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Hello everyone, this is just a minor update after a major life change, that won't really affect any of you. This year I've closed down Hypnotic Owl UG, the company I co-founded 10 years ago. My former partner will continue his work under the name Hypnotic Owl, while I've created a new studio for myself, called Spell Loop. So, all I did was switching out the company logo and links and fixing a couple of minor UI issues, that I noticed. There will be new updates in the future, I still plan to add a couple of features, but that will most likely be next year. As always if you encounter any bugs, please use the Report Bug feature in the game menu! Thanks <3 Also if you want to be more involved with the development, or just to hang out, come have a chat on the Spell Loop Discord or follow Spell Loop on Mastodon! Cheers, Jan
Hello there! It has been a bit since the last update. What can I say? Life got in the way. And it looks like it will stay like that for some time, unfortunately. But rest assured, I will continue working on Kevin! Anyway, here is what changed:
Here we go! As was promised in Update 1.1 we've added another 20 Achievements. Bringing the total count up to a nice 58 Achievements. You now get Achievements for completing the game on Strict, Demanding, Unforgiving and YOLO. We've also added a bunch of Achievements tied to specific actions, that you'll have to figure out yourselves
This will conclude our efforts adding Achievements. So, if you were waiting to 100% Kevin's Path to Wizdom, you're good to go now! There were also a couple of minor fixes and improvements, but nothing worth mentioning.
Anyways, thanks for reading and as always, if you want to be more involved with the development, or just to hang out, come have a chat with us on our Discord server!
<3 Your Hypnotic Owl Team
Achievement Hunters this update is for you! We've added 19 new achievements for you to collect
Finally, you get a proper achievement for each spellbook you find in the game and for each boss you are able to defeat. Check out the achievements list to see if you found any of the hidden ones as well
These will not be the last achievements we're going to add! Our talented artist Lucy is working on the next batch, which will award you for finishing the other game modes and doing some more obscure things within the game. So, keep your eyes peeled for the upcoming updates if you're an achievement hunter!
The rest are boring improvements, but here is the list anyway:
Patch v1.0.7 brings among various minor fixes and improvements, which you can read below, brand new achievement icons! They were all created by our talented intern and we jope you'll enjoy them as much as we do. She is currently working on the next set, so expect the next update to bring a set of new achievements for you all to collect.
Second week, second patch! Mostly minor fixes and improvements. Biggest change is the improved slot selection menu. It tells you now not only how much time was spent using that save slot, but also the active level and preset (fair, strict, demanding, etc.). The preset is now shown under the continue button as well, to remind you what setting you are playing on. If you haven't tried any of the other presets, maybe now is the time! They do give you a significantly different play experience ;)
It's week one after the launch and I can happily say we didn't run into any bigger issues! We got just 2 bug reports, which I was able to fix with this patch. There are still some minor things I want to fix and polish, before I start adding stuff like more achievements. Stay tuned!
I'm gonna be honest, the last two months, especially the last couple of weeks, have been hectic. But it's all been worth it. We present to you the biggest and best update we've ever done! In fact, we've changed so much about the game, that it felt it deserves a new name as well. What once was "The Wizard: WizHader Edition" is now "Kevin's Path to Wizdom"! And that is not all! There is still a long list of improvements and even one or two new features, that we plan to deliver in upcoming patches. So keep your eyes peeled!
Changes:
- Fixed items despawning if you reload a level before taking a turn - Fixed enemies registering for the score multiple times if you reload a level before taking a turn - Fixed summoned enemies getting scored - Fixed effect counter text alignment - Fixed level 2 get's loaded if players try to get back to the main menu in level 1
Enabled Steam stats for the level scores report card! This means scores will now be collected and the score averages will be calculated and displayed on the score cards as soon as there have been enough submitted to do so.
We had a game breaking bug, where you couldn't progress beyond the 2nd level when the tutorial was enabled. Sorry for the inconvenience, it's fixed now!
Hello and a happy new year, friends! After a long time of testing and improving on our Preview Branch, we are finally able to bring you the new, interactive tutorial and a completely rewritten scoring system! Unfortunately this means we had to reset your saves. But don't worry! We saved a backup of the saves in your saves folder (e.g. C:\Users\[YOUR WINDOWS USER NAME]\AppData\LocalLow\Hypnotic Owl\The Wizard_ WizHarder Edition\Saves) and you can continue with the old save, if you switch over to the v0.4.x branch we added just for this case. To do that go to the game in your Steam client, right-click on the game, select "Properties..." then navigate to "BETAS" and select the v0.4.X branch in the dropdown menu. Then rename your last "Slot1Story.backup" to "Slot1Story.save" and you should be able to continue right where you left off! Anyway, go check out the new tutorial and score! Here is the full change log for v0.5.0:
Changes:
Hey folks!
It's been a few weeks since the last update, hasn't it? Well, it'll probably be a few more until v0.4.1 will be released fully. The reason is simply that scripting individual intros to each level takes some time.
Fortunately, we're introducing the new preview branch! The preview branch allows us to upload updates earlier without feeling bad about delivering an unfinished or potentially buggy build. So, if you want to get these preview builds, all you need to do is open the games page in your Steam client, open the properties window, select BETA on the left and then select the preview build from the dropdown menu!
You can revert this at any time should you change your mind.
And this is what awaits you today, should you decide to make the switch:
Preview Update v0.4.1
Welcome back, friends! We're happy to announce our first major update to The Wizard: WizHarder Edition! It's the Laboratory! The attentive students among you might be surprised that this wasn't even on the Early Access Roadmap, and that's right! We decided it would be a good idea to have an easily-accessible sandbox for all of you to play around in. This is also where new features and mechanics will be available for testing before we add them to the other modes. Additionally. we added save slots to make it even easier to do different playthroughs and try things out without fear of losing progress. So please, play around, break some stuff, and let us know if you find any bugs or have thoughts on features you'd like to see! Here is the full change log for v0.4.0:
Well hello there, friends! We wanted to take the time to give you an update on our current plans and roadmap going forward. As always, if you want to follow the development more closely, join us on our Discord server, where we regularly discuss new changes and requests! So, let's talk about the main features we have planned and the rough order in which we want to tackle these (rough, because sometimes we're just in the mood to work on a specific feature, and are generally open to prioritize players' wishes):
- Improved camera drag to work on click outside of levels as well - Improved walking path selection to allow player to control exact path (right click to reset to shortest path) - Improved Enemy movement behaviour (as is custom) - Updated to Unity 2019.4.19f1 - Fixed duplicated resolutions in settings - Fixed Djinn freezes when it should attack - Tweaked Desk & Bookshelf positioning
- Added Release Notes to main menu! - Shock/Lightning Bolt now hits closest enemies first - Magic Missile is now blocked by immune targets - Portal doors are now teleporters - Rats, slimes, spiders, scorpions now aren't alerted by effects - Enemies now don't buff/summon if they can't reach player at all - Improved Main Menu (Title + Links) - Improved Tower 1 & 2 (Checkpoints, Spell Pages) - Improved Reach Tiles visibility - Improved some minor stuff mostly visual - Fixed Fireball spreading through objects - Fixed Spell Pages didn't upgrade spells - Fixed Story Book showing wrong pages - Fixed Story Book not ending game - Fixed various minor bugs
The time has come! The Wizard is finally live in Early Access! That took only 6 years! So let's talk a bit about what that means, what we have done and what we plan to do:
Hey, guess what! We made our first wishlist goal! Which means: Hypnotic Discord Server! Hooray!
It'll be a space for you to hang out and chat with us, get some exclusive insights into development, get stream alerts, vote on new topics, and just all around have a great time! We're also planning some other fun shenanigans in the future, but mostly we look forward to building a nice and inclusive community with you all!
So come join the Hypnotic Family at https://discord.gg/qfyND9D!
It even looks like, in the time it took us to get everything set up, we made it almost halfway to our next goal, the regular dev streams which will offer a look behind the scenes and give you the opportunity to give feedback and take part in The Wizard's development!
So wishlist away and tell your friends, neighbors, grandma, and everyone else you know to do the same!
<3 Your Hypnotic Owl Team
Here is a current work-in-progress look at our efforts to find the right look for our turn-based dungeon puzzler:
With the upgrade to Unity 2019.4 came the new Universal Rendering Pipeline, shader graph and 2D lights. That's a lot of new toys to play around with! In addition to normal maps and emission maps, I've added bloom for a neat little glow effect and a lens distortion. Color adjustments and curves still allude me and unfortunately the experimental 2D shadows don't work with tilemap colliders out of the box.
Still I think we're making good progress towards a distinct and interesting look! We're currently having a bit of a debate whether it's still too dark for the lighthearted, quirky game we are making. What do you guys think?
Also, let us know if anyone is interested in a tutorial!
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