LIVE THE LIFE OF A WILD WOLF! WolfQuest is a wildlife simulation game about wolf ecology. Playing as a two-year-old gray wolf in Yellowstone National Park, you'll learn how to live on your own, finding food, meeting other wolves, and searching for a mate. Ultimately, your goal is to find a home and raise your own family.
Recent Reviews:
Very Positive (14) - 85% of the 14 user reviews in the last 30 days are positive.
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Very Positive (781) - 87% of the 781 user reviews for this game are positive.
Release Date:
Nov 17, 2015

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August 16

The Story So Far (Devblog)

A year ago, we announced WolfQuest 3: Anniversary Edition, with great optimism that we’d release it by the end of that year. So where are we now? Well, here’s the story:

Interest in and support for WolfQuest 2.7 (the first paid version of the game)was much greater than we ever imagined, so by late 2016, we felt confident that this wasn’t a flash in the pan and decided to start work on an all-new map and episode, taking the story of the pack forward through summer and fall. Our science advisor Dr. Dan MacNulty recommended setting this new episode in the Tower Fall / Yellowstone River region, so we dubbed the new episode “Tower Fall” and dove into development. We already knew that a new episode would require a completely new codebase in order to develop the kinds of sophisticated animal behaviors and gameplay that players expect and deserve these days. So our Unity developer Tommi Horttana spent winter and spring on that, while we also started working on the new environments and animals that would populate the new episode.

But by summer of 2017, we couldn’t ignore the many problems with adding this all-new, vastly improved episode onto the existing game, with its decade-old code and game systems. So we decided to shift focus and remake the original game so we had a solid new foundation for the entire game and future episodes. When we hatched this plan that summer, we intended to keep the scope modest and simply remake the existing game features and systems with the new codebase. But of course, that meant devoting months of time and energy to recreating 2007-era game designs. Did we really want to do that — even if it would let us get this remake done and released fairly quickly?

As we reviewed each system in the game, we had ideas to redesign them in much bigger and better ways. More naturalistic scent systems! Animals that persist throughout each episode! Bigger herds of elk, with more realistic and exciting herding behaviors! More accurate and exciting hunting and attack mechanics! Cleverer competitors! Vastly bigger maps! More realistic vegetation! Dynamic day/night cycle! New music with an adaptive music system! Mates and pups with personalities! Better fur! Sophisticated genetics system! And what the heck, let’s add some more animals too!

Well, you don’t need to guess what happened then. Each new feature has taken longer than our everlastingly optimistic plans anticipated. Just as we learned ten years ago with the first version, in a 3D world it’s very easy to break the illusion of reality, and by cranking up the realism of our eco-simulation, we’re also cranking up how easy it is to break that illusion, and how much work it takes to maintain it.

So here we are a year after announcing the remake, chugging along with a full head of steam and all hands on deck. Earlier this year we brought three more Unity developers onboard to work solely on WolfQuest, and they’ve helped us make enormous progress. We’ve built all the main game systems and most of the secondary systems. Multiplayer should be in good shape next month. I couldn’t be more excited about what we’ve been able to produce. I don’t think there will be any game like it out there!

But alas, we still have an awful lot still to do, and we don’t see a way to complete the entire game and release it by the end of this year. Those of you who’ve been around since the early days can’t be blamed for thinking I’d have learned my lesson by now. And perhaps I should never share out loud my eternally optimistic release targets. So yes, we have revised our goal, once again.

Now we’re aiming to release Amethyst Mountain (the first level/map) before the end of the year on PC/Mac platforms (Steam and It should be in good shape although not completely done, so we’ll likely call it “Early Access” or something like that for awhile. We’ll then focus on Slough Creek with the goal of releasing it in early 2019, and then finish the mobile versions — it’ll take quite a lot of work to get this massively larger game to run on the widest range of mobile devices as possible. And then we’ll get back to Tower Fall, aiming to release it….well, I guess I’d better not make any predictions.

We’ll continue to make these weekly blog posts and videos. We hope they provide a bit of entertainment while you wait and a peek into to the joys and pains of indie game development.….including the challenges of release date predictions.

Note: Our beautiful new WolfQuest game icon was created by longtime player and forum moderator Juliet Manolias (Sambhur).

See all our development videos! We’ve organized them by category here:
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August 9

You Had Me at Playbow (Devblog)

Not long after wolves were reintroduced to Yellowstone, researchers witnessed — for the first time ever — a lone dispersal wolf joining a pack to become a breeder and pack leader. This encounter lasted many hours and involved a great deal of howling, tail wagging, playbowing, and other social interactions before the lone wolf was accepted into the pack. While that encounter involved a dispersal joining an existing pack, it provides a good guide to how dispersal wolves likely meet and interact when deciding whether to form a pack. So we drew on this knowledge when crafting the “social arena” in WolfQuest back in 2007, which we designed as a stylized turn-based encounter that emphasizes the communicative aspects of certain social behaviors.

We’re drawing again on that seminal 2002 paper about the Yellowstone wolves, but as with every aspect of WolfQuest 3: Anniversary Edition, we’re going bigger with the new social arena. We wanted to make this new courtship gameplay more naturalistic, giving every wolf freedom of movement to create a more dynamic situation. We also wanted to let each wolf’s personality shine through. But the biggest fundamental decision was to discard the quiz-structure of the old social arena. Instead of requiring a correct sequence of emotes, many different emotes (from a subset appropriate for courtship) can boost a potential mate’s level of interest. But then what’s the gameplay? Aha — it’s not IF you can persuade another wolf to be your mate, it’s if you can successfully persuade the wolf you WANT to be your mate.

So instead of the old stylized 2D turn-based encounter, courtship in WQ3 will involve the free-roaming player and one — or more — other wolves who might become your mate. Yes, our science advisors tell us that it’s common for dispersal wolves to roam with siblings, so you’re just as likely to meet a pair of wolves, or perhaps even three — each of whom might be interested in finding a mate for themselves. (Not all wolves you encounter will be so friendly, of course, but we’ll talk about that in another blog post.) Some of these wolves will respond more readily to your courting. So as you interact with them, you can get a sense of their personality from their actions, to help you decide which (if any) you’d like to have as a mate. Furthermore, you should also evaluate their genetic diversity to avoid picking a mate that is too closely related to you or would make a bad genetic combination with you (see our Genetics video: ).

Once you do persuade another wolf by filling their heart-meter, you and your potential mate can proceed into the second phase of courtship, to further evaluate each other before making your final decision. We’ll talk about that a future blog post.

A couple notes:
* We’re still polishing the wolf movement — it’s pretty good but not as smooth as we are aiming for in the final game.
* Currently the potential mates do not do any contact emotes (chin rest, lick muzzle, sniff noses) — we hope to add that, but it’s a bit tricky.
* Though you can meet many more potential mates than before, wolves are monogamous so you have to choose just one.
* We do hope to add the possibility of your mate dying — so you then need to find a new mate — but most likely will add it in an update next year.
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About This Game


We're remaking the game from the ground up! Bigger and better gameplay, huge new maps, more animals...and it'll be a free update! To be released later in 2018 (no release date yet, sorry). That will be followed by an all-new episode, Tower Fall, which will be DLC for purchase. Learn more!



A wildlife simulation game about wolf ecology.


When the game begins, you are a two-year-old gray wolf born in the Northern Range of Yellowstone National Park. You learned the ways of the wolf in your birth pack. Now it's time for you to learn how to live on your own.Your quest begins on the slopes of Amethyst Mountain and eventually takes you across the Lamar Valley to Slough Creek. There, you and your mate will establish a territory and raise a litter of pups: training them, feeding them, defending them against predators, and finally taking them on a cross-country journey to a summer home. Ultimately, your success will depend on your ability to ensure the survival of your pack.


In single-player games, learn how to hunt elk, communicate with other wolves, find a mate, establish a den and territory, raise pups, and embark on a perilous journey to a summering site.

In multiplayer games, explore the wilderness and hunt elk together, and now raise pups together! This new version features the entire Slough Creek mission arc, from choosing a den to raising pups and traveling to the rendezvous site. There are two types of multiplayer games:
  • Private games: Invite-only, featuring voice, text, and phrase chat.
  • Public games: Anyone can join, phrase chat or (for players age 13 and up) text chat.


This new version improves and expands upon the original game, a grant-funded project that has been downloaded by over five million players around the world since its original release in 2008. Now, for this version 2.7, we've refined gameplay and graphics, added a new player account system with achievements, friends lists, and more, and completely rewrote the animal AI system. We've also added more wolf howls, over two dozen wolf customizations, and emotes -- accurate wolf behaviors to communicate with your packmates. And we created a mysterious new map to explore in single and multiplayer games. As always, there's also an active online community where you can discuss the game with other players and share artwork and stories about wolves. Visit to join in.

MORE NEW STUFF! We've added cougars, moose, foxes, ravens, and a plethora of bird and insect life to the game, along with much richer and varied vegetation.

Is this new version worth buying? Find out what players say.

System Requirements

Mac OS X
    • OS: Windows Vista
    • Processor: Dual Core Pentium i3
    • Memory: 4 GB RAM
    • Graphics: Intel 4000, NVIDIA 6800 Ultra, or ATI HD 3670
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • OS: Windows 7
    • Processor: Dual Core Pentium i3
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 640 series or AMD Radeon HD 6670
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • OS: 10.8
    • Processor: i5
    • Memory: 4 GB RAM
    • Graphics: Intel 4000
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • OS: 10.8
    • Processor: i5
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 640 series or AMD Radeon HD 6670
    • Network: Broadband Internet connection
    • Storage: 2 GB available space

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