Arcade Whale OriginalMade in-house, free to play
Wildwood
- Developer
- Arcade Whale
- Genre
- Adventure
- Released
- Updated
- Platforms
- Browser (desktop, mobile, tablet)
- Orientation
- Landscape
- Players
- Single player
How to play
Desktop W/A/S/D or arrows to walk · Space / E gather and build · J spear strike · Q eat
Touch Left stick, GATHER / BUILD, STRIKE and EAT
About Wildwood
Wildwood is a free open-world survival game you play in the browser, drawn entirely in hand-made pixel art. You wake in a valley with nothing but a campfire, and the whole map is generated from a single number — a seed — which means the woods, meadows, marshes, rocky highlands and lakes around you exist nowhere else. There is no level select and no corridor to follow. You pick a direction and walk, and the valley keeps going as far as you care to take it.
The loop is short enough to fit a coffee break and deep enough to keep pulling. Trees give wood, boulders give stone, bushes give fibre and berries, reed beds give fibre in bulk, and ore veins give iron once you have a pick to break them. Everything you harvest grows back after a few days, so the valley never turns into a stripped wasteland the way most gathering games eventually do. Carry what you find back to the fire and you can build: a stone axe for two extra wood per tree, a stone pick for ore and heavier stone, a hunting spear you swing with J or STRIKE to turn nearby wolves into food, a torch that widens what you can see after dark, a travel pack that makes you walk 18% faster, and a fur coat that reduces animal damage by 40%.
Walking is not aimless, because the valley has things in it worth finding. Standing stones and ruined huts are scattered across the land, generated far enough apart that reaching one is a small expedition rather than a stroll. Each holds a cache — a ruin gives timber, fibre and food, standing stones give a heap of worked stone and iron you would otherwise spend days mining — and each is looted exactly once and never refills, so a landmark you have cleared is a place you have genuinely finished with.
Because they sit at the edge of what you can see, they give you a reason to pick a direction, which is the thing an open world lives or dies on. A compass marker keeps pointing back to your fire, so going out is a decision rather than a risk of getting lost.
Food is the other half of staying alive. Berries from bushes and meat from a wolf you brought down both stack in your pack, and eating restores a solid chunk of health wherever you are standing — which matters most in the places your campfire cannot reach. That turns every trip into a small supply question: enough materials to be worth the walk, enough food to get home.
Distance is the difficulty setting, and you choose it every time you step out. Near the fire the meadow is open and quiet. Push outward and the woods thicken, the marshes start, the rock country begins, and the packs that come out at night get bigger. Nothing gates you — you can walk straight into the deep valley on your first day. It simply will not go well, and that is the point: the game trusts you to decide how much risk buys how much reward, instead of unlocking it for you.
A full day runs a little under three minutes, and the sun going down changes everything. Darkness closes in, wolves appear away from camp, and the circle of ground you can actually see shrinks to a few paces unless you built a torch. The fire is a genuine safe haven — wolves will not come near it and standing in its light heals you — so every evening asks the same honest question: one more bush, or head back now? If a pack does bring you down you are not wiped. You come to at camp having dropped part of what you carried, which stings enough to teach without erasing an hour of work.
Surviving is not the point on its own — the Signal Beacon is. You build it at camp in four stages, and each stage deliberately demands a different kind of trip: timber and stone from close to home, then iron that only exists in the rock country far out, then relics that sit inside ruins and standing stones, then one last haul of food and fibre with 32 wood kept for fuel. Hold the first beacon alight for 75 seconds, feeding four wood when it weakens, and someone answers. The valley is not taken away from you afterwards, because being cut off from everything you built would be a punishment rather than a reward. Instead the next beacon asks a little more: every rescue raises the material bill, the vigil burns a few seconds longer and the night it falls on changes, so there is always another signal to send. You can keep living there for as long as you like, or roll a fresh valley from the menu.
No two nights are the same, and you are told which one is coming while there is still light to get home in. A quiet night is the moment to push further out. A still night has nothing moving at all, which makes it the best time to go looking for landmarks. Fog halves how far you can see even with a torch. On a pack night they hunt together and there are roughly twice as many of them. Being warned matters: difficulty that arrives without notice is not a challenge, it is a trap.
Everything persists on your device: the seed of your valley, the day you reached, your tools, your stock and where you were standing when you closed the tab. Come back tomorrow and the game opens straight into the same valley in the same state — there is no title screen to click through. If you would rather start clean, Main menu in the pause menu leads to a button that rolls a brand-new world. If you enjoy Wildwood, Stunt Rider and Arena Survival are the closest things to it on Arcade Whale.
WASD or the arrow keys to walk; on a phone, touch the left side of the screen for a floating stick. Stand beside a tree, bush, rock or reed bed and press Space or E (or tap GATHER) to harvest it. Walk back to your campfire and press the same key to open the build menu — that is where you raise the four-stage signal beacon. Once you have built a spear, the same key fights off wolves.
Light the beacon and it must burn until dawn: stand at the fire and press the key to feed it wood, because the pack comes in as the flames drop.
The tracked preparation plan starts with a Stone Axe, then a Hunting Spear and Torch; a Stone Pick is recommended when you reach the iron stage of the beacon. Track any recipe at camp to see exactly what remains to gather. The workshop explains what each item does and shows owned versus required materials. The field guide identifies all six resources, and a teal compass marker points toward nearby needed supplies or discovered relic landmarks. Tools equip automatically; the spear has its own strike control. A travel pack and fur coat are optional upgrades.
Frequently asked questions
Does Wildwood ever end?
No. The Signal Beacon is built at camp in four stages and each one needs a different kind of expedition: timber and stone from nearby, iron from the rock country, relics from ruins and standing stones, then a final haul of food and fibre. Keep it burning until dawn and someone answers. The valley stays yours afterwards, and the next beacon asks for a little more material and a slightly longer vigil, on a different kind of night, so every rescue is a step on rather than the end.
Are all the nights the same?
No, and you are told which is coming at dusk while there is still time to get home. Quiet nights are for pushing out, still nights have nothing moving at all, fog halves your visibility even with a torch, and on a pack night there are about twice as many wolves.
Is Wildwood free to play?
Yes. Wildwood is completely free in your browser on Arcade Whale. There is no purchase, no account and no sign-up — open the page and walk into the valley.
Do I need to download or install anything?
No. It runs directly in your web browser and works in Chrome, Safari, Firefox and Edge on desktop, tablets and phones. There is nothing to download and no plugin to install.
How do I move and gather?
Use WASD or the arrow keys on a keyboard. On a phone, touch the left side of the screen and a control stick appears under your thumb wherever you put it. Stand next to a tree, bush, rock, reed bed or ore vein and press Space or E, or tap the GATHER button, to harvest it. The name of whatever you are standing next to appears on screen so you always know what you are about to take.
How big is the world?
There is no edge. The valley is generated from a seed as you walk, so it continues in every direction for as long as you keep going. What changes with distance is the mix — meadow near your fire, then thicker forest, marsh, rocky highlands and lakes further out — along with how dangerous the nights become.
What happens at night?
A day lasts a little under three minutes and then the light goes. Wolves start appearing away from camp, and without a torch you can only see a few paces around you. Your campfire is safe ground: wolves keep their distance from it and standing in its light restores your health. Building a torch roughly doubles how far you can see in the dark.
What happens if the wolves get me?
You are not deleted and you do not lose the world. You come round back at your campfire having dropped about a third of what you were carrying. It is meant to cost you a trip, not a session — so pushing out further is always a real gamble rather than a bluff.
Does my progress save?
Yes. Your valley seed, day count, tools, materials and the spot you were standing on are all stored on your device, so closing the tab and returning later puts you back exactly where you left off. Harvested trees and rocks also remember when they are due to grow back.
What are the standing stones and ruins for?
They are landmarks with a one-time cache inside. Walk up to one and press the same key you gather with: a ruined hut hands over timber, fibre and food, and standing stones give worked stone and iron. Each is looted once and never refills, so they are worth travelling to rather than farming. An arrow at the edge of the screen always points back to your campfire so you can find your way home afterwards.
What is food for?
Eating it restores health anywhere in the valley, which is what keeps you alive away from the campfire. Bushes give berries, and a wolf you bring down with a spear leaves meat behind. Press Q or tap EAT to heal 26 health, including while standing beside a harvestable resource. When nothing else is in reach, the gather action also eats.
Can I start a different valley?
Yes. Open the pause menu, choose Main menu, and the New valley button there rolls a fresh seed and generates a completely different map, with new coastlines, forests and highlands. Your best day count is kept so you can measure one run against another.