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.
All Reviews:
Very Positive (381) - 81% of the 381 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 (44)

August 5

Beta 2.6.4 Released

We have been plugging away at another batch of bug fixes, modding goodies, performance upgrades, and other changes with a focus on quality of life improvements. Hopefully something for everybody to enjoy! Some stand-out features include:
  • Replaced the multiplayer menu with the world menu, allowing you to change your turn mode and tick rate in an existing world.
  • Added an item breaking warning for dismantle and disassemble requirements.
  • You can now ignite torches with other torches or fire starting devices directly in your inventory.
  • Doodads that cause status effects will now warn players when attempting to walk over them.
  • You will now only lose half the stamina (based on item weight) when failing to craft items.
  • Fixed extreme performance hits from static in-game UI, especially when old messages are removed and scrolled.
It looks like we are getting close to wrapping up beta 2.6, but we still have some remaining unsolved issues as of yet. These include:

Character not appearing: https://steamcommunity.com/app/379210/discussions/1/1708438376927559767/

Freeze while saving: https://steamcommunity.com/app/379210/discussions/1/1759104257594700977/

Game freezing: https://steamcommunity.com/app/379210/discussions/0/1759104257593707044/

We are waiting on any additional information on these issues. Please let us know if you find anything! Instructions for reporting on each is located in the linked threads.

New
  • Replaced the multiplayer menu with the world menu, allowing you to change your turn mode and tick rate in an existing world.
  • You can now copy the message log, and export the entire message history in your current filter.
Improvements
  • Added an item breaking warning for dismantle and disassemble requirements.

  • Added filtering to the help menu for searching keywords.
  • Creatures are now easier to tame and will be tamed for longer based on how many times they have been tamed previously.
  • Added a "learn more" link to certain notes that open up relevant help articles.
  • Added a confirmation for attempting to heal yourself or others when at full health and not bleeding.
  • Replaced paused/resumed messages with a new pause/play icon.
  • Improved the look and consistency of all wooden items.
  • Official modifications shown in changelogs are now linked to their Workshop entry via their heading.
  • Added message logging for moving items, revealing the name of the container you moved the item(s) into.
  • You can now ignite torches with other torches or fire starting devices directly in your inventory.

  • Renamed the "Extincteur" milestone to "Exterminator".
  • Moving all items to a container will now no longer stop at the first instance of an item being too heavy to move, but instead will check if subsequent items are able to fit.
  • Doodads that cause status effects will now warn players when attempting to walk over them.

  • Dangerous movement confirmations (attempting to walk on fire/cacti/etc.) no longer show if they wouldn't actually hurt the player (via equipment protection).
  • Doodads and fire requirements are now separated within item tooltips, showing a red label if you don't have either or.
  • Added icons for all help articles.
  • Walk to tile will now walk through wooden gates.
  • Fire elementals and lava beetles can now be used as a fire source for crafting and lighting torches.
  • The dedicated server IP or hostname field will now remember the last server you joined.
  • Decreased how long the server pauses when players are connecting.
  • Improved the loading screen messages when joining a server.
Bug Fixes
  • Fixed a bug that would not let you remove anything from a container if "Use Adjacent Containers/Items" was disabled. (Thanks sechsauge!)
  • Fixed disassembly "Additional Requirements" label showing for item tooltips that could not be disassembled.
  • Fixed some instances where tick time could freeze by changing some options while the game is running.
  • Fixed some instances where legendary item defense values were not getting applied (doodad and burn damage).
  • Fixed the server welcome message counting the server as a player.
  • Fixed copper disassembly requirements not showing that it requires a fire source.
  • Fixed the message area shrinking in size over time while the developer tools were open and docked to the side of the game.
  • Fixed some error messages showing HTML code.
  • Fixed the translation for time only showing PM in the hours of noon and midnight.
  • Fixed an oversight where healing other players did not stop bleeding or provide healing notifiers.
  • Fixed a rare desync when new players join a server.
  • Fixed a bug where item confirmations did not display if an item was used as the default use in a quickslot.
  • Fixed directional facing binds not working (shift + W/A/S/D by default).
  • Fixed a few tipos.
  • Fixed the open crafting dialog bind and button not toggling crafting (if it was set to dismantle). (Thanks Junis!)
Balance
  • Damage from stepping on doodads (such as cacti) will now take into account foot protection instead of the total of all armor. Parrying will no longer be factored into damage reduction.
  • You will now only lose half the stamina (based on item weight) when failing to craft items.
Modding
  • Mods can now add their own dialogs using the new UI system (no HTML/jQuery required).
  • Mods can now add their own notes.
  • Mods can now add their own help articles.
  • The fog color is now moddable.
  • Added an IsTileBlocked hook, used for "walk to tile" pathing.
Mods
Troposphere
  • Fixed walk to tile pathing through holes in the clouds.
  • The fog color in the troposphere is now white, instead of black.
  • Fixed the nimbus not being damaged on use.
  • Added a help article and note for flying.
Technical
  • Fixed extreme performance hits from static in-game UI, especially when old messages are removed and scrolled.
  • Updated Wayward to Electron 3.0.0 beta 4 (from beta 2).
  • Update Wayward to use TypeScript 3.
3 comments Read more

July 20

Beta 2.6.3 Released

As noted with our last release, we were working on some issues relating to performance. Now, some weeks later, we think we have something available that will help the majority of people that had issues previously (especially on lower end machines). This required much more extensive testing than normal for these minor releases, which is why it took a bit more time, and also why you'll find that this changelog may not seem very minor. This won't be the fix for all performance issues, and probably won't be the end of the beta 2.6.x series, as we still want to wrap up a few items before focusing on our next major release.

If you are still dealing with performance issues and don't want to wait, there's a number of options and possible solutions available for you. We recently released a guide on this, "Wayward Performance Guide" available here: https://steamcommunity.com/sharedfiles/filedetails/?id=1438746684
As you'll see below, this release was hardly all about performance, and more about balancing, improving, and fixing bugs in the game. A common issue we have seen in multiplayer is new players struggling. This is due to the very fast paced nature of the game when not playing in turn-based mode. To combat this, we have introduced a brand-new mode which adds a simulated turn-based environment for more strategic and dynamic multiplayer gameplay, allowing turns to only pass if players are actively performing actions. We've also opened up adjacent containers/items to be used in disassembling/dismantling fully, further decreasing some tedium in inventory management. This is just a few of the highlights; take a peek down below for more goodies.

Have fun and keep suggesting your ideas and reporting issues!

New
  • Added a "Simulated Turns" multiplayer mode, which allows time/turn passing as long as players are performing actions, otherwise the game will be paused.
  • Added adjacent container dismantling.
  • Added a /save chat command.
  • Added an option to disable auto saving.
  • Added an option to toggle adjacent container crafting.
Improvements
  • Added support for using multiple movement binds at the same time.
  • Added support for adjacent containers for disassembling/dismantling requirements.
  • Decreased saving and loading time, especially for dedicated servers. The file size of saves has increased due to this change (although exported saves will still be compressed).
  • Added an extra check to see if you are already facing a crafting requirement before turning to face the first instance found.
  • Added display of skill use reputation impact within crafting tooltips.
  • Merchant NPCs will now spawn on game saves that do not have them (from previous versions).
  • All hard-coded bind hints will now show what your actual binds are (instead of using the defaults) within the Starter Quest.
  • Added more information to the stats help entry to explain how their maximum values work.
Bug Fixes
  • Fixed dismantling ignoring the order of items if no turn was passed after sorting items. (Thanks CMDR Kargen Dracos [INR]!)
  • Fixed an issue where some players were experiencing the game freezing/crashing while saving.
  • Fixed occasional uncaught errors related to multiplayer connections (when hosting a dedicated server).
  • Fixed the attack damage label values not updating.
  • Fixed a bug where both the character selection and main menu would appear when joining a game from a player's Steam profile with Wayward closed.
  • Fixed an issue with some integrated GPUs that caused incorrect colors and other rendering glitches/visual artifacts.
  • Fixed an issue where disassembled items could result in items with higher minimum durability than their maximum. (Thanks CMDR Kargen Dracos [INR]!)
  • Fixed a bug that would cause keyboard controls to become stuck after holding them down while pressing the chat focus bind. (Thanks AbstrXact_Data!)
  • Fixed the chat bind working when an interrupt is visible.
  • Fixed the "Menu Enter" bind not working on input interrupt menus.
  • Tumbleweeds may now drop their resources on adjacent tiles as dropping on the same tile did not allow it to grow. (Thanks Arnkh!)
  • Fixed an issue where some books could contain items that resulted in you weighing more after opening them. (Thanks CMDR Kargen Dracos [INR]!)
  • Fixed a bug where weight did not update after learning from an old educational scroll.
  • Fixed the "equip hovered item" bind still toggling the equipment dialog when you're hovering an item.
  • Fixed an extra space appearing in Starter Quest completion messages.
  • Fixed legendary strength items not effecting max weight when equipped. (Thanks Arnkh!)
  • Fixed an issue that caused dialog filters to filter incorrect items in.
  • Fixed an instance where hitting locked chests or creatures barehanded with hand protection provided no benefits.
  • Fixed gathering with hands not damaging your equipment enough, leading to this method being better than gathering with an actual tool. (Thanks Arnkh!)
  • Fixed swimming animations not resetting after travelling.
  • Fixed an issue where legendary skill items could potentially result in percents with more than 1 decimal point. (Thanks Arnkh!)
  • Fixed a bug where legendary attack damage was not applying to melee weaponry. (Thanks Arnkh!)
  • Fixed a bug where loading saves without previously loaded mods would still attempt to add modded items, skills, etc. through normal means.
  • Fixed move to tile not stopping movement while moving in front of an NPC. (Thanks Arnkh!)
  • Fixed +load for dedicated servers not generating a new world if the save specified did not exist.
  • Fixed the dismantle filter getting reset after passing a turn. (Thanks Arnkh!)
  • Fixed renamed containers not displaying their new name until they are closed and re-opened. (Thanks CMDR Kargen Dracos [INR]!)
  • Fixed the menu bar overlapping quickslots when there are enough menu bar buttons at certain resolutions.
  • Fixed some text being removed when switching languages.
Balance
  • Removed the ability to get hurt (or bleed) from gathering most plants with no tool/hand protection.
  • Carving corpses will now provide positive reputation in cases where the creature was hostile. (Thanks Aaron!)
  • Treasure guardians will now be more difficult at lower reputation levels.
  • Attacking creatures or hitting locked chests barehanded (without hand protection) can now cause bleeding.
  • Doubled spyglass durability.
  • Only tamed chickens will now lay eggs. Clucks-be-gone!
  • Added a larger lower range for exceptional/legendary item durability that are found or transmogrified (does not effect crafted items, which have a much larger cap).
  • Using your hands will now use more stamina than using tools for gathering, harvesting, digging, and attacking.
  • Decreased base aberrant spawning chances, and further decreased the chance as your reputation is raised.
Technical
  • Upgraded to Electron 3.0.0 which should improve compatibility and performance, especially on lower-end machines.
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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 400 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
    • Additional Notes: View hardware compatibility issue list: http://www.waywardgame.com/compatibility
    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. View hardware compatibility issue list: http://www.waywardgame.com/compatibility
    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. View hardware compatibility issue list: http://www.waywardgame.com/compatibility
    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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