Open World Multiplayer is Live

Open World Multiplayer is Live

Introduction

Wiami was always going to be a city we shared. This release is where it starts. The Forum has invaded the city and you must take it back. The time of day shifts between sessions. The streets fill up with other Wilders. Every system in this release is built around moving through the city with your squad.

Multiplayer Goes Live

Open World multiplayer ships in this release. Walk into Wiami and find other Wilders already in: running their own routes, hitting Breaches, and cutting through the same intersections you are. They might roll with you. They might roll over you. The city makes no promises. This is the first version. Subsequent releases will increase session sizes and connect different sessions across the island in real-time. Wiami is about to become a city that is always on and never sleeps.

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The Forum Invasion

The Breach is no longer a solo operation. Team Breach events are now live across the city, scaling with the squad you bring. The more guns you bring through the door, the more loot comes back the other way. Forum blockades have gone up across districts, choking off routes, forcing detours, and turning straight lines into decisions. Different tiers of Forum Agents sweep the streets between Breaches: rolling through intersections, working corners, drawing fire from anyone they catch in the open. The Forum has taken over the streets.

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City Storage and the Bank

Two new key locations have landed in Wiami. City Storage is the first inventory spot where your master inventory will live. This gives you a permanent place to visit and see every item you own. The Bank is the other half of the core gameplay loop. You can drop the WILD you scavenge from Forum Agents into the ATM and it converts from game-side tokens into real onchain WILD in your wallet. Both locations are in the city now to explore. Added functionality will soon turn on that enables you to perform these actions.

From here you can start building an enhanced loadout that persists across every session you play. The interiors, the storage units, and the ATM all come online in the next release, alongside a branding pass on both buildings.

Day and Night

Day and night now randomize across sessions. Drop into one session and Wiami greets you at night, neon on wet pavement. Drop into the next and the sun is up and the vibes are entirely different. State syncs cleanly between players inside a session, so the Wiami you're seeing is the Wiami your squad is seeing. Soon we will release a continuous dynamic day/night cycle that gradually transitions between each mode.

Voice and Sound

Voice Chat is live in the Open World for the first time. Connection stability is in. Positional voice is in progress, so right now voices reach you without spatial weight, but proximity will ship next. New audio cues fire for low health, reloading, no ammo, and taking cover. Combat reads faster without taking your eyes off the fight.

Vehicles That Bite Back

Cars now deal damage to enemies. The Forum reacts: clip an Agent and they break off to chase, firing on the car as they pursue. The cab still protects you. The car wears the fight. Damage syncs across multiplayer, so the wreck you see is the wreck everyone sees.

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City Polish

New building facade variations are in across the procedural districts, breaking up repetition at the street level. Sidewalks and environmental props also received a large visual improvement.

V1 of the street front kits is live. Wiami's avenues now read as a city built block by block: varied facades, different setbacks, fronts that actually feel like the businesses behind them. New alleyway ground kits replace the flat passes with textured surfaces, drainage, debris, the floor of a real alley. New shopfront kits give the storefronts their own faces, so bodegas, exchanges, restaurants, retail, service, and underground spots stop blending into each other. Each storefront will get more unique from here and start to look like itself.

Known Bugs

We ship fast, and we ship in public. Our strategy with the Open World is to put each new system into your hands as soon as it's playable rather than holding releases back for months while we polish every edge. That means each release puts a lot of new features into the world at once, the Wilders get to play and stress-test what's new, and we learn from real player behavior instead of guessing in a closed build. The tradeoff is that not every feature lands clean on day one. Some bugs ship with the build, and we will fix them in the releases that follow.

Here's what we know is still broken as of this release:

  • Feet occasionally clip through the car door when you get in
  • Forum Agents sometimes get stuck mid-animation when trying to grab a weapon
  • A bug when entering a vehicle from first-person view
  • Weapons that won't pick up
  • Collisions are off for other players' vehicles, so they can drive through each other
  • Voice audio cuts out while you're inside a car
  • Forum Agents sometimes don't detect or fire on the player when they should
  • Some first-person animations can break
  • Inconsistent audio events and levels bleed across the city
  • NPCs walking into walls and props

What's Next

Open World multiplayer is live now. This is a significant architectural feat and foundational element for what comes next. Upcoming releases continue to refine the core gameplay loop, connecting the systems already in Wiami to each other: scavenging into inventory, inventory into extraction, extraction into onchain ownership. We're shipping in smaller, faster passes, so each release moves one or two systems forward at a time. Here's what's coming next:

The Core Loop Comes Online

  1. Forum Agents drop WILD tokens along with Shards when they fall.
  2. In-game backpack for picking up, carrying, and dropping items as you move through the city. It's your in-session inventory, separate from your master stash at Storage.
  3. Storage opens its doors: walk in to access your master inventory, manage your loadout, and pull from your full stash.
  4. The Bank goes live: deposit the WILD you've scavenged at the ATM to convert it from game-side tokens into spendable onchain WILD in your wallet.
  5. Neural Station opens for extraction: bring your Shards, spend a small amount of WILD, and extract onchain gear from Wilder Packs.
  6. Trade gear at the player-to-player Bodega Market for WILD or other onchain items.

At-Risk Gameplay

  1. Die in Wiami and you lose your equipped loadout, WILD earned in the current session, and your gear.
  2. The risk turns every Breach into a real decision: how much do you bring in, and how confident are you that you'll bring it out.

Audio & Voice

  1. Proximity voice chat, where distance and direction shape the audio.
  2. The ability to mute/unmute specific players.
  3. Expanded combat audio cues for ammo state, weapon swaps, and squad callouts.
  4. Audio polish across different game states/events.

The City

  1. Remaining island neighborhoods to expand the playable map.
  2. Overpass optimization and elevated routes connecting different neighborhoods.
  3. Full dynamic day/night cycle, where time progresses inside a session.
  4. NPCs V2: civilians who react to what's happening around them, with interactions, routines, and faction behavior that tie them into the city's pulse.
  5. Traffic V2: vehicles that respond to gunfire and chaos, fleeing danger, creating moments you didn't plan for.

The core focus currently is to get the full gameplay loop in, the full economic loop activated, and the full city live. As this happens, we will focus heavily on performance before our Steam launch later this year.

What you're playing now is shaping what ships next. Get in the city. Bring your squad. Push every system until it breaks. Drop feedback at dev.wilderworld.com.

The city is awake. Make some noise.

With blessings,

The Wilders