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We just released a new hotfix for update 29. This patch addresses some issues with achievements and further enhances the changes to our game balance introduced with update 29.0 This also fixes some MAC versions not running with the latest minor patch. This is the list of things we changed:
Update 29.11 is a small update that should help solve some issues with achievements.
We fixed a few bugs and added an in-game trigger to unblock any bugged achievement.
Talking with Robo-Lalla or Francelyne in the Poptarts Museum triggers a re-evaluation of all your achievement data and should fix any achievement that is failing to trigger but has already been saved by the game.
We are finally releasing update 29 on Steam!
This is a large update that reworks several core mechanics, introduces tons of balance tweaks and fixes, and adds some new items and small areas.
Our goal was to make the game more friendly to new players and to improve the overall pacing of the game. We changed several maps to make them smaller and more focused and worked hard to bring you a faster and more engaging combat.
We also drastically increased the quantity and quality of loot available so that you can truly experiment with different character builds.
Hello everybody! The BETA version of a BIG new release of SCMZ is available. Its a large update spanning the whole game balance and campaign, and we would really like to know what you think about it. What you can play if you op-in for the beta is stable, complete, and has been tested internally, but it might hide some troublesome bugs. So, back up your save data if you choose to join!
We just released an important update that should solve a critical issue that prevented some macOS users from playing. This patch also includes an improvement to the game camera to make combat and exploration more focused. We increased the overall zoom of the camera to enhance the readability of our combat encounters and make the explorations of new areas more interesting. We hope you will enjoy the new visual settings and apologize to the macOS users affected by the problems of the previous release.
Super Cane Magic ZERO is getting a technical renovation with this patch. We updated SCMZ to a more recent version of Unity (We were using a release from 2017!). This was a tricky task, but were happy with the result. SCMZ will play, look and feel exactly as you remember it, but loading times should be up to 30% shorter on old hardware, and overall performance and stability will be better too. This also makes the project a little more future-proof and will help us a lot with any future updates. We also took this opportunity to address many miscellaneous bugs. This new build of SCMZ should fix all the ugly crashes you have reported during the last few months. The support (and patience) we received from the community was invaluable and helped us greatly in identifying and fixing those issues, so thank you again for helping us make SCMZ a better game! Check out below a complete log of all the changes:
Hello adventurers! We are proud to present you a brand new content update for Super Cane magic ZERO! This update introduces a new playable character, a new arena, a bunch of new monsters and treasures and re-balances unique items rarity. We also added a couple of important combat and gameplay tweaks. We know some of our players around the world are facing difficult times at the moment, we really hope this update can keep you company for a little while. Let's see what's new:
The focus of this update is to make the game more accessible to new players and to reward exploration rather than repetitive enemy grinding. Let's see what we changed: PUNCHES! Players can now attack and dash even without weapons or items equipped. The basic actions are much weaker compared to having a real weapon in hand, but the game should feel much more responsive and fun now. Being able to punch and dash in every arena should also make matches much more interesting! Levels: We tweaked a few levels in the early hours of the game campaign and optimized several areas. We also added extra loot and new connections between early levels to allow multiple exploration paths. If you look carefully, you should also find a new challenging "mini-dungeon" in the Poptarts area.
Awesome news! The world of WOTF can now be explored in online multiplayer with friends on Steam. Valve launched Steams Remote Play Together into public beta today, and we are excited to hear about your first experiences with this new incredible system! In order to play Super Cane Magic ZERO online remember to follow this procedure:
Welcome back, Adventurers! During the last few weeks we have collected feedback from all of you users and put together some fixes and improvements. Loading times are now improved and many game elements had been rebalanced. After all this work, Patch 25.10 here is now available! Let's see the detailed changelog:
Friends! Adventurers of WOTF! One week-ish after the official game release we bring you the first post-launch patch (and a small mini stealth patch that we released a few days ago). This patch fixes a few issues you pointed out and tweaks the balance of one of the main dungeons, the Lava Bakery. Let's see what's new:
Are you ready to throw/eat/fight/talk your way through this unbelievable adventure? Super Cane Magic ZERO has been released! The game now has full content, story, characters, items, and arenas!
We are proud to share with you Update 25 of Super Cane Magic ZERO that marks the end of the Early Access and brings the game to full release! To celebrate this day, after the long years of development, we will have a [strike]lunch[/strike] launch discount of 10%!
If you like our chip-tune soundtrack you can purchase the Soundtrack Bundle, or just the Soundtrack alone if you already own full the game!
Will you play alone? With friends? Whats your favorite character? Whats your least favorite enemy? We are super excited! Let us know what you think!
To find out more about whats changed in this final update, take a look here.
On May 30th the Early Access of Super Cane Magic ZERO will come to an end and our game will be officially released!
SCMZ is by far the largest project we have ever undertaken as a small indie studio. It took us a lot of time and effort to make and we are very proud to be finally able to present you the final release of our crazy-cute Action RPG. But all of this would have been impossible without your continued support that motivated us to always keep working even when we had been silent for a little bit too long.
On behalf of the whole team at Studio Evil, let me thank you one more time for supporting us over all these long years of development!
While you wait for these last handful of days until May 30th, this is what you can expect from SCMZ release 25!
All signs (including Watermelon):
Remember to check out the digital stores on May 30th
Hello adventurers! Also hello normal random people reading this post!
We have some interesting news to share! We joined forces with Intragames to bring our game to Asia and the rest of the world!
Thanks to their help we are bringing SuperCane Magic ZERO on console and localizing our big, weird adventure into new languages.
At release the game will be available in Chinese (traditional and simplified), French, German, Korean, Japanese, Portughese and Spanish ... And of course English and Italian.
We are also showcasing the game around the world. Meet us in person and try fresly baked, super-unstable new builds with us!
We released a couple of patches to fix some bugs in the latest update:
Finally! After months of hard work we are pleased to present you all UPDATE 23! This is going to be the last big update before the end of the EARLY ACCESS and the final release of Super Cane Magic ZERO.
Let’s have a look at the most relevant things in this new patch:
Complete Game Campaign
You will be able to play the full version of all the 20+ game levels included in the Super Cane Magic Zero Campaign. Some of them are yet not 100% tested, but all the main content, characters and treasures have been placed in the game levels for you to discover!
The campaign should last more than 10 hours of play, not including all the secret areas and optional levels. Have fun!
New Levels and Content
This patch includes 2 brand new levels and a few secret areas. During the last few months of development we also tested, reviewed and improved many of the existing levels, finalized missing or incomplete areas and added additional challenges, secrets and characters.
Horse-Dimension Portals
We added many more horse-portals for you to discover. This should make the experience of exploring the world of WOTF more pleasant and interesting.
Performance Optimization
Super Cane Magic ZERO update 23 has much better performances than the previous versions. We optimized rendering, level management and enemy AIs in order to make the game experience smoother, faster and much more fun. Further optimizations are coming in with future releases. You should be able to see a visible boost in frame rate and game responsiveness on both old and new computers.
Fixes and Balance
This latest patch took a while to complete, but includes many big and small fixes to the game balance, characters abilities, items and enemies. Our main goal was to make the combat more interesting, readable and challenging in a way that feels fair. To achieve this we reduced the amount of enemies on screen, and diversified their attacks and abilities to create interesting combinations. The improvements on the enemy behaviour patterns is an ongoing task, so expect further improvements in future releases.
No More Large Throwables
On our task to make combat less confusing, we decided to remove empty containers from the game once they are smashed open. Before this update, emptied containers (like chests and food boxes) would remain in-game as large, cumbersome throwable items. They added very little to the game experience but at the same time could end up occluding a large portion of the play-area, hiding bullets and useful items.
New Minimap
We finalized our minimap, It's now glitch-free and shows the terrain altitudes as shades of grey. It also highlights point of interest with clear icons, that can be recognized by their shape and color.
Changes to the Life System
We changed a few things in order to make the mechanics related to extra lives more fun. We wanted them to be an interesting resource: relatively scarce, but useful in different ways, we also wanted to give the player more ways to obtain them.
We reduced the minimum amount of lives available at the start of the game or after you are defeated. Then, to compensate this, we significantly reduced the cost for extra lives at vending machines and sprinkled a few extra lives on top of secret or hard-to-reach areas.
We also made extra lives drop kibbles if smashed. This way you have a use for them even at the minimum game difficulty where you have unlimited lives.
As a finishing touch, if you happen to talk with all the weird people in the WOTF Jail, the first level of the game, you might find someone willing to gift you some extra lives, just once.
Changes to Kibble Economy
We noticed that the game-time required to obtain the amount of kibbles that is necessary to rebuild vital elements of the Poptarts village was extremely long. To fix this we increased the drop rate of kibbles by roughly 50% and added more treasures containing them.
Changes to “Shield” Type Equipment
Blocking with a shield is now slightly more difficult. We reduced the actual parry duration from 1.5 seconds to 1.2 seconds.
Shield with explosive retaliation now inflict 20% less damage with their explosion.
The Blocking ability granted by standard shields now absorbs roughly 10% more damage and the Counterattack effect activated by blocking an attack, now last 25% more time and grants 50% extra critical chance instead of an extra 100% damage. This way you can use counterattack in combination with other perks that grant you on-crit effects. In addition, the counterattack buff has now a visual clue that is visible on the character.
Monastery Lasers
Laser traps in the Monastery now deal 400% more damage. Be careful!
Improved Perk Descriptions
We changed many perk descriptions to explain what each perk actually does.
New Items
We added several new throwable/edible items based on mana regeneration and unconventional diet buffs. We also added new equipment items, both standard and unique, and re-balanced several of the existing ones.
Character Ability: Dudette
We wanted to make Dudette’s special more fun to play. To achieve that we changed her ability from an in-your-face, heavy damage aoe to a shockwave that stuns small enemies and knocks medium and bigger ones away. Enemies that are not stunned suffer a brief daze that slows down their movement speed significantly.
Character Ability: Yogurt
When Yogurt activates her special ability, in addition to the standard life regeneration and damage reduction, she also gains 20% extra damage.
Arena Mode
We widened some narrow areas and passages in the arena levels to make sure combat was always fun and the game space readable.
We also re-designed the terrain in the Bouncy Bombers arena so that most of the arena space can be reached even without using a spring to jump.
Final Notes
After more than 3 years of development we are finally in the last stages.
It has been a big adventure for us, and we’ve gotten to a point where only testing and refining are missing. But we are not going to stop there, the final release will have a few more extra levels and arenas and will be even more fun and optimized!
Keep following us, we have big news coming in about console ports and localizations!
Hello everybody! We have just released a brand new patch. With the help of your feedback, we have found and solved many bugs, improved the game performances and made a new, amazing final UI for the arena mode!
At the end of this week we are going to attend PAX South, so if you plan to visit the event make sure to visit us at the PAX Rising booth!
Keep sending us your comments and reviews!
Hello everybody! We have just released a brand new patch. With the help of your feedback, we have found and solved many bugs, improved the game performances and made a new, amazing final UI for the arena mode!
At the end of this week we are going to attend PAX South, so if you plan to visit the event make sure to visit us at the PAX Rising booth!
Keep sending us your comments and reviews!
The world of WOTF has no more secrets! Patch 22 is now available on Steam, with a huge update of story mode. We have unlocked many previously inaccessible game areas. You can now experience all the side quests, unlock all the abilities, find all the wizards and play the whole story except the grand finale! Let's check together a small preview of some of the new game areas.
The world of WOTF has no more secrets! Patch 22 is now available on Steam, with a huge update of story mode. We have unlocked many previously inaccessible game areas. You can now experience all the side quests, unlock all the abilities, find all the wizards and play the whole story except the grand finale! Let's check together a small preview of some of the new game areas.
Thanks to your feedback we found and fixed a bug that caused launch issues on macOS. The new 21.02 version also includes other minor fixes. Keep sending your screenshots and comments and enjoy Super Cane Magic ZERO!
Thanks to your feedback we found and fixed a bug that caused launch issues on macOS. The new 21.02 version also includes other minor fixes. Keep sending your screenshots and comments and enjoy Super Cane Magic ZERO!
Patch 21 has arrived and with it our adventure in the story mode begins! As we anticipated a few days ago, Patch 21 includes a huge part of story mode, new levels, NPC, achievements, enemies, dialogues, loot and much more! This means your saved games won’t work anymore, because the new game structure includes many features not included in the previous versions.
In the upcoming weeks we’ll collect your feedback, as we’ll gradually release the remaining parts of the story, making it completely available before the end of 2017. This means that if you find mistakes, bugs or things too weird you can help us leaving a comment in the official Community Hub
This patch and the ones that will complete the story includes, among the other things, all the items suggested by our backes. If you are a backer and you can’t find your in game reward don’t worry! You can contact us using the email address contacts[at]studioevil[dot]com
We can’t wait to see the screenshot of your characters! Enjoy the game and watch out for the LASEEEERS!!!
Patch 21 has arrived and with it our adventure in the story mode begins! As we anticipated a few days ago, Patch 21 includes a huge part of story mode, new levels, NPC, achievements, enemies, dialogues, loot and much more! This means your saved games wont work anymore, because the new game structure includes many features not included in the previous versions.
In the upcoming weeks well collect your feedback, as well gradually release the remaining parts of the story, making it completely available before the end of 2017. This means that if you find mistakes, bugs or things too weird you can help us leaving a comment in the official Community Hub
This patch and the ones that will complete the story includes, among the other things, all the items suggested by our backes. If you are a backer and you cant find your in game reward dont worry! You can contact us using the email address contacts[at]studioevil[dot]com
We cant wait to see the screenshot of your characters! Enjoy the game and watch out for the LASEEEERS!!!
Explorers of virtual worlds, we salute you! We are here to make a huge announcement: the story mode is coming soon! On Friday 17th you will be able to start exploring the world of WOTF in Early Access!
Get ready to secrets, traps, dialogues and huge levels to explore, alone or in local co-op up to four players. You will meet dozens of new NPCs and monsters, including the characters suggested by our backers and a bunch of new and wild bosses!
The three procedural levels you already met will return in the story mode, improved and expanded. You will also find WPD spaceships and the flaming corridors of the lava bakery. But this is only a taste, because tons of new levels and environments will arrive soon, and we can’t wait for you to play them all!
New levels and new environments means new treasures to find! Prepare to wear weird and absurd armors and to brandish powerful fruit baskets!
Last but not least, one of the main features will be the new game hub: the Poptarts Village, place of the prestigious Academy of Magic and Bakery. At the beginning of the adventure you will find it ruined, destroyed by the cataclysm caused by the magic dog AAAAH! You will be the hero who will rebuild the village, unlocking characters, stores and items that will help you through your journey!
Patch 21, that will arrive on November 17th, includes more than half of the story contents, and will be followed in short time by a series of smaller updates that will complete the whole story mode before the end of 2017. In this way you will be able to enjoy story mode without big interruptions, and will allow us to do more granular patches, making the management of all the new stuff easier for us.
With your help and your feedbacks, once the story will be released we will focus on polish and debug, so we will be able to leave Early Access in the first half of 2018. The game will also be released for all the main latest generation consoles.
Prepare your wooden pants and alert your friends, because the adventure is about to begin!
Explorers of virtual worlds, we salute you! We are here to make a huge announcement: the story mode is coming soon! On Friday 17th you will be able to start exploring the world of WOTF in Early Access!
Get ready to secrets, traps, dialogues and huge levels to explore, alone or in local co-op up to four players. You will meet dozens of new NPCs and monsters, including the characters suggested by our backers and a bunch of new and wild bosses!
The three procedural levels you already met will return in the story mode, improved and expanded. You will also find WPD spaceships and the flaming corridors of the lava bakery. But this is only a taste, because tons of new levels and environments will arrive soon, and we cant wait for you to play them all!
New levels and new environments means new treasures to find! Prepare to wear weird and absurd armors and to brandish powerful fruit baskets!
Last but not least, one of the main features will be the new game hub: the Poptarts Village, place of the prestigious Academy of Magic and Bakery. At the beginning of the adventure you will find it ruined, destroyed by the cataclysm caused by the magic dog AAAAH! You will be the hero who will rebuild the village, unlocking characters, stores and items that will help you through your journey!
Patch 21, that will arrive on November 17th, includes more than half of the story contents, and will be followed in short time by a series of smaller updates that will complete the whole story mode before the end of 2017. In this way you will be able to enjoy story mode without big interruptions, and will allow us to do more granular patches, making the management of all the new stuff easier for us.
With your help and your feedbacks, once the story will be released we will focus on polish and debug, so we will be able to leave Early Access in the first half of 2018. The game will also be released for all the main latest generation consoles.
Prepare your wooden pants and alert your friends, because the adventure is about to begin!
Salutations, creatures of planet earth!
We are proud to present you the new features of Super Cane Magic ZERO Update 19!
In this patch we wanted to make the game more dynamic and more responsive, and we also introduced dozens of new items and gameplay options. We optimized the RPG system, making the core stats stand out.
Hello Friends, Cats, Dogs and a specific Chicken!
We present you Super Cane Magic ZERO update 18.00 (and Hotfix 18.01)!
Hello dogmancers! We finally present you Super Cane Magic ZERO update 17.51
codename: いただきます!
This update is about tech and localization but we added some some new content as well. Let’s see what’s new:
We’re happy to announce Super Cane Magic ZERO Early Access Update 17!
Let’s see what’s new:
https://youtu.be/TPgfmX4J-2o
We’re happy to announce Super Cane Magic Zero Early Acces Update 16!
Let’s see what’s new:
https://youtu.be/V94QrvnZPcU
Update 15 is a tecnical update that addresses important issues with controllers an game balace. We also added more items suggested by backers.
We are super excited to present you update 14!
This patch is the foundation of our RPG system, that will be "feature complete" with upcoming updates featuring the leveling/belief system.
With this update we wanted to finalize the core of our RPG rules and make them more intuitive and interesting. This is why we redesigned our game stats, made our items modular, redesigned much of the in-game interface and made the inventory shared between players. So, without further ado, let's see what's new!
To celebrate Build 13, Super Cane Magic ZERO is 50% off until the end of the week!
We also added Steam Trading Cards and deployed a small hotfix.
Have fun and don't eat bombs!
:canemagic::seven::bananarang::aifon::yourock:
To celebrate Build 13, Super Cane Magic ZERO is 50% off until the and of the week!
We also added Steam Trading Cards and deployed a small hotfix.
Have fun and don't eat bombs!
ːcanemagicːːsevenːːbananarangːːaifonːːyourockː
[img=https://static1.squarespace.com/static/54180a86e4b0096c901a4968/54478dc9e4b055e45a0432d5/56d89c4ef699bb251f95b664/1457036369529/wiz1.gif] Update 13 has been an important step towards the production of the story mode. This patch introduces many fundamental features like the world map, the save game system and a prototype of the dialog system. Balance and interfaces have also been improved accordingly. What’s next? From now on we will focus on creating the story arc and the game world, while keeping an eye on characters, items and challenge progression.
Releasing this update took quite a while but is a very important milestone in our development cycle. We completed our AI and characters upgrade and can finally create more interesting mechanics for combat and puzzles in the upcoming game content. To reach this goal we worked very hard on improving visual feedbacks for many of the combat interactions, and you should find easier to understand what’s going on during your games.
There is still much work to be done. We will now start focusing much more heavily on the creation of additional content. Our next milestone is to have a fun and varied “challenge mode” very soon, and this means more areas, more bosses and more enemies.
Story mode is in development too, but you will have to wait a little bit longer for that.
Hello friends!
Crazy busy times at Studio Evil! We are working super hard on the big update, AND we will be premiering the PS4 prototype of SCMZ at Milan’s Games Week this week-end.
But we still love you very much! So here is Early Access update 10! It’s still a fix & tweak patch, but fear not, more content is coming!
Hello early dwellers of WOTF! We proudly present you the build numero seven!
There are still a few nasty bugs to be fixed (see known issues), but we are getting there.
We are also working hard on the new AIs and the improved loot system, but this is a story for the future build 8.
You can follow our development plans on Trello.
Hello friends! Now that the early access version has been launched it’s time to share with you our plans about the future development of Super Cane Magic ZERO. Consider this thread a quick explanation of our Trello board for those of you who prefer the good old plain text. We have three short term goals, that include the changes and new features we’re going to develop in the next couple of months.
A new update for Super Cane Magic ZERO is available!
We are happy to present you our first patch since the game is live! If you want to know what we are working on, our dev-board/roadmap on trello is still WIP, but you can find it here.
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