Wayfarer Official Launch


Wayfarer has been officially launched!

Prior to today, the game has been in restricted access. Restricted access no more! The game is now available for everyone to enjoy, and with it's public launch comes the full release of Chapter 1's story content. 

As of today, the public build of the game contains:

  • The Prologue & Episode I
  • Over 20 codex entries for you to discover
  • Over 500k words of cumulative game content (75k for an average playthrough, or roughly 2 and a half hours of gameplay)
  • All-new UI designs and visual assets, including unique screens for shopping, bartering, and your inventory
  • Toggleable dark and light modes
  • Toggleable fullscreen mode for desktop
  • Full mobile compatibility, for both portrait and landscape modes

Game Statistics

Episodes Released Prologue, Episode 1
Average Word Count Per Playthrough 75,000 words
Average Playtime 4 hours
Total Cumulative Word Count 573,863 words                                              

Known Issues for Mobile

While getting the game's mobile compatibility ready has been a major focus, there are still some issues mobile players may encounter. These issues are fairly minor and do not prevent the game from being played. 

  • The game will only open in portrait mode on Chromium-based browsers
  • Some spacing/formatting issues, particularly on landscape. Doesn't effect readability, might just look a little weird. 
  • Dual scrollbars trigger on landscape mode (one for the passage text and one for the background). Not sure if this can be fixed. This is not an issue on portrait mode. 

Known Issues for Desktops & Laptops

If you are playing on a laptop or a desktop with a small screen, the game's default font and size may appear a lot larger than intended if your display resolution scale is greater than 100%

You may need to set your resolution scale to 100% if you want to view the game as intended.  

Notes For Returning Players

If you played the game while it was in restricted access, you MUST START A NEW SAVE FILE. Your previous save file will be broken. 

Notes for New Players

Welcome! Wayfarer is a passion project that has been in (mostly) full-time development since October 2020. The game is released episodically, on a chapter-by-chapter basis. Unfortunately, there is no set schedule for chapter releases as some chapters take more time than others. The game will update periodically, when new content has been written, coded, playtested and prepared for public release. 

If you're interested in early access and behind-the-scenes posts, there is an alpha version of the game available through my Patreon (patreon.com/idrellegames). The alpha build contains in-development content that goes beyond what is playable in the public build. 

Thank you for playing!

~ Idrelle Games

Comments

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(+1)

Cohesive game, with gorgeous characterization and imagery. Gameplay long-term seems a little daunting: I cannot understand how when passing skill checks I did not see improvement on any skill at the end of the first chapter. Perhaps I misunderstood but this sounds like the way in which the MC raises skill levels is passing skill-checks? This doesn't overshadow how much I delighted in the game but would certainly hinder chapter progress. Thanks again for your awesome work!

Passing skill checks does not improve your skills. Rather, you will have the chance to level up your skills at the end of each chapter. The amount of skill points you have available to expend during your level up depends on your final health status for that chapter. The better your health, the higher your chance of receiving the maximum amount of skill points (3 per chapter). 

How you expend your skill points is up to you. You can keep your skills as even across the board as possible, or you can focus on one or two skills. There are pros and cons to both. An even build means that you have a lower chance of success for all your skills. On the other hand, prioritizing one or two skills means that the skills you don’t level up will become harder to pass as the game progresses.

Keep in mind that the point of skill checks is not to pass every check or to "win" your stat checks. This isn't a game you can min-max.  While skill checks are mechanical, they are also there for roleplaying (for example, if you’re roleplaying a character who is of an “attack first, figure things out later” mindset, you can prioritize strength and agility over persuasion and perception). Your character is intended to fail, just as much as they are intended to succeed. Skill checks are attached to a dice roll, so there is always a chance you could pass a check for a skill you haven't leveled--just as there is a risk of failing a check on a skill you have developed. The main character is skilled, but they are also fallible, and the gameplay is intended to reflect that. 

I know this is a shift from how interactive fiction and RPGs are typically played (with the "right" and "wrong" dialogue options, completing or failing quests, winning or losing fights), but failure is a crucial part of the game. Failure never stops or hinders the story or the player's progress--all it does is lead to a different outcome. And maybe your ideal outcome for a situation will be to fail your stat check! Regardless of how your skill checks go, there will always be a way forward and your character will always progress. How they move through the story is the thing that changes. 

I hope that answers your concerns! Thank you so much for checking out the game and playing it!