Hot off the heels of our largest major update to date, here’s our largest minor update to date! In this one we smoothed out some problem areas we have discovered with the action slot system – making it more streamlined, but just as powerful. This update also rebalances how clay and metals work, allowing metallurgic endeavors to be easier and more possible on the coastal island biome (or the starting island).
Another exciting piece of news is that Wayward is now considered “Playable” on the Steam Deck. There are a few issues Valve and us have been working on behind the scenes to get a better experience for the game, including some things in this update. It’s not 100%, but it’s just as the status implies, “playable”.
Stay tuned for more! It’s likely we will be moving on to the next major update after this release with possible bug-fix-only minor patches in the future as new issues arise.
Bonus Promo: Evan of RetroMMO recently had me on “RetroChat”, regarding Wayward. Check out the edited VOD here if you are wanting to learn about some Wayward development lore:
Bonus Tip: You can automatically use actions in your action bar when moving, similar to the old feature where you could enable automatic gathering; however, this can be done with any action including things like dismantling, firing a bow, taming, and more! This feature is unlocked after discovering (and using) 20 actions. Simply hover over an action slot and hit “Left Alt” (by default), or configure the slot and check “Use When Moving”.
Welcome to Wayward’s largest update to date! Here are just a few standout features from this release:
Actions menus have been moved to the new UI, allowing for a unique, unchanging binding for each action. Tooltips are now shown describing most actions.
Added minecarts and tracks, speeding up travel and moving items on land.
Configuration of action slots is now contained within a drawer of all actions with extra options about how the slot is used and restocked.
Added the “wetlands”, a new island type with unique terrain, creatures, plants, and items.
Doors now automatically open and close as you enter/exit them and no longer take a turn, but can be “propped” open for creature passage.
The equipment dialog has been moved to the new UI. Equipment now is only used for stats and other on-equip effects, and will not be used for mining, gathering, harvesting, etc.
Take a look at some of these features in our preview video if you haven’t seen it already:
We have made some huge steps in terms of modernizing our UI with this release and there are only a few systems left before we can start on proper keyboard-only and controller support.
The usability of actions has received a huge bump in accessibility, fixing many long-standing issues shared by the community, especially in multiplayer games.
No major update can be without its fair share of content, and this has it in spades. Nearly 100 items were added, new milestones (including a very game-changing one), a new island biome, new creatures, new plants, and more!
An extra special thanks to all the testers this time around that helped us squash a lot of the bugs during the development period. You can see their names scattered through this changelog on our public Trello board. On with the giganto-list:
It’s happening! We are “ready-ish” to begin testing the in-development build of Wayward. Many of you have probably already noticed your game updating if you were subscribed to the development branch on Steam. We are still working on a lot of stuff and all the features are not yet finalized, but we do have a name at least! The votes are in, this major release will be called “Wheels & Wetlands”.
As always, we would encourage you to back up your saves before trying this development branch of the game. By default, you can find your backups and save folders in the main Wayward directory. You can also export saves and global save data in-game if needed.
We are well underway with the next major release of Wayward, codenamed “Next”. More on that naming a bit further down. As always, these newsletters are for keeping players up to date with what we are working on and while a few of these previews have been shared on social media, there are a few new reveals as well below.
Travel in style (and speed) with minecarts. They work to increase your carrying capacity and traveling speed on land. The carts themself also work as a mobile form of storage (which now also apply to boats by the way).
Action Bar Improvements
Previously known as “quickslots”, the action bar has got a complete overhaul, building on top of the action quickslotting concept we did in the last major release. Some of the changes include:
You can now change the number of action slots per your needs, up to 50 slots.
Configuration of action slots is now contained within a single, searchable, filterable drawer of actions with extra options about how the slot is used and restocked.
Each action now has a unique icon when set to an action slot.
We’ll have more information and previews on this coming soon!
Explore this brand-new island type filled with unique land formations, creatures, items, plants, and more.
Building on top of all the work done with the action bar, the action/item menus have been completely redone to feature a new look and new functionality. Each action now has a unique bind and can be customized. No longer will action binds jump all over the place based on the context or item type. This is a huge usability win and will further our progress towards a new unified UI.
The volcanic islands are getting a big upgrade in the form of a new resource type: basalt. This hardened igneous rock is an upgrade over normal rock (now named granite) and sandstone.
Crafting Success/Efficacy Tooltips
Minmaxers will rejoice at these new inclusions to the crafting tooltips.
Crafting success and quality chances are now presented in the crafting tooltip after having at least 30% and 60% skill, respectively.
Crafting efficacy is now shown in the crafting item tooltip when over 60% in the recipe’s skill.
New Custom Game Options
We are adding three of the most commonly requested custom game options: always spawning creatures and item durability/decay multipliers, allowing much finer control over the difficulty in the game.
Going along with the minecarts, and previously hinted at, storage, in general, has got a big reduction in the tedium factor, especially for those that like to keep organized. As mentioned, boats now act as a container and can store items. Not only that, but can be picked up into your inventory along with all containers in the game (like chests) even with items in it. They act exactly like bags or backpacks and can be interacted with and organized in the same way.
Boats can now be used as storage containers.
Boats can now be placed or built on top of water.
Boats now have varying levels of speed that allow you to move faster.
Boats will now have a defense bonus when inside them but can be damaged in combat.
Chests can now be opened and used while in your inventory.
Unlocked chests can now be picked up while they have items in them.
Added an option to drop automatically into containers instead of the ground.
Check out these awesome recent mods from the community:
Colors Everywhere give you the ability to paint and dye structures (like walls/fences/gates), chests, and armor. Some of the pigments and dye creations use existing items while others are provided as new flowers added by the mod.
Sashimi does just as the name suggests; adds a more fancy way of consuming your raw fish. But wait, that’s not all. You’ll also find a few other goodies in here including salt, popcorn, apple pie, and more!
We have begun to codename our next major releases as “Next” before we settle on a name. And speaking of settling; we can’t quite do that for this one. So, we are asking for your help in choosing the final name now knowing what you can expect in the next release.
Wayward will be part of the survival-themed Steam sale taking place from August 1st at 10:00 AM PDT (GMT-7) to August 8 at 10:00 AM PDT (GMT-7). Wayward will be -30% off during this sale event. It’s a great time to grab a cheap copy for yourself or a friend.
These upcoming features are just a small preview of what’s to come in the next release. Stay tuned for more news on the re-opening of the development branch (to take a deeper look into everything and provide feedback/testing) as well as the next multiplayer meetup (which has been on hiatus for a bit as we worked on this release).
Oh, while you are at it, make sure to vote on some of the new frequently requested additions to the game on our feature voting page.
Here’s just a small late-night update for you all while we continue working on the next major release. You’ll find a healthy helping of bug fixes in this release with more on the way! Stay tuned!
Bonus Promo: Join us on Discord and gain some insight from the resident experts on Wayward who have all poured tons of hours into the game.
Bonus Tip: Not sure where to start? Starting the game in “Casual Mode” may be recommended for new players to help get their bearings as it allows respawning and disables aggression from creatures. Check out the “Starter Quest” that explains some of the mechanics of the game. Just click the pinned “Welcome!” message that shows up in the bottom left corner to get started!
When exporting saves, the file type (.wayward) is now enforced.
Fixed Starter Quest “Welcome” quest not being pinned when starting a new game.
Fixed tooltips flashing in simulated turns mode when more than one player was connected.
Fixed fog of war issues after traveling/reconnecting. (Thanks Whaffles!)
Fixed a multiplayer desync related to equipment.
Fixed a crash when advancing island time. (Thanks Grub!)
Fixed cases where weight and crafting recipes were not being updated in multiplayer games.
Fixed certain items not having any weight variance when dismantled. (Thanks riftborn!)
Fixed cooked fish kebabs not requiring fire. (Thanks Lonely Shikari!)
Fixed dedicated displaying a blank screen after a while.
Fixed the pacifier milestone not counting certain creatures properly. (Thanks warriorsforever482!)
Fixed interrupts staying open when leaving multiplayer games.
Fixed wisps vanishing in a couple of instances after pouring.
Fixed container breaking not adhering to normal tile rules. (Thanks DerSimon!)
Fixed dropping items not resetting their quickslot position. (Thanks BeautifulNova!)
Fixed field of view-related desyncs.
Fixed aberrant mudskippers not being dismantlable.
Fixed a brief flash of white during screen transitions.
Fixed instances of equipment rendering over top of trees. (Thanks riftborn!)
Fixed disabled UI Effects/UI Opacity not working on islands intro/game details animation.
Fixed the changelog not getting the proper order of mod changes.
Fixed issues when a mod was installed locally and via the workshop at the same time.
While we are already working away on the next major release, please enjoy this smaller update to improve the game and fix up some of the remaining bugs on our radar. Stay tuned for more minor/major updates!
Bonus Tip: For merchants to travel to your island, you need to increase your “civilization” score, which can be found while hovering over the reputation icon. Civilization score can be increased by building walls, flooring, and other interactions. They will appear on player-made flooring; so the more you pave over nature (which can have its own drawbacks), the better chance they will travel and trade with you.
Bonus Promo: Attention all content creators! Wayward is now available on Nexus.gg. Nexus allows you to create a storefront to sell games directly from developers/publishers and gives you a share of the profits when somebody buys the game from your page.
Added an option to set the maximum number of advancing turns in world options.
Added initial support for Steam Deck.
Protected items can now be used for disassembling as long as their durability is over 0.
The fire/lava dangerous warning prompt will now only show if it will actually hurt/damage the player.
Adjusted the camera position to improve centering on the player’s sprite.
Attempting to pick up items/excrement, lockpicking, opening containers, using hitches, opening doors, or digging on tiles that are on fire or in lava will now produce a warning if enabled.
“Allow Hardcore Respawn” is no longer toggleable when not running a hardcore game.
Merchants will no longer stay in place (while a trading dialog is open) while they are taking fire damage.
Cooked fish kebabs can now be disassembled.
Scrollbars will now appear wider for accessibility/touch interfaces.
Improved readability of magical “Endurance” and “Regeneration” properties tooltip text. (Thanks Nobody Important!)
Increased the maximum zoom level.
Removed a scrollbar that could appear on stats in certain resolutions/scales.
Fixed character/creature/item graphics not using the correct scale on certain operating systems and hardware. (Thanks ldellapiana!)
Fixed issues when quickslotting multiple of the same item. (Thanks SMMFO!)
Fixed “Remove from Quickslot” removing all instances of that item in quickslots.
Fixed desyncs related to background option updates.
Fixed a duping and disassembly issues with fish kebabs. (Thanks DerSimon!)
Fixed switching slots not working properly.
Fixed several burning events not specifying the proper location of the burn on the player.
Fixed a duplication issue with slither suckers. (Thanks num ca nem vi!)
Fixed a freeze/crash related to fires when advancing island time.
Fixed an instance where the game is shown in color after the player is a ghost after reloading a previous game.
Fixed “phantom” doodads displayed in the fog until revealed not to be there. (Thanks Anketam!)
Fixed some items that produced heavier items when burned. (Thanks DerSimon!)
Fixed efficacy not allowing a rating of 0%. (Thanks DerSimon!)
Fixed creatures being able to follow ghosts still.
Fixed desyncs related to clients joining the server while they were on other islands.
Fixed respawning as a new character not resetting skills or reputation.
Fixed issues where the inventory would appear greyed out after crafting (again!). (Thanks animexamera!)
Fixed the quality of tiles dug up not matching their original quality after stacking more than a single tile. (Thanks Destro!)
Fixed the inventory being able to produce a horizontal scrollbar in some instances. (Thanks DerSimon!)
Fixed multiple visual glitches when doing certain actions over top of any doodad while wearing certain equipment. (Thanks Wuffy!) (Thanks Rayb!)
Fixed the pacifier and friendly milestones spawning more than one creature. (Thanks Benzi!)
Fixed a rare issue that would prevent multiplayer clients from executing actions.
Fixed targetting actions (like repairing) allowing the action on itself when placed in the first spot in your inventory. (Thanks Ursa!)
Fixed weight calculating incorrectly when placing containers in other containers. (Thanks Raxy9975!)
Fixed civilization score discrepancies when tiles melted.
Fixed item actions not working for items outside of main inventory. (Hotfixed) (Thanks Thadon!)
Fixed the bronze shovel having incorrect values for its digging and mining properties. (Thanks Ursa!)
Fixed underline/linked text formatting issues.
Fixed using hitching posts that were on fire not burning the player properly.
Fixed up some incorrect word usage. (Thanks Setimu).
Fixed auto item actions not producing warnings when applicable.
The tile or doodad quality now affects civilization score.
Fertile soil now provides a civilization score.
Bronze items (and a few other select items) are now tradable but are not sold on merchants.
The dangerous action warning option is now disabled by default.
Improved “Default” power mode to automatically run in “low power” mode when the device is on battery power.
Improved performance of various UI animations.
Running the game in “low power” mode will disable all continuous animations which will stop all rendering when idle.
Thanks to all those that participated in the multiplayer meetup last week! It was a smashing success; if success means being overrun by slimes and zombies for two hours. Some of the below changes should help smooth out some of the stuff we all discovered when that many players all join together. Thanks for the stress test!
Bonus promo: Join us on Discord and gain some insight from the resident experts on Wayward who have all clocked in thousands of hours in the game.
Bonus tip: To unlock recipes, you only need to be adjacent to or holding one of each item in a craft to unlock it. One strategy to unlock as many recipes as possible is to have three chests adjacent to you, all with many different items. Fill them up with things you haven’t crafted before or rare things you found. Walking in between them could unlock a few interesting things for you.
Added a new screen vignette effect (that can be disabled in options) when your health is low.
Replaced “Clear Ghost Data” multiplayer option with “Allow Hardcore Respawns” option which allows hosts to respawn as well and is also exposed via dedicated server arguments.
Planting seeds or spores will now increase gardening as well as the skill associated with the item (botany or mycology).
Improved reliability of Steam network connections.
Reduced multiplayer bandwidth usage by around 400%.
Screen DPI (and the “zoomFactor” option) will no longer change the amount you can zoom in or out.
Updated the description of magical aspect to be more in line with its use. (Thanks lilzoark!)
Added all plantable items to the “seeds” loot group for Dryads.
Added dedicated server arguments for setting gameplay modifiers.
Improved reliability of automatic WebRTC fallback if the Steam network connection gets stuck.
Fixed an issue where the wrong items were being named in the disassemble warning. (Thanks Shirow!)
Fixed the sleeping/resting dialog prematurely hiding itself in multiplayer games.
Fixed multiplayer desyncs related to the “Pacifier” and “Friendly” milestones.
Fixed items being able to require themselves to disassemble.
Fixed dedicated servers not handling fog of war radius updates correctly. (Thanks Shirow!)
Fixed some magical properties that can be given to lit torches and candles being removed after being extinguished or vice versa. (Thanks Skarn!)
Fixed the durability tooltip for plants not showing the proper message.
Fixed not being able to select milestone modifiers when creating a multiplayer game in the dedicated server GUI.
Fixed some options tooltips not being displayed in the options menu.
Fixed a multiplayer desync related to creature trapping.
Fixed the “Player Connecting…” screen still able to be shown after leaving a game.
Fixed crafting tooltips toggling on and off in multiplayer games as ticks pass (again).
Fixed some previous saves resulting in infinite loading for clients. (Thanks Shirow!)
Fixed multiplayer desyncs related to refining items that can be disassembled. (Thanks Shirow!)
Fixed the possibility of “You see…” messages showing up while traveling to other islands
Fixed books staying open even after walking away from or destroying them. (Thanks riftborn!)
Fixed active sorting making sound effects when it sorted items.
Fixed overlapping sound effects triggering on travel. (Thanks riftborn!)
Fixed the respawn button not working when clicking on the text portion of the button.
Fixed rejoining as a new character (now respawning as a new character) not using the same milestone modifiers set. (Thanks Shirow!)
We have another batch of fixes and improvements this week with a focus on smoothing out some of the features that showed up with the major release. That, and whatever else the astute Wayward players reported this week. We still have a ton on our to-do, so expect another patch next week!
Bonus Promo: Follow our Subreddit to stay up-to-date on all Wayward news, player discourse, and occasional memes.
Bonus Tip:At 20% in a crafting skill you gain the ability to see “efficacy” when crafting. This will show how effective you are at making the craft, or making a better quality item based on what you are putting into it. It calculates what the best ingredients would be and compares it against what you used. Many things affect the efficacy of a craft, including item quality (exceptional or higher is best) and item tier (the higher the better). This is counted for both required items and consumed items. Check out the in-game help for more details on this and more.
There are now messages and sound effects when exhausting fire sources in crafting and other situations.
Attaching a container to a water still will now show an item notification over it.
Creatures will no longer follow ghosts.
Dryads can now rarely plant seeds.
Swords now have “melee” as the default action instead of other tool actions. (Thanks Petalwing!)
Automatically fallback to use WebRTC when a multiplayer Steam network connection is not working properly.
Using bait while fishing now has a greater chance of attracting creatures.
Items burned will now produce items of varied quality, similar to the distribution of dismantling.
Reduced amount of islands you can travel at a time (increased skill check).
Increased hunger/thirst/stamina reduction when traveling.
Dryads now have a slightly decreased chance to spawn (increased requirements), increased health, and reduced attack. They also now provide negative reputation when killed.
Reduced the chance of magical properties on superior/remarkable items slightly.
Fixed a bug where merchants were being spawned too quickly (or improperly in some cases).
Fixed treasure chest loot not adhering to the container’s maximum weight. (Thanks Anketam!)
Fixed errors when crafting while near the edge of the map. (Thanks num ca nem vi!)
Fixed being able to spawn outside of the normal map bounds when traveling. (Thanks Anketam!)
Fixed reinforcing relic items not working every time. (Thanks Nobody Important!)
Fixed a desync when using the item action menu facing some doodads.
Fixed opening the item action menu extinguishing doodads. Yikes. (Thanks FluffyWuffletonTheFierce!)
Fixed “See More” showing even when “Always Show More Information” is on. (Thanks Ygdrad!)
Fixed some items having the “aptitude” property that shouldn’t be based on uncraftable items that used them in their recipe. (Thanks DerSimon!)
Fixed changed items not being filtered properly. (Thanks riftborn!)
Fixed tiles being burned not distributing the correct quality on items dropped.
Fixed memory leaks related to milestone modifiers.
Fixed errors happening when traveling/generating a new island. (Thanks animexamera!)
Fixed rare multiplayer desyncs related to scarecrows.
Fixed an item ID error being produced in certain situations. (Thanks Torrin!)
Fixed being able to unpause the game when you’re not supposed to, such as when a new player is joining a multiplayer game.
Fixed efficacy ratings being commonly inaccurate when crafting. (Thanks DerSimmon!)
Fixed being able to break out of the map bounds. Get back in there! (Thanks num ca nem vi!)
Fixed some items not having tiers for their groups that were used in crafts.
Fixed imports starting with “@wayward/types” when importing modules in Visual Studio Code.
Hope you are enjoying (or already enjoyed) your holidays! We have a patch ready to fix up some of the issues everybody has spotted after the major release launch with a few balance changes thrown in for good measure. We still got lots on our to-do list for this release series, so expect more soon! Happy New Year!
Double Bonus Promo: We are gathering feedback on a recurring Wayward multiplayer meetup to play as a community at some to-be-determined interval. Let us know your thoughts: https://forms.gle/9JHKVWihiNSstSfL8
Bonus Tip: Instead of opening the action menus every time you do an action, why not quickslot the action and use a single keypress for it? Right-click an empty quickslot to assign actions to it, or Ctrl + right-click to assign an item action to it. Item actions will automatically pick the best item from your inventory to do the action you set, saving even more time!
Added an option to protect required (non-consumed) items from use in crafting.
Coordinates are now presented in NESW format.
An error prompt will now be displayed when save data fails to load when starting the game.
Fixed item action quickslots not getting the best tool in some cases. (Thanks num ca nem vi!)
Fixed crafting tooltips blinking on and off in real-time mode. (Thanks olatuf!)
Fixed line of sight passing through blocked terrain. (Thanks Ashery!)
Fixed an issue where burning certain containers would result in a new container. (Thanks DerSimon!)
Fixed an issue with magical properties when using the new wisp mechanic. (Thanks DerSimon!)
Fixed liquid containers not being available for the magical “Aptitude” property. (Thanks DerSimmon!)
Fixed “Advancing Island Time” not showing a progress bar in multiplayer.
Fixed multiplayer desyncs related to frequent player connections and disconnections to the server.
Fixed multiplayer desyncs related to crafting an item and using it within 16 milliseconds of its creation.
Fixed multiplayer desyncs related to packet data getting corrupted.
Fixed occasional errors when closing the game while connected to a multiplayer server.
Fixed getting stuck if the server shuts down while a player in on the game over screen.
Fixed multiplayer desyncs related to players sailing to and from the same island within a single session.
Fixed a timed-out interrupt showing up after canceling the “Unable to Join Game” interrupt.
Fixed the sleeping/resting/player screens connecting getting “stuck” in multiplayer games.
Fixed the game getting stuck at “Finalizing Island” when trying to load a corrupted save.
Fixed an inspection error when traveling to another island. (Thanks DerSimon!)
Fixed issues related to ranged attacks in multiplayer dedicated servers.
Fixed several items spawning incorrectly on merchants of the wrong island type.
Fixed graphical issues when placing tiles underneath doors. (Thanks TheLukeyBoi!)
Fixed dryads spawning on water. (Thanks DerSimon!)
Increased the chances of getting resources when gathering (at low skill levels) but also increased the skill/tier bonuses required to gather multiple resources in one action.
Dismantled item quality will now be impacted greater by the base item’s quality (so exceptional items will now lead to more exceptional items for example).
Decreased base merchant spawn rate and limit.
Aberrant versions of creatures will now only be able to spawn naturally at double their normal spawning reputation (capped to -64,000).
Digging failures will now provide skill gains more commonly.
The fishing skill will now provide more effectiveness when attempting to cast in empty water (previously more RNG-based).
Fixed the +mod command installing the latest version of the types and messing up the mod.json “waywardVersion” property. (Thanks Amax!)