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A member registered Jan 30, 2019 · View creator page →

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Shadow weapons and the 20 other unlockable weapons/artifacts will show up in regular campaigns, and you can use your legacy heroes from regular campaigns in Omenroad runs and vice versa. Other than that, it's mostly separate.

No, you'd have to buy the DLC on Steam separately.

Did you commission a hairstyle? please email us directly we were not aware there were any hairstyles we hadn't yet completed. support@worldwalkergames.com

Yes, they are in progress, but will take some time as it is a FULL port (can't run java on consoles!)

Yes, it's possible, the easiest way is to sign in with an Epic account, which you can find in the options menu. (The account is free and just lets us use their networking to enable crossplay.) Then crossplay should work just fine. (they also have to have crossplay turned on, which it is by default.)

You can copy the /players/ folder, that will get everything!

It's in the works, it will take a bit longer because of the crossplay requirements but I think we'll get there.

Oh, have not heard this before. It may be possible to mod, I'm not sure. Thanks for letting us know.


right, the /players folder has everything

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Thanks for these logs - is this repeatable? Also to be clear we haven't heard from other linux users and it doesn't seem like it would be a linux-specific issue, but I could be wrong.

Oh, I need to update the description, thanks for reminding me!

We do plan to release on GoG, it will be a bit after our 1.0 release. Looking forward to it!

Thanks, glad you like it :-)

It used to run but now it doesn't? That's quite strange. When did you last play? Have you tried launching directly and via the itch launcher? Is there a more detailed error message or other logs? You can email logs to wildermyth at gmail and I will take a look.

The game requires opengl 3.2, which that graphics card should be able to do. Can you send in your logs (install folder / logs) to our email (wildermyth at gmail) and we'll take a look?

Hahaha inventory management is my bane in party-based rpgs. Bad enough in single-hero rpgs. Definitely a conscious decision to streamline it.

awesome. We like itch a lot!

email wildermyth at gmail please

I've uploaded more keys, can you check again?

It should be on your download page, it looks like we have plenty of keys uploaded, here are some instructions in case it helps: https://itch.io/t/67604/how-to-get-a-steam-key-from-your-itchio-purchase

That's weird let me see about that...

If it happens again press F11 and send in your logs, we'll take a look. Though, we are on holiday break now so it might be a bit.

That's a long ways away, but if you contact us again when we're on GoG we may be able to help.
Changing body types, pronouns, attraction - we'll probably do at least some of this.

(See: https://itch.io/t/67604/how-to-get-a-steam-key-from-your-itchio-purchase )

If you purchased the game, you can request a key from your download page. If it's not there, contact us directly and we'll sort it out.

Find your download page (either through itch or through the original email with the purchase link) and there should be a button there that says "Get Steam Key" and that should do it!

https://itch.io/t/67604/how-to-get-a-steam-key-from-your-itchio-purchase if you need more info.

We are working on more and better "bosses." Right now we have pretty good ones for Gorgons and Morthagi, but the other monster groups don't have them yet, and particularly the "procedural" three and five chapter campaigns don't have satisfying bosses at the chapter or overall level. We'll be working on it!

right, your old legacy is fine. (your old weapons will be converted to new ones one you recruit that character.)

Thanks! And thanks for posting the video!

Awesome! Yeah, it's a fun space, we're pretty excited :-D

Yeah, the hero-turned-villain is a great story and I think we'll defintitely get around to it some point. A lot of our monster groups are definitively non-human, but not all of them, and even the monstrous ones are often open to human influence and manipulation... Fun stuff!
Unlocking such a villain with a game event is not too bad. I think the villain story would still be a crafted  one, with the hero plugged in, for the reasons listed above. But yeah having "achievements" or similar mechanisms that unlock additional stories feels good. Though, incentivizing players to kill their heroes for meta reasons does not..

Dungeons - we'll see. We have some underground battle maps now, but as for more extensive dungeons, it's not on the immediate list. But I think it would be fun to think about it later on. Maybe multi-part missions, that sort of thing.

Yep, more combat variety is needed. That's a big part of the reason we're in beta, there are a bunch of things we still have to do . Variety in monster abilities, in maps, in mission goals, all that stuff sounds fun!

Yeah, lots of good stuff here, thanks for writing it up. I played the old Might and Magics (2-5, World of Xeen was my favorite) and Wizardy 8, and there's a lot of meat there, and then I also think there are a lot of other games mixed into the DNA of Wildermyth besides those... FTL, Dwarf Fortress, D&D, and XCOM of course.

What we're trying to do, at the highest level, is to make a tool that lets players create their own mythologies, by which I mean, a pantheon of iconic heroes that you totally own because you made them that way. In order to accomplish that, we use procedural generation to make the heroes unique, and then we throw a bunch of different stories at you and see how it shakes out. It's a bit like FTL in that sense, but with the focus on the cast of heroes, not the ship.

If we have a single story, that's not going to be fertile grounds for a mythology. So, at first we were trying to just handwave that, and say, eh, let's all fight, because monsters. But we think there's a lot of space for a cast of villains that give the heroes something to really fight against. We want to be able to eventually produce enough villains that the game becomes about experiencing all those different stories, and as you go, your cast of legendary heroes grows organically. That's the thought at least!

You're definitely right that the word epic is overused, and we're certainly guilty of that. If it means anything in the context of Wildermyth, I think it means that the story takes place over 40-100 years, and many heroes will come and go in the telling of it. Also it's trying to say that some heroes will reach somewhat absurd heights, visually, and in the gameplay. A hero with demon arms and crow wings, that sort of thing. I don't have a word for that kind of hero.

Thanks for your thoughts!

Yeah that system is pretty cool, but the way our game is right now, hero deaths are not really guaranteed to happen, and might be just too rare to count on, depending on the difficulty level. We also don't have a persistent world in the same way, the lands are generated fresh each time. But so yeah those are great ideas, but there's also some distance between "here is a bandit" and "here is an epic 100-year storyline", and that's the thing we're really trying to solve here. Legacy monsters sound awesome though and I'd love to revisit them.

Thank you so much! Yeah, expanding relationships is something we'd love to do at some point. The system we have now is pretty basic. Marriage, kids, all that stuff needs proper treatment. Recurring NPCs -> Our Villains work starts to speak to this, see recent dev blog. interfusing doors: maybe, once enemies can open them too!

Extra Copy is what you want - I will email you the extra key as soon as I see the purchase (it is a manual process, but usually fast)

That's confusing, we certainly didn't intend to revoke anyone's access, if you've purchased the game you should be able to download any of the builds as far as I know, what are you trying?