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 (390) - 81% of the 390 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 (46)

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: http://www.unlok.ca/wayward/item-idea-contest/ - Three winners here will get their item idea added to the game in beta 2.7.

Improvements
  • 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.
Balance
  • 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.
Modding
  • Added "inter-mod registries", for mods to provide things to others (or not, if the target mod is not present).
Mods
  • 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.
8 comments Read more

September 1

Beta 2.6.5 Released

We haven't quite yet started on the next major release, but instead have been plugging away on getting Wayward more stable, improving systems, and balancing the game. There has also been a lot of work and development put into new modding support.

Something of note is that we released a new "Compatibility Branch" that should help anybody experiencing freezing, saving or graphical issues with the game. Please check this branch out if you are having one or more of these issues. More information on changing branches is available here: https://steamcommunity.com/sharedfiles/filedetails/?id=721479594
Another thing to note is that we rebuilt the official Debug Tools mod from scratch using the new dialog and UI system. Among the ton of new features in it, it's now a great example case if you want to poke around in the code for your own modification. Shout-out to Yuudaari on that one! Check it out on the Steam Workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=474819610

Improvements
  • In "Simulated Turns" mode, the game tick now occurs simultaneously with the player turn. The next game tick is still delayed by the same amount of time.
  • Plant spreading will now no longer cross doodads that block movement (walls, fences, etc.).
  • Multiple changes have been done to items produced when many items burn, including many fixes/consistency improvements.
  • Piles of ash can now burn away with enough time.
  • Doodads will provide more accurate and consistent items when burning, especially during different growth stages or stages of resource gathering for plants.
  • Items in fire (that can be burned) will now reduce in durability until eventually burning instead of sometimes instantly producing burned items.
  • Some items may now produce multiple items when burning (such as logs producing multiple charcoal). Crafted items will now also be more consistent with what they burn into based on what was used in the craft.
  • You can now connect to a server with required mods disabled. The game will automatically enable them for you and disable them after disconnecting.
  • Items that can spawn creatures on decay or break will now be able to spawn on a wider variety of tiles.
  • A saving screen will now show when exiting the game by closing the window.
  • You can now disable the custom cursor in the options menu.
  • Added some information about crafting fertile soil within the gardening help article.
  • Mods in the multiplayer menu now show their multiplayer compatibility in their tooltip. (Thanks black silence!)
  • Ghosts can no longer write notes.
Bug Fixes
  • Fixed difficulty appearing as a number instead of a message. (Thanks NB!)
  • Fixed players being briefly invisible when they join a multiplayer game in simulated turn mode.
  • Removed incorrect checks for under player when using an adjacent tile for sleeping.
  • Fixed the help article filter matching formatting code within article text.
  • Fixed a bug that would allow you to re-roll legendary item properties by crafting, then disassembling the item.
  • Fixed walk to tile sometimes displaying the wrong path in multiplayer.
  • Fixed being able to use the "/pause" command in single player/turn-based mode.
  • Fixed container weight display not updating when using consumables within them.
  • Fixed a rare issue where over repeated uses of the options menu the game may begin to become laggier (due to a UI leak).
  • Fixed unpublished mods marked as unloadable: false warning the user every time they load the save. (Thanks CloneDeath!)
  • Fixed imagePath loading mod resources from the game's root rather than the mod's root for stats, status effects, menu bar buttons, and more. (Thanks CloneDeath!)
  • Fixed not being able to use class instances with methods as descriptions in some mod registration functions. (Thanks CloneDeath!)
  • Fixed the "cannot be run on this system or browser" error screen fading in rapidly, and disappearing to loading screen.
  • Fixed a bug where creatures could continue attacking dead players/ghosts.
  • Prevented connected clients in multiplayer games from visually manipulating the state of game pausing (even though it had no impact).
  • Possibly fixed an issue where saving never completed.
  • Fixed an issue that caused worlds last used for multiplayer in simulated turns mode to stay as simulated turns mode in single player.
  • Fixed incorrect weight set for coconut containers of goat milk.
  • Removed ability to dismantle books as weight can be incorrect after opening books and revealing other/new items.
  • Fixed possible desyncs when crafting and starting fires.
  • Fixed the region that allowed idling from the mouse movement bind being sized incorrectly depending on the zoom level.
  • Fixed an issue where some creatures could get stuck when spawning from treasure chests.
  • Fixed each mod only being able to add one NewUi Dialog.
  • Fixed walk to tile issues near world edge.
Balance
  • Increased animal taming and bartering (trading) reputation gains.
  • Reduced the weight of limestone and limestone powder.
  • Reduced the stoke value of charcoal due to its new abundance with the other burning changes.
  • Items are now damaged when dropping to the ground on player death in casual and when breaking chests.
Modding
  • Updated the "Modding Guide" with a new tutorial for creating the "Hello World" example mod among other changes and fixes.
  • Added the GetZoomLevel hook, for overriding the default zoom functionality.
  • Added the PostFieldOfView hook, called when the field of view has been initialized.
  • Added a GetTilePenalty hook, used for manipulating which tiles should be preferred using "walk to tile".
  • @HookMethod now does type checking on the method it decorates. If the method is not a valid hook, it will error.
  • Added the GetCameraPosition hook for implementing a custom camera.
  • It is no longer necessary to mark mods with only customizations as "multiplayerCompatible", and it is no longer necessary to mark mods with no scripts or customizations as "multiplayerClientside".
  • Added multiple decorators such as @Mod.instance, @Mod.log, or @Mod.saveData for injecting a mod's objects into fields.
  • Added the GetMaxSpritesForLayer hook for changing the maximum number of sprites that can be rendered in a SpriteBatchLayer at once.
Mods
  • The Debug Tools mod has been completed redesigned and has a brand new feature set.
  • You can now use "walk to tile" to walk directly into a hole in the troposphere, but in all other cases you will path around the hole.
  • Increased the base durability of the nimbus.
  • Fixed artifacting of the overworld during movement.
  • Marked as compatible for multiplayer.
Technical
  • Released a new "Compatibility Branch" that may resolve some compatibility issues on some hardware configurations.
  • Updated Wayward to Electron 3.0.0-beta 6.
  • Improved the performance of calling most hooks.
  • Tiles can now have multiple overlays.
  • Added new properties to IActionArgument.
1 comments Read more
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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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