Thank you to everyone who supported us and helped us make the Top 100 Indie Games for the second year in a row (last year we were an "Upcoming Game")! We greatly appreciate IndieDB and its members for all they've done for us and our game!
    ~Matthew Griffin & Jason Gordy, Team Wanderlust

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Blog RSS Feed Report abuse Latest News: Wanderlust: Adventures Dev Log 12

3 comments by d2king10 on Jun 13th, 2013

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Please keep in mind that all of the images in Developer's Logs are for "Wanderlust: Adventures", a new title being worked on by Yeti Trunk, and are a Work In Progress; most of them are mockups or early prototypes.

Hey guys! We spent the last few weeks working on several different things and have made a lot of progress!

First, Lauren finished the promotional art for Wanderlust: Adventures, and we couldn't be happier with how it came out! We plan to use this image to hopefully help market the game when it comes to that. We were really aiming to describe Wanderlust: Adventures with just a picture; explore the world and create your own adventures, and I think she nailed it!

Wanderlust: Adventures Dev Log

I will likely make a few wallpaper variations once the website is launched, which should come relatively soon.

Matt spent this week coding and redesigning the server finder. We really wanted to refine how this menu was navigated, as well as display a bit more information. Now players can view the game name, difficulty the game is set to, players in the game, the day of the expedition, and where they are located on the world map.

Wanderlust: Adventures Dev Log

Long gone are refreshing the server list with F4 and navigating the server pages with F keys!

Matt also spent a lot of time recoding how enemies spawn so enemies spawn right when the players enter the room, removing the slight delay that they used to have.

This week I managed to finish another enemy, leaving 10 more to create. Lauren will be joining me on finishing these last few enemies, leaving me more time for map creation. On that note, I have completed a total of 91 dungeon maps this week (172 total maps finished)! We are aiming for a total of 270+ swappable dungeon maps. This will hopefully leave plenty of variety, and if we feel we need more we can always add more!

Here goes an image of a few dungeon rooms with 2 different dungeon tilesets applied. The colorful rooms are how it looks when I create the rooms, and then the following images are what it looks like in game. Click to enlarge for the best detail.

This method allows us to quickly create vast dungeons, all with unique looks and feels!

Until next log!

 ~ Yeti Trunk

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Post comment Comments  (190 - 200 of 203)
Raven_Destroyer Mar 28 2011, 9:19pm says:

looks nice i hope it will be done soon

+3 votes     reply to comment
Bitrip Dec 4 2010, 1:20am says:

This looks so good! I'm downloading the demo right now ^_^

+2 votes     reply to comment
d2king10 Dec 5 2010, 6:55am replied:

Awesome! Don't forget to let us know what you think

+2 votes     reply to comment
Pat.Lithium Nov 29 2010, 12:19am says:

Rated everything + to cancel out the person who rated everything -.

Great to see a hell of a lot more chapters, would definitely be worth cash. I think a 4 v 4 deathmatch would also be a pretty cool thing to have and would add a competitive side to it.

+3 votes     reply to comment
Malaclypse Nov 28 2010, 5:09pm says:

I had stumbled onto the demo many months ago and thoroughly enjoyed playing this wonderful game. I could go on for quite a while, but I'll attempt to keep this as short as possible.

You can see the extensive features listed above, but the best thing this game offers, I feel, is the amount of user skill required to play effectively. All classes (please note you also have free reign over skill builds per class- resets come at no cost)have a distinct feel and must be played with different mindsets. However, everyone who plays regardless of style or class, must always remain cognizant of what exactly the enemies are doing and the best ways to avoid damage while clearing the screen. It sounds very simple in theory, but games have gotten away from this for a long time now, and it's extremely refreshing to see one come back to it.

I could get into specifics (item, boss, skill, and story systems to name a few), but I -strongly- recommend downloading the demo, familiarizing yourself with the extremely short pdf manual it comes with, and experiencing this very well polished 'old-school' action rpg for yourself. Hopefully, you can convince some friends to join you as the co-op is where this game really shines.

I would like to ask a few questions about the final release myself though.
-How will networking be handled? As of now, using reflect games, it requires all character data to remain client side, will this change? Also, will there be permanent dedicated servers?
-Will trading be implemented? The corollary being, will player shops/stalls be possible?

Thank you very much d2king10, you were amazingly kind and helpful when I ran into you last night; especially when you shared the location of the secret boss :). I wish you and your small team the best; and if this game does come with a price tag, it's more than worth it considering the astounding quality.

+5 votes     reply to comment
d2king10 Nov 28 2010, 6:26pm replied:

Thank you for your kind words, we have tried hard to make Wanderlust a game that not only we enjoy, but the players will too. It was our focus from the beginning to make a coop game that required player skill and team work over everything else.

K, now to answer some of your questions:

-How will networking be handled? As of now, using reflect games, it requires all character data to remain client side, will this change?
Also, will there be permanent dedicated servers?

*As it is now, reflect is a service ran by someone else (Marty), so any additional features we want added to reflect (like character hosting and permanent dedicated servers), have to be ran through him and he has to code them. Ideally, we would love it if we could have everything stored on reflect (and maybe this will happen one day), but permanent dedicated servers would be a bit more challenging because of money issues (having to buy and run the server). At the moment, anyone can run a dedicated server if they successfully host one game, we did this to prevent players who don't have their ports forwarded from hosting dedicated games.

-Will trading be implemented? The corollary being, will player shops/stalls be possible?

*We have a pretty awesome idea for a player "trading" system, but I don't think it will make it into Wanderlust. One being, that with a trading system, hackers have a way bigger impact on other players experience, because as of right now if a hacker was hacking his game, it would mostly affect his own character and no body elses, but implement a trading system, and then orange and purple items are seen everywhere.

Wanderlust is getting close to a full game release, but if the game gets popular enough, we would, without a doubt, make additional features and support for the game (possibly a sweet trading system, additional chapters, holiday themed chapters, additional game modes, etc)

Thanks again for trying the game out, tell all your friends ;)

+4 votes     reply to comment
Fretmaster Nov 28 2010, 4:57am says:

Seems fun! I've downloaded the demo and also the .exe and resource file, but every time I try to start it, it freezes. What's wrong? Btw, I use Vista, so it shouldn't be any trouble according to the readme?

+3 votes     reply to comment
d2king10 Nov 28 2010, 5:24am replied:

Are you running it from the start.exe? Have you tried waiting to see if it isn't just loading the files? It could be a number of things, try deleting the resource file/exe and re-downloading it from the start.exe file. Let me know if any of these fixed it, otherwise I will message Matt, the programmer, and ask him about it.

+3 votes     reply to comment
Fretmaster Nov 28 2010, 6:36am replied:

Ah, I just had to turn off my anti virus software! Now I just gotta recruit some friends to play it with me ;)

+3 votes     reply to comment
LifeStar Nov 27 2010, 6:25pm says:

I got to say, this reminds me of dot.hack if you know what I'm referring to. Especially after watching the video. I'll watch this.

+3 votes     reply to comment
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Wanderlust: Rebirth
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Released May 31, 2011
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Highest Rated (5 agree) 10/10

This game is pretty amazing and not something seen too often nowadays. It's pretty hard and throws you right into the action, but it's still completely possible. The pass/fail system on normal difficulty really allows you to better yourself for next time in order to get that 100% to truly advance to the next level. The game play itself is smooth and there's hardly a dull moment. The ending of normal difficulty is fantastic, made me want to play through again on epic. Epic difficulty itself is a…

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