Drathy  [developer] Jan 12, 2019 @ 5:27pm
Beta 2.8+ Wishlist
If you have been part of the Wayward community for awhile, you will know we typically ask our players what the next priorities should be as we work towards our first non-beta (and non-early access) release.

Check out the wishlist poll and vote/suggest new items here: https://poll.ly/#/2J7M16gl

I pre-filled many common suggestions, but feel free to add your own ideas. This list doesn't scratch the surface of planned items which can be viewed on our public todo list here: https://trello.com/b/PWX1Hpjn/wayward-todo

There's been quite a few people lately asking for a roadmap for Wayward. Do you think we should have more structure in place for what is to come, or keep it open-ended like it is now and based on player response and feedback?

In other news, we are not finished with beta 2.7 yet either. We have a pretty substantial patch coming in the next little awhile addressing many issues and balance changes. Check out the development branch if you are interested in testing all the changes and improvements. More information on how to do that here: https://steamcommunity.com/sharedfiles/filedetails/?id=721479594
Previous wishlist threads:
Last edited by Drathy; Jan 12, 2019 @ 5:37pm
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Showing 1-15 of 31 comments
Zalpha Jan 13, 2019 @ 4:13am 
I say keep it open-ended because it is work for you guys and it helps players get what they currently need/want. I would say you guys know what needs to come, like let’s say you guys plan on adding a magic and spell system to the game. You guys would know that and whatever else you have planned. You guys could create an over-view of what you have planned, but I say don't have anything concrete and set deadlines. Just we plan to do - goal no.1, goal no.2, goal no.3 and finally we launch out of Early Access. That way everyone wins.
Zalpha Jan 13, 2019 @ 4:28am 
Maybe not the place to post this but I see the suggestion for the World Map of the islands to sail between has a lot votes (I would like it as well) and think you guys could do it in a different way than a UI map given to the players from the start with the world already revealed.

You could make it that players find pieces of a torn world map that they can add to their collection to create a full world map. It can either be an inventory item map or be added a UI menu the players can load up at any time.

I do think that the player should either start off with a large chunk of them map contain the world/islands around them in their inventory or to be found on the starting island. So that it meets the players’ main need for a world map – to help leaving the starting island for a new one.

From then on players can find and reassemble the world map.

That is one way of doing it. The other is the classical reveal as you as you go. I wouldn't mind that mapping.

Otherwise you could go with it being already revealed and no fog of war but give the players the choice option to turn it on or off when creating the world from the start.
Last edited by Zalpha; May 5, 2019 @ 12:40pm
Zalpha Jan 13, 2019 @ 4:43am 
Just word of warning to the devs, I found it found funny that there is a nipple mod and I personally don't think it looks bad at all but don't add it to the game. Even if it is just a 1px nipple this game would be banned in China and possible elsewhere in the world.


I think it is stupid but that is law of some countries.
Kittysong Jan 24, 2019 @ 5:04pm 
idk if it's already been suggested but It might be nice to be able to fish/dig up other sea life like clam, crab, squid ect.
Toni Feb 11, 2019 @ 9:17am 
One thing I would really like to have in this game is DIAGONAL movement. moving only to 4 directions isn't very fun. I have played only a short time. seems very promising game but it feels stupid being able to move only four directions.
Mouser Mar 11, 2019 @ 4:42pm 
can't wait for the next update. the crafting system is a huge barrier for any new player looking to play this game. i still don't understand how it works and it's incredibly frustrating. so you streamlining that will be a godsend.. especially since 3 of my friends have enjoyed watching me play but refuse to pull the trigger and buy the game because of the crafting.. so hopefully i can change their mind and i'll have friends to play with "soon."
Mouser Mar 12, 2019 @ 10:51am 
Originally posted by bearhiderug:
Crafting is fairly straightforard. Once you under stadn hey i must be by forge to make X and by still to make W and by a firesource for F.
its the deconstructing to get certain materials that makes it annoying and un-intuitive.
Drathy  [developer] Mar 12, 2019 @ 10:54am 
Somethings need to be destroyed to "create" other things. You don't "craft" twigs and leaves from a branch, you destroy the branch to get those items. How are you suggesting implementing this?
Nu_Gundam Mar 14, 2019 @ 7:12pm 
QoL suggestions:

• Auto "swing back" option for real-time game modes
• Disassemble doesn't change positions in the contextual menu (or create a new hotkey for it)
• Auto-erase search filters on mouse click
• When using "Repair" command, highlights all applicable items (or dims the rest)
• A lategame recipe to craft glue from tree sap
• Should be able to drink from water stills without a container
• A lategame method to transport lava
• Maybe allow super zoom outs with telescope equipped?
Last edited by Nu_Gundam; Mar 16, 2019 @ 2:09pm
Zoobas Mar 16, 2019 @ 1:23pm 
I really would like to see NPCS in this game as in UnrealWorld, villages, trading, wars and so on would be great.
Nu_Gundam Mar 16, 2019 @ 2:20pm 
More QoL:

• Doors/Gates auto-close as you pass through them (except with manual commands)
• Disassemble all on right click (Dismantle menu is prone to misclicks from spamming)
• A feeder box for hitched tamed animals
• Long-term large purified water container (no more mandatory 10x water still farms)
• Set tools as default for auto-use (currently keeps using my 10/10 durability sharp rock instead of my 80/80 knife, both non-protected and unequipped in inventory)


• Can't repair/glue waterskins holding liquid

Other Thoughts:

...Who the heck actually uses a Macuahuitl?

Signage isn't necessary when you can rename everything in the game.
Last edited by Nu_Gundam; Mar 16, 2019 @ 2:27pm
xaviersxmen Mar 18, 2019 @ 3:45am 
Man the way the poll is going you will never get controller support.
the_pumpkin_king Mar 21, 2019 @ 6:11am 
I've played a lot the last few days and really enjoyed it, especially the balance, so thanks for that!

Context menu (Q) should have static bindings once it's open. This could be in addition to dynamic keys. Example: you could have q,p for plant.

Escape should close the context menu. Perhaps also the last opened window like a bag or the crafting window (so hitting escape a bunch of times would clear the hud and eventually open main menu)

Because the crafting ingredients are the first indexed, there needs to be a "Move (all) to top" option. Example: move all rotten meat to top for creating fertilizer instead of using the leaves at top of the bag

I'm still hitting new content but some things I'd like to see are:
Basic Weather / Storms and associated status effects
Island teleporters (fixed, not craftable)
Hot air balloon w/ semi-random movement and decay
Deeper dungeon level w/ harder mobs + more equipment tiers
Tidal sand/sea squares around the sea
Last edited by the_pumpkin_king; Mar 21, 2019 @ 6:14am
Mystic Purple Mar 24, 2019 @ 1:26am 
Hi Drathy, I read the poll you put up, and one of the items it looks like you're thinking of adding is "Oil and lanterns". I'd imagine this is to expand upon light sources when traveling at night or in caves.

If you do plan on adding this content in the future, my suggestion would be an item called
"Miners Cap".
I don't know what the light radius of the lantern would be, but if you plan on making the lantern have a light range a square or two larger than the torch, then miner's cap has a range slightly further than the lantern.
The drawback of the equipment would be that rather than providing light in a radius around the player, it would only provide light in a cone in the direction the player is facing.

The required materials would be similar to crafting a metal tool.
If you implement oil into the game, then oil would be the source of fuel for the item, but you would have to code a new option like "add fuel". The helmet would have a decay like torches, and possibly a slow degrading effect when lit (losing durability since the helmet has a fire burning inside of it).

I've been enjoying the game as of late, you've been doing a great job!
a crafting list or complete crafting wiki would be nice with components and what not.....im aware this doesnt have to do with updating the game but...it is something that has to do with the game itself
Last edited by [FoB] Demonheim_ttv; Apr 29, 2019 @ 2:10am
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Date Posted: Jan 12, 2019 @ 5:27pm
Posts: 31