Content Contest Showcase & Winners

The following is a listing for all the submissions and winners for the Content Contest. Thanks to all who entered!

Vossk shows us how to not battle the kraken in comic form:

Vossk's Wayward Comic

This submission won first place!

Warrior of Ruin presents a common Wayward story:

Warrior of Ruin's Comic

This submission won second place!

Syntria tries her hand at capturing the majestic afro hairstyle:

Syntria's Fan Art

Then later, capturing Wayward in it’s true provocative-anime form:

Syntria's Anime Sketch

This submission won third place!

Adrien S. Enzo tries his hand at spriting some creatures, items, and other things:

Tree CrawlerAncient Ancients Real Lava LampBanshee HeadManta Ray Adrien S. Enzo's Iron Garden Scythe Adrien S. Enzo's Orb of Influence Adrien S. Enzo's Iron Lamp Adrien S. Enzo's Turkey Dinner

Then later shared with us a splendid Wayward meme:

Adrien S. Enzo's Meme

This submission won fourth place!

*\(o_O)/* showcases a quite meticulously constructed garden and storage warehouse:

*\(o_O)/*'s Base
*\(o_O)/*'s Base

This submission won fifth place!

Valdig shows off a hefty multiplayer base:

Valdig's Multiplayer Base

Giovanni goes old-school and becomes a true cartographer and stitches his world map together:

Giovanni's World Map

Firelion spams us with a batch of fresh Wayward memes:

Firelion's Rohan Meme

Firelion's Sasuke Meme

Firelion's Meme

Zazyman shows us the importance of a healthy diet of… just pineapples.

Zazyman's Pineapple Farm

Dead Man Drifting shows off an epic abode:

Dead Man Drifting's Base

Tomasz shows us his favorite item:

Tomasz's Favorite Item

Content Contest

Content Contest


Submissions and winners are showcases here:

Hey all!

It’s time to get creative and/or share your Wayward experience! Submit either a screenshot (from in-game) or piece of artwork inspired by Wayward. There’s no restrictions and it could even be a video if you feel so inclined.

Some ideas: a screenshot of your in-game village or base, a concept sketch for a new creature, a spritesheet with your own new item ideas, a rendering of your in-game character, or a meme comic pointing out a “just wayward things” moment. It’s really up to you!

Winners will receive:

First place: $40 Steam Gift Card + Wayward Steam Key
Second place: $20 Steam Gift Card + Wayward Steam Key
Third/fourth/fifth place: Wayward Steam Key

Update: We’ll also be giving away a couple bonus Wayward keys randomized among all those who entered for an extra incentive.

Simply direct message me on Discord (Drathy#0001) with your submissions or submit via email at Feel free to also share it on social media or on our Discord.

We’ll set up a showcase of all the submissions in about a week and choose winners sometime after. This is our first legit “contest”, so if it’s successful, we’ll plan on adding bigger and better prizes for future giveaways.

Have fun!

Beta 2.5.7 Released

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.

We are still on the hunt for an options menu freeze as reported here and here. Please report your findings! We are still also tracking some issues with hardware compatibility. Even with an update to Electron, there seems to be still some with the dreaded “Lost GL Context” issue. We again will have to wait for updates upstream to correct this issue. There’s still hope as mentioned previous through the browser solution if you are okay with that. More information on that available here:


  • Length of rest/sleep is now negatively impacted when resting/sleeping on snow, shallow water, cooling lava, and swamp tiles.
  • Disabled some creatures from being able to “stumble” where it would not make sense. (Thanks Amax!)
  • You can no longer attempt to rest/sleep on lava or cave entrances.
  • Unknown items (items that were added from mods that are no longer loaded) will now have proper grammar usage of the “an” article.

Bug Fixes

  • Fixed an oversight that did not allow water levels to change when gathering from sea water tiles.
  • Removed auto container closing due to a item performance issue that results in lag, preventing container opening. (Thanks cff29546!)
  • Fixed an issue where no body of water was too big/deep to stop reduction of water levels when gathering water (should have been set at >= 50 connected tiles with bonuses for depth).
  • Fixed an issue where two hints happening one after another would pause the game indefinitely within real-time mode (until restart).
  • Fixed an oversight that resulted in binds being stuck when closing the Steam overlay while in-game. (Thanks STRIKER AWAKENING!)
  • Fixed a bug where the “Join Our Community” heading was grayed out within the about/news menu.
  • Fixed some sentence case/grammar issues.


  • Increased the default tick time/rate when playing multiplayer so creatures are a bit slower to attack/move. This can be changed at any time in the multiplayer menu.
  • Apple trees will now spawn with a variety of growth stages instead of only ripening on world generation.
  • Increased de-spawning rate slightly.
  • Harvesting or gathering from plants that cause status effects will now trigger those effects (poison ivy).
  • Increased chance of slime splitting slightly.


  • Added a GetAmbientColor hook.
  • Added a GetPlayerFieldOfViewRadius hook.
  • Added a GetTileLightLevel hook.


  • Updated Wayward to TypeScript 2.7.
  • Updated Wayward to Electron 1.8.2, improving performance and compatibility.



  • Improved naming/grammar of all items/doodads/tiles/actions.
  • Fixed an issue where rainbows or snowflakes did not spawn or drop and could not be used properly.

Debug Tools

  • Added a toggle lighting button.


  • Improved naming/grammar of items and actions.

Beta 2.5.6 Released

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.

There’s still a few issues to solve (and some we are still waiting on to be fixed upstream as mentioned in the last update post), but it’s likely we’ll push those to 2.6.0 now.

We’ll keep updating the development branch nightly if you want to keep up to date with the more substantial changes that are likely to follow. We are going forward with the most requested feature, NPCs! But as always, the next major update will bring hundreds of other additions, changes, and improvements.

Note: Due to one bug fix, your custom binds for mods will need to be reset.



Bug Fixes




Debug Tools

Beta 2.5.5 Released

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.

We are still waiting on a patch upstream to fix some of the hardware conflicts we are having in the game (corrupted rendering and/or losing GL context). Unfortunately it doesn’t look like it is progressing very quickly, so we’ll have to move on. That being said, we’ll update the development branch (which will be beta 2.5.6 or 2.6) as soon as it becomes available.

Apologies on this situation. Feel free to refund or use our browser solution if your hardware is not supported at this time and do not wish to wait.

A special thank you to all that reported bugs and issues this time around for beta 2.5. Many bugs would have been undiscovered without your help!


  • Added a “Move (All) to Facing Container” selection to the item menu to match the previous drop to container functionality.
  • Added multiplayer compatibility to the Starter Quest.


  • Gathering will no longer result in a chance of 0 durability items placed on top of trees.
  • Added 11 new hotkeys and removed “Backspace” as the 13th hotkey, and instead added shift modifiers for hotkeys 13-24.
  • Improved the audio falloff so very distant sounds are no longer heard, making it easier to locate players in most instances.
  • The skeletal mage wand will now only attempt to teleport into open tiles (randomized). Previously it would fail if attempting to teleport into a blocked tile.
  • “Pick-up All” is now mentioned within the “Fast Pick-up” hint.
  • Renamed the “Milk” option to “Gather Milk”.

Bug Fixes

  • Fixed an issue where the game would endlessly attempt to sync when joining a multiplayer game through the Steam overlay. (Thanks Bruskedragon!)
  • Fixed an issue where players would stay connected to server indefinitely if they lost connection while playing (or their computer crashed). (Thanks blay.paul!)
  • Fixed save game mods importing themselves every time the title screen is shown.
  • Fixed a visual glitch that resulted in lit torches not showing the “ember” graphic when being placed down with under 200 decay. (Thanks the rift!)
  • Fixed a PVP-related multiplayer desync. (Thanks Kyun!)
  • Fixed tile events not having the proper sentence case in tooltips.
  • Fixed the “Pulchritudinous” milestone not triggering again when transmogrifying equipped items. (Thanks Maugrift!)
  • Fixed a bug where sliders (audio) could be interacted with while in-game when options were closed. (Thanks Snart!)
  • Corrected a couple grammar issues.


  • Reputation is no longer decreased when releasing tamed creatures. (Thanks Tribarrel!)
  • Decreased the chance of creatures breaking doodads/walls slightly.
  • Creatures will have a lower chance to wake players up from 2 tiles away.
  • Decreased the chance of waking up from wall/doodad breakage from further away.
  • Added a chance to remove a full water tile (even non-shallow water tiles) when drinking/gathering water (based on amount of connected water tiles).


  • Fixed some links that did not work within the modding guide.


  • Replaced game.getPlayerAtTile/Position with game.getPlayersAtTile/Position.

Beta 2.5.4 Released

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!

We are also aware of a couple issues related to hardware from some players that we cannot fix quite yet. We are waiting for an update upstream (Electron) to potentially patch out these issues. Apologies if you are one of the few that are experiencing these issues.



  • Palm leaves are now considered tinder.
  • You can now once again remove quickslotted items by dragging and dropping from your quickslots (like prior to beta 2.5).
  • Mods now refresh when closing the Steam Overlay anywhere in the main menu. The “load game” menu now reloads the save list when mods are refreshed.
  • The item list for containers now displays in the correct sentence case (for both inspect messages and tooltips).
  • Removed the visual notifier for decayed lit torches, and removed references to “unequipping” them on decay.

Bug Fixes

  • Fixed items breaking their quickslot assignment when they were automatically re-assigned when getting the item in your inventory again in multiplayer.
  • Fixed a bug that would result in hatching a chicken (and boiling the egg) when placing an egg on cooling lava. Yep. (Thanks holyshield!)
  • Fixed an issue where binds could get stuck pressed during an auto save.
  • Corrected a visual glitch when equipping the spyglass.
  • Fixed games not loading with custom skills (while skill window is set to auto open) after the mod has been disabled.
  • Fixed containers not closing on death. (Thanks blay.paul!)
  • Fixed the auto save screen not staying up until the save had completed.
  • Fixed quick moving items (using the new bind) facing you into a certain direction.
  • Fixed an issue where using “Continue Game” did not warn about any missing mods you may have.
  • Fixed a bug that did not allow save game mods to be imported unless you loaded a game and then went back to the main menu.
  • Fixed multiple binds appearing as “OR bind OR bind”
  • Fixed audio fading in/out not being implemented correctly (leading to abrupt music stopping/starting) for some players in some instances.
  • Fixed a bug where hovering over a skill or milestone would flash and show “N/A” when passing a turn. (Thanks Amax!)
  • Fixed inspect messages showing incorrect sentence cases doodads, creatures, and tile events.
  • Fixed incorrect pluralization on some items including “Pile of Sands”. (Thanks the rift!)
  • Fixed a bug that resulted in lit doodads staying embers forever among other oddities. (Thanks MadMarcAgain!)
  • Fixed a visual glitch when gathering treasure on top of a cave entrance. (Thanks Tevervin!)
  • Fixed some grammar/wording issues within the Starter Quest.
  • Fixed various glitches when using actions by the world’s edge.
  • Fixed incorrect graphics being visible when planting seeds on the world’s edge. (Thanks blay.paul!)
  • Fixed some grammar issues with damage types in combat messages.
  • Fixed recipes not unlocking if one of the components was quickslotted/equipped and protected crafting items was enabled. (Thanks DarkAcheron!)
  • Fixed rare instances of templates (walls/doors) appearing over cave entrances on world generation. (Thanks holyshield!)
  • Fixed the Starter Quest mod always showing as disabled when loading save games with it enabled. (Thanks Megan!)


  • Creatures can no longer become tamed with items that are not crafted by players (if the item can be crafted), fixing Hobgoblins being tame from their own traps. (Thanks jopi!)


  • Added a registerPacket method to BaseMod that allow mods to easily add new packets.


Developer Tools

  • Fixed grasp and deliberate pick-up actions not working when noclipping.


  • Fixed spawn coordinates not saving the “z” value on game reload. (Thanks Amax!)

Beta 2.5.3 Released

January 7th, 2018 update: We have hotfixed an issue where some players were getting black screens upon game launch.

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.

One of the bigger changes has to due with multiplayer, where we have added in a fallback to support a larger variety of networking scenarios. Our previous solution (using WebRTC) found some players not able to join games due to unknown networking issues. Multiplayer will now fallback to WebSockets when a connection can’t be made with WebRTC. Hats off to Spacetech for his work on this, and Maune/blokzeil1/Woutersparre/jopi from Discord for helping us test the changes!

We also have a large batch of balance and improvements; smoothing out the new player experience. On a technical level, we also added some more compatibility options for players having trouble with WebGL 2 (GL context issues), and UI scaling. You can now find two new properties within the launch_options.json:

webGlVersion: 2,
zoomFactor: 1,

Players can now set the webGlVersion to 1 to force WebGL 1 to be loaded. zoomFactor can be changed to integer or decimal, such as 0.75, 1.25, 2, etc. to force UI scaling in-game (since interface scale in options is enable to effect in-game currently).

Speaking of multiplayer, make sure to check out a new multiplayer group that popped up if you are looking for people to play with: or come hang out in the #multiplayer channel on our Discord:

If you want to vote on or suggest the next new big changes in this hobby project of ours, make sure to check out the Beta 2.6+ Wishlist thread: or the poll:


  • Single walls now show as full walls instead of as a post and improved tile-mapping for horizontal walling, closing large gaps when not connected to other walls.
  • All torch stands will now have unique graphics and proper weights/light levels that match their wooden pole/bark torch/animal fat torch counterparts.
  • Paddling (using the raft) will now check if there is water in front of you (and move you if so) instead of requiring you to be in water (potentially dousing torches).
  • Added an “Open Logs Folder” button to the developer section in options.
  • Collector and Explorer milestones no longer trigger for modded items.


  • Length of fire is now doubled across all sources.
  • Vampire bats and zombies will now be scared during daytime (while outside of caves).
  • Hostile creatures may now lose interest in attacking for a short time after killing an enemy/player.
  • Production of ash has been decreased slightly on lit doodads and torches.
  • Starting fire with lit torches now has a much higher success rate over other fire starting devices.
  • Pemmican will now reduce more thirst (-2 to -3); however, prepared pemmican will reduce less thirst (-2 to -1).
  • Trap door spiders will now be revealed when attacking them (even when missing).


  • The game now becomes paused when the game’s GL context is lost (for whatever reason).
  • Re-implemented “zoomFactor” within launch_options.json so players can enable UI scaling in-game as a workaround, since the new interface scale doesn’t effect in-game UI.
  • Added option to force WebGL 1/2 in launch_options.json.
  • Networking has been rewritten to allow a fallback to WebSockets in the case where WebRTC fails to connect for some players. This is done through port 38740.


  • Added a new clay house to desert template spawns.

Bug Fixes

  • Fixed an issue where you could still try to quickslot items with a full quickslot bar, causing multiple issues. (Thanks jc_rabbit!)
  • Fixed a bug where you could not move the exact weight limit of items to a container using the “move all” selection. (Thanks Stungun!)
  • Fixed “Join Game” not showing the character select screen when used while the game is not running.
  • Fixed quickslots becoming stuck performing actions while holding them down when a hint or confirmation screen came up.
  • Fixed an issue where restoring GL context for WebGL 1 was not working correctly. (Thanks Tuche!)
  • Fixed unknown items (from unloaded mods) from not showing up in tooltips.
  • Fixed the multiplayer button in the pause menu sometimes not appearing.
  • Fixed the idle bind becoming stuck idling while holding it down when a hint or confirmation screen came up.
  • Fixed a weight issue with message in a bottles weighing more when unpacked (depending on item given). (Thanks mikehail!)
  • Fixed an issue where you could potentially corrupt save games by clicking while loading after using the “Reload and Continue Game” to load games multiple times.
  • Corrected some grammar issues.


  • Fixed several language bugs including interrupt choices and doodad quality not being translatable. (Thanks holyshield!)
  • Updated some outdated references in the modding guide. (Thanks ninjanomnom!)
  • Updated the Hello World mod and modding guide with the changes presented in beta 2.5.


Developer Tools

  • You can now set your weight bonus (increase/decrease weight capacity without modifying strength).
  • Added a “Reset WebGL” button.

Pirate Language

  • Fixed the language appearing as “English”.

Beta 2.5.2 Released

Hey all,

We got a pretty beefy “minor” patch ready for everybody tonight. In the last few days, we have been focusing on getting through our bug list and improving some of the shortcomings found in the beta 2.5 release; adding polish here and there, especially regarding mods. You’ll also find a couple quality of life changes that have been requested quite a bit through the months.

As always, please report any other issues you may have found!

Here’s an updated listing of the top bug finders since we started keeping count:

  • blay.paul (22 bugs reported)
  • Megan (15 bugs reported)
  • Amax (12 bugs reported)
  • sechsauge (8 bugs reported)
  • Adrien S. Enzo (8 bugs reported)


  • Water is now ready to gather from lit stills when the fire reduces to embers.
  • Mods are now no longer automatically enabled unless you subscribe to them while in-game.
  • You can now place flooring beside walls/doors/gates/fences without having to pick them up first.
  • Game saves will now show which mods are running once again via their tooltip.
  • Mod descriptions are once again shown in mod tooltips.
  • Updated some hints with new information.
  • Added a +load “game name” argument for dedicated servers to automatically load a save on startup.
  • Filtering items will now show matches for dismantled item names.


  • The starter quest is now translatable in other languages.
  • Added a gardening hint, explaining the different growth stages and gathering/harvesting.

Bug Fixes

  • Fixed modded hairstyles not loading correctly in Character menus on most machines.
  • Fixed being unable to disable locally installed mods when the same mod was installed via Steam Workshop.
  • Corrected an issue that corrupted the lit water still graphic when reducing to embers after pouring water on it. (Thanks Amax!)
  • Fixed facing another direction closing the action menu (reverting to previous functionality).
  • Fixed the “Load Game” menu not confirming if you want to load a save with missing mods.
  • Fixed mods being visually enabled (checked) even if they are were compatible.
  • Fixed an error that occurred when removing the last character from the Character Selection screen, causing the menu to become empty.
  • Fixed map memory (exploration area) being lost sometimes when hosting using a dedicated server. (Thanks blay.paul!)
  • Fixed button bar keybind tooltips not refreshing after being rebound.
  • Fixed an issue where a translation of a bind resulted in an error.
  • Fixed an issue where some crafted items (fishing rod for example) were being regenerated on game reload due to incorrect disassembly items being attached to it.
  • Fixed an issue that cancelled the sleeping/rest screen when an autosave happened.
  • Fixed being able to throw/shoot/fire past a closed doors and walls.
  • Fixed dismantle weights being impossibly low for the minimum weight for ornate blue books.
  • Added a flammable property to items so that fire cannot spread to nonflammable items. (Thanks blay.paul!)
  • Fixed being able to enable a mod if the the dependency is was not compatible. (Thanks Amax!)
  • Fixed the inability to join a multiplayer game if you clicked “Join Game” before the main menu loaded.
  • Fixed some quick setting options from overlapping into each other.
  • Fixed improper grammar with the solar still description. (Thanks Gtd!)
  • Fixed the formatting of the missing mod message when joining a server without the proper mods.
  • Fixed some keys not being bindable.


  • When water routing with digging, shallow, medium and deep water tiles are now treated differently, increasing chances of routing the deeper it gets.
  • Removed the restriction of needing at least five connected water tiles to dig/route from; however, the less water tiles that are connected, the more rare it will be to route.


  • Removed method definitions for a few mouse-related hooks superseded in beta 2.5.
  • Removed inaccurate section about mod reloading in Modding Guide.
  • Fixed/improved a few JSDoc comments related to hooks and bindings.



  • Corrected a bug that was not showing the equipped argus item.


  • Wayward has been updated to Electron 1.7.10, possibly fixing some rendering issues on macOS.
  • Removed old or unused messages in translation (English) files.
  • Added a bind for reloading and continuing the most recent game, when in developer mode.
  • Fixed player’s weightBonus not being accessible (again).

Beta 2.5.1 Released

Wayward Beta 2.5 “Kinship” Released

Beta 2.5 Banner

The time has finally come! After months of work, we’re ready to release our biggest update to date. The stars and planets have aligned and sprung forth 250 changes for our 2.5.0 beta release. Illuminati confirmed. We hope this update finds you well during the holiday season.

As most of you know, the concept and biggest addition backing beta 2.5 is the new multiplayer mode, hence the “Kinship” subtitle. Although, that might be overreaching due to the inclusion of PVP and, you know, that griefing friend you probably have.

As with most large major updates, expect a few hitches here and there at first. We’ll be adhering to our normal post-major rapid release cycle to address any beta 2.5 issues to make sure everything is ironed out and stable. Thank you to all that helped out to test this release; we couldn’t have made it here without you!

Check out the Multiplayer Information page if you want to know more about how multiplayer works (both technically and in-game):

Running a dedicated server or looking for somebody to play with? Make sure to post in the forums: or join us in Discord:

Some other prominent takeaways from the changelog (some featured in the video above):

  • You can now milk tamed goats. Your taming skill will reduce the amount happiness your goat will lose when being milked.
  • Added many new items including some rare items, lore-related items and added all types of mortars and pestles.
  • Redesigned all menus, ranging from the save game screen, to the options screen, to interrupting screens such as loading, confirm, or input screens.
  • Controlled fires (campfires, furnaces, etc.) will now last longer as they will eventually reduce to embers that can be re-stoked for normal functionality.
  • Added a new menu that automatically saves previous characters you’ve used, to use again or create new characters from.
  • Creatures will now take offerings from the ground and become tamed.
  • Added a new ore type, along with all the craftable tools, armors and weapons associated with it.
  • There are now 20 saves slots.
  • Skill hovers now reveal which stats each skill can increase.
  • Added a “pause menu” when in game which pauses single-player games in real-time turn mode. From it you may continue the game, return to the main menu, view the game options, and view multiplayer options for your world.
  • You can now hold down shift (rebindable) to turn directions without moving.
  • Arrows are now crafted with arrow shafts (making them lighter overall).
  • Updated the controls system to allow multiple binds on the same bindable action, more press types (mouse left, right, middle, scroll up and down, etc), and ctrl, alt, shift modifiers along with any press.
  • Added cooling lava and obsidian tiles (with a new resource and new functionality).
  • Added a resistance/vulnerability output for creatures with accuracy based on anatomy skill.

As always, take a look at the full changelog here: or view the giant text wall below.

Read more…