Multiplayer (Beta 2.5) Testing Now Underway!

Multiplayer (Beta 2.5) Testing Now Underway!

Hey all,

As some of you may already know (as I mentioned it quietly on the Steam forums), multiplayer is now live for testing on the development branch!

It’s still pretty early, and probably a bit buggy, which is where all the testers come in! We always look to the community to report any issues they are having, and very much appreciate it! And now with multiplayer, or just beta 2.5 in general, we probably have a giant batch of new issues to resolve. In terms of multiplayer, we are currently on the look-out for “desyncs”; issues that cause the players to become desynchronized from the server (or host player). If you’ve spotted one, make sure to send us your logs and any steps you think either the host or client (connecting) players took to make it happen. Don’t know how to send logs? I did a small write-up in this guide about it under “Opening and sharing the Wayward log file” here:

If you are more technically inclined, you can also find the logs directly in your console. Just search for “Synchronization issues!”, and it will be a big block of information that you can copy+paste.

There is some optimization still to be done, and some of the sync checking stuff we have enabled for testing does increase CPU/network usage, so if you notice lag, it’s most likely that or you are just simply too far away from the client. You can use the “/ping” chat command to see your latency.

Looking to test it out for yourself? I wrote a little warning (back-up your saves, yo!) and guide on how to switch to the development branch in this post:

Full changelog of beta 2.5 available so far here:

Our internal/public todo listing is available here if you want to see what has already been reported:

Everything under the “2.5 “Kinship” Todo” column is stuff yet to do (and bugs to fix).

Have fun and let me know if you have any questions!

Wayward Multiplayer Announcement

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:

Let me know if you have any questions!

Wayward Free 1.9.4 Released

Hello to all the Wayward Free players out there!

I have not forgotten about my statement. That I would be updating the free version as I needed to (and had time to). I know there’s still many of you out there, so an update is definitely in order!

Here’s the full changelog for Wayward Free 1.9.4:

  • Added the “Orb of Talent” which allows players to gain stats and talent at the cost of increased difficulty.
  • Added a new cover text system that fixed some browser glitches that would show random characters in the lower left portion of the screen.
  • Higher quality music and sound files are now used.
  • Normalized all sound effects and fixed an issue where some browsers/operating systems would appear to cut off some sound effects from playing fully.
  • Volume is now set to 50% of maximum volume by default.
  • Fixed an issue where you could dig up treasure with monsters standing on the same tile.
  • Archery has been renamed to “Archery and Firearms”.
  • The “Flintlock Pistol” now uses archery and firearms instead of the throwing skill.
  • Fixed a bug where you could transfer a raft to a container while on it, causing errors.
  • Updated the list of supported browsers and versions.
  • The version of the game is now displayed in the HUD interface.
  • Fixed a bug where you could place things in locked chests.
  • Hobgoblins/Fire Elementals can no longer set traps/fire on tiles where monsters are.
  • Updated the Steam promotional image (with current beta 2.4 graphics).
  • Fire and plants can no longer spread to tiles with monsters on them.
  • The offline, downloadable version now uses Electron (previously run with NW.js).

This should wrap up any previously reported issue and bug out there. Please let me know if you find anything else though!

Please also let me know if you would like to see some balance or quality of life changes implemented. It’s been so long since I worked on it, and the paid version of the game is so much further along, that I’m not quite sure what could be fixed up easily or what the issues even are.

Wayward Free is available to be played in browser as usual here:


Windows (64-bit): Mirror 1 | Mirror 2
Windows (32-bit):
Mirror 1 | Mirror 2

Requirements: Windows 7 and later.

Instructions: Unzip the files and run the wayward.exe to launch the game.

macOS (64-bit): Mirror 1 | Mirror 2

Requirements: macOS 10.9 and later.

Instructions: Unzip the files and run the “Wayward” application. You may need to hold down “Control” when opening the application to get the “Open” option as it will not be identified as a recognized application.

Linux (64-bit): Mirror 1 | Mirror 2
Linux (32-bit):
Mirror 1 | Mirror 2

Requirements: Ubuntu 12.04 and later, Fedora 21, Debian 8

Instructions: Unzip the files and run the “wayward” executable. You may need to run “chmod 777 wayward” in the extracted directory before trying to launch the game.

All source files can be found within the “app” directory under “resources” in all builds, or you can simply download all source files here if you wish to tinker. Make sure to follow the license if you do.

Beta 2.4.4 Released

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!


  • Dying in casual mode will now log information on how you died.
  • When dying in casual mode, it will no longer mention unequipping items.

Bug Fixes

  • Fixed a regression where a single requirement was unlocking recipes.
  • You no longer will get a warning confirmation when attacking a creature that is on a dangerous doodad/tile/fire. (Thanks Megan!)
  • Fixed an issue where the death sound effect would not play all the time when dying in casual mode.


  • Removed some outdated references included within mod references.

Beta 2.4.3 Released

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!


  • When starting fires with torches, you can now either have a kindling item or a fuel item (preference goes to kindling).
  • You can now attempt to gather from more stages on all plants. You can now also intentionally destroy plants while they are growing (with confirmation).
  • Most plants now have many more resources from gathering including leaves and plant roots from most stages on most plants adding more distinction from harvest/gather.
  • When renamed items appear in messages/tooltips, they will now have their proper character case and quotes surrounding them. (Thanks Xech!)
  • Improved the growing grass graphic. It now also has all the normal growing plant stages.
  • If you rub an orb and it would have no effect, it not longer consumes itself. (Thanks Adrien S. Enzo!)
  • Drink is no longer the first option for seawater within the item menu.
  • Added the ability to rename all doodads.
  • Added less confusing text when harvesting a plant that can only be gathered.
  • Fixed up some improper message types being applied to certain messages.
  • You can now pour medicinal water on yourself. (Thanks blay.paul!)
  • Improved the “bouncy” hair style graphic.
  • Added less confusing planting messages when the tile was not suitable or if something was in the way.
  • Increased line-height on tooltip titles for added padding on long titles.
  • Changed the order of benignity/malignity in the reputation tooltip. Game changer!


  • Dying with negative reputation now increases benignity, dying with positive reputation now increases malignity (in casual mode).
  • Increased gardening reputation, but removed the reputation (and skill) gain when packing dirt (untilling).
  • Reduced the chances of gathering fruits/seeds slightly from trees when fully ripened. (Thanks blay.paul!)
  • Removed anatomy bonuses from receiving status effects (poison/bleeding) from doodads. This bonus will now only apply to creatures/combat.
  • Anatomy now also effects chance to get burned (like poisoned/bleeding) from creatures.
  • Aberrant creatures now have double the chance to cause status effects.

Bug Fixes

  • Fixed an issue that may have lead to corrupt save games due to item ordering. (Thanks Onkel Herrmann!)
  • Fixed a undiscovered bug that would reset/change tiles around templates (spawned houses, ponds, lava) when reloading the save. (Thanks amul!)
  • Fixed a message that showed traps doing “0” damage to creatures.
  • Fixed an incorrect tree hitting sound effect triggering while gathering non-tree plants.
  • Fixed a bug that unselected game option buttons (visually) when hovering over game options with tooltips.
  • Particles that trigger when walking on water no longer get triggered on the last tile, but will now trigger on the tile moved to.
  • Fixed a visual glitch with flooring that would clip outside of walls on the corners of houses.
  • Fixed some cases where item order did not unlock certain recipes. (Thanks Rivet!)

Beta 2.4.2 Released

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:

  1. Adrien S. Enzo
  2. Amax
  3. blay.paul
  4. GauHelldragon
  5. sechsauge

A special thank you to those people and to everybody else that reports bugs and issues!


  • Maple, spruce, and cypress trees will now cycle back to budding stage when reaching their final maturity.
  • Attempting creature taming will now give reputation.
  • You can no longer trample germinating plants.
  • Improved consistency of many doodad particle colors, including adding support for different colors based on growth stages.
  • Increased the color range of particles and slowed down their decay speed slightly.


  • You can now attempt to drop items on the same tile as a creature.
  • Added a thirteenth keybind as backspace by default.

Bug Fixes

  • Fixed a bug that made tamed creatures produce blood and particle effects even when they had not caused damage to their target.
  • Fixed a bug where digging up certain tiles could duplicate items received from them (like cobblestone for example). (Thanks evildagmar!)
  • Fixed an issue where water stills from older saves could get into a corrupted state. (Thanks Dynaflame!)
  • Fixed a line of sight issue that would give full line of sight past a fire event/doodad when using a spyglass. (Thanks blay.paul!)
  • Fixed an issue where animal taming done through offering was not giving any reputation. (Thanks Adrien S. Enzo!)
  • Fixed fire spreading to water tiles with items on it. (Thanks sechsauge!)
  • Fixed the “Offer” action not being available when the creature was on top of a doodad. (Thanks Adrien S. Enzo!)
  • Fixed a bug that would cancel the sleeping overlay/screen if using a quickslot to sleep/rest before the screen ended its fade out event.
  • Fixed a bug where collected doodads did not retain their name. (Thanks Adrien S. Enzo!)
  • Fixed vampire bats and zombies despawning in caves during daytime incorrectly.
  • Generated houses and other templates will no longer be spawned over cave entrances/exits. (Thanks Adrien S. Enzo!)
  • Fixed some item borders getting cropped off within the equipment window. (Thanks Xech!)
  • Fixed an oversight that would show a item notifier above the player when dropping a lit torch.
  • Fixed a bug that was not counting items that were equipped and altered towards equipment milestones. (Thanks Xech!)


  • Reputation loss now only occurs when tamed creatures actually hurt other creatures (unlike before where it happened whether they caused damage or not). (Thanks sechsauge!)

Beta 2.4.1 Released

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!


  • Fires can now spread on to non-flammable tiles when there are flammable items on it.
  • Spawned doodads (on world generation or through spreading) will now gain durability based on their quality.
  • You no longer have to be facing a fire to gain sleep benefits from it. All adjacent tiles are now checked.
  • You can no longer craft pile of ashes from charcoal. As if you ever wanted to! (Thanks blay.paul!)
  • Mushrooms can now spread or grow on top of wooden flooring.

Bug Fixes

  • Fixed doodads spawning with a random quality but never showing what it was until picked up/gathered. Fix will only effect new worlds. (Thanks Momop!)
  • Fixed an issue where you could not upload game saves to the Steam Workshop. (Thanks blay.paul!)
  • Fixed a brief flash of black when moving across the edge of the world.
  • Fixed errors when opening the New/Join Game menus, after disabling a mod that adds skin or hair colors.


  • There is no longer a 100% chance of returning quality items based on the doodad when gathering/harvesting – it is now varied based on the skill used to gather/harvest it.
  • Time skitters now have vulnerability to blunt damage.
  • Skeletal remains will now spawn within caves on world generation.
  • Increased corpse decay times and modified many based on their size/type.
  • Added one point of hydration (-thirst) to apples, but removed one point of satiation (-hunger).
  • Increased hunger timer speed slightly (won’t effect old saves).
  • Decreased hand drill durability, but increased both fire plough and bow drill durability.



  • Fixed an issue where your field of vision was not updated when reincarnating if you were moving/attacking.

Beta 2.4 “Cultivate” Released

Beta 2.4 Banner

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:

  • Plant growth stages and treating trees like all other plants in the game.
  • Harvesting action for non-destruction resource gathering on plants.
  • Kindling groups added for easier fire starting management.
  • Casual mode added for newer players learning the game or for those that want a less hardcore experience.
  • More favorable cave system (more grouped ores, easier to find treasures), but more compact and potentially more hazardous.
  • Performance improvements and optimizations.
  • Tons of new content: a new hairstyle, a new creature, and many new items and plants.
  • Movement improvements and options for tweaking turning delay.
  • Many reputation tweaks, making it easier to gain benignity.

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:

Read more…

Wayward Newsletter #4

Newsletter #4

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.

Beta 2.3 Postmortem

Beta 2.3 turned out to be our biggest major update to date, followed by some of the biggest minor updates as well, all the way up to beta 2.3.4. During this period, we were also developing the multiplayer update (which will most likely be beta 2.5 based on player feedback). Beta 2.3 introduced some highly requested features such as character customization, custom seeds, and more. A lot of the changelog in beta 2.3 focused on improvements, because we feel it is important to improve the game and fix bugs rather than just keep adding content. In beta 2.4, we are shifting this a bit in response and adding quite a bit of content this time around.

Read more…

Wayward Player Survey

Hey all,

During the major update development for beta 2.4, we thought we would take a moment to try to get some feedback from our playerbase. It’s probably not the best timing to get players to rate the game with the lull in updates, haha, but it should provide some useful data for us to think about. Just keep in mind that we normally require 3-4 months for the major (and massive) updates we do. More information on our development can be found here:

Survey Link:

Stay tuned on our social networks for more updates and previews on beta 2.4 changes and updates!