You awake to discover yourself no longer in the company of good men or a fine seafaring vessel. Treasure... you remember something about treasure. Wayward is a challenging turn-based, top-down, wilderness survival roguelike. Explore, build, and most importantly survive in these unforgiving lands.
Recent Reviews:
Very Positive (37) - 81% of the 37 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (288) - 83% of the 288 user reviews for this game are positive.
Release Date:
Apr 22, 2016
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Wayward is still a beta product. During this phase, many things still need to be improved, expanded upon and tweaked. There's tons of content and ideas yet left to explore. Early Access for Wayward means giving the players an early look into Wayward and providing a vessel for those players to help us shape the future of Wayward.”

Approximately how long will this game be in Early Access?

“Wayward will be in beta, or "Early Access" indefinitely, until, we as the developers, and you as the players feel like this is a polished, fully featured release, suitable for a non-beta status. There's no set time frame for this; however, even after the eventual release, there's no plans on stopping development for Wayward. We have been developing Wayward for years now and will continue to do so.”

How is the full version planned to differ from the Early Access version?

“The game will not differ in large ways from the last Early Access version to the full release version. You will continue to see improvements in every aspect of the game through our iterative design and development process during Early Access, all the way up until we feel like it is ready to ship as a fully, finalized gaming experience.

We are transparent about our goals, ideas and planned changes. We will routinely post updates to discuss with the community.”

What is the current state of the Early Access version?

“Wayward is a content-rich experience, even in its early state. It's a fully playable game filled with many hours of gameplay. As a disclaimer, we would generally state that Wayward is Early Access and is a beta product. You may experience bugs, unpolished system/mechanics and unbalanced gameplay. Early Access will allow Wayward to refine and fix these issues as we become aware of them.”

Will the game be priced differently during and after Early Access?

“At this point, we are unsure if the non-Early Access release will increase in price, but we are not ruling it out. As we provide a better game, more content, and more features, a price change may be warranted. The price increase, if in fact it does happen, will most likely be a small increase to signify a jump from our beta game to a near-finalized product, and as a reward to all the early customers.”

How are you planning on involving the Community in your development process?

“Ever since the early alpha versions of Wayward, the community and player feedback has shaped Wayward into the game it is today. This will not change at all going forward on Steam with the project.”
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Recent updates View all (36)

January 21

Beta 2.5.5 Released

This may be the end of the line for minor patches for beta 2.5, depending on if there are any game breaking issues discovered.

We are still waiting on a patch upstream to fix some of the hardware conflicts we are having in the game (corrupted rendering and/or losing GL context). Unfortunately it doesn't look like it is progressing very quickly, so we'll have to move on. That being said, we'll update the development branch (which will be beta 2.5.6 or 2.6) as soon as it becomes available.

Apologies on this situation. Feel free to refund or use our browser solution if your hardware is not supported at this time and do not wish to wait.

A special thank you to all that reported bugs and issues this time around for beta 2.5. Many bugs would have been undiscovered without your help!

New
  • Added a "Move (All) to Facing Container" selection to the item menu to match the previous drop to container functionality.
Improvements
  • Gathering will no longer result in a chance of 0 durability items placed on top of trees.
  • Added 11 new hotkeys and removed "Backspace" as the 13th hotkey, and instead added shift modifiers for hotkeys 13-24.
  • Improved the audio falloff so very distant sounds are no longer heard, making it easier to locate players in most instances.
  • The skeletal mage wand will now only attempt to teleport into open tiles (randomized). Previously it would fail if attempting to teleport into a blocked tile.
  • "Pick-up All" is now mentioned within the "Fast Pick-up" hint.
  • Renamed the "Milk" option to "Gather Milk".
Bug Fixes
  • Fixed an issue where the game would endlessly attempt to sync when joining a multiplayer game through the Steam overlay. (Thanks Bruskedragon!)
  • Fixed an issue where players would stay connected to server indefinitely if they lost connection while playing (or their computer crashed). (Thanks blay.paul!)
  • Fixed save game mods importing themselves every time the title screen is shown.
  • Fixed a visual glitch that resulted in lit torches not showing the "ember" graphic when being placed down with under 200 decay. (Thanks the rift!)
  • Fixed a PVP-related multiplayer desync. (Thanks Kyun!)
  • Fixed tile events not having the proper sentence case in tooltips.
  • Fixed the "Pulchritudinous" milestone not triggering again when transmogrifying equipped items. (Thanks Maugrift!)
  • Fixed a bug where sliders (audio) could be interacted with while in-game when options were closed. (Thanks Snart!)
  • Corrected a couple grammar issues.
Balance
  • Reputation is no longer decreased when releasing tamed creatures. (Thanks Tribarrel!)
  • Decreased the chance of creatures breaking doodads/walls slightly.
  • Creatures will have a lower chance to wake players up from 2 tiles away.
  • Decreased the chance of waking up from wall/doodad breakage from further away.
  • Added a chance to remove a full water tile (even non-shallow water tiles) when drinking/gathering water (based on amount of connected water tiles).
Modding
  • Fixed some links that did not work within the modding guide.
Mod
Starter Quest
  • Added multiplayer compatibility.
Technical
  • Replaced game.getPlayerAtTile/Position with game.getPlayersAtTile/Position.
0 comments Read more

January 14

Beta 2.5.4 Released

This week has been all about bug fixing. We have a large batch of issues that we have corrected in this release, but still have a few more to go, as well as some improvements we'd like to see get in before we start on beta 2.6. So, a beta 2.5.5 is indeed planned for next weekend likely. Please keep reporting any issues you run into!

We are also aware of a couple issues related to hardware from some players that we cannot fix quite yet. We are waiting for an update upstream (Electron) to potentially patch out these issues. Apologies if you are one of the few that are experiencing these issues.

Enjoy!

Improvements
  • Palm leaves are now considered tinder.
  • You can now once again remove quickslotted items by dragging and dropping from your quickslots (like prior to beta 2.5).
  • Mods now refresh when closing the Steam Overlay anywhere in the main menu. The "load game" menu now reloads the save list when mods are refreshed.
  • The item list for containers now displays in the correct sentence case (for both inspect messages and tooltips).
  • Removed the visual notifier for decayed lit torches, and removed references to "unequipping" them on decay.
Bug Fixes
  • Fixed items breaking their quickslot assignment when they were automatically re-assigned when getting the item in your inventory again in multiplayer.
  • Fixed a bug that would result in hatching a chicken (and boiling the egg) when placing an egg on cooling lava. Yep. (Thanks holyshield!)
  • Fixed an issue where binds could get stuck pressed during an auto save.
  • Corrected a visual glitch when equipping the spyglass.
  • Fixed games not loading with custom skills (while skill window is set to auto open) after the mod has been disabled.
  • Fixed containers not closing on death. (Thanks blay.paul!)
  • Fixed the auto save screen not staying up until the save had completed.
  • Fixed quick moving items (using the new bind) facing you into a certain direction.
  • Fixed an issue where using "Continue Game" did not warn about any missing mods you may have.
  • Fixed a bug that did not allow save game mods to be imported unless you loaded a game and then went back to the main menu.
  • Fixed multiple binds appearing as "OR bind OR bind"
  • Fixed audio fading in/out not being implemented correctly (leading to abrupt music stopping/starting) for some players in some instances.
  • Fixed a bug where hovering over a skill or milestone would flash and show "N/A" when passing a turn. (Thanks Amax!)
  • Fixed inspect messages showing incorrect sentence cases doodads, creatures, and tile events.
  • Fixed incorrect pluralization on some items including "Pile of Sands". (Thanks the rift!)
  • Fixed a bug that resulted in lit doodads staying embers forever among other oddities. (Thanks MadMarcAgain!)
  • Fixed a visual glitch when gathering treasure on top of a cave entrance. (Thanks Tevervin!)
  • Fixed some grammar/wording issues within the Starter Quest.
  • Fixed various glitches when using actions by the world's edge.
  • Fixed incorrect graphics being visible when planting seeds on the world's edge. (Thanks blay.paul!)
  • Fixed some grammar issues with damage types in combat messages.
  • Fixed recipes not unlocking if one of the components was quickslotted/equipped and protected crafting items was enabled. (Thanks DarkAcheron!)
  • Fixed rare instances of templates (walls/doors) appearing over cave entrances on world generation. (Thanks holyshield!)
  • Fixed the Starter Quest mod always showing as disabled when loading save games with it enabled. (Thanks Megan!)
Balance
  • Creatures can no longer become tamed with items that are not crafted by players (if the item can be crafted), fixing Hobgoblins being tame from their own traps. (Thanks jopi!)
Modding
  • Added a registerPacket method to BaseMod that allow mods to easily add new packets.
Mods

Developer Tools
  • Fixed grasp and deliberate pick-up actions not working when noclipping.
Technical
  • Fixed spawn coordinates not saving the "z" value on game reload. (Thanks Amax!)
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Reviews

“All crafting and survival buffs, just cross out the rest of your weekend now.”
Jay is games

“Wayward, a graphical roguelike with echoes of Ultima Online, Dwarf Fortress and Minecraft. Which means: Survival! Crafting! Treasure! An ace chiptune soundtrack! And lots of other things worthy of !s”
PC Gamer

“It's already very impressive though, with plenty to see and do.”
Rock Paper Shotgun

About This Game

Wayward is a challenging turn-based, top-down, wilderness survival roguelike.

In Wayward, there is a large focus on simulation, survival and openness. There are no classes; there are no levels. Progression of your character depends on individual skill and stat gains by your interactions with items or objects in the world. You are free to play and explore the game in any fashion you wish.

Wayward will continue to grow, expand, and evolve over time to open up new modes of play, add depth and complexity, add content, and further refine the systems presented. You are free to come a long for the ride as we try to make this game a truly unique experience through our iteration and through your feedback.

Wayward's key features:


  • 5 distinct environment types to explore – all generated procedurally.
  • Over 350 items to craft, discover and interact with.
  • More than 30 nasty creatures and animals to combat and harvest.
  • Sandbox game mechanics mixed with roguelike gameplay and heavy inventory management.
  • Deep, multi-faceted skill system with over 25 skills.
  • Open-ended and open-world gameplay.
  • Online multiplayer with optional PVP mode.
  • Optional permadeath (hardcore), or respawning (casual) modes.
  • 15+ hours of content and gameplay before reaching the “end-game”.
  • Day and night system.
  • Modding and Steam Workshop support.
  • Play in turn-based (default) or real-time modes.
  • Character customization.
  • Dynamic reputation and difficulty system.
  • Ability to rollback to the last 25 versions or play the latest development build of the game before public release via Steam.
  • Iterative game design and community feedback driven.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7, Windows 8, Windows 10
    • Processor: 2.2 GHz dual core or better
    • Memory: 2 GB RAM
    • Graphics: GPU with WebGL support, 512MB of video memory, and at least 128 GFLOPS.
    • Storage: 350 MB available space
    Recommended:
    • OS: Windows 10
    • Memory: 4 GB RAM
    • Graphics: GPU with WebGL support, 1GB of video memory, and at least 512 GFLOPS.
    Minimum:
    • OS: Mac OS X 10.9+
    • Processor: 2.2 GHz dual core or better
    • Memory: 2 GB RAM
    • Graphics: GPU with WebGL support, 512MB of video memory, and at least 128 GFLOPS.
    • Storage: 450 MB available space
    • Additional Notes: Mac OS X does not support the Steam Overlay.
    Recommended:
    • Memory: 4 GB RAM
    • Graphics: GPU with WebGL support, 1GB of video memory, and at least 512 GFLOPS.
    Minimum:
    • OS: Ubuntu 12.04+, Fedora 21, Debian 8
    • Processor: 2.2 GHz dual core or better
    • Memory: 2 GB RAM
    • Graphics: GPU with WebGL support, 512MB of video memory, and at least 128 GFLOPS.
    • Storage: 450 MB available space
    • Additional Notes: Linux does not support the Steam Overlay.
    Recommended:
    • OS: Ubuntu 12.04+
    • Memory: 4 GB RAM
    • Graphics: GPU with WebGL support, 1GB of video memory, and at least 512 GFLOPS.
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