The Wyldheart map uses a tabletop-inspired hex crawl system across the fallen kingdom of Caerwyn rather than a conventional continuous open world. Instead of following glowing waypoints or glancing at a mini-map, players navigate tabletop-style miniature figures across approximately 250 interconnected hexagons per campaign. Each hex can be zoomed into and explored directly, containing handcrafted encounters, dungeons, wilderness resources, or safe settlements.
How the Wyldheart Overworld Map Works
Wayfinder Studios designed the world map around the "West Marches" style of tabletop roleplaying. The map serves as both a strategic travel board and an entry point into individual exploration zones:
- Hex-Based Board Structure: The introductory campaign consists of roughly 250 interconnected hexagons. Future standalone campaigns will attach to the borders of the map like a honeycomb, introducing new regions such as tundras and wastelands.
- Tabletop Miniatures: Characters appear on the overworld board as physical miniature figurines that hop from tile to tile. In co-op mode, up to four player miniatures travel together across the board.
- Full Zoom-In Exploration: Every single hex on the board can be visited. Selecting a tile and entering it transitions the party from the overhead board view into a third-person, fully rendered 3D scene.
- Handcrafted Tile Design: The development team confirmed that all 250 hexes are handcrafted rather than randomly generated, utilizing procedural tools only for foliage distribution like tree scattering, with no generative AI involved.
Hex Types and Overworld Content
While every hex can be explored, not every tile houses a main story objective. The board mixes campaign milestones with optional sandbox encounters:
| Hex Encounter Type | Map Role | Notable Activities |
|---|---|---|
| Towns & Settlements | Safe havens protected from Fey mist | Restoring Hope at inns/baths, trading with merchants, gathering quest rumors. |
| Dungeons & Keeps | Combat and puzzle challenges | Clearing enemy lairs, disarming pressure plates, fighting bosses, looting relics. |
| Wilderness & Resource Nodes | Gathering and survival | Foraging herbs, harvesting cave potatoes and lingonberries, fishing, and hunting. |
| Roadside Ambushes | Dynamic combat events | Defending traveling merchant caravans from bandit groups. |
| Campsites & Shelters | Progression save points | Cooking meals, repairing degraded equipment, resting through the night. |
Travel Mechanics, Night Hazards, and Camping
Moving across the hex map requires managing time, weather, and party supplies. Traveling across open land exposes adventurers to environmental dangers:
- Dangers of Night Travel: Moving across unsecured hexes after sundown triggers sudden ambushes by mist creatures and bandits.
- Weather Impact on Camping: When the weather is clear, players can set up camp on virtually any hex. Severe weather limits camping exclusively to designated shelter hexes, such as abandoned huts or natural overhangs.
- Campfire Functions: Pitching camp saves campaign progress to the cloud, functioning similarly to a bonfire checkpoint. Players who log off resume their adventure at their last campsite.
- Camp Activities: While resting, the party can access a shared eating menu, cook raw ingredients, brew stat-boosting concoctions, repair damaged weapons with repair kits, and advance time by choosing to sleep until dawn.
Navigation Without Mini-Maps: Rumors and Orientation
Wyldheart intentionally excludes a traditional mini-map and GPS quest markers to encourage environmental immersion and player deduction.
The Journal and Rumor System
Quests are not tracked with floating exclamation marks or fixed map pins. Instead, the game records entries in an investigative journal. Players uncover tasks by:
- Reading parchments nailed to bulletin boards and town palisades.
- Speaking with local rangers, historians, and village residents.
- Eavesdropping on conversations inside taverns.
- Deciphering cryptic hints embedded in bard songs.
Directions in journal rumors correspond directly to map movement. For example, when an NPC mentions that a location lies "three or four leagues to the south," that serves as in-game shorthand directing the party to travel three or four hex tiles down on the overworld board.
In-Zone Orientation
Inside dungeons and wilderness hexes, players rely on a simple compass bar located at the top of the screen rather than an overhead radar. To navigate sprawling underground areas without getting lost, players must use physical markers:
- Carrying torches to ignite unlit wall sconces, creating a breadcrumb trail of light through visited rooms.
- Deploying the barricade mechanic on wooden doors to lock off cleared paths and prevent flanking enemies from following.
- Crouching to activate perception, highlighting hidden traps, buried caches, secret doors, and puzzle triggers.
Key Map Locations in the First Campaign
The initial campaign takes place in the lands surrounding the fallen kingdom of Caerwyn:
The Slime Lord's Lair
The starter dungeon where player characters awaken as captured peasants held by the mysterious House of Black. This multi-room underground complex introduces color-coded bone effigy puzzles, gelatinous hazards, locked doors, and an ancient Caerwyn relic guarded by a slime boss.
The Town of Elderlight
The primary civilian hub of the campaign. Protected by ancient wards against the monster-infested mists rolling in from the Fey realm, Elderlight features approximately 50 scheduled NPCs. Key landmarks within the palisades include:
- The Central Temple: An ancient structure housing statues of past heroes and stone basins where recovered Caerwyn relics are placed to strengthen the town wards.
- The Market Quarter: Stalls run by bakers, butchers, and general merchants who barter for dungeon scrap, candles, and looted gear.
- The Village Inn and Bathhouse: Facilities where adventurers can rest or bathe to recover lost Hearts of Hope, safeguarding their characters against permadeath.
The Old Road Tollhouse
Also referred to as the Tall House in local rumors, this fortified roadside structure is located several leagues south of Elderlight. Formerly abandoned, it has recently been occupied by an outlaw faction, serving as one of the earliest combat dungeons outside the main settlement.
Frequently Asked Questions
Does the Wyldheart map feature instant fast travel?
Alpha and beta builds do not include an instant map-wide fast-travel menu. Players move manually across connected hexes using their miniatures, managing travel time and setting up camp when darkness falls.
Are dungeon layouts placed in the same hexes every playthrough?
While individual dungeons and landmarks are handcrafted by the development team, their exact placements on the hex grid feature randomized elements between campaigns, ensuring party routes vary across runs.
How does multiplayer party movement work on the map?
Up to four active players travel together on the overworld board. If some group members are offline, active players can still explore hexes, gather crafting supplies, or clear side content; shared party progression ensures absent players receive earned experience upon logging back in.











