Main Menu Fix
Fixed resolution of main menu splash art.
Fixed resolution of main menu splash art.


Fixed resolution of main menu splash art.
Fixed resolution of main menu splash art.

Wyrmicide has a new, more cohesive and performative look! The new art direction is immediately noticeable in the new splash screen. An overhaul of the arenas is also underway, and the Forest has receive a massive facelift. Let me know what you think of the changes and of any bugs
Wyrmicide has a new, more cohesive and performative look! The new art direction is immediately noticeable in the new splash screen. An overhaul of the arenas is also underway, and the Forest has receive a massive facelift. Let me know what you think of the changes and of any bugs you find here or on our Discord server. Thank you for playing Wyrmicide!

Fixed Skeleton achievement. Changed Ghost achievement.

Fixed pieces no longer taking combat damage after one enters the electrical field.

Screen resolution and fullscreen mode can now be set in the options menu. The Tombstone die, featuring the Ghost and Skeleton, is free this week.

Began overhauling character and environment graphics for better optimization and cohesion. Began reworking the mountain arena with improved visuals Added an achievement unique to each piece.

Added combat pickups. At a random time during combat, a pickup will spawn near the center of the arena. Heal: Restores 20 HP. Bulwark: Grants a shield that blocks one attack. Vicious: Doubles the damage of your next attack.
Added combat pickups. At a random time during combat, a pickup will spawn near the center of the arena.

A couple small improvements to the singleplayer AI. AI opponents now lead you with projectiles in combat. AI opponents will defend their Wyrm when it is under threat on the board.
A couple small improvements to the singleplayer AI.

Knight Rework The Knight is your basic piece. It's relatively weak, but its ability to reflect projectiles can swing a fight in its favor. But his kit felt lackluster, especially given how many combats he takes part in. His primary ability is now a slashing arc at a set distance.
The Knight is your basic piece. It's relatively weak, but its ability to reflect projectiles can swing a fight in its favor. But his kit felt lackluster, especially given how many combats he takes part in.
His primary ability is now a slashing arc at a set distance. This makes managing range as/against the Knight much more important. It's now possible to evade his attack by closing in underneath it. However,
the Knight's block now comes with a quick shield bash that stuns foes.
Let me know what you think of the changes. Hopefully he's more engaging to use and has a bit more nuance and counterplay.
Free this week is the Bark die, featuring the Druid and Werewolf. The Druid is a powerful ranged piece that can trap her foe in a ring of thorns. The Werewolf is a very quick piece that closes in for a melee dash attack.
The Sandstone die is now available for purchase as DLC.
Also included in this update is a prototype of unique opponents in singleplayer matches. Each one brings its favored dice and Gold handicap. Upcoming improvements to the AI will also allow me to give these opponents their own playstyle and identity.
AI opponents should no longer attack you within range while you are invisible. Thank you Nievano!

New Crosshair Prototype In combat, your crosshair now reflects the range of your abilities. Regions The new drop-down in the bottom-right of the main menu sets your region. It will automatically set to that nearest to you. Selecting "Quick Match" will only match you with players
In combat, your crosshair now reflects the range of your abilities.
The new drop-down in the bottom-right of the main menu sets your region. It will automatically set to that nearest to you. Selecting "Quick Match" will only match you with players from your region, and accepting an invite will place you in their region for that match.
Prior to this update, all traffic was routed through the US. International players connected as a client to their nearest region should see significantly reduced latency.

Fixed Wyrm animations on the board and in combat.

Thanks to Ragg for pointing out this bug and for sharing gameplay on our Discord. Fixed bug that prevented players from joining a match via friend invite. Added a unique buff to the Yew and Steel dice: Yew- Bulleye: Increases a piece's ability range in combat. Steel- Pillage: Gra
Thanks to Ragg for pointing out this bug and for sharing gameplay on our Discord.
Added a unique buff to the Yew and Steel dice:

Thanks to the great potato man for pointing out this bug via the in-game reporting feature. Fixed players not taking damage once the arena has reached minimum size.
Thanks to the great potato man for pointing out this bug via the in-game reporting feature.

Fixes Combat AI does a better job of avoiding the electrical field. AI opponent can't track your piece while it's invisible. Match ends when a Wyrm is defeated, even if more combats are queued. Pieces don't take damage once combat is settled, preventing the winner being left with
Fixes
Known Issues

AI is a bit more aggressive on the board. AI pieces maintain range in combat based on their abilities. Combat AI avoids the electrical field. Adjustment to piece movement animation on board.

Special thanks to Nievano on Discord for the bug reports and suggestions! Fixed summoning pieces in single player. Fixed health bars in multiplayer combat. Fixed Scorpion gaining a charge from being hit by its own reflected projectile. Added button for undoing item purchase. As o
Special thanks to Nievano on Discord for the bug reports and suggestions!
As of now, the undo button only resets your item purchase. If you move a piece, your turn is immediately sent. Undoing movement will require clicking a button each turn to confirm. Let us know what you think.

Fixed default text of status card. Prevented combatants from acting until combat has begun. Implemented Single Player mode. Single Player is rudimentary at the moment, but rapid improvements will be made to the AI on the board and in combat.
Single Player is rudimentary at the moment, but rapid improvements will be made to the AI on the board and in combat.

Fixed forest arena superimposed over others.

Welcome to Wyrmicide Wyrmicide is out now in Early Access! Play a quick match against strangers or invite a friend to show you the ropes. Wyrmicide is in active development, and your feedback, suggestions, and support are critical to making it as polished and balanced as possible
Wyrmicide is out now in Early Access! Play a quick match against strangers or invite a friend to show you the ropes.
Wyrmicide is in active development, and your feedback, suggestions, and support are critical to making it as polished and balanced as possible. If you encounter a bug, please press "B" to send a report. You can also join our Discord to discuss gameplay, balancing, and suggest features.
As of now, Wyrmicide functions as a P2P game, meaning one player acts as the host and the other connects to them as a client. This means that the latency perceived by the client is heavily dependent on the internet connection of the host.
If Wyrmicide is successful, my first big undertaking will be to port the title over to dedicated servers for a more consistent and secure experience. Nearly all of my existing networking code is architecture-agnostic, so the challenge here lies in setting up and deploying the servers.
Another benefit to dedicated servers is that they serve as a centralized, trusted mediator. This will allow me to implement proper matchmaking with a variation of the Elo system to keep up with players' skill levels.
Wyrmicide has a steep learning curve. It can be frustrating to enter combat with a new piece and lose to a more experienced player while figuring it out. The solution to this is a training mode in which players can take any piece into combat against a bot. This mode may eventually be expanded to include full games against a bot opponent.
The visuals of Wyrmicide still leave a lot to be desired, and improving this is a time-consuming process. Once the game is stable and fun, the next priority is to invest time into improving the VFX, textures, and animations.
Wyrmicide is monetized by offering unique dice as DLC. Each player brings two dice of their choice into a match, dictating what pieces and buffs will be available to both players. That's right, players can purchase pieces or buffs from a die their opponent brought into the match. Their purpose is not to offer an unfair advantage, but to make games feel unique and allow players to develop their playstyle.