Hello, Adventurers!
First off, the entire Blade of Wiz team wants to extend our sincerest thanks to every brave soul participating in the Playtest! We appreciate all your feedback, which brings us to... a MAJOR update!
New weapons, Command Skills, Blessings, and Emblems have all been added to this version, providing a wealth of playable content. At the same time, we focused on refining the game's core system framework and deeply tuning the combat feel. We believe these adjustments will significantly elevate your gameplay experience!
⚔️ Weapons
New Weapon Types: Added 2 new weapon types: Polearms and Heavy Weapons! You will unlock them gradually during your adventure, giving Sera more versatile combat options.
Visual Improvements: Significantly enhanced the visual effects and interaction feedback for light swords, bow charging, and fired arrows.
Combat Feel Upgrade: We overhauled the underlying logic of the combat system to pursue the ultimate game feel!
Hitbox Optimization: Completely rewrote the attack hitbox logic. Attacks are now more precise, fixing bugs where multi-hit attacks were lost or registered incorrectly.
Animation Chaining: Optimized the "Jump Window" (animation canceling) and input buffering. Weaving dashes into combos or moving after attacks is now smoother, silkier, and matches expectations.
Charge Attack Optimization: Improved the feel of charged weapons, added charging VFX, and fixed issues where charging could be interrupted unexpectedly, preventing re-charging.
🐱 Command Skills
We've added more powerful and fun Command Skills for your reliable companion, letting it join the fight in new ways!
New Command Skills: Added more powerful skills for the cat! They can now participate in battles in more interesting ways. Try different skill and weapon combinations to create diverse combat experiences!
Interaction Optimization: Added new equipment events for Command Skills and optimized related cooldown/mana consumption logic. Interaction after selecting a skill in the reward screen is now much smoother.
✨ Blessings & Emblems
New elemental powers have surged in, increasing the depth and possibilities of your builds!
New Blessing Types: Added Grass (encourages high single-hit damage) and Earth (encourages defensive counters) elements, along with over 40 new blessing affixes surrounding them!
Massive Dual Blessings: Adjacent elements now generate powerful resonance! We've added a large number of Dual Blessings waiting for you to explore and build powerful elemental systems.
Blessing Upgrades Return: Upgrades are back! You may encounter unique opportunities to improve blessing stats during your journey. Seize the chance to strengthen your existing blessings for a more satisfying combat experience.
Emblem Overhaul: Iterated on several emblem effects to make their positioning more unique and their strategic value higher.
🎮 Gameplay Features
Starting Pedestal: Adventure is no longer monotonous! At the start of each run, you can now choose from 2 random weapon/skill presets.
Health Potions: Added a potion refill mechanism. After using a potion, you can recharge the slot by fighting. Once full, you gain an extra use, improving sustainability and tactical options.
Adventure Events: The journey isn't always smooth. Map nodes may now trigger sudden events where your choices will affect the direction of the adventure. (First version implemented; content will continue to be enriched).
Knowledge System: Knowledge is power! When you obtain new weapons, blessings, skills, or encounter new enemies, they will be recorded in the archives. Added UI hints and animations for unlocks so you know exactly what you've discovered. (Bestiary UI is currently in development!)
Progression System: Every run counts! Completing adventures will now gradually unlock more weapons, skills, and blessings, ensuring every challenge has new goals and experiences. (This system is still iterating, stay tuned!)
😈 Enemies & Danger
Enemy AI Optimization: Enemy spawn pacing and attacks are now more strategic. Prepare for a tougher challenge.
Boss Fight Iteration: Optimized the Revenge Knight Boss's attack rhythm and AI logic. He will defend his dignity as a Knight Captain to the death!
Bug Fixes: Fixed issues where enemies overlapped, lost pathfinding, or got stuck in walls. They look... well, at least less foolish now.
🎨 Art & Visuals
UI Overhaul: Improved the art style for the combat interface, "Pick One" selection screens, drops, and the route map.
HUD Revamp: Iterated on the combat interface's HP bar, skill slots, and mana points display, adding cooler dynamic effects.
Loading Experience: Optimized the loading screen for smoother transitions, eliminating the awkward "empty scene" view after loading completes.
Rendering Enhancements: Improved rendering resolution at high settings and optimized environmental hit effects.
...And many more visual details waiting for you to discover in-game!
🛠️ Bug Fixes & Optimizations
We focused on fixing and optimizing a large number of issues reported by the community. Here are some highlights:
You can no longer use Health Potions if your HP is full, preventing accidental waste.
Fixed a bug where long-pressing to view details in the reward selection screen caused options to disappear unexpectedly.
Fixed issues where button inputs were "eaten" (input buffer errors), ensuring snappier response times.
Fixed occasional crashes in the LoadingWidget and several underlying errors that caused the game to crash to desktop.
Comprehensive proofreading of Emblem and Blessing text descriptions. Added missing descriptions and optimized translation for certain keywords.
Fixed issues where the mini-map (route map) was sometimes unclickable or displayed abnormally.
Fixed an issue where the protagonist (Black Cat) model sometimes didn't show when opening the map.
Corrected the spawn logic for Greed Chests and drops; they now appear more stably in correct locations.
Fixed the [Fire Ring] blessing not counting heavy attacks or applying critical hit buffs.
Fixed wall-clipping issues in Fate, Rest, and Combat rooms when dashing or pushing boxes.
Fixed a game freeze caused by clicking the map when the Level 1 Elite Trap popped up.
Fixed map events (like [Bad Omen]) generating in the wrong rooms (e.g., monster-free Rest Rooms), causing wasted events.
The status bar now correctly displays the stack count of buffs/debuffs. No more guessing!
Fixed accidental character skill triggering when using hotkeys to turn pages in the inventory.
Thank you so much for the feedback submitted in the community, especially regarding the various issues and optimization suggestions in the early test versions. This helped us quickly pinpoint problems. We have fixed and optimized the vast majority of them, and we welcome you to continue sending us your valuable feedback and suggestions!
v0.2.0 is a brand new starting point. We know the game still has many areas that need polishing and perfection. Thank you again for your support and patience—your feedback is our greatest motivation!
Update the game, open Blade of Wiz, and start this brand-new adventure!
Happy Gaming!
The Blade of Wiz Dev Team
