Crash-landed on a surreal, low-poly world filled with freakish inhabitants, choose between permadeath and non-permadeath modes and embark on an epic (and ridiculous) survival adventure. Will you manage to stay alive as you unravel the mysteries of Wrongworld and search for a way home?
All Reviews:
Positive (39) - 97% of the 39 user reviews for this game are positive.
Release Date:
Aug 22, 2017

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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?

“Wrongworld has been developed by one human known as Jamie - that's me... Hello there!

So, why Early Access, you ask? I genuinely want the feedback from the community to shape the future of the game. Combat not exciting/challenging enough? Okay, gimme a couple of weeks, I shall fix it. Gathering too tedious? No worries, balancing tweaks incoming. World not big enough? I concur and shall add many new things to justify a larger world post-haste.

Ultimately (and perhaps with a sprinkle of over-simplification), I just want Wrongworld to be fun. Lots and lots of fun. All the fun, in fact. And as a one-man development team who's been working on this game in isolation for a long, long time, I'm probably too close to it now to objectively judge everything. I know the directions in which I want to grow the game over the coming months, but it's your feedback that will ultimately dictate it.”

Approximately how long will this game be in Early Access?

“This will ultimately be dictated by the community and their feedback regarding the flow of the game and the amount of content included, but I estimate around 6 months.”

How is the full version planned to differ from the Early Access version?

“The game is already completely playable from start to finish, but I want more randomness. In truth, it being called WrongWORLD feels a little excessive at the moment. Perhaps WrongLARGEISLAND would be more apt, but it's not quite as catchy, and the eventual scope of the game is one of my biggest development goals. At present, I could easily make the world large, but it needs the randomised content to fill it, otherwise I'd just be increasing the space between what's already in there, and that isn't fun.

So, what do I envision adding to make it more WORLD-y, and what do I feel I absolutely need to do before I'd consider leaving early access? Many, many more randomised Points of Interest (so you'd need to have a bunch of complete play-throughs before having any chance of seeing them all), more random events, more craftable things and base-building shenanigans, a full fishing system, completely redeveloped alchemy system, underwater zones, new biomes (with unique creatures), and several other things that I don't want to mention publicly because exploration and discovery is part of the joy.”

What is the current state of the Early Access version?

“The game is completely playable from start to finish and all main game systems are already in place. Current features include but are not limited to:

-- Random world generation
Each time you play, the layout of the world and its many features are randomly arranged.

-- Time, Hunger and Day/Night systems
Hunger loss over time and the threat of starvation encourages you to keep pushing forward and manage your time effectively. The length of time you are able to survive effectively represents your score on a particular play-through. This ties in with an XP system that unlocks new craftable items for subsequent play-through based on your performance. Also, many of the random events and challenges that can spring up around the world are also restricted based on the current day, meaning that the longer you survive, the more events you may start to encounter.

-- Crafting and Harvesting
Trees, rocks, flowers and more randomly spawn around the world, and can be gathered to be used in a variety of crafting projects. A wide range of craftable items are already in place, ranging from simple wooden tools all the way to more scientific projects like jet packs. You can also build yourself a little base of operations containing prerequisite crafting structures like a smelter and anvil for manipulating metals, as well as a few mainly cosmetic structures such as fences.

-- Combat
A straight-forward combat system allows you to whomp your enemies with a variety of different weapons, each with their own positives and negatives. For example, fist weapons are fast but can only hit a single target; staves are slower but can hit multiple targets; and even tools can be used in emergency (granting minor bonuses against certain beasts, e.g., wooden beasts don't particularly like axes), but tools aren't designed for combat and may break.”

Will the game be priced differently during and after Early Access?

“The price won't change when Wrongworld leaves early access.”

How are you planning on involving the Community in your development process?

“If you've read the above, I imagine you've got a good idea already, but I want to involve the community as much as possible. I'll be setting up a public development roadmap and diary so everyone can see what I'm working on, and, vitally, give feedback on current features and vote on what they want to see added next or improved upon.

I'd also love to get feedback from the community on how they'd LIKE to be involved, and I'm 100% open to suggestions. Basically, if there's a way I can get the community involved to help shape the future of the game, I will do my best to make it happen!”
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Recent updates View all (13)

April 13

Update 0.8.2 (13th Apr)

Update 0.8.2 is here, but don't get too excited... it's mostly little fixes. It was originally just going to be a hotfix to correct a few minor issues with the last update, but I got a bit carried away and added a Creative Mode and a few other things too :)

----- CREATIVE MODE -----
When starting a new world, you'll now find a "Creative Mode" option along with the usual Easy, Normal and Hard Modes.

In Creative Mode, you have access to all of the crafting recipes (apart from the XP-unlocked things), and you can craft them instantly without needing any resources. On top of that, you're also invincible; Hunger and Health have been completely disabled, so you can go around whomping beasties as much as you want and they'll just flail around, unable to hurt you.

As you might imagine, this makes things a little easy, so you won't be able to unlock any of the Steam Achievements in this mode. And, of course, XP is disabled.

And because you have access to all of the crafting recipes, please bear in mind that this mode is kind of a massive spoiler, so I'd definitely recommend new players stick to the regular survival modes until they've experienced the satisfaction of discovering things for themselves. But, at the end of the day, it's your game, so play it however you want! :)

I'm curious what you guys think about this mode in general. I can't decide whether it should even exist, because it's such a big potential spoiler. But, on the other hand, it can be kind of fun (if a little pointless) to just roam around, build a massive house, experiment with the late-game craftables etc. And I suppose it's no different from me adding some kind of "God Mode" cheats. Actually, maybe it should be called "God Mode" instead. And maybe it should have to be unlocked via XP. Perhaps the bosses shouldn't be accessible at all in this mode. Perhaps you should be able to trigger specific events whenever you want (although I kind of already have plans for something like that in future). Maybe I should add some other kind of challenges to this mode to give it more of a purpose. Let me know what you think.

You can now add "Windows" to your Modular House Tiles. Just edit the floor using Construction Mode like normal, and you should see 2 new Window options to the right of the Roof options.

I put "Windows" in quotation marks because they're purely decorative - you can't actually see through them (that'd require a lot more work because I'd need to redevelop the weather system, as mentioned in the 0.8.1 update notes), but I think they do make your house look a little prettier, especially at night :)

From now on, windows are enabled by default when you build a Modular House Tile, but they'll need to be manually added to existing Tiles that were built prior to this update.

- When battling the Robot, you'll now see health bars for each of the areas in his lair, representing the current tidyness level of each area. Hopefully, this helps to clarify what you need to do to defeat it. And I've also fixed an issue with the central pillar that zaps you - previously, if you defeated the boss but then stood too close to the pillar, it looked like it was zapping you but caused no damage. Now it just ignores you instead like a good little defeated boss pillar.
- You can no longer go through Stonehenge portals while mounted (Thanks for the heads-up, Mark!).
- Tweaked the Boxing Ring a little so the camera is no longer allowed to sneak behind the Round Indicator... Always useful to be able to see what you're doing during a fight (Thanks, Airwave)!
- Fixed an issue that was preventing footstep sound effects from playing while in a boss lair.
- Lowered the recharge time of the XP-unlocked Teleporter from 5 to 3 seconds, just to make it a little more fun.
- Tweaked the Flagpole model a bit. Previously, they went unnecessarily far into the ground, which meant if you placed one on the roof of your house it was likely to poke through and look stupid.
- Tweaked a couple of the Getting Started tips that appear at the top-left to hopefully ensure people don't miss the super-useful "Hold Interact to pick up nearby items" tip.
- Updated the Frog Beast's movement system to help ensure they don't magically go through walls, just like I did for the other beasties in the last update. But be warned: they're a bit better at vertically aiming with their dive attack now, so jumping out of the way might not be as easy as it once was.

That's it for now. Time for me to continue working on the next boss-type thing in preparation for the next big update... Mwa ha ha!

As always, if you have any feedback or encounter any problems, please do let me know. And feel free to come and say hello on the Wrongworld Discord :)
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April 6

Update 0.8.1 (6th Apr)

Update 0.8.1 has landed, so Steam should lovingly hurl it at your computer soon. And here's what's in it:

You can now press "C" (or "Select" if you're a gamepad kind of person) to activate Construction Mode. While active, you can move any structures you've crafted by interacting with them - just hold down the Interact button and drag them wherever you want.

I separated out this moving functionality into its own mode so it didn't interfere with any of the regular functions of structures, like lighting a Campfire or aiming a Spotlight.

And Construction Mode also has another use...

In the "Structures" section of the Crafting menu, you'll find you're now able to build a "Modular House Tile".

When initially crafted, it'll just be a simple square of flooring. However, activate the new Construction Mode as described above and Interact with one, and you'll be shown a bunch of options allowing you to move/rotate it, add walls, corners, a roof, and also fiddle with some colour sliders to create a global style for all your house tiles.

These tiles neatly snap together as well, so it should make it relatively simple to expand your house as and when you have the resources to spare.

You'll also find you can craft a "Door" now as well. I'm sure this is pretty obvious, but this is a door that auto-snaps on to the walls of your Modular House. Using it basically just teleports you from one side of a wall to another. Simple, but it does the job for now! And, on the plus side, beasties don't understand how they work :)

This is very much Version 1 of House Building, and it won't offer much to you other than a roof over your head and a windowless room to put your structures in, but it does feel nice to have a place to come home to after a hard day's exploring! But it's probably wise to stick to bungalows for now as you can't craft stairs :) I imagine I'll add furniture, lights, interior walls, windows, and continue to expand on this in other ways in future too (like automatically changing an indoor campfire into a stove or something), but hopefully this gives us a nice starting point.

A couple of not-very-interesting limitations that I thought I should mention anyway:

- Once the game detects there's a roof over your head, it hides any weather effects that are going on in the outside world, because snowing inside is not cool. This is fine as long as your house is fully closed off with walls, however, if you've left a gap in a wall, you could technically see the weather visibility toggle on and off as you walk under a section of roof. Unfortunately, there isn't much I can do about that without redeveloping the whole weather system, and that's a pretty large task; a definite possibility for the future, but I think I can live with this for the moment while I focus on more important tasks.

- There are a couple of things that can result in some lighting weirdness when inside a house:
A) If you have shadows set to "Low" in the Graphics Settings (which disables them altogether), you might get bits of light seeping through the walls where the tiles snap together. I'm still researching this to see if I can find a fix, but so far it just seems to be a quirk of the Unreal Engine. Bright Spotlights pointing at your house can make this worse, too.
B) Even with shadows on, if you have a particularly large house, you might see light creeping under walls in the distance. Because the world is completely dynamically lit (which is generally the biggest hit to performance in the game), the level of detail you see in the way the world is shadowed changes based on the distance from the camera, so if your house is big enough, the walls on the far side of your house will only cast lower-quality shadows, resulting in potential lighting weirdness.
C) And the inside of your house will still be affected by the day/night changes to global illumination, meaning it'll still be darker inside your house at night than it is during the day, but I suppose that'll make more sense once I add windows.

The Stone Wall has been completely redeveloped, with the new version replacing the old version. No longer do you craft individual pillars that auto-connect together; instead, you craft a full section of wall which contains 3 pillars and 2 connecting walls. You can use Construction Mode to grab the pillars and drag them around; the connecting walls expand as necessary (up to a maximum length), and the pillars snap onto any other pillars nearby, so I think this makes it much easier to make, modify and expand the walls around your base as needed. Also, the walls are taller now, so no more Slugs leaping over them (unless they manage to climb over one of the pillars, which are two-tiered to allow you to climb over them). Any of the old style of wall you have in your save games will still be loaded, but you won't be able to build any more of them. If people really miss the old style, just let me know and I'll have a think about putting them back into the game, but, for now, consider them a casualty of early access!

Literally just before launching this update, I was testing the new Stone Walls some more and noticed that I don't appear to have updated the tooltip for them in the Crafting Menu, so it still shows the old Stone Wall tooltip. Didn't seem worth delaying the update for a few more hours while I updated that, repackaged the game, re-uploaded etc., so just ignore that for the moment :)

You can also build Spike Traps now as well (which can be reset after they've been sprung). They don't do much damage (20, like a single hit from a powerful weapon), but it's amusing to get a beastie to chase you through a bunch of them and die without ever needing a direct whomping from yourself. Personally, I combined them with the new walls to make a nice "Corridor of Doom" :)

Oh, and you can now use a Smelter to turn a Gold Ore into a Coin and back again.

Several new points of interest have been added to the game (you'll need to start a new world to see these as they're spawned and have their locations randomised when the world is initially generated). A couple of minor ones that'll be dotted around the world in multiple places, and a few unique ones...

As far as I'm aware, "steed" specifically refers to an actual horse, so that headline above isn't strictly true. But, as part of one of the new points of interest, you can now get yourself a mount and go riding around the world, climbing any cliffs you encounter along the way :)

----- EVENTS -----
I've added a couple of new random events to the game, and gone back over the existing events to make sure that the addition of houses with roofs hasn't broken them too much. Also, side note: I hate the word "roofs". To me, the plural of "roof" should be "rooves", as I think it was once upon a time. Ah, the good old days!

The Probe Console has been expanded on and given it's own UI. Locations it can find are initially marked "?????", which are slowly unlocked as it searches around and finds things. A word of note: One of the locations it can track down for you is a new point of interest which won't exist in older saves, which means part of that UI will forever be "?????" in those save games.

I've carried out some more collision upgrades to hopefully prevent beasties from going through the landscape and walls. This issue was something I wasn't ever able to recreate, which made tracking down the cause an absolute nightmare, however, this time, I found a way to recreate the problem, and the changes I've put in place have stopped it happening for me, so I'm hopeful this will have fixed it for other people. Please feel free to let me know either way.

I'm aware of a few other circumstances in which beasties can sometimes sneak through some of the details around the landscape (such as the big icy pillars in a snowy biome, for instance), and I'll be tackling those issues soon, but this fix mainly relates to the landscape - the actual floor of the world. Frog Beasts might still suffer from the problem, though, because they use a different system of movement to most of the other beasties, but, assuming this fix does actually solve the issue for people, I'll update the froggies as well to get it fixed for them too.

As part of this fix, the way the beasties launch themselves at you during an attack (or launch away from you after receiving damage) has been changed, so you might notice beasts being a little more "jumpy" or sliding around slightly differently than before.

I've also added a few new Steam Achievements that relate to the new points of interest.

- Changing equipment now cancels interacting, which fixes a problem that could potentially result in a precious weapon breaking instead of your tool (Thanks for the heads-up, Eric!).
- Updated the Fuel Cell tooltip because it lied (Thanks, Stylez!).
- Changed the order of the logic that runs if you die. It now updates your saved amount of XP at the same time as deleting your save game. Previously, it deleted your save game and then only updated your XP a few seconds later, so if the game crashed between those two events, you'd lose your save but not get the XP you deserved (Sorry about that, John!).
- Added a tooltip to the Brightness setting that I added in the last update.
- Slightly tweaked the potential loot from crates.
- Fixed a couple of issues with the Rabbit Beast's teleport.
- Updated the Frog Beast's dive attack particle effect a little, because it looked 100% lame. Now it only looks 97% lame.
- Lowered the intensity of Spotlights.
- You can now bomb floating crates to get the goodies out of them. Just don't blame me if you get nibbled to death by the sea monster thing in the process.
- Added an on-screen message when someone tries to call the number of the phone they're currently using to help explain how they work.
- Added a message to the warning screen that's shown when entering a boss's lair if you've already completed it, just to let people know that they'll be repeating content.
- Fixed an exploit/save issue with the Pyramid event. And you can now bomb the little statues if you want. Previously, they did an excellent job at shrugging off explosions because I'm stupid.
- Made the UFO a little less persistent in its abduction attempts, and it'll generally leave you alone pretty quickly if you cower inside your house.
- The Obsidiman and the giant Snow Yeti now detect when you're in a house, so they shouldn't punch you through the walls. They'll still lurk outside forever, though, waiting to squish you.
- Lowered the probable lifespan of the Tornado a little (again), and it won't actively follow you or suck you up if you're inside your house (although its random movement pattern means that it may still stray through your house and look ridiculous in the process, but it won't affect you).

I think that's everything! Thanks to anyone else who provided feedback but I forgot to mention here.

As always, if you do have any feedback or encounter any problems, please just let me know. And feel free to come and say hello on the Wrongworld Discord!
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“A game that you should experience, even if you feel as if you have already experienced everything that this genre has to offer.”

“Wrongworld is a science fiction survival-crafting-sandbox game where you play as a big teddy bear who likes to headbutt trees. Sound good? It is!”
Save or Quit

“Wrongworld has hopped over the boundaries of the sandbox-survival genre... I fully support the one-man developer behind this whimsical world, and look forward to experience more that Wrongworld has to offer.”

About This Game

Crash-landed on a surreal, low-poly world filled with freakish inhabitants, choose between permadeath and non-permadeath modes and embark on an epic (and ridiculous) survival adventure. Will you manage to stay alive as you unravel the mysteries of Wrongworld and search for a way home?


Thrown in at the deep end, you'll have to figure out the world for yourself, while hopefully not dying in the process. But you probably will. That's okay, though - just pick yourself up, dust yourself off, and try to learn from your fatal experience. And with a choice of permadeath and non-permadeath modes, you can tweak the difficulty to suit your needs.


Gather resources from across the land, craft all kinds of awesome gear, and build yourself an epic new home. From basics like campfires, simple tools and cooked meals all the way to jet packs, magic potions, nuclear-powered vacuum cleaners and maybe even a replacement rocket ship.


It might be a brutal world, but you may as well chuckle at the ridiculousness of it all as you go. Obliterate trees with your forehead, fast travel as a non-human cannonball, and become best friends with a cardboard box.


The world is completely randomly generated with every new game. And with a bunch of random events to discover/be subjected to, you're likely to face different hurdles every time you play.


"I don't think I've been this excited for a game in a while... This is just so much fun!"

"Better than it has any right to be."
Jim Sterling

"I love your game."

System Requirements

    • OS: Windows XP
    • Processor: Yes, a processor is required. My 2011 middle-of-the-road laptop can just about cope. But to err on the side of caution and also try to sound a little less clueless about hardware, I'll say an Intel i3 or better is probably wise.
    • Memory: 4 GB RAM
    • Graphics: You don't need a beast - as mentioned above, my ancient laptop (it's called Larry, by the way) has something known as a Radeon HD 6520G stuffed inside it, and it can just about deliver 30fps with all the settings on "Low". Definitely wouldn't want to go older/lamer than that, but the fact you're actually looking at 3-dimensional games on Steam makes me think you've probably already got that covered.
    • DirectX: Version 11
    • Storage: 500 MB available space
    • Sound Card: As far as I can tell, any on-board chip should work. At least, none of the test machines I have access to have had any problems with sound.
    • Additional Notes: As Wrongworld is still in early access and is therefore receiving lots of love and attention to make it run silky-smooth, it's worth noting that system requirements are subject to change for now.
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