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:
Very Positive (136) - 94% of the 136 user reviews for this game are positive.
Release Date:
May 11, 2018
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Recent updates View all (25)

January 25

Update 1.3.1 (25th January)



Update 1.3.1 is finally here, so Steam should digitally vomit it on to your computer shortly. Here's what's new:


----- THE COMPUTER SYSTEM -----
Once you've built an Electronics Workbench, you'll now have access to a new "Computer System" recipe, which lets you do a few different things:

- ONLINE BANKING
Via the wonders of the WrongWeb internet, you can transfer Coins from your inventory directly into an online bank balance, and back again. Don't ask me how it works. Magic, I assume.

- ONLINE SHOP
You can also use the Computer System to access an online shop, allowing you to both sell unwanted surplus supplies and buy exclusive furniture (which is 3D printed from the comfort of your own home).

- SELLING RESOURCES
The list of resources you can sell is fixed and never changes. The interface shows how many of each particular resource you'll need to exchange in order to have 1 Coin added directly to your bank balance. If you don't have enough of a particular resource in your inventory, the option to sell it will be greyed out. In the not-too-distant future, I'll probably roll out a similar system to the Crafting Menu, so it greys out recipes you don't have the resources for... That's been on my list of things to do forever! :)

- BUYING FURNITURE
The list of items you can buy is randomised every day at 6am. There'll be 5 random items for sale each day, so it's worth checking in daily if there's something in particular you want. I've done it this way to keep the available furniture a little more mysterious, and it also allows me to infinitely expand on this system in future without having to wrestle with a bloated user interface.

In Creative Mode, all of the furniture is available, all of the time, and it's free to purchase. So, it does indeed make the interface quite bloated, but at least people can really go to town and quickly create some epic mansions if they so choose!

- MORE COMPUTER SYSTEM INFO
If you start a new game, a few of these Computer Systems will be randomly dotted around the world, so you don't technically ever need to build one, but having one in your house would certainly make things a lot easier. And these randomly-spawned ones can't be moved either, so you won't be able to simply steal them like you can with some other structures :)

At the moment, all the furniture you can buy is completely and utterly pointless, and is purely decorative. However, in future, I plan to start adding specific uses to pieces of furniture (like an oven that can be used like a Cooking Pot, or a bed that actually lets you sleep in it). But, personally speaking, I've still been having a lot of fun with the pointless furniture as it is. If, like me, you're one of those people who spends hours fiddling around with their houses in games, slightly obsessively arranging things for no reason whatsoever, you'll probably appreciate this stuff, and you'll definitely appreciate this next part:


----- CONSTRUCTION MODE IMPROVEMENTS -----
Previously, Construction Mode (activated with "C" by default) allowed you to move structures around however you want, but you couldn't move pick-up-able items. If you wanted to move an item, you'd have to pick it up then drag it back out of your inventory, whereupon it'd be unceremoniously dumped back out into the world.

You can now use Construction Mode to drag items around however you want, which is pretty darn useful when you've just bought, say, a shiny new bookcase and want to put stuff on it. Just aim at the item in question, hold RMB, and move around however you want.

Using the power of physics, this new system also allows you to (very inaccurately) throw items around. Once I got this system up and running, I had a surprisingly large amount of fun filling up a bookcase with pies and then trying to knock them off by hurling things at them, coconut shy-style. I then started playing a game that I now refer to as "Bathketball", which involves attempting to throw a lump of coal into a bath in the distance. Next on my list of similarly pointless things: the creation of a bowling alley using potion bottles and stones :) I should probably add some kind of football or basketball-style models to make such silliness easier. Anyway, enough rambling...

I've also improved how items and structures are rotated (the default controls being "comma" and "period/full stop" while moving things) when in Construction Mode: Previously, structures simply rotated 5 degrees at a time, but that sometimes meant you couldn't align things exactly as you wanted. Now, things start rotating at 1 degree per tick, and it steady picks up speed until it's spinning stupidly fast. It should make precise alignment of things a little easier/possible. The rotation of structures that you've only just built and are selecting an initial location for still use the same, fixed-speed rotation as always; it's only the Construction Mode rotation system that has been altered. I imagine I'll end up standardising both those systems at some point in the near future, though, once I know for sure that the new Construction Mode rotation acceleration doesn't break everything!

Oh, also, the player now becomes transparent when using Construction Mode to move something, just so you can see exactly where you're positioning something, especially useful when moving small items.


----- A WORD ON COINS -----
Because Coins are now easier to get your hands via selling resources, I've removed the Refining recipe that allowed you to turn a Coin into a piece of Gold Ore. You can still turn a Gold Ore into a Coin using a Smelter, but not back again. It'd have unbalanced the value of Gold Ore, so the recipe has been removed.

In future, depending on feedback about the prices of the new furniture - and just feedback in general - I may also make Coins a more common drop from regular beasties. We shall see.


----- RANDOM UPDATES/FIXES -----
- Updated the Crafting Menu icon for the Probe Console (because I noticed it still showed the original version of the Console - the one with little Search and Home buttons physically on the front of it).
- Added a tip that appears after buying furniture to explain how to move it.
- Tweaked the horribly confusing and devastatingly ugly Gamepad Controls image, just to clarify that left/right D-pad will rotate things. I still plan to overhaul all the gamepad controls in general at some point soon-ish because I know they're not great!


Anyway, that's all for now. 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.
13 comments Read more

December 24, 2018

MURGHLY CRIMMAAS!



Merry Christmas from all the beasties of Wrongworld! May you receive all of the interesting things you wished for! :)
6 comments Read more

Reviews

“A free-roaming survival game that’s easily the best I’ve played in years.”
Rock, Paper, Shotgun

“A game that you should experience, even if you feel as if you have already experienced everything that this genre has to offer.”
Darkstation

“Wrongworld is better than sleep.”
Gaming Nexus

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?

STRIVE TO SURVIVE

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.

BUILD AN EPIC BASE

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.

SILLINESS APLENTY

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.

RANDOMLY GENERATED

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.

COMMENTS FROM AWESOME PEOPLE


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

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

"I love your game."
IGP

System Requirements

    Minimum:
    • 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. But it is quite important that your graphics card supports DirectX 11. Things can get a little wonky on DX10.
    • 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.

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