Uploaded January 2024 | Updated September 2026, 3 weeks ago
We're making good progress with the Saga!*
Lately we've been working on the yearlings -- the pups who survived their first year of life and now are helping raise the new pups of the year (whenever they're not playing or getting distracted). Even at 13-15 months of age, they're still very puppyish, even though they're physically approaching adult-wolf size.
I know there are a lot of questions about yearlings, so let’s answer a few of them:
1) Once you've got some yearlings in your pack, how do you tell them what to do? The short answer is: you don't. Just as with your mate, you can go up to any of them and whine to invite them to hunt -- but they have minds, preferences, and personalities of their own. Typically, females are more likely to stay at the homesite and males are more likely to go hunting -- though certainly an individual can have a different preference. Packmates are more likely to stick with their best friend (using the new fondness feature between packmates). And you'll see packmates whine at another wolf to invite them to go hunting -- sometimes they may invite you, and sometimes they may not, but either way you can join them if you want.
2) Similarly, when it's time for some wolves to go hunting, yearlings are more likely than older wolves to stay with the pups, since they're not great at hunting yet. They lack an adult's strength and skill. So don't expect to be able to sit back and make all your packmates do all the work. In fact, marking territory is generally the responsibility of the pack leaders. They're the only ones who do raised leg urination. Everybody else can pee and howl, of course, which helps a bit, but territory is the leader's job.
3) So then, you might ask, can we find some dispersal wolves and invite them to join our pack, so we can delegate the work to them? Sorry, no. While that does occasionally happen, it's usually when the pack needs a new breeder (packs are families, not an aggregation of unrelated wolves).
4) The way to expand your pack is by having pups, and playing through the years. A good percentage of pups won't survive to become yearlings. But it only takes a few years to get a multi-generational pack. In Yellowstone, packs tend to have 6-12 wolves. Sometimes they get bigger (though the famous examples like the Druid pack with 37 wolves, was a quirk from wolf reintroduction, before wolf and elk populations stabilized). We'll definitely have a cap on pack size, since it just gets awkward to have so many NPC wolves in your pack (along with performance impacts of so many NPC AIs running at full bore)
Tommi has the yearlings working pretty well, generally, and so we've also been working on gameplay balance. For example, while yearlings do help out with daily work, it's limited. At a carcass, they can eat extra food to regurgitate for the pups, but as much as adults, since they still need most of that food for their own development.
So: good progress, but still lots to do before the Saga is ready to release! We'll share more as we go, so stay tuned!
* The upcoming WolfQuest Saga is "the rest of the game." Your pups will continue to grow into the fall and beyond, learning to hunt under your supervision, and then becoming yearlings when next year's pups are born. Time will continue progressing through the years until you die. The Saga is currently in development but we do not have a release date for it.
___________________
The WolfQuest saga will continue! Stay tuned for more news in upcoming devblogs about it and other new features!
Once the game is completed on PC/Mac, we will consider porting the game to other platforms.
We do not announce specific release dates. We will release them when they are ready.
We're making good progress with the Saga!*
Lately we've been working on the yearlings -- the pups who survived their first year of life and now are helping raise the new pups of the year (whenever they're not playing or getting distracted). Even at 13-15 months of age, they're still very puppyish, even though they're physically approaching adult-wolf size.
I know there are a lot of questions about yearlings, so let’s answer a few of them:
1) Once you've got some yearlings in your pack, how do you tell them what to do? The short answer is: you don't. Just as with your mate, you can go up to any of them and whine to invite them to hunt -- but they have minds, preferences, and personalities of their own. Typically, females are more likely to stay at the homesite and males are more likely to go hunting -- though certainly an individual can have a different preference. Packmates are more likely to stick with their best friend (using the new fondness feature between packmates). And you'll see packmates whine at another wolf to invite them to go hunting -- sometimes they may invite you, and sometimes they may not, but either way you can join them if you want.
2) Similarly, when it's time for some wolves to go hunting, yearlings are more likely than older wolves to stay with the pups, since they're not great at hunting yet. They lack an adult's strength and skill. So don't expect to be able to sit back and make all your packmates do all the work. In fact, marking territory is generally the responsibility of the pack leaders. They're the only ones who do raised leg urination. Everybody else can pee and howl, of course, which helps a bit, but territory is the leader's job.
3) So then, you might ask, can we find some dispersal wolves and invite them to join our pack, so we can delegate the work to them? Sorry, no. While that does occasionally happen, it's usually when the pack needs a new breeder (packs are families, not an aggregation of unrelated wolves).
4) The way to expand your pack is by having pups, and playing through the years. A good percentage of pups won't survive to become yearlings. But it only takes a few years to get a multi-generational pack. In Yellowstone, packs tend to have 6-12 wolves. Sometimes they get bigger (though the famous examples like the Druid pack with 37 wolves, was a quirk from wolf reintroduction, before wolf and elk populations stabilized). We'll definitely have a cap on pack size, since it just gets awkward to have so many NPC wolves in your pack (along with performance impacts of so many NPC AIs running at full bore)
Tommi has the yearlings working pretty well, generally, and so we've also been working on gameplay balance. For example, while yearlings do help out with daily work, it's limited. At a carcass, they can eat extra food to regurgitate for the pups, but as much as adults, since they still need most of that food for their own development.
So: good progress, but still lots to do before the Saga is ready to release! We'll share more as we go, so stay tuned!
* The upcoming WolfQuest Saga is "the rest of the game." Your pups will continue to grow into the fall and beyond, learning to hunt under your supervision, and then becoming yearlings when next year's pups are born. Time will continue progressing through the years until you die. The Saga is currently in development but we do not have a release date for it.
___________________
The WolfQuest saga will continue! Stay tuned for more news in upcoming devblogs about it and other new features!
Once the game is completed on PC/Mac, we will consider porting the game to other platforms.
We do not announce specific release dates. We will release them when they are ready.





![WolfQuest Saga in Public Beta!
The WolfQuest Saga is now in public beta on Steam! See instructions at bottom of this post for instructions on how to switch to the public beta branch. If youd rather wait until the full release, thats fine, it wont be too long!
But first, a couple things:
The Saga is in good shape, but theres a chance that it might break an existing save or family tree, so please make a backup of your User Files folder. Just copy and paste the whole folder onto your desktop or wherever you like.
* Windows: Documents/My Games/Wolf Quest Anniversary/User Files
* Mac: [YourUserDirectory]/Wolf Quest Anniversary/User Files
Now most important: Treat the Saga like its a new game! While much of the game is the same, the Saga brings many changer to existing gameplay and features, along with the new Saga quests and gameplay. Dont assume that everything works exactly how it did before. Please peruse the Game Help (now available in the main menu of the game), especially the new About the Saga section. Its pretty long, but if youre wondering if something youre seeing in the game is a bug or intentional, thats a good place to check. The Game Help is also much improved in general, with better entries about various gameplay features.
Similarly, even if you have logged hundreds of hours logged in the game, be sure to enable Tutorials and Common Notifications in Game Settings, as those will give you important information when you reach something thats new or different.
Now a few tips about Saga gameplay:
* You really want to prioritize your wolfs health. Without good health, everything else becomes much harder, including keeping your pups and packmates alive and healthy.
* Your yearlings and subordinates are not duplicates of your mate. They wont help much with marking territory (thats the job of the pack leaders). They will help hunt, but if they see enough other wolves taking on the risks, theyre happy to freeride and get an easy meal without taking damage.
* Your packmates will eat reguritant if theyre hungry, but theyll wait until the pups of the year have mostly filled up. Theyre pretty polite about that, but not totally polite.
* Sickness and low health is extra dangerous for pups now. Sick pups move slowly, as do pups with low health theyre not speedy if you woof them into the den during a pup raid, and can be picked off by predators more easily.
* Dont expect all of your pups to survive, even on Easy difficulty. Thats not the way of the wild.
* If you come across a bug, please do use the in-game Bug Reporter! And pleeease give us a lot of details, dont just say mate isnt working right tell us what you were doing, whats happening, and what you expected to happen.
* You can load a saved game in Loaf at Rendezvous Site or Endless Summer quests and carry on into the Saga quests but its not a bad idea to start a new game to try out the Saga, and we dont recommend playing on Accurate difficulty this first time either. (And if you do, expect that things can get hairy.)
So there it is! The Saga is in public beta, on Steam. If youre interested, check it out!
TO GET THE BETA BUILD
1) In the Steam app, go to your Library, then right-click on the WolfQuest: AE name in the left column and choose Properties.
2) Then go to the Betas tab and select the WQ current Beta option in the pulldown. No password is necessary. Steam should then start downloading it. Later you can switch back to the public version in that Betas tab, by selecting NONE in that pulldown. WolfQuest Saga in Public Beta!](https://i.ytimg.com/vi/MABHHkezMdk/mqdefault.jpg)

![Three New Things in Public Beta 1.1.1g
Weve got a new public beta out on Steam and, along with the usual variety of bugfixes and minor improvements, it has three notable new things:
1) In multiplayer games, you can now move between Yellowstone maps (currently Amethyst Mountain and Slough Creek) whenever you dont have pups, same as in single-player. Run to a section of border with the To [Map Name] label and youll be asked if you want to move (using the procedures of either Host Decides or Majority Rules).
2) The devblog a few weeks ago talked about how, among real wolves, males are more likely to disperse to find a mate, while females are more likely to stay in their natal (family) pack. We have added this behavior to the game. So now, when looking for a mate, youll find more males in the dispersal groups, and more females interested in courtship in rival packs. To make it easier to find a prospective mate, weve also added some visual clues: a red heart icon indicates courtable wolves on the compass (when they howl back) and on the Scent View panel.
3) For several years now, NPCs in the game (rival wolves, dispersal wolves, and grown-up pups) have sometimes had an NPC Coat a coat that is not available to players in Wolf Customization, so its restricted to those NPCs. Weve decided to open these up by making them unlockable. So now, if you raise a pup who has one of these coats, when you make them a playable adult wolf (in the Family Tree), the coat is unlocked so you can select it for your own wolves. This is not retroactive, so it will only occur in new games (in this beta and then the v1.1.1g patch release) that you start fresh. (Note that we have some cheat prevention code in there so you cant trade wolves with the coat. You must start a new game (or jump ahead to next year) and raise the pup on the same computer. After the Family Tree snapshot is generated and the coat is unlocked, its then registered to your WolfQuest account – so itll remain unlocked if you get a new computer. If you dont have a game account, itll remain unlocked on that computer.)
See what else is new and improved in the beta notes on Steam.
This public beta is available on Steam now for Mac and Windows.
The WolfQuest saga will continue! Stay tuned for more news in upcoming devblogs about it and other new features!
Once the game is completed on PC/Mac, we will consider porting the game to other platforms.
We do not announce specific release dates. We will release them when they are ready. Three New Things in Public Beta 1.1.1g](https://i.ytimg.com/vi/MNyv0XCNS6s/mqdefault.jpg)


