email address to temporary ban notifications
- (Items) Added 14 new items to skill chest loot tables
- (Loot tables) 2 new attribute loot tables added
- (Keywords) Added visible "regional" keyword to 61 applicable items
- (Keywords) Added search keywords for "jarvonia", "syrenthia", "gdte", "trellin", "erdwise", "halfling rebels", and "swamp" to applicable items
- (Job boards) 1 new Kallaheim job, 4 new Everhaven jobs
- (Routes) 2 new routes added
Changed
- Changed the animation curve of While you were away so that it starts fast and ends slow
- (Activities) Wood carving and Ice sculpting activity icons have been updated to reflect changes to carpentry tools for chisels
- (Activities) Ice sculpting now a carpentry activity with carpentry tool and lvl 15 requirement with increased exp
- (Loot tables) Compass trinket moved to money/trinket subtable rarity within agility chests
- (Loot tables) Tough rope removed from agility chests
- (Loot tables) Precise ruler moved to rare subtable rarity within carpentry chests
- (Loot tables) Dull chisel, Protective glasses, Sharp chisel, and Golden chisel removed from carpentry chests
- (Loot tables) Fishing lure and Shiny spinner removed from fishing chests
- (Loot tables) Simple ring, Small sack, Compass trinket, Dull machete, and Sharp machete removed from foraging chests
- (Loot tables) Simple amulet, Steel-toe boots, and Gold pan removed from mining chests
- (Loot tables) Simple hammer removed from smithing chests
- (Loot tables) Golden chisel moved to epic subtable rarity within trinketry chests
- (Loot tables) Lumberjack boots and Shovel axe removed from woodcutting chests
- (Loot tables) Lumberjack shirt moved to uncommon subtable rarity within woodcutting chests
- (Loot tables) Forester's pants moved to rare subtable rarity within woodcutting chests
- (Loot tables) Flannel shirt moved to epic subtable rarity within woodcutting chests
- (Loot tables) Magnifying lens removed from crafting chests
- (Loot tables) Northern spices and Sharp knife removed from cooking chests
- (Loot tables) Northern spices added to sunken chests
- (Loot tables) Erdwise dumpster diving table Miner's magnet replaced with Rough ruby
- (Shops) Small sack added to Kallaheim's Frosty Finds
- (Shops) Dull machete added to Northstar Mercantile
- (Shops) Sharp machete and Sharp knife added to Granfiddich Tool Market Stall
- (Items) Amulet of bat BXP increased to 7%
- (Items) Screwdriver no longer has an Ice sculpting activity requirement for its CO bonus attribute
- (Items) Mining helmet given 2% DR while mining
- (Items) Hand lantern FG increased to 14%
- (Items) Miner's shirt given 7% CF and 12% FMF while mining
- (Items) Running shorts given 5% WE while agility
- (Items) Halfling's feet slippers subtracting steps changed to foraging
- (Items) Log basket inventory space increased to 2
- (Items) Candlehat removed negative WE, given 2% NMC while crafting
- (Items) Chef's leg apron decreases with 8% WE and 12% DR while cooking
- (Items) Heavy axe handle changed to lvl 32 woodcutting requirement, decreases with -32% WE while woodcutting
- (Items) Long spade decrease with -12% WE while foraging
- (Items) Sharp chisel changed to lvl 14 carpentry requirement, decreases with 12% WE, 4% CF, 1.5% NMC while carpentry, increases with 21% WE, 8% CF, 3 BXP while trinketry, decreases with 3% NMC while trinketry
- (Items) Golden chisel changed to epic rarity with lvl 21 trinketry requirement, decreases with 2% DR while carpentry and 4% DR while trinketry, increases with 4% NMC while trinketry, changed finding gold pieces to 7.5% chance to find gold nuggets while carpentry and 20% chance while trinketry
- (Items) Dull chisel changed to lvl 5 trinketry requirement removing carpentry lvl requirement, decreases with 1% DR and 1% NMC while carpentry
- (Items) Cutting board decreases with 4% CF while cooking
- (Items) Precise ruler changed to rare rarity
- (Items) Chisels no longer count as "carpentry tool"
- (Items) 'Rope' material renamed to 'Twine'
- (Items) 'Kelp rope' material renamed to 'Kelp twine'
- (Items) Protective glasses changed to lvl 23 crafting and lvl 12 carpentry requirements, decreases with 12% WE and 5% DR while carpentry, increases with 20% WE while crafting
- (Items) Steel-toe boots changed to lvl 8 mining and lvl 10 smithing requirements, decreases with 4% WE while mining, increases with 6% WE while smithing
- (Items) Tarsilium-toe boots changed to lvl 33 mining requirement, decreases with 4% base WE while mining, increases with 6% base WE and 1.25% quality scaling WE while mining
- (Items) Magnifying lens changed to lvl 31 crafting requirement, decreases with 4% DA and 10 CO while crafting, increases with 6% DA and 14 CO while trinketry
- (Items) Shovel axe banned keywords removed, changed to lvl 42 mining requirement, removed woodcutting lvl requirement and attributes, changed to 12% WE, 9% CF, 21% FMF, and 0.5% chance to find a bird nest while mining
- (Items) Lumberjack shirt changed to uncommon rarity
- (Items) Forester's pants changed to rare rarity
- (Items) Flannel shirt changed to epic rarity
- (Job boards) Blackspell Port jobs removed for Rough ethernite, Ethernite, and Silver ruby rings (both)
- (Job boards) Blackspell Port jobs changed quantities for Silver jade ring (Good) to 2, Silver jade ring (Great) to 1, Gold ring (Good) to 3, Gold ring (Great) to 1, Silver ring (Good) to 3, Silver ring (Great) to 1
- (Job boards) Grandfiddich job board replaced Squid jobs (both) with Lobster equivalents and Cooked squid jobs (both) with Cooked lobster equivalents
- (Job boards) Everhaven jobs removed for Rough ethernite and Ethernite
- (Job boards) Everhaven jobs changed quantities for Silver wrentmarine ring (Good) to 2, Silver wrentmarine ring (Great) to 1, Silver ring (Good) to 3, Silver ring (Great) to 1
Fixed
- Fixed that item names were visible in reward listings
- Fixed the double notifications on traveling for activity starts
- Fixes to charts to better align them hourly
- Added a few more failsafes to step loading
- Fixed that if fetching server time fails, the game will throw a fatal error instead of continuing loading
- While away has been refactored to avoid unnecessary expensive UI rebuilds, should be much more performant
Until next time
That's everything for today folks! We're looking forward to publishing this update ASAP, but like said, it can take a big longer in reviews than usual and we don't want to release it on Friday as Android wearables can probably have multiple things that we need to address quickly.
Stay hydrated and keep walking everyone! ❤️

Hello and welcome to DevBlog #68!
It's Fall again, and things started here in Finland in the classic fashion: as schools started, flu season ramps up and both me and myzozoz got caught by the flu. While myzozoz already recovered and is back to work, I'm still recovering in bed and writing this on my phone. So this DevBlog will be a bit shorter than I had planned, but I'll try to cover the most important bits here!
Android wearables in testing
We have the Android now on testing, and results are looking pretty good! There are a couple issues, especially some UI polish that needs to be done and also trying to find a way to better support Samsung wearables. But other than these two, I'd say it's already looking pretty solid for a first release to the production version of WalkScape. We'll aim to release Android wearable support ASAP once we have polished things a bit, and we'll try to see if there's a better way to support Samsung Health & Samsung wearables.

Recent updates
We also released a couple of updates in the last two weeks, adding new content and a few minor features. We're working on some big stuff right now which will require multiple new systems & probably at least few months until it's ready for release. Announcements in-game was one of the first steps for this, and enabling over-the-air content updates is the second phase, and myzozoz is working on that right now.
My focus in the mean time will be spent on creating new features to the game itself to enable more varied content designs.
Until next time

Alright, that's all for today—I need to get back to resting so hopefully I'll recover from this flu over the weekend 😄 And next week my goal is to polish the Android wearables as much as possible so we could get it released ASAP! And with the flu, my steps for the week are ruined... 😑
Stay hydrated and keep walking everyone! ❤️
Hello and welcome to a quick DevUpdate! We have just released a new update to the game with a small bit of content, QoL feature to help you complete jobs more easily, and a feature for in-game announcements!
Job Browser
This was added so you can see all of the jobs in the game more easily, and quickly withdraw the required items for the jobs. You can also easily see what jobs you can complete based on what items you have in your bank.

In-Game Announcements
Another this we added are the in-game announcements. You'll see a red bubble if there are unread announcements!
We will be using this to notify players of new devblogs, devupdates or server maintenances.

Full changelogs
Added
- Added a bunch of new texts to game loading (to help identify which part people get stuck at)
- Announcements feature finished, you can now find announcements in-game
- Job browser added to the Journal view
- Added new localizations from community translators
- (Items) 1 new item added
- (Activities) 1 new loot table added to an existing activity
- (Loot tables) 1 new loot table added
- (Pfp Options) 1 new pfp option
- (Shops) 1 new pfp option added to Not a Shop
- (Locations) Black Eye Peak ISO art added
Changed
- (Services) Updated Azurazera kitchen name to "Alight Kitchen (Basic)" to fix this for external app tools
- (Items) All Royal troubadour gear now requires doing trinketry to work
- (Items) Lily pad rope no longer gives bonus experience
- (Items) Treasure grabber find chest rate buffed to 0.25%
- (Loot tables) Find basic chests table (treasure grabber) had rusty, coral, and sunken chests removed
Fixed
- Did another fix on server connection issues happening after like 20s into the game
- Fixed the incorrect calculations for agility chests while traveling
- Stop when inventory is full setting is now used properly when starting crafting activity
- Fixed DA on traveling activities like Venture into the bog
- Fixed While Away showing total values on crafting while triggering DR incorrectly
- Fixed notification bubbles on crafting showing incorrect value when triggering DR
- Fixed DA on last travel node triggering a full travel action completion
- Fixed the Lvl. text not having a space after it on localized languages
- Fixed overflowing icons and text on job cards
Hello, and welcome to DevBlog #67! This time, we'll cover details about an update that is coming out soon, and what other things we're working out right now and releasing hopefully quite soon!

New Update Info
Maxchill and Weasel have cooked up quite a big content update, with the main focus being making faction chests more interesting. It also contains a lot of balance changes and other minor additions - full list of the changelog is included below!
We're aiming to release this update on Monday, or in best scenario it might go live even sooner! There are still a few bugs we need to iron out before this update is ready to ship out.

0.3.0-beta+507 - 2025-08-07
Added
- Added Ukrainian language
- Added repeating rewards mechanic for factions
- Added text to faction cards etc. showing how many unclaimed rewards you got
- Added new localizations from translators
- (Job Boards) 11 New Kallaheim Jobs
- (Job Boards) 16 New Azurazera Jobs
- (Job Boards) 11 New Vastalume Jobs
- (Job Boards) 10 New Granfiddich Jobs
- (Job Boards) 29 New Blackspell Jobs
- (Job Boards) 14 New Everhaven Jobs
- (Job Boards) 11 New Halfling Campgrounds Jobs
- (Services) New Azurazera basic kitchen with +10% Cooking BXP
- (Items) 57 new items
- (Recipes) 1 new recipe
- (Loot Tables) 3 new tables added for attributes
- (Loot Tables) Erdwise chest table added
- (Loot Tables) Halfling Rebels chest table added
- (Loot Tables) 2 new items added to 2 different existing loot tables
- (Loot Tables) 1 new item added to 2 different existing loot tables
- (Factions) Added repeating faction chest rewards
- (Rewards Progress) New 150 AP reward
- (Shops) 3 shops had a new item added to their selling inventory
- (Loot Tables) 1 new item added to existing chest loot table
- (Locations) Barbantok location map art added
Changed
- (Items) Memospheres are now droppable
- (Items) Simple ruler renamed to Flimsy ruler
- (Items) Tarsilium-toed boots level requirements reduced to 41 Mining/Smithing
- (Items) Candlehat level requirement reduced to 50 Crafting
- (Items) Hat with a feather level requirement reduced to 50 Foraging
- (Items) Lava cooking pan level requirement reduced to 50 Cooking
- (Items) Der Witt's monocle level requirement reduced to 50 Trinketry
- (Job Boards) Gold pan, Hand lantern, Miner's pants, Miner's shirt jobs moved from Kallaheim to Azurazera Job Board
- (Job Boards) Steel-toe boots job removed from Kallaheim Job Board
- (Job Boards) Log splitter jobs removed from Everhaven and Granfiddich Job Boards
- (Job Boards) Opal x12 and x14 jobs removed from Blackspell Job Board
- (Job Boards) Star pearl x3 and x5 jobs removed from Blackspell Job Board
- (Job Boards) Opal x14 and x16 jobs removed from Everhaven Job Board
- (Job Boards) Both Star pearl x5 jobs removed from Everhaven Job Board
- (Job Boards) Silver and Gold Nugget and Bar jobs removed from Blackspell Job Board
- (Job Boards) Both Adventuring Saw jobs removed from Halfling Campgrounds Job Board
- (Recipes) Trinketry recipes given a 20% XP increase for rings, 100% XP increase for amulets, 250% XP increase for Amulet of the Animal Kingdom
- (Services) Eberhart Mansion Kitchen changed to +5% Cooking WE
- (Items) GDTE chests changed into Trellin chests
- (Items) GDTE map changed into Trellin map
- (Items) Ring of ash now has a 150 Jarvonia rep requirement
- (Items) Pearl amulet changed into Pearl bracelet with 7 global CO, now has a 1 Syrenthia rep requirement
- (Items) Tidal lure fishing lvl requirement lowered to 40, now has a 60 Syrenthia rep requirement, added +5% fishing DA in Syrenthia
- (Items) Shell snatcher find junk attribute has changed to a different loot table
- (Items) Algae ring removed 'while in Syrenthia' requirement, added +4% DR while fishing, now has a 150 Syrenthia rep requirement
- (Items) Flowing pocketwatch changed to -5% step reduction, now has a 150 Erdwise rep requirement
- (Items) Screwdriver adjusted to be lesser equivalent activity actions completed for its bonus attribute unlocks
- (Rewards Progress) Replaced and refreshed faction chest rewards for levels 1-5 on existing factions besides Herbert's and Jarvonia
- (Loot Tables) Jarvonia chest table reworked with new items along rarity tiers, removing all old tier drops except for the Ring of ash and Map of Jarvonia
- (Loot Tables) Syrenthia chest table reworked with new items along rarity tiers, removing all old tier drops except for the Tidal lure, Algae ring, and the now changed Pearl bracelet, which has been moved to the common rarity tier
- (Loot Tables) The now changed Trellin chest table reworked with new items along all tiers, removing all old rarity tier drops except for the now changed Map of Trellin
- (Loot Tables) The find a random piece of junk table (Trash grabber) has had all chests but Rusty (added) and Sunken removed, with their weights increased.
- (Job Boards) Jobs giving GDTE Chests in Trellin and/or gave Trellin rep now give Trellin chests as rewards
- (Job Boards) Jobs giving GDTE Chests in Erdwise and/or gave Erdwise rep now give Erdwise chests as rewards
- (Job Boards) Jobs giving GDTE Chests in Halfling Rebel areas and/or gave Halfling Rebel rep now give Halfling Rebel chests as rewards
Fixed
- Fixed stop when overencumbered not switching for crafting
- Fixed tools in character data exports, now they are listed as tool_1, tool_2, tool_3 etc.
- Fixed memospheres at level 99 showing the XP bar and that you always gain a level
- Fixed that changing crafting filters refresh the listing immediately
- Switched gear set selection UI to use the new bottom modal sheet to help with the lag
- Fixed some UI overflows with the ribbon cards
- Fixed the tool slots in gear set view not showing as green if you meet the level requirement exactly
- Fixed gear sets not updating if searching them and doing edits to them
- (Items) Search on Wanderlust Walkstick no longer includes 'traveling'
- (Items) Hydrilium hatchet, pickaxe, sickle, splitter, and magnet now have level 45 skill requirements for their respective skills in woodcutting, mining, and foraging.
- (Loot tables) Remove unneeded coral chest drop subtables
- (Recipes) Trinketry recipes for Sunstone and Ethernite gold rings have had their XP increased by an additional 35%
Our current short term features in development
Okay, next up what we're currently working on and aiming to release as soon as they're ready and twsted enough!
- Android Wearable support. This has actually been developed already, and we'll begin internal testing on it after this update has been released.
- In-game announcements. Also most of the work on this has already been done with finishing touches remaining to be made. Practically this makes it so we can post devblogs and other announcements inside the game too to keep the players who don't follow our socials more in the loop of what's happening.
- Content related small features & small QoL things!
Until next time
Alrighty, that's all for today! We're looking forward to hopefully share more about Android Wearables on next devblog and get that one released ASAP once it's been tested more. I know a lot of folks have been waiting for it!
Stay hydrated & keep walking everyone ❤️
Hello and welcome to DevBlog #66!
Me and myzozoz came back from vacation this Monday, and got straight to work to fix the most pressing issues that were found during the vacation, and we're releasing it today (changelogs will be posted further down this post!).
Light hearted vacation stuff!
So, as promised, some light hearted content from the vacation!

I spent my vacation solo backpacking and hiking around the Europe, visiting 8 different countries in total. Broke several personal records multiple times on the trip, and in total I walked 423 kilometers and had the biggest stepping month of my entire life (probably).



Changelogs for +506 "Post vacation hotfix"
The update is now in reviews for Google Play and Apple, and will be released ASAP today.
Most importantly: chest roll chance issue has been fixed!
Server side stuff:
- Login issues where in-game login didn't work (and didn't show any error) has been fixed
- BMAC issues have been fixed, supporters from BMAC should now get their supporter status on Portal updated like normal and access to the game. If you supported before the update and haven't still got access, email us at support@walkscape.app
Added
- New localizations from translators
- Coin balance is now shown in character data exports
Changed
- In character data exports, gear is now listed as `slot: item_id` instead of `item_id: slot`
Fixed
- Fixed chest table weights being incorrect for the main table
- Fixed Welcome back screen showing fine item quantities as none
- Fixed Stop when overencumbered not showing up in crafting activity screen
- Fixed that locations unlocked via rumors no longer count for achievements
- Fixed the steps in while away screen starting way too high if you have multiple log events and counting down
- Gear set switches are now listed before activity switches in While away
- Fixed player data export not showing more than one ring if you equip two of the same ones
- Fixed bottom navigation not being fully visible on tiny screens
- Fix to step loading: on the initial loading of the game the player gets thrown out now if the step loading is interrupted
- Fix to step loading: a bunch of minor improvements to account for weird edge cases with the notification drawer and such, where the step loading should now be much more robust to cancel previous loads
- Fix to step loading: should no longer hang with 0 steps with the Connecting
- Consumables should now switch properly when using Travel+1
- Fixed While away item sprites not using the rarity outline colors
- Fixed While away items from attributes not having rarity outlines or outlines overall
- Fixed overflowing texts in While away on very tiny screens
- Changes to activity information to make it more compact & work better on tiny screens
- Fixed the skill name not changing when switching crafting recipes
- Fixed settings to use more consistent button styling
Until next time
Alright, as we just got back from the vacation there isn't much else to share in this devblog. But I can tell that after releasing this update, we'll be moving back to bigger features & content updates. One has already been cooking quite a lot while we were on the vacation. We'll be covering these and the progress on bigger updates in the following devblogs!

Hello!
We released Travel + 1 and a bunch more this week in our update, and also released a hotfix fixing some issues people found from the new update. We've also cooked up one more update coming with a few pieces of new content, and a bunch of bugs that the community found fixed. And it adds the isometric maps Maxchill has been working on to the game!
IMPORTANT NOTE: Our customer support email has changed to support@walkscape.app. We've developed admin tools so that Weasel and maxchill can solve some customer support cases even during the vacation, and they'll be reading the new support email inbox!
Summer vacation
As stated in the previous development blog, we'll be on annual summer vacation this year. The vacation starts on 12th of July and ends on 3rd of August! During this time, we'll not be releasing development blogs as usual (or if there's going to be one, it'll be a light hearted one about what we've been doing on the vacation). Also, customer support will be very limited, but we've added new admin tools for Weasel and maxchill so they can help with most common support cases. Our support related email address has changed to support@walkscape.app.
Gear tool created by community member fala
Our community member who is behind https://map.walkscape.app/ has created a new web tool to make creating gear sets and exporting those to the game easier! You can access this tool at https://gear.walkscape.app/!
The tool allows you to add the gear that you own, and make + optimize your gear against different activities in the game while also showing you all kinds of info on probability of drops and more.
If you'd like to support fala's hard work on these community tools, you can support him on his Buy Me a Coffee by offering some hard earned caffeine!
New intern at Not a Cult!
We also have a Summer intern working at Not a Cult for couple of months, Arth!
Hi, my name is Arthur, I don't have a strong internet presence but I usually go by nickname Arth (very creative, I know). I am currently an intern and will be working with Not a Cult for the next two months. I’m studying for a bachelor's degree in video game design and graphics, in this course I learn about nearly everything related to the video game industry - marketing, programing and design, the last thing is what I am interested the most, specifically, drawing. I’m an artist, and in my free time, I usually create classical art, meaning I draw on paper with pencil. However, recently I’ve been working to expand my skills, and I’ve started exploring digital art.
I owe my internship at this company to maxchill, the artist at Not a Cult, who recommended me for this position after finding my “resume” on one of the forums. We’re both from Latvia, and he shared with me his passion for helping others gain experience in the industry - especially considering that there are limited opportunities for aspiring artists here. I’m grateful to maxchill and everyone at Not a Cult for giving me this opportunity.
As I mentioned, I likely won’t be here for long, since I'm just an intern for a set period of time. However, during my stay, I’ll work hard to gain as much knowledge and as many skills as possible and hopefully by the end of my internship, some of my work will make it into the game. I’m looking forward to spending time with this friendly team and receiving feedback from the community on my future work.
- Arth

Small update going live tomorrow!
We have an update going live tomorrow, and the current changelogs are as follows (might still get expanded a bit tomorrow!)
Added
- Isometric location maps are now visible at locations that have them, replacing the AI generated art! Old parallax art is still shown in places that don't have the new isometric location art
- All factions and their reputations (+ reputation reward tracks) are now visible from Character page
- Rumors now also unlock visibility for locations that you've heard something about, but haven't visited yet
- (Guide Tips) 4 new guide tips
- (Items) 2 new items
- (Loot Tables) 1 new loot tabl
- (Achievements) 2 new normal difficulty achievements,
- (PFP Options) 3 new PFP options added
Changed
- (Activities) 1 loot table added to existing activity
- (Shops) adjusted golden skydisc price
- (Shops) 1 new item added to Jarvojoy shop
- (Achievements) We need to go deeper achievement changed to normal difficulty
- (Rumors) 1 new rumor created from an existing rumor and the existing reworked to fit better
Fixed
- Fixed overflowing attribute text
- Fixed consumable consumed notification bubble always showing the fine text
- Fixed scrolling down the list in gear set selection for the queue
- Fixed consumables not switching properly while switching activities
- Items from double rewards in the foreground notification bubbles now combine with those that come from procs
- Fixed the non matching welcome back activity rewards vs. inventory
- Fine rewards are now shown in their own separate message like previously
- Items in while you were away now show the total in the +x, and from Double Rewards just how many of those were from double rewards etc.
- Made the actions completed more clear that it refers to actions completed
- In the new activity selection UI, visibility requirements are now also checked
- Fixed that crafting qualities were not tracked for WalkPedia
- Fixed consumable view not showing the action calculation
- (Items) Reduced The Kake's Walking Stick value
Until next time
That's all for today!
Thanks to all of our players providing us with quick feedback on the most pressing issues that the new update had - with this update that's going live, we've managed to fix most of them! Our priority was that we can fix as many bugs before heading of to the vacation, and I'm quite glad with the progress we made, while also adding a few small additions to the game!
Keep walking, and stay hydrated!
Hello!
We are releasing +496 "Travel + 1 update" today, and it has some pretty big changelogs!
As a reminder, our Summer vacation is starting this week. We have time for one or two hotfixes before heading off to vacation, which is why it was important to have this released at the start of the week. There are probably some new bugs introduced in this update, but we tried to do our best with testing even though time was quite limited! We will also try to get as many of the new high priority bugs fixed as possible before the vacation starts.
We estimate that the maintenance will take one more hour, so it'll end around 15:00 UTC+0!
Travel +1 update changelogs
Added
- Added rumors mechanic to the game where you can unlock WalkPedia entries from NPCs and get some nice tips!
- Major server rework
- Locations now show how many people are in the location
- Activities now show how many people in the location is doing certain activity
- Major activity rework
- Added Travel + 1 mechanic
- Added that you can queue multiple travel actions
- Added that you can queue gear set swaps
- Added that you can queue an activity to start at the end of your queued up travel actions
- Added a new Activity & Travel selection UIs. In the new UI, you can also see collectibles on activities that you haven't yet found. This UI is to replace the old UI for activity selection as well, but it's not still used everywhere!
- Added character name to be visible in Profile Page
- Character XP and steps required for character level ups are visible in Profile Page
- Game version is now also visible in Game Settings
- Added a new setting to show a warning before claiming skill XP rewards
- Added a show button to password in login form
- Added a setting to hide tip of the day
- Added tip of the day to the game, showing you a small tip each day about the game
- Added a bunch of new information to be shown in "While you were away" screen (activities completed, from which sources you got your drops, activty switches, proc data on items gained, info on gear switches, info on consumables consumed, etc.)
- New localizations from community translators
- (Achievements) 1 new PFP Option reward for Arctic Explorer achievement
- (Activities) 1 new activity
- (Buildings) 2 new buildings
- (Characters) 3 new NPCs
- (Guide) 16 new daily tips
- (Items) 6 new items
- (Items) 2 new supporter items
- (Location Maps) 14 new location maps (isometric location maps, still unfinished feature so not in the production version yet)
- (Loot Tables) 3 new loot tables
- (Loot Tables) 1 new loot table for an item attribute
- (PFP Options) 2 new back accessory pfp options
- (PFP Options) 1 new headwear pfp option
- (PFP Options) 2 new hairstyles
- (Recipes) 1 new recipe added
- (Rewards Progress) 5 new levels of rewards for Jarvonia faction
- (Rumors) 51 new rumors
- (Shops) 1 new headwear added to NaC shop
- (Shops) 1 new shop added for new building
Changes
- No current activity selected UI reworked a bit, and now also shows crafting for more clarity on it
- (Buildings) Changed NPC owner for Tool Stall
- (Characters) Bert changed his look after the new NPC copied his style
- (Icons) Updated Icons for Find AG Tokens and Find Money
- (Items) Added quality attribute for Normal crafts of items that were upgrades from looted items
- (Locations) 1 new building and 1 new activity added to Azurazera
- (Locations) 1 new building with its new shop added to Winter Wave Glacier
- (Locations) 14 new iso map links
- (Loot Tables) 1 new item added to a loot table
- (Rewards Progress) 5 existing levels of rewards for Jarvonia rep have had their region chests adjusted to match the level (impacted ones have been reset)
Fixed
- Multiple hardcoded strings that were reported fixed and now translateable
- Fixed compass bug
- Fixed a lot of overflowing texts in different UIs
- A lot of fixes to steps graphs & while you were away not always showing up correctly
- A few fixes done to step loading to add more failsafes on that
- Search functions in the game now use the chosen localization and can also search always in English too
- Fixed eye accessory not switching properly in character creation
- A lot of small UI fixes to make things more compact & easier to read in several places
- Removed "autocorrect" from search fields in the game
- Added a lot more padding to bank view
- Achievement completion and reward chips are now inside the cards in the achievements UI

Hello, and welcome again to WalkScape dev blog! This time we got two new features to showcase that we've been working on, and we will be covering a bunch of other relevant things as well!
Travel + 1

Finally! This feature has been talked about quite often, and now I finally had the good opportunity to get to it and finish it.
Creating Travel + 1 meant that I needed to rework the entire current activity system, so once it goes live, all current activities will be cancelled and you won't get the steps from those returned as saved steps! This was quite a bit of work to basically recreate the way activities work from scratch, but as a bonus the new system is a lot more flexible in terms of what we can do with activities.

The first iteration of Travel + 1 will include the following:
- You can queue travels, including more than one. This makes it possible for you to queue up for instance travel to Port Skildar, then to Vastalume, and for Port Skildar to Vastalume, make it switch to diving gear.
- You can queue activities. With activities, you can also queue up a gear set switch before the activity starts. After queued activity, you can't queue more things.
- You can have 3 things queued up (basically right now travel, travel, start activity).

Future plans for Travel + 1 includes:
- Queuing up crafting recipes. These likely won't be limited similarly to regular activities, meaning you can queue up more than the current limit of 3 things.
- Queuing up withdrawing gear sets. If your queued up travel route goes through a bank, this is something you often would like to do.
- Queuing up depositing "unlocked items" if your queued travel route goes through a bank. This is first on my list of priorities, as it's simplest to implement and would be helpful outside of Travel + 1 too. Basically you can mark items in your inventory locked, and anything that isn't locked can be deposited by a single action.

Rumours

This is a smaller feature, meant to provide better early game experience and also to work as a bridge between some of the more "hidden" stuff in the game that we have currently. The button for this actually did exist in the game already way back, and now it's back as we now have good ideas for rumors and how they should work in the game!
NPCs that can give you rumours now have the Rumours button shown as one of their options. Pressing that will show you the rumours. Many rumours even unlock you WalkPedia entries, which will be shown differently if you've only unlocked them through the rumour but you haven't interacted with it yet. If you have a WalkPedia entry that you have heard rumours of, the rumours will be also shown there permanently to give you more context about the entry.

Quests naturally will be an even better system to guide the players forward, but we're hoping that this will also help newcomers and long-time players to discover new content more easily.



Step graphs issues
There is still an issue with steps graphs, where sometimes your graph data isn't properly sent to the server. We've now identified this issue, but as I've been focusing on the new features for the last couple of weeks, I haven't got to fix it yet. The steps in the game are counting like they should, so it's more of a visual issue. I will however get back to this issue and other bugs once we have finished Travel + 1 and Rumors, and my goal is to have this issue and the other minor things that have popped up released before our summer vacation.
Other things & summer vacation!
Myzozoz has also been working on server side stuff a lot, and we will be releasing these changes very soon as well. Main things about servers include the following:
- We now have a new server, which serves only Portal, authentication and 3rd party bots & applications. We have included some improvements to the new server when it comes to 3rd party developers and things like Herbert Discord bot. This also means that the game server will be under significantly less load as it now only serves the game.
- The game server now encrypts all of its messages between the client and the server. This will provide much more security for your data against Man-in-the-middle attacks. We have already had this for everything that consists any account information, but we've extended it further so that all communications are now encrypted.
- We've developed some new endpoints for 3rd party developers, such as census API.
Other smaller things apart from server that we're currently working on:
- Another content update, aiming to release it before summer vacation as well.
- New UI improvements & performance improvements.
- More fixes to bugs that have been reported by Closed Beta players.
Our summer vacation is starting on 12th of July and ends on 3rd of August. We will cover this more in the next devblog before vacation (10th of July). Long story short, this is the first year we are legally as a company required to hold a proper summer vacations for the employees (which is a good thing!). We decided to all have the vacations at the same time, so after it's over we're back at full capacity. However this means that there will be no one at the office during the summer vacation. That also means that on 24th of July there might be no dev blog, or if there's one it's going to be a light hearted one where we'll share some vacation pictures. Also on 7th of August we might not have much to share in the devblog, as we've just returned back from the vacation. There also will be no customer service during these three weeks, other than in emergency situations. Maxchill and Weasel might be active on some days during the three weeks at Discord and helping out people there.
Until next time
That's all for today! Our short term goal now is to have as many things as possible released before the vacation starts, so people will have new things to discover during those three weeks! After the vacation is over and our batteries are recharged from having some long needed time off from work, we'll be moving to some big and exciting new features once again!
Also thanks for all the supporters, both new and old! With the pricing changes & giving instant access always to supporters, we've now seen a steady increase in our Patreon and Buy Me a Coffee even after the wave was over. It's still too early to say if it'll stay that way, but if this trend stays we are reaching a point in few months where we would be able to hire another developer which would help us to speed things up.
Stay hydrated everyone, and keep walking!
Hello, short development update!
Server issues
Yesterday, our changes to how steps graphs are synced with the server caused our servers to melt down, as we had some unoptimized database calls. Now these calls server side have been updated and optimized, and graphs should be working in-game again - especially with the +485 version which improves things further. Hopefully, now we're finally reaching stable state with the new graphs implementation.
Almost right after I got the our servers fixed, Cloudflare had a world wide outage on many of its services, which caused our database provider Supabase also to go down for a couple of hours. This has resulted in some people losing steps during the outage if you tried opening the game while our database was down entirely.
Hotfix +485
Fixed
- Fixed the status bar icons being too dark
- Fixed steps graph related things, should now update more responsively after first synchronization
- Fixed iOS defaulting to phone on client updates, should now not switch back to phone
- Fixed long item names not wrapping to two lines if needed in WalkPedia item listing

Hello, and welcome to another WalkScape development blog! This time, we're releasing another content update, while also introducing some fixes to issues people have been having - hopefully fixing some of them now for good! This devblog will be a shorter one than usually, focusing mainly on the new update.
maxchill's comment on the new content update
Hello, dear walkers, a word from maxchill here on intentions behind the changes Adventurers Guild Shop items, AG Chests, and Skill Chests. Let's start with AG shop items - Bert's Super-Skis and Seth's Swamp Compass. Their price has been reduced to 750 AG tokens, and their rarity dropped to Epic. We realised our oversight with their pricing upon adding them, and due to their regional nature decided to reduce their price significantly and also change the rarity. Amongst the changes we also added a price reduction to Cape of the Trailblazer to make it more accessible to low-medium steppers.
The loot of AG chest has been updated by adding gathering/agility skill memospheres and several useful consumables. They've been added to the coal/scrap loot section, so the new items shouldn't change the chances of getting the rare/epic gear items that many are after. Mainly the change is done to eliminate the coal/scrap only chests (they might still very rarely pop up) and make acquiring them a less frustrating experience.
Changes to Skill chests include two things. The minor one is that drop rates of memospheres has been increased and the chests now have chance to drop trinkets which are used for crafting amulets with Trinketry skill. The memosphere drop rate increase hopefully will make people get full stacks of them more reliably and able to consume them in larger quanitities for more satisfiying exp boost.
Intention of adding trinkets to skill chests is something that should be appealing to both new and experienced players. They will now serve as motivation to open chest stacks for those who have all the desired items from skill chests, and for new players it might become a new goal of crafting an amulet from their newfound trinket. Even when not farming trinkets directly, you will now be able to get few trinkets now and then from chests and interact with Trinketry amulet crafting which is quite exciting experience.
Also wanted to mention that finally we have added an item that's been submitted by one of our cult supporters to the game. Not going to tell you anything more, but we are dedicated to start adding the submitted items more regularly moving forward.
Changelogs on +482 update "Adventurers' Guild improvements"
Added
- Added rendering for Cult Leader item credits
- Added a new option into settings to see step counting source selection in the main activity view
- Added new translations made by community translators
- (Items) +1 Item
- (Loot Table) +1 Item added to an activity loot table
- (PFP Options) +1 New PFP Option for each body type with 2 variants
- (Shops) +1 New PFP Option added to NaC Shop
- (Loot Tables) +1 Item added to nearly all skill chests
- (Loot Tables) +11 Items added to the main table of AG chests
Changed
- (Loot Tables) Increased chances and quantities of memospheres in each skill chest
- (Loot Tables) Reduced chances of scrap in AG chests
- (Items) Item rarities changed to epic for Bert's Super-Skis and Seth's Swamp Compass
- (Shops) Cape of the Trailblazer price reduced to 2500 tokens
- (Shops) Bert's Super-Skis price reduced to 750 tokens
- (Shops) Seth's Swamp Compass price reduced to 750 tokens
Fixed
- A few fixes to step graphs, making them update more frequently from server-side, making them more responsive. Won't entirely fix them, but improves them quite a bit
- A lot of fixes to iOS changing to phone as a source when it shouldn't
- Fixed WalkPedia not using text tags
- Fixed mud pie causing infinity on actions required
- Fixed 0 and negative XP values showing properly
- (PFP Options) Several PFP Options being available at character creation that are supposed to be purchased
Next few steps
For the time being, while I tried improving the issues still happening with the steps graphs, they're still not always correct or updating immediately after opening the game. My focus in the next couple of weeks is to fix those and then move to work on some exciting features, while adding small bits of QoL whenever I have a bit of time to do that.
Myzozoz is currently working on server side improvements, which we're aiming to release in the next couple of weeks as well.
Content team, Weasel and maxchill, are already moving to work on some new exciting content additions!
Until next time
Okay, that's all for today!
As a reminder, anyone supporting the game will now always gain immediate access to the Closed Beta and the pricing changes have been made to Patreon and Buy Me a Coffee like stated before the Wave 4 started. Wave 4 also ended on last Sunday (8th of June).
We've also enabled annual support option on Patreon.
Keep walking, and stay hydrated everyone! ❤️
Hello!
Today, even though it is Saturday, we are releasing content aimed for new players to improve their experience around Disenchanted Forest a bit!
Changelogs for +479
Added
- (PFP Options) +1 New PFP Option for each body type
- (Shops) +1 New PFP Option Group added to NaC Shop
- (Loot tables) Rusty chest drop (1/200)
- (Activities) +2 Activities
- (Factions) +1 Sub-Faction
- (Items) +1 Chest
- (Items) +5 Loot Items
- (Job Boards) +1 Job Board
- (Locations) +1 Location
- (Loot Tables) +1 Loot Table for chest loot
- (Routes) +3 Routes for new location
Changed
- (Activities) Removed visibility requirements on some movement activities (Explore Bog Bottom, Explore Underwater Cave, Venture Into the Hideout, and Venture Into the Woods)
- (Activities) Pacing changes and rebalancing to almost all lvl 1 - 10 activities with 5 additional Steps and 10-20% less XP (Search Team, Classic Skiing, Jarvonia Skydisc Course, Mountain Climbing, Sandcastle Building, Wood Carving, Soup Kitchen Volunteering, Sea Fishing (Net), Lake Fishing, Forest Foraging, Litter Looting, Plains Foraging, Mine Copper Ore, Stone Quarrying, Surface Salt Mining, Mine Tin Ore, Branch Trimming, Cut Birch Trees, and Cut Pine Trees)
- (Locations) Added new Sub-Faction to existing affected locations (BoW and DF)
- (Locations) Added new Job Board (to DF)
- (Locations) Removed Salt Mining from BoW
- (Loot Tables) Removed Fishbone and Sea Shell from Surface Salt Mining Table
- (Recipes) Sword and Shield levels required and XP rewards
Hello!
Another update, this time focusing fixing some critical and smaller issues.
Changelogs for +478
Added
- Improved the way total stats are being listed, including the 24H highest steps one
- Crafting materials can now also been pressed in crafting view to open their info sheet
- Included new translations from community translators
Fixed
- Fixed steps not loading issue
- Fixed eye accessories changing to default variant
- Fixed texts where they overflowed
- Fixed sprite alignment on crafting material dropdown
- Fixed supplementary layer hair colors being wrong in leaderboards images
- Fixed consumable selection screen not being fully scrollable on tiny screens
- Removed the bank money from inventory view