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.

Foraging just got a lot more interesting. Wild crop seeds now drop when you forage plants across different biomes. Desert foraging might yield cactus fruit seeds, coastal foraging drops kelp spores, and enchanted groves produce fae blossom seeds. These exotic seeds can be planted on your farm regardless of season.

Biome crops expand your farm’s potential. Previously, all farms grew the same 20+ standard crop types. Now you can cultivate biome-specific exotics that produce unique ingredients for cooking and alchemy. The rarer the biome, the more valuable the harvest.

The culinary sub-branch has been added to the skill tree’s progression track. Four new nodes let you invest Skill Points into food effectiveness:

NodeMax RanksEffect per Rank
Hearty Portions5+5% meal hunger restore
Lasting Nourishment5+6% meal and drink effect duration
Restorative Meals5+4% meal healing and energy restore
Master Chef5+3% crafted meal effect multiplier

With full investment, cooked meals restore substantially more hunger, heal more HP, and their buffs last significantly longer. Combined with exotic biome crop ingredients, a dedicated cook can produce food that rivals mid-tier potions for sustain.

Heartwood refinement is also live — a new crafting recipe that processes raw heartwood into a refined material used in high-tier furniture and equipment.

See farming for the full crop list and skill tree for all progression sub-branches.