INTO THE WYLDS is a 2D side-scrolling build, craft, survive adventure game, with a blueprint art style, handcrafted assets, and a setting inspired by British folklore. It's made by a solo indie developer from England, and is targeting desktop and steamdeck.

CURRENT STATUS
I'm building the production version of the game, developing all the major systems, and preparing for private playtesting.
v0.1.0-alpha
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The Wylds Are Calling

The Wylds can be dangerous. Prepare well, gather what you need, and turn survival into something more.
Use the materials you find in the Wylds to build your base and craft equipment. Crafting is interactive and hands-on.

Explore British folklore-inspired environments and biomes, and uncover the mysteries of the Wylds.
STATUS: COMPLETE
Proved the concept. Hand-drawn blueprint aesthetic, core movement, and early systems all working together. Watch on YouTube
STATUS: IN PROGRESS
Build the actual game and develop all the major systems.
STATUS: UP NEXT
Privately playtest the alpha build to iron out the kinks and get initial feedback.
STATUS: PLANNED SEP 2026
Release an early demo.
STATUS: PLANNED OCT 2026
Enter demo into Steam Next Fest.
STATUS: PLANNED FEB 2027
Make game available via early access on Steam.
STATUS: TBD
Release version 1 of the game.
Please take all dates with a pinch of salt. I will do my best, but I'm just one guy and games can be very complicated things to make.

You can find more pre-alpha development footage on youtube
Watch on YouTube
Into The Wylds is being made by a solo indie developer called FAWBY, a software engineer and game designer who lives in a cottage in England with his lovely wife and a fluffy white dog.
When he's not making games he enjoys playing games, listening to audiobooks, and watching YouTube.
Q. Why is the game blue?
It started as a way to make things faster, a way to not focus on graphics. But I kind of fell in love with it along the way and it grew into a vibe. The simple graphics force me to work on the more important stuff, the gameplay.
Q. Is it really just one person?
Yes. All code, art, design, and everything else. I even make the sounds myself with my mouth.
Q. Why Java?
It has the largest number of things that I like, and the most tolerable set of things I dislike. I sort of think in an object-oriented way, so I like a language that accommodates that. I prefer to actually build the car then make it go fast.
Q. Why not use an engine?
Engines have too much stuff I won't use. Rolling your own is hard too but it's a fight I prefer, over wrestling engine complexity. Better the devil you know.
Q. When can I play it?
Private playtesting is next. A public demo is planned for Steam Next Fest in October 2026, and Early Access is targeting February 2027. But please read the disclaimer.
Q. Will there be multiplayer?
I have no plans for multiplayer. I can see how it might work, never say never, but it's not on my radar at all.
Q. What engine do you use?
LibGDX with Java. It's a framework more than an engine, which suits how I like to work.
Q. What platforms/controls?
PC and Steam Deck. Windows, Linux and Mac OS. Designing for gamepad first, but keyboard and mouse will be included and not an afterthought.