Hi ,
It looks like you're using an ad blocker.



The revenue generated from the adverts on the site is a critical part of our funding - and it's because of these ads that I can offer the site for free. But using the site for free AND blocking the ads doesn't feel like a great thing to do, which is why this box is so large and inconvenient. Some sites will completely block your access, but I'm not doing that - I'm appealing to your good nature instead. Did you know that you can allow ads for specific sites, whilst still blocking them on others?

Thanks,
Ian Williams aka Fetch
or for an ad-free Fetcheveryone experience!

Fetchworld

6 lurkers | 95 watchers
9 Jul
9:26am, 9 Jul 2025
9,935 posts
  • Quote
  • Pin
becca7
DocM wrote:So, I passed a tree today and it didn't get added to my swag. Is that cos I have a zombie? Did you have to find a pill to get rid of zombies? And why are the pills cos I can't see any on the map


Doc I have a zombie but still picked up a tree yesterday. The only pill I can see on the map is 3 miles away, in between two other zombies.
9 Jul
9:30am, 9 Jul 2025
40,679 posts
  • Quote
  • Pin
Ocelot Spleens
Now I have uncovered a lot there are vests everywhere, I have 2.
9 Jul
9:37am, 9 Jul 2025
28,961 posts
  • Quote
  • Pin
Dvorak
I have 18 (eighteen) vests, and today my castles have survived four attacks. I don't know which ones, though.

Also, my castle bonuses did not update overnight.
9 Jul
10:15am, 9 Jul 2025
1,496 posts
  • Quote
  • Pin
monki
Does a pill make you immune to ALL zombies, or just one? I can see that if I start my longer run from the usual start point I run into no fewer than five zombies. (And remembering at point 3.5 to go down into the cul-de-sac to pick up a pill is just fecking tedious, to be honest. This is a good 'walking' game, but I'm finding it irritating on runs - should I cross the road to pick up X means I can't switch off in the usual way.)

In terms of behaviour change - it does make me _think_ about varying the runs a bit more. And I guess the zombie issue will mean I might possible walk 200 yards before I press start. But the actual impact is that I turn my Garmin on when I walk anywhere. So you're adding to climate destruction, Lord Fetch. :P
9 Jul
11:49am, 9 Jul 2025
32,140 posts
  • Quote
  • Pin
fetcheveryone
Diogenes wrote:I have collected a vest. I have no idea what it does

ptr_runner wrote:I also picked up a vest yesterday and have no idea what it does.


If you click the items on the map, it brings up a bit of information about them. Sometimes a bit cryptic, but hopefully leading you in the right direction.

DocM wrote:So, I passed a tree today and it didn't get added to my swag. Is that cos I have a zombie? Did you have to find a pill to get rid of zombies? And why are the pills cos I can't see any on the map


You cannot just collect trees. If you wanted a tree, think about what you might need in your inventory. Yes, you need a pill to get rid of zombies. And I'm assuming you mean "where" in your last sentence, in which case, the answer is 'you just have to go and find them'.

DocM wrote:Correction, I can see one pill but it's way out at sea. Should there be more?


There are more. Maybe try the fog :-)

jelly wrote:So do I just need to keep running through someone else’s castle to take it?


No. Think about which items on the map might help you attack a castle. Click items on the map for clues as to what they do.

Dvorak wrote:I have 18 (eighteen) vests, and today my castles have survived four attacks. I don't know which ones, though. Also, my castle bonuses did not update overnight.


I will see if I can figure out how to make the survival notifications link to the specific castle. And I'll see if I can find a bug with the castle bonii.

monki wrote:Does a pill make you immune to ALL zombies, or just one? I can see that if I start my longer run from the usual start point I run into no fewer than five zombies. (And remembering at point 3.5 to go down into the cul-de-sac to pick up a pill is just fecking tedious, to be honest. This is a good 'walking' game, but I'm finding it irritating on runs - should I cross the road to pick up X means I can't switch off in the usual way.) In terms of behaviour change - it does make me _think_ about varying the runs a bit more. And I guess the zombie issue will mean I might possible walk 200 yards before I press start. But the actual impact is that I turn my Garmin on when I walk anywhere. So you're adding to climate destruction, Lord Fetch.


One pill should remove one zombie from your inventory, or allow you to pass one zombie when out and about. But running down cul-de-sacs to collect items is part of what makes the game the game. If it's irritating, it may not be for you. And I'm also adding to climate destruction by helping you live longer, assuming you don't get squished crossing the road too many times, or beaten to a pulp by a vigilante cul-de-sac neighbourhood watch scheme. :-P
9 Jul
11:56am, 9 Jul 2025
32,141 posts
  • Quote
  • Pin
fetcheveryone
When you click an item on the map, as well as showing the coordinates e.g. (3,19), it now shows the numeric item ID. If you're reporting something that's happened with a specific item, this ID will be helpful to help me track it down.
9 Jul
12:01pm, 9 Jul 2025
40,681 posts
  • Quote
  • Pin
Ocelot Spleens
There are also a lot of rings....
9 Jul
12:07pm, 9 Jul 2025
32,142 posts
  • Quote
  • Pin
fetcheveryone
The overnight castle bonii should now have been delivered, as have some penalties for ring bearers.
9 Jul
1:22pm, 9 Jul 2025
4,165 posts
  • Quote
  • Pin
ptr_runner
I actually the opposite opinion to that of Monki.

I usually run almost exactly the same route, every single day, with very little variation. Today has seen me run down a handful of new roads that i've skipped past since I moved here in Feb, and two of those were into short cul-de-sac's in order to pick up bricks for my Castle!
9 Jul
1:25pm, 9 Jul 2025
4,166 posts
  • Quote
  • Pin
ptr_runner
fetcheveryone wrote:...
If you click the items on the map, it brings up a bit of information about them. Sometimes a bit cryptic, but hopefully leading you in the right direction.

...


Okay, so I'll need my vest when doing dangerous stuff. I'd've thought walking around with sticks of dynamite is dangerous, but maybe not. Thankfully no Zombies or Volcanos on my map currently.

About This Thread

Maintained by fetcheveryone
I have decided to build a new version of Fetchpoint, and for now at least I am calling it Fetchworld.

The original Fetchpoint was first launched in 2011 - and I don't know of anything else that was like it at the time. The closest thing I was aware of at the time was geocaching - but nothing virtual like this. It predated Pokemon Go by five years :-)

As with any code project, what started as a relatively clean chunk of code has taken on various bug fixes, workarounds and the code equivalent of gaffer tape and string. And it gets to the point where it is sometimes easier to knock down and rebuild, rather than try to build an extension. But if you're a Fetchpoint fan, don't worry - I will leave the original game untouched: fetcheveryone.com/game-fetchpoint.php for as long as people want to play it.

But yes, I would like to build a new version, with some exciting changes to make the game more varied and fun.

It was my hope when building the original game that there would be a lot of players in proximity to each other. Whilst this is true for populous areas like London, it looks like a lot of players have never had the experience of competing directly with other players. So the key difference with Fetchworld will be that everyone will play on the same map. So for example, the Magic Boots of Destiny† will be two miles north of *every* player; the Cockerel of Likely Doom† will patrol the south west; etc. So all players will be chasing the same items at the same time. Wherever you set your home point, your items will come with you.

The original game has the concept of a home circle, with a mile radius around you. Existing players have rightly pointed out that if there are a couple of hundred players, this circle will be fiercely competitive. Yep. But in my head, I am seeing a *much* bigger playing area. Instead of the focus being on a one mile radius, I'm imagining a grid that covers a hundred square miles (10mi X 10mi). So there'll be plenty of opportunity for surprises to be hidden on the map. And before you wonder whether you're gonna have to start plotting 20 mile treks to get to the edge of the grid and back, no you won't. I have some game mechanics in mind that will allow you to unlock parts of the grid so that you can 'fast travel' there. Too complicated? Don't worry, just stick to the basics.

With freedom to rebuild, I have the opportunity to introduce new aspects of the game. One of the key things is the idea of an inventory. Rather than just collecting items that add to your score, there will be things you can pick up for later use. Find a matching pair of the Socks of Undeniable Cosiness† and you could score double points on your next ten outings. Collect six different Fruits of Dubious Provenance† and you could make a potion that makes you immune to the Thorns of Regretful Curiosity† so you can make your way to The Trough of Endless Crumbs†. That sort of thing.

I will also be better placed to lob in themed items for different times of the year. Like the existing Easter eggs, but things like pumpkins, beach balls, Christmas trees, love hearts etc. And there may well be collectibles too - like Panini stickers, but with rare ones hidden around the grid. For example, there are currently 65 Fetch 'Illuminati' (that's the folks who have got the badge for a million page views). I could scatter these around the grid for you to find - some easy, some harder.

To add to the mystery and encourage exploration, I plan to shroud large parts of the grid in darkness. By travelling around it, you'll dispel the darkness and reveal items - some good, some not so good.

With lots of players, interaction between them comes to the fore. Who needs traffic lights when you've taken control of a Fortress of Unyielding Pettiness†, and earn points from anyone that strays too close?

With one grid for all, the concept of marking areas as inaccessible disappears. It may be inaccessible to you without some jiggery-pokery, but not to others. But there will be some items on the map that you ideally *need* to access. If your personally-assigned Beetle of Mild Alarm† gets too close to your house it will ransack your inventory, so you need to put it in its place. In this case, it'll be possible to say "I can't reach it", and the little bugger will respawn somewhere else.

So far I have the bare bones of some code, so it might take a bit of time to get a working prototype - but I wanted to start this thread so that those who are interested can follow for updates. Please hit the watch button and feel free to ask questions or suggest stuff. I'll share more when I can :-)

† I haven't decided on the items in the game yet, so these are just some random things to wet your whistle.
‡ 28.28 miles actually, to get to the corner of a 10x10 grid, but let's not get distracted.
  • Show full description...

Useful Links

FE accepts no responsibility for external links. Or anything, really.

Related Threads

  • fetchgames

Report This Content

You can report any content you believe to be unsafe. Please let me know why you believe this content is unsafe by choosing a category below.



Thank you for your report. The content will be assessed as soon as possible.










Back To Top

Tag A User

To tag a user, start typing their name here:
X

Free training & racing tools for runners, cyclists, swimmers & walkers.

Fetcheveryone lets you analyse your training, find races, plot routes, chat in our forum, get advice, play games - and more! Nothing is behind a paywall, and it'll stay that way thanks to our awesome community!
Get Started
Click here to join 114,522 Fetchies!
Already a Fetchie? Sign in here