2.1.8 UX Improvements
Smoothed out spellbook control and stats toggling
Smoothed out spellbook control and stats toggling

Smoothed out spellbook control and stats toggling
Smoothed out spellbook control and stats toggling
All 25 spells have been integrated, ux improvements, new menus, snap turning controls, bug fixes
All 25 spells have been integrated, ux improvements, new menus, snap turning controls, bug fixes
*Fixed a respawn bug when the mana fountain is broken at the graveyard shift *Fixed a collision bug with the Thorn Wall spell
*Fixed a respawn bug when the mana fountain is broken at the graveyard shift
*Fixed a collision bug with the Thorn Wall spell
What we accomplished this past summer This past summer was a productive month for MageWorks. New art, level design, ux design, and sound effects have all been integrated. The game has been redesigned to be able to run on standalone VR headsets with a new style and optimizations t
What we accomplished this past summer
This past summer was a productive month for MageWorks. New art, level design, ux design, and sound effects have all been integrated. The game has been redesigned to be able to run on standalone VR headsets with a new style and optimizations to keep things running fast and smooth.
The characters have been re-painted and in some cases resculpted to have a more unique look where possible.

The environments are now being designed with a unique environment per spell in mind. Collecting resources to craft a custom staff is part of making your way through a map to discover a new spell.

Spells can now be empowered! When you craft a staff, if the ink type you use matches the spell type you cast, your spell will be more powerful!

And staff crafting has been simplified and expedited so staffs can be created with fewer steps and easier mechanics.

What's the roadmap look like now?
More spells! The original game had 25 spells to unlock, and this version of the game currently has 5 of those 25 available to play. The next batch of are in the works and will be released as part of the game in a future update. When the game has been completed with all 25 spells available to unlock, the boss fight with Magister Draco will then be unlocked and available to play as well!

Thanks for checking out MageWorks, and feel free to contact me with any thoughts or feedback!
Hadar
Earthborn Interactive Dev Team
Spell empowering is now functional Bug Fixes
Fixed a bug in the tutorial that could break progression Performance improvements Testing some gameplay layout changes in the exploration maps
Improved tutorial flow Performance improvements Bug fixes
Improved performance Bug Fixes Some environments have been slightly redesigned to improve gameplay
Now in the process of pushing the new UX design to the live channels for play. New Tutorial New Hub 5 of 25 unlockable spells available to discover New crafting guidance in workshop at shaping station
Now in the process of pushing the new UX design to the live channels for play.
Players can cast six different types of magic in MageWorks. Beyond the different schools of magic, there are also five different types of magic to cast. A 'Bolt' spell is a single ranged shot. A 'Snare' spell will root an enemy. A melee spell is a short ranged high mana - high da

Players can cast six different types of magic in MageWorks. Beyond the different schools of magic, there are also five different types of magic to cast. A 'Bolt' spell is a single ranged shot. A 'Snare' spell will root an enemy. A melee spell is a short ranged high mana - high damage spell. A shield spell protects players from incoming aggressors and projectiles. Last but not least, players can summon pets! Each spell class has their own pet to summon and reflects the type of environment they came from.

So, why should I summon a pet in MageWorks?
Pets are designed to allow players to take on more than they can usually handle in spell combat. Pets can tank a distant enemy that a player might not be able to get to. They can add that extra firepower when enemies don't seem to drop. And they can keep you company either at home in their summoning throne over at the spell library, or while out exploring looking for new spells to discover.

This game is a work in progress, so what can I expect next for my pet?
The beginnings of a customization system is in the works that will put pets in more of a central role. With cosmetic armor additions in production, players will be able to adorn their pets with various items to make their pet experience unique, create a more compelling emotional commitment to their pet, and to add that extra element of fun to their creation with 3d printing! While players can now print their staff creations from one side of their mage hub, players will also be able to 3d print their pet to hold their staff in reality :)

Thanks for checking out MageWorks and feel free to reach out with any questions, comments or criticism as the development continues.

MageWorks Dev Team
What is the MageWorks? MageWorks is a virtual reality game developed originally in 2016 for PCVR. It is an exploration in game design built around players having a spellbook in one hand and a staff in the other, both of which are motion tracked. The player could craft their own s
MageWorks is a virtual reality game developed originally in 2016 for PCVR. It is an exploration in game design built around players having a spellbook in one hand and a staff in the other, both of which are motion tracked. The player could craft their own staff and use it in combat while exploring different maps.


Many lessons were learned while building this project. With a light background story for the game pitched as a comical statement on education-related socio-economics, this project was both about school and itself a school. The exploration process during development led to a lot of ideas and prototyping, after which a lot of synergy started to form between parts of the game.
The open world environment design has changed. Each spell now has it’s own map. This design change opened up the opportunity to create unique puzzles that can be solved by each spell class and type. This also improved ux design to reduce the number of times a player needs to teleport or distance they need to move to engage in more spellcasting. When the game was originally built, a lot of off-the-shelf art was used to help prototype the environments. With this new approach, there was also an opportunity to create unique environment art.

Interacting with the world has also been simplified. Players only need to use their staff to interact with things. This made the controls more intuitive, and made the game generally speaking more accessible.

Finding that balance between pressing a button to automate the production of a crafted staff vs watching glue dry, there was a lot of exploration in the design of assigning an arbitrary set of physical motions with virtual staff construction procedures. The goal of this ux design was to reduce as many crafting steps as possible into single physical motions while using puzzle elements from the game as resources to fuel the staff crafting.

A unique look for the game is coming to fruition with enemies being designed into their environments creating immersive interactive spell casting engagements. The design of the spell effects are also improving to better reflect characteristics from the puzzles they were unlocked in, as well as the behaviors they exhibit.

This re-build of the game will release on Quest 2 toward end of summer / early fall. The arcane magic spellbook is unlocked and playable to get a sense of the game's mechanics with another five out of thirty spells unlockable to discover in the exploration maps with each spell from different schools of magic. After this Quest port launch, groups of spells will continue to be unlockable over the next few months until all 25 have been overhauled and integrated. During this development period between now and the Quest 2 release, I’m keeping this development of the game available for play in the PCVR channels as well. The beta channels of Meta and SteamVR MageWorks product pages have access to the ongoing development. When the game is complete on Quest 2, the PC builds will be updated to match in their main distribution channels.
Thanks for supporting MageWorks! The game has been fun to share with the community, and all of the feedback has been really helpful over the years. Continued development on this project as of recent has been enjoyable, and I can’t wait to share all of these improvements with the VR community!
Don't forget to follow us on social media to stay up to date with MageWorks
Earthborn Interactive Dev Team

Steampage
https://store.steampowered.com/app/494780/MageWorks/
MageWorks Update v1.1.2 What’s New Tutorial Sequence Removed: The tutorial sequence was buggy and causing issues with entry into the game world, so I have removed it. In lieu of the tutorial sequence, there are large spellbooks floating around the mage quarters and workshop as a

MageWorks Update v1.1.2
What’s New
On the Horizon
So this project probably should have stayed in Early Access, because i still enjoy working on it, but it's hard to find time to do so. That being said, I was able to integrate a few of the community's requests in this last update. The tutorial is now optional, and players can cho

So this project probably should have stayed in Early Access, because i still enjoy working on it, but it's hard to find time to do so. That being said, I was able to integrate a few of the community's requests in this last update.
The tutorial is now optional, and players can choose to run through the crafting workshop on their own, or the combat tutorial also on their own. If they don't feel like crafting, players can skip to explore the different worlds and mini-games in MageWorks like the "Mine to Five" roller coaster, the "Graveyard Shift" defending a mana fountain from zombies, or casually romping around the various magic themed worlds access through the observatory.
In order to achieve this, the Mage Quarters had to be rearranged a little, but should make it easier to access everything.
Anyhow, as sporadic feedback comes in, I'll continue to provide updates on this project.
MageWorks is an experimental project that explored different ways to interact with spell casting systems using books, crafting systems using virtual workshops, and the various ways these two features could interact. The narrative involves the player playing the role of a mage tha

MageWorks is an experimental project that explored different ways to interact with spell casting systems using books, crafting systems using virtual workshops, and the various ways these two features could interact.
The narrative involves the player playing the role of a mage that is graduating wizard school, and needs to pay off their wizard student loans, while learning a trade skill in the process. Pokes fun at a topical issue these days.
Over time, the project scope expanded, but in the interest of wrapping up the study, i've focused the game primarily on the crafting system, and the spell casting system.
We were able to present this project at a variety of festivals, libraries, and meetups, and enjoyed how people played the game, and 3d-printed their staff creations.
Thanks for everyone's support throughout this process and feel free to reach out with any questions or comments.
Cheers,
Hadar
It's been awhile since we've last posted an update, so today we're saying hello and that we're still working! The community has provided a lot of great feedback on forums, at festivals, and other events and we're working hard to include this feedback. The direction of MageWorks h
It's been awhile since we've last posted an update, so today we're saying hello and that we're still working! The community has provided a lot of great feedback on forums, at festivals, and other events and we're working hard to include this feedback.
The direction of MageWorks has been sort of split in two throughout development. Our crafting system perked the interest of the educational community, so we're currently building a stand-alone application with that content. This means we can focus on creating a clear direction forward with MageWorks and how everything comes together which includes a story driven walk through staff crafting, stone shaping and ink making, and with a clear transition into the MageWorks system of combat and world exploration.
We've got a great narrative consultant on board as well as additional programming and artist support, and we're looking to release this Summer of 2018 out of Early Access!
We're incredibly excited to work out various design issues and bug fixes, and can't wait to see how our mage-staff shape recognition system starts influencing spell casting.
The new spell casting system with the floating book palette of spells seems to be working out well, and opens up a lot of opportunity for more art.
Achievements are underway and there will be plenty of them to discover and unlock.
Last but not least, sharing custom staff creations is an important part of MageWorks, and we're working on a way to share your designs with friends either through social media, or 3d printable objects.
Thanks again for everyone's support throughout this process, and we can't wait to release this summer :)
It's been awhile since we've last posted an update, so today we're saying hello and that we're still working! The community has provided a lot of great feedback on forums, at festivals, and other events and we're working hard to include this feedback. The direction of MageWorks h
It's been awhile since we've last posted an update, so today we're saying hello and that we're still working! The community has provided a lot of great feedback on forums, at festivals, and other events and we're working hard to include this feedback.
The direction of MageWorks has been sort of split in two throughout development. Our crafting system perked the interest of the educational community, so we're currently building a stand-alone application with that content. This means we can focus on creating a clear direction forward with MageWorks and how everything comes together which includes a story driven walk through staff crafting, stone shaping and ink making, and with a clear transition into the MageWorks system of combat and world exploration.
We've got a great narrative consultant on board as well as additional programming and artist support, and we're looking to release this Summer of 2018 out of Early Access!
We're incredibly excited to work out various design issues and bug fixes, and can't wait to see how our mage-staff shape recognition system starts influencing spell casting.
The new spell casting system with the floating book palette of spells seems to be working out well, and opens up a lot of opportunity for more art.
Achievements are underway and there will be plenty of them to discover and unlock.
Last but not least, sharing custom staff creations is an important part of MageWorks, and we're working on a way to share your designs with friends either through social media, or 3d printable objects.
Thanks again for everyone's support throughout this process, and we can't wait to release this summer :)
What's new: Workshop tweaks - MageWorks needed an intro that was good for people new to VR. So, the workshop has become that welcome zone. After players learn to craft a staff, they export a 3d-printable file in the process of progressing to the next training level which is comba
What's new:
Known Issues:
On The Horizon:
What's new: Workshop tweaks - MageWorks needed an intro that was good for people new to VR. So, the workshop has become that welcome zone. After players learn to craft a staff, they export a 3d-printable file in the process of progressing to the next training level which is comba
What's new:
Known Issues:
On The Horizon:
What's new: Crystal caves have been updated to improve gameplay. Props have been added to scale down the environment and certain parts of the assault points have been reduced in size to better meet the scale of teleporting. Hover drone instructions are now included in the hover d
What's new:
Known Issues:
On The Horizon:
What's new: Crystal caves have been updated to improve gameplay. Props have been added to scale down the environment and certain parts of the assault points have been reduced in size to better meet the scale of teleporting. Hover drone instructions are now included in the hover d
What's new:
Known Issues:
On The Horizon: