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 (15) - 93% of the 15 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (443) - 84% of the 443 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 (51)

January 19

Beta 2.7.3 Released

Welcome to beta 2.7.3! The not so minor, minor release!

We have hopefully wrapped up the majority of the bugs and issues brought forward with 2.7. But more important may be the balance changes and UI improvements in this release.

Our intention with the plant and gardening changes was to create a bit of risk and with the reward of producing large crops, but also to further the watering mechanic which was tedious with little benefit previously. We have had a lot of feedback on that as soon as you produced crops, there was no worry about food. This should adjust that sentiment, at least slightly for now. It was important to introduce something for this that was completely optional. You can plant and gather from your crops just like before, but if you want to continue to sustain life in the same crops, you must tend to them a bit more.

Another common complaint was the usefulness of copper. While the original intention was to create a resource that wasn't necessarily as good iron for the sake of variety and training your skills, it fell short as many players simply skipped the resource entirely in favor of iron. So, now with the previous changes of repairing copper items not requiring fire, differing resistances/vulnerabilities, combined with the changes in this patch (reduced weight and reduced crafting resources), we hope that it can now fill some more niches.

We possibly need to stagger the release of beta 2.8 a bit, so there will likely be another large-ish patch for the 2.7.x series to look forward to.

Please read below for all the details on the other changes.

  • Added new options for messages, allowing you to configure the log length, whether buttons are visible in the chat row, and whether timestamps should be rendered.

  • Added ability for dedicated servers to be private.
  • Added an option to disable note pinning to the notes dialog.
  • Added an invite game button within the "Multiplayer" menu that will open the Steam friends overlay.
  • Added five additional dedicated server command line arguments: +pvp, +private, +maxPlayers, +turnMode, and +new.
  • Traps will now notify all nearby players of trap misses and reward skill points to the trap owners if they are in view.

  • Watering plants will now increase their health/durability.
  • The gardening skill now provides a bonus reduction of plant and mushroom growth time when watering them.
  • The game's bindings have been moved to a new "Bindings Menu" accessible from the options menu.
  • The "World" menu and button has been split up into "Modes" and "Multiplayer".
  • Creatures will now only de-spawn on your current Z level (preventing cave creatures from de-spawning before making your way down there).
  • The focus will no longer be removed from the chat on "enter", and "cancel" (esc) no longer pauses the game when the chat is focused.
  • The terrain quality is now shown in tooltips.
  • The "Diagonal Movement" option is now named "Alternating Direction Movement".
  • Item tooltips will now match world tooltip styles in regards to item quality.
  • Renamed legendary items will no longer include their flavorful suffixes.
  • Improved the appearance of icons and many other components in small UI scales.
  • You can now rename games in challenge mode for multiplayer servers.
  • Improved the readability and UX of stat multipliers.
  • Increased difference in color between skill increases and remarkable items.
  • Copper ore now weighs less (on average) than iron ore, reducing the weight of all copper-crafted items.

  • Copper smelting no longer requires carbon powder.
  • Metal chests now require 15 ingots (down from 20).
  • Tweaked the nighttime creature spawning in between -4000 to 4000 reputation so that only easier hostile creatures will spawn.
  • Decreased reputation gain when planting seeds, but increased reputation when watering.
  • Increased chance of digging up resources/items for most types of terrain/flooring.
  • Removed the ability for smaller fruits to produce seeds after eating them (like for raspberries, cucumbers, etc.). They can still be dismantled to produce seeds.
  • Reduced the effectiveness of resting (over sleeping) for stamina regeneration.
  • Resting will no longer provide increased healing benefits (only sleeping will produce such effects).
  • Growing plants on fertile soil will no longer add their full fertility potential on each growth stage.
  • Watering plants with seawater will now harm plants.
  • Harvesting and gathering will now damage plants rarely based on skill.
  • Regenerative effects of plants has been reduced.
  • Decreased lock picking success chance slightly.
  • Dough will now decay. (Thanks Arnkh!)
Bug Fixes
  • Fixed the "Welcome" quest not showing up as pinned on a new game start.
  • Fixed hitched tamed creatures moving positions when moved into. (Thanks Lovefield!)
  • Fixed the Operator and Hunter milestones not being achievable. (Thanks Oragepoilu!)
  • Fixed merchants not starting with any inventory when travelling to new islands.
  • Fixed tooltips not updating when turns pass.
  • Fixed an issue where sharks could still spawn within fresh water. (Thanks Arnkh!)
  • Fixed hitched creatures not dropping items or consuming offered items on the ground among other issues. (Thanks Ygdrad!)
  • Fixed thrown items erroneously taking 2 points of damage.
  • Fixed movement not stopping when cancelling out of walk to tile. (Thanks Arnkh!)
  • Fixed difficulty icons overlapping on small UI scales. (Thanks Amax!)
  • Fixed bind translations not updating when switching languages.
  • Fixed the messages dialog not closing when moving it to a quadrant.
  • Fixed the join by game code menu not remembering the last game code joined.
  • Fixed some in-game things only being translated after changing the language in-game.
  • Fixed mouse moving causing "janky" movement when pointing at certain angles when diagonal movement was disabled.
  • Fixed tooltips sometimes not working after a loading interrupt.
  • Fixed disabled character slots from unhiding when loading the game.
  • Fixed a hard lock in the death menu when killed while resting, sleeping, renaming, or confirming.
  • The save slots no longer re-order visibly upon opening the load game menu.
  • Fixed menu tooltips appearing in the corner for a split second.
  • Fixed a broken install date showing for local mods.
  • Fixed changing your workshop mod subscriptions while on the mods menu not refreshing the list.
  • Fixed interrupts not being dismissed when disconnecting from a server.
  • Fixed some issues with wording and requirements within the Starter Quest. (Thanks Azazel!)
  • Fixed an oversight that didn't produce item durability warnings when using ranged weapons. (Thanks GauHelldragon!)
  • Fixed several grammar issues. (Thanks Arnkh!)
  • Fixed milestones messages being displayed incorrectly on occasion.
  • Fixed English rules being included in other languages (Thanks fenymak!).
  • Fixed the item qualities note failing to be translated. (Thanks Lovefield!)
  • Fixed disabling a mod that provides the currently selected language not deselecting the language.
  • Fixed changing the mod list between saves causing Registry().get() properties to reference the wrong registrations.
  • Fixed mods with registrations that require each other freezing the game (Thanks Lovefield!).
  • Custom stylesheets are now loaded by path, allowing the sheet to reference resources from within the mod directory more easily.
  • Creatures, doodads, and tile events are no longer required to have descriptions.
  • Added the OnGetTranslation hook for mods to manipulate translations post-interpolation.
  • Command names are now translateable.

  • A silly new language mod.
  • A new mod for those hosting dedicated servers which automatically runs challenge mode games.
  • Fixed the dialog not toggling the tab drawer correctly on open.
0 comments Read more

December 28, 2018

Beta 2.7.2 Released

Hello all,

Here's another patch to continue improving the beta 2.7.x series. We've identified some issues with multiplayer over the last few days and have corrected some connection bugs as well as done some balancing. More to come soon!

Hope everybody enjoyed/is enjoying their holidays!

  • Players will no longer connect to games fully when connecting without the proper mods enabled.
  • Plants that have its main resource as a gatherable will now mention that when revealing that it is ready to harvest.
  • Plants that can not be harvested will now reveal which stage is the most ideal to gather.
Bug Fixes
  • Corrected an issue server side that prevented users from joining games using WebRTC (default mode).
  • Fixed mod save data not actually saving & sometimes persisting to the next loaded world.
  • Fixed walk to tile failing in high latency situations.
  • Prevented double clicking the continue game button corrupting the game. (Thanks Lovefield!)
  • Fixed being unable to use actions in rare cases during multiplayer games.
  • Fixed the Steam overlay rendering fully white in windowed mode until a window resize happened.
  • Fixed the player's head being offset when sleeping in a bedroll.
  • Fixed an issue where players with no reputation would cause creature spawning issues and display incorrectly when viewed within Discord.
  • Dying by drinking water directly from the ground will no longer log that you drank from a waterskin.
  • Fixed field of view changes to transition properly when turns were passed by other players.
  • Fixed a translation issue that caused errors with links to not display properly.
  • Added a new note for treasure maps/hunting.
  • Reduced weight range of lightening legendaries.
  • Creature spawn rate will now be increased based on connected players and quest requirements in challenge mode.
  • Tags are now updated when publishing new versions of mods.
  • game.updateView and game.updateRender now require a source argument. Mods should pass in RenderSource.Mod for it.
  • Fixed inspection type registration when the handler function was passed directly.

  • Improved well building logic.
  • Fixed not idling to pass turns in simulated turn mode.
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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: 1 GB 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: 1 GB 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: 1 GB 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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