Build your dream festival in this management sim, then do it for 45,000. Every wook is simulated, from their rave fam to their bladder. Zone the campgrounds, book the stages, staff the gates and keep a crowd that moves like a fluid from crushing itself. Keep the wooks alive.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“Wookland simulates every single person at a 45,000-guest camping festival: their rave fam, their bladder, their sleep, their walk to the stage and the crowd they become. A simulation like that gets better the more people break it. We want festival-goers and management-sim players building real festivals now, telling us where the crowd, the traffic or the porta-potty lines don't feel right, and helping us shape what comes next.”

Approximately how long will this game be in Early Access?

“We expect roughly 6 to 12 months, depending on what we learn from players.”

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

“We plan to deepen the simulation and widen what you can build. Areas we're planning to work on include: more real-world maps, weather you can see on the ground (rain, mud and wind), more detail in how substances and their combinations affect the crowd, more stage designs and festival art, sound and music for the festival itself, a guided first festival for new players, more scenarios and challenges, and performance work so the biggest festivals run faster. Player feedback will decide much of the order.”

What is the current state of the Early Access version?

“You can build a whole festival from an empty field or a real place made from elevation and map data: terrain, roads, parking, campgrounds, stages, gates, security, toilets, food, medical and care. Then you run it for up to 45,000 simulated guests from Wednesday load-in to the Monday exodus. Crowd density, traffic, queues, harm reduction, renegade sets and the inspector, where you can click anyone to see what they're doing, are all in. Some features are still rough or missing, including in-game audio, visible weather effects and a tutorial. Expect bugs, and expect balance changes as we tune the simulation.”

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

“We plan to raise the price gradually as we add content and features, so joining during Early Access is the cheapest way in.”

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

“Through the Steam discussions and our Discord, where playtests already happen. We'll share regular updates on what we're working on, run polls on what to build next, and read every bug report. Festival-goers know how a real festival works better than anyone: if something in Wookland doesn't feel like the real thing, we want to hear about it.”
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Planned Release Date: To be announced

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About This Game

It starts with a field. Build your own camping music festival in the woods: the stages, the campgrounds, the gates and the porta-potties. Then do it for 45,000 people, and keep every one of them fed, watered, on time for the headliner and alive, from Wednesday load-in to the Monday exodus.

Terraform the land, lay roads and footpaths, zone campgrounds and parking, and place stages, fences, gates, medical and Main Street. Start with a Bass Shack and work up to The Mothership, book the lineup to the minute and sell premium wristbands for the nicer camping.

Then decide where 15,700 cars are going to go. Not everyone drives: run shuttles from the hotels, and lay out walk-in tents, bell tents, cabins and RV pads. At the gates, a thorough search catches the contraband and makes the line long, and a long line makes a pushy crowd. Ticketless wooks wait for a miracle, then look for the stretch of fence your perimeter posts can't see.

Every one of them is simulated. They pick sets from the lineup and plan the walk: set changes are mass migrations, headliners pull everybody, and at close everyone leaves at once. That's the real test. GUESTS ARE THINKING shows what's on their minds, and every festival ends with an A-to-F grade, the three things that cost you most and a fix for each. If someone died, the best you can get is a C.

Every guest comes with a rave fam, a cooler and a plan for the headliner. A carload is a family, and about one in ten flies a totem. A totem is visible from 70 metres and a face from 12, which is how friends get lost. "Stay behind the shrimp. The shrimp knows the way."

Porta-potty banks with real queues, tanks that fill and a honey wagon on its rounds. Everyone wakes up needing to go at once, and too few banks by the stage means a line that misses the drop. No loo in reach means a wild wee behind the nearest van.

Food-truck lines, the cereal bar, $85 hoodies that sell themselves at 3 a.m. Sleep debt, sun-baked tents and rave dads practising pancake diplomacy. By day three the ice is gone. After the music, renegade sets take over the lanes: a speaker on a cooler, decks on a folding table, and a packed lane between parked cars you may have to shut down.

Crowd crushes are real, and they are preventable. Wookland uses the numbers event-safety planners use:

  • Under 2 people per m² is comfortable. At 5, nobody can move on their own.

  • Exits pass 82 people per metre per minute; the HUD tracks egress against an 8-minute target.

  • Barricades hold. Chain-link gets trampled. Medical, free water, sanctuary and drug checking change outcomes.

  • STOP SHOW empties a stage. Sometimes it's the right call.

Planning rules after the Purple Guide, the Event Safety Guide and ANSI ES1.9. The density heatmap is one key away.

A DRUG-AWARE CROWD

Every guest has a plan for the day, and for a lot of them something is in it: alcohol, cannabis, MDMA, LSD, mushrooms, ketamine, cocaine, nitrous or GHB. Click anyone to see what they took, when, and where each one is on its curve: coming up, peaking, coming down, or not what it was sold as.

  • Real curves: MDMA comes up in about 35 minutes and peaks for over an hour; LSD lasts about 10 hours; ketamine and cocaine are over within the hour.

  • Timing matters: most of it happens between 8 p.m. and 2 a.m., rave fams pregame so the headliner lands at the peak, and some top up after it.

  • Mixing: two curves at once, effects stack, and some pairs are worse than the sum: a drink on GHB, depressants together, stimulants on stimulants.

  • It moves the crowd: closer to the front or further back, pushier, slower, hotter, thirstier, and three times as likely to lose the fam.

  • Up to 30% of some supplies is something else. Drug checking, free water, medics and a sanctuary bring them home, and a strict search has a hidden cost: some swallow the lot in the queue.

Nobody gets judged. Everybody gets water. Medical outcomes are written seriously, never as a joke.

Build on real land made from elevation data and OpenStreetMap, from Stonehenge at the solstice sunrise to an Antarctic ice shelf where the sun never sets, each with its own weather and its real sun and moon, or start from a blank field. Run time from x1 to x1000, or let the auto-play bot build a well-run festival (or a badly run one) and watch.

  • "Are you rolling?"

  • "Where is Molly? I can't find her."

  • "Let's get feral."

  • "CAAARRRRLLLL!" (the whole campground, answering, 4 a.m.)

  • "Where are the afters?" "Bro, it's 6 a.m. This is the sunrise set."

  • "Happy Wookland!"

Wookland is

  • a building and management sim at true scale

  • a crowd simulation built on real safety numbers

  • funny about wooks and porta-potties

  • honest about drugs, serious about care

Wookland is not

  • a rhythm game or a music-label tycoon

  • combat

  • affiliated with any real festival: it's inspired by real 45,000-person forest festivals

Build your dream festival. Keep the wooks alive. Happy Wookland! Wishlist to hear when the gates open.

Mature Content Description

The developers describe the content like this:

Mention of drug use. Mentions of sexual acts. Adult festivals simulate adult behavior.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows® 10 Home 64 Bit
    • Processor: Intel® Core™ I7 930 | AMD® FX 6350
    • Memory: 16 GB RAM
    • Graphics: Nvidia® GeForce™ GTS 450 (1 GB) | AMD® R7 250 (2 GB) | Intel Iris Xe G7 (Tiger Lake)
    • DirectX: Version 9.0c
    • Storage: 4 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • Processor: Intel® Core™ I7 2700K | AMD® Ryzen 7 2700X
    • Memory: 16 GB RAM
    • Graphics: Nvidia® GeForce™ GTX 580 (1.5 GB) | AMD® Radeon™ RX 560 (4 GB)
    • DirectX: Version 11
    • Storage: 4 GB available space
    Minimum:
    • OS: OS X 10.11 (64-bit)
    • Processor: Intel Core 2 Duo, 3.0GHz or M series
    • Memory: 6 GB RAM
    • Graphics: nVIDIA GeForce GTX 260, 512 MB or ATI Radeon HD 5670, 512 MB (Does not support Intel Integrated Graphics Cards)
    • Storage: 4 GB available space
    Recommended:
    • OS: OS X 10.11 (64-bit)
    • Processor: Intel Core i5-3470, 3.20GHz or M series
    • Memory: 8 GB RAM
    • Graphics: nVIDIA GeForce GTX 660, 2 GB or AMD or M series
    • Storage: 4 GB available space
    Minimum:
    • OS: Ubuntu 12.04 (64-bit)
    • Processor: Intel Core 2 Duo, 3.0GHz or AMD Athlon 64 X2 6400+, 3.2GHz
    • Memory: 6 GB RAM
    • Graphics: nVIDIA GeForce GTX 260, 512 MB or ATI Radeon HD 5670, 512 MB (Does not support Intel Integrated Graphics Cards)
    • Storage: 4 GB available space
    Recommended:
    • OS: Ubuntu 14.10 (64-bit)
    • Processor: Intel Core i5-3470, 3.20GHz or AMD FX-6300, 3.5Ghz
    • Memory: 8 GB RAM
    • Graphics: nVIDIA GeForce GTX 660, 2 GB or AMD Radeon HD 7870, 2 GB (Does not support Intel Integrated Graphics Cards)
    • Storage: 4 GB available space
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