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Hello there, I hope you all have enjoyed/are enjoying your holidays! We have another batch of fixes and improvements ready for tonight. Thank you all for your reports and for helping us diagnose and troubleshoot many of these issues. We are continuing to monitor several ongoing issues; mostly to deal with memory leaks and container UI desyncs. These likely will continue to persist although will be much improved with this release. Bonus promo: Check out our feature voting site to vote on plenty of the most requested features to help define our future priorities! https://www.waywardgame.com/vote Bonus tip:Reputation, karma, benignity, malignity or whatever you want to call it has been removed! Creature difficulty is now based on territories. Creatures get harder and harder as you expand outwards on your island, or if you travel to a new island, creature difficulty will be inversed and get harder as you travel towards the center. Creature territories can be modified using some in-game mechanics related to runes.
Today we have a patch ready that will hopefully give you all some extra cheer to start off the holidays with plenty of bug fixes and improvements! As always, let us know if you spot any other issues! Bonus tip: You can perform actions automatically as you walk around using action slots. If you are checking out this update as a brand-new player or coming back with no previous save data, youll see a couple of these actions already added to your action slot by default. If not, simply configure an action slot using right-click and checking the Auto-Use option. This can be used to emulate the previous Auto pick-up option. Bonus promo: The Steam winter sale is upon us! Wayward is currently -30% off until January 2nd. https://store.steampowered.com/app/379210/Wayward
Tonight we are releasing a small patch to address some of the issues found so far in Runekeeper. More to come as always after a big major update! Bonus tip: You can combine items into stacks within your inventory by using Ctrl + left-click on the item you want to stack. You can change this binding in the options. Bonus promo: We are now on Bluesky! Follow us here: https://bsky.app/profile/waywardgame.bsky.social
"gamemoderun"
support.As described in the latest newsletter, the development branch has been out for quite some time now, but we were waiting on addressing some issues before announcing an update in this post. The creature spawning/reputation/rune changes are in and after going through some iterations, is at a good level of polish now. We have also been adding tons of new things as well (like usual). Just a recap for those not following along:
Welcome the 13th iteration of the Wayward newsletter, featuring a long-awaited status update, showcasing mods, and other tidbits!
Hot off the heels of our latest newsletter, we are opening up our development branch to test all the latest additions and a poll to help name this release. If you plan to partake in the testing of this release, after loading the game you will be greeted with a new special dialog explaining the current issues and/or status of the development branch including some bugs we are looking for feedback on. It will be quite buggy for the first little while!
Welcome the 12th iteration of the Wayward newsletter, featuring future plans, dissecting current issues, showcasing mods/media, and more!
Okay, I've almost lost track of the times I said this would be the last patch for Beacon's Call, yet, here's another one! This one is another small patch that fixes some issues that are a bit more pressing and we would rather not wait until the next major release to get them out there to the players. See the details below! Bonus Promo: I recently did a new Beginner's Guide video for Wayward. Check it out here if you are having trouble starting out in Wayward: https://www.youtube.com/watch?v=XbReL-OzoFM Bonus Tip: For a more continuous fresh water collection, try out wells! Wells can be built in many locations, but only some provide fresh water. When trying to find a good spot, a rope is your best friend. Use the "Test Depth" action on a rope after placing a well to see its water status. Some locations will provide water over time, and some will be infinite (although this is rare). This all depends on what exists under the well within the caves. If you are getting swamp or seawater in your well, you are too close to a swamp or seawater source and will need to move the well, or move the offending water. Non-infinite wells will fill over time, so you must wait for them to gather water; so one strategy would be to build several of them for a good supply.
So, it looks like the last patch wasn't the last one after all. We have another small patch that fixes some new issues that popped up and adds some other smaller improvements. Now, this should be the last one as we work on the next major update. Bonus Promo: The Steam Summer sale is still live! Enjoy -30% off Wayward or -10% off the soundtracks until the 13th. Bonus Tip: Feeling stuck? Check out the Starter Quest, available by default by pressing U, clicking the Quests icon in the top button bar, or clicking the pinned Welcome box near your messages.
Here's what will likely be the last update in the "Beacon's Call" series culminating in a huge batch of bug fixes and improvements to smooth out the game while we switch focuses on the next big update. Thank you for all the feedback and support! Bonus Promo: Please consider leaving us a review on Steam. This helps us get the feedback we need to keep improving the game while we work towards our major upcoming milestone - a full, non-Early Access release. Oh ya, and that whole Steam Sumer Sale thing is happening. Wayward is -30% off during the sale: https://store.steampowered.com/app/379210/Wayward/ Bonus Tip: Tin tools are considered blunt due to the softness of the materials, making them great at things like mining, repairing, and providing defense in the form of armor, but a poor choice for lumberjacking and cutting (things that require a sharpened tool).
This beefy update brings a further smoothing out of the early gameplay and mechanics to help new players get into the game a bit easier among many bug fixes and other improvements. The biggest overhaul here is to do with water - the coastal biome is generally richer with fresh water in the form of rivers scattered throughout the mountains leading you to not require a still in most cases. Speaking of which, a still might not be your best bet for desalination any longer due to the introduction of dripstones, which desalinate water without the use of fire or extra containers, making them a much easier-to-understand device. There are tons of other changes as well that will help early and late-game players alike including stat gains no longer producing reputation losses among other reputation tweaks and modifications; there's more to come on this system as a whole coming in the next major update. Bonus Promo: A special shoutout to both Splattercat and Nookirum who both have recently covered the game on their channels: https://www.youtube.com/watch?v=0pftFxUBjpM https://www.youtube.com/watch?v=0XcDN-uOmpc Bonus Tip: Going forward, exploring your island is even more important. You want to find as many freshwater sources as possible. You may want to do this before setting up a base of operations.
We have a quite sizable update ready to end this weekend off with.
In terms of balance changes, we are striving to make the early game more accessible to new players, but further the challenge as you play. Youll see some more significant changes in the next couple of updates.
Speaking about one such change, Player spawns on coastal islands have been rebalanced so starting on small off-shore islands should no longer be possible., you can see what effect this has on some previously harder spawns here:
The arrows show the old spawn pointing to the new one after this change.
We still have some things we want to improve and definitely more bugs to squish so stay tuned for more patches on the horizon.
Bonus Promo: If you have a spare moment, please leave us a review on Steam! This is a key metric for Steam to promote Wayward to more new/old players and helps us understand what players like/dont like about the game so we can improve it.
Bonus Tip: Does using actions via the (right-click) action menu feel tedious? Add them to your action bar instead! Simply click on an action slot to bind an action to it. Some good starting actions to set up in each slot is Chop, Mine, Butcher, Start Fire, and Stoke Fire. These slots will automatically use the best tool or item for the job in your inventory.
Join us for the next "Multiplayer Meetup" taking place on Thursday, May 11th, 7:30 PM PDT. Steam will convert this to your local time above or on the right sidebar and will notify you when it happens if you hit the "Set a reminder" button. This time around we will be trying to survive in the arid biome with some other modifiers sprinkled in, and no cheating this time! Traveling will be disabled. Respawning will be enabled as it's a bit rough for players who are not arid experts. To join, simply look for the server in the multiplayer menu in-game for the game(s) named: "Multiplayer Meetup #8" at the date/time noted above. As always, we will be streaming the meetup at Twitch.
Wayward players, it's time to answer the call of the beacon! The highly anticipated update is finally here and promises to guide you to new horizons and adventures. After our last major release being the largest update to date, we thought we would scale back this time around and offer another pretty beefy update, but without such a long wait between the releases. Our last one was 280 days between the major releases, but this one clocks in at 218 days instead. We hope to keep this pace up in the future, and hopefully even faster; we always seem to get carried away. Some stand-out features from this release include:
"+mod"
commands now default to working with the current directory if a directory was not provided.If you are on the development branch, please ensure your important saves and global save data are backed up. Due to some upstream changes in the platform we use, we need to revert the version we use. Doing so will delete/remove all save data in the game. By default, your saves and global save data (options, milestones, etc.) are backed up automatically (the last 10 versions), but only if they are newer saves (May 4th, 2021 and newer). If they are older saves, you will need to load and save them to produce the automatic back-ups, or simply export the save(s) you want to keep. These automatic back-ups are located in the main Wayward folder under "backup". In most cases, these will be all you need to re-import once the change occurs. More information on save importing/exporting and back-ups is available here: https://steamcommunity.com/sharedfiles/filedetails/?id=2854947692 Archiving/copying the "save" directory in the Wayward folder will not work! Everything will need to be re-imported manually after this change occurs. Once the change happens, your Wayward game will not load. This is intentional so nobody loses their saves if they have not seen this warning. To fix this, ensure you have everything backed up that you need as written above, open the "launch_options.json" file and edit the "internalVersion" from "2" to "3". After saving, the game will launch normally. If you did not see this warning in time, and you don't have all the backups you need, please reach out. We will help you on a case-by-case basis and will likely need you to send us your entire "save" directory. To re-iterate, the steps you need to take are the following if you are reading this and are playing on the development branch: 1. Start the game. 2. Load any game you wish to keep. Save and quit that game. Repeat this for all saves. 3. Ensure everything is looking good in the "backups" folder. 4. Play the development branch as normal until the change occurs. 5. Once the change occurs, the game will no longer open. This is when you change the "internalVersion" from "2" to "3" as mentioned above. 6. Start the game and re-import your global save data and any save games as per the guide link above. Let me know if you have any questions!
The time has come once again. The development branch has been updated with the yet-to-be-named pre-release version of the "next" major update. This means you can play (and test out) all the new upcoming features and improvements. Take it for a spin if you feel like living on the bleeding edge. We have shared a few videos on some of the new features so far, including: https://www.youtube.com/watch?v=Mw-7Uq_jMCE https://www.youtube.com/watch?v=ZxNVjZ4kMWY https://www.youtube.com/watch?v=815TAnPPKF8 Some other notable features include:
Hey all, Hope you are enjoying/enjoyed your holidays! Heres what will likely be the last update/minor patch in this series as we have already begun to work extensively on the next major update. Onwards and wayward into the next year! Stay tuned for more news! Bonus Tip: If you are ever unsure about what exactly each action tier does on a tool, for example, Mining III, you can inspect the item (by default, using Shift+Right Click when hovering an item), and hover over each of the actions and tiers to get information on what this affects. Bonus Promo: Dr. Incompetent recently put together a playthrough of Wayward on their channel including a beginners guide: https://www.youtube.com/watch?v=BpYMG_4V-dY
Since our initial release in 2016 on Steam, we have kept our regional prices the same without change regardless of conversion/exchange rate and other economic changes. Since our release, we have put out 12 major releases, and 65 minor releases. A lot has changed in-game, and out-of-game in these regions. Going forward, since Steam has made a commitment to update regional prices more consistently, we are considering moving to these recommendations. If you use USD currency, there will be no changes for you. Other regional prices will either go up or down. On other storefronts, Wayward already must use each storefronts regional pricing, so it only makes sense that we follow it consistently across all platforms, now including Steam. We are not economists and we believe we should not be in charge of dictating regional conversion rates on our end. This change would take place after the current "Winter Sale", so you will not only have a chance to grab the game at the same price for your region but also at a discounted price (Wayward is -30% off right now). https://store.steampowered.com/app/379210/Wayward/ More news on the next major release coming soon! As always, thank you for your support over these many years.
Join us for the next "Multiplayer Meetup" taking place on Saturday, November 26th, 7:30 PM PST. Steam will convert this to your local time above or on the right sidebar and will notify you when it happens if you hit the "Set a reminder" button. This time around we will be "enjoying" the ice cap biome by staving off frostbite. But hey, at least there's unlimited snow to eat. Don't worry about the yellow snow, that's just medicinal water. It may be a bit challenging; however, respawning will be enabled. To join, simply look for the server in the multiplayer menu in-game for the game(s) named: "Multiplayer Meetup #7" at the date/time noted above. As always, we will be streaming the meetup at Twitch.
Hey all, We have a minor update ready tonight to start off this weekend. This release primarily focuses on bug fixes and smaller UI/UX improvements. Review the changelog below for more details! Bonus Promo: Thank you to those who recently left a review for Wayward. This helps us reach more potential players and supporters! If you have a few minutes, please leave a review and rate any reviews you find helpful! Bonus Tip: Wells do not require an underground/cave lake to function (although this is definitely preferred). You can place them in many locations and receive fresh water over time. You can even place multiple of them to get more fresh water quicker. Use a rope to Test Depth on wells to tell if you have adequate water coming into the well.
Hot off the heels of our largest major update to date, heres our largest minor update to date! In this one we smoothed out some problem areas we have discovered with the action slot system - making it more streamlined, but just as powerful. This update also rebalances how clay and metals work, allowing metallurgic endeavors to be easier and more possible on the coastal island biome (or the starting island). Another exciting piece of news is that Wayward is now considered Playable on the Steam Deck. There are a few issues Valve and us have been working on behind the scenes to get a better experience for the game, including some things in this update. Its not 100%, but its just as the status implies, playable. Stay tuned for more! Its likely we will be moving on to the next major update after this release with possible bug-fix-only minor patches in the future as new issues arise. Bonus Promo: Evan of RetroMMO recently had me on RetroChat, regarding Wayward. Check out the edited VOD here if you are wanting to learn about some Wayward development lore: https://www.youtube.com/watch?v=mcSGYnH3XsA Bonus Tip: You can automatically use actions in your action bar when moving, similar to the old feature where you could enable automatic gathering; however, this can be done with any action including things like dismantling, firing a bow, taming, and more! This feature is unlocked after discovering (and using) 20 actions. Simply hover over an action slot and hit Left Alt (by default), or configure the slot and check Use When Moving.
Welcome to Wayward's largest update to date! Here are just a few standout features from this release:
Join us for the next "Multiplayer Meetup" taking place on Friday, September 16th, 1:00 PM PDT. Steam will convert this to your local time above or on the right sidebar and will notify you when it happens if you hit the "Set a reminder" button. This meetup will be using the development branch of the game as we want to do some testing. You can find out more information on how to switch branches here. But as always, I want to emphasize you should always keep backups of your saves before and during your use of the development branch as there is no going back once you upgrade your saves (unless you have those backups). To join, simply look for the server in the multiplayer menu in-game for the game(s) named: "Multiplayer Meetup" at the date/time noted above while running the development branch. As always we will be streaming the meetup at Twitch.
Join us for the next "Multiplayer Meetup" taking place on Saturday, August 27th, 7:30 PM PDT. Steam will convert this to your local time above or on the right sidebar and will notify you when it happens if you hit the "Set a reminder" button. This meetup will be using the development branch of the game as we want to do some testing. You can find out more information on how to switch branches here. But as always, I want to emphasize you should always keep backups of your saves before and during your use of the development branch as there is no going back once you upgrade your saves (unless you have those backups). To join, simply look for the server in the multiplayer menu in-game for the game(s) named: "Multiplayer Meetup" at the date/time noted above while running the development branch.
It's happening! We are "ready-ish" to begin testing the in-development build of Wayward. Many of you have probably already noticed your game updating if you were subscribed to the development branch on Steam. We are still working on a lot of stuff and all the features are not yet finalized, but we do have a name at least! The votes are in, this major release will be called "Wheels & Wetlands". You can find a little of what to expect here from the latest newsletter: https://steamcommunity.com/games/wayward/announcements/detail/3363644258060662556 But if you really want to see all of what's going on so far, you can check the in-game changelog or view our Trello for a more technical breakdown: https://trello.com/b/PWX1Hpjn/wayward-todo
Hey all, We are well underway with the next major release of Wayward, codenamed "Next". More on that naming a bit further down. As always, these newsletters are for keeping players up to date with what we are working on and while a few of these previews have been shared on social media, there are a few new reveals as well below.
Here's just a small late-night update for you all while we continue working on the next major release. You'll find a healthy helping of bug fixes in this release with more on the way! Stay tuned! Bonus Promo:Join us onDiscord and gain some insight from the resident experts on Wayward who have all poured tons of hours into the game. Bonus Tip: Not sure where to start? Starting the game in "Casual Mode" may be recommended for new players to help get their bearings as it allows respawning and disables aggression from creatures. Check out the "Starter Quest" that explains some of the mechanics of the game. Just click the pinned "Welcome!" message that shows up in the bottom left corner to get started!
Join us for our fourth "Multiplayer Meetup" taking place on Saturday, April 30th, 7:30 PM PDT. Steam will convert this to your local time above or on the right sidebar and will notify you when it happens if you hit the "Set a reminder" button. Multiplayer Meetup is a new initiative to get our small community together to play at the same time (or around then) to get some larger public games going on. This month we are going to be attempting to survive in the harsh arid biome to start. Respawning will be enabled. BYOC = Bring Your Own Coconuts. To join, simply look for the server in the multiplayer menu in-game for the game(s) named: "Multiplayer Meetup" at the date/time noted above.
Join us for our third "Multiplayer Meetup" taking place on Saturday, March 26th, 7:30 PM PDT. Steam will convert this to your local time above or on the right sidebar and will notify you when it happens if you hit the "Set a reminder" button. Multiplayer Meetup is a new initiative to get our small community together to play at the same time (or around then) to get some larger public games going on. We have a gimmick this week. We are going with a custom game type with respawning allowed. That's because it's probably going to be a bit difficult to survive in a world without trees. There will be a few added challenges and secrets thrown in for good measure of course. To join, simply look for the server in the multiplayer menu in-game for the game(s) named: "Multiplayer Meetup" at the date/time noted above.
While we are already working away on the next major release, please enjoy this smaller update to improve the game and fix up some of the remaining bugs on our radar. Stay tuned for more minor/major updates! Bonus Tip: For merchants to travel to your island, you need to increase your "civilization" score, which can be found while hovering over the reputation icon. Civilization score can be increased by building walls, flooring, and other interactions. They will appear on player-made flooring; so the more you pave over nature (which can have its own drawbacks), the better chance they will travel and trade with you.
Join us for our second "Multiplayer Meetup" taking place on Friday, February 18th, 1:00 PM PST. Convert to your local time here. Multiplayer Meetup is a new initiative to get our small community together to play at the same time (or around then) to get some larger public games going on. This month we will be using the same map/save as the last meetup post-slime/zombie apocalypse, but with some added secrets and modifications. There are about a dozen of these unique points of interest. Can you find them all? To join, simply look for the server in the multiplayer menu in-game for the game(s) named: "Multiplayer Meetup" at the date/time noted above.
In this week's release, we fixed another big chunk of issues and improved various parts of the game. We are planning for at least one more release in the 2.11.x series, so stay tuned for more! Bonus Tip: I recently put out a new video showcasing some new tips and tricks as kind of an addendum to my beginner's guide video here: https://www.youtube.com/watch?v=OgPQXlF75w0 If you haven't watched the first video, check it out here: https://www.youtube.com/watch?v=1G2_PGmSxU0 Bonus Promo: If you haven't checked out TARS yet, give it a whirl! It has improved by leaps and bounds over the last little while. TARS will even help with repetitive tasks like harvesting now! Check it out here: https://steamcommunity.com/sharedfiles/filedetails/?id=1218286592
Thanks to all those that participated in the multiplayer meetup last week! It was a smashing success; if success means being overrun by slimes and zombies for two hours. Some of the below changes should help smooth out some of the stuff we all discovered when that many players all join together. Thanks for the stress test! Bonus promo: Join us on Discord and gain some insight from the resident experts on Wayward who have all clocked in thousands of hours in the game. Bonus tip: To unlock recipes, you only need to be adjacent to or holding one of each item in a craft to unlock it. One strategy to unlock as many recipes as possible is to have three chests adjacent to you, all with many different items. Fill them up with things you haven't crafted before or rare things you found. Walking in between them could unlock a few interesting things for you.
Join us for the first "official" "Multiplayer Meetup" taking place on Sunday, January 16th, 6:30 PM PST. Convert to your local time here. Multiplayer Meetup is a new initiative to get our small community together to play at the same time (or around then) to get some larger public games going on. To join, simply look for the server in the multiplayer menu in-game for the game(s) named: "Multiplayer Meetup" at the date/time noted above.
Hey all, We have another batch of fixes and improvements this week with a focus on smoothing out some of the features that showed up with the major release. That, and whatever else the astute Wayward players reported this week. We still have a ton on our to-do, so expect another patch next week! Bonus Promo: Follow our Subreddit to stay up-to-date on all Wayward news, player discourse, and occasional memes. Bonus Tip: At 20% in a crafting skill you gain the ability to see "efficacy" when crafting. This will show how effective you are at making the craft, or making a better quality item based on what you are putting into it. It calculates what the best ingredients would be and compares it against what you used. Many things affect the efficacy of a craft, including item quality (exceptional or higher is best) and item tier (the higher the better). This is counted for both required items and consumed items. Check out the in-game help for more details on this and more.
Hey all, Hope you are enjoying (or already enjoyed) your holidays! We have a patch ready to fix up some of the issues everybody has spotted after the major release launch with a few balance changes thrown in for good measure. We still got lots on our to-do list for this release series, so expect more soon! Happy New Year! Bonus Promo: We now have an Instagram, follow us here: https://www.instagram.com/waywardgame/ Double Bonus Promo: We are gathering feedback on a recurring Wayward multiplayer meetup to play as a community at some to-be-determined interval. Let us know your thoughts: https://forms.gle/9JHKVWihiNSstSfL8 Bonus Tip: Instead of opening the action menus every time you do an action, why not quickslot the action and use a single keypress for it? Right-click an empty quickslot to assign actions to it, or Ctrl + right-click to assign an item action to it. Item actions will automatically pick the best item from your inventory to do the action you set, saving even more time!
Twas the day before that Christmas thing, when all through Steam; not a creature was stirring, except for a Wayward release!
We are pleased to announce the release of our 11th major update on Steam entitled "Horizons". Wayward is also a part of the Steam Winter Sale this year at -20% off:
https://store.steampowered.com/app/379210/Wayward/
Take a peek at what you can expect to see in this release:
https://youtu.be/jgahWzMnVuI
The preview video only shows a small portion of the features in this release, so if you are brave enough, venture down further to the wall o' text:
Hey all, Welcome to the 10th Wayward Newsletter where we will be focusing on previews of some of the features coming up in the next major release, beta 2.11, codenamed "Island Hopper" due to one specific feature, island maps!
Well, it looks like 2.10.x had another release in it after all. We might continue with this new workflow as we work on the next major in tandem with these smaller, minor releases going forward. This minor patch mostly consists of bug fixes and other small improvements to the game. Enjoy! More news on beta 2.11 coming soon (in the form of a newsletter).
Bonus Promo: As part of the Roguelike Celebration this year, Steam is doing a special sales event called, "Roguelike Celebration Event & Alumni Sale" where Wayward is -25% off right now. Grab yourself a roguelike or roguelike-adjacent game now and get to dying!
Bonus Tip: Find yourself doing repetitive crafting and dismantling of the same item? Why not quickslot it and set the default action to "Craft" or "Dismantle"?
Today we are releasing what is most likely the last minor patch in the 2.10.x series. We have been working on this release while also working on our next major update to the game, which is why this took a bit longer to get out. We thought it might be better if we do the last minor releases like this going forward so there's less of a gap in between releases. There's plenty of quality of life improvements here and some substantial balance changes among all the bug fixes. Enjoy! Let us know if you run into any issues. There will be more news to share on beta 2.11.0 coming soon! Bonus Promo: Come hang out on the Discord! Although we have a smaller community, its still the most active spot for Wayward discussion, especially in periods of less activity like this. Bonus Tip: If you are attempting to kill a creature and melee attacking isn't working out for you, "there's more than one way to skin a cat", or probably giant rat in this case. Here are a few other options: 1. Use traps. Setting down multiple traps and guiding the creatures into them will keep you safe from damage while dealing it to them instead. The damage and success are based on your "Trapping" skill. 2. Craft or find better armor and gear. Mitigate as much damage to yourself while dealing as much damage as possible to your foes. 3. Used ranged weapons or throwing. Slings, bows, spears. All can be used to deal damage while at a distance. The damage and accuracy are based on your "Tactics" or "Throwing" skills. 4. Tame other creatures and have them fight for you! If you have tamed creatures, they will protect their master as long as they are content.
Hey all, This week's focus has been on fixing up the remaining reported issues and working on balance changes. The balance changes mostly consist of aberrant and high-tier creature damage. Previously, they were dealing too little damage due to skill/gear power creep and previous balance changes. This should straighten out the issues spotted by several players. Let me know if you spot anything out of whack with these changes as they are quite significant in some cases/scenarios. The intention is to require you to think about what types of armor to use in certain temperature scenarios against certain types of creatures. We also added in two new magical item properties. They were added due to an issue spotted where in some instances, items could roll an incorrect amount of properties just because not enough could be applied to certain items. These are generic enough that they should fit most items; thus, solving the issue. View the changelog for more information on these and more. Bonus Promo: Tons of work has gone into the unofficial Wiki as of late. Check out some of the recent changes here. Bonus Tip: You can grab items out of fire/lava using tongs or while wearing the proper hand protection without getting burned. This is useful in some cases where you are picking up items that have caught on fire or are creating charcoal intentionally.
Patch night! This week we are taking a stab at fixing up some more issues, some of which have unsurprisingly been in the game undiscovered for years. Always great to get those ones sorted out! TARS fans will also get a kick out of this release with a heavy overhaul and a giant bunch of new features. Wayward technological singularity is closely approaching! The beta 2.10.x patches will be slowing down coming up as we focus more on our next big major release, but we still have a bit to go yet! Bonus Tip: You can quickly equip items in your inventory or containers by hovering over them and pressing "E", you can quickly drop them by pressing "Q", and you can quickly move them (to an opened container for example) by pressing "Shift + Left Click". These binds can all be changed in the options. Bonus Promo: Anketam has created a new spoiler-filled, "Mastercrafting Guide" available on Steam here. It goes over the requirements and strategies to create mastercrafted items. Check it out if you don't mind the spoilers!
Hey all, Happy Saturday! Hope everybody is enjoying the latest major release and latest minor patch released earlier in the week! We still have lots more to come with "Seafarer+", so stay tuned! In the meantime, I'll be doing a live question and answer stream. [strike]If you are reading this, I'm live right now![/strike] The stream is now over! You can tune-in on the Steam broadcast page: https://steamcommunity.com/broadcast/watch/76561197977797435 Or via Twitch: https://www.twitch.tv/drathy Or at the top of the Wayward store page: https://store.steampowered.com/app/379210/Wayward/
Hey all, this week we have another batch of fixes and some more exciting new stuff ready for your consumption! Some of the later-game players will enjoy the bug fixes and improvements this time around with a fix to a particularly annoying flaw with Mastercrafted items and some bad quality distribution with harvesting, carving, and gathering. Take a peek at the changelog below and keep reporting issues you find. More to come in beta 2.10.6! Bonus Promo: Come hang out on the Discord! Although we have a smaller community, it's still the most active spot for Wayward discussion. Bonus Tip: Resting and sleeping work differently when playing a multiplayer game or setting the mode to "real-time" turns, in that performing the rest/sleep actions will no longer progress time (or pass turns). Its use is shifted towards a regenerative role exclusively in these modes.
Hey everybody! This week we have another patch in the 2.10.x series that helps smooth some more issues out, but also adds quite a few balance changes in regards to bonuses for further travels, reputation, and aberrant creatures. There's still a few things on our list to address, but this should fix up some of the major stuff spotted this week.
Take a peek in the changelog below!
Bonus Promo: Struggling with getting started in Wayward? Check out my new Beginner's Guide video:
https://www.youtube.com/watch?v=1G2_PGmSxU0
Check out the YouTube description or video chapters to skip to specific sections. Let me know if it is missing anything you are having issues with!
Bonus Tip: Have you spawned on a smaller island with not a lot of resources? You are likely on an offshoot of a much bigger island. Traveling east is usually a pretty safe bet in these scenarios. You can either swim (with a lot of stamina) or create a raft and explore the seas awhile until you come across a much bigger island. Here's a visual of that:
Another week, another round of fixes and improvements! Oh, and also a few new things thrown in for good measure. Bonus Promo: The feature voting page has been updated to include additions from beta 2.10 and add a couple dozen new frequently suggested additions/changes or completely new ideas from us to be voted on. Bonus Tip: Solar stills need containers attached to them to collect water. That is all. Short but sweet this week with more stuff in the works!
Hey there,
We have another batch of fixes ready for ya'll. We are still working on more improvements, additions, and balance tweaks as well, but our priority will continue to be fixing up any bugs and major issues that get discovered for the next little while. Please keep them coming!
Bonus Tip: Did you know you can inspect items (by default with Shift + Right Click) and hover over certain properties to get more information on what they do?
Bonus Promo: Happy Wayward Day! Five years ago today, we made the choice to release Wayward on Steam to garner support and to build our community. At that time, while still a full game, there was limited content and not much point for the progression in the game. Years later, we have thousands of new items, creatures, terrain types, plants, and other objects collectively. We now have an end-game, and tons more replayability, not only because we have since added multiplayer and infinite travel, but have extended the game with custom game support and a challenge mode. Oh ya, and milestone modifiers. Oh ya, and also remember when equipping items didn't change your character sprite? Oh ya.. and... It's impossible to list all the changes and additions here, but we have no plans of stopping. Building games with this amount of depth and breadth take time, especially whilst being a hobby project. Stay tuned for more!
Hey all, Happy Saturday! Hoping you all are having some fun with the new update. We wanted to address some issues quickly that some players are facing. It's not everything we want to do or fix up in the short term, but it's a good start. Stay tuned for more! Bonus Tip: You can bring up fish out of the water (ones you can't even see) by casting your line or net in open water. You can increase your chances of this by using bait. Bait items include chopped fish, spider meat, worm meat, or earthworms. The bait will automatically be used from your inventory as your attempt to fish.
It's that time again! Time for a major Wayward update to be released into the wild. And into the wild, you shall go. A harsher wild this time around, one where you are not only surviving your bodily needs, but now also surviving the elements with the introduction of temperature in this update. Temperature is only a taste of what is to come as this update is one of the biggest ones we have ever released. A few notable changes include:
Well, it's taken awhile to get here, but we finally have something "close" to the eventual release ready for testing. There's still a few fixes to get in, and a few more content updates before this fully goes live, but it's pretty close now. If you want a sneak peek at what we have in store, download and try the development branch today! Change your branch in Steam to "development". More information on that here: https://steamcommunity.com/sharedfiles/filedetails/?id=721479594 As always, make sure to back-up your important saves and data before switching to and while using the development branch! Thanks for helping us find any issues! You can play the game normally, or help us debug or polish any of the following from the (unsorted) changelog below: Subject to change before release!
Hey all, While we are still working away on beta 2.10, "Seafarer+", our next major release, I thought I would share a bit of what we are working on while new players enjoy the deal going on right now of -25% off Wayward on Steam for the next few days. Enjoy!
So, with a bit of delay, this should be in fact be the last minor patch in the 2.9.x series of releases. On to bigger (and better) things! As previously mentioned, we are taking another stab at this whole Seafaring thing and improving multiple aspects of it for the next major release. You can read more about it in our latest newsletter: https://store.steampowered.com/newshub/app/379210/view/2874942454047808303 Stay tuned for more news! Bonus Promo Struggling to get started in Wayward? Check out SirKenithan's new guide, aptly named "SirKenithan's guide to starting out in Wayward." here: https://steamcommunity.com/sharedfiles/filedetails/?id=2245916645 Still struggling? Check out Puffletops' collection of guides complete with plenty of pictures available from this post on our subreddit: https://www.reddit.com/r/Wayward/comments/j3if1a/wayward_guide_collection/ Bonus Tip If a weapon has multiple damage types, it will use both of them on each hit. Each value in a resistance will reduce the damage by one, and each vulnerability will increase it by one. As an example: You hit a scorpion with a wooden sword that deals 3 blunt/piercing damage. Scorpions have a resistance of 1 against piercing and a vulnerability of 2 against blunt with a base defense of 2. The scorpion would take 2 damage (3 - 2 - 1 + 2) in this scenario when other factors like skills are not applied. You can read more about attacking and damage in the new help article available in-game.
Hey everybody! No patch this weekend, but we have a newsletter for you instead while we finish up the next patch. More on that below.
We're back this weekend with another minor patch! Apologies on the delay for this one. Things are finally settling down for me again after a recent move. This week we have a bunch of bug fixes as per normal as well as some general improvements, many of which are community-submitted from our Discord and on the Steam forums. Bonus Tip Not all resources can be found on the starting coastal island. Many resources, creatures, and plants are unique to each island type or are more commonly found in certain biomes. For example, although clay can be found near swamps and in caves near water on the starting coastal islands, it's much easier to be found all over the arid island type including under all desert sand. Iron is most abundant in ice cap islands as another example. Bonus Promotion SplatterCatGaming once again graces our community's presence with a brand new Wayward video! https://www.youtube.com/watch?v=vhS_W3FEZng
A new weekend, a new set of changes! This time around we have a pretty substantial set of changes for balance as well as a brand new item protection feature ready for everybody to check out.
You can hover over items and use "P" or right-click them and select the "Protect" option to protect items. Protected items will not be used in crafting, dismantling, or auto-carving (from the action menu), so you never have to worry about crafts breaking your prized axe anymore!
Bonus Tip
There are more differences between resting and sleeping than just being able to cancel out of rest. While you rest or sleep, your hunger and thirst rate is reduced and your stamina and health are regenerated. But these effects are stronger when sleeping. You can only ever rest until you have full stamina, whereas with sleeping, you will sleep for as long as you aren't interrupted among many other factors including your camping skill and whether you are around a fire source.
There's a lot more to this and is explained in full detail within the help menu located in-game by pressing the "?" icon in the top menu bar or by pressing "/" by default.
Bonus Promotion
Check out our newly updated voting page for helping us prioritize upcoming features. Not everything is listed here of course, but most of the major things are.
Let me know if something is missing!
Some more bugs bite the dust in beta 2.9.3. We have also refined the modding workflow and improved a few areas of the game including performance. Take a gander at what we tweaked and fixed this week with the changelog below. Also, for any TARS fans out there, check out that beefy list of changes! Bonus Tip What's better than getting headbutted by a goat? Well, a lot of things, including taming them and letting them produce milk for you. Goats can easily be tamed with leaves (by offering them, or by leaving them on the ground). You can attempt to "Gather Milk" with any liquid container when facing the goat. Make sure to keep taming it so it can produce more and more milk over time. Petting goats will also help them produce milk faster. Bonus Promotion Wondering where most of these bugs are being uncovered at? Our Discord of course! We have a great Discord community full of theory-crafting, bug hunting, and general fawning over upcoming features. Have an old mod you need to update? Not sure where to start? I did a modding update guide video with an example mod to perhaps help you out with that: https://www.youtube.com/watch?v=KT2VLY7isiY
Another weekend, another release! So, it turns out there was more issues to fix up. Quite a bit more in fact. Thanks for all the reports! Keep them coming if you find any new issues. There's a few new feature and improvements thrown in for good measure too. Enjoy! Bonus Tip For an alternative water source, you can build wells. These wells produce water based on where they are built. The rate of water corresponds directly with where they are built in relation to the cave system below them. Build them over impassable terrain like rocks in the caves and they will slowly trickle in groundwater. Build them over underground lakes and water sources and you will get an unlimited source of water. Build them over dirt, gravel, or other passable terrain and they will not produce any water. If you have a cave entrance nearby, you can count the steps or tiles to judge where to build it above ground. Bonus Promotion Check out our Twitter for keeping up-to-date on everything Wayward. We tend to post smaller updates and news pieces there that are too small for a Steam news post.
Hey all, First off, I want to thank you all for the great turn-out for this major release so far. I've had tons of fun checking out all the new changes/content and traveling with everybody in multiplayer. This patch will hopefully fix most lingering, serious issues to the game while we get started on the next major patch. As mentioned previously in the major update patch notes, we want to get started right away on a bigger update instead of supplying a bunch of smaller patches. In theory, this is the last smaller one, but we'll continue to fix any issues as they are encountered and reported. As always, you can stay up-to-date with our nightly changes on the development branch in the middle of bigger releases where we aren't patching as often. If you were unfortunate enough to have the seed corruption issue, please send me your save along with the seed that you set an I can restore the issue for you. It looks like this issue was pretty rare, but we have fixed any future issues concerning it. Bonus Tip Did you know that planting seeds and growing plants in fertile soil will not only make them grow faster but also spread to adjacent tiles once they reach the "ripening" stage? Each plant has their own unique growth rate and spread amount. Bonus Promotion Check out our Subreddit that has recently just got a bunch of new activity: https://www.reddit.com/r/Wayward/
Hey all!
Introducing, "Seafarer", the 9th major release of Wayward on Steam, and the end of limited exploration in the game. You can now sail the seas and explore new worlds and sets of islands. A few stand-out features in this release also include:
Hey all, Thanks for taking a look at our 7th newsletter. Oh ya, and also happy Wayward anniversary! We have some news to share on beta 2.9 as well as information on how you can help support the project going forward as we approach some really big game-changing milestones for Wayward development. Steam Broadcast & Live Q&A As this post goes live, I'll be testing the Steam broadcasting waters so to speak with a live Q&A while playing some Wayward instead of the normal Twitch streaming I do. Tune in now (for the next couple of hours)!
We have a bit of an unusual release ready for everybody. A new release that is looking pretty chunky for being a minor update. This is a collection of things we have been improving while working on the next major update. Something like a midway point release. Enjoy! Let us know if you run into any issues. In other news, we have transitioned the Wayward soundtracks over to the new "Soundtrack" category on Steam. This means you can purchase them independently of the game (they no longer count as DLC).
We have a small patch ready to mostly fix up that auto saving issue. We were also able to squeeze in a few other things we were working on. More to come soon! Let us know about any other issues you spot!
Hey all,
Just a smaller release this time around. Even though it's smaller, it still has some great new features packed in. Here's a few important-ish things:
Pass Trough Creatures
You can now pass through weaker or flying creatures by disabling auto attack; however, they may attack you as you pass, leading to some more strategic escapes.
Improved Building Visuals
The contrast was lacking between flooring, walls, and structures. We've boosted this a bit to make your abode a bit nicer looking.
Crafting Efficacy
Introducing crafting efficacy. Starting at 20% crafting skill, you will begin to get a rating on each craft, letting you now how effective you are (using your combination of item and doodad qualities/tiers). The higher this value, the better chance at a higher quality and durability for your craft. You can read more about this in the help menu. The underlying system for this was already in place, it was just invisible to the player.
Auto-save Options
Due to popular demand, you can now set the auto save interval based on turns or time. Auto saving will also no longer stop you in your tracks, disabling movement after, and should be much more painless.
Multiplayer Improvements
The server browser will show all games except for private games. Friends-only games and games running in different versions will now be shown so you can switch versions or shoot over a friend request if you spot a game you want to join.
Additionally, we have fixed an issue with multiplayer games and how player's are identified. You may run into issues with pre-existing multiplayer games because of this. The player data is not lost and we can help you out if you send us over the save and the Steam IDs (or Steam profiles) of the players in the game. We will correct the saves for you. Apologies for the issues!
Oh ya, and Happy New Year!
Following the theme of big minor patches, we present beta 2.8.2, another big minor patch. In this release you'll see a lot of fixes and improvements, but also something a lot of people have been waiting for. Better networking!
Hopefully the days are gone where you would need to do some router wizardry to host a Wayward game. We have implemented Steam networking support. This is all automatic, so you shouldn't have to worry about anything besides staying alive in-game.
And how about all that ash that has been building up from the campfires and water stills? Well, now with a bit of effort, you can turn it into ash cement to build walls and flooring. Reduce, reuse, and recycle!
This holiday season you can also stay cool with a new feature that warns you when attempting to sleep with a lit torch/candle, a long requested feature for the "Warn on Dangerous Actions" option.
Some other related changes to resting/sleeping include:
Luckily, in the last major release, we didn't have many major issues to sort out, allowing us to focus on adding more content and smoothing out some important areas of the game for this release. We focused on performance for sure, but we made sure to improve on plenty of lacking areas as well including fishing, reinforcing, and other UI/UX improvements. I encourage you to check all the new things out! While this is a sizable release, we still have more to work on in the 2.8.x series of patches. There's still a few more things to smooth out. Continue to give us feedback on the game! Make sure to check out our Discord if you haven't yet, or shoot me a friend request on Steam
Hey all, Last week, I missed the normal release stream due to a pretty bad cold. I'm mostly healed up now and ready to do some release celebrations! Check out the stream here: https://www.twitch.tv/drathy The stream will be a bit different this time. We'll be working on a custom map, hopefully with some helpful hands of anybody that wants to join in. If you just want to hang out for the giveaways, that's cool too! Yes, we will be doing the normal game giveaways during the stream. Wayward is still on sale for a bit, so snag it for cheap while you can. Stay tuned for more updates this weekend on beta 2.8.1.
Sorry about that wait! The next major Wayward update is finally upon us! To help celebrate the release, Wayward is -25% off for the next 7 days.
This release we focused on many improvements and a new unlockable system for added replayability. There's not really a theme here to speak of, hence the naming of "odds & ends". Some of the stand-out additions include:
Hey all, So, whats the status on beta 2.8? We have been working on it, although admittedly a bit slower than normal. According to our FAQ statement on releases, we should have dropped a new major release around this time. Unfortunately, some of the things we planned on (redesigned crafting) have proved to take much longer than anticipated. So, instead of making this major take even longer, we switched tracks and instead focused on other areas. This delay has been compounded a bit due to the birth of my daughter. Im having a lot less free time than normal as you would expect. Wayward is a part-time endeavor for all of us, so the timing of major releases can be a bit variable. That being said, we are still making changes and additions on a day to day basis, and our work is always available for review and play via the development branch. We are now up to 141 changes, improvements, additions, and fixes. If thats something you are interested in, make sure to check out the details on how to play it by checking out the Changing Betas/Branches for Wayward guide. I would expect us to take another 1-2 months to get beta 2.8 released and tested. Thank you all for the testing you have done so far, and to the few that were affected, RIP those save games in that last major bug. Apologies! On to the new reveals for beta 2.8:
Happy Wayward Day! Okay, well, not quite. Due to some scheduling conflicts, we are a "few" days from April 22nd. For the 3rd year of Wayward on Steam, we are offering our best sale yet at -30% off for the next 24 hours on Steam or through the widget on our website. https://store.steampowered.com/app/379210/Wayward/ We are still hard at work on beta 2.8, but we thought we would spoil a few upcoming features and announce a new feature voting page on our website.
The following is an April Fools' announcement.
Hello all,
Coming at you today with some great news for certain players. The recent state of our reviews makes it clear to us that Wayward is attracting far too many players that are not familiar with traditional challenging, turn-based roguelike games with grid-based movement. We never anticipated more casual players finding the game. No, Wayward is not like Stardew Valley! It has led to a lot of frustration and confusion on both our parts and the players who subsequently refund the game, after leaving a negative review of course.
Because of this, we are taking a step back and re-focusing our efforts to make a game that tailors only to true hardcore gamers. Gamers that dont need fancy graphics or free movement to be satisfied.
Wayward is moving to ASCII! Heres a preview of what is to come.
One of our developers has also been investing a large amount of time into a VR port, all done in ASCII of course. This will be one way we can combat all the UI issues the game has.
Stay tuned for more (real) updates!
With this update, the beta 2.7.x series should be concluded.
Much like our last update, we focused on squashing bugs, but also balancing, refining some systems and improving the mechanical depth of the game.
This time around, we took a look at crafting and deepened the impact of several factors including required doodad quality (which was largely unimportant previously) as well as adding "tiers" to required tools, making it so better tools could produce better quality items. New sorting options will also help to maximize crafting benefits. Get those legendary furnaces and iron hammers out!
Some other stand-out changes include:
Hey all, Instead of our normal process of beginning work on the next major update, along with the last update (beta 2.7.3), and the upcoming beta 2.7.4, we wanted to try to push out more substantial changes, much quicker than normal. So, along with the last "minor" update, this one will also be quite large for a "minor" release, if you can even call it that. The following is a preview of what to expect so far. You can try all of these changes for yourself by using the development branch. More on how to do that here:https://steamcommunity.com/sharedfiles/filedetails/?id=721479594 As always, please let us know if you have any suggestions or issues with the upcoming changes. If you want to suggest future additions and improvements, please check out our beta 2.8 wishlist here:https://steamcommunity.com/app/379210/discussions/0/3300476731146746052/ Beta 2.7.4 should be releasing sometime in the next couple weeks!
Greetings all, While we are in this downturn of Wayward patch releases, we have another, different type of release for you. Coming to you by popular demand are the downloadable soundtracks to the game, available through Steam and in support of Austin Dhillon, the composer of the music for Wayward. The soundtracks are split up into two eras of Wayward. The Alpha and the Beta. A very long time ago, I posted on Reddit asking for some music help on a very early version of Wayward. I had a few people interested, with some even producing tracks that made their way into an earlier version of the game. But, I eventually reached out to another responder that had a very down-tempo, moody 8-bit synth song available on their Soundcloud. It fit very closely to what I had always wanted in the game. I originally shared the "Cave Theme" to the NES Willow game as an example to what I was kind of looking for. What Austin first shared (which turned out to be a rough cut of Darker World) gave me goosebumps. I knew right there that I wanted him to produce all the music for the game. The haunting qualities and atmosphere perfectlyaligned with what I had envisioned. The subtle hip-hop influences also made it a very unique amalgamation of different interests and tastes; playing off of my vision and Austin's strengths.
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.
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!
Here's a quick follow-up patch to our release yesterday. While there's several more issues and improvements we are working on, these should serve as a start of what is to come over the next few weeks.
We wanted to get this out as soon as possible due to the strength bug. It seems like most of you are "enjoying" this bug a little too much! If you want to change your strength back to a reasonable value, please try out Debug Tools where you can open a player inspect panel (by default ALT+P) and set a strength value at the bottom of the dialog. As mentioned in the release notes below, this bug caused players to gain 25 extra points of strength on each strength increase. Knowing this, you should be able to figure out how much to deduct from your total if you want to.
Alternatively, you can modify this stat directly using our console guide and modifying: localPlayer.stats.Strength.value
While most of the world is "enjoying" the cold, Wayward is about to get hot, especially with its revamped desert biome, two new modes of play, and a new set of songs, composed by Austin Dhillon.
After a long year of work on Wayward and releasing two of the most requested features by the players (that being multiplayer and NPCs), we decided to take a step back and work on something less requested, but just as important: replayability.
https://youtu.be/7ZgjkHXiWEM
We are introducing two new modes of play:
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.
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
We have been plugging away at another batch of bug fixes, modding goodies, performance upgrades, and other changes with a focus on quality of life improvements. Hopefully something for everybody to enjoy! Some stand-out features include:
As noted with our last release, we were working on some issues relating to performance. Now, some weeks later, we think we have something available that will help the majority of people that had issues previously (especially on lower end machines). This required much more extensive testing than normal for these minor releases, which is why it took a bit more time, and also why you'll find that this changelog may not seem very minor. This won't be the fix for all performance issues, and probably won't be the end of the beta 2.6.x series, as we still want to wrap up a few items before focusing on our next major release. If you are still dealing with performance issues and don't want to wait, there's a number of options and possible solutions available for you. We recently released a guide on this, "Wayward Performance Guide" available here: https://steamcommunity.com/sharedfiles/filedetails/?id=1438746684 As you'll see below, this release was hardly all about performance, and more about balancing, improving, and fixing bugs in the game. A common issue we have seen in multiplayer is new players struggling. This is due to the very fast paced nature of the game when not playing in turn-based mode. To combat this, we have introduced a brand-new mode which adds a simulated turn-based environment for more strategic and dynamic multiplayer gameplay, allowing turns to only pass if players are actively performing actions. We've also opened up adjacent containers/items to be used in disassembling/dismantling fully, further decreasing some tedium in inventory management. This is just a few of the highlights; take a peek down below for more goodies. Have fun and keep suggesting your ideas and reporting issues!
A new batch of fixes is ready for you all! We are currently looking into some performance issues related to some integrated GPUs. If you are having performance issues and have a discrete graphics card, make sure the game is actually using it (there has been some reports of some cards/drivers defaulting to integrated). As for the performance issues - we will continue to look into them, which now appear to be caused upstream (which we are waiting on an update for). Two fixes we are shipping with this release are "possible" fixes. One is regarding the issue where containers dialogs would not show when opened and the other was keyboard movement getting "stuck" until a mouse click was made on the game screen. Please let us know if you are still getting these after beta 2.6.2. We appreciate your patience while we address the remaining issues with the beta 2.6 release.
Hey all, we are just delivering a small patch tonight to address some of the beta 2.6 launch issues as well as a few improvements thrown in. We fixed up some major performance issues as well as corrected some pretty big multiplayer bugs. Thank you all for testing and delivering feedback while we correct the problems. There's still some work to do, so stay tuned for some more minor patches!
Beta 2.6 "Mercantile" was built with late-game in mind. The addition of trading with wandering merchants (NPCs), new legendary items and old educational scrolls opens the door for a lot of possibilities and added progression. Metal items have also been reworked to be much more worth it and rewarding over early tiers of crafts. Especially in the case of copper, where it is now work hardened/cold worked, giving it a unique use case over iron which still needs to be forged with fire.
As always though, it's important to grow and help the new players out there getting into Wayward. Which is why we also spent a lot of time focusing on early balancing and making the game a bit easier to get into. Things like completely redoing the help and hint system (now notes), extending the Starter Quest to include more early game problem solving, disabling auto gather by default (no more bloody hands!), and nerfing some early game baddies should help address many of the complaints from new players.
Those newer players also having issues with low item durability (possibly before they figure out the item quality system) should also have a better time increasing durability with the addition of animal glue, making reinforcing much more accessible. And those weight/inventory comments? With the inclusion of being able to craft from adjacent chests, this should help reduce some of the tedium of item management and help new players unlock even more recipes early on.
What about multiplayer? Well, with the new "move to tile" feature, movement should be a lot smoother and more consistent, especially for players that are far apart geologically. We have also fixed up all those lost chat messages by adding in message filtering, allowing players to view just chat messages instead of game and chat messages mixed together. This can also be customized to filter all types of messages in the game.
We aren't done with the early or late game. As always, we constantly need to be tweaking and improving these things as new content and systems get added. Of course, this is just a small tease of some of the new things in the game. For more information, take a gander at the video and wall of text below!
https://www.youtube.com/watch?v=qC3AGkCN4n8
It's the major update that just keeps on giving! We are releasing yet another minor patch for 2.5.x to address some issues and tweak a few areas of the game. This release will fix up the container opening issue that multiple players have reported and hopefully correct some hardware compatibility issues. We are still on the hunt for an options menu freeze as reported here and here. Please report your findings! We are still also tracking some issues with hardware compatibility. Even with an update to Electron, there seems to be still some with the dreaded "Lost GL Context" issue. We again will have to wait for updates upstream to correct this issue. There's still hope as mentioned previous through the browser solution if you are okay with that. More information on that available here: http://steamcommunity.com/app/379210/discussions/0/27623709432022338
Well, it looks like we needed another 2.5.x release after all! In beta 2.5.6, we've addressed many issues and improved some player interaction like reducing item pick-up delay and increasing movement speed slightly among other things. There's still a few issues to solve (and some we are still waiting on to be fixed upstream as mentioned in the last update post), but it's likely we'll push those to 2.6.0 now. We'll keep updating the development branch nightly if you want to keep up to date with the more substantial changes that are likely to follow. We are going forward with the most requested feature, NPCs! But as always, the next major update will bring hundreds of other additions, changes, and improvements. Note: Due to one bug fix, your custom binds for mods will need to be reset.
This may be the end of the line for minor patches for beta 2.5, depending on if there are any game breaking issues discovered. We are still waiting on a patch upstream to fix some of the hardware conflicts we are having in the game (corrupted rendering and/or losing GL context). Unfortunately it doesn't look like it is progressing very quickly, so we'll have to move on. That being said, we'll update the development branch (which will be beta 2.5.6 or 2.6) as soon as it becomes available. Apologies on this situation. Feel free to refund or use our browser solution if your hardware is not supported at this time and do not wish to wait. A special thank you to all that reported bugs and issues this time around for beta 2.5. Many bugs would have been undiscovered without your help!
This may be the end of the line for minor patches for beta 2.5, depending on if there is any game breaking issues discovered. We are still waiting on a patch upstream to fix some of the hardware conflicts we are having in the game (corrupted rendering and/or losing GL context). Unfortunately it doesn't look like it is progressing very quickly, so we'll have to move on. That being said, we'll update the development branch (which will be beta 2.5.6 or 2.6) as soon as it becomes available. Apologies on this situation. Feel free to refund or use our browser solution if your hardware is not supported at this time and do not wish to wait. A special thank you to all that reported bugs and issues this time around for beta 2.5. Many bugs would have been undiscovered without your help!
This week has been all about bug fixing. We have a large batch of issues that we have corrected in this release, but still have a few more to go, as well as some improvements we'd like to see get in before we start on beta 2.6. So, a beta 2.5.5 is indeed planned for next weekend likely. Please keep reporting any issues you run into! We are also aware of a couple issues related to hardware from some players that we cannot fix quite yet. We are waiting for an update upstream (Electron) to potentially patch out these issues. Apologies if you are one of the few that are experiencing these issues. Enjoy!
This weekend we have another patch full of balance tweaks, improvements, and bug fixes. We still have more minor patches in us; possibly a beta 2.5.4 and 2.5.5 based on our list of issues still remaining.
One of the bigger changes has to due with multiplayer, where we have added in a fallback to support a larger variety of networking scenarios. Our previous solution (using WebRTC) found some players not able to join games due to unknown networking issues. Multiplayer will now fallback to WebSockets when a connection can't be made with WebRTC. Hats off to Spacetech for his work on this, and Maune/blokzeil1/Woutersparre/jopi from Discord for helping us test the changes!
We also have a large batch of balance and improvements; smoothing out the new player experience. On a technical level, we also added some more compatibility options for players having trouble with WebGL 2 (GL context issues), and UI scaling. You can now find two new properties within the launch_options.json:
webGlVersion: 2,
zoomFactor: 1,
Players can now set the webGlVersion to 1 to force WebGL 1 to be loaded. zoomFactor can be changed to integer or decimal, such as 0.75, 1.25, 2, etc. to force UI scaling in-game (since interface scale in options is enable to effect in-game currently).
Speaking of multiplayer, make sure to check out a new multiplayer group that popped up if you are looking for people to play with: http://steamcommunity.com/groups/waywardwayfarers or come hang out in the #multiplayer channel on our Discord: https://discord.gg/wayward
If you want to vote on or suggest the next new big changes in this hobby project of ours, make sure to check out the Beta 2.6+ Wishlist thread: http://steamcommunity.com/app/379210/discussions/0/1620599015907067930/ or the poll: https://poll.ly/#/PXpmR1ZZ
Hey all, We got a pretty beefy "minor" patch ready for everybody tonight. In the last few days, we have been focusing on getting through our bug list and improving some of the shortcomings found in the beta 2.5 release; adding polish here and there, especially regarding mods. You'll also find a couple quality of life changes that have been requested quite a bit through the months. As always, please report any other issues you may have found! Here's an updated listing of the top bug finders since we started keeping count:
Today is a special day. Today is the day beta 2.5.1 is released. What, is there something else going on today?
Joking aside, we have a small patch ready for everybody to hopefully fix up most of the multiplayer desyncing issues. We've also fixed up some weight bugs, improved fire interaction, and corrected a few other issues. Keep reporting any new issues you find!
We still have a fairly large todo for the 2.5.x series, so this is nowhere close to the end of what we want to do before work begins on beta 2.6. We'll continue releasing these small patches as we go.
Happy "spending time with family but wishing you were playing video games" day!
The time has finally come! After months of work, we're ready to release our biggest update to date. The stars and planets have aligned and sprung forth 250 changes for our 2.5.0 beta release. Illuminati confirmed. We hope this update finds you well during the holiday season.
As most of you know, the concept and biggest addition backing beta 2.5 is the new multiplayer mode, hence the "Kinship" subtitle. Although, that might be overreaching due to the inclusion of PVP and, you know, that griefing friend you probably have.
As with most large major updates, expect a few hitches here and there at first. We'll be adhering to our normal post-major rapid release cycle to address any beta 2.5 issues to make sure everything is ironed out and stable. Thank you to all that helped out to test this release; we couldn't have made it here without you!
https://www.youtube.com/watch?v=nRo6N7t_0TQ
Check out the Multiplayer Information page if you want to know more about how multiplayer works (both technically and in-game): http://www.waywardgame.com/multiplayer
Running a dedicated server or looking for somebody to play with? Make sure to post in the forums: http://steamcommunity.com/app/379210/discussions/ or join us in Discord: https://discord.gg/wayward
Some other prominent takeaways from the changelog (some featured in the video above):
I know many Wayward players (especially the dedicated ones) already know about this, but I thought I'd make it a bit more clear with an official announcement.
Multiplayer is OFFICIALLY coming to Wayward!
What started off as an impossibility in the eyes of many (including me) has realized itself through many months of testing and iteration. Much thanks goes to Gary "Spacetech" Wilber, our lead programmer for making this happen!
Our planned feature set for multiplayer include both options of permadeath and casual (respawning) as well as a toggle for PVP. The multiplayer works in a simulated real-time mode (as opposed to turn-based in single-player).
Players will be able to join Wayward multiplayer games through their friend's Steam profile, their Steam friends list, or through an in-game menu. There's also several new multiplayer chat commands available, like a handy "/kick" command for players that like to start fires under your feet. But who needs that when you can fight fire with fire!
It's important to note that what gets released in beta 2.5 is subject to change and improve. The multiplayer will grow in scope and depth just like the single-player experience. Multiplayer is an optional feature, but a feature many, many people have requested. It is single-handedly the most requested feature to date. And one that was not easy to implement, especially since the game was never built with it in mind.
But also to those that don't care about multiplayer, beta 2.5 won't focus solely on multiplayer. Improving the core game is still a top priority. You can expect to see other exciting top-requested things such as new lore elements, a brand new ore type, a main menu UI overhaul, and much more! We'll post a community discussion on wishlist topics for beta 2.5 coming up to get a more up to date priority list from everybody. If you are interested in the changes thus far in the beta 2.5 development branch, check out: http://steamcommunity.com/app/379210/discussions/3/1473096694445167021/
Let me know if you have any questions!
Okay, so here's a real minor patch this time, unlike the last one. We found a few issues after releasing beta 2.4.3 that needed to be addressed sooner rather than later. Have fun!
Hey all, We have fairly substantial "minor" patch filled to the brim with quality of life improvements, balance changes, and of course a healthy amount of bug fixes for ya'll this weekend. This may or may not be the last patch within the 2.4.x series as we want to get started as soon as we can on beta 2.5 and delivering that sweet multiplayer goodness! Let me know your thoughts on these changes as always!
Here's that second 2.4 patch, as teased earlier this week. We've been hard at work fixing all the reported (and unreported) bugs, as well as improving some aspects of the game. It's bug hunting season! Speaking of reported issues, here's a recent top 5 list of all the bug hunters helping out Wayward:
Tonight we have a small batch of fixes, improvements, and balance changes. Although it's small, some changes may have a bit more impact than you would think on first glance. If we messed anything up too badly, please let us know as beta 2.4.2 will also be right around the corner with more of these rapid changes/fixes. Thanks for all the issue reporting as always!
Hey everybody!
It's that time again. Time for a beefy major release! Except instead of beef, it's full of fruits and veggies, with "Cultivate" being the theme this time around. In this major update, you'll find some of the top voted items in the last "wishlist" and polls being addressed, such as:
Hey all,
We are pretty close to wrapping up beta 2.4! We are now working on the finishing touches, and will soon begin bug testing (as soon as we can get a stable development branch build). Stay tuned for more updates on that via our development discussion forum or via social media/Discord.
Hey all, This week we have been busy tweaking new player interaction, improving UI/UX, and fixing some of the bugs in our backlog. Unless there is anything game-breaking that comes up, this will be the last minor patch in the 2.3 series. We are eager to get to work on some of the bigger features and additions in beta 2.4 (and also hopefully clear out our Bug Reports forum). I've also just set up a beta 2.4 wishlist discussion thread and poll for everybody to take part in: http://steamcommunity.com/app/379210/discussions/0/1318836262657142382/ Have fun!
Today marks the first anniversary of Wayward's Steam debut. Of course, I, and now, "we" have been working on Wayward much longer than that; although, the exact start date and therefore real anniversary is a bit tougher to track down. So, let's go with April 22nd, the new semi-official Wayward anniversary day! Let's take a look back at how far Wayward has come: https://www.youtube.com/watch?v=T7oYqVfEDKk Now that's some prime Wayward nostalgia! Is anybody interested in a commentated version of something like this? We just released beta 2.3.3 yesterday and have already got started on 2.3.4, which will probably wrap the 2.3.x series up once released. Then, on to bigger and better things in 2.4! Stay tuned for our 2.4 wishlist discussion thread and poll coming up soon. As always, we thank you for your continued support with our project and hope it continues to grow at a steady pace for years to come. Happy Waywarding!
We're pleased tonight to release the third patch in the 2.3 series. We have some pretty exciting stuff, including some brand new features and many improvements/balancing tweaks. We may have went a little overboard this week. Some of these changes and additions may seem a bit odd for a minor patch, but they are actually part of our ongoing not-so-secret multiplayer testing that we are now actively developing for a future major release. Have fun and continue reporting any issues!
It's that time again! Patch night! We're coming at you with another minor patch in the 2.3.x series, this time focusing even heavier on bugs with some more improvements to last week's item weight changes. Our plan currently is to do these weekly minor updates until our priority list has been exhausted or we think it's time to move on to working on beta 2.4. It's looking like we will have a 2.3.3 and possibly a 2.3.4 as well at our current rate. I've also had a few questions about the team and development schedule in general as of late, so I just wanted to clear some of those questions up: Wayward is a hobby project, and all the development happens in our free time. It's a big game with an even bigger todo list. We are constantly improving and adding to it and have no plans to stop that. Thanks for all the support ya'll!
Hey all, We have a small patch for you tonight with a handful of fixes and improvements. We are just getting started on the 2.3.x series of minor patches, but we wanted to get this one out quicker as it includes some priority fixes for modders/modifications. We have also reworked a lot of weight systems in the game - making sure items stick to their normal ranges, especially when we change things in between versions. Things were quickly getting out of hand, especially with all the iron changes recently. You may also notice some "thanks" at the end of fixes. We have started keeping track and crediting bug reports. It's no secret we rely heavily on the community for bug discovery. It makes sense to credit you all with finding any bugs. We have some additional ideas for this in the future as well. Stay tuned for more!
We're happy to announce the release of Wayward beta 2.3 "Expression".
Beta 2.3 marks the biggest major release to date, with over 180 additions, fixes, and improvements. And even then, we sadly couldn't fit everything we wanted to put in due to time constraints.
https://www.youtube.com/watch?v=-2YiBVus-vU
Some bigger additions this release are:
Hey all,
Excuse the silence on the upcoming beta 2.3 as of late. We have decided to release these newsletters roughly in the middle of the wait for each major release for Wayward, instead of the original bi-monthly plan. We are still working hard on all the new planned changes, and even some yet-to-be-announced-ultra-mega-secret ones. More on that another time; let's start it off with the postmortem on beta 2.2.
We are continuing our work on the 2.2 release with this minor patch. This one includes some more bug fixes, improvements, UI updates, and some significant modding changes. We normally keep the modding changes minimal so as to not break any Workshop submissions after the major releases, but we wanted to provide better options to the modders during the longer wait while we work on beta 2.3. Apologies in advance, but we hope the new options and changes are exciting for your projects. I think we might still have another patch 2.2 patch in us yet!
Let's fix up some more of those bugs and balance issues! We still have some work to do in the 2.2.x series, but here's another medium batch of balance tweaks, bug fixes, and miscellaneous smaller improvements. Oh, and a couple minor new things too! There's a good chance if you've reported something in the last week or so, you'll see it in the list below. But if not, like I said, we still have some plans for more of these quicker minor patches. Have fun!
Hey all, we have a small patch ready for release to fix some of the issues you've all spotted since the beta 2.2 release. We are still working on some other things, but wanted to get some of these bigger issues ironed out sooner rather than later. Enjoy, and please report any issues! If you want to keep up with all the development, we would recommend you check out our Trello: https://trello.com/b/PWX1Hpjn/wayward-todo Here's the changelog:
Today we have a quite substantial patch ready for ya'll. We wanted to do one sooner, but we thought we would release something a bit more significant potentially as the last patch in the 2.1.x series. Time to work on some bigger things once again! There's a few bugs and improvements that have been sitting on our todo for quite some time, many of which we hope will help ease some new players into the game. Thanks to all that made your voice heard and helped us out on balancing and finding/reporting any remaining bugs.
Here's another quicker, smaller patch tweaking a few things including weights which has been a new struggle for some players since beta 2.1.
We've also identified the issue with the game not wanting to run on some Windows 7 machines. Unfortunately we haven't been able to single out which Windows 7 configurations are affected, so we have applied the fix to all Windows 7 installs which will disable the Steam overlay (the thing that was crashing the game). If you were on Windows 7 and were not effected by the issue and want the overlay back, you can overwrite this change by opening/editing the file "launch_options.json" in your Steam's Wayward folder and changing the following line:
"inProcessGpu": false,
to:
"inProcessGpu": true,
If you are still crashing, please make sure your inProcessGpu is set to false as mentioned above. We'll look into the future possibility of bringing this back/fixing it, although, upon some research, the Steam overlay is not even technically supported by Valve on our technology platform. So, ya, there's that...
On with the changelog:
Bugs
We've been following along with all the issues players have been reporting so far with 2.1. We wanted to address them as soon as possible to let new and old players alike get the best possible experience with Wayward. Please let us know if you find any other problems and we'll be sure to get them fixed up ASAP as always. We've also been working on an uncommon bug where the game won't run all the time from Steam on certain Windows 7 configurations. Help us track this down if you are experiencing it! There's been some reports that running it from the folder directly has helped, or creating a shortcut to run the game as an administrator and running that through Steam has worked as well.
We are super happy to finally unleash our first major patch to the beta 2.x series on Steam. We've spent the last few months fixing, patching, adding, and changing tons of stuff.
This release, much like the previous have been shaped by the community. We unfortunately could not fit everything people have requested so far in to 2.1, but we are making leaps and strides; marching onward towards the ever-elusive, non-beta release. That being said, we still have a 2.2 planned, and likely a 2.1.1 if things turn out to be really broken. We still have tons of ideas to implement.
If you are not wanting to update yet (simply due to mod compatibility, or other issues), you can always manage what version you are at. Simply disable automatic updates for Wayward in Steam, or change your beta/branch. Get help with this, with the following guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=721479594
But enough about the future, what can you expect right now? We released a short video showcasing some of the new things you can find in the game.
https://www.youtube.com/watch?v=UwJqaoraBKU
There's tons of stuff not mentioned in the video. If text is more of your thing, have fun with the following giant changelog. Wall of text mode activated!
Hey all,
Welcome to the first Wayward newsletter. A monthly or bi-monthly (the every two months variant) showcase of all things Wayward. News, discussions, mods, videos, and more!
The last couple weeks have been a blur. Lots of patching, lots of fixing, lots of people playing Wayward again. If you somehow missed all the excitement, you can peruse all the patches that have been released so far since the Steam launch:
http://www.unlok.ca/wayward/beta-nan-2-0-5-released/
http://www.unlok.ca/wayward/beta-2-0-4-released/
http://www.unlok.ca/wayward/beta-2-0-3-released/
http://www.unlok.ca/wayward/beta-2-0-2-released/
http://www.unlok.ca/wayward/beta-2-0-1-released/
We've focused on user complaints, issues, bugs, and new quality of life improvements for the game. Making it stable and more "complete" to prepare for the wait and development of the upcoming major 2.1 patch. We're already well on our way for beta 2.1, by the way. If you want to follow along with us, you can keep an eye on our Trello: https://trello.com/b/PWX1Hpjn/wayward-todo
The major patches is where we will show off new content, new gameplay, and bigger community-submitted ideas that couldn't fit into the minor patches. We hope to have plenty of exciting things for new and older players alike in beta 2.1.
We won't over-hype anything yet, but you can technically read through everything we are planning in the Trello, including many spoilers. We will also be doing a full video showcase of the new stuff when the time comes.
On with the showcases:
Happy Wayward Wednesday! That's not a real thing, yet... but it does have a nice ring to it. We have a smaller patch ready for you all today with a real treat for Linux users. Linux now has full Steam Workshop support! There's also the variety of balance and improvement tweaks as per usual. We hope this is the last one in the 2.0.x series so we can get on to 2.1, but we'll continue to fix stuff up if it's important enough. Oh and yes, the NaN bugs have been squished. This patch was also brought to you by Batman: NaN NaN NaN NaN NaN NaN NaN NaN NaN NaN NaN, Wayward, Wayward! Erm... anyways... Bugs
We're coming at you again this weekend, hitting you with another fairly large patch. We're nearly at "Zero Bugs™" now, and we hope to keep it that way. "Early Access®" doesn't have to mean "Buggy Access©", now does it? We showed some love to Mac OS X this patch as well as added some additional modding support. We cleaned up a lot of inconsistencies as well. Like most of these patches, nearly everything came suggested/reported from the forums and community. Thanks again all! Bugs
Hey all, we're proud to be dropping our largest "minor" patch to date. We've been busy taking suggestions, bug reports, and watching tons of let's plays and streams to get some extra polish added to Wayward in preparation for a bit longer of a wait until 2.1, our first major patch for Wayward on Steam. By the looks of things, we will also be doing a 2.0.4. We also just want to thank you all again for checking out Wayward in it's early stages and appreciate your monetary support on Steam and giving us an extra reason to want to keep working on the project. The full beefy changelog below: Improvements
Mondays suck! Let's help you with that, with a Wayward patch! A huge shout-out to Spacetech, who went H.A.M. on this patch. Versions 2.0.1 and 2.0.2 have both been constructed entirely from the community and forums. A big thank you to all that contributed your suggestions, complaints, and bug reports. With 2.0.2 we can see some new additions and balance changes along with the normal bug fixes: Balance
Happy Saturday all! We've been busy getting some "day 1" patches ready for ya'll. In no particular order: Improvements
It's with great pleasure that we announce the release of Wayward Beta 2.0 on Steam!
It's been a long road (longer than we had hoped for) with many additional things we wanted to get in the game before releasing. We wanted the step from 1.9.2 to 2.0 to be significant and meaningful in comparison and we hope that we have achieved that in the minds of old and new players alike.
There's no time for a break though! Wayward Beta 2.0 on Steam marks a new era for Wayward - one with continual and faster updates once again. There's no plans of stopping development for Wayward, with plenty left on the todo. We hope that you come a long for the ride and never stop posting feedback!
Beta 2.0 Changelog
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