Beta 2.10.4 Released

Hey everybody! This week we have another patch in the 2.10.x series that helps smooth some more issues out, but also adds quite a few balance changes in regards to bonuses for further travels, reputation, and aberrant creatures. There’s still a few things on our list to address, but this should fix up some of the major stuff spotted this week.

Take a peek in the changelog below!

Bonus Promo: Struggling with getting started in Wayward? Check out my new Beginner’s Guide video:

Check out the YouTube description or video chapters to skip to specific sections. Let me know if it is missing anything you are having issues with!

Bonus Tip: Have you spawned on a smaller island with not a lot of resources? You are likely on an offshoot of a much bigger island. Traveling east is usually a pretty safe bet in these scenarios. You can either swim (with a lot of stamina) or create a raft and explore the seas awhile until you come across a much bigger island. Here’s a visual of that:

Off Shore


  • Newly exported steam workshop save games will be more reliable when importing the save.
  • Added “bird droppings” for chickens and penguins to use instead of “animal droppings”. (Thanks Matthew Cline!)
  • Snakes will now accept eggs as offerings.
  • Buttons in non-item dialogs now appear with a background, distinguishing them from the dialog they’re in.


  • Increased the odds of digging up better chest types the further you are away from your starting island when doing treasure maps.
  • Increased the chance of quality creature loot/corpse resources the further away you are from your starting island.
  • Decreased the threshold at which freezing/overheating can occur.
  • Water no longer freezes to ice and items will now decay within in the coastal caves.
  • Aberrant creatures now deal scaled damage instead of only 1 when dealing a chance hit and deal them more commonly.
  • Aberrant creatures are now more likely to perform their special abilities or resource drops.
  • Action tiers and kindling/tinder quality no longer give bonuses when lighting torches/candles. Their starting decay is set by the quality of the torch/candle.
  • Successfully taming a creature through offering will now provide benignity (on top of skill use bonus).
  • Taming aberrant creatures is now harder when not using offering/items. Previous, the difficulty was unchanged from normal creatures.
  • Taming aberrant creatures now provides double the reputation/benignity gain.
  • Increased difficulty of taming aberrant creatures via offering slightly.

Bug Fixes

  • Fixed item decay maximums not counting until observed. (Thanks Azhukar!)
  • Fixed save game mods importing the same save each game load. This fix only applies to newly created save game mods.
  • Fixed errors loading games after exporting save games to Steam Workshop.
  • Fixed multiple confirmation interrupts showing up when dismantling items. (Thanks Amax!)
  • Fixed containers not updating their capacity when changed/re-balanced internally. (Thanks icecream!)
  • Fixed the path to tile bind pathing to the last location you pathed while holding down the preview bind instead of the location you clicked on. (Thanks Amax!)
  • Fixed “Keep Sort Active” not working properly with durability. (Thanks Arnkh!)
  • Fixed endurance and some other magical properties showing as “0” under some locales. (Thanks Arnkh!)
  • Fixed equipment only being damaged when you were parrying. Cool. (Thanks Matthew Cline!)
  • Fixed the “Combat” note only appearing when you were parrying.
  • Fixed torches and candles not getting the proper decay amount based on quality/magical properties when ignited while equipped.
  • Fixed torches and candles not getting decay bonuses from their quality or magical properties when built on the ground before being lit.
  • Fixed the red decay outline/warning on items sometimes not showing or showing too early/late.
  • Fixed not being able to travel as a single person on a dedicated server. (Thanks Majestik!)
  • Fixed tooltips sometimes not showing after interrupt dialogs are hidden. (Thanks Azhukar!)
  • Fixed puddles being placable on void tiles. (Thanks Zillvr!)
  • Fixed items having decay that should not have. (Thanks Ratha Wynter!)
  • Fixed jittery animations and inaccuracy when dragging items within inventory/containers. (Thanks Skarn22!)
  • Fixed cases of items disappearing when moving to other islands (Thanks Cringe!)
  • Fixed "wayward +v" and "wayward +mod" commands no longer working.
  • Fixed incorrect doodad upgrade conversions from old versions.
  • Fixed incorrect creature HP upgrades from old versions.
  • Fixed incorrect modded creature upgrades from old versions.
  • Fixed seeds being exported with commas or other localized characters.


  • Wayward now ships with a "bin/wayward.cmd" file on Windows x64. Adding the bin folder to your PATH allows you to use the CLI synchronously via the "wayward" command (no extension required.)


  • Improved performance of walking to tile. (Thanks Amax!)
  • Fixed InputManager producing too many logs.

Beta 2.10.3 Released

Another week, another round of fixes and improvements! Oh, and also a few new things thrown in for good measure.

Bonus Promo: The feature voting page has been updated to include additions from beta 2.10 and add a couple dozen new frequently suggested additions/changes or completely new ideas from us to be voted on.

Bonus Tip: Solar stills need containers attached to them to collect water. That is all.

Short but sweet this week with more stuff in the works!


  • A back-up of your global save data and games will now be saved in your Wayward directory in case of Steam Cloud issues/corruptions.
  • Added a new interaction with the void.
  • Added a "savePath" launch option (for real this time – the previous option was command line only).


  • Saves will no longer shift/move positions (get sorted) after importing them.
  • The inspect dialog now retains what was inspected the last time the game was played.
  • Speed up travel time by up to 5 seconds.
  • Renamed "saveDirectory" command line argument to "savePath".
  • Multiplayer build mismatch errors now provide human-readable messages.
  • You can now import multiple saves at the same time.

Bug Fixes

  • Fixed required items not being damaged in crafts. (Thanks warriorsforever482!)
  • Fixed weight reduction cascading past the first level of container. (Thanks Oragepoilu!)
  • Fixed fur clothing not having any set durability. (Thanks Alien!)
  • Fixed being able to sleep on a placed bedding item without a warning appearing when a lit torch/candle was equipped. (Thanks Terrapin!)
  • Fixed importing custom game options not working when default skill options were not changed randomly. (Thanks darkmane!)
  • Fixed magical illumination not working when being held. (Thanks Valdig!)
  • Fixed the default inspection dialog picking a seemingly random item in certain instances.
  • Fixed item drop key binds ignoring the item filter. (Thanks Arnkh!)
  • Fixed equipment appearing in the wrong slot after traveling. (Thanks Cryomantic Cultist!)
  • Fixed interrupts not allowing tooltips to appear afterwards. (Thanks Azhukar!)
  • Fixed flying creatures not protecting their owners properly. (Thanks William!)
  • Fixed walk to tile errors when near the edge of the world. (Thanks Amax!)
  • Fixed inventory shifting after traveling. (Thanks Nobody Important!)
  • Fixed wisps and pirate ghosts not being able to move when spawned in the void (using milestone modifiers or other means). (Thanks Valdig!)
  • Fixed multiplayer options becoming out of sync when closing and reopening a server.
  • Fixed some crafts showing that fire sources were needed for crafting them but weren’t actually.
  • Fixed temperature producing creatures not removing their effects after death. (Thanks TheLukeyBoi!)
  • Fixed some items showing disassembly options in item tooltips incorrectly. (Thanks Oragepoilu!)
  • Fixed magical sorting not sorting magic “Power” items properly. (Thanks Arnkh!)
  • Fixed hardware acceleration being unavailable for some older GPUs.
  • Fixed some instances of negative decimal numbers displaying with "+-" when language settings use comma for decimal numbers. (Thanks Arnkh!)
  • Fixed container reference warnings caused by merchant NPCs spawning.
  • Fixed save data limitations on traveling.
  • Fixed the inspection dialog not working correctly after traveling and after using tile inspection in the previous set of islands.
  • Fixed the tile inspection overlay sprite staying when inspecting a tile, then inspecting an item afterwards.
  • Fixed tumbleweed errors produced when they are too close to the edge of a map.


  • Reduced coastal temperature variance/extremes slightly.
  • Increased the amount of loot possible from buried treasure chests the further out you are from your starting island.
  • Using open fire or enclosed fires (campfires, furnaces, etc.) in crafts/dismantling/repairing will now decay their strength slightly.


  • Fixed several UI-related memory leaks.
  • Reduced initial game memory usage by 154MB.
  • Modified the process of compiling/linking shaders to follow best practices.
  • Added several new GPU-based launch options in an effort to diagnose shader and context issues. (Thanks Ratha Wynter!)
  • Improved lost context handling.
  • Converted Electron code into TypeScript.


  • Fixed "requirejs" cache busting logic. (Thanks Amax!)



  • Reduced memory usage.

Beta 2.10.2 Released

Hey there,

We have another batch of fixes ready for ya’ll. We are still working on more improvements, additions, and balance tweaks as well, but our priority will continue to be fixing up any bugs and major issues that get discovered for the next little while. Please keep them coming!

Bonus Tip: Did you know you can inspect items (by default with Shift + Right Click) and hover over certain properties to get more information on what they do?

Inspect Tip

Bonus Promo: Happy Wayward Day! Five years ago today, we made the choice to release Wayward on Steam to garner support and to build our community. At that time, while still a full game, there was limited content and not much point for the progression in the game. Years later, we have thousands of new items, creatures, terrain types, plants, and other objects collectively. We now have an end-game, and tons more replayability, not only because we have since added multiplayer and infinite travel, but have extended the game with custom game support and a challenge mode. Oh ya, and milestone modifiers. Oh ya, and also remember when equipping items didn’t change your character sprite? Oh ya.. and… It’s impossible to list all the changes and additions here, but we have no plans of stopping. Building games with this amount of depth and breadth take time, especially whilst being a hobby project. Stay tuned for more!


  • Setting the “Turn Delay” to 0 will now disable all turning when moving. You can then use shift (by default) to face different directions.
  • Improved the sorting of games in the multiplayer menu so that open games are at the top.
  • Player tooltips will now be visible for players that are connecting to a multiplayer game.
  • The news menu will now have changelog buttons for more version release articles.
  • Notes are no longer shown when running a dedicated server.
  • The in-game changelog can now display preview images for changes.

Bug Fixes

  • Fixed tamed creatures no longer seeking owner’s attackers. (Thanks Zalpha!)
  • Fixed Steam Workshop mods being re-downloaded even when they are already updated, increasing the speed at which mods will refresh.
  • Fixed incompatible Steam Workshop mods not showing up in mods list.
  • Fixed loading outdated or too many mods causing other mods not to load.
  • Potentially fixed a very rare bug with tattered maps that caused them to sometimes not have Xs until the game is reloaded.
  • Fixed crafting item highlights not re-highlighting after crafting items.
  • Fixed the “Steam Workshop” button showing for save exports when not connected to Steam.
  • Fixed quickslots not properly updating protection & damaged status. (Thanks Townfall!)
  • Fixed ground item inspections showing themselves when not nearby.
  • Fixed ground item inspections tripling themselves.
  • Fixed Electron IPC errors caused by console logging into dedicated servers.
  • “Flasks” have been renamed to “retorts” as that is more accurate to their purpose and graphic. (Thanks darkmane!)
  • Fixed items tooltips disappearing and leaving just the “Inspect” section if they had been destroyed. (Thanks Arnkh!)
  • Fixed trying to create puddles out of bounds.
  • Fixed mousing over one craft after another not highlighting the proper items when the second craft used some of the same items as the first one. (Thanks Skarn!)
  • Fixed performance issues when traveling to or playing in already-visited ice cap islands. (Thanks Vallivanting!)
  • Fixed instances of tooltips not updating when there are changes to old dialogs, such as inventories, crafting, dismantling, and equipment.
  • Fixed some instances of incorrect floor tile-mapping.
  • Fixed fire spreading to lit torches and candles possibly giving them higher than normal decay values.
  • Fixed torches/candles resetting their maximum decay when picked back up among other issues. (Thanks Skarn!)
  • Fixed tooltips flashing/empty boxes when moving the mouse between different in game objects.
  • Fixed the required craft amount showing the wrong count of items.
  • Fixed there not being a “discovered treasure” sprite for maps in the dark theme.
  • Fixed fog of war being reset when rejoining a dedicated server that traveled to a new island. (Thanks LaoTze!)
  • Fixed spawning on the edge of the map if the players travelled to a new map while you were offline or were a brand new character on the game/server. (Thanks CloudedGuardian!)
  • Fixed multiplayer travel votes getting stuck if a player disconnects mid-vote.
  • Fixed no confirmation being shown when travelling on multiplayer games alone. (Thanks Valdig!)
  • Fixed map dialogs staying open after dropping or moving the item.
  • Fixed the quick settings dialog not refreshing options when they are changed from a different place.
  • Fixed the reference system not working for mod registrations. This fixes tooltips on things added from mods.


  • Increased the temperature variance/range within the coastal island types.
  • Decreased the temperature in coastal and ice cap caves.
  • Increased the maximum temperature in the arid island types, including in the caves.
  • Increased chance of spawning void dwellers.


  • Wayward has been upgraded to Electron 12.0.4.


  • "Registry().get()" now supports referencing a single registration inside a bulk registration.



  • Will now restore changed gameplay options when disabled.
  • Will now move faster by disabling turn delay.

Beta 2.10.1 Released

Hey all,

Happy Saturday! Hoping you all are having some fun with the new update. We wanted to address some issues quickly that some players are facing. It’s not everything we want to do or fix up in the short term, but it’s a good start. Stay tuned for more!

Bonus Tip: You can bring up fish out of the water (ones you can’t even see) by casting your line or net in open water. You can increase your chances of this by using bait. Bait items include chopped fish, spider meat, worm meat, or earthworms. The bait will automatically be used from your inventory as your attempt to fish.


  • Added a new random quest requirement to challenge mode — discover buried treasures. You will spawn with treasure maps.


Dismantle Preview

  • Added the amount of items you have out of how many you need in the dismantling tooltip.
  • Polished the look of status effect tooltips.

Bug Fixes

  • Fixed the dismantle tooltip’s label being duplicated numerous times after dismantling an item.
  • Automatically fallback to WebGL1 if WebGL2 fails to compile shaders, which potentially fixes issues where some players were getting black screens while playing.
  • Fixed "{ARTICLE:exceptional specimen}" showing in the Notes dialog. (Thanks William!)
  • Fixed occasional “You cannot do that yet!” messages when moving while a map dialog is opened.
  • Fixed the items that would be used in dismantling not being highlighted.
  • Fixed tooltip flashing/layout shifting when turns/ticks pass.
  • Fixed rare desyncs for some actions that damaged items.
  • Fixed tattered map desyncs.
  • Fixed issues when loading the same mod locally and through the Steam Workshop.
  • Fixed the news menu showing duplicate “event” articles. (Thanks Amax!)
  • Fixed quick settings tooltips being on the right rather than based on the mouse position.
  • Fixed some instances of tooltip text displaying strangely, for tooltips that appear on the left side of your mouse.
  • Fixed not being able to use buttons on disabled mods.
  • Fixed new unlock highlights only showing in Challenge mode, the one place where they should not have shown.
  • Fixed a context menu showing when you dismiss multiple pinned notes at once. (Thanks Gra!)


  • Decreased magic chance on non-exceptional items and increased chance on exceptional items slightly.


Debug Tools

  • Fixed performance issues after sleeping. (Thanks Primed_ape!)

Wayward Major Update “Seafarer+” Released!

News Banner

It’s that time again! Time for a major Wayward update to be released into the wild. And into the wild, you shall go. A harsher wild this time around, one where you are not only surviving your bodily needs, but now also surviving the elements with the introduction of temperature in this update. Temperature is only a taste of what is to come as this update is one of the biggest ones we have ever released. A few notable changes include:

  • Added a new temperature system, along with three temperature-related status effects, a new “insulation” property for equipment and containers, and more!
  • Added a new “Mastercrafted” item quality, only obtained through high-skill and efficacy crafting.
  • Treasure hunting has been completely redesigned.
  • Added tin ore, a lightweight but very soft and low durability metal that can be used in blunt-only weaponry, tools, armor, or mixed with copper to create bronze.
  • Added the powerful bronze metal, an alloy crafted with copper and tin and to be used in late-game weaponry, tools and armor. Iron can still outclass bronze in certain regards relating to blunt resistances and blunt-based tools.
  • Added tool use properties/values (and quality bonuses) for reinforce, start fire, repair, carve, dig, gather, rest, and more. Learn more about this by inspecting items to see their action information.
  • Magical item properties (previously called legendaries) are no longer tied to a certain quality and can exist on multiple quality types now and are no longer restricted to a single property per item.
  • Added lots of new content to ice cap biomes including new wall/floor types (ice/snow), items, equipment, creatures, plants, and more!
  • Added multiple new creatures, some with unique mechanics and items.
  • Added in attack animations for each damage type.

To help celebrate the release, Wayward is -20% off for the next 7 days.

Less talk, more video:

The original plan with this release was to further what we brought forth with the original “Seafarer” update, but to include even more of our lofty goals and deep systems to improve the “feeling” of these new island types. Those island types being of the new ice cap and arid biomes, now each with their own set of temperature challenges. Even with everything here, we still have more we want to do. So stay tuned!

On with the gigantic changelog:

Read more…

Wayward Newsletter #9

Hey all,

While we are still working away on beta 2.10, “Seafarer+”, our next major release, I thought I would share a bit of what we are working on while new players enjoy the deal going on right now of -25% off Wayward on Steam for the next few days. Enjoy!

Item Qualities, Magical Properties, and Mastercrafted items

There is a new item quality system implemented which reduces some of the confusion in the previous system in terms of colors and naming, which have both been redone. This new system decouples the old legendary item system that only allowed for a single magical property to be included on legendary quality items. Now, any item can have magical properties, and sometimes even multiple properties. The amount is still tied to the item’s quality, but no longer specifically tied to legendary items, which have now been renamed to “exceptional”.

Item Qualities

There is, however; a new maximum tier quality, called “Mastercrafted”; only possible to obtain through high efficacy crafting with decent skills. These items are super durable, have a huge impact on skills/actions used by them, and can feature up to four magical properties per item.

Mastercrafted Helmet

Mastercrafted Chest

Treasure Hunting & Maps

Treasure hunting and maps have had a complete overhaul. The mapping system now looks a lot more thematic and hand-drawn, improving the aesthetic substantially. The treasure maps can also be reversed and rotated, increasing their difficulty and improving the gameplay portion of finding the locations. We plan to improve this new gameplay feature by expanding the treasure hunting system to include riddles and hints as well. Oh ya, and there’s even a chance a map can feature more than one treasure now! Preview this new system in the video below.

Maps will now fade and deteriorate like before, but now look a whole lot spiffier when doing so.

Tattered Map Durability

Action Tiers & Item Inspection

As hinted at above, items will now vary in effectiveness when used in certain actions or skills. For example, a fishing net will be better at catching fish than a fishing pole (among other benefits). This effect is furthered by the item quality as well. Here’s a look at this system including a sneak peek at the new item inspection mode which will reveal even more information on each item.

Item Inspect Tooltip

Item Inspect Tooltip

Item Inspect Tooltip

Animations & Notifiers

We have teased the new attack animations a bit, but there is also a bunch of new notifiers available; those icons that pop-up over your character, that now show over creatures in certain instances as well.

Every attack damage type has a unique animation, including traps that animate over the creature or player. Ranged items like throwing, slings, and bows will now animate the ammunition along its trajectory. There are new pop-up notifiers showing creatures becoming tame or untamed, status effects to your player (like getting poisoned or burned), items close to breaking or destroyed when crafting or on use, water ready to drink on water stills, and more!

The purpose of all this is to provide more visual feedback to the player without the need for reading through your messages with each action. This video showcases most of these new additions.

Tin and Bronze

What’s the point of copper without bronze? Well, with the addition of tin, bronze is now obtainable! This new maximum tier metal is better than iron in most ways; however, has less durability and is a lower tier in some specific cases; so both materials still have their individual uses. Tin will now take all the hate from copper going forward!

New Armor

Melting & Temperature

We already talked a bit about the new temperature system in our last newsletter, but we are furthering this system by allowing things to melt or decay faster or slower depending on the temperature. For example, snow tiles too close to raging fires, or raw meat in a hot backpack.

This example video is a sped up a bit just so you can see tiles melting and turning into puddles. If there is enough water on a tile, it will convert itself to a pool of shallow water. We also see at the beginning that apples decay slower while in the colder climate of the ice cap, and even slower while in a chest.

New Timeline

We bite off a bit more than we could chew here with everything, and as a result, we will be delaying this release a bit until we get everything polished. It will be no doubt one of our biggest single releases to date. That being said, if you are interested in any of the above, all of  it is playable and more in the development branch and we are already gathering feedback from players as we make the changes.

Stay tuned for more!

Beta 2.9.6 Released

So, with a bit of delay, this should be in fact be the last minor patch in the 2.9.x series of releases.

On to bigger (and better) things! As previously mentioned, we are taking another stab at this whole Seafaring thing and improving multiple aspects of it for the next major release. You can read more about it in our latest newsletter:

Stay tuned for more news!

Bonus Promo

Struggling to get started in Wayward? Check out SirKenithan’s new guide, aptly named “SirKenithan’s guide to starting out in Wayward.” here:

Still struggling? Check out Puffletops’ collection of guides complete with plenty of pictures available from this post on our subreddit:

Bonus Tip

If a weapon has multiple damage types, it will use both of them on each hit. Each value in a resistance will reduce the damage by one, and each vulnerability will increase it by one. As an example:

You hit a scorpion with a wooden sword that deals 3 blunt/piercing damage. Scorpions have a resistance of 1 against piercing and a vulnerability of 2 against blunt with a base defense of 2. The scorpion would take 2 damage (3 – 2 – 1 + 2) in this scenario when other factors like skills are not applied.

You can read more about attacking and damage in the new help article available in-game.


  • Added an attacking & damage help article, explaining how to attack and how the damage system works.
  • Added a launch option to force the use of a discrete GPU and defaulted it to on (may only effect macOS currently).


  • Protected items are now protected from disassembling, throwing, and dropping in destructive ways.
  • Solar stills will now automatically refill their water source when built on top of shallow water.
  • Map decoding messages will now reveal if the treasure is below ground when close.
  • Enchanting no longer re-rolls skills or stat types.
  • The “Best for Crafting…” sort options are now combined into one, making it a good default active sort to use along with the new “Protect” item feature when crafting.
  • There are now two new difficulties when going past the normal limits.
  • Going under the -64,000 reputation limit will now cause only aberrant creatures to spawn.
  • Reputation logging messages are now color-coded and easier to understand.
  • The illumination legendary type number will now be tied more accurately to its base value and will provide a bigger bonus. (Thanks inquisitiveToast!)
  • The multitasker milestone now checks for previously gained skills (for older save games, milestone resets, imported save games, etc.).

Bug Fixes

  • Fixed saved custom game options on high-scores including effects applied by milestone modifiers, causing the replay button to double-up milestone modifier effects. (Thanks Zalpha!)
  • Fixed a smother fire exploit that lead to allowing players to plant fertile soil under already grown plants. (Thanks Vardis!)
  • Fixed the highscore “replay” button not auto-selecting the same milestone modifiers.
  • Fixed attacks causing delay in real-time mode (in singleplayer games). (Thanks Vardis!)
  • Fixed giant spiders, chickens, and some other creatures accepting all bait types (including raw chopped fish) instead of just insects.
  • Fixed rare multiplayer packet processing errors when traveling to other islands.
  • Fixed being able to jump in a boat… really? (Thanks SirKenithan!)
  • Fixed milestone modifier effects from the initial playthrough of a game not being deterministic against replaying the game (via highscores.)
  • Fixed tooltips sometimes not returning after a screen hides.
  • Fixed the “See More” message in tooltips and more information not showing in certain instances. (Thanks riftborn!)
  • Fixed cooked fish kebabs having incorrect weight values in some instances.
  • Fixed hotkeys not working in the actions menu after changing directions. (Thanks Kenithan!)
  • Removed the ability for items that can’t be sold to have the “Worth” legendary type.
  • Fixed the hoarding legendary value being shown in the wrong area on torches and candles.
  • Fixed lit tallow torches having the “Lit Candle” grouping instead of lit tallow candles.
  • Fixed the “pour” action missing on some containers of medicinal water. (Thanks DragonOvLeaves!)
  • Fixed dismantle actions working on protected items when using quickslots/item menu. (Thanks Amax!)
  • Removed medicinal item tiers as they were not used. (Thanks riftborn!)
  • Fixed winterberries changing into rotting vegetation without decay. (Thanks DragonOvLeaves!)
  • Fixed a slight memory leak due to help article menus.
  • Fixed dialogs not losing focus when interacting with the game screen.


  • You will no longer parry blows without having both hands equipped. (Thanks riftborn!)
  • Black powder is no longer reinforcable.



  • Fixed attempting to gather/harvest plants when tamed creatures were on top of them.
  • Fixed errors when attempting to reinforce armor in multiplayer.
  • Fixed a sequence that caused TARS to gather water from a well and pour it out repeatedly.
  • Disabled writing TARS logs to log files.
  • Fixed getting stuck staring at traders.
  • Fixed being unable to certain repair items if the anvil was not placed next to a kiln.
  • Now knows that rocks exist under snowy rocks/mountains.
  • Fixed TARS dropping boats after sailing on occasion due to weight.
  • Fixed not being able to pick-up walls when stuck behind them.
  • Fixed TARS being able to walk into caves (without knowing how to get back up).

Wayward Newsletter #8

Hey everybody! No patch this weekend, but we have a newsletter for you instead while we finish up the next patch. More on that below.

Week Long Deal

There’s still a day or so to get Wayward for -10% off on Steam! The offer (and week) ends September 21st.

Beta 2.9.x

While our latest update (beta 2.9.5) wasn’t too crazy exciting relatively speaking; it was a culmination of a couple of weeks of work while I was moving houses, and mostly done by the other team members. The next update (beta 2.9.6) we have in the queue is much of the same while I get settled in. Expect to see more bug fixes, balance tweaks, and general improvements including the advancement of the crafting sorting features:

The “Best for Crafting…” sort options are now combined into one, making it a good default active sort to use along with the new “Protect” item feature when crafting for the best results.

This special sort takes into account quality, tiers, weight (lower the better), and durability of items and attempts to weigh them against each other to find the very best items for crafting.

Best for Crafting Sort Option

Item protection will also be getting an upgrade:

Protected items are now protected from disassembling, throwing, and dropping in destructive ways.

Expect to see these and more coming up in the next week or so. Much more exciting is the work we are doing on beta 2.10.0, our next major release which we entitled, “Seafarer+”.


Our next update, as previously revealed will focus on the advancement of the traveling and island biome systems.

This major update will be a collection of everything we couldn’t fit in for the last update. More content and unique scenarios for the different biomes, temperature, and world mapping are some things on the docket this time around.

Here’s a preview of some island art that will be showcased on the world mapping screen:

Island Art

There’s still a lot up in the air with temperature (haha), but here’s a preview that may or may not be at all accurate in the released version:

Overheating Preview

Temperature will be introduced as at least two new status effects, “Overheating” and “Freezing”, leading to negative consequences and longer-lasting status effects (“Heatstroke”, “Frostbite”) if left unchecked. Many things will affect your body temperature including equipment, the tile you are standing on (or around), the biome type, fires/doodads, creatures, day/night, and more! There will be many ways to control being too hot and too cold with items as well such as with eating and drinking hot/cold things.

Oh ya, and take a gander at some upcoming modding changes, allowing you to create a mod page right in the game:

Mod `` files can now be viewed in-game.

Debug Tools Readme

Video Showcase

If you didn’t already watch it, Splattercat made another video on Wayward for this new update and new year:

We’re always super appreciative when he does a new video as it has become a huge source of new players discovering or rediscovering the game!

Mod Showcase

Special shoutout to slayerjerman who has been working a lot on graphical and music mods for Wayward, replacing our art and music with likes of that from Dragon Quest, Final Fantasy, and The Legend of Zelda. Here’s the full list of all mods released so far by slayerjerman:

A few screenshots from these:

Character Pack Mod

DragonQuest Tiles Mod

Zelda Tiles Mod

While they don’t replace everything at the moment (that’s a monumental task), it’s quite interesting to see how other art styles and game art look in a Wayward context.

Modding Update Guide

Speaking of modding, check out the recently released modding update guide video I produced for those of you that need some help updating a mod. It doesn’t even need to be your own mod!

Feature Voting

Although our feature set is fairly predetermined for the next major, we’ll always refer to our voting results for new upcoming features. We’ve recently updated and added some new options for upcoming releases. Make sure to get your voice heard here:

Frequently Answered Questions

As much as I like answering all the questions we get on the forums and our Discord, a lot of the times these answers are found on our FAQ page. Check it out and let me know if I am missing anything. It’s also a great way to learn more about the game and its development.

Stay tuned!

Beta 2.9.5 Released

We’re back this weekend with another minor patch! Apologies on the delay for this one. Things are finally settling down for me again after a recent move.

This week we have a bunch of bug fixes as per normal as well as some general improvements, many of which are community-submitted from our Discord and on the Steam forums.

Bonus Tip

Not all resources can be found on the starting coastal island. Many resources, creatures, and plants are unique to each island type or are more commonly found in certain biomes. For example, although clay can be found near swamps and in caves near water on the starting coastal islands, it’s much easier to be found all over the arid island type including under all desert sand. Iron is most abundant in ice cap islands as another example.

Bonus Promotion

SplatterCatGaming once again graces our community’s presence with a brand new Wayward video!


  • The server browser now shows current island details (biome type and x/y).
  • Added full support for loading dedicated server saves and backups as a non-dedicated server or game and vice versa.
  • Lower decay items will now be sorted at the front or back instead of in the middle when sorting by decay.
  • Sorts are no longer sorted by their inverse when switching to a new type of sort.
  • Increased tick time limit to 2333ms max.
  • The /commands command will now only show commands you can perform. Command.
  • Added a confirmation for when attempting to drop a container with item(s) into deep water or the void.
  • You can no longer dig entrances into the void.
  • Improved the display of the about menu when using an interface scale less than 1.
  • Improved the display of the highscore menu when using an interface scale less than 1.

Bug Fixes

  • Fixed challenge quest creatures spawning in inappropriate scenarios (like fishing them up). (Thanks riftborn!)
  • Fixed a message bug when boarding a second boat while already on a boat. (Thanks Amax!)
  • Fixed not being able to protect items in chests. (Thanks Luxodjen!)
  • Fixed refining being able to reduce featherweight items past 0.1 weight. (Thanks num ca nem vi!)
  • Fixed tree bark and tail feathers being able to be dismantled into items with more minimum weight. (Thanks riftborn!)
  • Fixed refining, enchanting, and transmogrifying certain items not using the proper skills. (Thanks riftborn!)
  • Fixed a few issues related to UI input and events when saving and re-loading a game, such as one which caused screenshot mode to only work for some of the UI. (Hotfixed)
  • Fixed creatures being able to walk on the void. (Thanks [SOA] Slade Wilson!)
  • Fixed attempting to paddle on top of creatures, doodads, and more allowing you to use a boat on land. (Thanks num ca nem vi!)
  • Fixed spending a turn when attempting to use a boat outside of water.
  • Fixed equipping the torch twice in challenge mode with eternal night challenge enabled. (Thanks Amax!)
  • Fixed MORE instances of players in multiplayer games rejoining as new characters if the game was ever closed without a save (due to crashes or incorrect server shutdowns).
  • Fixed dropping containers into water moving contained items into player’s inventories.
  • Fixed performing commands that you did not have access to not showing any message/output.
  • Fixed challenge modifiers changing in Challenge Mode when traveling to a new island. (Thanks cloudcover!)
  • Fixed milestone modifiers that added percentages to all skills producing a blank skill type. (Thanks bored_o_mir!)
  • Fixed not being able to travel to another island if all other players left and you had a vote timeout. (Thanks Ardy!)
  • Fixed loading really old saves causing fog of war to be reset.
  • Fixed item notifications no longer showing after sailing to civilization and returning to the island.
  • Fixed some trypos. (Thanks Ursa!) (Thanks riftborn!)
  • Fixed some language being cached incorrectly, causing some values to keep displaying the same, even as they are changing internally. (Hotfixed)


  • Tamed monsters no longer break doodads (walls, chests, etc.).
  • Crafted items can now be reinforced higher than found/looted items (if they can be crafted).
  • You can no longer disassemble candles.


  • Internal texture sizes are now automatically expanded to support mods with a large number of sprites. (Thanks slayerjerman!)
  • Fixed typing for global renderer variable.
  • You can now use @Mod.instance(), @Mod.log(), @Mod.saveData(), and @Mod.globalData() without a name argument on mod classes.


  • When loading Wayward using a custom resource directory, the game will now show the version appended with “(Custom)”.



  • Learned how to use boats.
  • Will no longer run away from creatures only to end up drowning.
  • No longer kills itself by drinking unpurified water while at low health.
  • Fixed sometimes sleeping to death when trying to traverse large bodies of water.
  • Will now keep additional food in its inventory instead of moving them into chests.
  • Fixed TARS not pathing past NPCs.
  • Will now look for better tools after obtaining better weapons and armor.
  • Learned how to live on Arid islands.
  • Learned how to live on Ice Cap islands.
  • Now travels to other islands after expending the current island’s resources.


  • Fixed tall doodads not rendering correctly. (Thanks ______!)

Debug Tools

  • Fixed sail to civilization not working.
  • Fixed the “Tamed” checkbox not updating when viewing subsequent creatures.

Beta 2.9.4 Released

A new weekend, a new set of changes! This time around we have a pretty substantial set of changes for balance as well as a brand new item protection feature ready for everybody to check out.


You can hover over items and use “P” or right-click them and select the “Protect” option to protect items. Protected items will not be used in crafting, dismantling, or auto-carving (from the action menu), so you never have to worry about crafts breaking your prized axe anymore!

Bonus Tip

There are more differences between resting and sleeping than just being able to cancel out of rest. While you rest or sleep, your hunger and thirst rate is reduced and your stamina and health are regenerated. But these effects are stronger when sleeping. You can only ever rest until you have full stamina, whereas with sleeping, you will sleep for as long as you aren’t interrupted among many other factors including your camping skill and whether you are around a fire source.

There’s a lot more to this and is explained in full detail within the help menu located in-game by pressing the “?” icon in the top menu bar or by pressing “/” by default.

Bonus Promotion

Check out our newly updated voting page for helping us prioritize upcoming features. Not everything is listed here of course, but most of the major things are.

Let me know if something is missing!


  • Added a new selectable “Protected” item feature instead of only being able to apply it to equipped/quickslotted items. You can hover over items and use “P” or right-click them and select the “Protect” option to protect items.


  • Reduced the amount of delay after swapping positions or being blocked by creatures.
  • “Carve with Tool” action will no longer use “Protected” items.
  • Item tooltips are now updated as changes are made to the item.
  • The sort menu for crafting/inventory dialogs is now ordered based on frequently used selections and shows which is the default in each case.
  • Quality is no longer included when sorting by name (except in the cases of legendary types).
  • Spruce cones can now be used for stoking fires.
  • Removed delay from some actions that did not require it and added it for those that required it to fix quickslot usage issues.
  • Removed “Protected Crafting Items” and “Protect Crafting Items for Containers” in favor of the new individual item protection system.

Bug Fixes

  • Fixed sorting by name doing a reverse sort and the reverse sort doing a normal sort.
  • Fixed multiple multiplayer desyncs related to owners of tamed creatures disconnecting.
  • Fixed a glitched item highlighting feature when hovering over boosted skills (from legendary effects) in your skills dialog. (Thanks num ca nem vi!)
  • Fixed a multiplayer desync that occurred when players attempted to rejoin the server if they previously left while sleeping/resting.
  • Fixed an error when updating the mod.json file of a mod after publishing, and added a new, more correct & useful warning for if a situation like this happens again.
  • Fixed being able to join the server as a local game if in the process of connecting the server shut down.
  • Fixed “Navigator” milestone triggering incorrectly. (Thanks Lardi!)
  • Fixed an oversight that made it so tiered treasure chests did not have ever-increasing item quality chances. (Thanks Franck!)


  • Increased the health and damage of many mid-tier creatures.
  • Reduced damage blocked by parrying slightly.
  • Low tier treasure chests will now only provide copper-based tools, armor, and weapons. High tier treasure chests will provide wrought-iron drops instead of iron.
  • Treasure chests that are lockpicked will now be damaged, reducing usability when disassembling.


  • Added support for mods that are bigger than 100MB.
  • Improved performance of uploading/downloading workshop files.
  • Modded status effect renderers can now cancel base-game layer rendering. (Thanks Saervok!)
  • Added support for skipping walk to tile’s blocked tile check.
  • Leftover Steam Cloud files are now cleaned up after publishing mods.


  • Crafts are now defaulted to sort by discovered time due to performance concerns.
  • Improved the performance of sorting, filtering, and updates to the inventory and crafting dialogs.
  • Upgraded Wayward to TypeScript 4.



  • No longer gets stuck when attempting to travel past open fire.
  • Fixed TARS sometimes getting stuck when trying to carve a corpse if it doesn’t have an item that can carve.
  • Will prefer rocks over rock ground when looking for a sharp rock.
  • Protects swords from being used when dismantling.
  • No longer thinks the world is round.
  • Won’t try to dig under chests anymore.
  • Will now reinforce good equipment when its durability gets low.
  • Fixed getting stuck if an NPC walked in its way.
  • Fixed loop of taking and removing items from chests when near max weight.