Wanderfolk — Now on Steam for Mac & PC: Medieval RPG with AI NPCs That Remember You
Wanderfolk is now on Steam for Mac and PC
After a long development, Wanderfolk’s Steam store page is live. You can wishlist it now for the May 21, 2026 launch on Windows and macOS (Apple Silicon).
Wanderfolk is a top-down pixel-art medieval RPG built around one core idea: every NPC is a real character, driven by an AI with persistent memory. You arrive in a struggling village with nothing but a new farm. Everything you do is remembered by the villagers. Everything you say shapes how they see you. Some of them will grow to love you. Some will quietly decide you’re trouble. A few might tell the whole village about it.
There are no dialogue trees. No scripted branching conversations. Every exchange with every NPC is generated on the fly and committed to memory.
Why the AI NPCs are different
Most “AI NPC” games fall into one of two traps: they’re tech demos with no gameplay, or they’re scripted games with a thin AI veneer. Wanderfolk treats persistent memory as a first-class game system, not a bolt-on:
AI NPC Memory — every conversation is summarized, embedded, and stored in a database. When you talk to the same NPC again, the AI retrieves the most relevant past memories — not the most recent, the most contextually relevant. If you promised the blacksmith iron ore three days ago, that promise surfaces the moment you walk into his forge.
Reputation from -100 to +100, in discrete tiers: Hostile → Disliked → Cool → Neutral → Warm → Friendly → Beloved. Tier gates dialogue, prices, job offers, and quest availability. Drop to -90 and you get banished from the village.
Gossip spreads through a social graph — NPCs tell each other what you’ve done. Agnes the candlemaker is the village gossip, and her rumors propagate at roughly 15% influence per cycle. What you say to her might reach Elder Thomas by tomorrow.
Romance arcs unfold over real playtime. One of our early playtesters spent hours with a single NPC, a fellow farmer. By the end, he’d built the relationship from stranger to Beloved reputation, flirted, been gently rebuffed in-character, and had the NPC reference specific shared moments from earlier in the playthrough. Nothing scripted. All emergent. That’s the game.
What’s in the build at launch
Culturally unique villages — each with its own NPCs, culture, economy, and name
Full farming + crafting + trading systems — plant, harvest, cook, craft, sell
Day/night cycles with weather, seasons, and NPC schedules (villagers actually go home at night)
Romance + marriage arcs — multi-stage, multi-day progression, not unlock checkboxes
137 unique achievements — each with hand-painted medallion artwork
A persistent multi-village world — when you leave your starting city and discover another village miles away, the NPCs there have their own memories, their own gossip, their own rivalries
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Screenshots
Platforms
Windows 10/11 (64-bit)
macOS — native Apple Silicon build
Steam Cloud saves across both platforms
Please wishlist
Wishlists are the single biggest signal that helps Steam show Wanderfolk to other players. If the game looks interesting to you, please wishlist it. We’re an indie team and every wishlist pre-launch meaningfully improves our visibility when we push the release button on May 21.
Happy to talk in the comments about the game, how the AI works, the choice of the graphics system, the cultures & villages, or any dev/tech detail. IndieDB has always been a great place for real conversation about how games are actually built.