Patch Guide

Wanderburg guide: how the 0.9.9 and 0.9.10 hotfixes changed your best build

Randwerk shipped five hotfixes in a week. Here's exactly what 0.9.9 and 0.9.10 changed in Wanderburg, and how to rebuild your castle loadout around it.

A castle-on-wheels rolls through a Wanderburg battlefield surrounded by siege modules and enemy units
Wanderburg's castle-on-wheels combat, one week into Early Access. Image: Randwerk.

Wanderburg has been in Steam Early Access for exactly a week, and Randwerk has already pushed five hotfixes to it. If you built a favourite castle loadout on launch weekend, several of the numbers behind it have moved since, and two more patches landed on September 11 and 12 that reshuffled which characters, modules and vehicles are worth running. Here is what actually changed, and how to adjust.

A week of nightly hotfixes since the September 8 launch

Wanderburg, the medieval bullet-heaven from Berlin studio Randwerk in which players drive a growing castle-on-wheels through waves of fleeing villages and rival strongholds, entered Early Access on Steam on September 8. Randwerk's own recap says the game passed 150,000 buyers and peaked at 9,900 concurrent players in its first three days, and the team has matched that attention with an unusually fast patch cycle: hotfix 0.9.6 on September 8, 0.9.7 on September 9, 0.9.8 on September 10, an achievement rebalance later that day, 0.9.9 on September 11 and 0.9.10 on September 12, according to Randwerk's own Steam Community patch notes. Most of those were overnight bug fixes, but 0.9.9 and 0.9.10 both touched build-defining numbers.

0.9.9 changed how the Tower and Spider vehicles drive

The September 11 update was the bigger of the two for anyone mid-run. Randwerk sped up handling on the Tower and Spider player vehicles specifically in the earlier, lower-tier levels, so starts that used to feel sluggish should now clear the opening biomes faster. On the module side, the patch fixed a bug that had been silently capping the Front Barracks Module's diminishing-damage upgrades and buffed its active ability to compensate, while the Side Ballista Module had its passive auto-attack nerfed and its active ability buffed instead, pushing that module toward an activate-on-cooldown playstyle rather than a set-and-forget one.

  • All allied melee units now move toward targets faster, so melee-heavy Barracks builds trigger their damage sooner.
  • Spider speed upgrades were nerfed, which matters if you were stacking them for map-clear speed rather than combat.
  • The Grassland 2 boss Taurus Drillus was slightly nerfed, and Grassland Difficulty 2's "Meadows" biome was made easier overall.
  • Boss tombstones are now collectible and drop silver, so it is worth detouring for one after a boss kill instead of driving past it.

The 0.9.8 hotfix the day before is worth remembering too, because it changed how boosting itself behaves: Nitro regeneration now starts half a second after you release boost instead of instantly, closing an exploit where players spammed the button to keep a permanent speed buff running. If a boost-heavy build feels less snappy than it did in the first two days of Early Access, that half-second delay is why, and it applies to every character rather than a specific one.

The Spider and Tower player vehicles both had their early-game handling sped up in the 0.9.9 hotfix. Image: Randwerk.
The Spider and Tower player vehicles both had their early-game handling sped up in the 0.9.9 hotfix. Image: Randwerk.

0.9.10 rebalanced five playable characters

The September 12 hotfix left combat systems alone and focused entirely on characters and progression. Randwerk toned down five of the harder drawback-for-payoff characters, which changes who is worth picking into a run right now rather than after you have unlocked everything:

  • PatchyThePirate's bonus damage taken from enemy cannons dropped from 50% to 25%.
  • Kapitalstus Maximus's gold penalty dropped from -30% to -15%.
  • Huntress's extra ability cooldown penalty dropped from 50% to 40%.
  • Tankbert's Nitro regeneration penalty eased from 50% slower to 30% slower.
  • Duelist's extra damage taken while boosting dropped from 50% to 20%.

None of those five were unplayable before, but all five leaned on a drawback that is now smaller, so they are a safer pick for a serious run than they were on launch weekend. The same patch also fixed a softlock on the Rare Artifact selection screen and stopped the Electric Mage enemy from being able to stun your own units, which had been a quiet source of unfair deaths in the Dark Forest biomes.

More rerolls as you unlock Modules and Artifacts

The most structural change in 0.9.10 is a new progression rule: you now earn an extra New Module Reroll for every six Modules you have unlocked in total, and a separate extra Artifact Reroll for every six Artifacts unlocked. That means reroll availability scales with how much of the meta-progression you have cleared rather than staying fixed from your very first run, so returning players who already have a wide unlock list will feel noticeably less randomness-starved than newcomers. The patch also trimmed the Back Turret Module's maximum attack speed boost while raising the Side Arm Module's rarity-scaled damage on both its active ability and its auto attacks, nudging Side Arm from a filler pick toward a real damage module.

What to actually change in your build today

Ram-plus-boost loadouts are still holding up as one of the strongest general approaches, since neither this patch nor the last one touched Ram damage or boost mechanics directly, and the eased Nitro penalty on characters like Tankbert makes boosting more forgiving for that style. If your current build leaned on Spider speed stacking to skip content, expect it to feel weaker and worth re-testing against a Front Barracks or Side Ballista setup instead, both of which came out ahead this week. Reading vertical slam attack indicators is worth prioritising over horizontal movement tells once you reach bosses and overtime, since overtime enemies remain the most common cause of runs ending early. Randwerk has also said in its own patch notes that the "You Won!" and "All Biomes Won!" achievements still only trigger on a clean win rather than an overtime one, and that your progress toward them is saved even when the achievement itself does not yet fire.

Front Barracks and Side Ballista Modules both came out of the September 11 hotfix stronger than before. Image: Randwerk.
Front Barracks and Side Ballista Modules both came out of the September 11 hotfix stronger than before. Image: Randwerk.

If you are starting fresh this week rather than returning to an existing save, expect Module and Artifact rerolls to feel stingier at first, since the new reroll rule scales with total unlocks rather than granting a fixed amount from the very first run; that eases on its own every sixth Module or Artifact you unlock. New players should also lean on one of the five rebalanced characters above rather than the roster's hardest drawback picks, and treat the Front Barracks and Side Ballista Modules as safe early choices, since both came out of 0.9.9 stronger rather than weaker.

Where to check before your next run

Randwerk is shipping changes fast enough that a build guide can go stale within days, so it is worth checking the official 0.9.10 patch notes yourself before committing to a long run, and the Wanderburg site for the promised Early Access roadmap once Randwerk publishes it. The studio has been explicit that performance work and further balance passes are still ahead, so treat any single week's numbers, including this one, as a snapshot rather than a final answer.

Randwerk's own September 8 Early Access launch trailer for Wanderburg, posted before this week's balance hotfixes.

Official links

Sam Ito
Written bySam Ito

Sam writes about small studios and the games they ship against the odds, and turns the hardest parts of them into guides that get to the point.

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