Compare Wayward prices across 50+ stores and find the best deal. Developed by Unlok. Published by Unlok. Released on 4/22/2016. Available on PC. Genres: Adventure, Indie, RPG, Simulation, Early Access.

Wayward is a brutally deep turn-based survival roguelike where every action trains a skill and death means starting over with nothing, no hand-holding, no mercy.

Wayward sits in a strange, comfortable niche between roguelike and hardcore survival sim, and it commits to that identity without apology. It is top-down, turn-based, and set in a procedurally generated wilderness where you arrive with nothing and are expected to figure out the rest. There are no classes. There are no character levels. Instead, every action you perform, chopping wood, hunting animals, crafting tools, eating food, trains a corresponding skill. The more you chop, the better you chop. The more you get mauled by wolves, the more your defensive skills creep upward. It is a system that sounds elegant until you realize it also means your early hours are a prolonged, humbling negotiation with starvation and sharp rocks. The skill system is the heart of Wayward and also its sharpest double edge. On one hand, it produces genuinely organic character progression. A run where you lean into seafaring and fishing produces a fundamentally different survivor than one built around combat and crafting. Build variety is real and it holds up well past the point where most roguelikes start to feel samey. On the other hand, the early game is legitimately punishing in a way that feels less like designed tension and more like the game daring you to read the wiki. The in-game help text exists, but the learning curve is steep enough that first-time players should expect several short, confusing deaths before anything clicks. The crafting and item system is dense in a way RPG tinkerers will find satisfying and casual players will find exhausting. There are hundreds of items, many with layered interactions. Weapon and tool quality matters. Durability matters. Weight matters. The simulation layer running under everything means that the world behaves according to consistent rules you can actually learn and exploit, which is the good kind of complexity. Where Wayward loses points is in its feedback loops: progress can feel slow and opaque, and the absence of quests or narrative structure means motivation is entirely self-generated. If you need a story thread to follow, Wayward will not provide one. If you need a reason to build a better fire pit beyond personal satisfaction, look elsewhere. Visually, the game is functional ASCII-adjacent pixel art that prioritizes information density over beauty. It works. The turn-based structure means there is no reflex pressure, which makes it surprisingly approachable for RPG players who bounced off faster action-survival games. The development has been ongoing for years, and the beta label is honest, not a marketing hedge. Unlok has been consistently updating the game, and the community around it is small but knowledgeable. For an indie survival roguelike with this much systemic depth, that is a meaningful sign of health. Wayward is for players who genuinely enjoy the process of learning a system from the ground up, who find satisfaction in resource loops and organic skill growth, and who do not need narrative scaffolding to stay engaged. It is not for players who want story, guided objectives, or a gentle on-ramp. The 86% positive Steam rating reflects a player base that mostly self-selects into that first camp. If you suspect you belong there, the simulation depth here is legitimate and worth the friction. If you are on the fence, be honest with yourself about whether the phrase "skill-based crafting with no quest log" sounds like a feature or a warning. Monika, Scout Team

Wayward
AdventureIndieRPGSimulationEarly Access

Wayward

Apr 22, 2016Unlok
GamerScout Says

Wayward is a brutally deep turn-based survival roguelike where every action trains a skill and death means starting over with nothing, no hand-holding, no mercy.

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About Wayward

Wayward sits in a strange, comfortable niche between roguelike and hardcore survival sim, and it commits to that identity without apology. It is top-down, turn-based, and set in a procedurally generated wilderness where you arrive with nothing and are expected to figure out the rest. There are no classes. There are no character levels. Instead, every action you perform, chopping wood, hunting animals, crafting tools, eating food, trains a corresponding skill. The more you chop, the better you chop. The more you get mauled by wolves, the more your defensive skills creep upward. It is a system that sounds elegant until you realize it also means your early hours are a prolonged, humbling negotiation with starvation and sharp rocks. The skill system is the heart of Wayward and also its sharpest double edge. On one hand, it produces genuinely organic character progression. A run where you lean into seafaring and fishing produces a fundamentally different survivor than one built around combat and crafting. Build variety is real and it holds up well past the point where most roguelikes start to feel samey. On the other hand, the early game is legitimately punishing in a way that feels less like designed tension and more like the game daring you to read the wiki. The in-game help text exists, but the learning curve is steep enough that first-time players should expect several short, confusing deaths before anything clicks. The crafting and item system is dense in a way RPG tinkerers will find satisfying and casual players will find exhausting. There are hundreds of items, many with layered interactions. Weapon and tool quality matters. Durability matters. Weight matters. The simulation layer running under everything means that the world behaves according to consistent rules you can actually learn and exploit, which is the good kind of complexity. Where Wayward loses points is in its feedback loops: progress can feel slow and opaque, and the absence of quests or narrative structure means motivation is entirely self-generated. If you need a story thread to follow, Wayward will not provide one. If you need a reason to build a better fire pit beyond personal satisfaction, look elsewhere. Visually, the game is functional ASCII-adjacent pixel art that prioritizes information density over beauty. It works. The turn-based structure means there is no reflex pressure, which makes it surprisingly approachable for RPG players who bounced off faster action-survival games. The development has been ongoing for years, and the beta label is honest, not a marketing hedge. Unlok has been consistently updating the game, and the community around it is small but knowledgeable. For an indie survival roguelike with this much systemic depth, that is a meaningful sign of health. Wayward is for players who genuinely enjoy the process of learning a system from the ground up, who find satisfaction in resource loops and organic skill growth, and who do not need narrative scaffolding to stay engaged. It is not for players who want story, guided objectives, or a gentle on-ramp. The 86% positive Steam rating reflects a player base that mostly self-selects into that first camp. If you suspect you belong there, the simulation depth here is legitimate and worth the friction. If you are on the fence, be honest with yourself about whether the phrase "skill-based crafting with no quest log" sounds like a feature or a warning. Monika, Scout Team

Tags

steamTurn-Based SurvivalSkill-Based ProgressionNo ClassesHardcore RoguelikeDeep CraftingProcedural WildernessResource ManagementHigh Learning Curve

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Reviews & Ratings

Steam
86%(1,356)

Game Info

Developer
Unlok
Publisher
Unlok
Release Date
Apr 22, 2016

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