Wyrd World news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak2
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score60% positive
- Total reviews5
- Release dateJul 21, 2025
- DeveloperPizza Cake
- PublisherPizza Cake
Genres: Action, Adventure, Casual, Indie, RPG
Company pages: Developer: Pizza CakePublisher: Pizza Cake
Wyrd World Steam news
Wyrd World news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Update: 21C ! - 15 August 2026
The list for work on this patch is extensive, as some items were carried over from 21B and that was back at the end of June when this began. The most important changes of note are the huge amount of performance optimization done to the map and the player. You should see massive blessings from FPSesus. I will try to break down everything below in a straight forward manner.A number of new random events and enemy types are now part of the game, but I won't spoil most of them here.Some enemies learned how to use archery to kill you now. WeeeFixed an issue with the player being rewinded to the starting place they mounted a horse or other mount at.World locations optimized for performance through Packaged Level Actors, reducing strains on memory.A few special merchants can be found in the wilderness selling things not available in town. You can usually recognize them when they are setting up…
- Hotfix 21b - 2 Multiplayer issue - 18 July 2026
This hotfix is intended to ease some of the lag felt by players when joining on another player's save. It should ease some of the rubberbanding. It's not perfect but it's a huge step up. Also Patch 21c coming soon including some more randomized elements to gameplay and the environment. thank you byebye
- Patch 21B Hotfix - 26 June 2026
A quick hotfix for the world map as well as a few other items -World map was not refreshing properly when the player switched from Local back to World with map buttons. -Added a water fountain to the base of the stairs in Alidiliaenael -reworked how Centaur archer and Brownie archer arrows function. also some npc behaviors for each. damage got scaled a little tighter. This quick, I just forgot the map issue when I uploaded the last patch. Oops. Really cool things being worked on right now, hoping to add some surprises to the world. Stay tuned :)
- Patch 21B: so much stuff - 20 June 2026
This patch has been in the works since around May 9th, and while there is still work to do, I felt it was time to bring the Live version of Wyrd World up to speed with the test version.Alongside countless optimizations, the following bugs have been fixed. WEeeeeeShift key + Left Clicking food in your inventory allows it to be eaten without being placed on the hotbar. Only when you are not standing near a vendor or a storage box, otherwise, the food gets transferred to the box/vendor for storage/sellingPlayers may no longer both Sit AND spin at the same time.Fixed a bug when guest players slept and the game did not ask if they would like to skip Time forwardGuards and villagers now have increased HP to match recent weapon damage changes.Going swimming with a weapon equipped now sheathes the weapon. Going swimming now also will destroy any Torches equipped or in the hotbar. Stow them in y…
- Patch: 21A - Lots of small fixes - 9 May 2026
This ones pretty passive so not a lot of flash just functionality tweaks and fixes. Fixed a bug with guest players when placing items into or removing items from crafting tables. Fixed brightness issues on the main Map screen Fixed an issue when dying and respawning caused the player to lose the ability to move. Fixed collisions on some armors. Also fixed the Helmet of Baldification. Fixed an issue with starvation persisting after death. Increased the size of the panther mount, as well as some collisions. Fixed an issue with some stones transmutating when struck with a pickaxe. Increased the size of the interactions on summoned mounts, making it easier to mount up Fixed some sheathing on weapons sheathing incorrectly, mainly sword and shield Chat window now reduces opacity based on inactivity, giving the player back more of their screen. Tweaked some enemy npcs for footstep audio Added…
- Patch 20c: Finally-ish - 25 April 2026
This patch has been a mountain to climb. most of my patch notes usually contain about 30-40 items but this one has already climbed up to 174. Not all are fixes but they will be carried over to patch 21A. I wanted to get this one out because it's been a while and there's a lot of cool things going on. Ill just start from the top.You can now sit in many pieces of furniture across the kingdom. You can also lay in beds (including your own you built at your base) to pass the time. Sleeping will cost 50 hunger and 50 thirst, and will push time forward 6 hours. Fixed some armor items causing the whole limb to disappear.Fixed some clipping with weapons when sheathed if they have an offhand item accompanying them.Fixed an issue with a town bonfire having the wrong particle system (barbarian town)Fixed a particle issue with different fog states during inclement weather.Fixed some lighting for Bar…
- Patch 20b Hotfix - 29 March 2026
A simple hotfix to include the remaining items on the list for floating meshes when items are dropped. 10/10 no notes
- Patch 20B (technically) - 28 March 2026
I wanted to push out the work i've been doing since it's been a couple of weeks since the mount update. The main features included in this patch off the top of my head are : All items dropped in the world now have respective meshes to easily tell you what the item is, instead of a generic bag. This doesn't include loot bags from enemy deaths because those are composed of multiple items in one drop. Building pieces and workstations are not included at the moment, but if you drop one, you can still pick it back up. Items will always drop directly in front of the player with minimal variation. You can now offer gold to guards from friendly towns to follow and fight for you. I want to expand this system further in the future with unique NPCs as well as roaming villagers if you find one who's visual style you like, but for now it's just Friendly Guard npcs in towns. By interacting with a gua…
- Mount fixes and Stable master merchants - 10 March 2026
This one has a lot packed into it. Primarily, each starting city now has a mount vendor who will sell you a variety of colorful mounts you can ride to travel faster. They're kind of tucked away in each town so you'll have to search a little bit to find each one. Mounts already existed in the form of a spell you could loot from enemies or chests but that felt unbalanced, and they came with a ton of bugs, so this patch is the remedy. Those bugs and many more are fixed and listed down below.Rideable Elks, Horses and Bears are now in the game, purchasable from the respective vendors. More to be added soon including wolves, big cats, and even a flying mount, soon.Mounts have some basic commands when being ridden. -Left click will do a simple attack in case you are in combat, though they cannot die so it's kinda cheesable, but you still have to dismount to loot things, eat, check the map, etc…
- Patch19c Hotfix - 26 February 2026
Just a hotfix to remedy the mount system bugging out after the player retries to mount it. Now the mount is destroyed on dismount and a brand new one can be summoned with the spell. It's Theseus' mount.
- Patch 19c - 26 February 2026
Hello all! Today's patch is an exciting one. The biggest reason is it brings replicated rideable mounts to the game. At the moment they exist as a spell which can be found from enemy loot or looted from treasure chests found around the world. It's a spell that lets you summon the mount, then just approach and press E to interact and saddle up, and E once again to dismount. If your mount gets stuck, re-summon it with the same spell at a new location! I am sure there are some minor bugs remaining, and will probably change some of their interactivity going forward, as well as planning to give them more variety, but for now they exist and I am proud. Also included with this patch: A new healing spell can also be found in the world by the same methods as the mount spell. It is a slow heal-over-time spell but it will work in a pinch and the effect can stack. Added a cell-shaded visual post pr…
- Patch 19b HotHotFixFix - 22 February 2026
This quick hotfix remedies an issue with the Hotbar that arose from giving it a make-over. Could no longer put items ON the hotbar to use them. It was silly, and i fixed it once, then got distracted working on something cool that turned into a huge spaghetti mess and caused me to do a whole restore of the day, which included whiping the fix on the hotbar, so now it's -refixed. Also included: Fixed an issue with some villagers dying weird, or not at all when killed by the player. It was related to their idle animations. Hotbar and Player stats inside the inventory got a make-over. You can now inspect items in your inventory by right-clicking on their icons for further details such as gold value, the damage or armor they provide, and stats they provide when consumed. Fixed an issue with one of the bows being hidden in game when not intended to be. Guards have more hitpoints now. It's all…
- Patch19b hotfix of the hotfix - 19 February 2026
This one fixes a bug with water bodies drowning the player when they are well outside of the water body. My bad lol. ok no more tiny patches i swear this was just infuriating because I was traveling from Winds Perch to a far away land and I had gotten further than I ever have on foot, when I drowned while NOT EVEN BEING IN THE WATER so that was unacceptable and i loathe to imagine someone buying my game and being treated that way by water.
- Patch19b hotfix - 19 February 2026
Sad waterfall noises I had to remove the new waterfalls for now because of unpredictable performance issues. No other changes to mention.
- Patch 19b - 19 February 2026
I didn't want to be uploading a new patch so soon, but during a recent test play I couldn't take it and rebuilt the NPCs and their spawners from the ground up. This was to prevent an infinite loop where the spawner could not detect the landscape to spawn npcs, so instead of just failing and stopping it would infinitely repeat. NPCs in towns and in the wild now and going forward will have dedicated spawn points. Also added a sick tilt-shift camera to the World map feature accessible via the M key. Also there's a new dungeon out there in the world somewhere to find and explore. I am sure there's more to mention but I can't remember right now and the spawner bug was the big deal. thanks for reading and stay tuned for more cool stuff.
- Patch 19a - 17 February 2026
Patch 19a is a smaller one but very important. I don't like to do back to back patches and multiple hotfixes so im just calling it 19a. It's the thought that counts. Changes today include: Water fountains in friendly starter towns can be interacted with to gain +1 water for drinking, and limitless aesthetic value to the town. Waterfalls in the game have been redesigned to be more visually pleasing, it's not by much but its a step in a better direction. Also fixed a bug with weapons that include an offhand item (dual wield or sword and shield) causing the game to freeze. This occurred as a result of the weapons reworks but was easy to identify and fix. That's all I've got at the moment, but I'll be back soon with more additions soon.
- Patch 18c Hotfix - 16 February 2026
Because no plan survives first contact: A hotfix! This was mainly to intercept a bug with the buying and selling mechanic introduced in today's patch. The value sold was incorrect if items were placed in the wrong order in the vendor's inventory. This should be resolved now. But also: Fixed socketting for 1 handed weapons, and spellbooks when sheathed/unsheathed. Fixed some collisions on the small village in the wilderness. (Lots and lots of arrows) Fixed an infinite loop caused by an issue with finding spawn locations for a few wildlife spawns Fixed some cosmetic issues on Wind's Perch entrance that made out-of-play elements visible. Fixed an issue where players could sell their gold to merchants for a loss. You can no longer sell your gold, sorry. Lastly Fixed an issue causing some spawners to duplicate their effects leading to way too many npc's of that variety. Weee ok thank you for…
- Patch 18C - Weapons, loot & economics - 15 February 2026
Hello all, Todays patch comes with a large variety of changes and additions. I guess I'll get the most exciting ones out of the way first: Two new weapon styles are introduced, the Greatsword and the Katana. They can be purchased from blacksmiths found in the lands or have a small chance to drop from most enemies encountered. also a new spell type floating around in enemies' pockets to be looted but I wont spoil what it is. Alongside the new weapons, almost all existing weapons received updated animations and damage tiers. You can now also buy supplies and equipment from respective vendors, as well as sell all of your loot you've gathered to traders who can be found in friendly towns. Those traders also now have an expanded inventory of items that can help you through your journeys. Going forward I want to incorporate more types of merchants, (archery/fletcher, spell vendors) to give th…
- Patch 18b (hotfix) - 31 January 2026
Hello all, just a quick hotfix. Wolves were no longer despawning on death because of a sequence issue which has been resolved. Minor adjustments to a few other things such as: Player first person camera FOV set from 105 to 115 for visual fidelity Goblin enemy types received a new stealth variant Fixed an issue with bow damage not incrementing based on the quality tier of the bow. Thats all for now but this was really just to fix the wolf death animation.
- Patch 18b a little cake and a little frosting - 31 January 2026
Hello all, very excited for this patch. Balanced the health of some enemy types to match the recent weapon update, more of this to follow. Fixed an attenuation issue when some enemies spawn, making their audio loud regardless of distance to the player. Fixed an issue with goblin enemies getting stuck in the thousand-yard stare after being hit hard enough. Fixed some structure continuity issues with objects floating or otherwise. Fixed an animation issue with wolves sharing skeletons with other animal types - it was freaky. Fixed an issue with enemies sometimes not doing the proper death sequence when hitpoints reached zero. Fixed an issue with some enemies dropping two loot bags for one player and zero for another player. Added external lighting to several friendly towns, more work on them to come. Fixed a silly little issue causing friendly NPCs to confuse loot chests as enemies. Fixed…
Patch notes and updates
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