
r/OnceLost_Games

Another Piece!
And another!
#reddit u/boleslaw did it again with another awesome #fanart of #TWR secutor!
And, again, we love it! Thank you so much for sharing your artwork with us!
Keep ‘em coming! Email your #fanart to PR@oncelostgames.com
FAQ's~
❓ Here’s a new set of #FAQs ❓
We pull these questions from comments and Discord, feel free to leave your questions below!
Why I'm a bit worried for Wayward Realms
I'm a bit worried for The Wayward Realms if I'm honest. In my opinion the ambition is starting to sound more like a warning than anything else.
On the surface: The developers are building a massive game world, a dynamic "Virtual Game Master", complex faction reputations, spell crafting, climbing, boats, and a world that reacts to everything you do.
And this is where my worry starts:
Every time I hear about another feature, millions of NPCs, emergent political systems, dynamic resource bars (with sub-mechanics like rest, overload, fatigue, etc) quests that write themselves based on your actions, I think less about "how cool this will be" and more about "how do you possibly get all of that right on the first try?"
I don't think the game has to reinvent everything. Personally, I actually think it would be much healthier and easier to make if the core mechanics stayed largely Skyrim like. Simple combat. Clear quest markers. A linear leveling system. Regenerative resource bars. It's solid, proven and fun.
Take that foundation, scale it to the massive world size they are promising, and lean into the open ended immersiveness. You would still have a grand RPG with hundreds of hours of exploration.
We would still have a new experience, just built on mechanics that actually works, not one that tries to solve every design problem at once. Some (or all) of the new systems could easily become tedious, unpolished, or just not fun.
But again, it's not my game, they're free to follow their own vision and we can only hope it turns out good.
We See Nothing?
I see no difference…
#OLG #TWR #humanrig #nodifference
Confused about Kickstarter tier
the post I saw recently said "all adventurer+ tiers get access in june" the one that says access at 50 appears to be a "lower tier" on the page, and im just wondering if that will get me access next month? Thanks!
First things you'll do
So June (thank the Gods) is close! So pretty soon we will get that EA key and dive into this world and start the journey we have been waiting for. I'm wondering what is everyone's plans for what they wanna do at first?
My biggest goal, if a ship is there in the EA (fingers crossed) is to get enough gold to buy a ship. Then I plan on sailing to the southern islands and get a sneak peek of the lands layout. I would love to check out the deserts, and the wall between Sidh and Splendour (if it's there that is)
Id also would like to get a reputation going of being a helpful good guy, mostly jumping into the lore. I'm not sure I'll be getting into magic with this first character though. I may just RP as someone who's wary of magic and is instead someone who likes to research and basically be an Indiana Jones mixed with ranger Aragorn.
New Clip
We’ve got a new clip to share with you!
Here’s some work-in-progress animations on fishing, dialogue, & gestures 🎮
🔗 https://youtube.com/shorts/qr2-quUxCRY?feature=share
#OLG #TWR #WIP #clip
Kickstarter is Closing
The Wayward Realms Kickstarter is CLOSING
Want to be among the 10K+ backers receiving The Wayward Realms Early Access?
Help shape the game and test the systems, all adventurer tier backers+ & late EA kickstarter backers will receive our Alpha build of TWR in June 2026.
Pledges close for good June 1st, pledge now before you miss your chance @ 🔗https://www.kickstarter.com/projects/oncelostgames/the-wayward-realms
how will the wizard life be in this game?
so for awhile now, I've been looking for a game that essentially is a wizard simulator, spells for combat and trying to convince people with charm spells are fine and all, but i want to delve into reading old tomes to find arcane secrets they hold, to have a magic house that i can go to in order to gather my barring's, brew potions for other magical stuff, bombs, buffs, finding stuff etc.
essentially every non combat old school fantasy trope, astrology, alchemy, regular wand waving, familiars, researching artifacts and practicing spells.
then going on an adventure with a party and being the magic expert of the group.
so far there isn't anything like that on the market, usually just an aspect of that in other games.
so i have to wonder what aspects will this game use? i know that spells will be quite powerful and unique but how much of a "wizard life" game would i be able to paly this as?
Remove LLM disclosure if not relevant anymore?
The store page for Wayward Realms says this:
> AI Generated Content Disclosure > > The developers describe how their game uses AI Generated Content like this: > > This game uses a Large Language Model to help parse out in-game player character data (quests, allied factions, in-game world events, NPCs the player has interacted with, etc.) to customize quest objectives and reword hand written dialogue to fit that particular player character's playthrough.
However, I saw some discussion in the Steam forums from a representative that said this:
> Let us reiterate as well, the LLM is NOT the VGM, it is only a small part of it. We have switched away from using an LLM for Dialogue curling. Instead we use translation tech to reword dialogue, which gives us much better control of the output without any potential for hallucination.
If the translation software used isn't generative AI, it might be worth changing the store page description, as a number of people are quite against AI usage and might write off the game just due to the disclosure being there. Just, considering the idea that the early access launch period is fairly important for future success.
A lot of what I've seen of Wayward Realms so far has been things like a written novel, a lorebook reading on Youtube, just in general there seems to be an air of back story that needs to be dived into. And I know that was partly the design ethos of Daggerfall as well, and it's important for a game like this to have a solid lore foundation to build everything on.
My question is, do you expect to provide an experience that's just as engaging for those less interested in diving that deep, and the lore is mostly optional? Or would you say the game is not for those people?
For me, I'm fine with getting into lore and books, but a lot of that comes after the game has demonstrated that its world is interesting and engaging enough to be worth spending the time to understand it better. I've seen enough fantasy stories that when I hear stuff like "the Marquis DeBalastos was slain on the eve of Twicemorrow by the servants of the Garfleon Horde" I start glazing over, but personal stories told with fun character writing can get my attention. I want to meet eccentric characters, like a lady oddly obsessed with pillows, or a shy goblin who is bad at hiding an embarrassing secret, not just "slay me 12 skeletons."
Will there potentially be some worldbuilding scenes like those seen in games like Skyrim, where the first time you enter a handcrafted, important town square something might be going on to observe? Do you believe that sort of game design is at odds with the goals of Wayward Realms?