Beta 2.2.2 Released

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!


  • Fixed a bug that did not allow water routing (digging pathways of water).
  • Fixed an issue where tile animations would continue to occur after a lava tile was changed into something else.
  • Fixed a bug that was showing the corpse carving hint when walking over blood instead of corpses.
  • Fishing on to land no longer produces a water sound effect.
  • Fixed an issue where a never-ending saving screen would occur when saving an older game that used mods that added creatures.
  • Added a check to stop errors when dismantling an impossibly weighted item (that appeared in beta 2.0).
  • Fixed an issue that changed doodads into other doodads when travelling to a new island after reloading that game (due to save conversion).
  • Fixed a bug where the character’s facing direction was not updated when a confirmation screen was triggered.
  • Fixed a bug where breaking open a locked chest would not spill its contents.
  • You are no longer allowed to place tiles or build doodads over lava.
  • Fixed an issue where the new milestone fix was causing the game not to load. This was hot-fixed within the 2.1.1 update.


  • Hostile creatures now break aggression more commonly.
  • Malignity from skill use now occurs whether or not you gained in that skill. To counter-balance this, many skills have a much decreased malignity gain. Additionally, some skills now reduce malignity as well (new feature).
  • The malignity you gain from stat gains is now scaled based on the stat itself. The malignity gained from this method now starts off lower than previously.
  • Decreased spawning chance of claw worms slightly.
  • Aberrant creatures now have a cap on attack damage values.
  • Aberrant creature scaling now uses a linear progression, rather than a step/staircase; more smoothly ramping the difficulty.
  • Reduced plant spreading chance slightly.
  • Increased the damage of the flintlock pistol slightly.
  • Slightly increased chances of resources on digging.
  • Decreased effectiveness of equipment/armor and parrying against burn damage.


  • Increased overall performance and reduced CPU/memory usage. These changes will have a greater impact on lower-end systems.
  • Plants now heal themselves over time (durability repairs itself).
  • Fade in/out transitions of windows/overlays are now a bit smoother.
  • Added coconuts palms to oasis templates.
  • Gathering plants and other environmental doodads no longer reduce their default durability.
  • Digging lava with hands now burns you.
  • You now receive the completion point for a Starter Quest as soon as you have reached it automatically so you can skip it if you missed clicking on the “Complete Quest” if going back a quest.
  • Added a “Close” button to the ending of the Starter Quest.
  • Added a “Start Quest” button to the beginning of the Starter Quest.


  • Added more different types of lava templates and tweaked existing ones.
  • Casting your net/line out (via fishing) on to items will now pick them up.


Beta 2.2.1 Released

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:

Here’s the changelog:


  • Fixed the heavy lag while dragging items into quickslots. Performance while dragging items has also been improved.
  • Fixed a bug where item weight from a gathered doodad would only take in to account the first item across all of the items gathered. This caused the dismantle errors. If you still have a branch with 0.1 weight as a result of this, simply discard it, or use it in a craft to fix the issue.
  • Fixed water containers and other items that return other items on use from disappearing when used/consumed when coming from beta 2.1.3 saves.
  • Fixed an issue where milestones were getting reset on every game load.
  • Fixed quickslot items appearing above dialog/windows.
  • Fixed blood still being visible on the turn when it was removed.
  • Fixed a bug where you never would receive hand damage when gathering without a tool.
  • Fixed a bug where gather with hands still used a tool if equipped.
  • Fixed an issue where crafting tabs were launching the Steam overlay. This was hotfixed into beta 2.2 prior to this release.


  • The order of the thirst and hunger bars have been swapped to match the notifications and messages (and internal data).
  • You will no longer get stuck at 0 malignity when maxing out the caps of both positive/negative. When maxing out one side of your malignity, the opposite side will be increased/decreased.
  • When carving a corpse with blood on top of it, it will now remove all blood on top of it and carve the corpse automatically.
  • Added the “You removed the blood.” message anytime you remove blood from a tile indirectly (closing a door, building on a tile, etc.) and added particle effects/sounds to the action.


  • Removed an unused forceAberrant property on spawnFromGroup.
  • Fixed addCreature not working properly for mods.


  • [Troposhere] Fixed some errors and broken functionality while in the Troposhere.
  • [Developer Tools] Fixed a bug where the refresh mod section would disappear on game reloading.

Beta 2.2 “Tamed” Released

Beta 2.2 Banner

Wayward beta 2.2 “Tamed” is now available!

Wayward is currently on sale from November 18th to November 25th, 2016.

Humble Bundle Store:

With Beta 2.2, a large focus was placed on balance this time around and smoothing out the early and late game states in Wayward. Making it easier for new players and new games, but more smoothly ramping up to a more challenging experience for end-game scenarios.

As there was many balancing changes and additions that will alter playstyles, we look forward to everybody’s thoughts and opinions on the flow of things. This is something that will constantly be refined as we go forward. With taming being included as a whole new playstyle, I imagine there is still work to be done here.

Besides the balance reworks, there’s also a huge haul of new content, options, and UI/user experience improvements. The change list is pretty massive once again. Sorry/not sorry! We hope that you spot one or two of your suggestions in the changelog, but if not, there’s always next time!

Beta 2.2 also marks the longest time spent on a major update since launching on Steam. We’ve heard comments that players would rather have smaller major updates that take less time to come out. From a marketing and promotional standpoint, this would be tricky to do, but if enough people want it, we may consider changing this aspect. As always, we plan to do a couple smaller patches after this major.


New (25 changes)

  • Added creature taming and item offering.
  • Added an option to confirm when stepping on to fire or dangerous object.
  • A new creature has been added.
  • A new lava tile has been added (with added support for tile lighting and animation).
  • Over 25 new items and doodads added. Included in this are all clay/stone/sandstone versions of campfires, furnaces, and kilns. Also included in this is a wealth of new unique resources and simulation-focused corpse carved resources.
  • A dismantle tab has added to crafting (so you don’t have to go into an item’s menu to dismantle items).
  • Added a “Drop Under Yourself” (instead of facing tile) option.
  • Added a new option to warn players on possible item break when crafting with items with 0 durability.
  • A new “Pick-up All” option has been added to the actions menu when facing a stack of items.
  • Added a hint for filtering/moving/resizing windows when scrolling on windows for the first time.
  • Crafts can now be sorted by skill (shown in a list like categories).
  • Item/action menu and quickslot binds now show the key they have been re-binded to.
  • Added a new skeletal remains doodad that will replace skeleton spawns in abandoned houses that only animate when near.
  • Corpses now decay into their resources (as given when carved).
  • Added a new option for disabling crafts when equipped or within a quickslot.
  • There is now a sunset and sunrise (atmospheric lighting color shifts).
  • Added a blood in water graphic/corpse object.
  • Added a couple more rare random events.
  • You can now “Dig With Hands” from the actions menu without using a shovel with the same potentially harmful effects as gathering without a tool.
  • Added support for media/browser keyboard keybinds in the options.
  • Each doodad and tile event now has a unique description.
  • Each creature now has a unique description.
  • A new milestone was added.
  • Added the following item groups: seed, fruit, vegetable, and tinder.
  • Added a warning dialog when trying to go back Wayward versions.

Bugs (24 changes)

  • Fixed a performance issue that increased CPU as much as 50% on some lower-end computers, even when idle.
  • Fixed an oversight that had tall grass drop grass seeds instead of tall grass seeds.
  • Fixed some instances where creatures did not pathfind behind obstacles reliably.
  • Fixed filtering not working after sorting in the crafting window.
  • Fixed a bug that prevented harpies, boglings, zombies, hobgoblins, and skeletons from dropping some loot.
  • Cancelled sorting when using a hotkey. This fixed some instances of “ghost” items in inventory
  • Fixed a bug where two turns were taken on successful transmogrification.
  • Fixed a bug where plants would inherit their planted seed’s weight.
  • Fixed a bug that would not allow the game to be run when within a directory with a “#” in the name.
  • Fixed some instances of dismantling items adding up to more than the weight of the original item as well as other cases when dismantling was returning items with weights that was too low.
  • Fixed an issue where backspace did not work as a key bind.
  • Fixed an issue where some creatures could never spawn as aberrant forms.
  • Fixed a bug that made certain items heavier when not crafted directly (wrought iron arrows in treasure chests for example).
  • Fixed a bug where mod keybinds were randomly changing on reload.
  • Fixed a rare issue where random events could spawn plants on improper tiles.
  • Fixed an issue where if there was enough keybinds added via mods, it would cut off display of all or some of them.
  • Fixed a bug where the monster hit sound was not played if no damage was caused.
  • Fixed a bug that resulted in a bunch of “undefined” messages when clicking “Clear Messages” when scrolled in a non-default placement.
  • Fixed an issue where telling time via the sundial was not accurate.
  • Fixed a bug that would not remove light source from extinguished torches for a turn.
  • Fixed many typos and grammatical issues throughout.
  • Fixed a bug that showed two damage values when pouring water on to a fire elemental.
  • Fixed a bug that allowed you to transfer more weight than the maximum allotment to a container when using the shift/move all functionality.
  • Fixed a bug where growing plants did not have any durability by default.

Balance (25 changes)

  • Reduced weight of all lockpicks, bullets, and (iron) arrowheads.
  • Decreased max attack of zombie, but increased max hp slightly.
  • Increased most creature resistances to make damage types more impactful in combat.
  • Reduced difficulty of crafting waterskins and water stills.
  • Reduced scaling aberrant damage and defense a bit, but increased their health slightly (based on player’s strength).
  • Increased maximum range on all ranged weapons/tools except for composite bows which was reduced in range.
  • Composite bows now also have a reduced damage and durability.
  • Increased base damage on all bullets and arrows.
  • Increased difficulty of transmogrifying.
  • There is now a maximum reinforcement amount per item (based on quality). Increased max durability given on each reinforce significantly.
  • There is now a malignity limit of -/+ 64000.
  • Smoothed out malignity increase/decrease values across all creatures focusing on gaining less malignity near start of game, and gaining more in late game.
  • Doubled the negative malignity gained when travelling.
  • Stone Arrowheads now have a larger variety of weight. Previously they could only be crafted as 0.1 weight.
  • Large rocks now dismantle into 3 stones instead of 2.
  • Logs now dismantle into 2 tree bark (with the wooden poles) instead of 1.
  • Reduced the healing effect of sutures slightly.
  • Wrong tools and hands now reduce overall chance of resource gathering.
  • Malignity directly effects spawn rate frequency. This is no longer dictated by the length of your game save/turns.
  • Filling and drinking water will now decrease water depth if not connected to enough water.
  • Increased pouring damage against fire elementals significantly.
  • Malignity now effects aberrant spawning chances (more malignity = more aberrants, less malignity = less aberrants).
  • Drakes now can break down walls.
  • There is now a higher chance for creature drops (from loot tables specifically) to be of higher quality/legendary.
  • Reduced maximum starting dexterity (stamina).

Improvements (57 changes)

  • Nights now get a bit more dark, and have a stronger blue tint.
  • Maximum lighting radius now differ from each doodad (campfires will provide more light than furnaces as an example).
  • Added variable lighting radius to fire and lit doodads (campfires, furnaces, etc.) based on the fire’s strength.
  • Equipping multiple torches will now use both of their light bonuses.
  • Increased lighting radius of all torches slightly.
  • Display total amount of items over the required in crafts (8/2 instead of 2/2).
  • Inspection (and tool-tips) now reveals if creatures are aberrant.
  • Forge and Anvils are now just “Stone Anvils” with an updated recipe. You will now require to be around another fire source and an anvil now for blacksmithing.
  • Milestones are now sorted alphabetically.
  • Decreased weight of leather hides and now dismantles from the newly added animal pelts (with animal fur).
  • “Bones” renamed to “Bone Fragments” and no longer act the same as a “bone”. They can be dismantled into two bone needles instead. These have also been added to many creature corpses that were missing bones.
  • Low decay items (within 10% of decaying) are now shown in a red border (like low durability items).
  • Tweaked skeletal mage aberrant graphic (looks more distinct).
  • Keybinds for the action menu are now strictly set and do no change based on context. For example, closing a door will always be the same shortcut/hotkey now.
  • Items that decay into creatures (eggs to chickens) now will hatch within player’s inventory, containers on tiles and doodads and will also be announced with a message.
  • Grass blades and leaves now can be used as tinder.
  • Pirate ghosts now spawn from magical essence decay/break.
  • Disassembling found items/equipment/etc. will now produce quality items based on the quality of the item being disassembled.
  • Pile of ash no longer burns under fires.
  • Things that would spawn on decay from items will now also spawn on the item being completely broken/destroyed.
  • Wooden fences now use 2 logs and a wooden pole now (instead of 3 logs) and can be disassembled.
  • Rotten meat item is now generalized graphically (so it doesn’t just symbolize a steak).
  • Underground lakes are now a bit less massive.
  • Sleeping interruption now checks a square around you instead of just the four adjacent tiles.
  • Many improvements done to the Starter Quest including reducing the amount of quests and mentioning how long it will take.
  • You can no longer bind keys to left click (mouse 0).
  • You can now be within a 3×3 area of a required doodad instead of having to face it directly.
  • Improved information and grammar across all hints. Hints are no longer worded as though you triggered them (for players that browse them organically).
  • Added failure skill gain on gathering/digging when not getting any resource.
  • Fire elementals and drakes now avoid water.
  • Fire no longer damages flying creatures.
  • Drakes can now pass/stay in fire.
  • Doodads now display their quality in world tool-tips.
  • Added the ability for corpses to burn.
  • You can no longer disassemble arrowheads, bullets or lockpicks (due to it giving back more resources than weight could suggest).
  • If a random event occurs within sight, it is now reported in your messages, “You notice…”.
  • Tweaked the corpse graphic for sharks to match the new blood in water graphic.
  • Added particle effects to stoke fire.
  • Collecting doodads that don’t have a skill use (like walls) will now reduce stamina like other doodads (based on mining skill).
  • Added all water contains to creature loot (instead of just waterskins).
  • Disassemble requirements are now shown in tooltip.
  • Fire colors have been improved and are now more vibrant.
  • “Carve” from the actions menu is now “Carve With Tool”, “Gather” is now “Gather With Hands”, and “Rest” is now “Rest on Ground”, giving more information to what is happening.
  • Improved the readability and display of dismantled items in tool-tips (no longer shows A Wooden Pole, A Wooden Pole, A Wooden Pole, … for example).
  • You can no longer right (or left) click to drop while moving/experiencing a delay.
  • Particles brightness is now dependent on both ambient light and local light sources (no more black particles near light sources at night).
  • You now gain some skill when dismantling/disassembling (based on the item’s associated skill).
  • You now gain anatomy skill when pouring water on yourself.
  • You now gain camping skill when lighting fires.
  • There is now a “News” button on the main game screen.
  • You can now build up tiles over water, raising the water with each tile. There are no more restriction set for adjacent land for this.
  • Separated the item action for equipping to your “hands”, to two options for left and right hands.
  • Torches will now be doused when swimming.
  • You can no longer have lit torches in containers.
  • You can now disassemble containers (items will move to your inventory).
  • Prefixes have been added to creature corpses (fixing some grammatical issues).
  • You no longer pick-up items under creatures while attacking them.

Developer/Modding (12 changes)

  • Added support for back equippables to overlay over hair as well as provide custom sprites for water animations.
  • Added the following hooks: CanPlayerAttack, IsTileInspectable, OnInspectTile, OnCreatureDeath, and GetPlayerMaxHealth.
  • Added getLoadedModByName to make interacting with other mods from your mod easier.
  • The Wayward source and mods now use ES6 compilation.
  • Spawning groups are now defined as a creature property “spawnGroups” for defining creatures that spawn in caves, at night, as guardians, etc. This is no longer controlled within the spawning functions.
  • A new grouping system for doodads “DoodadTypeGroups” has been added.
  • Cleaned up parameters for skillGain.
  • Items, terrain, and creatures now have prefix support.
  • Reformatted language definitions. Prefixes now appear as the first parameter.
  • There is many new namespaces within the API including Corpse, TileEvent, and Creature. Previously, many creature functions were within the “game” namespace.
  • All references for “monster” has been changed to “creature”.
  • Modding guide has been updated and improved.

Mods (4 changes)

  • [Developer Tools] Added a template spawner.
  • [Developer Tools] Added a listing of mods and refresh buttons within the options menu.
  • [Developer Tools] Added an unlock recipe button.
  • [Reincarnate] Fixed an issue where reincarnate was not always sending you to a new location on death.

Wayward Newsletter #2

Wayward Newsletter #2

Beta 2.1

Beta 2.1 started out a bit rough, but through a series of patches, we ironed out most of the issues with the latest installment, beta 2.1.3. Thanks to all those who contributed issues and feedback. We definitely don’t mean to have a public quality assurance period; however, it’s just the nature of building games with lots of depth with a small development team. We really look towards the community for feedback and we are pretty proud of our track record of implementing things the community wants. You’ll see a large focus on that in the upcoming beta 2.2.

Depth is not something we want to sacrifice with Wayward going forward. The game will definitely get more and more content and become more complex as time goes on throughout this heavy development phase while in Early Access.

Upcoming Beta 2.2

If you follow the development of Wayward, you will know we are currently hard at work on 2.2. We have two words for you: CREATURE TAMING!

A highly requested feature, taming will be implemented in beta 2.2 along with a giant list of improvements, bug fixes and more content! We won’t spoil too much, but if you are interested in all the great stuff we have put in so far, check out the “2.2 Done” column in Trello:

Some additional media reveals on 2.2 features:

Creature Taming


New 2.2 Options Preview

Mod Showcase

Torch Eternal by dying gecko:

More Shortcuts by Amax:

Chinese Translation by SmallMain:


I think we promote our Discord channel enough, but I just wanted to announce that we recently set up a development bot that announces changes in real time, coming straight from our Trello todo list in our #wayward-dev channel.

Come hang out!

Video Showcase

TheGreenLing has graciously released a steady stream of Wayward tutorial videos showcasing all kinds of tips and tricks:

They were recorded during beta 2.0.5, although the majority of it still applies and are sure to help some new players out.

Official Steam Group

Buried in the obscurity of the older Steam interface, there actually exists an official Wayward Steam group:

Join the group if you want to stay up to date with all the major announcements. I think if you “Follow” Wayward through the normal Wayward Steam store page, it automatically “joins” the group.

Developer FAQ

We get a lot of repeat questions. WHY NO MULTIPLAYER?!?11

I thought I would address a lot of these with our new Developer FAQ page:

Write A Review

If you haven’t already, we would appreciate you leaving a review on the Steam page:

Whether it’s negative or positive, we appreciate all the kind words and constructive criticism.

Have fun!

Beta 2.1.3 Released

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.


  • Fixed an issue where items that decayed/changed into other items (fruit to seeds, or raw meat to rotten meat) did not shift in weight.
  • Fixed items that once had decay no longer are sorted with that decay still set (with sort by decay).
  • Fixed an “undefined” message when getting a status effect from a doodad.
  • Fixed an error that occurred when trying to repair wooden doors.
  • Fixed a bug that made aberrant monsters scared. Aberrant monsters should never be scared unless they are low health.
  • Fixed the build version not outputting in console for Mac OS X.
  • Fixed an issue where desert templates could spawn in to too close to sea water.
  • Fixed a bug that would stop a highlight (from Starter Quest/hints) prematurely if more than one called.
  • Fixed an issue where the daily challenge hint was not showing up when going to Daily Challenge.
  • Fixed an issue where scrollbars could shift item positions on certain sizes of inventory/containers/equipment/crafting windows.
  • Fixed an issue where skill in parrying would actually increase burn damage instead of reduce it.
  • Fixed a bug where you could open a context menu while the game was loading.
  • Fixed a bug where you would not earn the gatherer milestone unless you were using an ineffective tool for gathering.


  • Monsters have a slightly higher chance to lose interest.
  • Reduced weight of limestone, talc, sharp rocks and knifes slightly.
  • Abandoned house templates now have a higher chance to have missing walls/floors/etc.
  • Reduced max damage and increased max health of claw worms.
  • Doubled raft durability.
  • Re-balanced stoke fire values to make more sense with dismantling (all items equal up to their base items).
  • Slight malignity skill tweaks. Decreased malignity slightly for anatomy, parrying, tinkering and woodworking. Increased malignity on tactics, and very slightly on mining and lumberjacking.


  • Wooden poles can now be used to stoke fire.
  • Corrected how single walls would show up as a single vertical columns instead of horizontal walls.
  • Starter Quests now have a back button for going back a quest and skip button if you have already done the quest (saved across all saves).
  • Increased the opacity of non-craftable items. They are now slightly grayed out as well.
  • The corpse carving hint will no longer show for blood.
  • When the Steam overlay is off, mods/link navigation is now done using your default browser instead of the internal one.
  • Improved default dialog positions and sizes.
  • Collecting doodads will now log what you have received in your inventory if returning more than one item.
  • Tweaked the sandstone pond template to make more geological sense. Fresh water is now contained inside.
  • The monument and raft templates now no longer have a chance to be degraded (missing tiles).
  • Improved color accuracy on many particles.
  • Renamed “Collect Object” to “Collect Object With Hands” for less confusion.
  • Tweaked some inspection text to mention the new world tool-tips in hints.
  • Fixed some tiepoz and tweaked a few lines in Starter Quest.
  • You will now always spawn with a wooden pole (to unlock necessary starter crafts and information).
  • Tweaked wording on wooden poles to mention coming from branches/logs.


  • All doodads have unique particle colors and will show on gather/trample.

Beta 2.1.2 Released

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,


"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:


  • Disabled the Steam overlay on all Windows 7 machines which crashed the game for many users, read the statement above for more information.
  • Fixed blank world tool-tips appearing on occasion when moving.


  • The highlight effect that shows up from the Starter Quest and the help/hint dialog now disables itself after 10 seconds.
  • Wooden poles are no longer mentioned as craftable in the Starter Quest.
  • Saltpeter is now in the “powder” grouping.


  • Many weights have been reduced including: all powders, all fired clay items, clay flakes, sharp glass, stone knifes, pemmican, and sharpened rocks. This will only be applied to new items.
  • Containers now reduce 50% of item weight instead of 25%.
  • Increased health and base defense for krakens.
  • Decreased maximum attack value for drakes.
  • Decreased base defense for acid spitter demons.
  • Reduced player weight bonus very slightly (still above what it was in 2.0.x) to help balance rest of weight changes.
  • You can now only add so much fuel to torches (previously unlimited) and is based on the torch type.


  • The build version is now logged in the console/logs (useful for those playing on the developer branch).


  • [Argus] You can now see the argus item equipped to your hands.

Beta 2.1.1 Released

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.


  • Removed malignity increase on digging.
  • Increased creature malignity spawning values (tougher creatures come in a bit later, depending on how you interact with the world).
  • Reduced tree bark weight (and thus the stripped bark that can be made from it).
  • Reduced weight for plant roots, sinew, mortar and pestles, and sundials.
  • Reduced weight in each step of turning a bone/bones into a bone pole, sharpened bone, then to a bone needle.
  • Reduced woven fabric string requirement by 1 string.
  • Decreased overall healing failure chance and disabled the ability fail when above 25% in skill.


  • Fixed a bug that could result in refined sand as being 0 or negative weight.
  • Fixed an issue that could result in some items giving double weight based on their components (bone needle).
  • Fixed an error when eating spider eggs.
  • Fixed a grammar issue with the “Set Down” item use.
  • No more Golden Wwords.
  • Possibly fixed some issues where music would skip back to the start of the song, and randomly change to a new track. Let us know if you are still getting this issue.


  • Upgraded to Electron 1.3.1. Unfortunately this didn’t help the Windows 7 issue as far as we can tell.

Obligatory Pokémon Go Reference

  • Minor text fixes.

Beta 2.1 “Appearance” Released

Beta 2.1 Banner

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:

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.

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!

Read more…

Spam Filtering Issues Resolved

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Wayward Newsletter #1

Wayward Newsletter

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:

Beta NaN (2.0.5) Released

Beta 2.0.4 Released

Beta 2.0.3 Released

Beta 2.0.2 Released

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:

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:

Discussion Showcase

Doom Discussion

A proposal on a brand new difficulty and scaling system within Wayward.

Mod Showcase


Reincarnate respawns you somewhere random in your world on death and refills your stats (health, stamina, etc.) but empties out your inventory to the spot where you died. Travel back to the spot of your demise to grab your items and resume your pursuits. Be careful next time, won’t you?

Video Showcase

You & I Play

Two players working their way through Wayward makes for a quite enjoyable series. Showing that two heads are better than one; when trying to survive at least.


We do that Discord thing. Come hang out and chat!

Developer Showcase

I know I get most of the limelight, but I just wanted to mention the rest of the wonderful Wayward team:

  • Gary ‘Spacetech’ Wilber (Programming)
  • Frank ‘Sassafrass’ Sasto (Programming)
  • Dusty ‘Goaticide’ Melling (Art/Design)
  • Austin Dhillon (Music)

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