An open world adventure and dungeon crawling game. The game is still in development, but many characteristic features have been implemented already.
The game is quite different from many Roguelikes and RPG games. First of all, the time system is semi-continuous: Your discrete actions are simulated in the continuous space and time, so you get interesting combat mechanics with a lot of pushing and dodging, while largely preserving the feel of familiar grid based games.
The game world is simulated on two scales: The area around the player is simulated precisely with every detail taken into account, however, the rest of the world is not static and is evolving too with a bit coarser but still quite accurate simulation. Both simulation levels interact seamlessly, so your small actions will affect the whole big world. You can defend your village and make it stronger in the war with a neighboring tribe, or you can go explore the world and fight monsters in the underground dungeons.
Many features, for example social organizations of the NPCs, reputation, rumors, spell casting, villains, apocalyptic events and global quests are not implemented yet.
How to build
On Linux and (probably) OSX. Install the latest
ocaml package for your system.
Make sure you have your SDL1.2 and OpenGL libraries installed. Then just execute make.
./wanderers loads the saved game if it exists, otherwise starts a new game.
./wanderers <seed> starts a new game with the given seed.
./wanderers ? starts a new game with a random seed.
Arrow keys or
Ctrl+direction Melee attack
Enter Inventory mode (
2 to move items between sections,
Esc to cancel)
f Ranged attack mode (
f to shoot,
Esc to cancel)
v Interaction mode (
Enter to open/close doors or barter,
f for ranged attack)
m Map (
arrow keys and
> to move,
Esc to cancel)
> Use stairs
- Faster or slower movement speed
Ctrl+q Save and quit
To pick up an item, open the inventory
i, choose the item with the arrow keys,
1 to put it on,
2 to put it in the inventory, or
0 to drop it on the ground.
q to close the inventory. There are 5 specialized slots in the equipment
container: 1) left hand, 2) torso, 3) right hand, 4) head, 5) slot for coins. (There is no
difference between the left and the right hand).
Merchants and barter
A merchant can be identified by the cloak-like symbol on their shoulder. They often can be found in the regions with markets (such regions are marked by a golden ring on the map), Small nations may have no or very few merchants.
To trade with a merchant, stand next to him or her, switch to the interation mode
Enter again. The barter mode works the same way as the inventory mode.
To confirm your purchase, press
Tips for new players
When you start playing, first, take a look at your
This is your mass in kilograms, and your max HP. Heavy characters are slower,
and light characters are weaker. Also, light characters have better magical abilities.
The very first goal is to find some weapon, even a simple stick or a knife will make a big
difference. You also may find a good random seed, where you start with weapons. To rest,
t, you will recover some HP.
When equipping new items, pay attention to
MBL (Mobility). When it drops down (say below 0.9),
your damage also goes down considerably, and this is not what you want.
Attributes and properties
ATL (Athletic). Athletic abilities, physical strength. Affects both the damage you deal,
and the speed you move. However, strong characters are also heavy, and so don't move very fast.
RCT (Reaction). Reaction delay. Determines all movement and attack delays. The smaller the better.
CNS (Constitution). Mass in kilograms. Max HP.
MBL (Mobility). Is equal to 1.0 when not wearing anything. Goes down when encumbered by equipment.
Affects the speed of movement, reaction time, the strength and the duration of your attacks.
WGT (Total weight). The mass of the character, plus the total mass of everything they are carrying.
DMG (Damage). Damage rate factor (the damage dealt per unit of time).
DUR (Duration). Melee attack duration.
DMG (Damage). Damage factor of a projectile.
FRC (Force). The momentum a projectile gets.
DEF (Defense). The probability to block an attack. All momentum of the attack is still absorbed,
so defense does not improve evasion.
The game is distributed under GPL3 license. Included GLCaml library is distributed under BSD 2-clause license.