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.

Villages feel more alive. Child NPCs now appear in villages across every biome, rendered at a smaller scale and with their own sprite sets. They’re not decoration — they have behavior.

Children roam naturally through the village instead of standing in place. They wander between buildings, explore the village edge, and gravitate toward animals. If a cow or sheep is nearby, a child will walk over and interact with it — petting, following, or just standing close. It’s a small touch that makes villages feel lived-in rather than populated.

Bedtime matters. When night falls, children head indoors and sleep. You won’t find them wandering the streets during monster raids or lurking near the village edge at 2 AM. Their schedules are distinct from adult NPCs.

Orphan adoption is now possible. Some villages have orphaned children — kids without a parent NPC in the village. You can talk to them, build a relationship through conversation, and eventually adopt them. Adoption is tracked through conversation progress, not a single dialogue choice. If an orphan declines, the rejection is gentle — no reputation loss, warm tone, and the door stays open for future attempts.

Dialogue is age-appropriate. All child NPC conversations run on a dedicated lightweight model tuned for the context. Children talk like children — curious, direct, sometimes silly. They won’t discuss village politics or offer crafting tips.

See NPC roles for where children fit in the village hierarchy.