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Hey everyone! We've just launched a rather important update though its not gameplay related-- we've overhauled our controller support. We're now using a brand new controller API: this one is more fitting for the type of game that Wishmere is. We've long recognized that the majority of the issues in Wishmere are controller support related and we apologize for that. We've worked for nearly over a month to redo the ENTIRE controller support for the game. One of the key features we've worked on is unknown controller support, that now better recognizes and remaps controllers of all makes / brands. This should hopefully fix all the controller related issues that have previously been plaguing the game. Although, there may be a couple of bugs in there that we've missed. If there is a bug that you've encountered, do let us know here and we'll work on it. Thanks to all! (BTW this is not an April Fools' Joke)
Hello all! We've just launched our latest update to Wishmere, and it's called Paragon Ascension!
We've added a new mode called Paragon Battle, a boss battle where you can fight against Elreed at his full strength. The mode is for players who love a challenge and for more advanced players. He's designed to be a boss that's akin to secret bosses in RPGs (think Omega Weapon in FF7) or action games, so he's a little tough (OK, he's very tough)!
If you beat him, you'll get a Keepsake + Taunt of your choosing for any character you wish, so give it a go and go grab some taunts! As he's a little difficult, it'd be interesting to see how players go about beating him. We'd be very interested to see some of your fights against him.
Also, we've added 2 new taunts for all the characters, so there's plenty things to unlock in this new mode! If you find any bugs, do let us know at contact@crayder.com or in our Discussion forums.
Hey everyone,
A nicely packed Wishmere update is here! Thanks to player feedback, we've taken note and made several changes to the game. Our goal with this latest update is to make the game way more welcoming to new players and players who aren't so familiar with fighting game and beat-em-up mechanics.
In the new update, bosses can now enter hit stun and be knocked down, once their superarmor has been broken. The armor is refreshable but this should make the combat of the game more coherent (you'll need combos to break the armor).
We've also made changes to the mechanics of the game to make it easier for newer players to feel welcome and powerful. We've also added in a quick tutorial in the actual gameplay of the game for players to jump right in and learn how to play without going to the tutorial mode.
All in all, we hope the fun of the game shows itself sooner now with these changes!
For a full list of changes, you can check out the Change Log thread. Happy playing and let us know if there are other things you'd like to see in Wishmere in the future!
The Lunar New Year is here and we've launched some color palettes and fixed some nagging bugs!
The Lunar New Year is here and we've launched some color palettes and fixed some nagging bugs!
The seasonal winter holidays are here! To celebrate, we've just dropped festive themed content!
The seasonal winter holidays are here! To celebrate, we've just dropped festive themed content!
Halloween is upon us and what better way to celebrate with a scary makeover for one of our stages?
Halloween is upon us and what better way to celebrate with a scary makeover for one of our stages?
You can now get the Wishmere Original Soundtrack as a DLC or pick up the Wishmere Soundtrack Edition, which comes with the game and the original soundtrack at a discounted price!
Here's a look at the cover:
You can now get the Wishmere Original Soundtrack as a DLC or pick up the Wishmere Soundtrack Edition, which comes with the game and the original soundtrack at a discounted price!
Here's a look at the cover:
Wishmere is now fully released!
Now that Wishmere is in it's fully featured version, we want to highlight that Wishmere can be played a variety of ways; as a single player game, versus or co-op. We've got modes and content for all three modes of play, allowing you to enjoy it as a solo experience or with friends. With a focus of modes, let's go through what is different from our Early Access version:
Wishmere is now fully released!
Now that Wishmere is in it's fully featured version, we want to highlight that Wishmere can be played a variety of ways; as a single player game, versus or co-op. We've got modes and content for all three modes of play, allowing you to enjoy it as a solo experience or with friends. With a focus of modes, let's go through what is different from our Early Access version:
And here we go! We've been working hard and now we're happy to announce: Wishmere is set to be released on September 26, 2017! You can check out the new trailer: https://youtu.be/I7c52iXsglc Here's a quick rundown of what's going on as we head towards September 26:
And here we go! We've been working hard and now we're happy to announce: Wishmere is set to be released on September 26, 2017! You can check out the new trailer: https://youtu.be/I7c52iXsglc Here's a quick rundown of what's going on as we head towards September 26:
Hey everyone. We'd like to inform everyone that close to the finish line. It's been a long but awesome 2 years of development for Wishmere. So, what new features are going to be in the full release? Along with all the current features in the Early Access version, these are the new features. Read on!
Hey everyone. We'd like to inform everyone that close to the finish line. It's been a long but awesome 2 years of development for Wishmere. So, what new features are going to be in the full release? Along with all the current features in the Early Access version, these are the new features. Read on!
Hey guys, We just launched our newest hotfix! Good news is that we’ve fixed a lot of the reoccurring bugs, performance-issues have been fixed and generally making the game more consistent. Bad news is that the fix might be a little boring to you guys :( However, the biggest addition in this hotfix is the additional ‘hitstop’ added to all attacks that make contact with enemies. Hitstop is a game element where there is a brief stop when an attack makes contact with an opponent. This allows for players to properly tell what is going on in the game, rather than frantically having to interpret what’s going on. This should make combos easier for players and also keep the player feeling strong, due to the increased impact of each attack. Hitstop is normally present for fighting games and certain beat em ups, so hopefully this helps. For a list of the changes, check out the Change Log here. Cheers everyone.
Hey guys, We just launched our newest hotfix! Good news is that weve fixed a lot of the reoccurring bugs, performance-issues have been fixed and generally making the game more consistent. Bad news is that the fix might be a little boring to you guys :( However, the biggest addition in this hotfix is the additional hitstop added to all attacks that make contact with enemies. Hitstop is a game element where there is a brief stop when an attack makes contact with an opponent. This allows for players to properly tell what is going on in the game, rather than frantically having to interpret whats going on. This should make combos easier for players and also keep the player feeling strong, due to the increased impact of each attack. Hitstop is normally present for fighting games and certain beat em ups, so hopefully this helps. For a list of the changes, check out the Change Log here. Cheers everyone.
Hey all, A big update here: one new character and a Tutorial Mode! The bad guy of Wishmere is now playable: Doubt is here! And the Tutorial Mode covers all the mechanics in the game, so it'll hopefully teach players something they might not have know (we hope!). This should be our last big content update in Early Access, as we push towards the Arcade and Story modes of the game. We will still definitely be fixing bugs, so if you find something, let us know in the forums and we'll get right on it! For a list of the changes, check out the Change Log here. Cheers.
Hey guys, Update time! We've added new moves, new balancing (nerfs, buffs!) and more bases / challenge maps! This should give all characters the potential to do massive damage and wreck opponents. Lots of little tweaks here and there to ensure the game and the combat is responsive and tactile. Holiday themed content is out, but some good stuff on the horizon. For a list of the changes, check out the Change Log here.
Happy New Year to all around the world! We're very pleased to announce 2 back-to-back updates for Wishmere! Eagle eyed players may have noticed that we launched a hotfix for Duu Shen's skills a few days ago on December 28th, and now we've also added in Spritz's skills. We've also fixed some lingering bugs! For a list of the changes, check out both the Change Logs, here and here. Have a great year everyone and hope to bring you a great game this year!
Hey guys, We've got a nice update for everyone, just in time for the holidays. We've added 2 new characters to the game. One's an offensive juggernaut, the other is a devastating grappler. We've added some holiday themed bits to the game: all characters have a Holiday colored palette to choose from, and we've also added a holiday present item chest to the Base of Darkness mode. A new stage, some rebalancing, new stage perspectives, and snow! For a list of changes made to the game this round, check out the Change Log. Have fun everybody and happy holidays! Stay safe!
Hey everyone! First, we want to thank everyone for their support. You guys are the best. We've got a huge update for everyone! From entire gameplay rehauls, to HUD and presentation changes, to an entirely new soundtrack; Wishmere is totally revamped. Some of the major changes:
Huge stuff for Update 4, as we introduce a core mechanic into the game: the Fate System. The Fate System gives you access to 2 attacks: the Fate Advance, where you can slow down time at any point and the Fate Burst, a 'get-out-of-jail' defensive attack. These new mechanics will change the face of the game entirely: limitless offensive and defensive possibilities, making impossible combos possible and giving you a way to decimate enemies before they can even react. We also added all remaining character attacks to complete their movesets. Every character has their own advantage and disadvantage, as well as their learning curve. This along with Versus Mode will allow players to test their mettle against each other. Tons of other things were added in Update 4 (new enemies, difficulty options throughout the game, reworked Block system and more), check out the Change Log for Update 4.
Here Comes A New Character! Update 3, titled 'The Feast' has gone live and features two huge additions. We've added our newest character, Pandy into the mix. Pandy is our very own glass cannon: she's a destructive force on the battlefield with very limited HP. To supplement her lack of HP, she has a vampiric Passive that allows her to heal HP when she fills up her Goblets. We've also added in the Arcade Mode, which will allow players to jump right in a fight against waves of enemies. We're working on adding in more Bases and more enemies to keep things interesting-- so stay tuned. Other than this, minor fixes / changes here and there, but if you'd like to read the full list of changes, check out the Change Log of Update 3 .
Our second update is now live! It's a little smaller of an update than our Update 1, but it implements various changes the community has suggested. The big ones include: adding in enemy HP bars, made changes to the defensive options to make them more viable and easier to execute, added in new Super Arts for Earle, Dove and Safford, more item pickup variance (see what we did there?) and analog support (!!!) Our overall goal here was to make the game more varied (OK, I'll stop using that word) and adding more meat to the game in terms of difference in playthroughs. As the balance for both the Codex Block and Barrier is still in the works, we'd like some feedback on whether it's useful or not this time around. In addition, do let us know if enemy HP bars clutter the screen. Do check out the Change Log for Update 2 for the full list of changes.
We're very happy to announce our first update for Wishmere and it's a huge update! Empowered by the feedback from the community, we've rehauled the entire character movement, along with the expanding of the HP and damage system. Every character, enemy and boss was affected by the rehauling, so now: 1) every character moves faster and recovers much faster from attacks and 2) every character / enemy has actual HP (in the previous build, characters only lost 1 HP regardless of the attack and only could be hit on an average of 6 times). This change brings the game to other fighting games / MOBAs and has a much more lenient and action oriented style. Thanks a lot to those that gave their feedback and suggestions-- awesome stuff! The game now has defensive options also, which are cancellable into. We're looking forward to working and refining how the defensive options work within the game; they may need buffing or nerfing, so do tell us what you think. To reiterate, Update 1 was a major update, so the Change Log is quite huge. However, we wanted to get the Change Log off on the right foot and let everyone know what exactly was changed. So, we present to you... the Change Log for Update 1.
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