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Welcome all!

The Member tier testing build for December is ready for you.

Please read this post for the changelog.

MEGA (Classic direct download link ~14Gb)GoFile (Classic direct download link ~14Gb)

MEGA (Link to Wild Life Game Launcher)

GoFile ( Link to Wild Life Game Launcher)

If the first startup of the launcher triggers a 'Windows protected your PC' message, click 'More info' and 'Run anyway ' .

The Wild Life launcher will take care of downloading from a custom server for you. This still doesn't include patching as we aren't quite there with that system yet, but it will download from a custom server so you don't have to deal with different confusing file hosts and their limitations anymore. Our goal is to run the entire build distribution via the launcher someday.

Enjoy :)-Wild Life Team

Files

2023.12.08_Shipping_Test_Build_1.zip

6 downloads

Comments

Sarif

I would like to get on the subject of combat and movement in general in this comment. The ranged combat in the game is _fine_ - nothing spectacular, but neither anything I can really complain about it, as it is clearly not the main draw of the game. The melee however, can get a bit wonky when you're fighting against more than one enemy. I mean, the enemies just swarm you, with no attempt to flank or anything, or even attempt to find cover when you're attacking them from range or keep lower profile when under fire. The sword animations are surprisingly good looking; very "arcade" feel, but with the swing effects and everything, it looks good. Also, I would like to suggest that you speed up the movement speed of the feral Kerpali, because they look to be moving far, far too slow for something of their stature or for something that can naturally run on all four limbs; it takes away some of the urgency of taking them out fast at range when they're that slow. The animation on them looks fine, but the distance they travel seem short in comparison to their running animation. The lock-on mechanism is functional, but I would suggest you add a little customization for those who would like to have the camera move a little further away from the player character when it is active - because to me the lock-on narrowed my field of view by unnecessary amount when in close combat. If this was done as a way to try and simulate actual CQC, then its fine, but somehow I doubt that was the goal for it. Just my opinion on the matter. Movement in general is good and jumping into sudden sprints feels quite smooth and works as a good way to get out of large groups of enemies quickly. Flying feels good and whenever you modify it, it always seems like it has somehow improved. Also, on the ranged combat testing range, I noticed that if you stop on the Ceramic surface, you don't make a sound on it when you start moving again. And sometimes, when you start moving and turn at the same time - regardless of the surface - it sounds like you're walking on sand. Also, why do you have sounds for walking on flesh? The sounds you have when the player walks on the "flesh" surface sounds like you're walking in a ditch or a sewer canal. There also seems to be odd delays when you start moving and when the sound of movement starts. In fact, quite a few of the surface sounds don't sound quite right, now that I really went through them all. Am I assuming correctly if I say that they're just placeholders for now? If so, then you can ignore most of what I just complained about the sounds. ...and then there is the grappling hook. Uh, what can I say? It's...a thing? The way you transition from aiming the grappling hook to firing it and just suddenly being whisked away like a leaf in the wind feels really, really janky. I mean, the player character feels almost weightless with how fast and linearly he's being pulled up. And while the game is not trying to be realistic - I do realize that - the sudden movement from 0 to 100 makes the whole animation feel cheap. There should be at least some acceleration going on for it to look organic. Everything else in the game looks good - or at least going towards good direction - so I won't go into them here, as this comment has become quite bloated as it is. Anyways, I wish to congratulate you on how far you've brought this game and have to say I can't wait to see it finalized. Because I'll be amazed if other games of this nature will not be compared to this one in the future - this one will be a measuring post for the rest to compare themselves to.

SNAK3EY3S12

I have a question about the release date on steam it says “coming soon” but how soon? 2024 or 2025 because from what I see on your update builds the game looks like it’s not even close to being ready. Unless these builds are just for fun and to check out random things y’all are working on. Just curious if you have a planned release date in mind

Marco Fiasko

Good one but i like to have more futa improvements. No kerpali- futa jet. The world looks pretty good at this point. I wish the user could switch between the 3 penis sizes for the charakters. Pretty good and unique job guys. Please go on.

Velias

Seems like this build is tending to downgrade the graphics on its own randomly more then the previous ones Usually it took around 5+ chars for the graphics to start getting fucked up now it seems like 3 is enough Am I the only one with this issue or Also Im running a decent PC so I dont think that the specs should be an issue

Adeptus Steve

Yea the game definitely needs more work, release is likely to happen in 2025.

Adeptus Steve

Whats your GPU? We definitely have an issue with Vram filling up way too fast.

Velias

Nvidia Geforce RTX 3070Ti

Vedixsz

The game crashes for me whenever I try to customise character/Inventory in sandbox. As soon as I press "I" the game freezes and about a minute later CTD.