Wayfarer Protocol
Wayfarer Protocol - Steam Charts & Historical Stats
A colony sim on one small starship. Explore historical player activity and pricing for Wayfarer Protocol. Player-count data was last observed Sep 28, 2026.
Wayfarer Protocol player count and price summary
- Current players
- Unavailable
- All-time peak
- 1
- 24-hour player change
- Unavailable
- Current US price
- $9.99
Player count last observed . Values marked unavailable are not estimated.
Media gallery 7 screenshots · 1 videos
Screenshots
Videos
Trailer Wayfarer Protocol
All-Time Peak
Estimated Owners
Game Insights
Buy Verdict
Decent deal at 0% off, but might drop further. Watch for better opportunities.
Activity Heatmap
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Price History
System Requirements
- Requires a 64-bit processor and operating system
- OS: Windows 10/11
- Processor: Dual Core 2GHz
- Memory: 4 GB RAM
- Graphics: Integrated Graphics, Intel HD 4000
- Storage: 1 GB available space
- Sound Card: Integrated
- Requires a 64-bit processor and operating system
- OS: Windows 10/11
- Processor: Quad Core, 2,5 GHz
- Memory: 4 GB RAM
- Graphics: Integrated or dedicated GPU
- Storage: 1 GB available space
- Sound Card: Integrated
$9.99 $8.49
Additional Information
Current Pricing
Additional Information
Developer Analytics
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About This Game
A colony sim on one small starship. Lay every floor tile, wire the reactor, grow the food, and keep a crew of misfits breathing while pirates cut holes in the hull. Jump sector to sector, strip asteroids, and fight ship systems instead of health bars. A dreadnought waits at sector 10.
Detailed Description
Wayfarer Protocol is a colony sim on a single starship. You get a cramped hull, a reactor that barely keeps up, and a crew who will suffocate if you look away too long. Everything past that, you build.
Build the ship
Floor and hull go down one tile at a time. Reactors, oxygen recyclers, hydroponics, bunks. Turrets and thrusters bolt onto the outside. Every system pulls power and throws off heat, and a reactor that falls behind will brown out exactly the half of the ship you needed running.
Keep the crew alive
Your crew get hungry, tired and scared, and each of them carries traits that cut both ways. The hard worker is fifteen percent quicker at everything. The coward fights at less than half strength and would rather hide. The voidborn sleeps less and eats more. Morale sinks when the ship falls apart around them.
When something goes wrong, somebody drops what they are doing and deals with it. Fires. Hull breaches. If the breach is on the outside, they put on a suit and go out on a tether to patch it.
Then you jump
Every sector deals a new hand. An asteroid field worth stripping, a trader worth hailing, a distress call that might be a trap. Pirates who will cut through the hull to get at the cargo, and who send people across to take the ship room by room. Boarders die in vacuum, so an airlock is a weapon, as long as your own crew are somewhere else.
Fight their ship, not a health bar
Drop the shields, then pick apart the engines, the guns, the life support. Missiles go around shields entirely. A railgun charges for a few seconds and then guts one component in a single strike.
Deeper
A dreadnought guards sector 10, and it does not take bribes. Killing it is the first thing that counts as winning. It is also not the end. Another one waits at 20, and at 30, each drawn from heavier stock than the last.
Lose the whole crew and it ends there instead.