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v0.6 Update | Start a New World, Keep Your Character

Hello, Wanderers! It’s been a while. Wonderia v0.6 is here.

This is a medium-sized update focused on characters, worlds, and more freedom in how you play. Here’s the short version:

  1. Characters and worlds can now be managed separately. Your old saves will be migrated automatically, with the original data preserved.

  2. World creation now offers five difficulty presets and more world rules. You can adjust them after you start playing, too.

  3. Multiplayer now has a “Share Host’s Comic Book Knowledge” option. Hosts can share their comic abilities with other players, or let everyone progress independently.

  4. Recipes and map items found while exploring can now take effect immediately. We’ve also added ways to recover key quest items, use Spirit swords with no Spirit, and quickly discard items, alongside changes and fixes for quests, saves, vehicles, pets, visuals, and controller support.

Start a New World, Keep Your Character

In v0.6, character progression and world progress are saved separately. (Ubbo-Sathla, KMT_Chaos, cs2新手wecoin)

  • Your character keeps your personal progression: inventory, equipment, currency, skills, and comic abilities travel with you.

  • Each world keeps its own progress: its map, buildings, story, quests, resident progress, and world rules.

This means:

  • You can take an established character into a new world to try a higher difficulty or a different seed, without collecting all your equipment and skills again.

  • If certain resources don’t respawn, or an item you need didn’t appear in your current seed, you can bring the same character into another world and keep looking.

  • This won’t make resources respawn in your old world, but it can help when a world’s resources run low, a multiplayer group needs more supplies, or world generation leaves something missing. (Ubbo-Sathla, KMT_Chaos, cs2新手wecoin)

We’ve also added tools to help you manage your characters and worlds:

  • Rename existing characters and worlds.

  • Choose and change world icons so you can tell your worlds apart.

  • Copy a world before opening it to multiplayer or trying different rules.

  • Automatically migrate old saves to the new character and world structure.

  • Use the new character and world selection flow when continuing a game, hosting multiplayer, or joining a world.

Five Difficulty Presets: Choose Your Pace, Then Adjust the Rules

We believe a survival sandbox can offer many different kinds of enjoyment.

Some players want to spend most of their time on the story, exploration, and building. Others enjoy the survival loop of food, repairs, and the risk of death. And some already have well-developed characters and want more frequent, more rewarding combat. (啊啊啊啊哦, MizukiIzuru)

v0.6 offers five difficulty presets. These are starting combinations of world rules, not fixed game modes. You can switch presets later or adjust any individual setting.

Planck Story

Combat pressure: None | Survival upkeep: None

Focus on the story, exploration, collecting, and building, without combat setbacks or routine upkeep blocking your progress. (amanda.hall408)

  • Players take no damage.

  • Enemy and boss HP are both set to 30%.

  • Keep your backpack on death.

  • Continuous Food Drain and Action Food Drain are disabled.

  • Equipment does not lose durability, and repair costs are 0%.

Enemies and combat are still part of the world, but they won’t stand in the way of following the story, exploring, and collecting.

Please note: enabling 0% player damage taken permanently stops progress toward certain combat achievements in that world. The game will explain this before you apply the rule.

Lunar Leisure

Combat pressure: Low | Survival upkeep: Low

Keep combat, food, and equipment maintenance, with less time spent recovering from mistakes. (Sink)

  • Players take 50% damage.

  • Enemy and boss HP are both set to 50%.

  • Keep your backpack on death.

  • Continuous Food Drain is disabled, and Action Food Drain is halved.

  • Equipment still loses durability, but repair costs are reduced to 5%.

For players learning the game, or anyone who wants to explore and build without frequent trips back to retrieve a backpack or repair equipment.

Planetary Survival

Combat pressure: Medium | Survival upkeep: Medium

The full, standard survival experience.

  • Player damage taken, enemy HP, and boss HP are all set to 100%.

  • Drop your backpack on death.

  • Equipment loses durability normally, and repair costs are 35%.

  • Continuous Food Drain is slow, while Action Food Drain remains standard.

Food preparation, equipment maintenance, inventory space, and a safe journey home all matter on an expedition. This is also the baseline for the other presets.

Stellar Hero

Pressure per encounter: Medium | Combat density: High

More frequent encounters, with more opportunities to fight and gather monster materials.

  • Player damage taken, enemy HP, and boss HP remain standard.

  • The area enemy population limit is increased to 200%.

  • Enemy replenishment speed is increased to 200%.

  • Continuous Food Drain is slow, while Action Food Drain remains standard.

  • Drop your backpack on death.

Enemies don’t simply gain more HP. Instead, you’ll encounter them more often while exploring. This suits multiplayer groups that need more combat and materials, as well as solo characters who want to spend less time waiting between hunts.

Black Hole Extreme

Combat pressure: High | Combat rewards: High

Make everyday exploration more demanding, with extra loot in return for the greater risk.

  • Player damage taken, enemy HP, and boss HP settings remain standard.

  • Affected non-boss enemies gain a “fractured half-star,” increasing their HP and attack without changing their behavior.

  • When these enemies drop loot, there is a 50% chance of additional drops from the matching full-star tier.

  • Drop your backpack on death.

  • Continuous Food Drain and Action Food Drain remain standard, and repair costs increase to 50%.

For experienced players who want ordinary encounters to test their equipment, food preparation, and ability combinations.

To unlock Black Hole Extreme and the Elite Enemies rule, you must first defeat 3 Watchers in worlds where players can take damage. This unlock is account-wide and applies across worlds.

These presets are a starting point. v0.6 introduces the new rule structure and initial combinations, while the individual world rules are still being developed. We’ll keep adjusting the presets and adding configurable options based on how people play.

More World Rules

Whichever preset you chose when creating your world, the host can reapply a preset during play or change just one setting.

v0.6 adds or separates the following settings:

  • Enemy and boss HP can each be set independently from 30% to 200%. (Puce Moose)

  • Normal enemies can be made elite. (猫叔)

  • The area enemy population limit and replenishment speed can be adjusted separately.

  • Continuous Food Drain and Action Food Drain can be set separately. (省厅厅长祁同伟)

  • Player damage taken now includes 0%, 30%, and 200% options.

  • You can choose whether floors craftable at a Construction Workstation block natural enemy spawns. Summoned enemies and fixed spawns are unaffected. (モモさんゲームス)

You can combine these settings independently, regardless of your original difficulty preset.

Share the Host’s Comic Abilities in Multiplayer

Previous versions already shared crafting recipes from the host’s comics. The new “Share Host’s Comic Book Knowledge” option also shares the host’s unlocked comic abilities with other players in the current world.

Personal skills outside the comic system are unaffected. Each player can still develop their own skills, and character progression earned in multiplayer stays with that character.

“Share Host’s Comic Book Knowledge” is enabled by default. Players who prefer to collect comics and progress independently can turn it off. (KMT_Chaos, 燃烧的飞鱼, 烤烧)

Recipes and Map Items Found While Exploring Take Effect Immediately

Recipe items found in the wild now unlock directly, without taking up inventory space.

  • Recipes picked up in the wild or found in certain exploration containers are immediately applied to the current world.

  • In multiplayer, these one-time discoveries benefit the host’s current world first. Visiting players cannot carry them away.

  • Extra recipes purchased in shops still go into your inventory and can travel with your character to other worlds.

  • Map items obtained through exploration or quests are used automatically in the appropriate area, without needing to enter your inventory first.

  • Recipes and map items used automatically are also correctly recorded as discovered in the collection.

This keeps one-use unlock items out of your backpack while preserving the rewards for the world where they were found.

Changes Based on Your Feedback

  • Players pointed out that special weapons found while exploring, such as Spirit swords, could quickly drain their Spirit. Once it ran out, an exploration reward could feel less useful than an ordinary weapon. Spirit swords can now make melee attacks with no Spirit, dealing 50% of their base damage. Sword waves and additional effects still require Spirit. (白亚, 嚯呀)

  • This update addresses the basic usability of Spirit swords when Spirit runs out. We’re still recording and evaluating feedback about unlimited ammunition, single-use spellbooks, exploration rewards, and reasons to keep playing later in the game.

  • Fixed pets losing their following state after an area unloaded or the player teleported. (嚯呀)

  • Added a bindable “Trash Highlighted Item” action. (荤豆花工作室)

  • Ground traps no longer damage players riding flying vehicles such as the Hoverboard. (不能吃苦亡命天涯)

  • Fixed Wolf Rabbits moving indoor objects through walls.

  • You can now shovel the tile beneath you while riding a hovering vehicle.

  • Added a minimap icon for the Crab House and corrected how some indoor locations are hidden from view.

Quest Progress in Separate Worlds

Some quests previously tracked progress by checking whether you had obtained a map item. They now check whether the relevant location has actually been investigated in the current world, preventing progress from being misread when characters travel between worlds.

Recover Lost Quest Items

If you lose key quest items such as the Old Steering Wheel or Antenna Module, you can reclaim them from the quest screen or the relevant NPC. There’s no need to restart the world, and completed quest progress won’t be reset.

Other Improvements and Fixes

  • The Wooden Spear can now be used to attack while moving.

  • Dialogue Text Speed now defaults to “Fast.”

  • Restored missing sounds when striking dirt walls.

  • Added left- and right-facing versions of two chairs with backrests.

  • Adjusted visibility and transparency around broken stone bridges, the Black Market Robot, and some houses.

  • Made selected settings and tabs clearer, and fixed missing translations in some tab hints.

  • Improved Simplified and Traditional Chinese font fallback.

  • Updated display defaults and reset behavior to use the recommended UI scale for the screen resolution and system scaling, while preserving existing valid settings.

  • Fixed long character names extending beyond their character cards.

  • Improved performance in elaborate homes to reduce stuttering caused by large numbers of buildings and decorations. Thank you to 魔法少女张翼德 for sharing a beautiful home to help us test and improve performance!

Save Migration and Stability

We’ve improved old-save migration and made saving and loading more reliable. Your original saves are preserved during migration.

If you run into any save issues during migration or while continuing to play, please let us know through the community link at the end of this post. We’ll help investigate.

A Few Words About v0.6

Updates have been less frequent recently, but we’ve continued gathering feedback and working on existing issues and new changes.

Separating characters and worlds changed the foundation of the save system. Quest conditions, multiplayer ownership, recipe unlocks, and old-save migration all needed to work with that new structure. Making those changes on the old structure first would have meant adapting them again afterward, with more potential for conflicts.

So we focused on making the new character and world structure stable, then brought the accumulated changes onto that foundation. v0.6 is the first step for this structure and rule framework, and we’ll continue refining the details as people play.

What’s Next

After v0.6, we’ll continue working on temple resets and further quality-of-life improvements.

Once those are in a good place, we’ll move on to preparing the late-autumn update. We look forward to seeing you in Wonderia!


If you encounter any other issues or have suggestions for the game, please join us on Wonderia Discord.
Thank you again for your feedback, patience, and support! 🪐🫶

Build and release context

Steam update times within 24 hours of this post. Matching dates do not confirm which build it describes.

  • Build 25370383 · public branch

    Steam updated · First observed