Wrongworld is a surreal and unforgiving survival game set on a low poly world filled with freakish inhabitants.
All Reviews:
Positive (36) - 97% of the 36 user reviews for this game are positive.
Release Date:
Aug 22, 2017

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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?

“Wrongworld has been developed by one human known as Jamie - that's me... Hello there!

So, why Early Access, you ask? I genuinely want the feedback from the community to shape the future of the game. Combat not exciting/challenging enough? Okay, gimme a couple of weeks, I shall fix it. Gathering too tedious? No worries, balancing tweaks incoming. World not big enough? I concur and shall add many new things to justify a larger world post-haste.

Ultimately (and perhaps with a sprinkle of over-simplification), I just want Wrongworld to be fun. Lots and lots of fun. All the fun, in fact. And as a one-man development team who's been working on this game in isolation for a long, long time, I'm probably too close to it now to objectively judge everything. I know the directions in which I want to grow the game over the coming months, but it's your feedback that will ultimately dictate it.”

Approximately how long will this game be in Early Access?

“This will ultimately be dictated by the community and their feedback regarding the flow of the game and the amount of content included, but I estimate around 6 months.”

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

“The game is already completely playable from start to finish, but I want more randomness. In truth, it being called WrongWORLD feels a little excessive at the moment. Perhaps WrongLARGEISLAND would be more apt, but it's not quite as catchy, and the eventual scope of the game is one of my biggest development goals. At present, I could easily make the world large, but it needs the randomised content to fill it, otherwise I'd just be increasing the space between what's already in there, and that isn't fun.

So, what do I envision adding to make it more WORLD-y, and what do I feel I absolutely need to do before I'd consider leaving early access? Many, many more randomised Points of Interest (so you'd need to have a bunch of complete play-throughs before having any chance of seeing them all), more random events, more craftable things and base-building shenanigans, a full fishing system, completely redeveloped alchemy system, underwater zones, new biomes (with unique creatures), and several other things that I don't want to mention publicly because exploration and discovery is part of the joy.”

What is the current state of the Early Access version?

“The game is completely playable from start to finish and all main game systems are already in place. Current features include but are not limited to:

-- Random world generation
Each time you play, the layout of the world and its many features are randomly arranged.

-- Time, Hunger and Day/Night systems
Hunger loss over time and the threat of starvation encourages you to keep pushing forward and manage your time effectively. The length of time you are able to survive effectively represents your score on a particular play-through. This ties in with an XP system that unlocks new craftable items for subsequent play-through based on your performance. Also, many of the random events and challenges that can spring up around the world are also restricted based on the current day, meaning that the longer you survive, the more events you may start to encounter.

-- Crafting and Harvesting
Trees, rocks, flowers and more randomly spawn around the world, and can be gathered to be used in a variety of crafting projects. A wide range of craftable items are already in place, ranging from simple wooden tools all the way to more scientific projects like jet packs. You can also build yourself a little base of operations containing prerequisite crafting structures like a smelter and anvil for manipulating metals, as well as a few mainly cosmetic structures such as fences.

-- Combat
A straight-forward combat system allows you to whomp your enemies with a variety of different weapons, each with their own positives and negatives. For example, fist weapons are fast but can only hit a single target; staves are slower but can hit multiple targets; and even tools can be used in emergency (granting minor bonuses against certain beasts, e.g., wooden beasts don't particularly like axes), but tools aren't designed for combat and may break.”

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

“The price won't change when Wrongworld leaves early access.”

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

“If you've read the above, I imagine you've got a good idea already, but I want to involve the community as much as possible. I'll be setting up a public development roadmap and diary so everyone can see what I'm working on, and, vitally, give feedback on current features and vote on what they want to see added next or improved upon.

I'd also love to get feedback from the community on how they'd LIKE to be involved, and I'm 100% open to suggestions. Basically, if there's a way I can get the community involved to help shape the future of the game, I will do my best to make it happen!”
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Recent updates View all (10)

February 6

Update 0.6.2 (6th Feb)

Update 0.6.2 is finally here! Hurray!

Sorry it's been a while since the last one... Quite a lot of December seemed to get eaten up by various not-so-interesting admin/business-y things I had to deal with, and not as much development as I'd like. But as soon as January arrived, I got back into Maximum Development Mode, starting work on all the new content I want to add. A lot of the major new stuff isn't ready yet, and I don't want to rush things. I'm planning to get a bunch of new things finished and then launch them all at once, rather than trickle them out, because most of them are related to each other in one way or another. Anyway, rest assured that I'm still hard at work on new biomes, gear, points of interest, random events, beasties etc... It just might take a little longer than normal before it all launches in one big content explosion.

However, I've also been steadily making a bunch upgrades and improvements to the existing content, and I decided it was probably time to get those changes out there while I continue to work on the more exciting things :)

So, here come the details...

I know early-game health regeneration was causing headaches for a lot of people, so I've changed a couple of things to hopefully help smooth out the difficulty curve:

1) You now slowly regenerate Health automatically while your Hunger is above 90%. It works slightly differently depending on the difficulty setting:

EASY MODE - As Hunger ticks down from 100% to 90%, it's transferred directly to Health. In other words, you'll heal 10% during that time.

NORMAL MODE - The healing is half as effective in Normal Mode... As Hunger goes from 100% to 90%, you'll regain 5% Health.

HARD MODE - There's no automatic healing.

2) Health gains from food have also been boosted a little. Nothing major - just changed some of those 1-health foods to 2's and 3's.

I'm pretty sure that these Health changes will need some more tweaks and balancing after I've had more time to repeatedly test how it impacts the game, but I just wanted to get this version 1 Health Regen system out there to see what you guys think.

Thanks for all the suggestions and contributions about this on the forums, guys. Much appreciated :)

The family of mutant trees has grown! Alongside your collection of Meat and Leather Trees, you'll now be able to grow some Sand and Ice Trees.

I've also slowed down the growth of those special trees, just a little, and here's why:

Normal wooden trees can drop a maximum of 5 Wood once they're fully grown, but these special trees just drop a maximum of 3 of their related loot. However, they were growing from the 1-loot stage to the 2-loot stage too quickly - in about 3 days - which meant you could effectively double all of your Meat and Leather supplies every 3 days, which was a little overpowered!

One of the other issues with the trees was that you never really knew how fully-grown they were, especially tricky and frustrating with these special trees, because they don't naturally spawn in the world so you had nothing to compare them with. But, hopefully, this won't be a problem any longer...

Now, when you look at a tree and the little "Chop Tree" text appears, it'll change based on how fully-grown the tree is, so you have a better idea of how many loot it'll drop. And it works like this:

"Chop Small Tree"
Normal Tree: 1 - 2 wood
Special Tree: 1 loot

"Chop Tree"
Normal Tree: 3 - 4 wood
Special Tree: 2 loot

"Chop Big Tree"
Normal Tree: 5 wood
Special Tree: 3 loot

Plant Pots no longer require a Workbench, and the Alchemy Table doesn't require as much Leather.

----- ALCHEMY TIPS -----
Speaking of the Alchemy Table, you can now interact with the book on the table to read a little guide about flowers, plant pots, and transmuting.

When you craft a structure for the first time and get the "New crafting recipes unlocked!" message, each of the new recipes will now be clearly marked in the Crafting Menu until you hover the mouse over them.

Pressing Shift to lock on to enemies has been improved a little. Your current target now has an arrow over its head, and the camera should track them a little quicker. Let me know what you think.

I've gone through all of the landscapes in the game, searching for and updating particularly simple collision geometry around the cliff faces, which I believe was the main cause for the sneaky beasties you might have noticed walking through walls (Snakes and Pigs, mainly). I still haven't been able to recreate the problem myself, but I'm hopeful these changes will have gone some way to fixing the issue. I'm sure I'll have missed a few simple bits of collision dotted around the place, so please do let me know if you encounter beasties going through walls. And, ideally, send me a save file right next to where it happened! :)

Previously, when you had any element of the user interface open - like the Inventory, Crafting Menu, Fishing UI - you couldn't move the camera at all. Well, you can now... Yay for being able to keep an eye out for those Slugs while you're fishing :)

For keyboard users, use the movement controls (default: WSAD) to spin the camera around. But there's one special case: If you've got the Crafting Menu open, "W" and "S" will switch between the crafting tabs (as they always have), so you can't move the camera up and down. I couldn't decide whether that was an issue or not, so let me know if you think it is!

For gamepad users, you can control the camera with the Right Thumbstick. But there's a similar special case: If the mouse cursor is hovering over the Crafting Menu, up and down on the stick will scroll the recipes up and down instead of controlling the camera.

I think this system still needs a few more tweaks to make it work a little better/more naturally (and maybe a Preference to disable it completely), but I didn't want to delay this update any longer just to mess around with this some more. Let me know what you think anyway!

Previously, if you got attacked and damaged while you had part of the UI open, like the Inventory or Burying Menu, you had to manually close it before you could defend yourself. I've now changed it so that all menus will automatically close if you take damage.

I think it works better like that, but if you prefer it the old way, you can tweak a new option in the Settings > Preferences menu to change it back to how it was.

The Camera Sensitivity slider in the Settings > Controls menu was a little too subtle. I've now ramped up the range considerably, so hopefully everyone will be able to get the camera moving as fast or as slow as they want :)

If you've got some Bait in your Inventory when you go fishing, you'll now be able to see how many you've got left alongside the Fishing UI.

- Added a few new Tips that can appear up at the top-left. And they now animate/fly in, so hopefully nobody will ever miss that "hold Interact to auto-collect" one ever again! :)
- And I've added a few hints/little bits of guidance about what new players might want to craft first to the bottom of some of the Crafting Menu pages, which should also help clarify that a lot of the recipes are initially hidden. But, just like the other tips, you can disable them in the Settings > Preferences menu.
- When you cook "Cooked Meat", the on-screen message now simply says, "Cooking Meat", rather than "Cooking Cooked Meat" :)
- Fixed an issue that could cause you to get trapped in a certain structure immediately after building it.
- Improved the spawning logic for some of the points of interest... Hopefully no more spawning halfway through a wall.
- Fixed an issue that was preventing "Escape" from backing out of some of the UIs properly.
- Patched up a hole in the world... Thanks, Highrider!
- Tweaked a couple of tooltips.
- The Metal Detector now digs about twice as fast. And it's green light has been changed to orange/yellow (the green light made it harder to see the digging target sometimes).
- The Snow Yeti mini-boss is now a tiny bit slower at attacking... Attack animations running at 90% normal speed so you've got a fraction of a second more time to dodge.
- Slug Beasts automatically killed by The Sword In The Slug will now properly drop some loot.
- Sort of fixed an issue that allowed you to literally get an infinite boost of upwards physics from the Jet Pack.
- Fixed an issue that could cause the Hand of God to appear while you were busy floating around, being a Stonehenge ghost.


As always, if you have any feedback or encounter any problems, just let me know!
8 comments Read more

December 2, 2017

Update 0.6.1 (2nd Dec)

Update 0.6.1 has arrived, so Steam should do its thing and spew it on to your computer soon. And here comes to usual rundown of the newness:

----- NEW GAME MODES -----
Next time you start a new game, you'll be asked to select a Game Mode - Easy, Normal or Hard...

EASY MODE is the often-requested non-permadeath mode. Upon dying, you'll drop all your equipment and reappear in a random location, so you'll still want to avoid the whole being-killed thing as much as possible, but your save game will be unharmed and you're free to galavant around Wrongworld like some kind of immortal space mutant.

However, you don't earn any XP in Easy Mode and won't unlock the rewards, so maybe think of it as a practice mode if you want to get your hands on those shiny treats one day.

NORMAL MODE is what you've been playing so far... Permadeath, XP, fun times.

HARD MODE is there for those of you that might want a tougher challenge. Permadeath and XP like normal, but faster hunger loss, tougher beasties, and probably more frequent random events popping up.

Workbenches and Smelters now require less resources to build, down from 30 to 20 wood/stone. I know it's only the difference of a couple of trees or rocks, but hopefully it'll allow everyone to acclimatise to early-game without feeling like they're being hit around the head with a little grind right at the start. Oh, and I've also tweaked the goodies you get with Quick Start Mode activated to factor in these changes.

You can now use the D-Pad on your controller to select and use items from the Hotbar. To free up the D-Pad for this, Autorun is now toggled by clicking down the Left Thumbstick. And...

I completely removed the Caps Lock/D-Pad Down toggle for switching between walking and running. Walking didn't actually serve a purpose, and, if anything, it just got in the way when it was accidentally pressed!

As far as I can tell, me messing with some of the in-game controls shouldn't cause any issues, but you might want to double-check everything's as it should be if you've customised your keyboard controls.

I've added 10 new achievements to the game, and unhidden 2 of the existing ones. In future, I'll try to add achievements at the same time as actually adding the content, as I appreciate that some of you will have already done what's required to unlock these but will now have to do it again if you want the achievement. Sorry!

----- TOOL TWEAKS -----
Wooden and Stone tools are now a little faster at chopping trees/smashing rocks. I wanted to boost the speed increase a little between wooden tools and just using your good old smashy head technique, so they all got nudged up a bit.

- Remember when items used to fly off into the distance at warp speed (I'm looking at you, Glass)? Well, I slightly tweaked the fix for that to loosen it up a little, as I discovered that was a potential cause of items occasionally falling through the floor (they were so slow to depenetrate themselves, gravity took over and sucked them through the floor). If you notice any problems with items flying off into the distance again, please let me know.
- Fixed a rather important issue that was probably preventing Slug Beasts from spawning before midnight.
- Updated the Tooltip for the Multipurpose Claws to help clarify that they're actually amazing.
- The damage from poisonous mushrooms was previously being reduced by armour. Pretty sure that's not how poisons work, so I updated that :)
- Tweaked some of the boss damage values.
- It's no longer possible to place structures inside a boss's lair.
- Interacting with a "HOT HOT HOT" meteor without the proper equipment will now display a little hint to let you know you're doing it wrong.
- Slightly increased the chance of Frog Beasts spawning.
- Added a little sound effect when equipping items.
- Fixed an issue that could potentially trap you when crafting certain structure upgrades.
- Tweaked the loot spawning location for trees to reduce the chance of stuff sneaking underground.
- Tweaked the spawning logic for the Statue of Spatula.
- Fixed an issue that allowed you to toggle crawling when you shouldn't have been able to.
- Fixed an issue that meant beasties could continue slapping you in the face while you were trying to watch the little end game cutscene.

As always, if you have any feedback or encounter any problems, just let me know!
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“A game that you should experience, even if you feel as if you have already experienced everything that this genre has to offer.”

“Wrongworld is a science fiction survival-crafting-sandbox game where you play as a big teddy bear who likes to headbutt trees. Sound good? It is!”
Save or Quit

“Wrongworld has hopped over the boundaries of the sandbox-survival genre... I fully support the one-man developer behind this whimsical world, and look forward to experience more that Wrongworld has to offer.”

About This Game

Wrongworld is a surreal and unforgiving survival game set on a low poly world filled with freakish inhabitants.

You play as a furry little space critter with a bit of a knack for whomping mutants. Crash-landed on a strange and unfamiliar planet, you must decide whether to attempt to rebuild your ship and head home or try to make a new life for yourself. Either way, you'll be exploring, gathering, crafting, discovering, whomping and juggling a powerful need to eat.


You're gonna have to figure out the world for yourself and hopefully not die in the process. But you will. Probably a lot. And with perma-death and auto-saving, there's no sneaky reloading to avoid an untimely demise. Just pick yourself up, dust yourself off, and try to learn from your fatal experiences. Super-Secret Bonus Hint #1: Food is good. Eat it.


It might be a brutal world, but you may as well chuckle at the ridiculousness of it all as you go. Obliterate trees with your forehead, fast travel as a non-human cannonball, and become best friends with a cardboard box.


The world is completely randomised with every new game. And with a bunch of random events to discover/be subjected to, you're likely to face different hurdles every time you play.


Gather resources from across the land, kit yourself out with awesome gear, and build yourself an epic new home. From basics like campfires, simple tools and cooked meals all the way to jet packs, magic potions and maybe even a replacement rocket ship.


"I don't think I've been this excited for a game in a while... This is just so much fun!"

"Better than it has any right to be."
Jim Sterling

"I love your game."

System Requirements

    • OS: Windows XP
    • Processor: Yes, a processor is required. My 2011 middle-of-the-road laptop can just about cope. But to err on the side of caution and also try to sound a little less clueless about hardware, I'll say an Intel i3 or better is probably wise.
    • Memory: 4 GB RAM
    • Graphics: You don't need a beast - as mentioned above, my ancient laptop (it's called Larry, by the way) has something known as a Radeon HD 6520G stuffed inside it, and it can just about deliver 30fps with all the settings on "Low". Definitely wouldn't want to go older/lamer than that, but the fact you're actually looking at 3-dimensional games on Steam makes me think you've probably already got that covered.
    • DirectX: Version 11
    • Storage: 500 MB available space
    • Sound Card: As far as I can tell, any on-board chip should work. At least, none of the test machines I have access to have had any problems with sound.
    • Additional Notes: As Wrongworld is still in early access and is therefore receiving lots of love and attention to make it run silky-smooth, it's worth noting that system requirements are subject to change for now.
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