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DevBlog #45 - State of the game and a playable wave survival game mode (plus 34 of the 48 new spells)!

Hello, everyone! This week I want to give an update on the state of the game including details on the new spells and the singleplayer wave survival mode which is now available for testing. I also want to remind everyone that we now have a Discord server where you can chat with the Devs and get exclusive behind the scenes type screenshots and info. It is also a great place to arrange games with other players or discuss the new spells and strategies.

Let’s begin with the state of the game. Right now we are about 70% done with the backend coding needed to launch the F2P update. These systems include the class and account levels, Arcane points (earned in game and used to unlock classes/spells), DLCs/Bundles (so that players can purchase classes through Steam), and of course the 48 new spells (8 per class, 2 per spell slot).

Speaking of the new spells, we now have 34 of the 48 completed and in a Steam beta branch for testing! There are still a few left to make but mostly we just have the bug fixing to do and then will add the remaining 14. We also now have a public spreadsheet where you can view all of the game’s spells tooltip information including description, cooldown, damage, etc. Please check it out and let us know what you think!

If you don’t mind a few bugs and want to test the new spells you can download the beta through Steam. Please keep in mind this is an early version and the final spells and game mode may differ so please let us know if you have any ideas! Also, please make sure to read the known bugs list below before playing as some of them can be quite annoying.
To access the beta version on Steam simply follow these steps:

Here is a list of the biggest known bugs:
- To use the new spells you will need to select them on the character select screen (,) then hit play to spawn, and then go back to the character select screen (,), and hit “Play” again.
- The movement and utility spell selection aren’t working and will be automatically set to Teleport and Spellshield.
- Some spells are buggy in Safeguard. This includes not doing damage, spell effects not showing up, etc.

So why the delays? I don’t want to spend a lot of time going over all of the details but basically, in addition to the normal bugs that come up, we also had a pretty huge setback when the dedicated server we use for version control and file sharing crashed. We are trying to recover the logs and old versions that were lost but luckily we had local backups of most things. Unfortunately, the timing of the server dying was terrible as we are in the middle of trying to figure out a pretty major bug with FFA bots and with the classes. This is the main reason why the beta version I talked about above is not on the live version of the game. As soon as we figure out those two bugs we will launch the build on the main branch. Then we can all start testing the new spells in a multiplayer environment (I am getting really tired of killing skeletons and bots)!

For those wondering about the Free-to-play transition, our plans have not changed. We are still working towards a final release of the game as F2P with all of the features detailed in previous DevBlogs. Before that, there will be a few patches that will introduce the 48 new spells, new maps, finalized singleplayer, menus, bug fixes, class/spell balancing, and more. Once we are happy with bugs, polish, and balance we will launch the F2P patch along with as big of a marketing effort as possible.

As always we very much appreciate any and all feedback so please let us know either in the comments, on the forums, on Discord, or just email us! Thank you all for having so much patience with us as we finish up the game. Your support means so much to us and all of the wonderful comments and feedback are what keep us going!

-Brent

TLDR: We have run into some delays but you can play a beta version of the new singleplayer along with 34 of the new spells by following the directions above.

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