The Year in Review 2024

Auroch Digital at Moocon 2024

2024 has been a big year for Auroch Digital, we’ve had lows, but also highs with a new Studio Director, game launches, announcements, and community activities! 

We are a talented group of professionals who absolutely love what we do, and we really love games! We decided the end of the year was a good time to look back and reflect on all of the exciting and positive things that have happened this year. 


We have a new Studio Director – Nina Adams! 

One of the biggest and best things that happened for our studio this year was Nina Adams being promoted to Studio Director! Nina has been at our studio almost from the very beginning and has helped build Auroch Digital to what it is today. She is passionate about making the games industry a fantastic place to work in which people can thrive and is an incredible leader of our herd – we are lucky to have her. Here’s what Nina had to say about it

“It’s incredibly exciting to be heading up the wonderful development team at Auroch, and to be its first woman Studio Director,” said Nina. “We’ve got 130 brilliant game developers working on some fantastic projects and I’m looking forward to help bring those games to launch alongside seeking out new opportunities for the studio.”  


We launched Wildermyth: Console Edition 

On 22nd October, we brought Worldwalker Games’ Wildermyth to new communities on consoles. Wildermyth: Console Edition launched on PlayStation 4 and 5, Xbox One and Xbox Series X|S and Nintendo Switch. We’ve loved seeing adventurer’s first forays into the Yondering Lands. 

That’s not all, though! A physical version of Wildermyth: Console Edition launched in the US on the 9th November, followed by a UK and Europe release on the 26th November. This edition came with the Monster Compendium, a trusty tome packed full of information about the game’s monsters. 

Yet to begin your adventure? Read on! Aside from announcing over on PlayStation’s PS Blog, we also prepared 5 handy tips and tricks for anyone starting their adventure on Xbox.  


We launched Warhammer 40,000: Boltgun - Forges Of Corruption

On 18th June this year Malum Caedo returned in Forges Of Corruption, the DLC for our boomer shooter Warhammer 40,000: Boltgun. It was released on PlayStation 4 and 5, Xbox One, Xbox Series X|S, PC and Nintendo Switch. This DLC brought new levels, new enemies to destroy, new environments to explore, and new weapons for players to complete the purge!  

We announced the DLC with a surprise trailer at Warhammer Skulls, which we had a live watch-a-long for in our official Auroch Digital discord.  Read more about the activities we ran in our Discord to celebrate the games launch in our Discord section of this article.  

We hosted a Q&A over on Reddit to answer players questions about the DLC, and also shared an article from one of our lead artists on the game over on the Xbox Wire blog - Breathing Retro Life into the Cast of Enemies


We launched Democracy 4: Console Edition

On 5th June this year, we brought the political simulation series, Democracy, to consoles for the first-time ever with Democracy 4: Console Edition! The game launched on PlayStation 4, Xbox One and Nintendo Switch, with it being backwards-compatible on both PlayStation 5 and Xbox Series X|S systems. It’s been incredible to see console-based politicians making their mark in power across 10 different countries!  

The release of the game came at a perfect time here in the UK, as an election was due to take place the very next month, so players could test out the manifestos of candidates from the various political parties. As the game was created on a custom-built neural network designed to model the opinions, beliefs, thoughts and biases of thousands of virtual citizens, it works very closely to real life! 

Looking to get a head start so your time overseeing your chosen country can be as successful as possible? We published a starter blog via Xbox Wire to help you begin your tenure. 


We brought you updates on Mars Horizon 2: The Search for Life

We are still hard at work on the sequel to Mars Horizon. This year, we have had a whole host of new things to share about Mars Horizon 2: The Search for Life

Back in March, we showcased the game’s Hex-Grid system, which will allow players to fully explore planets and moons as the search for signs of life. We paid a visit to our partners in the University of Edinburgh in May (which we’ll have more content to share early in 2025) as we looked to learn more about astrobiology and incorporate that into Mars Horizon 2. Regarding the University of Edinburgh, Dr Sean McMahon joined members of the development team for a talk at the Steam Festival TactiCon, which provided amazing insight on space exploration in games!  

In September, we participated in Steam’s Space Exploration Fest, where we shared a video update on the game from members of the development team, in addition to brand-new gameplay footage. In mid-November, we shared an update to say that the release window will now be 2025. To go alongside this, we also shared the game’s new logo and game art, in addition to new screenshots. 

We can’t wait to share even more with you in 2025!  


We did loads for Auroch Digital’s Charity Initiatives

Auroch Digital takes on Tough Mudder!

Giving back to our community is so important to us as a studio and this year we’ve been able to raise an amazing £2,600 for charity.  

In August, several members of the Herd came together to run Tough Mudder in support of The Sunflower Ward and raised an amazing £1,185, meaning we’ve raised a grand total of £6,666 for the ward in total over the years! The ward uses all the funds we raise to buy games and books for the children, including sensory items which help with rehabilitation! 

Several members of our senior management team gave up their time to support the Bristol Animal Rescue Centre by creating toys for the injured or abandoned animals that find themselves in the shelter. Shelters can be quite scary as they’re loud and confusing. So, toys are a great distraction and perfect for chewing on! In addition to donating our time, we also donated £500 to BARC!  

Last month, our studio took part in Movember (or Moovember as we call it) and raised a further £915 with many members of the Herd supporting a fantastic ‘tache in the name of Men’s Mental Health.  

Outside of our own charity efforts, we also collaborated with Whales and Dolphin Conservation for their World Ocean Day Sale and achieved a total of £107,000 raised alongside other studios and publishers that took part. Earlier this year we also donated keys for our game towards the Into Games Bundle 2, which raised an incredible £48,005! 

And it’s not just about the money! We also sponsored a cow called Monica as a prize for our annual Christmas quiz, and will be sponsoring a new one this year as well! Dumble Farm helps with conservation and we are proud to support this great cause. The sponsorship money goes towards looking after the herd, which are conservation grazers, as well creating new wetland habitats which provide nesting and feeding groups for birds. 🦢 Furthermore, wetland soil is also a natural carbon sink absorbing and storing large amounts of carbon. 


We held our second Moocon - and it was even better than the first!

As a remote-first studio, the majority of our team work remotely across the globe, but every April our herd migrates to Bristol for Moocon, an annual company meetup, and 2024 was no different!  

Like the year before it, this year’s Moocon was a three-day conference packed full of talks, workshops, and presentations from our fellow Aurochs. It's an opportunity for us all to spend time together and build even stronger working relationships.  

We're already hard at work planning next year's Moocon, but watch the video to get a glimpse behind the curtain of our annual event!


We gave our Discord a make over and revamp

This year we’ve been revamping the Auroch Digital Discord to involve the community more in our existing and upcoming projects!  

Our new Discord emotes!

Earlier this year we’ve hosted a Q&A with the developers of Warhammer 40,000: Boltgun and Malum Caedo (Rahul Kohli) himself showed up! There was also an exclusive Discord preview of gameplay for the Warhammer 40,000: Boltgun - Forges of Corruption Expansion ahead of its release.  

This month we launched a new levels initiative that rewards our most passionate community members with priority playtest access, giveaways and more. Our UX/UI Director, Alix Briskham, also created some adorable Auroch emotes for our server!


We ran a Steam Festival - Digital Tabletop Fest 4: Roll of the Dice

Digital Tabletop Fest returned to Steam this past March, with Digital Tabletop Fest: Roll of the Dice where a whole host of tabletop games were celebrated! The theme for this year, as the name suggests, focused on games with a central theme of chance. 

Digital Tabletop Fest returned to Steam this past March, with Digital Tabletop Fest: Roll of the Dice where a whole host of tabletop games were celebrated! The theme for this year, as the name suggests, focused on games with a central theme of chance. 

In addition to over 100 games being showcased and a spotlight on exciting upcoming digital tabletop games, the festival also played host to various panels from renowned developers and publishers. Our panels and content featured representatives from The European Space Agency, Jump Over the Edge (Citizen Sleeper 2), Worldwalker Games (Wildermyth), Stunlock Studios (V Rising), ZA/UM (Disco Elysium), Hooded Horse (Breachway), The Chinese Room (Vampire: The Masquerade – Bloodlines 2) Monster Couch (Wingspan), Frontier (Warhammer 40,000: Chaos Gate – Daemonhunters), Owlcat Games (Warhammer 40,000: Rogue Trader), Cubicle 7 (Warhammer 40,000: TTRPG), Nevergreen Games (Mori Carta), Ground Shatter (Fights in Tight Spaces), Nomad Games (Fury of Dracula), World of Darkness, and Perfect Random (Sulfur). 

Thanks to everyone who contributed, to either the game line-up or content, and made Digital Tabletop Fest: Roll of the Dice such a tremendous event! 🎲 


We did amazing work on some incredible Work for hire projects

Did you know? In addition to developing and publishing a variety of great video games, Auroch Digital is also available as a Work-For-Hire studio and this year we wrapped up two huge projects!  

We had the incredible opportunity to work with Stunlock Studios to port their Vampire Action-RPG Survival game, V Rising, from PC to PlayStation 5. Our re-design of the UI/UX in the PlayStation 5 version of V Rising was so well received by the developers that they made the decision to incorporate the console version’s UI/UX into the PC version of the game. 

This year we also lowered our pirate flags and returned to dry land after two years sailing the seas with Rare, creating hearty cosmetics for Sea of Thieves. Over the two years dedicated to this project, our team at Auroch Digital worked on over 100 different pieces of content for Sea of Thieves, including ship sets, clothing, emotes, pets, and more. Read more about our work on Sea of Thieves in our case study.


Plus, there were plenty more herd activities from Auroch Digital

We are an active studio full of expert Games Developers. We love what we do and we’re keen to share our knowledge and experience to help our peers in the industry, or anyone who is looking to get into games.  

These are just some of the articles, interviews, talks and panels that members of the Auroch Digital herd have taken part in this year: 

Joseph beacham, technical artist, and Matthew Holmes, Programmer, working on their game jam.

  • This year we ran our very first Auroch Digital Game Jam! Anyone could join up and they were sorted into teams to try and create a game in a couple of days. We’ll have more news about how this went in the New Year so keep an eye out for that.  

  • Our Studio Director Nina Adams was part of an event called Power Up!! Which empowers the video game industry to be stronger and more inclusive for everyone. 

Siddharth Mishra, programmer, during his talk at Vishwakarma Institute Of Technology in Pune

  • Our Production Director Peter Willington gave a talk at a local primary school. He showed the children how the games they love playing are created by a diverse group of people with a range of skills - all of which they start learning in school.  It was great for the children to see people from a range of backgrounds (many reflected in our school) and open their minds to different career opportunities. Read all about it here!

  • Tomas Rawlings, our previous Studio Director and now Vice President of Sumo Digital UK, did an interview with Jordan Sorcery around designing Warhammer 40,000: Boltgun and the Nature of Gaming. This interview goes into the culture, behaviours, and perceptions of the video game and tabletop gaming hobbies and industries 

  • Some of our very talented Auroch Digital staff took part in Women in Games event, which aims to share their expertise and experience and to encourage more women to get into games. Find out more here. You can see a clip of one of the panels which our Marketing and Comms Director Jemima Crow spoke in, she talked about how skills are transferrable and shared how her first job as a Zookeeper helps her working in games:

  • We took part in a joint event between TechExeter and Bristol Games Hub giving talks on porting and games studios from Tomas Rawlings our previous Studio Director and Fraser McCormick, one of our principle Programmers. 

peter willington, production director

  • Tech Radar Gaming reached out to us to discuss how we got across taste and smell in our beer brewing simulation game Brewmaster. This is a big challenge facing any cooking (or brewing) simulation game. How do you help with the immersion of tasting and smelling your delicious food and drink without taste and smell in the game. Our lead designer on the game Matt Bone and our Production Director Peter Willington talked about how we approached this challenge and the focus we put on other areas, such as the visuals. In this article you can also read about how other devs approached this problem in their own simulation games.

  • Our Production Director Peter Willington spoke to Games Developer about how we can predict the future with correct forecasting techniques


See you in 2025!

We told you it was a big year! A lot has happened and we are already so excited for what 2025 holds for our studio.  We are working on a lot of amazing projects (some announced, some not) so stick with us next year to see what we do next.

Make sure to sign up to our newsletter and follow us on socials as we have a lot of very exciting things happening in 2025 that we can’t wait to share with you. 

The whole herd at Auroch Digital wishes you a Merry Christmas and a Happy New Year! 🎉

Getting Schooled: Five Things I Learned From Talking about Games At Cabot Primary School

Peter Willington, Production Director - Auroch digital

The games industry isn’t where it needs to be in terms of diversity. One study conducted by Ukie in 2022 found that the workforce tends to skew white, heterosexual, and male. And though class isn’t explicitly mentioned in the study, we have clues that it might be an issue, as we know that a) 82% of people reported having an undergraduate qualification, and b) middle and upper class folk make up the majority of the population who benefit from a university education. 

Related to this, for the longest time we’ve heard champions in diversity, equity, and inclusion talk about how we have to proactively reach out to young people if we truly want the best chance of promoting the games industry as a space that’s welcome to everyone and, by extension, encourage people from a wider array of backgrounds to become part of it. 

So, I recently decided to heed this advice and reached out to a local school, asking if I could do a talk about the games industry – to which they graciously accepted and invited me to speak at their morning assembly. 

That school was Cabot Primary, a wonderful place of learning in St. Paul’s. It has excellent programs to support a highly diverse array of children aged 7-11 years old. The young people there were smart and enthusiastic, and the staff were passionate about giving them the best education. 

None of that was surprising, but what did shock me was that I came away from the experience probably learning just as much as the kids. How to do outreach better was part of it, but some preconceptions about young people I had were also challenged, as well as some of the problems with how the games industry presents itself. Here’s what I discovered; 


Seeking Out Your Intended Audience Is Super Effective 

It makes sense, right? If we want to reach specific audiences, we can’t expect them to come to us – we have to seek them out. 

In this instance the room was filled with about as diverse an audience as you’re going to get – education is compulsory for everyone regardless of background after all! And of course I was also reaching a younger audience, one that has had less time to build up pre-conceptions of what things they can and cannot do when they’re older; less opportunities to be told that “girls don’t play games” or “STEM subjects are too hard for most people” or that “art isn’t a real subject”. 

This makes the subsequent work of encouraging them, as adults, to consider the games industry as a viable career path, much easier, (hopefully) in turn increasing diversity within the industry further down the line. 

Gemma Davies from Cabot Primary, who worked with us to organise this, tends to agree about the importance of outreach

“Auroch Digital delivered an engaging and inspiring assembly which had all our KS2 children hooked! [They] showed the children how the games they love playing are created by a diverse group of people with a range of skills - all of which they start learning in school. It was great for the children to see people from a range of backgrounds (many reflected in our school) and open their minds to different career opportunities.” 


You =/= Your Audience 

It’s tempting for us to assume that the things we make will be played by a hyper-specific kind of audience, or conversely to not think about who our audience is at all. Both are a problem because, if we don’t keep the customer in mind, how can we possibly make things that will delight them? 

I think it’s a trap to assume that our end user’s life experiences are the same as ours, or to assume what people, of all ages, want from a product. 

Only by going and talking to the people who play games can we truly understand what they want, and this has to guide what we end up making, or we risk making something for nobody. I’ve spoken about this before when I talked at SDC, but I think this point is deeper than the “authenticity” discussed there; it’s about a much more intrinsic sense of “value” from a product. 

But I think this has DEI outreach ramifications too. It was awesome to see the reaction of the children when they saw people that look like them on the presentation screen, doing something really cool for a living. If a little girl sees a woman who’s a programmer, or a marketer, or running an entire company within the games industry, they’re much more likely to recognise themselves in that person, making the connection that “hey, I want to do that”, and hopefully going on to do it. 

That’s why my presentation had a core focus on – and lots of photos of - people on our team from different backgrounds; it reinforces to people in that assembly room that somebody, somewhere, works in the games industry, and looks not too dissimilar to people like them! 


Kids’ Expectations Around Monetisation Are… Worth Discussing 

“Are all your games free?”, “Do games really make loads and loads of money?”, “Who decides how you pay money in a game?”… if these questions from children under 12 made you wince slightly, you’re in good company. 

The games industry seems to be building up an expectation – certainly in the eyes of these consumers - that games are free at point of entry, but that it’s normal to then spend money for things once you’re playing them. 

This is a huge departure from when I was growing up, where games were all physical and uniformly priced. While some of the younger team members here at Auroch grew up in a time when digital content could charge lower prices for non-GaaS experiences – such as Xbox’s revolutionary Summer of Arcade – the acceptance of this kind of monetisation is a totally different kettle of fish. 

The school kids certainly knew a lot about premium games too, with lots of excitement around games from LEGO, Nintendo, and PlayStation, but the instinctive rancour that people like myself often feel when asked to put their hand in their pocket in the middle of a game, simply didn’t seem to be present here. 


Our Industry Is Opaque, Making The Barrier To Entry Artificially Higher 

Early in the talk, I asked two related questions: “how many of you play video games?”, to which the response was a unanimous “Me! Me! Me!”; and “how many of you have thought about making games when you grow up?”, where the response was much less enthusiastic. It got me thinking about why this might be. 

First, there are many “hidden” roles in the industry. Sure, we have programmers and designers and musicians, but just as importantly we have finance departments, operations managers, marketing teams, HR folks, legal representatives, and so on. They’re not what people immediately associate with the games industry, but without them, the games industry falls apart

Second, I think the more technically-focused jobs can appear to be more impenetrable than they actually are. As we went through the presentation, which talked about what people at Auroch do, and related it to things the kids are learning about in school, you could see understanding dawn on their faces. 

Evidence for both of these came from speaking with one of the staff afterwards; they told me that while they can easily teach what a nurse, pilot, or plumber is, there are some jobs in the world where it’s unclear who is involved in making them, and further to this, what the more technically-focused people actually do. Primary school teachers might be able to explain broadly what a person in the legal department does, but aren’t necessarily “in the know” on what a 3D artist does. 

But when you explain to kids that, when they sculpt something out of clay they’re making “3D art”, and that’s what video game 3D artists do, but with special software on computers, then it makes sense to them. 


This Stuff Takes Effort, But The Rewards Are High 

The things I had to do for this outreach were as follows; 

  • Research schools to find the right audience. 

  • Make contact with that school, pitch the talk. 

  • Go through any safety and wellbeing governance; seeking references or getting a background check. 

  • Write and put together the visuals for a presentation, have it checked by a colleague. 

  • Practice the presentation. 

  • Coordinate a specific date for the presentation at the school. 

  • Travel to the school. 

  • Do the presentation and answer any questions that may come up. 

None of the above is without cost, either to Auroch or myself. The school also has to throw its support behind the endeavour. So what I’m saying is that work to increase and improve diversity in the games industry is not free, and it needs support to make it happen from many different sources. 

Without Auroch’s support with the time to do this, a work culture that sees value in it, and the school’s willingness to get involved, I couldn’t have done any of the above, or learned what I learned. 

Ultimately, we all have to put our money where our mouth is when it comes to things that hopefully improve our industry and our communities. 

I think there’s also a lot of value in getting out there and being seen to be doing this kind of thing. Cheering from the sidelines is good, but getting involved – like this, or like this, or any other number of ways - shows a physical presence and support for something you believe strongly in, ideally encouraging even more people to get involved. 

Sink Your Teeth Into Our V Rising Case Study

Sink Your Teeth Into Our V Rising Case Study

Auroch Digital worked closely with Stunlock Studios to bring V Rising from PC to PS5. Hear from the development team about their experience here!

Read More

Wildermyth: Console Edition is out now!

Wildermyth: Console Edition is out now!

It’s time to create your party and embark on an exciting and epic journey through the Yondering Lands in Wildermyth: Console Edition.  

Read More

Hoist the Canvas: Sea of Thieves Case Study

Hoist the Canvas: Sea of Thieves Case Study

Two years ago, Rare approached our team at Auroch Digital to support the upcoming Seasons of their action-adventure pirate game, Sea of Thieves.   

Read More

Unpacking the physical edition of Wildermyth: Console Edition

Are you an adventurer who likes delving deep into dungeons and ancient ruins in search of powerful items and vast treasures? Well, we have just the thing for an esteemed collector such as yourself!  

Behold, the physical edition of Wildermyth: Console Edition!  

Pick up the physical edition for PlayStation 4, PlayStation 5 or Nintendo Switch, and not only will you receive the game but your very own physical copy of the Monster Compendium, a trusty tome of information about the game’s many monsters. 

Wildermyth: Console Edition is available now for pre-order from major retailers including Amazon, Best Buy, Target and Walmart. 

We also wanted to take the opportunity to provide you a few updates from our physical release partner: 

  • The new release date for the physical edition in the United States is now 9th November 2024.

  • The new release date for the physical edition in Europe is now 26th November 2024. 

PLEASE NOTE: These changes to the release date only affect the physical edition. The digital edition of Wildermyth: Console Edition launches on 22nd October on Xbox, PlayStation and Nintendo Switch 

Update: we made an error previously that mentioned that the Off-hand Item Skin Pack (DLC) was also available in the physical retail edition. This was a miscommunication on our part and the Off-hand Item Skin Pack is only available as a separate digital product at launch. We have now updated this across the website to avoid any confusion and thank you for your understanding.  

🏹 Sign up to our official newsletter to be the first to hear about all Wildermyth: Console Edition updates, pre-orders, giveaways, and other news! 

Auroch Digital

Marketing and Community Managment for Auroch Digital in Bristol, UK.

Behold the Monster Compendium in Wildermyth: Console Edition

Have you heard the news?

Wildermyth: Console Edition launches on PlayStation 4 / 5, Xbox One / Series X|S and Nintendo Switch on 22nd October 2024. While the original experience of the Steam version is preserved, the console edition comes with some exciting new additional features. 

Today, we’re going to learn about one of them: the trusty tactical tome known as... the Monster Compendium! 

During your journeys throughout the Yondering Lands, you’ll encounter a menagerie of malevolent monsters. As you face these foes, their stats will be added to the Monster Compendium providing you with important intel about their health, speed, armour and warding.  

That’s not all, though! Each entry contains enchanting excerpts of background information which will have your inner loremaster relishing the chance to gain a deeper understanding of these creatures, and the factions they serve.

Pick up the physical edition of Wildermyth: Console Edition and you’ll receive your very own physical copy of the Monster Compendium.

Stay tuned for more news and updates and be ready to begin your Wildermyth adventure on PlayStation 4 and 5, Xbox One and Series X|S, and Nintendo Switch on 22nd October. 

🏹 Sign up to our official newsletter to be the first to hear about all Wildermyth: Console Edition updates, pre-orders, giveaways, and other news! 

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Auroch Digital

Marketing and Community Managment for Auroch Digital in Bristol, UK.

Paws and Crafts with Bristol Animal Rescue Centre

Every year at Auroch Digital, our team has one volunteer day that they can spend however they’d like, whether that’s volunteering for a local charity or at an event.

This year several members of our senior management team used their volunteering day to help out at the Bristol Animal Rescue Centre!

What is BARC?

Bristol Animal Rescue Centre or BARC is a registered charity that aims to rescue, rehabilitate, and rehome vulnerable animals in the Bristol area.  

Each year, they provide essential services such as emergency medical treatment, behavioural training, and safe shelter for countless animals in need and they care for thousands of sick, injured and stray animals every year. 

Since the opening of the “The Bristol Home for Lost and Starving Dogs” in 1887, Bristol Animal Rescue Centre has been providing food, shelter and care for animals in need and it all started with a puppy on a snowy Winter’s evening.  

They have also expanded the list of animals they care for to include dogs, cats, rabbits, birds, wildlife, and more!  

To help the centre continue to support injured or abandoned animals, you can donate here! And here are some of the animals who are currently looking for a new home:

But they can only care for all of these animals thanks to the help of a dedicated team of volunteers, which is where the Herd came in. 

What did we do as Volunteers?  

This year, the senior management team from Auroch Digital descended on Bristol Animal Rescue Centre armed with bags of old clothes, cardboard boxes, and treats for all of the animals.

Our first step was to greet all the current residents living in the shelter, and there was no shortage of feline friends to meet.

Photo of a woman stroking a grey cat

Nina Adams (Studio Director of Auroch Digital) stroking loki.

Then it was time to get to work!

We started by shredding our old T-shirts into long strips of fabric that would be used to make our tug toys. Then we knotted them together and began interweaving the strips to make them tough and durable before tying them off. 

Shelters can be quite scary as they’re loud and confusing. So, toys like these tuggers are a great distraction and perfect for chewing on!

Photo of a woman holding up a green and brown plaited dog tugger. In the background is a table covered in crafting supplies like glue and cardboard.

Nina Adams (Studio Director of Auroch Digital) is so proud of her creation!

We also had the opportunity to cut up some old cardboard boxes to create cat scratchers for some of the cats in residence! These are great enrichment for the cats and allow them to maintain their claws.

Creating our DIY Cat SCratchers

How to make your own pet toys! 

If you want to try your hand at creating some new enrichment toys for your pets and help the environment at the same time, the full instructions for both are below as well as video demonstrations!  

DIY Dog Tugger Toys

  1. Cut 4 lengths of fleece fabric. About 2” wide and 45” long.  

  2. Tie a regular overhand knot at one end, leaving a few inches of fabric as a tail. Pull the knot tight.  

  3. Tie your square knots:

    • Open your 4 strips into a plus sign shape.  

    • Fold the top strip towards the bottom, a little to one side and always the same side as you progress.  

    • Fold the bottom strip towards the top, a little to the other side and always the same side as you progress.  

    • Fold the right strip toward the right. Pass over the first strip then under the second.  

    • Fold the left strip toward the right. Pass over the first strip, then under the second.  

    • Pull all of the strips nice and tight.  

DIY Cat Scratchers

  1. Collect cardboard boxes and cut them up into strips of the same width and length to fit the length of your main box. 

  2. Use glue to stick them all together and then fit them snugly into the box. 

  3. Once the box is full, ensure that they’re glued tight into the box frame.  

Other ways to volunteer and support

With so many animals to look after, Bristol Animal Rescue Centre is always on the look for new volunteers to help at the shelter. Whether that’s one of opportunities like our volunteer day or a more regular volunteer role helping out on a regular basis.

They have two roles up now on the volunteering page of their website for a Collection Tin Champion and an Animal Transfer and Facilities Volunteer. Make sure to check out their website for more information on how to volunteer!  

But what if you don’t live locally or can’t volunteer?  

The great news is that the shelter does several virtual events like their Mutt Strut, which is going on right now! Throughout August, they’re encouraging their community to walk 100km and raise money for the shelter by doing so.  

Or of course if you are able to make a donation this helps a huge amount, you can donate directly onto the page (link here). 

Where else can I keep in touch?

Keep up with everything that’s going on at the Bristol Animal Rescue Centre like the Mutt Strut, Cat Cabin Lock-In and Kennel Break 2024 by signing up to their mailing list!  

Simply navigate to their website and scroll to the bottom of the page to find the sign-up form.  

Auroch Digital

Marketing and Community Managment for Auroch Digital in Bristol, UK.

Establish a pantheon of heroes in Wildermyth: Console Edition

At its heart, Wildermyth is a game about its characters and the adventures that they go on together. From their pitchfork days to their powerful primes, and on into old age and memory, you’ll witness their entire journey from beginning to end. 

Upon starting Wildermyth: Console Edition, the first thing you’ll be asked to do is to customise the name, appearance, and backstory of your characters. From there, the choices you make will influence their appearance, abilities, and interactions, crafting their destinies amidst stories of sacrifice and humor. 

Every battle offers new weapons and equipment that you can equip to boost your characters’ stats and each level up brings with it new abilities to improve their fighting prowess. Every conversation, a new opportunity to fall in love, become friends, or start a devastating rivalry with your allies, each of which comes with its own benefits.  

While on your adventures, there are also unique events you can encounter that can modify your abilities, or stats, which can also sometimes change your character's appearance. They say curiosity killed the cat, but this time it gave you feathers instead…

As time passes, heroes grow old and may retire, or else might fall in combat—and yes, some will survive all the way to the end. But that doesn’t have to be the last you see of them! Heroes who survive or those who die and are given a proper burial, can be called upon in later playthroughs to take up the mantle again.

Or why not create new heroes and start writing their legendary tale? 

Wildermyth: Console Edition launches on the 22nd of October on Nintendo Switch, PlayStation 4 and 5, and Xbox One and Xbox Series X|S. 

🏹 Sign up to our official newsletter to be the first to hear about all Wildermyth: Console Edition updates, pre-orders, giveaways, and other news! 

Auroch Digital

Marketing and Community Managment for Auroch Digital in Bristol, UK.

A tale for all platforms – we’re bringing the critically acclaimed Wildermyth to console!

Happy July everyone!

Today, we have some very exciting news to share!

We are delighted to announce that Auroch Digital has teamed up with Worldwalker Games to bring the critically acclaimed Wildermyth to new audiences on Nintendo, PlayStation and Xbox on 22nd October 2024. 

You can pre-order Wildermyth: Console Edition on Nintendo Switch now, pre-orders for Xbox and PlayStation coming soon!

About Wildermyth: Console Edition 

Embark on epic journeys in Wildermyth: Console Edition, a character-driven tactical RPG where your choices shape the destiny of your heroes. Lead a band of unique heroes as they evolve from humble beginnings to legendary warriors in a rich 2D fantasy world. With procedural storytelling, dynamic character development, and strategic combat, Wildermyth offers endless replayability and the opportunity to create your own legendary tales.   

Choices that matter are at the heart of Wildermyth, and as you explore, your heroes will face many circumstances where choices must be made - some of which can have everlasting, character-defining effects.   

What’s new in Wildermyth: Console Edition? 

We’ve been meticulous in ensuring that much loved experience from Wildermyth’s original release isn’t lost when optimising it for consoles. With that in mind, we’ve redesigned the UI and controls with gamepad in mind, ensuring that in-game elements are easily readable and the controls feel intuitive for the best gaming experience.   

Two new features: 

  • Monster Compendium -  This in-game tactical tome provides an insight into the creatures you’ll face on your journeys through the Yondering Lands, as well as enchanting excerpts of lore and background information about the game’s various factions.  

  • Local Cooperative Multiplayer - We’re also introducing local cooperative multiplayer, allowing up to four players to take command of multiple characters and share in an unfolding story together.     

If all of that wasn’t enough to get you excited, we have even more news to share!  

Pick up the physical edition of Wildermyth: Console Edition on PlayStation or Nintendo Switch and you’ll receive your very own Monster Compendium, the trusty tome made physical!

Wildermyth: Console Edition launches on the 22nd of October on Nintendo Switch, PlayStation 4 and 5, and Xbox One and Xbox Series X|S. 

🏹 Sign up to our official newsletter to be the first to hear about all Wildermyth: Console Edition updates, pre-orders, giveaways, and other news! 

Auroch Digital

Marketing and Community Managment for Auroch Digital in Bristol, UK.