The Wayward Realms (29 days left, currently at 119.705 out of 500.000 eurodollars)
Life of An Adventurer - A Gameplay Trailer Website "Welcome to The Wayward Realms, a Grand RPG by legendary game developers, Ted Peterson and Julian Lefay. A game that aims to bring the “old-school” design philosophies of Classic RPGs together with the latest technology and quality of life improvements, courtesy of Unreal Engine 5.
Get lost in a massive, beautiful open world, filled to the brim with adventure. Explore vast, realistically scaled cities, sprawling towns, deep dungeons filled with untold treasures, and a plethora of diverse environments. Discover populations of warring factions, dangerous creatures, and an expansive cast of characters that come to life the more you interact with them.
Spiritual Successor In 1996, our founders—Ted Peterson and Julian Lefay—released The Elder Scrolls II: Daggerfall while working at Bethesda Softworks, pushing the envelope of what was possible with computer games. Still considered one of the largest games ever crafted, Daggerfall was massive both in its gameplay mechanics and its potential. Shortly after its release, Ted & Julian pursued other projects and new work, yet Daggerfall's impact and potential stayed with them throughout their careers.
Nearly 30 years later, they have teamed up once again to see that potential realized, bringing along fellow Daggerfall alum Eric Heberling, the original composer, to once again create a memorable and immersive world. Carrying forward everything that worked in Daggerfall, our aim is to refine and expand upon the systems that have kept players coming back to it for decades, as well as introduce new systems and quality of life improvements to create a modern classic – a true successor to Daggerfall.
Core Game Pillars In line with our Classic RPG Design, we have established 4 Core Design Pillars that define and guide our plans for The Wayward Realms.
These 4 Pillars are Scope, Choices, Consequences, and Roleplaying.
Scope The Wayward Realms offers a massive, procedurally-generated world with plenty of variety in the environments and locales. Dungeons and cities are crafted to feel unique from one another, offering limitless options for layouts and aesthetics. The world itself is ever changing; cities can grow, deteriorate, or be entirely destroyed by war, and the sky, landscape, and flora change with the seasons.
Likewise, the worldbuilding runs deep, with thousands of years worth of history. Through item descriptions, dialogue, lorebooks, and ancient rune stones that dot the land, players will be able to learn about the world, its history, the various factions, and the people who’ve chosen to make the Archipelago their home.
Choices The Wayward Realms gives players truly meaningful choices, with the potential for lasting effects on the world and your experience of it. From your race, equipment, or skills, to narrative and gameplay tactics, or your involvement (or lack thereof) in world events – everything is a choice.
Meaningful choices go far beyond what sword you equip or how you choose to talk to an NPC. Our skill system is designed to encourage a wide variety of builds and specializations, as each choice shapes your character in unique ways. The more you invest in a skill, the wider the variety of options available to you in how you might utilize it.
Consequences Player’s actions will have consequences, both good and bad. There is no such thing as a failed quest in The Wayward Realms, only results and future consequences, depending on how your choices affected the outcome. Whether those are positive or negative will be up to the world to decide, and for the player to experience, as every choice leads to some kind of change. You could improve or degrade your ability to join certain factions, the amount and kind of reputation you earn, and how the world reacts to your presence.
Roleplaying While other RPGs railroad their players into specific roles, The Wayward Realms lets players decide what type of character they wish to play, who they would side with, and what actions that character would actually perform.
For this reason, we have chosen to forego a traditional “Main Quest'' in order to craft many smaller and more varied narratives for our factions, which will appeal to a broad swath of character types. The player can further shape their story by how they choose to deal with major World Events. They can take part and influence the outcome, or simply stand by and live with whatever consequences these events bring to the world.
Finally, our Virtual Game Master will take a character’s playstyle and tailor the quests, encounters, and rewards around them, much like a real life tabletop game master."
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