Name | Wayward | ||
Developer | Unlok | ||
Publisher | Unlok | ||
Tags | |||
Release | 2016-04-22 | ||
Steam | 5,99€ 4,19£ 5,99$ / 25 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  18  | ||
Steam Rating | Very Positive | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  20,000 .. 50,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 708 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 708 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Wayward - Linux x86 [107.59 M] Wayward - Linux x64 [103.11 M] Wayward - Packed Content - Linux [141.32 M] |
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.
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Welcome the 12th iteration of the Wayward newsletter, featuring future plans, dissecting current issues, showcasing mods/media, and more!
Deities to save the day! As paying homage to its roguelike roots, Wayward will be introducing deities, invoking, and sacrifice; a common staple of the genre. While this has been planned for years now, it was always meant to augment reputation, but now it will be replacing it. This system will solve every point above as actions no longer impact the difficulty of the game. You are free to do whatever you want. As you play, the difficulty of the game will increase naturally, but, the player has direct control over this. They can devote themselves to the deities of the island to offset this. Later on, they can even sacrifice collectable runes (dropped to the player when performing actions) to swing difficulty in either direction with a single action. We would consider adding an in-game difficulty slider to be a failure. We would rather continue to iterate on the concept of dynamic difficulty and I really think we got it feeling really good this time around. [h2]Upcoming Inventory/Container Overhaul[/h2] The next piece of the old UI is on the chopping block! If you are not familiar with the backstory here; we slowly have been redoing pieces of UI to modernize it (maintenance-wise) and provide new features/improvements all of which eventually will allow us to do full controller support. This is something we have to work on over time as it is a huge undertaking and a lot of it is near-invisible to most players. After this one, the next and final one to port over is the crafting dialog. As an added bonus this time around, we will be adding a much-requested feature that is very much visible to players. Item stacking! Simply CTRL+click an item to stack it together. Hold CTRL to preview the stack, and CTRL+click it again to unstack it. [h2]Development Branch[/h2] The development branch where you can test all these changes should be live soon. We are planning by the end of this week to reenable it for all the eager testers out there. Stay tuned for the development branch announcement! [h2]Feature Voting[/h2] Something that we always like to mention in these newsletters is that our feature voting page works as an impromptu roadmap for the game - but one where players get to pick what they see as most important. Check it out and cast your vote for upcoming features: https://www.waywardgame.com/vote [h2]Media Showcase[/h2] As has become a yearly-ish tradition, Splattercat has recently released a new video on Wayward. Funnily enough, he mentions the reputation issues mentioned above, leading to the impetus for us to focus on that system. https://www.youtube.com/watch?v=0pftFxUBjpM If you have been keeping up on the updates during this lull in updates, you probably have already seen these teaser videos, but if not, check out a preview of armor stands and wheelbarrows, two highly requested features coming up in the next release: https://www.youtube.com/watch?v=TQgZ-98dq_Y https://www.youtube.com/watch?v=3LzoCh_1ETs [h2]Mod Showcase[/h2] Check out some of the recent modifications the community has created! Player-Owned Areas by HDJam Adds the ability to claim areas, protecting them from other players. A great utility for dedicated servers to prevent griefing or setting up custom scenarios/challenges. https://steamcommunity.com/sharedfiles/filedetails/?id=2992525255 Quality Tile Colours by Kitsune Quickly becoming the most popular Wayward Workshop submission, this mod displays small colorized sparkles on tiles and doodads with quality. https://steamcommunity.com/sharedfiles/filedetails/?id=2990505230 Jeeves - Unofficial Update by Dark Helix An unofficial port/update of the once-popular mod, Jeeves by Cringe which allows management of items on the ground - showing them in a container dialog. https://steamcommunity.com/sharedfiles/filedetails/?id=2964370715 Fantasy Customizations by Sensakuma Adds a ton of custom hairstyles (some fantasy-based), exotic skin tones, and more. https://steamcommunity.com/sharedfiles/filedetails/?id=2978026244 Quick Stack by FluffyWuffletonTheFierce A tool for automatically moving and sorting items based on filtered item types and groups. https://steamcommunity.com/sharedfiles/filedetails/?id=2854879083 [h2]Autumn Sale[/h2] If you are reading this before the 28th of November, you still have a chance to grab Wayward for -25% off as part of the Steam Autumn sale. https://store.steampowered.com/app/379210/Wayward/ [h2]Leave A Review![/h2] If you have a few moments to spare after reading this, we would love it if you shared your feedback on the game with us in the form of a Steam review. It helps us a lot! Thanks for reading and stay tuned! |
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!
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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.
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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!
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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.
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We have a quite sizable update ready to end this weekend off with.
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Join us for the next "Multiplayer Meetup" taking place on Thursday, May 11th, 7:30 PM PDT. |
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.
You can preview some of these changes in the below video: https://www.youtube.com/watch?v=Jv-pJnjPUw0 This release has been pretty content or feature-heavy compared to previous updates, but there are still plenty of performance and quality-of-life updates sprinkled in as well. Check them all out below: [h2]New[/h2]
[h2]Improvements[/h2]
[h2]Balance[/h2]
[h2]Bug Fixes[/h2]
[h2]Technical[/h2]
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Bacons Call |
If you are on the development branch, please ensure your important saves and global save data are backed up. |
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.
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 - Look in the "Beta 2.13 "Next"" column. As always, we would encourage you to back up your saves before trying this development branch of the game. By default, you can find your backups and save folders in the main Wayward directory. You can also export saves and global save data in-game if needed. More information on how to change branches here: https://steamcommunity.com/sharedfiles/filedetails/?id=721479594 Report any issues you find, and let us know if you have any naming ideas! More news to come! |
Hey all,
On with the changelog: [h2]Improvements[/h2]
[h2]Balance[/h2]
[h2]Bug Fixes[/h2]
[h2]Technical[/h2]
[h2]Mods[/h2] TARS
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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. |
Join us for the next "Multiplayer Meetup" taking place on Saturday, November 26th, 7:30 PM PST. |
[h2]Improvements[/h2]
[h2]Balance[/h2]
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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).
[h2]Improvements[/h2]
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Take a look at some of these features in our preview video if you haven't seen it already: https://youtu.be/jv-8JJlpLyM We have made some huge steps in terms of modernizing our UI with this release and there are only a few systems left before we can start on proper keyboard-only and controller support. The usability of actions has received a huge bump in accessibility, fixing many long-standing issues shared by the community, especially in multiplayer games. No major update can be without its fair share of content, and this has it in spades. Nearly 100 items were added, new milestones (including a very game-changing one), a new island biome, new creatures, new plants, and more! An extra special thanks to all the testers this time around that helped us squash a lot of the bugs during the development period. You can see their names scattered through this changelog on our public Trello board. On with the giganto-list: [h2]New[/h2]
[h2]Improvements[/h2]
[h2]Bug Fixes[/h2]
[h2]Balance[/h2]
[h2]Modding[/h2]
[h2]Technical[/h2]
It turns out, this changelog is so big, Steam won't even allow us to post it all. View the remaining "Mods" changes here: https://www.waywardgame.com/changelog |
Join us for the next "Multiplayer Meetup" taking place on Friday, September 16th, 1:00 PM PDT. |
Join us for the next "Multiplayer Meetup" taking place on Saturday, August 27th, 7:30 PM PDT. |
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". |
Hey all,
We'll have more information and previews on this coming soon! [h2]Wetlands[/h2] Explore this brand-new island type filled with unique land formations, creatures, items, plants, and more. [h2]Action Improvements[/h2] Building on top of all the work done with the action bar, the action/item menus have been completely redone to feature a new look and new functionality. Each action now has a unique bind and can be customized. No longer will action binds jump all over the place based on the context or item type. This is a huge usability win and will further our progress towards a new unified UI. [h2]Volcanic Upgrade[/h2] The volcanic islands are getting a big upgrade in the form of a new resource type: basalt. This hardened igneous rock is an upgrade over normal rock (now named granite) and sandstone. [h2]Crafting Success/Efficacy Tooltips[/h2] Minmaxers will rejoice at these new inclusions to the crafting tooltips.
[h2]New Custom Game Options[/h2] We are adding three of the most commonly requested custom game options: always spawning creatures and item durability/decay multipliers, allowing much finer control over the difficulty in the game. [h2]Storage Improvements[/h2] Going along with the minecarts, and previously hinted at, storage, in general, has got a big reduction in the tedium factor, especially for those that like to keep organized. As mentioned, boats now act as a container and can store items. Not only that, but can be picked up into your inventory along with all containers in the game (like chests) even with items in it. They act exactly like bags or backpacks and can be interacted with and organized in the same way. https://www.youtube.com/watch?v=Nfo2wt_sn6M
https://www.youtube.com/watch?v=qqocH4xvgoI
[h2]Featured Mods[/h2] Check out these awesome recent mods from the community: [h3]Colors Everywhere[/h3] Colors Everywhere give you the ability to paint and dye structures (like walls/fences/gates), chests, and armor. Some of the pigments and dye creations use existing items while others are provided as new flowers added by the mod. Learn More [h3]Trick Arrows[/h3] Trick Arrows adds an interesting variety of arrows to your ranged arsenal. Some are a bit on the whimsical side, while others focus on the use of some rare (and rather unuseful) items. Included are:
Learn More [h3]Sashimi[/h3] Sashimi does just as the name suggests; adds a more fancy way of consuming your raw fish. But wait, that's not all. You'll also find a few other goodies in here including salt, popcorn, apple pie, and more! Learn More [h2]Naming Poll[/h2] We have begun to codename our next major releases as "Next" before we settle on a name. And speaking of settling; we can't quite do that for this one. So, we are asking for your help in choosing the final name now knowing what you can expect in the next release. Vote Here [h2]Steam Survival Fest[/h2] Wayward will be part of the survival-themed Steam sale taking place from August 1st at 10:00 AM PDT (GMT-7) to August 8 at 10:00 AM PDT (GMT-7). Wayward will be -30% off during this sale event. It's a great time to grab a cheap copy for yourself or a friend. Wayward on Steam These upcoming features are just a small preview of what's to come in the next release. Stay tuned for more news on the re-opening of the development branch (to take a deeper look into everything and provide feedback/testing) as well as the next multiplayer meetup (which has been on hiatus for a bit as we worked on this release). Oh, while you are at it, make sure to vote on some of the new frequently requested additions to the game on our feature voting page. |
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!
[h2]Bug Fixes[/h2]
[h2]Modding[/h2]
[h2]Technical[/h2]
[h2]Mods[/h2] Debug Tools
TARS
Reincarnate
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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. |
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. |
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!
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[h2]Balance[/h2]
[h2]Technical[/h2]
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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. |
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!
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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!
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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. |
Hey all,
[h2]Improvements[/h2]
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Hey all,
[h2]Improvements[/h2]
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[h2]Improvements[/h2]
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Hey all,
This is still a work-in-progress (as with everything you see here). With this new system, you should be able to do every action with a single keypress instead of two or three in many cases. You also can now move the quickslot container around to any corner/edge of the screen like all the other UI elements. We also threw a few more quickslots in for good measure. Here's a video showcasing some of this: [previewyoutube=fAKwORSaik4;full][/previewyoutube] [h2]Relic Quality[/h2] Relic quality items are very rare drops from treasure chests and aberrant creatures. They have the potential to have more magical properties than even mastercrafted items, but they start with low durability. You'll have to practice the three R's to get an amazing item: reinforce, repair, and refine! Happy hunting! [h2]Merchant Villages[/h2] Merchant NPCs also got an overhaul! They will no longer spawn completely randomly when a new island is generated, but rather can spawn near abandoned houses and other pre-generated templates (in addition to player-built bases). They will spawn and restock based on the number of buildings (walls/floors) constructed on an island, and will decrease in odds the further out you are from your starting island, meaning you can indeed now create merchant villages utilizing these new systems. [h2]Vote on New Features![/h2] This newsletter just teases just a few of the changes coming up. Stay tuned for more! As always, check out the feature voting page to vote on upcoming features, now with a "sort by new" feature added in: https://www.waywardgame.com/vote [h2]Steam Autumn Sale[/h2] If you are reading this before December 1st, the Steam Autumn sale is already underway where Wayward is currently -20% off: https://store.steampowered.com/app/379210/Wayward/ [h2]Development Branch Updated[/h2] After a long pause on the development branch, as of this week, these changes and more are also now available right now in the development branch if you don't mind being a guinea pig while we continue working on it and pushing out changes nightly. More information on how to switch branches linked here: https://steamcommunity.com/sharedfiles/filedetails/?id=721479594 Happy Friday! Stay tuned for more! |
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).
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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.
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Hey all,
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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!
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Hey all, |
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.
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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.
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Another week, another round of fixes and improvements! Oh, and also a few new things thrown in for good measure.
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Hey there,
[h2]Bug Fixes[/h2]
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Hey all,
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To help celebrate the release, Wayward is -20% off for the next 7 days. Less talk, more video: [previewyoutube=KwYRwu_7JMg;full][/previewyoutube] The original plan with this release was to further what we brought forth with the original "Seafarer" update, but to include even more of our lofty goals and deep systems to improve the "feeling" of these new island types. Those island types being of the new ice cap and arid biomes, now each with their own set of temperature challenges. Even with everything here, we still have more we want to do. So stay tuned! On with the gigantic changelog: [h2]New[/h2]
[h2]Improvements[/h2]
[h2]Bug Fixes[/h2]
[h2]Balance[/h2]
[h2]Modding[/h2]
[h2]Technical[/h2]
[h2]Mods[/h2] TARS
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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.
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[h2]Mods[/h2] TARS
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Hey all, |
So, with a bit of delay, this should be in fact be the last minor patch in the 2.9.x series of releases.
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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.
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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.
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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.
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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.
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[h2]Mods[/h2] Reincarnate
Troposphere
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Hey all,
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https://www.youtube.com/watch?v=dwIAok4T9yE This release was one of those big ones. Adding infinite procedural generation while keeping the world feel smaller and meaningful was no easy task. But it's also one of those things that tons of players were clamoring for. Like some of the other big releases under our belt like beta 2.5 which added multiplayer; a feature I previously said would probably never happen. This was also one of those things design wise I was pretty strongly against initially and thought tech-wise, we would probably never manage to do. Well, I am constantly proven wrong by both what I think players would want most, and what my co-developers are able to pull off. Shout-out to:
We still have lots of iterate on with the concept of island types and seafaring in general. Our plan with this cycle is to focus on a pretty large content patch somewhere in the set of 2.9.x releases, so the releases might be a bit more sparse than normal after a major release. This is because we want to focus on some bigger additional content for Seafarer. Things like temperature, more biome content and other unique island-based features like charting/mapping features. We'll still be providing bug fixes of course. As with all major releases so far, I'll be doing some streaming tonight as well as over this week at random points. This time I'll be doing it live on the Wayward Steam store page. You can tune in from there, or from the Broadcasts page: https://steamcommunity.com/app/379210/broadcasts/ Check out our Discord for more information and future community news: https://discord.gg/wayward or just add me as a friend on Steam to chat. Also, like other major releases, Wayward is currently on sale for -20% off for a full week. Speaking of Steam, as most of you might know, that in the ashes of the recent Steam Summer sale, you might have some extra Steam "points" laying around. I would encourage everybody to give out some rewards to all the community contributors out there for Wayward. Reviews, guides, Workshop mods, screenshots, and more! Show them some love! Have fun! Vaughn 'Drathy' Royko [h3] [h2]New[/h2]
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Hey all, |
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.
As for news on the next major release, we have decided to work on seafaring, persistent world travel, and themed biomes/islands (and all the unique content that comes with that). Some of the things that have been continually requested by the playerbase. We'll have more news on that coming up soon! On with the changelog: [h2]New[/h2]
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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!
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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!
These are just a few examples of what's in store for this release. On another note, happy early holidays! Hope you get a game or two in! New
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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.
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Hey all, |
The preview video shows a few more notable features: https://www.youtube.com/watch?v=YTLohN_Opz8 Our plan with the upcoming 2.8.x series of patches is to continue to improve these small and large areas of the game, smoothing everything out to make way for something big with 2.9. We aren't entirely sure what we want to focus on quite yet, but there's a few things on our short list based on what players voted for on the new feature voting page. Make sure you vote on what you would like to see in the game next! We're in it for the long haul, and not in Valve's Artifact version of "the long haul". Thanks for sticking around! On with the mega changelog: New
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Hey all, |
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. |
The following is an April Fools' announcement. |
You can take a look at some of the preview media for this update shared in the last update post. After this update, we will begin working on the next major update (provided there are no major issues). Our hope with beta 2.8 is to take a look at some systems and areas of the game that are getting a bit long in the tooth. This includes an overhaul to the inventory and crafting interface as well as improving the performance of the game (the two are closely linked). We will of course be adding lots of new content and improvements as well, picking some of the things suggested based on the wishlist discussions and poll. New
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Spanish please... |
Hey all,
Improved Creature AI
Improved Stamina Feedback
Export/Import Custom Game Options
Improved Pause Screen
Aberrant Balancing
Old damage: This is kind of an extreme example, but in this case, the player was doing negative 2-4 damage to the creature (shown as simply 0). New damage: Creature Modification
Improved Item Pick-ups
Old delay: New delay: Here's a work in progress version of the rest of the normal changelog: New
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Stay tuned for more news! |
Greetings all, |
Welcome to beta 2.7.3! The not so minor, minor release!
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Hello all,
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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.
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Oh ya, and how about that new music? Beta 2.7 is dropping with 9 new tracks! 9 tracks that serve as the long awaited follow up to the original tracks, composed by Austin Dhillon. These hip-hop inspired tracks range from dreamlike to dark and provide a mysterious backdrop to Wayward's survival experience. Typically, we would have spent another month on beta 2.7, but we are attempting to speed up our release schedule a bit. This means less substantial updates, but a bit more frequent. We also wanted to release during the holidays for most people. Enjoy and please continue reporting issues and submitting suggestions! Wall o text begins forthwith: New
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Almost all of these have been suggested by the community and were eventually considered high-priority additions. You can see a full overview of all of the 2.6 changes here: http://www.waywardgame.com/changelog Beta 2.7 Plans One of our main goals and focus for beta 2.7 will be replayability and variety. Although, we still want to prioritize what the community votes for in the game, it is important to keep an active playerbase as well. To this end, we are adding in some new features that weren't necessarily the most popular in terms of votes, but thought would help the game sustain a healthy following as we develop. Some of these ideas include: Server Browser Finding people to play with is hard and laborious. To help everybody (including those that graciously hosted dedicated servers in the past), we are replacing the "Friends" menu with a server browser that will show all public multiplayer games (or ones that your friends are in). Daily Challenge The daily challenge mode in Wayward has never been the most engaging. It's basically just a harder version of the game with no saving. We want to redesign this from the ground up to be a quick pick-up game with unique modifiers and goals/challenges. We envision these games to last around 30 minutes to 1 hour in length (from start to death or win). Custom Game Mode A great side effect of adding in custom modifiers for the daily challenge is we can add a custom game mode where players can pick and choose them for their own normal game. Things like decreasing hunger/thirst rates, disabling creature hostility, modifying reputation rates, and more. Beta 2.7 Reveals We don't have a great amount to show yet as everything is still kind of sitting in a state of "half-done", but there are a few things we can at least preview. Tooltip Improvements Tooltips are getting a face-lift! World tooltips are much easier to read/scan and feature expanded information. Desert Improvements The desert areas are about to look a lot better and feature some more unique content. We're adding three new plants, a new desert creature, and even a new tile into the mix. Wells Wells are coming to beta 2.7 as part of the "Item Idea Contest" that we held over the last month or so. Find more information on the contest below. Wishlist As always, we are offering a streamlined way to get your suggestions and ideas in for beta 2.7 as well develop it. While there are tons of things we have already added, we still have a few months of development to go before the next release. Wishlist thread: https://steamcommunity.com/app/379210/discussions/0/3397295779072447621/ Wishlist poll: https://poll.ly/#/P0m1znKL Item Contest Winners We got a ton of item submissions. Thanks for all of your ideas! Sadly, we can't pick them all to win a place as some of the next new items to be featured in the game, but we made notes on everything submitted. So it's possible your idea may be a future addition. Take a look at the winners and winning items here: http://www.unlok.ca/wayward/item-idea-contest/ Steam Chat In a weird turn of events, it looks as if Steam is getting to be a bit more like Discord, and Discord a bit more like Steam as of late. Wayward now has an official Steam Chat, although, we are unsure if this will actually take off the way our Discord did. Steam Chat Invite: https://s.team/chat/LKlicomi Wayward on YouTube In the last bit of news, it looks like Wayward finally has YouTube category. Sadly, it appears to be auto-generated with no way of updating or changing any of the information. But at least content creators can now use "Wayward" as the category instead of defaulting to Minecraft or something even less relevant which was the only option in the past. If you have created some content on Wayward on YouTube, we would appreciate it if you could update the category on your videos. Wayward category: https://www.youtube.com/channel/UCdN_GdZLMwmPKvE_sX2ab_w |
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.
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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.
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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:
It looks like we are getting close to wrapping up beta 2.6, but we still have some remaining unsolved issues as of yet. These include: Character not appearing: https://steamcommunity.com/app/379210/discussions/1/1708438376927559767/ Freeze while saving: https://steamcommunity.com/app/379210/discussions/1/1759104257594700977/ Game freezing: https://steamcommunity.com/app/379210/discussions/0/1759104257593707044/ We are waiting on any additional information on these issues. Please let us know if you find anything! Instructions for reporting on each is located in the linked threads. New
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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.
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A new batch of fixes is ready for you all!
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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.
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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.
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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.
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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.
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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.
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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!
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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.
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Hey all,
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As always, take a look at the full changelog here: http://www.waywardgame.com/changelog or view the giant text wall below. New
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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. |
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.
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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!
A special thank you to those people and to everybody else that reports bugs and issues! Improvements
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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.
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We're excited about this batch of changes, but like usual, we are even more excited about the next major release of Wayward and the future to come. Hopefully this big collection of improvements, bug fixes, and new features will tide you over until beta 2.5... and multiplayer! You'll see a showcase of all of these changes in more in the beta 2.4. preview video: https://www.youtube.com/watch?v=P-AGaX_5y8M Changelog New
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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! |
We're pleased tonight to release the third patch in the 2.3 series.
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It's that time again! Patch night!
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A lot of time was also spent developing a certain yet-to-be-complete feature which we kind have been teasing about in our Discord and in the last newsletter. Well, since somebody is going to find the references in the code sooner or later: multiplayer is now planned and in development. We can't promise when this will be implemented, but it is coming... "soon". As always with major releases, we plan on supporting the 2.3 series with multiple faster patches and releases as the bugs/issues come in from the community. Wayward is 15% off from March 31st to April 7th, 2017 on Steam, Humble Store, and our Website! Happy Waywarding! Full changelog below: New
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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.
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Let's fix up some more of those bugs and balance issues!
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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!
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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!
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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.
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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.
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Thank you all for your support! It's a dream come true to have a game on Steam. But the way I celebrate is to keep working on making Wayward better! Stay tuned and have fun! Vaughn "Drathy" Royko |
Happy Wayward Wednesday! That's not a real thing, yet... but it does have a nice ring to it.
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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?
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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.
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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.
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Happy Saturday all!
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More changes and fixes are coming! We wanted to get a start on the major bugs for now. If you want to use the new zoom feature, it's a bit technical, but here goes: You'll need to go in Wayward's folder in Steam. To do this, you can right-click Wayward in your game library. Click on Properties then head to the "Local files" tab. From there you can "Browse local files". In the folder, you'll see a launch_options.json file. You'll need to edit/open this with a text editor (Notepad). You will see a zoomFactor option with a ":1" beside it. Simply change that "1" to a new value, like 1.2, 1.5, or even 2 (if you are running 4k for example). Save/overwrite the file, and launch Wayward! Again, this is just a temporary fix, we'll be adding it to the in-game options as well. |
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