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.
December 28th, 2018
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!Read More
December 23rd, 2018
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.Read More
December 22nd, 2018
While most of our players are "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.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!