Wildmark · public · first seen
Wardens, thank you. Wildmark has grown a great deal since you first chopped a pine in Whisperwood, and today it grows more than ever. This is Wildmark 2.0, The Wildmark Map: our biggest update ever, and it's free.
Open the Map from the top bar and the Wildmark lies above the clouds as floating islands. The places you know are painted in full colour. The rest wait under drifting cloud as ink sketches.
Pack food, arrows and field notes and send your Warden on an expedition. When they come home, the region's painted card unfolds and on the Map the island floods from ink into colour.

The Ashen Reach is a burnt forest past the glacier, embers drifting through the air and green shoots in the ash. Its patrol ends at Old Cinderhide and the Trial of Ashmaw the Ember Wyrm. Charting it raises the level cap to 60.

The Stormcrown Isles are high islands in the gale, with old ruins and glass that grows like flowers. Lightning cracks over the patrol, and the Isles hold Thunderhorn and Skarra the Storm Roc. Charting them raises the cap to 75.

Each region brings new work for every skill, a new patrol, a new tier of gear and jewellery, and a named unique forged from its final boss's trophy.
A new skill, Cartography, is practised at the Surveyor's Lookout, a crag above the clouds with a watchtower, a cairn, a telescope and a drafting table. Sketch each region there to train it and fill your field notes.

Every region hides points of interest: an old Warden's cache, a drowned shrine, a page of lore. Survey them from the Map and watch the region's explored share tick up. Later you can hire the Surveyor, who surveys for you while you keep working.

Your companions grow closer the longer you work their skill together. From Bond 3 a companion can walk the trail with you and lend its own gift to any skill: the Hound finds rarer things, the Falcon strikes harder, the Otter's food goes further. The Almanac has a page for every companion you have found.

The old panels are gone. Every hub is now an illustrated place you step into: the Warden's quarters, where you drag gear onto your Warden and see the change; the Board, where the seal comes down on a finished contract; the pedlar's cart, where the coins slide across the counter; the relic cabinet, where a relic wakes on its stand; the workyard; the guild desk; the Almanac; and the hearth, where you Pass the Torch.

Before and after, from the same save:

Every skill now has a guild with a ledger of tasks to ink off, ranks to earn and a small perk with each rank. Your past work already counts. A Completion page in the Almanac shows what is left to find, and each region's card on the Map shows what remains there.

Thirty Wildmark events now, met where and when they belong: by region, season, weather and the work in hand. Evening sun leans in over the glade, lanterns and fires glow in every place, flocks cross the sky and rain rings the water. The Almanac keeps every event you have met on its Encounters page.


The tutorial has been rebuilt from the ground up. It points at exactly what to click, step by step, with a short note beside each step, and a closing card tells you what to aim for next.

You asked to see what your Warden is doing from any screen, to stop a craft without losing the evening, to know what a survey found while you were away, for goals beyond the next level, and for a way to tell us what you think. One of you reported on the discussions that clicks in other windows could reach the game; that is fixed. This update answers each of those.
Wildmark is made by one person, and every Warden who plays it keeps it growing. Come and say hello on Discord, and if you'd like more cozy idle games, the STANDER Idle Pack bundles them together.
If you have played Wildmark, an honest Steam review, whatever it says, helps a one-person studio more than anything else.

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