Historical note: Wanderfolk's public release path is now Steam-first. Older update posts may refer to the browser build or earlier desktop plans as they existed when originally published.

Kill quests now pull from every biome adjacent to your village, not just the primary biome. A river delta village bordered by swamp and coast will send you after swamp toads, giant crabs, and coastal predators as readily as river creatures. A plains village near a forest edge might assign wolf hunts or boar culls. The quest board reflects the actual world around you.

This change makes each village feel distinct. Your origin settlement’s kill quests will always mirror the geography you’ve explored, pulling in creatures from the rings around you. Villages in rare biome intersections — coast-to-desert, or swamp-to-mountains — generate quests you won’t see anywhere else.

Quest difficulty scales with your progression. Earlier kill quests assign common creatures in modest numbers. As your reputation grows and your stats climb, the board shifts toward elite variants, larger quotas, and creatures from deeper biomes. You won’t be asked to kill three rabbits at level 30.

Harvest quests now only ask for crops the village actually grows. A fishing village won’t demand a sack of wheat it has no farm to produce. A highland grain village won’t ask for tropical fruit. The quest board checks the village’s own fields and stockpile before generating the request, so what you’re asked to bring is always something that makes sense for where you are.

Check emergent quests for the full breakdown of how these assignments are generated.