Last Train Outta' Wormtown
by Get(Color) Games · 17 Jan, 2025
2 downloads
About the Game
GET OFF THE GROUND!!
Last Train Outta' Wormtown is a chaotic asymmetrical Sandworm vs. Cowboys online multiplayer game, where the Worm can only see players touching the ground.
PLAY AS A PARDNER
Work together with your fellow 'pardners to complete your objectives and get outta' Wormtown! But beware, touching the sand will alert the worm to your presence. If you want to make it outta' Wormtown alive, you'll need to run, jump, climb, and use powerful tools to escape the treacherous environment.
PLAY AS THE WORM
Feeling hungry? Play as the Worm and stop those pesky 'pardners from leaving town. With an arsenal of special Abilities and capable of burrowing underground at immense speed, they’ll be Worm food in no time!
FRIEND'S PASS! ONLY THE HOST NEEDS TO PURCHASE THE GAME
Featuring the groundbreaking (get it?) Friend’s Pass system, only the host of the lobby needs to purchase the game. All other players can join the lobby completely for FREE! - Making Wormtown the perfect game for friend groups, game nights, and streamers wanting to play with their community.

CUSTOMIZATION, CHALLENGES, AND MORE!
In-depth player customization for both Pardners and Worm
16 player lobbies
Public lobby browser**
100+ Challenges to complete with unlockable cosmetics**
Randomized map layouts means every round of Wormtown is unique
Fun and festive map themes
Fully customizable match settings allows you to cater the experience precisely to your player group
** These features are not available in the Friend's Pass
Screenshots
13 images
Version Information
Steam Patch Notes
Official update history
I apologize for not patching them sooner! I wasn't aware of many of them and was having troubles reproducing the others. This is why it's so scary to upgrade engine versions for games already made/in production... you never know what fun surprises will crop up :c
Anyways, this update:
- Previously, if a player left the game during the lobby phase, map generation would completely break for the other players. Fixed!
- If a player left the game while grabbed by the Worm, it would softlock the Worm. Fixed!
- Players wouldn't drop their inventory items on the ground when leaving. Fixed!
- and fixed a few other bugs related to disconnecting players
Please let me know if you run into any other game breaking bugs!
Howdy Pardners!
Recently I've received more and more feedback and frustrations on how dynamite and Worms interact, which has led to the changes this update:
Dynamite And Worm Changes:
Worms can now take damage while underground. This should stop Worms from burrowing within range of a dynamite explosion to easily avoid it
The interaction between dynamite explosions and Worms has been moved server-side. You should notice more consistency now, and less issues with higher-ping Worm players avoiding explosions they're clearly inside of from your perspective
The "Worm blasted by dynamite" event feed message no longer shows up if the explosion was nullified by the Worm's armor ability
Misc Changes/Bug Fixes:
Drastically reduced the Sink Hole Pardner movement slow effect from 75% -> 45%. Originally, the cooldown of Sink Hole was so high that using it for an easier Pardner grab felt like a fair trade off. When I added the mesas to the map, and subsequently lowered the Sink Hole cooldown, this slow was never addressed. The Sink Hole + Magma Trail combo is still very potent, but not quite the free kill it used to be
Fixed situations where the Mysterious Concoction liquid was visible to the Worm
Stay safe out there, Pardners!
Howdy!
Small update with some balancing and bug fixes:
Wormling tweaks:
Added a grace period when frozen by an Ice Wormling, making you immune to another freeze effect for 5 seconds.
Fire Wormling's burn radius reduced from 2.5 > 1.75
Fire Wormling's "camp' time has been drastically reduced from a 10 - 20 second range, to 3 -7 seconds. This means when they reach their destination, they won't linger there for nearly as long.
Misc. Changes:
Added new hint text for "aimed" equipment (Rifles, Cactus Seeds, Dandylions etc.) to show how to aim and use them.
Prior to this patch, the Escape Balloon was coded to never show up if there were only Wormlings and no Worm player, regardless of if the Balloon was checked in the match settings. Now the Balloon respects the match setting and can show up with only Wormlings active. With this in mind, the Balloon gets auto checked off in the settings when Wormlings are added. If you want to play a round with the balloon + Wormlings, you'll need to recheck the box.
Heart Jars are no longer affected by the Sandstorm Tornado
Bug Fixes:
Fixed a bug where picking up a non-burnable object being ejected from the furnace would cause it to continuously be pushed away from the furnace after dropping it.
Just a small, mostly bug fix patch!
Changes:
🌵 Worms using the Stealth ability no longer make noise or particles when breaching the sand surface
🌵 Increased Lobby search range
🌵 Changed the "Bullyworm Rifle" achievement to only require 3 shots on a Worm, instead of 5
Bug Fixes:
🐛 Fixed Lobby Browser panel issues:
- Lobby Names could overlap player count
- Player Count and Game State not updating/displaying correctly
🐛 Fixed the Train Key indicator (similar to the big red arrow pointing to players Heart Jars) not being visible when it should
🐛 Fixed getting stuck in the Guidebook if you have it up when the round starts
🐛 Fixed cases where the tutorial could remain active when joining a normal game, causing a handful of issues
Balance Changes:
Sandstorm:
- Normalized Sandstorm Tornado's pushing and effects. Basically, Pardners and Items should behave more consistently when being affected by the tornado. Previously you may have been thrown halfway across the map OR just a few feet depending on how the physics calculated.
- Fixed the Tornado not affecting Pardners who entered the AOE while it was still growing.
Tar Wall:
- Tar Wall duration reduced to 12 seconds (was 18)
Design Insight: Tar Wall has always been a lesser picked ability, so I was basically buffing it until it was actually picked - but I may have overdone it recently. Slowly over the development of Wormtown I've removed a handful of what I refer to as "stalling abilities" (old Sandstorm and Scorching Sands, as examples). They seem to be the biggest point of frustration for Parders as *waiting isn't very much fun*, despite the clear strategic advantages it has for the Worm. Tar Wall will still remain as the only stalling focused ability, but with that said the previous 18 second timer *was* a bit harsh.
Gilbert's Safe/Puzzle Map:
- Puzzle Maps now share their recorded symbols/numbers with all other maps.
While I originally thought this would trivialize the objective, it's clearly a divisive objective and wasn't much of a "team" objective, as one Pardner would usually take it on by themselves. This should make it easier and less daunting overall!
- Removed the red diamond symbols from the playing cards, since it was needlessly confusing
Misc Balance Changes:
- Worms can no longer push Heart Jars with their body. (because EMPIREVSREBLES was mad about it :p) Heart Jars can still be affected by AOE abilities like Body Slam, but can no longer be pushed across the map by Worms easily.
- Necronomicon self-burn on use now does 35 damage over 1 seconds (previously was 3.5 damage over 10 seconds). The total damage remains the same, but this should fix Pardners at low health reviving multiple Pardners in the 10 second window before dying.
- Drastically reduced the fuel values required for "Worm Food" difficulty. They were pretty ridiculous before, my bad!
- Added a "Recent" panel to the Lobby Browser that has clickable buttons to rejoin lobbies you were in recently. There's currently a bug where if you leave a lobby it will no longer show that lobby on the Lobby Browser (until the lobby is remade). We're working on a fix for that currently, but until then, this should be a decent work around!
Tutorializing and Player Onboarding
Design Insight: One of the biggest struggles with designing Wormtown has been teaching players the various, and sometimes, complex mechanics well. Recently I've discovered many players weren't even aware there were tutorials, and the guidebook information wasn't as straight forward as I thought. Because of this, I've taken a few steps to hopefully put the relevant information front and center to players.
- Rewrote multiple Objective pages in the Guidebook with step-by-step instructions to complete them
- Added "Hold H for Help" prompt next to the Objectives on the HUD. Doing so will bring you directly to the Guidebook page for the various objectives
- Added a first-launch pop up that will direct players to the Tutorial page (playing them is still optional!)
- Renamed "How to Play" button to "Tutorials" for more clarity
Bug Fixes:
- Fixed Health Gain at Sundown display text showing a bunch of decimal places
- Fixed Public Lobbies saying they were Private when restarting a match. (This was just a visual bug, the Lobbies were still Public)
- Modified the chat filter to not include some accidental cencoring
- Fixed the "Remaining Objectives" Spectator UI not updating during a match as intended
Stay safe out there Pardners!
You can see all of the changes in the previous announcement here: https://steamcommunity.com/games/2318480/announcements/detail/4551542855324139740
Hope you enjoy!
Howdy!
The recent changes to Cactus Fruits in the Seismic Shift update had very split opinions on it. The ones who liked it simply *liked* it, while the players who disliked it *really disliked it*.
With that in mind, I wanted to try out a more middle-ground approach that still interacts with new digestion system, while also trying to minimize some of the original frustrations I was trying to solve.
A new balance patch is live on Steam with the following changes:
⭐ Cactus Fruit Changes:
- Removed the 3 stacks and +move speed bonus for Cactus Fruits
- Cactus Fruit now heals for 15 health
- Each Cactus Fruit eaten adds +20 seconds to the digestion time of your next Heart Jar.
The additional digestion time ONLY resets when eaten by a Worm (and not from dying by any other means)
- Cactus Fruit spawns reduced back to 8 per game on normal settings. (they were doubled for the previous patch)
Note: One of the design issues was that a Worm could grab a Pardner many many times without them getting a kill, because the Pardner would escape and then heal off all the damage with Cactus Fruits. It felt very unsatisfying for the Worm player. These changes not only slightly reduce the healing, but also mean if a Pardner is healing over and over they'll at least be out of the game for longer once the Worm does eventually kill them off. It also adds another layer of strategy for more experienced players who want to weigh the pros and cons of healing vs taking a shorter death cycle and reviving, saving the cactus fruit healing for a later time.
Balancing Changes:
🌵 Base digestion time reduced to 60 seconds (was 90)
🌵 Coffee moved speed buff increased to 45% (was 35%)
🌵 Concoction health gain values reduced slightly
Note: with bringing consistent healing back and removing the move speed bonus with Cactus Fruit, it felt right to buff the coffee move speed up to a similar level as before and reduce the potency of the Concoction, especially considering the Concoction buffs can heal you past full health. While you're still slightly more likely for a worse outcome with Concoction, the benefits are worth the risk.
Thanks for all the feedback and support on the new update! If you feel like I missed the mark with these changes, please let me know in the Discord (Discord.gg/Wormtown)
Today's patch is for the new Pardner objectives beta branch. Thanks again for everyone who's posted their feedback on the new content as your feedback is vital in shaping Wormtown!
To access the beta branch:
Right Click Wormtown in your steam library -> Properties -> Betas, and choose "publicbeta" from the drop down list. You should see Steam begin downloading the new patch.
note: The beta is available for both the full game and the friend's pass.
New Additions this update
New Scoring System/End Game Stats:
With the addition of the new objectives, the old scoring system and the end game stat screen needed to be reworked as many of the tracked stats no longer exist in the same way they used to. The individual objective scores have now been condensed into a simple "score" value.
Pardners gain score points by: Progressing and completing objectives, damaging the Worm, and reviving fellow Pardners.
Worms gain score points by: Eating Pardners, eating props, and damaging Pardners with their abilities.
- and finally!! Worms have stats shown at the end of the game! (sorry this took so long!)
Objective Match Settings
Added the ability to select/deselect each objective in the Match Settings panel, for those who want to further customize which Objectives can appear in game.
Note: Train Fuel is still designed to be the "main" objective in every game, and as such will always be chosen unless it's specifically checked off in match settings. All other checked objectives will be randomly chosen.
The Town Well
One of the issues we ran into testing 16 player lobbies is the scaling on the train fuel objective meant in some situations there wasn't enough fuel on the map to complete it (lol woops).
The Town Well is a way to always ensure there's enough fuel to complete the objectives. Walk up to the Well and "use" it to fish for an item at the bottom of the Well.
The Well can only contain lower fuel items (2-3 fuel), and if used too often will only retrieve tin cans (1 fuel) until it's cooldown resets. This mechanic is designed to be used at any part of the game when you need an extra bit of fuel, but the slow retrieval time of the Well makes it so it shouldn't be your primary source of fuel.
The Well can always be found at the center of Town.
Misc. & Minor Additions:
- Polished the "usable" UI and key prompts when standing near something you can "use".
Balancing Changes
- Cactus Seed Pouches now have 7 seeds (was 5)
- Snake Oil random health gain changed to 2-8 health. (was 1-10)
- Magma damage increased to 6 per second (was 3). *note: this might be an over buff, it was just far too weak before!
- Lowered the number of inputs needed to escape a Sandtrap to 8 (was 12).
Bug Fixes
- Fixed the pick up display info occasionally staying on screen when no item is in front of the Pardner
- Fixed gravestone spawning issues with more than 8 players
- Worm can no longer push Gilbert's Safe (lmao)
- Fixed a handful of small errors causing performance issues.
As always, feel free to leave your feedback over at Discord.gg/Wormtown
Stay Safe out there, Pardner!
Today we have an exciting (and also experimental) change in the beta branch: 16 player lobbies!
I say experimental, because I'm not sure how well the game will even handle that many players and chaos - but that's why we have test patches and betas!
I know most groups won't have 16 players to play with, but hey! If you do, let me know your feedback and how it goes.
To access the beta branch:
Right Click Wormtown in your steam library -> Properties -> Betas, and choose "publicbeta" from the drop down list. You should see Steam begin downloading the new patch.
Additionally, another beta branch update was pushed a few days ago and I totally forgot to post the patch notes here on Steam! (woops! You can always see the up to date patch notes on the Discord, too.)
Here are the changes in that patch as well:
New Additions:
⭐ Pardners cannot have less than 40% max stamina.
Stamina is still tied to health up to the 40% threshold, but below 40 health, your max stamina will always be 40%.
⭐ Added a ramp to quarry
⭐ Added the new objectives and the shovel to the guidebook
Changes:
🌵 Tumbleweed burn duration increased to 55 seconds (was 50)
🌵 Tumbleweeds get destroyed when lighting a signal fire
🌵 Doubled the dig radius of the key. (aka, it's easier to find the exact spot now)
🌵 Recorded puzzle map numbers now display in a vertical column to fix overlapping issues. Map symbols also grey out when recorded, so it's easier to track which ones you still need
🌵 Successful minigame inputs now are sorted behind the rest of the mini game UI, making them not obscure the upcoming arrows/inputs
🌵 Reverted the difficulty change to the firepit objective (i.e. made it slightly easier) and added lighting effects to them
Bug fixes:
🪱 Worms no longer always see Sassperilla crates when they are on the sand
🪱 Fixed issue with stats saving to Steam (not used yet, but will be used for achievements etc. later)
🪱 Fixed metal detector not being visible after being revived
🪱 Fixed issues when climbing a ladder and digging at the same time
🪱 Worms no longer see the light aura on blinking metal detectors
🪱 Fixed Sandstorm and other external forces absolutely yeeting Pardners
🪱 Fixed various bugs with softlocking Pardner inventories
🪱 Fixed the "Start Game" button so it, well ya' know, actually starts the game
And as always, feel free to leave any bugs, feedback, or just hang out with some cool people over at the Discord. Discord.gg/Wormtown
Stay safe out there, Pardners!
Howdy and Happy New Year!
This update marks the official end of the Winter Wonderworm event. The winter map theme will still be available in the match settings panel, but will no longer be the defaulted theme.
Aside from that, this is a small patch that lays the groundwork for some big changes coming to Wormtown soon! Most of the development work near the end of 2023 was focused on localizing the game to other languages (I had no idea just how much work it takes to localize a game! OOF) So I'm excited to be able to get back to significant gameplay development soon!
A mini-development roadmap for 2024 includes:
- Significant gameplay changes (don't want to spoil too much yet!)
- The 1.0 release of Wormtown
- Achievements, stats, and player progression
- Increased lobby player count
Lots of fun stuff to look forward to!
Now, for THIS update:
New console and "cheats":
We've done a complete overhaul to the debug console. Okay, cool, so why is that exciting? Well, it makes it much easier for us to find and fix bugs - but also means we've added fun commands and "cheats" for you to play around with!
Now, don't worry, these cheats are strictly for having fun in private lobbies, and CANNOT be activated in public games. When cheats are enabled in a lobby, a yellow icon will appear on the left side of the screen, so all players in a lobby know they're on.
To activate cheats:
* Be the host of the game
* Press F3 to open the console
* Type "cheats true" and hit enter
After that you can type "list" in the console to see all of the commands at your disposal, including:
- forcestart: Want to run around solo? Want a game where everyone is Pardners? All Worms? This command forces the game to start with any configuration of players.
- endless: the game won't end when there's no Pardners left alive (good for silly custom games!)
- and more, including resurrecting yourself (any number of times!), spawning props/kits/dynamite, flying, teleporting!
Note: once cheats are enabled by the host, clients can also use the cheat commands via the console.
We had a lot of fun messing around and creating fun little game modes (Pardner Dynamite Dodgeball!) while testing the cheats out :D
Misc Changes:
- Now displays a props fuel percentage next to it's actual fuel value on the pick up UI. This directly corresponds with the percentage on the train furnace, so no more guessing!
- Added a "leave game" confirmation pop up when leaving a match.
- Starting with this update, we're storing basic stats for wins, fuel items deposited, and others. This means you can start gaining progress towards these stats now, for the inevitable achievements for them once they're officially added to the game later in 2024.
Bug Fixes:
- Fixed Snake Oil giving Pardners health when escaping a Sand Trap. (woops lol)
- Fixed unstable camera issues when looking directly down with the Pardner aim camera.
Again, this small update lays the groundwork for significant gameplay additions and changes coming soon!
Lastly, Thank you everyone for such a crazy 2023. The support you all showed for this silly little game was more than I could have ever dreamed for and I truly appreciate it all. 2024 is going to be a great year for Wormtown!
Changes:
+ Crossbow shoots 20% farther
+ Sandstorm visual effects now match map theme colors
Bug Fixes:
- Fixed Ed's (The Balloon Pilot) festive hat being visible to the Worm. (oops!)
Changes:
+ The Train Key is now gold in the Winter theme. (The silver key blended in with the environment way too much!)
+ Added festive lights to the Church.
Bug Fixes:
- Fixed the snowman cosmetic's eyes and mouth being always visible to Worm
- Fixed Winter decorations floating in the air after their connected buildings were destroyed
Current Release
06072023
Uploaded Sep 17, 2023
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How to Install
Last Train Out Of WormTown.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
83 MB
06072023
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