In Wayward, there is a large focus on simulation, survival and openness. There are no classes; there are no levels. Progression of your character depends on individual skill and stat gains by your interactions with items or objects in the world. You are free to play and explore the game in any fashion you wish.
Wayward will continue to grow, expand, and evolve over time to open up new modes of play, add depth and complexity, add content, and further refine the systems presented. You are free to come a long for the ride as we try to make this game a truly unique experience through our iteration and through your feedback.
April 28th, 2017
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).Read More
April 21st, 2017
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.Read More
“All crafting and survival buffs, just cross out the rest of your weekend now.”Read More
“Wayward, a graphical roguelike with echoes of Ultima Online, Dwarf Fortress and Minecraft. Which means: Survival! Crafting! Treasure! An ace chiptune soundtrack! And lots of other things worthy of !s”Read More
“It's already very impressive though, with plenty to see and do.”Read More
Check out our press kit page and drop us a line!