Difference between revisions of "Wayward"

From RogueBasin
Jump to navigation Jump to search
m (Current beta features blurb. Updating some description text.)
m (Wayward 1.2 release)
Line 4: Line 4:
| influences = [[Ultima Online]], [[POWDER]], [[Dwarf Fortress]], [[Minecraft]]
| influences = [[Ultima Online]], [[POWDER]], [[Dwarf Fortress]], [[Minecraft]]
| released = December 22nd, 2011 (Alpha 1.0)
| released = December 22nd, 2011 (Alpha 1.0)
| updated = March 23rd, 2013 (Beta 1.1.1)
| updated = May 2nd, 2013 (Beta 1.2)
| licensing = [[Source Code Available]], [[Freeware]] (for Alpha/Beta)
| licensing = [[Source Code Available]], [[Freeware]] (for Alpha/Beta)
| language = [[HTML5]], [[JavaScript]]
| language = [[HTML5]], [[JavaScript]]
Line 16: Line 16:
In Wayward, there is a large focus on simulation, survival and openness. There are no classes; there are no levels. Progression of your character depends on individual skill and stat gains by your interactions with items or objects in the world. You are free to play and explore the game in any fashion you wish.  
In Wayward, there is a large focus on simulation, survival and openness. There are no classes; there are no levels. Progression of your character depends on individual skill and stat gains by your interactions with items or objects in the world. You are free to play and explore the game in any fashion you wish.  


Stylistically, Wayward harkens to a 16-bit aesthetic in graphics and in sound. Game mechanics wise, the game is similar to the Ultima series, more specifically, Ultima Online, with inspiration from other roguelikes and roguelikelikes such as Dwarf Fortress and Minecraft.
Stylistically, Wayward hearkens to a 16-bit aesthetic in graphics and in sound. Game mechanics wise, the game is similar to the Ultima series, more specifically, Ultima Online, with inspiration from other roguelikes and roguelikelikes such as Dwarf Fortress and Minecraft.


Wayward will continue to grow, expand, and evolve over time to open up new modes of play, add depth and complexity, add content, and further refine the systems presented. In this public beta, you are free to come a long for the ride as we try to make this game a truly unique experience through ''our'' iteration and through ''your'' feedback.
Wayward will continue to grow, expand, and evolve over time to open up new modes of play, add depth and complexity, add content, and further refine the systems presented. In this public beta, you are free to come a long for the ride as we try to make this game a truly unique experience through ''our'' iteration and through ''your'' feedback.
Line 31: Line 31:
* Day and night system.
* Day and night system.
* Preliminary modding support.
* Preliminary modding support.
* Iterative game design and feedback.
* Iterative game design and community feedback driven.


== News ==
== News ==


* May 2nd - [http://www.unlok.ca/wayward/wayward-beta-1-2-released/ Wayward Beta 1.2 Released!].
* March 23rd - [http://www.unlok.ca/wayward/patchmode-wayward-beta-1-1-1-released/ Wayward Beta 1.1.1 Released!].
* March 23rd - [http://www.unlok.ca/wayward/patchmode-wayward-beta-1-1-1-released/ Wayward Beta 1.1.1 Released!].
* March 16th - [http://www.unlok.ca/wayward/wayward-beta-1-1-released/ Wayward Beta 1.1 Released!].
* March 16th - [http://www.unlok.ca/wayward/wayward-beta-1-1-released/ Wayward Beta 1.1 Released!].
Line 40: Line 41:
* December 22nd - [http://www.youtube.com/watch?v=AddGR5MT7lw Beta 1.0 Trailer released].
* December 22nd - [http://www.youtube.com/watch?v=AddGR5MT7lw Beta 1.0 Trailer released].
* September 15th - Wayward Alpha 1.5 released as part of the [[2012_ARRP|2012 Annual Roguelike Release Party (ARRP)]].
* September 15th - Wayward Alpha 1.5 released as part of the [[2012_ARRP|2012 Annual Roguelike Release Party (ARRP)]].
== Screenshots ==
=== Title Screen ===
http://www.unlok.ca/assets/wayward_beta1.1.png
=== Base Camp ===
http://www.unlok.ca/assets/wayward_beta1.1_2.png
=== Mining & New UI ===
http://www.unlok.ca/assets/wayward_beta1.1_3.png
=== Spelunking ===
http://www.unlok.ca/assets/wayward_beta1.1_4.png


== External Links ==
== External Links ==

Revision as of 13:54, 2 May 2013

Wayward
Beta Project
Developer Vaughn "Drath" Royko (drathy@gmail.com)
Theme Wilderness Survival, Fantasy
Influences Ultima Online, POWDER, Dwarf Fortress, Minecraft
Released December 22nd, 2011 (Alpha 1.0)
Updated May 2nd, 2013 (Beta 1.2)
Licensing Source Code Available, Freeware (for Alpha/Beta)
P. Language HTML5, JavaScript
Platforms Browser
Interface Tiles, Keyboard, Mouse
Game Length ?
Official site of Wayward


Wayward is a turn-based, graphical roguelike currently in beta. It is supported and will work in the latest versions of all major browsers. There are also offline, downloadable versions available for ALL operating systems. Additionally, there currently is some, but minimal, support for tablet and mobile devices.

In Wayward, there is a large focus on simulation, survival and openness. There are no classes; there are no levels. Progression of your character depends on individual skill and stat gains by your interactions with items or objects in the world. You are free to play and explore the game in any fashion you wish.

Stylistically, Wayward hearkens to a 16-bit aesthetic in graphics and in sound. Game mechanics wise, the game is similar to the Ultima series, more specifically, Ultima Online, with inspiration from other roguelikes and roguelikelikes such as Dwarf Fortress and Minecraft.

Wayward will continue to grow, expand, and evolve over time to open up new modes of play, add depth and complexity, add content, and further refine the systems presented. In this public beta, you are free to come a long for the ride as we try to make this game a truly unique experience through our iteration and through your feedback.

Current Beta Features

  • 5 distinct environment types to explore – all generated procedurally.
  • Nearly 200 items to craft, discover and interact with.
  • Around 20 nasty creatures and animals to combat and harvest.
  • Sandbox game mechanics mixed with roguelike gameplay.
  • Deep, multi-faceted skill system.
  • Open-ended and open-world gameplay.
  • 10+ hours of content and gameplay before reaching the “end-game”.
  • Day and night system.
  • Preliminary modding support.
  • Iterative game design and community feedback driven.

News

External Links