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ChronoscopeWayfarer · Player's Guide

Three thousand years of history, simulated. One life with a sword and a bow. A brass instrument that lets you go back and try again. This guide covers everything in the game, with screenshots and real examples from world 1.

The idea

The world of Wayfarer is not scripted. Underneath the game runs the Chronoscope simulation: peoples farm, multiply, fight over borders, catch plague, rise into empires and shatter into successor states, year after year, all by a handful of rules. The same world number always produces the same history.

You are one person in that history. You can walk it, fight in it, help the people you meet, and, once you carry the Chronoscope, travel to any year and change it. Every quest you finish is recorded as a deed in the timeline, and the future is re-simulated from that moment. Your goal is to save your people from a fall that history says is coming.

The title screen with a world number box and a Begin button
The title screen. The world number decides everything: anyone who enters 1 is born into the same life.

Starting out

Enter a world number (or press Today for today's world, or ⚄ for a random one) and press Enter. The game simulates history up to your birth, then introduces you: who you are, which people you belong to, their customs, their neighbours, and what the elders remember, all generated from the real simulation.

The prologue dialog: Takakanai, child of the Tharian
World 1: you are Takakanai, twenty years old, of the Tharian, a Classical Age forest people of 100,000 ruled by King Kanlovo. To the south-west lie the larger, hungrier Jenithriis.

Your first task is custom: walk to the capital (follow the gold marker) and swear the oath to your ruler. The ruler sends you to clear raiders near the capital; when you come back, a stranger is waiting for you.

If you have played before, the title screen offers Continue (your latest save) and Load….

Controls

Wayfarer is played entirely on the keyboard. You face the way you walk; attacks lock on to the nearest foe in front of you (a gold ring marks the target).

KeyAction
WASD / arrowsMove (on water you take a boat)
JMelee attack (hold to keep swinging)
KRanged attack (hold to keep firing and strafe around your target)
Space / ShiftDodge roll (you cannot be hit mid-roll)
G (hold)Rewind 2 to 10 seconds and fight beside your past self
QDrink a potion
ETalk
RRest a season in a village: heal, restock ammunition, +1 potion
IInventory
UConceal everything out of its time (and take it out again)
BMount or dismount your horse
MTravel map
TThe Chronoscope (once you have it)
VWatch your world and the world without you diverge
LJournal
P / EscPause: save, load, return to the title
HHelp
In dialogs1–9 choose, Enter or E accept, Esc decline

Exploring the world

Every province of the simulated map is a walkable area: villages whose size follows their real population, fields, forests, rivers you can ford, roads between provinces, and castles in capitals. When history changes, the land changes with it.

Village life

Villagers have trades and do the work that makes the history you see. The game reads each village's future from the timeline, a year and three years ahead, and they act on it:

Change history and their work changes with it. A short rewind (G) turns back their work too.

Roads, borders and seasons

A Tharian village with houses, fields, villagers and an elder marked with an exclamation point
A Tharian forest village. Elders with a gold ! have work for you; a cyan ? means someone is waiting for you to turn a quest in.

The screen

Fighting

Enemies telegraph their attacks: a red ring flashes around them just before they strike, and bosses glare a red line before they charge. Roll out of the way. Out of combat you slowly recover, faster in a village.

The player fighting a warband of soldiers, a shieldbearer, a bowman and a captain
A Jenithriis warband: soldiers, a bowman, a shieldbearer and a captain. Damage numbers float up; health bars show who is hurt.

What you will meet

FoeNotes
Wolves, jackals, bears, plague ratsThe wild, and plagued villages
Bandits, archers, raider chiefsCamps in hungry or divided lands
Soldiers, bowmen, captainsRealms at war (see Realms at war); stronger in later ages
ShieldbearersBlock blows from the front unless they are swinging: flank them, or hit them as they attack
Named elites"Rutaeth the Cruel", "Quickblade": tougher, with a trait (swift, brutal, stalwart); they drop the gear of their age
Royal guards and rulersBoss fights in rival capitals
Great beastsNamed monsters ("the Pale Hunter") that call their pack when wounded
How hard is it?The game was balanced with a bot that plays like novice, average and skilled players. A raider camp costs a level-1 novice about half their health. A rival king with his royal guard kills almost every level-1 player, but a level-5 player wins with about one potion.

Quests change history

Quests come from what is really happening around the person who gives them: plague next door, an empty valley, a hostile border, unrest, a rival's capital. Each offer tells you exactly what history will record if you succeed, the reward, and a danger rating with a recommended level.

An elder's quest offer: The hunt for the Pale Hunter
An elder asks you to kill the Pale Hunter, a beast in the wild country three provinces away. If you succeed, "the land heals": a real intervention that makes the soil rich, so people can settle there. At level 1 the danger line is red: this will likely kill you.
QuestHow it playsWhat history records
Raider campClear a campIrrigation: richer soil
Riders on the frontierBreak an enemy warbandRallies: solidarity on the border
SiegeHold a village against three wavesRallies
Moonwort for the sickGather herbs among plague ratsThe plague ends
SettlersDefend a camp in empty landThe land is settled
The exiles' roadEscort exiles far into empty countryA new people is founded
The holy wandererEscort a prophet to the capital aliveSolidarity surges across a region
Great beast huntKill a named beastThe land blooms
The risingChoose a side: help rebels or crush themA new people, or a rally
Ruins and tabletsDefeat tomb wardens, take the tabletsLost knowledge: a realm leaps ahead
Stolen codex / TeachRecover a codex, then teach another peopleYou learn; they learn
Granaries (spymaster)Burn granaries in the rival capitalDiscord
Salt their fields (spymaster)Break storehouses in their farmlandSalted earth for generations
Poisoned wells (spymaster)Foul two wells in their capitalPlague (and it may spread to you)
Death of the ruler (spymaster)Royal guard and a boss rulerA realm-wide succession crisis

Renown. Quests for your own people earn renown. The spymaster's darker work opens up as you earn it: salting fields at renown 2, poisoned wells at 3, regicide at 4.

Your story and the goal

After your trial, a stranger in grey gives you the Chronoscope and shows you your people's fall: the year it happens, who does it, and why. Your goal is that your people still hold land 50 years after their foretold fall. The ruler's spymaster and scholar now have work for you in the capital.

World 1The Tharian fall in 1127, conquered by the Jenithriis: "Their solidarity held; they were simply outmatched." To win, they must still hold land in 1177. Killing the Jenithriis King Garvoravi in his own hall in the year 1000 threw his realm into a succession crisis (solidarity 39.7% → 27.0%), and the Tharian now last until 1229. The quest is won.

The Chronoscope

Press T to look through it. You see the world at any year, your people's size over time in this timeline against the world without you, how and why they fall, and the moments that matter. Pick a year and press Enter to travel there. Travelling does not age you; living does.

The Chronoscope panel with a world map, fate summary, echoes and a history chart
The Chronoscope in world 1: your people outlined in gold, their doom in red; the fate in this timeline and without you; echoes you can take up; and the chart of your people's provinces (gold) against the world without you (dashed).
KeyIn the Chronoscope
, . / ← →Step a year (Shift: 10)
PgUp PgDnJump 50 years
[ ]Jump between threads of fate and your quests' years
BBack to the year you left
HomeNow
1–6Take up an echo
V / SpaceCompare histories / play
EnterTravel to the chosen year

The instrument also hums (top right, under your people's fate) when you are in an era that matters, louder near a moment where a single deed would turn fate, and it sings when you stand exactly there and then.

Echoes of the timeline

The Chronoscope reads turning points out of your timeline and offers them as quests that can only be done in their own years:

Press the echo's number, then Enter to travel to its years. Echo quests stay with you as you move through time.

World 1"◈ Thread of fate, 1007: kill the ruler of the Jenithriis at (100, 54) between 1005 and 1010. The Chronoscope is certain: done then and there, your people survive."

Watching history change

Press V (anywhere, or in the Chronoscope) to see the world without you beside your world, playing forward from your latest deed. Provinces ruled by someone else than in the other history are marked in white, and a summary says what is different in the year shown.

Two world maps side by side, with a summary of differences in 1160
World 1, the year 1160, after killing King Garvoravi in 1000. In your world the Tharian (gold, right) hold 176 provinces; in the world without you they are gone.

Your deeds leave marks

Where a deed of yours still stands in the current timeline, a stone marker records it: who, what and when. It weathers as the years pass. Villagers and elders nearby tell the legend, differently a few years later, a lifetime later, or centuries on ("The old songs tell of Takakanai, who…"). Undo the deed by changing the past and the marker and the stories are gone.

A stone marker dialog in the Jenithriis capital: Here a king fell, in the year 1000, by Takakanai
Forty years later, in the Jenithriis capital: "Here a king fell, in the year 1000, by Takakanai. Lichen is starting on the letters."

Rewinding a fight

Once you carry the Chronoscope, hold G. The world slows to a crawl while you choose how far back to slip, from 2 to 10 seconds (the longer you hold, the further); release to go.

Holding G: the screen tints blue and shows the rewind length and strain cost
Holding G: how far back, and what it will cost in strain.
The player and a translucent past self fighting a captain
Your past self (translucent) fights beside you, repeating exactly what you did.
Does it help?Against a king and his guard, an average level-3 player wins 43% of the time without rewinding and 86% with it. At level 1 it still mostly kills you.

Realms at war

Who is at war comes from the simulation's own records for the year you are in: realms that took land from each other in the last 20 years (or are massing to) are at war; others are kin (split from each other or from the same parent), friendly (a common enemy), uneasy neighbours, or at peace. Rewrite history and the wars move.

Tharian and Jenithriis soldiers fighting at a border village
World 1, 1060: the Jenithriis are taking Tharian land. On the border their soldiers (orange) clash with the Tharian (yellow), whether or not you are there. Villagers flee.
The journal with quests, deeds, realms and the chronicle of your lives
The journal (L): your quests, the deeds of this timeline, the realms that matter with your standing, renown, and the chronicle of your lives.

Gear from other ages

Every weapon, armour, piece of clothing and kind of ammunition belongs to an age of the simulation. Later ages make stronger gear, so you can travel to the future, buy a gun, and bring it back.

AgeMeleeRanged (ammunition)Armour
StoneStone clubSling (stones)Hides
BronzeBronze swordHunting bow (arrows)Bronze scale
IronIron swordRecurve bow (arrows)Iron mail
ClassicalSteel gladiusComposite bow (arrows)Lorica
MedievalLongswordCrossbow (bolts)Plate armour
RenaissanceRapierArquebus (shot)Breastplate
IndustrialCavalry sabreRifle (cartridges)Greatcoat
The Tharian forge and market dialog
Smiths' markets (capitals and some large towns) sell the gear, clothes, horses and ammunition of their own age, and buy what you bring.
The inventory screen with slots, pack and how each item reads here
The inventory (I): every slot and your pack, and how each item reads here. ↑↓ choose, Enter wield / wear / stow, X drop.
World 1In 1900 a Renaissance smith of the Kahois sells an arquebus. Back in 1000, among the Classical-age Tharian, suspicion reaches 40 in four seconds; one shot sends it to the top and three witch-hunters come. Sold to the Tharian smith instead, the arquebus raises their whole realm's knowledge from 3,067 to 3,867.

Clothes and suspicion

Suspicion

Wielding gear two or more ages ahead of the people around you, or any gun among people who have never seen one, raises suspicion; a gunshot raises it sharply. At whispers, elders, rulers and smiths will not deal with you and nobody gives you a bed. At witch hunt, witch-hunters come for you. Out in the wilds, no one sees anything.

Witch-hunters closing in after a gunshot in a Classical capital
"The thunder of your arquebus echoes off the houses. Shutters slam." Then: "Witch! Sorcerer!"

Press U to conceal everything out of its time in one go, and U again to take it out. While it is hidden you lose that attack or defence: bare fists, nothing to shoot, plain clothes. Single items can be stowed from the inventory.

Clothes

Clothes belong to an age and a people (a "Tharian toga and sandals", a "Kahois ruffled doublet"). No one attacks you over them, but people react:

You lookWhenEffect
fits inLocal dress of about the right ageNormal prices and pay
foreignAnother people's dressPrices +15%, pay −15%
strangeTwo ages offVillagers walk away; some elders refuse you; prices ×1.5; quests pay half
outlandishFour ages offOrdinary people will not talk to you; prices ×2
A smith who does not like how you look will still sell you the local clothes, at a markup: "Get yourself decent clothes first, then we'll talk."

The long road

Press M for the travel map. Move the cursor anywhere, or press 1–9 for your capital, quest targets and where you were born, then Enter to set out. The road costs months of your life: a province a month on foot, two on horseback, four months more for a sea passage. You arrive older, in the season you would really have arrived. Escorts travel with you; you cannot leave with enemies on your heels.

The travel map with a destination cursor, numbered places and the cost of the road
The travel map: the destination, the realm you would be walking into, the road in months, and when and how old you will arrive.

Horses are sold at markets from the Bronze Age on. Press B to mount and dismount: riding is faster, covers twice the ground per month of your life, and fighting puts you back on your feet.

ExampleTwelve provinces away: 12 months on foot, 6 on horseback.

Time, age and death

Saving

The game autosaves after every deed, finished quest, journey through time, new year and passing of the Chronoscope, and every 90 seconds. Press P (or Esc) to pause, save to one of three slots, load, or return to the title, where Continue picks up your latest save.

The pause menu with save slots
The pause menu. A save is a few kilobytes: it stores your deeds and replays them, so the whole of history comes back exactly.

Saves live in your browser's local storage, so they belong to the browser you play in.

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