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Wyrd WorldNewsUpdate 17b: Swimming and Climbing!
In-game event

Update 17b: Swimming and Climbing!

Wyrd World · published 18 Jan 2026, 05:39 UTC

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Hello all, This update is kind of a small one but an important one, as the world now has a couple of new ways to kill you while you explore.

I've now added swimming to Wyrd World! As of right now any body of water you find, you can explore. Some locations contain hidden treasure, and some will just get you killed if you swim too far. Going forward I will be expanding the number of locations to explore underwater and the different variety of rewards that you can escape with if you've got a keen eye. It's not perfect, but it is working and I am really excited about that.

The second new way to die in Wyrd World is in your hands, by that I mean using your hands while hanging on the edge of a building. I mean you can climb! Right now climbing is pretty minimal, with this being a functionality update and the list of climbable structures mostly consisting of the Wind's Perch walls and castle, and any ladders you find out in the world, but that list is going to be rapidly growing as the system now works on a simple checkbox to determine if a structure is climbable or not.

I also have a veritable banquet of quality of life/bug fixes I want to mention here and elaborate on what i want to focus in the upcoming month.

Fixed a bug involving dropping items, when picked back up their item icon glitched and showed amount x0, you should be able to pick up dropped items or give them to friends by dropping them now.

A number of enemies received Spawn Notification sound effects, just to let you know you're in a dangerous location.

Fixed an issue with player aiming. Now when a weapon is actively held in the hands, the player aims in the orientation the camera aims, i.e. with a bow, you will be aiming where the third person camera is looking even before you draw the bow to shoot.

The same logic is applied to first person angles, no more twisting your head in 720 degrees without the body updating to follow that.

Fixed a huge issue with guest players not having correctly replicated speed when walking or running, it wasn't a latency issue, their behavior just wasn't being replicated properly.

Fixed an issue with some enemies tilting forward to attack (like action figures) bleh

Some cosmetic tweaks to friendly towns.

Shrunk the interaction range on the Alidilianael descending stairs so they wont make so much noise unless you approach them on purpose.

Also tweaked some cosmetic aspects of player weapons to better reflect the theme of the game.

There are probably a number of minor fixes I am forgetting to mention but my notes have been a mess since switching to windows 11 and making the change to ue 5.7, but I appreciate your patience as Wyrd World continues to grow.

Going forward, my goal is to continue expanding upon world POI's, now including climbable/swimmable destinations, there are a handful currently but I want a lot more, ALONGSIDE work on the mount system which is 90% done just need that one last step to have it fully replicated for multiplayer, AND THEN when mounts are up and the world is a little more fun to explore, I want to begin on the class system and the quest system. I am expecting them to not be too complicated, but I don't want to split my focus too much and end up with everything lacking in quality.

Thank you for reading if you got this far and thank you for playing. I am always open to feedback on these posts, in Steam discussions, or anywhere on social media you can find me.

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