Rift Wizard

Dylan White

Released
Sep 1, 2021
Platforms
Last updated
Wishlist on SteamAdd it on the Steam store page. Opens in a new tab.

Updates & announcements

20 posts
  1. Developer post

    Rift Wizard 2 Launch

    Early Access for RW2 begins today. The game is quite similar to RW1, using the most of the existing graphical assets and a slightly modified game engine. I wanted to focus on making the game better rather than newer, and on serving the existing player base rather than chasing new

  2. Developer post

    Rift Wizard 2

    Greetings Wizards. Been a while, hasn't it? A while ago I decided to stop updating Rift Wizard 1 to devote my full energies to Rift Wizard 2 . I did this because I wanted to try some things that would be wildly inappropriate for a patch- things that, in my opinion, have the poten

  3. Developer post

    Bugfix Build

    Todays build is just to fix a few bugs: Fixed an occasional crash in the spell shop Fixed an occasional crash involving nightmare aura upgrades Fixed volcanic eruption flow range upgrade not working Fixed hollow flesh hp loss upgrade not working Fixed poison debuff description in

  4. Developer post

    Spring Cleaning Patch

    Greetings Wizards! This patch focuses on making poison a more useful and reasonable mechanic in the game and correcting some longstanding balance issues. It also contains a few new high level challenges, and of course plenty of miscellaneous bug fixes. Full notes follow. Skills a

  5. Developer post

    Beta Update 20220404

    One last experimental change I want to test on beta: Poison now disables healing. This applies to the Wizard as well, and healing potions cannot be used while poisoned. In addition, this patch contains fixes to two longstanding moderately annoying bugs: Dragons are now better at

  6. Developer post

    Beta Update 20220328

    A few small beta tweaks as we push towards a merge to main: Fixed a bug where click to move sometimes failed to swap the wizard with his minions Renamed Purple Flame Radiance to Voidflame Lantern (PFR was too long for the UI) Adjusted the frequency of the new idols down to normal

  7. Developer post

    Beta Update 20220321

    This weeks patch mostly deals with code optimization: Optimized many commonly used functions Optimized threat range calculation (threat range calculation is much faster in many cases now) Pressing 't' should result in much smaller delays, and the game should be able to process sl

  8. Developer post

    Beta Update 20220311

    Purple Flame Battery revised to Purple Flame Radiance: Whenever you cast an arcane or fire spell, gain that many turns of starcharged. Starcharged deals 6 arcane and 6 fire damage to 2 random enemies in LOS each turn it is active. Fixed Mordred music not playing when the Mordred

  9. Developer post

    Beta Update 20220304

    Many updates this week to the beta, patchnotes follow. Spells and skills: New skill: Purple Flame Battery Gain charge when you cast fire spells, which can be used to cast arcane spells for free. New spell: Essence Flux Swaps around all the resistances of a group of enemies Nightm

  10. Developer post

    Beta Update 20220225

    Another small beta update, these will ramp up a bit next week. For now: 1) Death Cleave reworked a bit: Now simply recasts the spell on another random valid enemy target, rather than doing a weird pseudo bounce thing. No longer has any independent concept of cascade range- just u

  11. Developer post

    Beta Update 20220211

    Just one change for this beta update: Megavenom is gone, replaced by Dream Poison. Dream Poison is a level 4 Nature Dark Arcane passive skill that deals 2 arcane damage and 2 dark damage to each poisoned enemy unit each turn. (Megavenom was a bit extreme, and putting percent heal

  12. Developer post

    Beta Branch Returns

    Greetings Wizards! Whilst I've begun to devote more and more of my development energies to my next project, I there are still a few changes and additions I'd like to try for RW. A new beta patch with some of those things has been posted. Currently it contains: New Skill: Megaveno

  13. Developer post

    Small Patch

    A few minor fixes today: - Fixed a bug that made the game freeze upon dying on XTurbo speed - Fixed a bug where XTurbo could not be selected using mouseclicks - Fixed a UI bug involving the Oculus buff tooltip - Clarified a couple tooltips related to spells that cannot heal the p

  14. Developer post

    Metal Magic

    The new patch is here! The focus is on a new school of magic and the modding system- read on for full details. New school of magic: Metal! Metal magic is a small school, comparable in size to chaos or words. Most Metal spells have other tags and can be slotted into builds revolvi

  15. Developer post

    Beta Update 20211210

    The other half of this weeks changes are all bug and crash fixes as we move towards pushing modding and metal magic to the masses: Fixed a bug where tags were just totally broken and caused all sorts of mayhem especially when a game was reloaded, including but not limited to tag

  16. Developer post

    Beta Update 20211203

    Added new animation speed: TurboX. This is the fastest speed I can think of: the game will attempt to stuff everything that happens between each player turn into 1 frame. May cause framerate dips. Potentially useful for very slow moving conjuration spam playstyles though. Added n

  17. Developer post

    Beta Update 20211126

    A few fixes and one highly requested feature, getting close to a launchable patch now: New hotkeys: PGUP/PGDN now show descriptions of a highlighted spells upgrades Lightning Spire now uses radius instead of minion range (it was a grey area initially and the mystic vision combo i

  18. Developer post

    Beta Update 20211120

    Just two changes really: 1) Lightning Spire reworked- No longer arcs lightning at metallic units. Instead, now shoots lightning at up to 4 nearby enemies each turn (upgradable to shoot at more of course- and also upgradable to shoot through walls and/or debuff lightning resist on

  19. Developer post

    Beta Update 20211112

    A few small balance and modding changes to the beta: Modding: Game now checks that all elements of the spell list are actually spells before launch (ah typ) A few balance changes: Mercurize Initial max charges 8->6 Lightnign Spire Now the arcs hit cells adjacent to the targets

  20. Developer post

    Beta Update 20211105

    Main project this week was the modding system. Rift Wizard now loads and executes all mods in the mods folder- see the example for details. To run a mod, there must be a folder with a python script whos name is the same as the folder containing it- aka, mods/ExampleMod/ExampleMod