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.

New players no longer have to figure everything out alone. Contextual hints now appear when you encounter game mechanics for the first time — approach a tree and you’ll learn which tool to use, walk past ore and you’ll see a mining tip, encounter a monster and you’ll get a combat warning with the specific key to press.

Hints are one-shot and rate-limited. Each tip fires once, when it’s relevant. You won’t see the same hint twice, and the system won’t flood you with tooltips. Hints cover:

  • Resource nodes — trees, ore veins, plants, and crops, with the correct tool and key binding
  • Animals — petting, feeding, and building bonds
  • Farming — planting seeds after your first till, watering after the starter quest
  • Combat — monster warnings with specific weapon keys, threat identification
  • World features — dungeon entrances, dangerous areas, curiosities worth investigating

Four day-1 intro quests now fire after you complete the initial Plant 20 Seeds quest. The village blacksmith, herbalist, priest, and weaver each offer an introductory quest — and they don’t just give you a task marker. NPCs physically walk you to the location, escorting you through the village while the crafting panel pins the relevant recipe.

These escorts teach you where key buildings are, how to navigate the crafting interface, and what each artisan offers — all through gameplay rather than a tutorial screen. By the end of your first day, you’ve met four important NPCs, visited their workshops, and completed a basic craft at each.

Quest recipe pins are also new. When a quest requires crafting, the relevant recipe is automatically pinned in your crafting panel so you don’t have to search for it manually.

See your first day for the full new-player walkthrough.