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day and night cycle

kanguror 4 years ago updated by merc23 4 years ago 7

it would bring more magic and atmosphere to the game

if there will be monsters they would probably come out at the night time

its not very important thing to do but i think it would be great

Under review

What's next - new mode

wanderersiogame 4 years ago updated by Xman0613 2 years ago 18

With the next update I want to introduce first mode with matchmaking.

It will be 2 vs 2 (or 3 vs 3) domination mode.

Whoever controls a meadow in the middle is getting score - when the score reaches 1000 the team wins. There will be a waterfall which doesn't have any gameplay effect - unless you come up with something reasonable :)


BUG/HACK Really bad.

bklyn 4 years ago updated by Yadiel Baez Sanchez (Student) 6 months ago 22

Some player's totem kept following me around, had no minions, and seemed (only by being nearby) to be preventing me from gathering resources. Could not outrun nor attack them. Was very frustrating. Could be a bug, but this went on for a long time and it looked like the totem was definitely controlled by a person. The whole thing went on for at least ten minutes around 4:10 pm USA Eastern Time, Jan 29. Totem Pictured in screenshot as Tribe 641563. 


Ideas for resource system and base building

Hydrax 4 years ago updated by gramur2018 1 year ago 13

Hi! I've been playing wanderers.io for a few hours, and I immediatly thought of some ideas, that you might be interested with!


The problem with current resource system is that it's too simplified. I know, that it's F2P online browser game, but I'd love to see it in more advanced state. For that, I've came up with an idea, to completely redesign resource system.

Firstly, I suggest, that you can throw away your stuff, for example to exchange your resources with other players. The method is simple - you click on a resource you want to throw away, and then 1 unit of it pops out of your tribe's totem. Enemies also can pick resources dropped like that. It can provide players with sense of cooperation, and actual connection to their Tribe (instead of being mad for constantly stealing your items). Additionally, it can support defining your Tribe with a certain role. For example, you can focus on military upgrades and making your Sword minions tanky with 3rd Tier Shields and Helmets, while your ally focuses on sustaining economy of your Tribe, by gathering resources and then giving them to you/your allies.

Another thing is expanding resource list, to make it more elastic and advanced. I've came up with several new resource ideas:

Stone - Basic building material. It can be gathered by a Hammer Minion instead of Gold. Used in building construction;

Food - Simplified version of current Meat. It stands for everything edible in the game: from rabbit meat, through bread obtained in the Mill, to even human flesh, harvested from corpses;

Wheat - A core ingredient for making Food, it can be harvested by the Scythe minion from grass. It is used in the Mill. Can drop from killed Scythe minions;

Iron - A resource, which can be gathered from Iron Ores. Replaces Gold requirement, for example to hire Sword minions, and create 3rd Tier Shields. Can drop from a minion, which is equipped with either of those, and Crates;

Leather - A resource, which can be obtained from killed animals alongside Food. Leather is used in crafting of all helmets and 2nd Tier Shields;

Clay - A common building material, which can be obtained by Hammer minions from Clay Hills (however it drops faster and more plentiful). Can drop from killed people and Crates;

Mushrooms - Collected from mushrooms growing on Meadows. Only edible Mushrooms are collected - poisonous ones will still damage your minions (however, a Mycenology tech makes all Mushrooms edible).

Also, I've prepared minor changes to existing items:

Wood - Basic construction material, which is common in the world of the game. Can be used in crafting of 1st Tier Shields;

Gold - Used in recruitment of Sword minions. Used in crafting of shields and helmets. Can be only used in shops for trade. At least 1 piece of it drops from Crates, buildings or dead bodies;

Meat - Removed.


Base building would work similar to the Campfire mechanic. You pick up the building from a menu, and then place it in a desired location (it can be built only on Meadows). That's only a 1/3rd of a job. Then, you need allied Hammer minion to build it up. However, in "under construction" state, buildings are considered neutral. It means, that whoever finishes the job, claims the final result.

It should take no less than 5 hits to get it done, but certain buildings would be more advanced, ergo, more difficult to build. A difference between the Campfire and buildings is that the last ones are only to be used by a tribe, which built such a creation. It means it can be destroyed by hostile tribes. Plundered buildings drop some resources, just like crate (it's an instant effect - no looting required).


- Buildings are static objects, built by and assigned to it's tribe;

- Buildings can require more than one type of material to be constructed;

- Picking up buildings from a menu and dropping them on the battlefield only causes it to place construction site - Hammer minions are required to finish it.

- Building is only allowed on Meadows;

- Construction sites are neutral: whatever tribe finishes it (even when for example Blue Tribe did 99% of a job, but Red Tribe finished it), claims the constructed building;

- Buildings, unlike Campfires, are permanent objects (until of course someone decides to demolish it);

- Destroyed buildings drop resources, similar to crates.


Here are some building ideas, I've came up with!

The Mill

The Mill uses the new resource, Wheat in similar way like the Food Merchant and the Sawmill. When you have Wheat, you can click on the Mill change it to Food, which drops similar to previously mentioned buildings (a replacement for a over-generalized Meat).

The Mill Stats:

Health: 10

Resources required: 7 Wood, 5 Stone, 10 Clay

Building time: 10 hits

The Wall and The Gate

The Wall can be used to block off hostile tribes (or unwanted allies), while the Gate is the only way, from which you can access fenced area. The Gate is opened by owner, by just clicking on it. The Wall and the Gate can be destroyed by hostile tribes. The construction of both is instant, and can be ordered on the Barren Land.

The Wall and The Gate stats:

Health: 15

Resources required: 2 Stone and 3 Clay per segment

Building time: Instant

The Tower

The Tower is a defensive building, which can help players to defend their meadows or castles. Like the Wall and the Gate, it can also be built on the Barren Land. The Tower is operated by a Bow minion, which shoots nearby enemies and animals, but has the double range of it's ground counterpart. If the Tower is finished by a certain tribe, a certain Bow minion will appear on top of it - even if founder paid a price in Food.

The Tower stats:

Health: 25

Resources required: 5 Wood, 3 Food, 5 Clay and 10 Stone

Building time: 7 hits

Range of attack: Doubled range of a regular Bow minion.

Damage: Standard damage of a regular Bow minion.

The Well

The Well can be only built on a Waterfall. It replenishes Health of nearby minions, just like the Campfire. It restores 1 Health per 5 seconds. But, it can deplete it's source of water, which is represented by a decreasing blue bar. The Well contains 30 units of water, before it dries up (these can be used by any wounded minion of an allied tribe). The Well automatically destroys itself when the Waterfall Meadow is refreshed. Unlike the Campfire, the Well can be only used by a tribe which constructed it. Destruction of the Well dries the Waterfall, no matter how many water it contained before, rendering it unusable until a refreshment of it.

The Well stats:

Health: 10

Resources required: 10 Wood, Clay and Stone

Building time: 10 hits

Number of healing charges: 30

The Laboratory

The Laboratory is building, which is used for a significant boost in scientific research. It works similar to the Mill: you throw in Mushrooms, and in return you gain Experience, which is used in Tech upgrades. Its rather high resource requirements make this building a must-protect structure if a tribe wants a reliable source of Experience for their left behind allies.

The Laboratory stats:

Health: 15

Resources required: 10 Clay, 15 Wood, 20 Stone

Building time: 15 hits

Experience per Mushroom gained: 1

The Flag

The Flag performs decorational role, but it can also raise morale of your allies. It makes their attacks more effective, by decreasing Block chance of enemy minions, which are on Meadow with built Flag. There is only limit of 1 Flag on the certain Meadow. Until the Flag remains, enemy tribe will not be able to build anything on the Meadow assigned to it.

The Flag stats:

Health: 1

Resources required: 5 Wood, 3 Leather

Building time: 2 hits

Block Chance debuff: -15%

Passive Resource Buildings:

These buildings generate a certain type of a resource over the course of few seconds. A resource drops nearby such building, which can be picked by ally or an enemy.

The Farm:

Health: 10

Resources required: 10 Wood, 5 Clay, 3 Food

Building time: 5 hits

Resource produced: 75% Wheat, 25% Food

Quantity: 2

Time of production: 10 seconds

Increases chance of appearing of Grass by 10%

The Mine:

Health: 10

Resources required: 10 Stone 5 Wood, 3 Food

Building time: 5 hits

Resource produced: 85% Stone, 10% Iron, 5% Gold

Quantity: 2

Time of production: 10 seconds

Increases chance of appearing of Rocks by 10%

The Lumberjack's Shack:

Health: 10

Resources required: 10 Wood, 5 Clay, 3 Food

Building time: 5 hits

Resource produced: 85% Wood, 15% Leather

Quantity: 2

Time of production: 10 seconds

Increases chance of appearing of Trees by 10%


Agriculture (leads to Builders Guild): Allows your tribe to build Farms and Lumberjack's Shacks;

Geology (leads to Better Materials): Allows your tribe to build Mines and Wells;

Military Culture (leads to Ballistic Weave): Allows your tribe to build Walls, Gates, Flags and Towers;

Better Materials: Increases Health of buildings you've helped constructing by 3;

Ballistic Weave: Increases range, attack ratio and damage of Towers;

Engineering (leads to Logistics): Allows your tribe to build Mills and Laboratories;

Logistics: Decreases resource requirements for a construction by 2 units for all resources;

Militia: Allied buildings on a Meadow, which has your totem on it, have 15% chance of blocking enemy attacks. This bonus does not stack;

Builders Guild: Your construction sites need 2 hits less to be transformed into buildings.

I hope you like my ideas!


Me gustaria que agreguen mas integrantes de tribu ej: 12 o 10 y mas niveles con mejoras como ballestas lanzas caballos y mas animales como cerdos venados y gallinas con construcciones como granja de cerdos o armeria ademas de recursos como hierro

Laureano Mendoza 3 years ago updated by Aiden Weston 8 months ago 3

Me gustaría que agreguen mas integrantes de tribu ej: 12 o 10 y mas niveles con mejoras como ballestas lanzas caballos y mas animales como cerdos venados y gallinas con construcciones como granja de cerdos o armería ademas de recursos como hierro


"Following" barbarians

Maldar 4 years ago updated by Isaac 4 years ago 6

If you fight with a barbarian and at that moment upgraded "missionery", barbarian will not hurt your minions, but he will follow you and pick up your resources.



buhuplay 4 years ago updated by jared 3 years ago 8

What about a Leadebord so you can see who is the best


New game option: Customizing your totem.

Jango 4 years ago updated by fuzzy_logic 1 year ago 1

Totem Stalkers Troll

Deep Toot 4 years ago updated by Mauricio Nero 8 months ago 4

Issue: There are users who have a way of hiding their tribesmen and using their totem to distract your tribesmen. All the user does its stalk your tribe. . . which in results stops them from working/gathering. Sooner or later you will run out of supplies and your tribesmen wont gather any due to the totem alerting them every 1sec. I tried to run away, to no vail. This character movements reassembles a bot, but im not sure how they always find me. This make the game annoying and impossible to play by design. Please look into this issue. 

Solutions: 1. Highlight tribesmen who are left without their totem. 

2. If a totem is without a tribesmen in its vicinity after a allotted time, destroy the totem.

3. Disable the totem alerts tribesmen feature.

Thank you


Number in UI next to tool/weapon to know how many guys you have.

Zbigniew Cebula 4 years ago updated by cardalomim 3 years ago 2

If I have 2 sword guys, I should have it writen on UI. Title tells everything.