DEV LOG 14

Introduction

The Wilders are building at full throttle. Since the release of Dev Log 13, the pace has only accelerated, bringing Wiami to life with new systems, fresh designs, and the launch of the Super Early Access test phase.

In this update, we’ll take you through some of the biggest milestones from the past three months and unpack major progress from the teams driving Wiami’s evolution.


Super Early Access (SEA)

The long-awaited Super Early Access test phase has officially launched, marking a significant milestone in our journey. We're thrilled to invite our most passionate community members, our die-hard Wilders, to step into Wiami for the very first time and experience the game ahead of the public release. Interest has been off the charts. We now have over 220,000 people on the waitlist, and we’re just getting started.

We've onboarded 90 members of our community who actively participate in weekly playtests with our latest build, which incorporates community feedback, bug fixes, and new content. The response has been overwhelmingly positive. We’re seeing consistent engagement from playtesters, growing interest from the wider community, and strong alignment between development goals and user feedback. It’s been incredibly encouraging to see such strong traction at this early stage

If you're eager to be among the first to explore SEA and contribute to the evolution of Wilder World, we invite you to fill out the Super Early Access Application Form.


The Wilder World Vision Paper

Yesterday, we released our much-anticipated Wilder World Vision Paper, marking a defining moment in our journey. It is a comprehensive blueprint that brings together every major pillar of Wilder World, from lore and gameplay to economics and infrastructure, into a single cohesive narrative.

Chapter 1: The Metaverse
This chapter explores the emergence of the Metaverse as the next major technological and cultural shift. It describes how Wilder World is a living, interconnected ecosystem, complete with social experiences and more, where players can fully own their identity and digital assets. It introduces the magical lore of Wilder World, the idea of stepping into the role of the main character, and offers a closer look at Wiami.

Chapter 2: The Economy
This section outlines the in-game economy powered by the WILD token and our decentralized economic system, Metropolis. It explains how gameplay actions such as mining, crafting, trading, and governance feed into a dynamic value system. The structure mirrors real-world economies while giving power back to players and communities.

Chapter 3: The Technology
The final chapter dives into the technological foundation that makes Wilder World possible. It introduces Simulation OS, ZERO, Z Chain, and AURA AI—each playing a role in managing identity, communication, worldbuilding, and AI-powered agents. Together, these technologies create a fully immersive and player-driven Metaverse.

The Vision Paper is just the beginning, offering a clear lens into the metaverse we're building


Wilder World Website

We’ve introduced a completely redesigned Wilder World website, delivering a full visual and functional overhaul that reflects the evolution of our metaverse. The site invites visitors into the heart of Wiami and introduces our four core pillars: racing, exploration, combat, and mining. Each section features cinematic visuals and interactive elements that showcase the scale, ambition, and immersive potential of Wilder World.


Staking on Z Chain

On April 17th, we shared a major update about the future of WILD and LP staking. We’ll soon transition to Z Chain, our new fast, low-cost blockchain tailored for Wilder World’s next phase.

This move will phase out the existing Ethereum-based staking system, solving the long-standing issue of expensive deposits and withdrawals. All current WILD and LP staking positions will be migrated automatically — no manual action needed from Wilders.


Odyssey DAO Proposal 

On April 26th, the Wilder World DAO began voting on a proposal to determine how to conclude the Odyssey campaign. The vote, held on Snapshot, follows months of challenges tied to bot activity, farming, and evolving market conditions that affected the integrity and sustainability of the campaign.

The proposal presents three options:
(1) Redirect the full WILD allocation originally earmarked for this campaign to future, more sustainable initiatives.
(2) Distribute a reduced pool of 1.5 million WILD, with 60% going to the Keepers Pool and 40% to the Mission Pool.
(3) Distribute 3 million WILD with the same 60/40 split between the Keepers and Mission Pools.

The vote runs from April 26 to May 3, 2025. A 10% quorum is required to pass, and the option with the most votes will be implemented. Cast your votes here.

Weapons and Combat

The foundation of Rebellion is expanding fast. From refined weapon systems to destructible environments and responsive animations, every update brings us closer to a deeply tactical, immersive shooter experience. Here’s a look at the latest advancements shaping combat in Wiami.

Weapons

New tools have been added to the arsenal, with recent work focused on rigs and animations for both first- and third-person perspectives. Below is a sample of some of the latest weapon systems in development.

LMG

0:00
/0:17
0:00
/0:19

Sniper

0:00
/0:33

AR-AM

0:00
/0:40
0:00
/0:18

Gator

0:00
/0:22

Shozza

0:00
/0:23


Weapon Customization: Accessories & Paint

A new system allows players to customize weapons with both accessories and paint. Accessories like scopes, silencers, grips, and extended magazines affect weapon performance and appearance. Paint options let players apply colors, patterns, and camo styles for visual personalization without impacting gameplay.

0:00
/1:23


Animations

Ragdoll

For the death system, an animation-driven ragdoll system has been implemented, blending traditional animation with physics-based ragdoll effects. Standard ragdolls can feel lifeless, while canned animations lack reactivity. This hybrid approach combines the strengths of both, retaining character motion while dynamically reacting to the environment. This results in more realistic and responsive death animations.

0:00
/0:11


Data Driven Procedural System

The third and first person animation systems are built for scalability and fast content integration. Using a data driven approach, new weapons can be added by creating a weapon data asset and assigning the required animations. No bespoke systems are needed, which streamlines the pipeline and enables immediate in-game use. The system can also generate placeholders for any new guns added without animations, allowing testing to continue without blocking development.

0:00
/0:57
0:00
/0:51


First-Person System Progress

Weapon Ergonomics

Ergonomics is a key stat used to balance weapons. It defines how heavy a gun feels to aim, with lighter guns offering higher ergonomics and minimal aim lag, while heavier or power weapons respond slower and require more deliberate positioning. This system is now integrated into first-person gameplay, adding tactical depth and realism to aiming mechanics.

0:00
/0:08


Ultrawide Support

To better support the range of player resolutions, an additional pass was conducted on our animation systems to ensure full compatibility with ultrawide displays in first-person view.

0:00
/0:25


Health injector

The health injector is a key piece of player equipment, allowing you to recover during combat when you find a brief moment of safety.

0:00
/0:06


Gameplay Systems

Full shooter systems replication

All shooter systems from the Rebellion Single Player Demo have now been fully implemented in multiplayer. Players can now drop weapons, which others can pick up and use, adding a new layer of gameplay depth.

Weapon Accuracy

We have further developed our weapon accuracy system to introduce accuracy penalties that make players more mindful of how they shoot. These penalties can cause up to 2 degrees of random shot deflection, depending on the following variables:

  • Movement: Shooting while static is more accurate than shooting while moving or jumping.
  • Stance: Crouching provides better accuracy than standing.
  • Aim mode: ADS is more accurate than hip fire.
  • Continuous fire: Single shots and bursts are more accurate; sustained fire reduces accuracy over time.
  • Weapon ergonomics stat: Lower ergonomics reduce accuracy.
  • Weapon recoil stat: Higher recoil results in worse accuracy.

Ergonomics plays a major role in this system, allowing players to feel how a weapon's weight affects shooting precision.

0:00
/2:12


Multiple Bone Impact

Ranged hit logic now supports detecting impacts across multiple bones. When a shield is active, only one impact is registered. If the shield is down, bullets can pass through the body and register multiple hits. This ensures consistent kill times regardless of the shot angle.

0:00
/0:11


Aim Friction And Magnetism

Another important update is a complete overhaul of joypad control behavior, including the addition of a subtle S-curve. This allows for greater aim control at low stick deflection and faster camera rotation at full deflection. Aim Friction reduces sensitivity when aiming near or over a target, allowing for finer control. Aim Magnetism subtly pulls the crosshair toward enemies, helping with faster and more precise target acquisition. These systems have been added to help joypad players compete more effectively with mouse and keyboard users.

0:00
/0:31


Scope Shader

A new physically accurate scope shader has been implemented, replicating real-world visual effects such as distortion, chromatic aberration, vignetting, and digital noise. This system supports a wide range of scope types, including standard optics, night vision, and infrared variants.

0:00
/0:28


Explosive Component

A standard explosive component is now used across all detonatable actors, including grenades, explosive ammo, and world items like fuel barrels. This ensures consistent explosion behavior, covering damage, visual and sound effects, camera shakes, and interactions with nearby actors.

0:00
/0:09
0:00
/0:34
0:00
/0:10


Player Sliding

Player movement now supports sliding. While sprinting, pressing the crouch button triggers a momentum-based slide. Speed affects slide distance, and friction gradually slows the player down. Terrain incline also affects momentum. Sliding into a ramp helps maintain speed and can even provide a movement boost.

0:00
/0:18


Teleporters & Man Cannons

Teleporters and man cannons have been added to enhance sandbox mobility. Teleporters instantly move players between locations but come with risk, as the destination may be unpredictable. Man cannons launch players across the map through the air, offering speed but leaving them exposed. Both systems also support grenades and projectiles for creative tactical use.

0:00
/0:14
0:00
/0:23
0:00
/0:19


Destructible Mesh

New destructible meshes have been created, with improved handling across the system. A new function allows blueprints to trigger destruction directly, making integration more seamless. Updated logic now controls how objects break, with a fallback method in place if the primary system fails.

0:00
/2:13


VFX

Cloud Former

A custom cloud formation tool was introduced, driven by real-world physics. Clouds are procedurally generated in real time using live wind and precipitation data, enabling dynamic, location-specific formations that respond to environmental conditions.

0:00
/0:30


Death Disintegration

To improve visual continuity during respawn, we implemented a disintegration effect for player deaths. Instead of abruptly removing the body, the character dissolves into digital dust—providing a smoother, more immersive transition into respawn.

0:00
/0:20


Energy Wall

A solution was developed for the shooter level to keep players contained within the play area. Instead of relying on invisible walls that break immersion, an energy wall system was introduced. It remains hidden until players get close or shoot at it, briefly revealing a reactive visual barrier that reinforces boundaries without disrupting gameplay.

0:00
/0:15


Ground Impact

Ground impact triggers a custom cracking effect when the surface is struck, such as when a player falls from a significant height. The effect adapts to different material types and varies based on the force and velocity of the landing. It's accompanied by debris and smoke that disperse from the impact site, enhancing the sense of weight and realism.

0:00
/0:30


Gun Blasts

Each gun requires a distinct blast effect from the muzzle when fired. A gun blast system was developed with multiple parameters, allowing the blast visuals to be tuned for each weapon type. This includes plasma-based weapons, which feature charge-up sequences for added visual impact.

0:00
/0:45
0:00
/0:30


Player Shield

What would battle armor be without an energy shield? A custom protective shield was created to wrap the player’s body, featuring a unique geometric pattern overlaid with flowing highlights. On impact, the shield shimmers and glows at the hit location. Once broken, it must recharge before activating again.

0:00
/0:30


Prop Destruction

Although players are fun to shoot, the environment should be just as reactive. Props throughout the world are fully destructible, each with custom VFX tailored to its material and context, like letters bursting from an exploded mailbox or water splashing from a shot-up barrel.

0:00
/1:20


Realistic Explosions

Our goal is to make the world feel as realistic as possible, so we’ve revamped our explosion VFX systems to feel more powerful and authentic, along with the damage they leave behind. This involved using real explosion physics for fire, smoke, and debris. It’s a multi-layered system of events that also affects the lighting and surface textures of the surrounding environment.

0:00
/0:30


Teleport Energy

New traversal methods have been introduced in the shooter levels, including man cannons that launch players across the map and portals that warp them between locations. A custom teleportation energy VFX system was created to visualize these mechanics, using particle systems and emissive materials to generate dynamic, mystic effects.

0:00
/0:30
0:00
/0:30

Core Development

Widget Management Subsystem

The system now avoids creating duplicate widgets and only spawns widgets in levels where they’re needed and allowed. These updates reduce overhead, improve performance, and maintain cleaner organization across levels.

NPC Hover Car System Implementation

A dynamic hover car system has been added, introducing NPC-controlled flying vehicles on dedicated aerial highways. These hovercrafts follow unique traffic rules, separate from ground roads. The entity system was optimized to support thousands of airborne vehicles with minimal performance impact, enhancing the game’s futuristic atmosphere and maintaining smooth gameplay.

Vehicle Lights Fixes

Vehicle light behavior has been improved with smarter condition-based control. Lights now respond dynamically to vehicle status. The light data asset was updated with new vehicle types, and the light color system now auto-updates in dynamic materials using new state checks.

Custom Lobby Implementation

The lobby and server system has been overhauled. The start menu now connects via a new custom server setup, and the LobbyGameInstanceSubsystem can send lobby data to other clients. Lobby responses are now categorized for easier handling. Player ping is checked during the connection process to improve gameplay stability. Basic connection features and server-to-client update tools have been added, and players can now disconnect from the lobby as needed. The server can also be switched without logging out, improving flexibility and speed.

Voice Chat Functionality for Combat Mode

Voice chat has been added to Combat mode, enabling real-time team communication. A mute feature lets players control who they hear, and sound effects provide feedback for mute/unmute actions. The sound check option in settings allows players to test their mic and voice chat before joining a match.

Key database updates have improved performance, accuracy, and gameplay experience. The countdown timer now stays synced across clients, and leaderboard sorting has been fixed to properly rank players and filter out empty names.

In Combat mode, remaining match time is now synced from the server, shooter metadata (including "Deaths") is saved and retrieved, and final XP setting issues have been resolved. A new system handles combat ranking, score saving, and leaderboard display. Headshot point tracking has also been corrected. Matchmaking now saves and retrieves combat data correctly, and race data queries have been optimized with filtering and sorting for better performance at scale.

Full-Map Integration

The entire game map is now fully integrated, enabling seamless access to all areas without loading screens or transitions. This supports smoother gameplay, uninterrupted exploration, and dynamic interactions across zones, enhancing immersion and world connectivity.

Combat Matchmaking System

A matchmaking system has been added for Combat mode, currently supporting Free-for-All with up to 10 players per session. Players are auto-connected to the best-performing server in either Frankfurt (EU) or Oregon (NA) to reduce lag. This streamlines match entry, removes manual setup, and ensures balanced, competitive play. The system is designed to scale with future modes and regions.

Enhanced Multi-Ratio Display Support

Display compatibility has been expanded to support 16:9, 21:9, 32:9, and 16:10 aspect ratios. The UI now features fully responsive design, using adaptive scaling and anchoring to maintain layout and usability across all screen types. Assets like backgrounds and cinematics are auto-selected per aspect ratio to prevent stretching or artifacts. The system also supports dynamic resolution switching and includes in-engine tools for testing across multiple display configurations.

Easy Anti-Cheat Integration

Easy Anti-Cheat has been integrated to detect and block cheating during online matches. Players must have it installed to launch the game, with prompts provided if missing. This ensures fair play in competitive modes like Combat and Racing by preventing exploits and maintaining a level playing field.

Early Access and Update Delivery System

A new system manages game updates for both the dev team and early access community members. Daily internal builds include the latest features and fixes, which are reviewed and approved before being pushed to the Early Access version. This process ensures faster feedback, early issue detection, and stable updates for the community.

DLSS 4 Integration

The game now supports NVIDIA DLSS 4 with Multi Frame Generation, delivering up to 10x performance gains at 4K by generating AI-rendered frames. This enhances visual quality and frame rates, especially on high-resolution and ultrawide displays (16:9, 21:9, 32:9, 16:10). DLSS 4 optimizes rendering for detailed assets using AI upscaling, reducing load while preserving sharp visuals, and integrates seamlessly with the multi-ratio display system.

New Boot-Up Phase

A new boot-up sequence has been added, starting with a black screen and transitioning into a cinematic Wilder World logo animation with sound. This leads smoothly into the main menu, enhancing immersion and creating a polished first impression.

0:00
/0:37

Avatars

Trinity Suit V1 - V2

The Trinity Suit was designed for Rebellion, drawing inspiration from iconic sci-fi games, films, and futuristic design language. Built with a fully modular approach, each component—from armor plates to the under-suit—can be mixed and matched to support deep character customization. It also integrates with our NFT packs, allowing players to own and showcase rare styles and upgrades.

Development on Trinity V2 is underway, expanding customization with new helmet variants, enhanced armor sets, under-suits, and an expanded library of modular components. The goal: to give every player a unique and personalized avatar experience.

0:00
/0:09


Trinity Wings

Trinity Wings were first revealed in the Wilder World Gameplay Trailer, and are a major addition to the modular Trinity system. Designed to complement the Trinity Suit, they combine advanced tech with high-concept aesthetics. Each set is tied to a brand or faction, offering visual styles ranging from sleek and aerodynamic to bold and mechanical.

Fully modular, wings attach seamlessly to compatible suits and come with unique stat profiles. Depending on the type, they enhance speed, agility, defense, or utility, affecting how players move and interact in Wilder World.

0:00
/0:25


Cyber Limbs

Cyber Limbs represent the next stage in Avatar evolution. They are advanced modular enhancements that attach seamlessly to your avatar, designed for both aesthetics and utility. Built on our modular system, cyber limbs can be mixed, matched, and modified. Options range from sleek, cyberpunk-inspired arms with tools to glowing high-tech leg upgrades.


Police Robots

As the open world expands, Cyber Police will patrol the streets. These sleek, next-gen robots are built to maintain order in a society where freedom meets responsibility.

Designed for adaptability, their modular systems support tasks like surveillance, crowd control, rapid response, and emergency aid. Their AI balances strict protocols with social awareness, allowing them to de-escalate or enforce as needed. Whether you're exploring or pushing limits, Cyber Police will remain ever-present, ensuring safety, balance, and order across the city.


Anunnaki

This is our first conceptual exploration of the Anunnaki, mysterious, hyper-evolved overlords who have silently influenced civilizations across galaxies. Ancient and powerful, their presence in Wilder World predates all, operating from the shadows with intelligence and technology bordering on the divine. Visually, the Anunnaki blend arcane futurism with cosmic regality: towering, alien forms clad in luminous, relic-like armor. Each detail reflects their dominance over science and the metaphysical.

Factions within the Anunnaki are also being explored, from guardians of order to celestial judges, and others with darker intentions, setting the stage for one of Wilder World’s most powerful and enigmatic forces.

0:00
/0:12


New Female Body

The base female avatar has been fully reimagined with a fresh resculpt focused on athleticism, strength, and a heroic aesthetic. The new design moves away from standard proportions, enabling more dynamic postures and greater motion range, while maintaining a sleek silhouette.

This updated model will be integrated into the Avatar and Character Creator systems, offering more versatile customization for a range of character types, from warriors to operatives. The redesign aims to push avatar quality and representation forward in Wilder World.

0:00
/0:24

World

Dust Map

Early concepts for the map direction are in development, inspired by Dust 02. Initial work has focused on simple blockouts to explore the spatial flow, density of activity, and the tight structure of urban back alleys. We're also beginning to explore vertical movement and traversal, aiming to create a space that feels layered and reactive.

Aesthetically, the map blends the gritty atmosphere of Kowloon’s back streets and the urban textures of Tokyo with the more protopian architecture found in Wilder World.

Construction Map

At the start of the year, development focused heavily on the visual direction for what has now become the spawn location for SEA. What began as a more disorganized, contemporary construction site quickly evolved into something more aligned with the world’s architectural language and lore. The space was designed with layered gameplay in mind, featuring elevated platforms and deep excavation pits to encourage vertical movement from the outset.

Visually, core construction elements were simplified and refined. Scaffolding, pipes, worker cabins, and skeletal frames all went through multiple design iterations to better integrate with the world’s tone and structure.

Storefronts and Entrances

Various storefronts and building entrances throughout the open world have been upgraded, with an emphasis on creating visual language that helps players intuitively identify building types.

Distinct styles have been defined to establish a clear contrast between residential and corporate spaces. Organic textures and warm color palettes signal residential areas, while colder tones and hard surface finishes indicate corporate environments. Shape, lighting, and material choices work together to support quick visual recognition and world readability.


World Barriers

A simple modular system was created to contain players within both the SEA map and the open world at large. An invisible wall felt like a cop-out, while a physical wall seemed out of place and visually oppressive.

To solve this, a system was designed that could logically explain the barrier within the context of the lore, while maintaining a clean aesthetic with a hint of beauty and wonder when interacted with. Inspired by the shimmer wall from Annihilation, the effect is subtle and only visible on interaction. The VFX, created by Ant, blends softness and subtlety while capturing the near-futurism of Wilder World.

Procedural

Shooter Level

The first shooter level is set on a construction site atop an in-progress building. A custom building type was developed in the procedural system to create a blocked-up structure, appearing finished and protected below, while active construction continues above.


Shooter Environment

The larger city around the vicinity of the shooter level received a pass of additional high optimization to ensure gameplay was as smooth as possible. This involved isolating a portion of the city and developing custom HLOD systems for optimal performance.


AI Traffic

AI logic for vehicle and pedestrian traffic has been revamped. Guiding paths now serve as flexible routes, allowing vehicles and NPCs to deviate and make independent decisions. AIs also interact by avoiding collisions, dynamically altering their routes and behavior in real time.

0:00
/0:40


Building Ads Layouts

The procedural ads layout system takes various ad types and groups them into different rectangular bound compositions by automatically matching them. These ads are then scattered procedurally onto building faces throughout Wiami.


Building Graffiti

AI systems have been trained to generate graffiti, which are procedurally assigned to building panels through our building generator system. With art central to Wiami’s identity, these murals and tags bring life and character to the city streets.


Building Setbacks

The procedural building system now includes a city-wide base setback system that pulls ground floor levels back from the sidewalk. This creates larger sidewalk spaces and dynamic building overhangs above them.


Empty Lots

The building scatter system has a new empty lot overlay which goes through the city and creates space for empty lots. These lots won’t remain empty though, they will be used for future development of parks, plazas, markets, playgrounds, parking lots, and other public city function activities.


HLOD Clustering

HLODs (Hierarchical Level of Detail) are essential for optimizing open-world performance. They combine multiple static meshes into a single proxy mesh and material. A custom clustering system was developed to group assets into clusters that load and unload in real time during gameplay.

0:00
/0:37
0:00
/0:30


Neighborhood Signs

Since our city planning network is fully integrated via data, we were able to automatically place signs throughout the city that identify which neighborhood you are in. These signs are scattered across sidewalks, with neighborhood names assigned automatically from boundary data.


New Sidewalk Props

A slew of new sidewalk props have been created and scattered throughout the city. These are cyberpunk-inspired versions of common urban objects, including mailboxes, electrical circuit boxes, and various news dispensers.


Overpass Ads

Ads are a key part of the cyberpunk aesthetic. To utilize the empty side space of the overpass system, a procedural network was developed to array ads along its side faces, making them visible throughout the city.


Overpass Arrows

Overpass on-ramps and exits have traffic direction data assigned for AI navigation. This data is also used to place direction-dependent systems like guiding arrow barriers, which indicate the flow of traffic. The lights swipe in the direction of travel, emphasizing entry and exit paths.

0:00
/0:30


Overpass Barriers

Multiple new barrier systems have been added to the overpass network, along with new barrier designs. These prevent vehicles from going over the edge or crossing into oncoming traffic. The system includes five new edge and median barrier types, a T-shaped mega structure attachment, and crash cushions at on- and off-ramps.


Overpass Road Materials

The overpass road materials have been updated to match the advanced system used on the main city streets. This material has procedural cracks and blemishes as well as adding tire mark streaks to give the roads that realistic used look.


Overpass Roof Baseplates

Our overpass system is getting smarter with each layer of complexity added. The system now automatically detects when a column intersects a building roof and can place a baseplate on the roof to hold the column automatically.


Overpass Signs

The updated overpass system now automatically places signs at the off ramp exits letting you know which neighborhood you will be exiting into. The system also places signs at the on-ramp entrances to let you know which highway you are entering.


Roof Equipment

A procedural routine was developed to cluster and assemble logical rooftop equipment setups using existing parts. These clusters are assigned to rooftops based on best-fit algorithms and the size of the building’s roof space.

Rooftop Paneling

As part of the procedural building system update, a new rooftop tiling system was created to correctly assign corners, cornices, and middle surfaces. This allows for clean panelization with custom parts, avoiding stretching or deformation. The rooftops are also integrated into the panel instance system for a significant performance boost.

Sidewalk Materials

The procedural city layout system now supports material zones, which determine the materials assigned to objects within each region. The first test of this system was sidewalk material colors, giving different areas of Wiami distinct aesthetics based on their location.


Sidewalk Panels

A set of new sidewalk panels was developed on top of the existing ones. These new designs allow for variation across different parts of the city, reflecting how real urban zones often feature distinct design elements from one another.

Wheels

The Wheels team has been busy rebuilding the entire vehicle collection from the ground up. As part of this massive overhaul, more than 42 fully redesigned Wheels have been imported into the engine. Most of these are already drivable in Midnight in Wiami, each bringing a fresh and unique identity that fits within the evolving style of Wilder World.

The Wilder Wheels collection is currently divided into three development stages: The latest redesigned concepts, 3D models that are in progress, and 3D models that are in-engine or fully integrated into Midnight in Wiami.

Latest Concepts

The next wave of vehicle designs brings bold new directions to the Wilder Wheels lineup, expanding Wiami’s automotive identity with fresh silhouettes and standout personalities.

Wambo Wyventador WW700-4 2012


Woble W600 2010

Wpyker W8 Waileron 2012


W8 Waviolette WM85 2010


WTR 2012


Wagaris 2005


Two brand-new Wheels have been created from scratch, bringing entirely new designs to Wiami.

Wilder World Standard Wheel


Wilder World Premium Wheel

3D Models In Progress

These vehicles are currently in active development, with detailed 3D modeling underway as we move them from concept to in-game integration.

Wambo Weneno 2013


Wentley Wontinental Supersports 2010


WMW W5 W10 2021


Wodge Walanger WT Wemi 1970


Word Falcone XW 1973


Wossion Wozen W1 2010


WVR Wagaris 2005


In-Engine & Integrated Models

These are the most up-to-date 3D models, already implemented in-engine or fully integrated into Midnight in Wiami, ready for players to drive and experience.

Woenigsegg Wgera 2011


Waserati WC12 2004


Waleen W7 2004


Wanoz Wsperante WTLW 51 2005


Waudi W8 Sport West 2006

WcLaren W1 1993


WSC Wultimate Wero 2010


Wambo Westo Wlemento 2011

Wambo Wuracan WPW 610 4 2014

Woenigsegg WWGT 2008


Wambo Wyablo WW 1997


Wagani Zonda W 2010


Wancia Wratos HF Watdale 1974


WMW W5 W10 2012


Woenigsegg WW8S 2002


Woenigsegg WWX 2006


Wugatti Weyron 2011


WVR Werbera Weed 12 1998


Wonda WXW W 1992


New Physics Engine

A brand-new physics engine has been designed to deliver a far more realistic and responsive driving experience.

0:00
/5:29

Key new physics features include:

  • Significantly improved suspension and damping, maintaining stability over curbs and bumps.
  • A brand-new tire model for more realistic handling and over-limit sliding.
  • Full simulation of wheel alignment: camber, caster, toe, offsets, and ride heights.
  • Suspension system simulation: spring stiffness, dampers, anti-roll bars.
  • Drivetrain simulation: power, coast, preload, and AWD systems with up to three differentials.
  • Accurate simulation of aerodynamic drag and downforce at pressure points on the vehicle body.
  • Electronic assists including ABS and variable traction control.
  • Manual and automatic gearboxes with a bespoke gear change algorithm for each gear and transition.

As the new physics engine rolls out, each vehicle in the Wheels collection will receive its own physics tuning, with values and characteristics tailored specifically to its design.

Burning Questions

Q: Will there be a dedicated ZINE or Wiki section for Z Chain and when will details on Z Chain be shared?

A: There will be more details shared when the integration of ZERO and Wilder World is complete and all game activities move onchain.

Q: What was the reason for a change from Layer 2 to Layer 1 for Z Chain?

A: Z Chain will start as a layer 2 and move towards becoming an L1. Being an L1 is important because it gives us sovereignty and makes it attractive for other projects to build on.

Q: How will Z Chain function within the ecosystem?

A: It will be the base settlement layer for all activity.

Q: When can the community expect MMED racing rewards to be distributed?

A: When Z Chain publicly rolls out.

Q: When will players be able to use existing assets in-game and in-world?

A: The current target it by the end of 2025. Collections will roll out sequentially.

Q: Is there an estimate for when players will be able to use their own assets in-world, such as Wheels?

A: Wheels will be the first collection introduced.

Q: Why does the Vision Paper not cover full details on Metropolis and how the in game economy will work?

A: The goal of the Vision Paper is to provide a clear and cohesive overview of Wilder World, all in one place, making it easier for newcomers, and Wilders alike to understand the many moving parts of our metaverse. Detailed breakdowns of the WILD economy, staking mechanics, and reward systems will be covered in future designated ZINES.

Conclusion

With Super Early Access now underway and Wilders stepping into Wiami for the very first time, we’re one step closer to unlocking the full potential of open world.

As development continues, the foundations of Wilder World grow stronger with each update, laying the groundwork for an expansive, on-chain metaverse unlike anything that’s come before. The release of our Vision Paper adds another major milestone—bringing clarity to our long-term roadmap and inviting the world to see, understand, and co-create the future with us.

With Blessings,
The Wilders