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 (23) - 91% of the 23 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (426) - 83% of the 426 user reviews for this game are positive.
Release Date:
Apr 22, 2016

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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 (47)

October 20

Wayward Newsletter #6

Beta 2.6 Postmortem

Beta 2.6 turned out to be another long one in terms of bug fixes and improving the new additions we brought forth in the release. We got up to six patches before eventually moving on to the next major update.

Some things of note within the beta 2.6 release and minor patches included:
  • Added a "Simulated Turns" multiplayer mode, which allows time/turn passing as long as players are performing actions, otherwise the game will be paused.
  • The Debug Tools mod has been completed redesigned and has a brand new feature set. Shout-out to Yuudaari for this!
  • Added NPCs to the game that will spawn rarely and randomly in your world that you can barter and trade with. It was a bit too rare at the start, but we recently tweaked this a bit. Although, as it turned out, it may need some more tweaking for longer games.
  • You can now pathfind/move automatically to a tile using ctrl + left click (or middle mouse click) by default.
  • You can now use adjacent tiles with items or containers as a source for crafting ingredients and recipe discovery. This was later improved to also be used for dismantling/disassembling as well.
Almost all of these have been suggested by the community and were eventually considered high-priority additions. You can see a full overview of all of the 2.6 changes here:

Beta 2.7 Plans

One of our main goals and focus for beta 2.7 will be replayability and variety. Although, we still want to prioritize what the community votes for in the game, it is important to keep an active playerbase as well. To this end, we are adding in some new features that weren't necessarily the most popular in terms of votes, but thought would help the game sustain a healthy following as we develop. Some of these ideas include:

Server Browser
Finding people to play with is hard and laborious. To help everybody (including those that graciously hosted dedicated servers in the past), we are replacing the "Friends" menu with a server browser that will show all public multiplayer games (or ones that your friends are in).

Daily Challenge
The daily challenge mode in Wayward has never been the most engaging. It's basically just a harder version of the game with no saving. We want to redesign this from the ground up to be a quick pick-up game with unique modifiers and goals/challenges. We envision these games to last around 30 minutes to 1 hour in length (from start to death or win).

Custom Game Mode
A great side effect of adding in custom modifiers for the daily challenge is we can add a custom game mode where players can pick and choose them for their own normal game. Things like decreasing hunger/thirst rates, disabling creature hostility, modifying reputation rates, and more.

Beta 2.7 Reveals

We don't have a great amount to show yet as everything is still kind of sitting in a state of "half-done", but there are a few things we can at least preview.

Tooltip Improvements

Tooltips are getting a face-lift! World tooltips are much easier to read/scan and feature expanded information.

Desert Improvements

The desert areas are about to look a lot better and feature some more unique content. We're adding three new plants, a new desert creature, and even a new tile into the mix.


Wells are coming to beta 2.7 as part of the "Item Idea Contest" that we held over the last month or so. Find more information on the contest below.


As always, we are offering a streamlined way to get your suggestions and ideas in for beta 2.7 as well develop it. While there are tons of things we have already added, we still have a few months of development to go before the next release.

Wishlist thread:

Wishlist poll:

Item Contest Winners

We got a ton of item submissions. Thanks for all of your ideas! Sadly, we can't pick them all to win a place as some of the next new items to be featured in the game, but we made notes on everything submitted. So it's possible your idea may be a future addition.

Take a look at the winners and winning items here:

Steam Chat

In a weird turn of events, it looks as if Steam is getting to be a bit more like Discord, and Discord a bit more like Steam as of late. Wayward now has an official Steam Chat, although, we are unsure if this will actually take off the way our Discord did.

Steam Chat Invite:

Wayward on YouTube

In the last bit of news, it looks like Wayward finally has YouTube category. Sadly, it appears to be auto-generated with no way of updating or changing any of the information. But at least content creators can now use "Wayward" as the category instead of defaulting to Minecraft or something even less relevant which was the only option in the past. If you have created some content on Wayward on YouTube, we would appreciate it if you could update the category on your videos.

Wayward category:
11 comments Read more

September 14

Beta 2.6.6 Released

We've finally reached the end of the beta 2.6 series of patches. On to greater things with the commencement of beta 2.7 development! While this is normally the time for us to go silent on the news front, please make sure to follow us on social media or join our Discord server to stay up to date on all the development previews and discussion while we work on our next major update.

Much of this release improves on the mechanics of merchants and addresses some of the issues spotted from the modding changes found in the last patch with other improvements sprinkled in as per usual.

Speaking of beta 2.7, don't forget to check out our "Item Idea Contest" here: - Three winners here will get their item idea added to the game in beta 2.7.

  • You can now cancel out of resting.
  • More than one merchant NPC is now able to spawn per world.
  • Healing merchants will now remove their hostility against you.
  • "Carve With Tool" now provides an item break confirmation when the option is enabled.
  • You can now pour out water on to other players to soothe their burn injuries.
  • Merchants and other players (when PVP is enabled) can no longer spawn within a player's view.
  • Merchants will now be burned when standing in fire (or lava).
  • The game will now continue to fade in even when the game is paused.
  • Messages are now displayed top-to-bottom when in an upper quadrant.
  • There is now a reputation loss or gain (instead of a guaranteed loss) when tamed creatures fight other creatures (based on if their target is hostile or not) and is applied specifically to the owner.
  • You can no longer jump over players and NPCs.
Bug Fixes
  • Fixed save errors on some hardware by reducing the amount of memory required to save the game (this will also make saving the game faster).
  • Fixed mods failing to load when joining a server, if a mod needed another mod as a dependency but the loading order was incorrect.
  • Fixed the game not quitting if it had been reloaded.
  • Fixed items not lighting on fire when dropped onto lava from a player's death or broken container.
  • Fixed an error on opening the options menu after using the "Enable All" button in the mods menu.
  • Fixed the "Enable All" button in the mods menu not updating the mod check buttons visually.
  • Fixed a regression where the mod options button was not hiding/showing when a mod is enabled/disabled.
  • Fixed a regression where mods were not able to use this.getPath() before image paths.
  • Fixed tile changes not saving in modded world layers.
  • Fixed a regression where mods were not able to import the Mod class by name.
  • Fixed a regression where menu bar buttons registered using mod.addMenuBarButton loaded images from the wrong path.
  • Fixed responding "no" to enable/disable "required mod" interrupts not cancelling enabling/disabling the first mod.
  • Fixed errors caused by loading a save which had previously had a mod enabled with custom stats.
  • Added "inter-mod registries", for mods to provide things to others (or not, if the target mod is not present).
  • Fixed taking damage as a ghost when falling from the troposphere.
  • Fixed emptying a water tile in the troposphere spawning a dirt tile in its place.
  • Now compatible with Debug Tools 2.0.
  • Other players besides the host on a server now do not have permission to use Debug Tools by default (this can be changed by inspecting the player).
  • Fixed a bug that caused panels registering as hook hosts if you disabled debug tools after loading a game with it.
  • Fixed an error when closing the Debug Tools dialog.
  • Now supports other mods adding custom panels, inspection panels, and entity inspection sections.
  • Fixed adding items to inventory producing multiple items based on how many times you opened the inspect dialog.
  • Fixed items from mods loaded after Debug Tools not appearing in "Add Item to Inventory" inspection dropdowns.
  • Actions can now be used while moving.
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“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

Mac OS X
SteamOS + Linux
    • 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:
    • OS: Windows 10
    • Memory: 4 GB RAM
    • Graphics: GPU with WebGL support, 1GB of video memory, and at least 512 GFLOPS.
    • 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:
    • Memory: 4 GB RAM
    • Graphics: GPU with WebGL support, 1GB of video memory, and at least 512 GFLOPS.
    • 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:
    • 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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