Wildmuster (Playtest Demo)
A downloadable game for Windows and Linux
You do not pick a hero. You muster a WARBAND.
Draft three of twelve wildly different fighters - skeleton archers beside human healers - fuse their cross-member synergies, and hold the deep line against the horde. Three of the twelve are GIANTS (the Ogre, the Yeti, the Cyclops), and a giant takes two of your three slots: fielding one is a real trade. Every day, EVERYONE gets the same seeded world: the score ranks your composition and your play, not your luck.
Fight on a real battlefield. Waves play out on a barren wasteland of rock and scrub where the big rocks block movement - funnel the swarm through a chokepoint and watch your build earn its keep - and the whole horde turns to face your band as it closes in. Clearing a wave scores more than outlasting it: kill fast, bank big.
This is a free playtest demo: the first 9 waves - three bosses, one full "build comes online" arc - with a five-fighter starting roster, and every locked fighter in the draft shows exactly which wave it waits behind, giants included. The full game opens the whole roster through wave-gated recruiting - push deeper to earn exactly one new fighter per run, with the final giant as the beat-the-game reward - and marches to a wave-20 final stand and an endless beyond. Coming to Steam.
RACE EACH OTHER, no accounts needed: finish a run, hit COPY CODE, and post your challenge code in the comments. Anyone who pastes it (menu > Race a code) plays YOUR seed against YOUR ghost, live on their battlefield. Post your run cards and codes below - the best muster holds the line.
Controls: WASD moves the band - your fighters aim and fire themselves. 1-4 fire each member's signature skill. F cycles formation. Esc pauses. Keyboard only for now.
Feedback wanted (this is a playtest!):
- Where did your runs end, and did the deaths feel fair?
- Which draft picks and synergies felt strong, weak, or confusing?
- The new battlefield: do the rocks and chokepoints create plays or just get in your way, and does the scene stay readable?
- Bugs: the version number is bottom-left on the menu - include it.
- Bonus: Options > "Open data folder" and attach telemetry.jsonl to your comment - it holds anonymous local run stats (waves, scores, durations; nothing else, nothing is ever sent automatically).
Made in Godot 4. All art is human-made (Craftpix); no generative AI. Music: Kevin MacLeod (incompetech.com), CC BY 4.0; full credits in-game under Options.
| Updated | 7 days ago |
| Published | 14 days ago |
| Status | In development |
| Platforms | Windows, Linux |
| Author | Otherworld OS |
| Genre | Action |
| Tags | bullet-heaven, demo, Godot, Roguelite, Singleplayer, survivors-like, Top-Down, wave-survival |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse |
| Content | No generative AI was used |
Download
Install instructions
Windows: Unzip anywhere, then run WildmusterDemo.exe. Keep WildmusterDemo.pck in the same folder as the exe - the game will not start without it. Windows may show "Windows protected your PC" (we're a small unsigned playtest build): click More info, then Run anyway.
Linux: Unzip anywhere, then run WildmusterDemo.x86_64. Keep the .pck file next to it. If it won't launch, make it executable first: chmod +x WildmusterDemo.x86_64 (or right-click, Properties, "Allow executing as program").
No installer, no dependencies, nothing else touched: the game saves settings and local records to your user folder only. Delete the folder to uninstall.






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