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.

Dying used to mean losing your party. Not anymore. When you fall in combat, your companions now persist through respawn. They’ll be waiting for you when you come back, sprites rebuilt and ready to fight. This applies in the overworld and inside dungeons — no more re-recruiting your entire party after a bad boss pull.

Auto-antidote is live. When you or a companion gets poisoned, the system automatically uses an antidote from your inventory if one is available. No more scrambling through your bag while poison DOT ticks away. The auto-use respects the same priority rules as potion sharing — your health comes first, then companions by severity.

Villages mobilize against monster raids. When a raid group approaches, the village now actively rallies its defenders rather than relying only on guards who happen to be nearby. Warriors, shieldmaidens, and even armed civilians converge on the threat. Combined with the bandit tactic improvements from earlier this week, village defense feels coordinated rather than reactive.

Abandoned estates have been polished. The purchase confirmation panel now clearly shows what you’re buying, the cost, and what the estate includes. Every discovered village also now guarantees at least one abandoned farm is available — so you’ll always have an opportunity to claim land when you find a new settlement.

See companions for the full party mechanics guide.