Wild Indigo Ranch

Wild Indigo Ranch guide

Wild Indigo Ranch: The Good, the Bad, and the Ugly

Firstly, hand on heart as they say, this is a great little game. It’s different, it’s quirky, and generally fun. There’s treasure to find and some elements of strategy. Sure, there’s a certain about of grind – but nothing overwhelming, but mostly it’s about rebuilding your ranch, restoring a few western towns, and ousting the bad guys. Standard spaghetti western faire.

Here’s the offical trailer:

Release 1.0 trailer

However, there are problems!

Rating the game is subjective, and depends on your play style but – in my opinion – it was released too early, is buggy, and unfinished!

If you want a cheap, quick to complete game, sure, it’s a fair 7/10 (provided the save game doesn’t break and you have to start over!)

But, if you want a building game, something that lasts more than 10 to 20 hours, this is not for you. I’d give it a 3/10.

Oh yes, and there’s no cloud save – but they are save corruption issues.

There are multiple issues, which I’ll list later, but they include but are not limited to quests that cannot be handed in, saves getting corrupted, saves corrupted other saves(!), livestock that cannot be contained, scenery you can walk into – and fall through, buildings with few or no roof options, missing elements, elements that cannot be removed, missing translations all over the place, fences that are… *twitches*. Just everything about fences.

It was not and is not ready enough, complete enough nor stable enough to be called a full release!

They are many far better, far more stable games in the same price range. Stardew Valley, obviously, but I’d suggest Dinkum. Even though Dinkum is still in early access it’s already had 3 content patches, is almost entirely bug free (just the odd video glitch in on or two areas), and beats the living daylights out of Wild Indigo Ranch. It literally shames Wild Indigo by it’s completeness! Case in point, Wild Indigo reviews are “mixed” – and they don’t deserve even that, while Dinkum has 94% of feedback as very positive based on over 18,000 reviews!

In the first 3 weeks of release Wild Indigo Ranch needed to release a dozen patches, changes and hotfixes – and it’s still a broken mess. The mixed reviews reflect this!

Worse, the developers have been quiet for the past couple of weeks. Nothing is getting fixed and the only solution offered to major issues is “Well, start over”. They just are not understanding what people are telling them!

In fairness they may be mad busy fixing everything, but sometimes publishers will abandon projects if it’s not worth their effort to fix them. It has only been about 10 days since the last attempted hotfix, but already it’s giving abandoned vibes! I believe they are a German studio and you could argue ‘it’s a language barrier’, but it’s translated into a number of languages. Besides, if I can help Chinese players with stuff relating to these missing maps, literally translating from and to simplified Chinese, they can be more active!

In one instant – still unresolved – they released a hotfix to sort two bugs and broke more stuff. Their solution? Start over! You expect this in early access. A few times in Baldur’s Gate 3 they’d say, “OK, this patch means you’ll need to start over. That’s fine. But for a game barely a month into full release to shrug and say that “in order to get it to work you might have you might have to start a new adventure” – that’s is just WRONG!


First things first!

About the first thing you’ll be expected to do it find the run down ranch and start a fire before you freeze in the night. Fun thing about fire, it burns. They can get out of control. Cage that beast first chance you get!

Safe campfire tip
After my ranch was set alight (yet again) and my rancher killed – again – by some animal stepping into the campfire, setting itself on fire and running amok, spreading flames, I decided enough is enough.

Horse meat was one temporary solution, albeit tempting, and certainly a step up from rat butt, but not a fix.

So I build a fence around the campfire!

The heat and light gets out, you can still toast rat butt and pretend they are marshmallows – and the dumb horses and longhorn don’t run into the flames and burn your ranch down. I call that a win!

Protecting yourself from the campfire
Protecting yourself from the campfire

Gameplay and tactics

Sometimes it is more of a ‘learn to play’ point than a bug, though those mobs in that mine do indeed hit like a tank. Longhorns and bandits on horseback can also charge and one-shot you.

Solutions:

Firstly, if you are entering a new area, or a dangerous area, consider drop a sleeping mat and setting a new spawn point for a fast recovery.

Next and most importantly: food buffs. The more the better. You can increase your health up around 100 and greatly reduce piercing and slashing damaging etc

You can run or even ride backwards eating and firing to survive the fight (best to use keyboard numbers for this as it’s so easy – too easy – to mess up mouse clicks and get yourself killed ‘cos you accidentally dropped your gun).

Also – even in the mines – you can summon your horse and ride away, while firing backwards at the target.

Out in the sticks, you can get the jump on people and animals by hiding in grass and or ‘downwind’ of them.
(Just a shame you can’t snipe, but I guess that would make things too easy :) )

So, if they are facing away from from you, you can shoot them in the back. Might not kill them, but if you get a few hits in early, it can make a difference.

Finally, weapon (and ammo) progress makes a big difference. I’m playing on two computers (‘cos no cloud save).
In the first game I am mediocre with bows, with guns, but better will axes (melee), rushing in to attack, singing Monty Python’s Lumberjack song…
In the other game, I’m ‘The man with the golden gun’ The rifle is probably better but either by design – or not – Dawson’s gun doesn’t deteriorate with use.
(Such a shame that Betsy the Axe does deteriorate!)
Anyway, by the time you reach ‘gunslinger’ with crit hits and explosive rounds, those bandits ain’t so tough…

Mobs range in level from from I to V, so obviously their difficulty rises.

Weapons – theirs and yours – rise from I to V, as does ammo

Weapons skills have 30 levels and goes 1 to V.

Then there’s buff foods with damage mitigation / deduction that increase your health (up to 100)

Hats have their place too.

Then there’s range. Catapults are like ‘plink’, shotguns are just garbage, but the rifle, that’s sweet!

You can one-shot the level 5 gatlin’ gun wielding automatons with a rifle at high enough skills, and they can pierce, so you can kill the one(s) behind in the same shot!

Then there’s tactics like hiding in grass and attacking from behind.

I haven’t played with throwing dynamite, but that’s easy to dodge and survivable anyway, so not really devastating

*Glances at Devs*

There’s only one time and place where I’ve died – multiple times – and thought, “Oh COME ON!” and that was fighting automatons with gatlin’ guns.
Dying in a hail of bullets ‘cos they spawn – and swarm – so fast…
“OK, I got this… Just gotta kill them faster!”

Dying because one or more are hiding around the back of the machine and you can’t see them, can’t target them, and only know they even there when you get hit by a hailstorm of steel from point blank.

In fairness they sorted this latter issue by slowing their spawn rate to a more manageable level. Initally they were spitting them out! Anything less that a gatling gun and unlimited ammo and you’d be in trouble, so obviously they didn’t test that with realistic settings at first, either!

Weirdest death? On my farm. Surrounded by loving cattle, all hearts. Milked one – and they went crazy and trampled me! One-shot. Did not see that coming!

Oh and the time a longhorn pushed me into a camp fire, set me on fire. Then stood over the fire and set himself afire – then run around the camp, setting fire to my crops, my workshop, my bedrolls, the barn… I was running around like a lunatic with a watering can trying to put out all the fires – starting with myself! (Hence tip on fires at the very start).

For co-op players, a number of mobs – including Dawson – will respawn so you can have a golden gun each. The advantage of this gun over the copper ones is it doesn’t degrade with use, arguably making it the best all-around weapon in the game. Plus it’s level III

As an aside – *glances at Devs, yet again* – there is also level IV revolver, but just the one (that I’ve found).
However, this one does degrade with use and there’s no recipe to replace it (as far as I’ve aware)

Survival and indeed quests require the appropriate item to gain experience with weapons, tools, and lassos…

If you look at the skills page it will say something like:

“IV guns or higher required to more experience”

So, using a straw lasso you gain no experience or progress at level II
A regular lasso gives no experience or progress at level III

You get the idea. So:

GUNS:
I: Catapults
II: Copper guns
III: Dawson’s Golden Gun (possibly into level iv experience)
IV Rifle (There’s only 1 level iv gun in the game and no recipe :/ )
V Gatlin’ gun

LASSOS:
I: Straw lasso
II: lasso
III: sturdy lasso (needs spider silk to make)
IV: ( There is no level 4 lasso, as far as I recall )
V: Bat lasso (requires bat wings to make, which have an abysmal drop drop!)

BOWS: simple, sturdy, bronze, iron, steel

AXES and PICKAXES: stone, copper, bronze, iron and steel

I think the target level may apply too. For example, I would assume the Gatlin’ gun (level V) gives little to no experience if used to kill hares (level I)


HOWARD’S TREASURE MAPS

There are 8 treasure maps numbered 2 to 9, so the final map (which actually has no treasure) is 9 of 8. And they forgot to add a couple of them!

The last map – drawn by good ol’ Uncle Howard – points to his ghost – while the first map (#2) is found on his grave!

It’s like:

Players: “We are going on a treasure hunt, Yayyyy! Give us the first clue!”

Devs: “LOL, no, work it out!”

I find this a bit mean seeing as most of the game rests on finding the first clue, eh.
In my opinion, done right, this first clue should have been handed to players, or at least easy to find, so:
from solicitor, or Annabelle, or even ‘hidden’ under the straw bed in his ranch.

Anyway *draws a map pointing to Howard’s grave, on the ranch*

Equally, the other treasure location is important because it includes a key, needed to unlock two of the other chests.

Funnily enough this SHOULD have been on the ranch too as the first map (#2 of 8) points to it would point to an old mine card east of Dawson’s camp.
(Or would if they had remembered to add it!)

I think this is a great game, spoilt by early release. If it was early access I’d be far more forgiving, as it’s not… someone needs a slap! There are just too many easily resolved issues that go way beyond irregular bugs. In my opinion it is time for the devs to put on their big boy pants and fix everything if they want to save this game!

It is not fun trying to write a guide for a game when the developers messed up like this. I’ll go with my own system!


Treasure location #1 (Ranch)

Most of the ‘treasure’ are just nice to have, like gold nuggets, but some of it is critical to the game. There is no clue or map to this first cache, but there should be and it should point to Howard’s grave, nearby.
This is important because most of the game rests on having the recipe for gunpowder and bombs!

You’ll need a shovel first mind. You can find one up on Bawk’s beak, buy one in Tumbleville, or get the recipe for a tool workstation and make your own. (A lot of the game revolves around getting workstations).

Dig there for:
bomb recipe
ladder recipe
Treasure map #2

Treasure location #2 (Ranch)

You’ll need to upgrade the ranch a bit to extend its boundary so you can place ladders and reach the second treasure trove.

There is no treasure map here, but there should be and it should point to a raised area east of Dawson’s camp.

This one is important because you should find a mysterious key, one needed to open two other of Howard’s chests. (They are other chests to discover).

Treasure location #3 (Dawson’s camp)

There is also a level IV revolver around here, but you are looking for an old mine cart. You’ll need a copper or better pickaxe to break it apart, and then a shovel.
Here’s you’ll find a mysterious key and the next map clue.

Treasure location #4 (Near an abandoned mine)

Dig for the chest. Requires mysterious key.
You’ll find two prickly pear beer and another clue, pointing to the ‘dread south’.

Treasure location #5 (Dread Valley)

I actually found it by luck while digging for tin!
You’ll find some gold nuggets and another map to another nearby cache.
There is a treasure map here, but it’s the wrong one! The map you get should point to Growling Grotto

Treasure location #6 (Dread Valley)

Found in Dread valley, dig for map, shotgun and shells and a clue to the next location – in Westwood. Howard’s hideout!

Treasure location #7 (Westwood)

This was Howard’s hideout and is a great place to save as your spawn point as the supply boxes respawn and include can bat lassos, rifles, gunpowder and dynamite. You’ll also point the next map piece. This is is less obvious, but it points to a place in Fool’s Gold Grotto.

Treasure location #8 (Westwood: Fool’s gold mine)

Arguably this is the last treasure location, but it does have one last map, pointing to a mysterious island and…

I found the island before the last treasure (it is pretty darn obvious), but that’s how it goes sometimes, eh.


Recipes, and buying and selling

This is a generalised list of available recipes and where to find them. For instance, ‘hardwood cabin’ would include floor, door, window etc. It is not exhaustive and does not include all the options. The gunstation, for instance, can also be recovered from the Dawson gang.

It also assumes you have helped and or rescued the NPC so they available and willing to sell to you.

Normal text suggests it’s optional (cosmetic), or that you probably have it already from someone else.
Bold is for items that person wants for their quests specifically
Green bold means you need this for one or more quests and or for general use
Blue bold is stuff you are going to need often – typically crafting stations
Purple bold is for upgrades for crafting stations and special items. You are going to want these too.

 

Annabelle, aide:

Sells:
Backpack extensions (+10, +10 slots (+20 total))
Lumber station
Bookshelf (also wanted for coop players to share recipes)
Bedroll, straw bed, wooden chest and sling shot
Camp chair
Drywood cabin

 


BAWK’s BEAK, WILD RIVER

Nayati, bow shop:

Sells:
Hunting table
bows and arrows
Offering (Allows/unlocks totem fast travel)
Tipi
Various rugs and carpets (Also count as decorations)

CHICKABIDDY FARM

Frank, rancher:

Sells:
Chicken coop
Wood and plank fencing
Lassos

(Buys: copper guns)

Tallulah, gardener:

Sells:
Seeds, veggies and related
Garden box (for growing carrots, corn and lettuce)
watering can
scarecrow
thatched roofing


TUMBLEVILLE

Yong, blacksmith:

Sells:
Smelt
Stone building
Furnace, Forge, Anvil

Nettie, saloon owner:

Sells:
Copper pot
Stove
Toilet and outhouse
Cooking recipes

Saloon stuff

Larry, town drunk, in saloon:

Sells:
Torches, lanterns, streetlight
Tool workstation

Sir Lorren, in saloon:

Sells: little, but will pay $250 for silver bars

Eugene Dawson, hatmaker, around saloon:

Sells:
Sewing station
Hats

Lars, carpenter:

Sells:
Hang bridge (need to access several areas, including Bonneville)
Flat roof, shingled roof
ladder (recipe also found in Howard’s grave)
Curtains
Rocking Chair
Wooden Bookshelf (quests and for coop use)
chests (including 32 slot chest)
Carving bench (allows you to work wood for planks etc)
Bunk bed, queen-sized bed
Store counter
Coffee table and Wooden table
dining table and chairs
Wooden cabinet (40 slot, best storage unit in game, I think, as it’s cheap to make)

Alice (general store):

Sells:
scaffolding (useful as a building aide)
Cosmetics (e.g. crates, barrels, stepladder)
Shelving (40 slot)
Store stuff


BELLEVILLE

Reverend, preacher man:

Sells:
Stone well
Church stuff

Agatha, painter

Sells:
Tool rack (upgraded tools)
painting worktable (To make red, blue and green paint)
Potted cactus, painting and other decorations

Bob Booze, saloon owner:

Sells:
Coffee pot and cups
Poker table and saloon stuff
Brewery (for beers)
Distillery (for whisky)
food recipes, including milk

Juan, rancher:

Sells:
Tool workstation
Tool rack (tool station upgrade)
Ranching worktable (make saddles, bottle milk etc)
Milking bucket
Lassos
Hay bale (for Longhorn)
Barrel of carrots (for horses)
Water trough *horses and cattle)
Iron fencing
Barn
Hitching post (You can’t actually hitch to them!)
Rancher chair


WESTWOOD

Jacque, woodmans:

Sells:
Tool worktable and tool rack
Iron tools extension allowing you to craft iron and steel tools
Saw table woodwork station extension, allowing you to work with hard and fine wood
Hardwood floor, cabin etc
Clock, fireplace, fancy chairs, fine staircases etc

Sheriff Bonnies:

Sells:
Hardwood bridge (to cross inot the other side of Westwood)
Tent
Safe, Jail and sheriff stuff (not used)
Gunstation
Ammo crate (more options for gun station)
Rifle rack (adds rifles to gun station)

Teddy, hunter:

Sells:
Tanning station (needed to make leather)
Hunting station (make bows, arrows, etc)
Gunstation, ammo crate and rifle rack
Shotguns and shells
Trophies (wolf, hog, deer, jackaloupe)
Leather couch

Yara:

Sells:
Pier
Canoe
Bows and arrows
Greenhouse
Hardwood bridge
Garden boxes
soil patch (for growing corn, pumkin and squash)
tree patch (planting trees)
Fancy garden box (for rare plants like Wild Indigo)

Uncle Howard, (ghost):

Sells:
Powder keg (for making bombs)
Gatlin’ gun (recipe) (5,000), costs over 7,650 to make (total: 12,650)
(Or you can buy the gatlin’ gun for just 2,500)
Gatlin’ gun bullets (recipe) 775
Steel saw (level V buzz saw for chopping down trees)

Also sells bombs and dynamite cheap
Also sells hats, including pyrotechinc helm (no recipe in game)

Uncle Howard’s Gatlin’ Gun in action

Let’s talk about hats!

<p
Some hats – lile the pyromaniac – can only be bought, but most can be found, bought or crafted.

Initially, post release, they didn't give stats on hats, but they added it to a patch. The figures mostly relate to damage reduction, so, for examage piercing damage -40% means you would take 40% less damage from piercing attacks – like bullets. Others can add stamina, protect from the desert heat, or the coldest nights.

Spiky hat (I), “Don’t sit on this”
Blunt damage taken -10%
Slashing damage taken -10%

Straw hat (I), “A must for gardening on a hot day”
Stamiina +5
Piercing damage taken -10%
(Doesn’t actually protect vs hot days! Queried as a bug)

Dusty hat (II), “What a nice hat”
Piercing damage taken -20%

Wooden hat (II), “When you don’t have anything else to wear”
Blunt damage taken -20%
Slashing damage taken -20%

Mining helmet (III), “Safety first”
Blunt damage taken -30%
Slashing damage taken -30%
Provides a weak light.
Also protects against the cold of night, like holding a torch! Arguably the best hat in the game because of the cold protection and extra stats. Plus it’s cool, I think.

Sheriff hat (III) “I am the law”
Blunt damage taken -10%
Slashing damage taken -10%
(Cannot be crafted, but available from the deputy)

The Fat Rascal (III), “This hat is a giant, it provides a lot of shade”
Piercing damage taken -30%
Hot resistance (vs desert sun)

Iron helmet (IV), “Protects your noggin’ from sharp rocks”
Blunt damage taken -40%
Slashing damage taken -40%

Pyrotechnician helmet IV, “You no take candle!”
Blunt damage taken -30%
Slashing damage taken -30%
Also protects against the cold of night, like holding a torch!
(Only available from Uncle Howard)

Wolf fur hat (IV), “This will keep you warm when the wolves start howling at night”
Cold resistance (vs freezing nights, like holding a torch)

Howard’s hat (V), “Uncle howard’s old hat. Smells like him…”
Piercing damage taken -40%
This is a unique item found on Uncle Howard’s grave and the only level V hat iin the game. It’s also probably the first you’ll find. Great vs bandits/

Hat notes:
I raised the following observations for the developers:

The straw hat, described as “A must for gardening on a hot day” offers no protection from the desert sun. Working as intended?

The Sheriff hat is level III but has the same stats as a spiky hat (level I), which just seems wrong. Also, given his job* you’d expect protection vs piercing instead.
*(As Bob Marley famously sang, “Who shot the sheriff…” )

The wolf fur hat (IV) gives no further bonus beyond cold resistance, which seems weak, given the mining (III) gives 30% and cold protection.
I’d have expected 40% blunt and slashing protection from this hat, in line with progress.

Similarly, the pyrotechnician helmet (IV) only gives 30% vs blunt and slashing when, as a level IV, you’d expect 40% (e.g. The mining helmet III is 30% therefore…)

Following the same logic, you’d expect Howard’s hat (V) to offer 50% piercing protection, not 40%.

Your game, your rules, but players have expectations, long established unwritten rules.
For example:
If you’d made the pyro helmet level III no ‘rules’ would be broken – however, as a level iV, it is expected to be better, an upgrade.


Thoughts, recommendations and updates

Do I recommend this game? Yes, absolutely – with caveats

It’s fun, it’s quirky, different. I definitely like it.

That said, a few of the things are about as clear as mud and probably contribute to the mixed reviews. (Down to 59% within a month of release)

Takes crops, for instance:

You start fairly early on getting recipes for a garden plot and seeds and veggies. Level I and II veggies…

But you can’t plant the level II corn, pumpkin or squash because…?
I’d assumed it was a “level your farming by planting crops, lots of crops”
Wasn’t that.
Then I considered the Devs had missed the ‘level up farming’ section!
Wasn’t that either.
It’s a long chain of tasks, which themselves can have tasks. (You know how it goes…)

So, find recipes, fight some, build some, finally blow up a pass and maybe a dam, then fight your way to blow up a machine, build a bridge, more fighting and blow up another machine or two. At which point a less than grateful Indian is like, “Just look at this mess, get it cleared up!”

Finally you can buy the recipe for level II soil for your pumpkins – that you got at the start of the game.

Would have made a lot more sense to have the Indian with the level II soil selling the corn and pumpkins, eh!

This, I think, is bad design, coupled with poor or really non-existent guides.

They are two arguably three levels of plants, plus trees and – as I told the devs – how it was done is, in my opinion, wrong. Or are least so unclear as to be an annoyance to all players. So wrong.

If I had to guess, they planned to make farming progressive (like other skills), but didn’t, but that’s just a gut feeling.

ANYWAY.

Tullulal in the neighbouring farmstead sells:

carrots, onions and lettuce (level 1)
These happily grow in the garden boxes.
(Though makes me miss irrigation and sprinkler found in most other games!)

She also sells level II veggies in the form of corn, pumpkins and squash, so naturally you expect to be able to grow these too.
Nope. These require soil boxes, which you have earn recipes for from Yara, an Indian you can’t reach (until more progress targets)

And she sells trees and tree recipes.
Yep, you guessed it. Yara. Trees need their own little box.
(You may have noticed that Lars the carpenters wants tree boxes)

Then there’s flowers… Some are used for paint, etc, but can be grown – if you get the recipe.

And again, things are not all equal. One in particular – needed for a ranch quest – (initially) required an upgraded fancy steel garden box (Yara again).

Here’s the thing… you are given no tooltip clue that “this is not the garden box you are looking for”. To all intents and purposes it’s just not working, seems buggy.

There’s also a cuckoo herb, only found it once, never seen it again. I get the feeling it was intended to have a use, or will in a later patch.

They are several mentions of green grass and limestone, also not used in the game – but niether were they removed form dialogues etc. Sloppy!

They did patch crops quite quickly (due to feedback) but in a lazy way, making everything grow from the basic garden soil, making the level II and III plots redundant.

wild indigo crops
Wild Indigo crops

Then there are actual bugs and glitches.
Mostly just mildly irksome, but leaving the game feeling more early access than release! There are times when you doubt yourself – “Am I just being thick?”

In fairness, half the time it’s a “learn to play” issue (well, if you consider getting to the end of the game to plant the veggies you got at the start… :/ )

Sometimes it is very definitely bugs, especially with building.

But even then, half the time, it’s because the building system has specific rules and, well, you are left to guess them. (No wiki out there, hence me working on a guide for this game, ‘cos it needs one!)

And sometime to walk into a hill instead of up it and fall off the map. Or drown on a hill ‘cos the river – which you can see over there – is also under your feet. Is that quicksand – or a glitch? Oops! That particular ‘feature was fixed – in one specific place, but repeats in others, so, again, slap dash testing and indifferent patching.

Shredded scenery in Wild Indigo
Ripped scenery, with unremovable items*

*Reported weeks ago. Thanked by devs for pointing it out. Still unfixed at time of writing

Quests can be a pain to complete due to issues. One early quest sounds simple – add stairs to a bedroom for a carpenters. Most players failed at this tasks until a solution was put up. (But NOT a patch). There are a few variations of this, but essentially if you attempt the task as instructed you will fail. The solution to add a bedroom to a building is this:

1. Removed a section of roof
2. Put in stairs leading to the roof
3. Put a bed next to the counter in the middle of the carpenter’s shop!

Others are plainly ridiculous, as with the pier below:

Wild Indigo pier quest
A pier on a hill, with only three elements? I’ll allow that!

The notable problem with this quest, beside the moronic solution, is you first encounter the quest-giver on a broken pier, shouting across to him. Neither this location nor the cabin on the lake are used again. Worse – shamefully so – is the fact the cabin is off-center to the pier. It is possible to reach by end game and here’s how:

1. Build out from the existing, damaged pier to the cabin.
2. Realise they do not line up and move the entire cabin and platform a nudge to the right
3. (optional: roll your eyes as you realise the cabin is empty).
4. Build a new pier back to land (re-using the parts you just laid to reach the cabin.
5. Never visit it again and wonder why they even bothered!

It is even possible to build a bridge across the lake, or from the shore to the island!
As with your own ranch, as you progress with populated zones (Belleville, Westwood, Tumbeville) they expand and then finally merge. So, instead of four small areas you have one big – or even massive area to work with.

This next one isn’t a quest, but it is a feature and possible future quest in the game: build a jail. One you can’t easily put a roof on, or even hang a sign on! If this was me I’d hang my head in shame. For these guys it’s just a Tuesday and, seemingly, not worthy of addressing!


This – above – is just ridiculous! The developers are – or arguably were – active and listening to players, at least for the first 3 weeks after release.

Several players said the character bag space was too small, so they added an upgrade option offering up to 20 more slots (farm 10 meat, which you can do in minutes, even on day one, then another easy challenge.)
+1 to the Devs

The recipe for finewood needed sap, but the drop rate for sap was very low. They hotfixed that.
Another +1 to the Devs.

Then the patches seemed to break move than they fixed, even breaking savegames. Since then, almost nothing, like they’d abandoned it. Probably not, but it feels like it. There are so many issues, so many bugs that should never have left early access. Things that, seemingly, were not ever tested, or if they were were allowed in the game in a wrecked state.

So, there is a bit of a learning curve, (mostly due to the at time irrational quest parameters), they are some bugs – which are/were being ironed out – but all in all it’s a fun game.


Full or (too) early release?

Fences. Don’t get me started on fences!

Then there’s fences…
I’m OCD (well OCPD) so a bit pedantic about things, and the fencing…
Some fences rotate only by 90 degrees, others by increments.
Some fences snap together (a little bit), most do not.
Some fences will clip – merge into rocks – others will not.

Absolutely none of them snap together properly and as a result none of them join seamlessly. Add in lanterns to that and it gets ugly fast!

I don’t need to list games, you’ll all have you own examples. Fences should clip together like Lego (and the building in the game do). If you add torches, lanterns, streetlights, these too should be seamless.

I do play around with game design, had a board game company back in the 80s, helped and hosted CircleMUD based MMOs in the 90s, did programming and software engineering at college and uni between the 80s and still… Play around with Unity etc.

I’m on the Devs side here, but still… part of me is like, Ye, no. Just fix that shit! Have you no shame!?

Takes palisades, which the ‘bad guys’ have. They would be a great feature for players to mess avoid with, but you can’t have them. well you can, but only about 80 – and you’d have to drag them, one at a time, from one side of the map to the other (without being stopped). It is actually even more tedious than it sounds.

Even for the palisades they just slapped a plank gate on the ‘because they couldn’t be bothered to design a matching gate. Why bother? Just not worth the time and effort to get it right for players.
(All that matters is a quick churn and cash in the bank?)

Oh, and of course, becuase of the crap way fences work (or rather don’t) you can just walk or ride through gaps in the fences. That’s when you can even place them!

Grit Corp palisade
Jacque doesn’t appreciate them, but palisades are or at least should be an option for players
Crappy fences in games
As a pefectionist, fences in this game annoy me beyond words!

Staying with fences

Now, invalid surfaces.

I’m putting a border around the ranch, as the range expands with progress, replacing wooden planks with white picket fences – and still hitting this ‘invalid surface’ issue, with the building block either being red or – more frequently – flickering red and green.
At times the message can also be in black and spam like crazy (the text encased in a window-like block).

Sometimes it also gives the ‘needs space’ collision warning (I guess due to object hidden under the sloping sand. I know I’ve put large-ish objects down in places and had them disappear from view and found them by searching around the area with the mouse. On at least one occasion my rancher disappeared into the sand too!

One such area – about 3 fences wide (square) – is to the south and to the south east of the burning ranch sign, near the fork in the road.

You also cannot place floors, bridges or piers (though it is slightly more tolerant for scaffolding). In all these cases it warns that it “needs ground beneath or adjacent tiles”

Then there’s chandeliers!
You can hang them pretty much anything on your land… This is a game that does not believe in gravity!

Lights in the sky
Lights in the sky…

But try putting one on a building with a roof! Not so easy, or possible, actually


If you sat through that video you’ll see how things – even roofs – can be just hung in mid air. You can remove walls, floors, support posts – and the roof stays up. Civil engineers would be apoplexic. This game really does not believe in gravity!

Then there’s bug like this, below, also unresolved. Doesn’t greatly interfere with the game, but neither does it inspire confidence! The poop shouldn’t be that size either, but there you go!

Recipes added as recipes to crafting wheels
Recipes added as recipes to crafting wheels

All in all – and they are many more examples I can offer – the game was not ready for release and, I suspect, they rushed out because they wanted or needed the money. I also suspect that released, they either laid off the rest of the staff or put them onto another game. That the reason they – seemingly – can’t fix anything is they let them go; e.g. there’s no-one to fix it!

Game studios are notorious for laying off staff the second a game goes gold and it’s a mess, well, they can sink. Seen this happen before, so it just wouldn’t suprise me. And the longer the developers stay quiet, the worse it looks. All about optics.

One notable example of this (for me) is Underworld Ascendant, a crowd-funded remake of Ultima Underworld that promised much and delivered a turd! Sad, and I felt for the guy, but the lead developer made a video apology, literaly crying and wringing his hands, almost begging fans to support him while they fixed it. That game wouldn’t even save, initially! Six years on its rating is 42% from 661 reviews. That should worry Fun Games!


AWOL

As far as I can tell, the game misses:

level IV (leather?) rope
Iron and steel spade
level IV (and V) gun /revolver – presumably replaced by rifle and Gatlin’ gun
A better, higher capacity water can (or ideally irrigation!)

Walls for a barn (and church)

Corner, inner corner and center pieces for most roofs, including flat and hardwood.
Basically, you can makes a 2×2 room, but an L-shaped room starts to be a problem, and as you move up to wider rooms and buildings, like say 3×3, 3×5, you either cannot do it, or it looks so horrendous that you leave it without a roof.

For what is at heart a building game that is an utter disgrace – and further evidence that it was rushed out, unfinished, that the publishers knew or should have known this and just didn’t – and still don’t care!

Hardwood frame (i.e. ‘A hardwood wall frame with an opening’)

Fences that actually snap together, that all rotate by 15 degrees, and manage and support other elements. (Even tried to place the iron railings with the street light? Fugly!)
(IMO fences are the one thing in this game that are really shite!. Not to mention they can’t contain the animals!)

Wild Indigo rendering issues
Rendering and collision issues in Wild Indigo Ranch

It’s not obvious from the screenshot above, so here’s a walkthrough. I got so tired of cattle ‘escaping’ the corral (multiple fences tried) that I build a high stone wall around it. They escaped anyway. In one instance, sadly not recorded, a longhorn cow walked THROUGH a wall. Also, in the top left is my ranch house. It was actually finished, but as it’s in the distance, it’s only shown partially rendered.
Notably with water, this issue can occur at any distance.

I like this game a lot, despite all the bugs and issues, but nothing is going to convince me it wasn’t released early and unfinished!
They are – were(!?) – working on it, patching stuff, adding stuff (like the extra bag slots. Thank you!), so I’m not quite having a go. But yes, it very much feels like far too many corners were cut to get it out. And, bizarrely, little if any thought or consideration given to the type of people who would be interested in this game.

As I’ve said several times, I like the game, but there are issues* and a lot of the time it feels more like early access than release. I think people would be more tolerant and understanding if it was early access. As a release candidate, it’s rushed out, unfinished

I have – had – faith the studio will sort stuff out, but at present it’s probably not helping their reviews…

Don’t get me started on fencing and slopes etc…

The ranch borders are just wrong in places.

There’s clipping in areas. Trees and grass can grow through anything – floors, walls, other trees! There are areas where you can disappear into the terrain, where if you place something down (like a smelt) it can disappear from sight. It’s there, you can interact with is, but it’s literally on another level.

There another spot where you can drown – in the sand, on a rise – because the restored rivers escapes it’s boundaries. You can’t see it but (code-wise) you are in the middle of the river! (They fixed one instance of this)

(Around the map there are several, really many spots of nothingness where there should be water or something else.
There’s an area in Westwood that shows a river but is a dry bed – with tree stump floating in the air. Another where you can walk into a hill (and see the layered construct)

Multiple issues with building or even walking on slopes around the farm (and in general).

The building rules in this game can be a little… rigid… and at times feel (or actually be) buggy.

Firstly, RTFM, as the saying goes.

If is says it wants a stone floor, one wooden window and three open walls that is EXACTLY what it wants.
Sort of…
For instance, if it says “One window, any walls” and you add two windows ‘cos they are still walls, right (right?) well no… That one threw me!

If it says ‘three open walls’ is doesn’t actually mean three open walls, it means – for instance two open panels and a step, but will accept three of the support beams plus steps.

The clue is whether the floor is red or green.

But there’s another factor that also throws people and it’s this. The active quest is the one on the board with the star on.

You can complete quests just playing the game (e.g. kill and bunch of bad guys on a list and it tallies then for later. Whether it allows you to hand the quest in is another matter! smiley is shocked)

HOWEVER… if, for instance, you are trying to do a task involving a smelt but have clicked on the task to make Ciaran a bedroom, it all goes to shit.

Basically, you have a scribbled list saying, ‘stone floor, open walls, smelt’
How hard can it be, right?

BUT, on the task board you have a star on Ciaron’s bedroom and that list wants a straw bed, wooden floor etc.

Honestly, I learned to ‘cheat’ a lot playing this game!
Here’s an example (rinse and repeat for most tasks)

Build a 1 square ‘room’ with the parts it ask for.
Plank floor, check
1 window, check
any decoration (straw mat, check)
any bed try bedroll? No? Straw bed it is then

Done, task completed. Here’s your money.

Then I go back to the ‘room’ and unbuild it, taking all the parts back. Task is ticked off, so…
(How dumb is that!)

As you move up the scale to stairways with nails, onto to greenhouses, it makes more sense.

If nothing else using this method to complete tasks helps you learn the rules.

Sometimes though there are bugs, sometimes you need to log out and relog to see the changes. Sometimes clicking on another task on the board and then back is enough. And sometimes it is pedantic about the order you place things!

You learn to put them down in the order it asks, if you can. Floor first, obviously.

Also, it doesn’t care about roofs. They are not required. Probably why they are so bad in this game!


Final words

Some of this repeats comments above, as is feedback I left to another player and to the developers, something the latter and budding game developers need to take note of!

You have to put doors in sometimes – especially with multi-room building.

Also – and I consider this bad /inconsistent design/coding – there is or appears to be one or more coded build orders and or a component hierarchy.

For instance, some tasks tick off as you add elements, while others will ignore all elements until the last piece goes in.

I’ve learnt that for room builds – pretty much off of them – you have to enclose the room before adding stuff. (e.g. 3 walls and door (or step))

After that, it starts to get silly…

plank floor, (any) walls, counter
*completes the room as requested*
… computing… criteria met…
OK, here’s your money

plank floor, (any) walls, bed, stairs
*puts stairs leading up to the roof, puts bed next to the counter*
… computing… criteria met…
OK, here’s your money

*Can’t be bothered gathering so removes the bed, counter, stairs, roof and walls!*
… computing… criteria previously met… I’ll allow that.

Then the next quest is a kill quest…
Some autocomplete when you do the deed (like the partridges)
Some are not completed until you tell the person you’d done the deed (Boars)
Some just won’t complete ‘cos you have to tell the person you’ve done the deed – but there’s no dialogue to do so (Deer, at present)
Some you can’t do the deed ‘cos the creature just isn’t spawning (I’ve recently seen reports of this for the Night Terror, Nemesis and the Black Boar)

Honestly, I genuinely like this game but most of the time you can’t tell if you are doing something wrong, if it’s a design issue (Blizzard’s “working as intended” model) or if it’s a bug.

All of this is off-putting for players. For now I’m happy to stick around and help players and keep testing stuff, best I can, but the devs are not doing themselves any favours.

Here’s how I see it, and I mean this respectfully for the Devs: it was released too soon. Whether it was the publisher pushing or running out of money, it doesn’t matter. I feel – based on reviews and the number of issues, this has done more harm than good and it will take time to restore the balance.

Here’s why I say this:
Early access, you run into a nest of ugly and players will be tolerant. It’s expected. They are supportive. If someone says “this is ****, man” those players will tell that person to cut them some slack.

Release. Well, you still expect the odd bug, the odd imbalance. Even for multi-billion dollar companies like Blizzard this is still true. But mostly, you expect polished.

If it’s not – and there’s plenty of examples of AAA studios releasing turds – well, fans can be brutal. ‘The vocal minority’ as it’s called.

Early access this game was nearly all positive. A month later it’s mixed. Players perspective changed. This is part of what Dan Ariely calls ‘predictably irrational’ and in market terms relates to (violation of) social and market exchanges.

This analogy is a bit rough, but here’s an example:
You and your partner are having a wonderful Xmas dinner with your in-laws, that your mother-in-law has spent days preparing.

(Early access) That was amazing. Can’t wait to see how good the pudding is!”
(Your partner is beaming, as are your in-laws. Everyone is happy)

(Release) Meal done, get out your wallet, taking out a bunch of notes and, turning to your mother-in-law, say, “What do I owe you then? £40. No, £100. You deserve a £100”
(Your partner is no longer beaming, you are never welcome at your in-laws again, EVER, and you are sleeping on the couch – indefinitely)

Basically, when a game or product moves from development (social) to release (commercial) the rules change. It’s just “one of those things”.

It’s probably demoralising for the devs to read this, to see the reviews drop from positive to mixed (or worse), but sometimes you have to get back on that horse! This is a good little game. It’ll never be Stardew, but it can grow a fan base.

For the devs, I’d say fix these, fix fences and then, as a content patch, add quests to upgrade building, to add roofs, To repair the water towers.
To add the jail and “bring GritCorp and the Dawson gang to justice, sheriff”.

This isn’t the sort of game were it’s appropriate to have a public hanging, but it’s what the people of the time would have wanted, so this is a halfway point. You fetch them in, the judge takes them away for processing. That sort of thing.

I am willing to bet some, probably most of these are or were on a ‘to-do’ list. The game needs a new roadmap to tell players you are on the job, to pull it back towards social and “this is what we plan for the year ahead…”

At present I’m playing, engaged with and or waiting for about 20 games, nearly all by indies and small developers. Some are a let down on expectations (Graveyard Keeper set a high target :D ), others are promising. Several are years in the making and still early access.

I had something like 400 hours in BG3 even before it’s release. It did not disappoint.

I’ve already passed 200 hours with this game… And I’m sick of of. Sick of the bugs, sick of finding issues that should never have left early access – that should never have even reached a release candidate for early access. At this point this is just a horror show guiding me to be a better developer myself!

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