Wiki Retired

It’s been quite awhile since the wiki on the site has been frequented, and even longer since it was updated. Instead of keeping up a large, out-of-date repository that sadly will probably not get much love at all, all of it has now been archived on a non-editable page here. Thank you to all that helped out with this project back in the day! Much of the need for it was hampered by the documentation being released for the old/free version of Wayward. Now with Wayward on Steam, there’s even less of a need for the older information. Regardless of the factors, we are also planning on ways to feature more of this information in the main game instead of needing external sources.

If you ever need additional help, some good places to ask would be on our Discord, on the Steam Discussions, or in the forum. You might also be able to get your questions answered on social media via Reddit, Facebook or Twitter.

Stay tuned for more news on beta 2.3!

Spam Filtering Issues Resolved

If you have tried registering to this site, or even sending an email to in the last little while (up to a month ago) and have not received any contact or emails back, it’s likely your registration or email was trapped in our over-aggressive spam filter.

We found out that this was happening a bit too late unfortunately and now have begun contacting everybody back. Stay tuned! We’re making our way through a backlog of non-spam emails. If you still have not heard back, please contact us (or request a new password if you registered) again.

Wayward Beta 2.0 Released!

Steam Release Banner

It’s with great pleasure that we announce the release of Wayward Beta 2.0 on Steam!

It’s been a long road (longer than we had hoped for) with many additional things we wanted to get in the game before releasing. We wanted the step from 1.9.2 to 2.0 to be significant and meaningful in comparison and we hope that we have achieved that in the minds of old and new players alike.

There’s no time for a break though! Wayward Beta 2.0 on Steam marks a new era for Wayward – one with continual and faster updates once again. There’s no plans of stopping development for Wayward, with plenty left on the todo. We hope that you come a long for the ride and never stop posting feedback!

Beta 2.0 Changelog

Special Donator Communication

Today, we have sent out a special email to all the previous Wayward donators.

I am posting this here just in case some of you have not received it. Many of the emails date back as far as 2012; I realize many of the emails may not even be active or in use any longer. If this is the case for you, please contact me as soon as possible.

To answer a question I get a couple times here and there: Donations for Wayward have been disabled for awhile now, and we have no plans to re-open them.

Hunger Clock, Literally Post-mortem

Hunger Clock, Literally

If you don’t already know what Hunger Clock, Literally is, or know about Ludum Dare, go here to get the scoop before reading this. But basically, I made a game in 48 hours for the Ludum Dare game making competition. Here’s my thoughts.

This weekend was pretty fun. It was my first time doing something like this. I had a lot of crazy ideas at the start, but I knew I had to play it a bit safe if I wanted to get it finished. So while, innovation was important, it took a bit of a back seat to the rest of my goals.

In the end, besides the primary goal of completing the game, I also wanted to make it fun, challenging, and rewarding – hopefully most of that shines through this relatively unpolished piece. The main personal goal for entering this competition was to force myself to learn some new things and try out some techniques to add to my arsenal of game development. I capitalized on that aspect as well. I am happy with the result for these reasons.

HTML5 is great for these kind of competitions because I had people playing and testing while I was developing all simultaneously. I think that sped up my development process a lot. I was originally going to try out Phaser, a recent HTML5 game engine, but was having a lot of issues with physics and collision. In the end, I decided to do it from scratch and the result was a lot smoother, but I definitely wasted a bit of time testing Phaser and then coding my own systems. Time which could have been spent doing some of the stuff below.

If I had more time, I would of fixed up some of these things:

Better Internet Explorer 9 & 10 Support

Foolishly, I assumed IE9/10 had nearest neighbor scaling for canvas. I was wrong!

IE Fail

More Mario!

I know I wanted to use some pretty advanced jumping physics. I got most of it in, like arcing, imprecise corner jumping, corner boosting, friction, dynamic jump heights (based on input); however, on smaller jumps the arcing isn’t noticeable or effective. I would also perhaps like to implement jumping momentum like in Super Mario Bros 1/2/3 where your jump forces you into a direction a bit more so you can’t just stop dead in air.


So quiet… we need some trashy chiptune stuff going on! Sadly, my skills are quite lacking in this department.


While there is a decent amount of content for a 48 hour game, I would maybe like to push that more. More power-ups, more block types and mechanics, better randomization/templating. Who knows, maybe even some real enemies?

Mobile/Touch Support

It’s an HTML5 game, right?! So, ideally, with some more time I could of added some touch controls for this to work on mobile and touch devices.

All in all though, I’m very pleased and look forward to the next Ludum Dare! Who knows, maybe I will expand on this one after all.

View Game Entry on Ludum Dare

Play The Game