Brave Wizards!
After six weeks of hard work, free locomotion update is finally ready! This is what you, dear players, asked for and... you know what? You were totally right! We can’t wait for the feedback after you try the game with free movement and free teleportation. But that’s not all. We’re also introducing plenty of new features to enhance the experience of free exploration.
HIGHLIGHTS:
Fully customizable free movement...
… and free teleportation
New area on Ruins Stage 1 - make sure to revisit it!
Item pick-ups
Interactive crank wheels (grab and rotate)
Blocking melee attacks with shield
New tutorial
Hourglasses (restore HP / give more points)
Fireball and Frost Bow visuals enhanced
We’ve been waiting for this moment for the long time and we hope that you’ll like the new movement schemes and new possibilities as much as we do. Please be forgiving if you encounter any bugs. Redesigning the whole game for free locomotion might generate more bugs than we could detect.
When you run the game for the first time after the update, you’ll have to finish a new tutorial, even if you’ve already played The Wizards. We’d also like to encourage everyone who have played the game before to revisit Stage One on Ruins. Now, it’s longer, with new encounters, puzzles and precious items to collect.
What's coming next?
In the following weeks, we’re going to release some small patches that would fix bugs and be a response to your suggestions. Next major update will introduce Arcade Mode with two new stages and a new spell. We’re open to your ideas so please join our Discord server and Discussion on Community Hub.
Update 1.1 Changelog:
GENERAL CHANGES
- Added free locomotion - Added free movement - Added free teleportation - Changes in node-based teleportation - Customization options for movement
- Rework of tutorial area - Pocket dimension is now bigger and more interesting visually - Added tutorials for free movement, teleportation and shield - Objectives help to guide the player - More 2D graphics explaining keybindings and required actions - Added silhouettes helping to cast spells - Changes in tutorial glyphs
- Rework of Ruins Stage 1 - Added new area - castle - Added new encounter - Changes in first encounter - Removed metal gates from the crystal battle - Changed the timing of enemies during the crystal battle - Added environmental puzzle
- Added immersive mode - you can now hide the interface
- Dungeon Region is now fully explorable
- Fate Cards now need to be found in chests
- Added Hourglasses (restore HP / rewards with points if HP is full)
- Added Crystal Shards rewarding player with Spell Potential
- Added grab-and-rotate mechanic for crank handles
- Fate cards are from now unlocked right after finishing tutorial
- Minecart now stops when colliding with player
- Leaderboards are now always visible in HUB
- Interface (health and tutorials) is now following camera faster
- Teleporter traps have been completely removed from game
- Banners can now be burned
- Player's hands reflect now more light
- Experimental - WASD support for VR treadmills
SPELLS
- Minor auto-aim fixes to projectile spells
- Idle Arcane Missiles are now more lively
Frost Bow:
- Changed the bow and arrow visuals.
- Added trail to the arrow
Fireball:
- Complete visual rework. Fireball is now more fire than ball.
- Added fiery trail behind fireball
- Fixed the lack of auto-aim when thrown with the left hand
Arcane Shield:
- Shield is now unlocked from the beginning
- Added the ability to block melee attacks
- Moved the shield closer to the player
ENEMIES
- Minor AI tweaks
- All enemies have now knockback effect when blocked with a shield
- Enemy projectiles are now faster
- Fixed the bug making Spell Catcher ignore fireballs thrown with left hand
AUDIO
- Minor changes in arcane missiles SFX
- Added sounds for blocking with shield
- Improved enemy footsteps
- Added player’s footsteps
- Improved audio of orange glyphs on levels.
- Minor fixes in Chinese dubbing
- New voices and sounds for Pocket Dimension and for Ruins Stage 1
- Ice Bow’s SFXes are now a bit louder
- New SFX for channelling
KNOWN ISSUES
- “Level of Details” of objects need changes. Currently textures change quality at player’s eyes.