





🌟 Special thanks to our amazing supporters:
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You can now have the Wildermyth Original Soundtrack as the background music to your own life! Its all polished up and is available to purchase now on Steam. [previewyoutube=8gsw8iJ1auI;full][/previewyoutube] (We cant guarantee that this soundtrack will make everything you say sound more poetic but were not saying its impossible either.) The album contains all of the music written by Candy Emberley for Wildermyth's base gamenewly recorded versions of the music played by live musicians, the original recordings as launched in-game, concept music written during early game development, and a few bonus tracks. In total there are 65 tracks and three hours of music! In addition, weve got a 2-Disc CD set, which contains all 31 newly recorded tracks and a few launch version recordings (34 tracks total). The CDs are housed in a 6-panel digipak with new artwork from the Wildermyth team. CD sets are available for $20 through the Wildermyth Merch Store and Candy Emberleys Bandcamp page. Patch 1.16+556
We're excited to announce the upcoming release of the Wildermyth OST on Thursday, March 27th! The album contains all of the music written by Candy Emberley for Wildermyth's base game:
Since its release on Steam a little over 3 years ago, Wildermyth has very much appreciated the generous support and kind words its received from the Steam community, which have made the game grow into the success that it has been for us. Our community is incredible and hearing your stories brings us a lot of joy. We are happy to announce that on October 22, Wildermyth: Console Edition will be digitally available on Nintendo Switch, PlayStation 4/5, and Xbox One/Xbox Series X|S. Physical Editions for PlayStation 4/5 and Switch are set to release from select retailers on November 9th for the US and November 26th for Europe. For more information, see here. Without your support on Steam, this wouldn't have been possible, so thank you for taking a chance on Wildermyth, for telling your friends, romantic partners, and rivals about us, and for continuing to build on the foundation we built through your amazing and creative modding communities. Stories are meant to be told, so please continue to share yours- old and new players alike- for us all to enjoy! A couple answers to some common questions about Console Edition:
This patch includes completed French and Spanish translations for Omenroad, a good collection of bugfixes, and some small changes. As we announced, we won't be developing new content, but will continue to support the game and fix bugs. 1.16+543 Omenroad Hotfix
Hi, this is Nate Austin, co-owner of Worldwalker Games. Wildermyth has been a wonderful journey for us, but that journey has now come to an end. We feel proud of what we've accomplished, and lucky to have an incredible team and an amazing community. And it's never fun to bring something to an end, but sadly this is that time.
(Note: This beta content is currently only in English) We're excited to announce our upcoming DLC: Wildermyth: The Omenroad. A major piece of the DLC is a new challenge mode, and we'll be conducting a closed beta for the challenge mode over the next few months. (We're also planning to include an Omenroad story campaign with the DLC, but it's not part of the beta and we're not ready to share details on it just yet!)
We've partnered with the devs at Lost Pilgrims Studio and Trese Brothers to bring you an epic game bundle!
This bundle brings together three of the deepest RPGs on Steam: Vagrus - The Riven Realms, Star Traders: Frontiers, and Wildermyth. Each of these award-winning games offers hundreds of hours of playtime through extensive character build variety, clever use of procedural generation, or a simply stunning amount of content.
Star Traders: Frontiers
With more than 30 character classes, hundreds of talents and ship components, and nine factions to champion (or use entirely for your own ends), there are countless ways to play this sci-fi captain RPG. Discover black markets and smuggle your way to a fortune; rise through the ranks and command a starfighter carrier; brave wild worlds and discover new stories. What kind of captain will you be?
Vagrus: The Riven Realms
Explore a vast open world filled with unique locations, strange factions, and a colorful cast of characters in this caravan-based RPG with an immersive and detailed dark-fantasy setting. Recruit a wide variety of companions to aid your ventures, fight cruel and terrifying foes, uncover secrets, and survive challenges that make it immensely satisfying to succeed.
Wildermyth
You know us! Our imaginative fantasy adventure RPG uses an incredible procedural storytelling system to take your unique heroes on their own journey every playthrough. Tactical combat encounters are rich with options and enemies, and even having a character taken down offers choices that will impact your partys story. Get new heroes, new enemies, new story events, and new maps every time you play.
Numpad Enter key now works for everything Enter works for Fix a bug in French with crash when hovering the attack button Fix a bug where many lines in French were missing Fix a couple missing lines in a recruit comic
Fixed a bug where DLC armors and skins would sometimes not show up, either on the crafting screen or on heroes themselves
[previewyoutube=IxlqxPHI27M;full][/previewyoutube] We are so excited to announce our first DLC, the Armors and Skins pack! Set your clocks- it will be releasing May 4th! Take a look at the DLC page for our official trailer and screenshots.
Hi adventurers! We have a small update for you all this month to usher in the spring season. We've rewritten the event "Hunting Ambrosia", now named "Trade Secrets". A couple combat modifiers have been buffed: Fortitude now grants +2 Temp Health, and Cunning now deals +2 damage on flank. Lots of adjustments and fixes for translations, and, of course, a couple of bug fixes! Additionally, the winning designs from our Artifact Weapon Design Contest are now available to be found in game. The Wraithword Knife and Dreamer's Crook were designed by Discord users Wracketeer and LadTheFox. (Join our Discord for a new contest launching soon!) In Translation news, Russian has entered the Localization QA phase, while French is just shy of that stage. Keep an eye out in the next few weeks for some big announcements! Want Wildermyth news sent directly to you? Sign up for our mailing list here.
Happy Holidays, Adventurers!! We have a lot of exciting new things for the holiday season for you all. First up:
Hail, adventurers! We have an update for you all that makes some big changes to attack synergies. Previously, arm transformations would make certain abilities useless, which always felt a little bad. So this patch, we've made it so that ranged and melee theme attacks can often be used with certain abilities regardless of their melee/ranged status. We're hoping this allows for some more interesting build variety. (Quellingmoss + Cone of Fire? Sentinel + Chain Lightning?) More specifically: Most Ranged and Melee theme attacks will now work with Guardian, Sentinel, Broadswipes, Riposte, Ember Arrows, Piercing Shots, Quellingmoss, Archery, and Ambush. For you controller and Steam Deck users out there, we made a ton of quality of life adjustments to bindings and UI, so controls should work better and smaller resolutions (like playing on the Steam Deck with the "bigger" UI option selected) should be laid out more nicely on many screens; you can check out the details in the patch notes below. To better indicate some commonly overlooked UI, scouting and bridge/pass building options are much more clear on the overland, and we added sparkles to ability buttons for some non-turn-ending attacks (battledance attacks, swift action wolf bite, prepared shot, etc). Fire smoke particles have been greatly reduced when there's a bunch (no more blinding you while playing, yay!), and we created new VFX for star, vine, storm, fire, crow, hill, morthagi, skeletal, and tree theme skins. Plus, some abilities have new sound effects for some extra punch!
Rejoice, GOG users- Wildermyth is now available to purchase on GOG! We've been working on this for a while, so we're excited it's available to you all at last. For the longterm players whose Legacies are bursting with heroes, we heard you; we've made some quality of life updates to the Legacy Browser! You can now filter by legacy tier, class and playability, and search by aspects to help find that one specific hero. We added a hero list view where you can scroll through and search for heroes by name, and set whether or not they're playable more easily. You can also see what past versions of your legacy heroes have looked like (and what companies they've been in), and what heroes will look like when you recruit them in a new campaign! And for those of you tired of seeing your heroes in their 80's and 90's, there's now an age customization option. As for controller improvements, during missions the controller cursor now snaps to targets rather than needing to move the cursor across the board. (The old functionality is still available by turning off the "Snap Controller Cursor to Ability Targets" interface option) You'll also find four new events, and all hairs have been updated to fit all heads so there shouldn't be any more wonky barber jobs.
It's been one year since we went live with Wildermyth 1.0. In some ways it feels like only yesterday, and in others, it feels like years. Wildermyth has been in development for over six years. To have it released to the world, experienced by others, enjoyed by so many... it's been incredible, humbling, overwhelming at times, and generally just really dang cool. Thank you. Thank you to everyone who has been here since our early days, those who have been following us since Early Access, and all the players still discovering our game. We have been blown away by your support and love for Wildermyth; you have all truly made the work worth it. That being said, this isn't the end for Wildermyth! We're still developing really exciting stuff behind the scenes, and we'll have a patch out for you all this month. In the mean time, we put together a list of highlights of all the things we've released in updates over the past 12 months. This list isn't comprehensive- it just covers our most snazzy content. For more minutia, you can check out individual patch notes in their respective update announcement!
1.7+419 Kevkas Swordhand Hotfix Fix an issue with Chinese translation Fix tier 0 weapons not upgrading with spirits
Wildermyth is now live and on sale on the Epic Games store! Crossplay is supported so you can play with your friends regardless of where you purchased Wildermyth. You don't need an Epic Account to play multiplayer, but if you have one, you can use it. This has been in the works for a while; we're very excited it's out for all you Epic Store connoisseurs! Wildermyth is on the Epic Games Store here. With this patch, we've added color customization options for colors used during combat. You'll be able to customize them if you're having trouble seeing any default colors! We hope this helps make Wildermyth more accessible. We've also updated an old event with fresh writing and dialogue as well as added new Tidings. You'll also see some minor UI and sfx additions, balance changes, and a buncha bug fixes.
We're so excited to bring you 26 new abilities in this update!! Themes and pets now all have unique upgrades that are available to choose when leveling up your hero. We released these abilities early on our unstable branch and received incredible feedback from our community, which we are very grateful for. We were able to make important adjustments, so now we hope that they're going to be even better for you all! Additionally, Warding has had a big rework. Rather than blocking damage per-hit like armor does, Warding now acts more like Temp Health against magic attacks, and refreshes at the start of each side's turn. We made this change mostly for the following reasons: - Magic enemies not being able to damage your high-warding mystic at all felt weird. Having a hero with a lot of resistance is fine, but attacks not dealing any damage at all takes some of the tension out of the gameplay. This was especially visible with things like Thrusks' Etherburn, where even near the start of a campaign, it tends to not do anything at all. - Not being able to damage high-warding enemies with magic attacks. Especially when facing lower-tier heroes against higher-tier monsters, sometimes magic damage might not be enough to do anything at all, which again, feels bad. This is also true of some theme abilities like Chain Lightning, where the second and third hits are weak enough that they would often feel useless. Now, they'll at least feel like they can be used to soften up the enemies a bit before another magic attack. This change means it's much more dangerous to be hit by multiple magic attacks in a row, so one unexpected attack can bring you much closer to death than it used to be able to. (We've reduced a lot of enemy magic damage slightly to try and mitigate this) We've also added two new events and fixed lots of bugs!
Hi all! We've made a couple pretty significant changes that are live in our unstable branch. We want to get some player feedback before going fully live with them. Warding has had a big rework. Rather than blocking damage per-hit like armor does, Warding now acts more like Temp Health against magic attacks, and refreshes at the start of each side's turn. We made this change mostly for the following reasons: * Magic enemies not being able to damage your high-warding mystic at all felt weird. Having a hero with a lot of resistance is fine, but attacks not dealing any damage at all takes some of the tension out of the gameplay. This was especially visible with things like Thrusks' Etherburn, where even near the start of a campaign, it tends to not do anything at all. * Not being able to damage high-warding enemies with magic attacks. Especially when facing lower-tier heroes against higher-tier monsters, sometimes magic damage might not be enough to do anything at all, which again, feels bad. This is also true of some theme abilities like Chain Lightning, where the second and third hits are weak enough that they would often feel useless. Now, they'll at least feel like they can be used to soften up the enemies a bit before another magic attack. Some impacts this has on gameplay: * Warding is now much less useful than it used to be; It's much more dangerous to be hit by multiple magic attacks in a row, so one unexpected attack can bring you much closer to death than it used to be able to. (We've reduced a lot of enemy magic damage slightly to try and mitigate this) * Focusing single enemies on a turn is _even more_ encouraged than it used to be. Since Warding regenerates at the start of each side's turn, dealing multiple magic attacks in a single turn is the best way to take advantage of this. We'd like to hear your opinions on these, and whether you like the new system better or worse than how it was previously. Also, there are a ton of new theme abilities! (Not too much to say about those; let us know how they feel!)
We've fixed a few minor issues in the new campaign, and also addressed some general and specific multiplayer bugs. 1.5+392 The Sunswallower's Wake Hotfix Fix a bug where wrong monster group could show in comic Fix calamities and comics sometimes not showing on game start Fix a bug where a mystic legacy recruit had farmer armor Fix a map gen issue in Sunswallower's Wake that made Ch2 fail Fix multiplayer hook quest and station comic refresh bug Added a cheat to move characters on overland Fix an issue with scenery in Sunswallower Ch1 capstone fight Add safeguard against bad monster data breaking plots
The Yondering Lands have more stories to tell...
Happy Holidays, Adventurers! Before we sign off for the month, we have a few things to send you off into the New Year. First, we have eight gorgeous new Artifact weapons that each have unique effects! Super excited to see them equipped on heroes. We also have a few new hairstyles that will freshen up hero customization. Alongside new content, we have some revised events, balance changes, and good ole bug fixes. For the holidays our team will be spending quality time with our families. The best way to submit bugs and general feedback is through F11- we'll get back to you all after the break. See you in the new year!
We've partnered with Makeship to bring our little Critter to life! This little guy is even cuter and squishable in person. Orders close November 18th, so be sure to place an order before he's gone forever!
Order here.
For this patch we've added four new events and revised two existing comics with updated visuals and narrative; they will appear in generic and villain campaigns. There's some great interaction between heroes in these, and the Heart of Stone revision will be fresh for seasoned players. There's also some stellar new art, including a new male face option and an elemental unlock tracking screen. Then we have a whole horde of bug fixes- our QA team has been busy! These fixes should generally smooth gameplay.
Our friends at Lost Pilgrims have just launched Vagrus - The Riven Realms into full release here on Steam.
Vagrus is a turn-based, open-world, dark fantasy RPG. The game moves out of Early Access with well over a hundred hours of playable content . Vagrus and its haunting world were born from decades of tabletop RPG campaigns played by the founders of Lost Pilgrims, which adds vastly to the games unique atmosphere and the richness of its setting.
[previewyoutube=ROY7ieCcWWc;full][/previewyoutube]
Vagrus is an award-winning roleplaying game with a narrative focus, open-world exploration, and strong elements of strategy. The player takes the role of a vagrus - a caravan leader who strives to survive in a strange and dangerous dark fantasy world by leading a traveling company on all kinds of ventures.
For this patch we're rolling out 6 new generic chapters. These will now be in the mix when you start a new generic campaign. There's some really fun fights in there, especially for the final chapters. In addition we've added better feedback for several dialogs in multiplayer games, so it's more clear what happened when someone makes a choice, and some of these improvements will be visible in single player games too, where it makes sense. Then there's the usual bug fixes, QoL, and balance tweaks. It almost feels like a regular old patch like we did in early access. Makes me nostalgic a bit. We've got more in the works, of course. We expect the next patch to be in late October, if all goes well, and we're really excited about it.
It's been a little while since launch and we want to first of all thank our community for the passion and support! It's been overwhelming at times, and we're really humbled and happy. We've got some stuff for ya! We've got some design changes to retirement and years of peace. We've got some new theme skins! And we've got a good deal of usability improvements and bugfixes! Going forward we'll have more content, features, and fixes, and we'll be aiming for a monthly cadence for patches for now.
We'll be answering questions from discord and discussing the state of the game, the studio, and what's next. Starts at 3pm Eastern / 12 Pacific / 7pm GMT: Live on twitch! Come hang out!
On Tuesday, July 20th at 3pm Eastern / 12pm Pacific / 7pm GMT, The Wildermyth devs will be doing a live stream on twitch and here on our store page! We'll be giving an update on the state of the game and the studio, and our future plans (such as they are!) We'll also be taking your questions! If you have a question, you can ask it in our Discord in the #townhall-questions channel. Drop by and help us celebrate our successful launch!!
1.0+329 All the Bones of Summer Hotfix 5 Chinese translation tweaks Clarified 5-hero starts as intended for multiplayer Thunder stomp no longer goes through walls Riposte+ no longer counts stepping in fire Adjust legacy save/load code slightly Fix bug where morthagi generic start would fail Fixed chain lightning 3rd bounce damage Fixed some back end text and typos
Thanks for the reports! We've got another batch of fixes for you.
Halcyon Frequency is playing Wildermyth multiplayer! More by them can be found here: https://www.twitch.tv/team/halcyonfrequency
Halcyon Frequency is playing Wildermyth multiplayer! More by them can be found here: https://www.twitch.tv/team/halcyonfrequency
We had an issue rolling this out the first time, but it should be ok now :-|
ReformistTM is a YouTuber who first picked up our game back in 2020, and now he's back with another video of the full release! [previewyoutube=i5tkMN3HGd0;full][/previewyoutube]
A quick little hotfix for the most pressing issues discovered since launch. We've had a ton of GREAT feedback and we're excited to polish the game up further and move forward!
Come hang out with the Acquisitions Incorporated C Team! Official Stream Here!
We're super excited to have Nookrium streaming Wildermyth today! He was one of the first streamers to pick up the game, and we're happy to have him back for our launch. [previewyoutube=9RlzvDJ7KJ8;full][/previewyoutube]
Wildermyth has reached 1.0! That doesn't mean we're all done, but it does mean we think it's a complete game and we won't be making big changes to the structure of it. We're coming out of Early Access, and we have a huge patch to celebrate, as well as some awesome content creators who will be working with us through launch week while the game is on sale. Here's what we're shipping:
If you're playing on the unstable beta, we've just updated it with some fixes. Thanks for the feedback, it's really helpful! 1.0+311 Feature Preview RC 3 Turned on achievements Several new death events Visual and minor text updates to Ulstryx Into the Underworld visual update Added objective feedback for scenery where applicable Tweak several generic capstones Deeven ranged attack is now magic damage Broadswipes upgrade now does minimum of 2 damage Reduced terror bird shriek range Reduced staunching spores range by 1 Choosing a face/hairstyle etc no longer closed dropdown Fix a rare map gen issue in Eluna Fix a bug where Ingite+ could target allies or existing fires Fix a bug with bards and big thrusks on plot maps Fix completed objectives showing particles Fix a bug with always on mods settings for new games Fix bug where legacy backup zip had wrong file extension Fix Whirl blurb text Fix issue where some large monsters looked blurry (And these shipped a few days ago, too.) 1.0+306 Feature Preview Reduce monster card draw by 1 for Legacy campaign Ch1,2,3 Dart's Cower ability is removed if they attack while it's active Stunned removes Dart's Cower ability Attack Scenery now deals a minimum amount of damage Reduced difficulty on the Ancient Wall capstone Reduced difficulty on the Soul Forge capstone Reduced difficulty on the Flytrap capstone Nightmare no longer spawns as Cavernquarry boss Fix a bug that broke some maps when using undo Fix a bug where sentinel wouldn't take weapon range into account Fix a bug where immune would show up when it shouldn't Fix a bug where indignance could hit enemies through walls Fix a bug with soulforge combat modifiers Fix a bug with non-weldlings having the weldling aspect Fix a bug with boss spawns for some generic capstones Fix a bug where into the fire event was missing a proper name Fix a bug where the game console showed lots of backend text Fix a bug where a mortal choice could prevent a hero from dying Fix a bug with the hillfort map Fix a bug with compulsion feedback Fix a bug where Generic omens offered romance options to family members Fix a bug where Ambush and Sentinel applied debuffs even if they missed Fix a bug with campaign-only aspects showing up multiple times Fix a bug where stasis'd creatures could gain and give walling bonuses Fix a bug where guardian only used one-hand version of theme attacks Fix a bug where haunt could move twice and attack afterwards Fix a bug where tree-arm attack could deal 0 damage Fix a bug where heroes controlled by other players were autoselected Fix a bug where multiplayer would show interfusion feedback poorly Fix a bug where Rockshield value wouldn't be removed after being attacked Fix a bug where amounts in entity tooltips would show up incorrectly Fix a bug with some missing text Fix some typos
Our 1.0 release is just 8 days away. As part of our launch patch we have some big gameplay changes, which we are rolling out today on our "unstable" beta branch. If you want to take a look and give us feedback, we'd appreciate it. We will *NOT* be including the new Drauven campaign or achievement features in this preview, and there may be some bugs, so be warned! NOTE: these changes are ONLY on the unstable branch. They will go live when 1.0 ships on June 15. 1.0 Spoilers Below: [spoiler]
I'm having a hard time typing this. We finally have a date. It's been a long road for Wildermyth, and there's more to come, too, but we are now ready to call it complete. We'll be launching on June 15 with another full campaign focused on Drauven, improved Generic Campaign support, Steam Achievements, and hopefully some other fun stuff. During launch week we'll be running a discount and we have some fun streams lined up as well. We are incredibly thankful to everyone who played the game in early access and helped us improve it. It absolutely would not have been possible to make this game without you. Moving forward, we hope to keep working on improving the game past 1.0. Our roadmap is here and you can see there are a few items there marked for future releases. Much Love, -Nate and the Wildermyth Team
0.38+286 Codander Doomwage Hotfix 3 Fix bugs with promoting at the end of multiplayer games Fix greater constrict Fix large cursor obscures tooltips Adjust hud icon padding
0.38+284 Codander Doomwage Hotfix 2 Fix mods not working in legacy browser Fix blazing sword, burning arrow should work with 2 fires 0.38+283 Codander Doomwage Hotfix Fix a crash with save games on some accounts
We're delivering 3 Roadmap items in this patch! Drauven have been reworked with a bunch of new and terrible (for the heroes) abilities. The centerpiece of this is Drauven Blood, which now grants regeneration to all Drauven (but not e.g. terror birds). Because they can regenerate, Drauven want to slow fights down, and so many of their new abilities are about thwarting the heroes' ability to burst them. We think this will make a big difference in how they feel to fight. We're also delivering a new Legacy Browser environment with some filtering features. We'll have some new music in here in a future patch but it's already a much more pleasant place to find your favorites. We're also removing the experimental tag for multiplayer along with some improvements to the player experience, especially when playing with mods. The "Always on mods" concept has been simplified so that now they can be turned on and off per game. We're getting pretty close to announcing a launch date, which is extremely exciting for us as a team. It's been a journey and a half! As part of that, we've updated the roadmap to better reflect exactly what we expect to ship with 1.0, and what will likely slip to a 1.1 or 1.2 update. You can find our roadmap here: https://docs.google.com/document/d/10VFbL6EYAvJRgR-hoJimuxUCSh7VoLfXba0fTXSHhH4/edit As we run up to launch our regular patch schedule will most likely be interrupted, but we'll of course continue to communicate and address bugs as needed.
Were reaching out to let everyone know our official pricing for the games upcoming launch: $25 (USD, or your local equivalent). We feel that this reflects the scope of the game at this point and will help us fuel future development -- which we plan to continue with added features, new campaigns, and more in the coming months. Well be making this price change on May 1 in advance of the games launch -- well be announcing the official launch date soon. Were SO excited that were approaching our official launch. Everyone who has supported the game, followed along in the early days on itch.io, provided feedback on our Steam Early Access release, backed our soundtrack initiative on Kickstarter, or hopped onto our Discord has been instrumental in helping us shape Wildermyth so far. THANK YOU. Were planning to hold a Launch Week celebration featuring live streams and videos and a special launch discount. More details on this soon, so stay tuned for our official launch date announcement! Until then, keep telling your best stories. Sincerely, The team at Worldwalker Games
Following through on our experimental multiplayer, we've added steam networking integration, compression, and generally cleaned up the connecting process. There are some nice improvements for local/remote play as well, and a tweak to the art for one of our very oldest transformations, the venerable wolf head. We're still hard at work on the next campaign, and a couple of other big chunks of content, so don't worry if things seem a little quiet on that front. We have some awesome stuff in the works :-) We aim to ship every 2-3 weeks and our roadmap is here.
Players have been asking for multiplayer for a while, so we did the only reasonable thing, which was to release it on April Fool's day without any prior indication. It's still missing a few quality of life features, like steam matchmaking / friend list integration, so the process is a bit old-school right now, but it does work and it is fun!
Wildermyth is, first and foremost, a game about heroes, their adventures, the choices they make, and how they change and grow over time. Since heroes are highly customizable, a lot of players have been making them look like their friends, and then letting their friends make decisions about those heroes' abilities and the choices they make. We love the idea that Wildermyth can be a kind of Dungeons & Dragons-esque storytelling device for groups of players, and the way we've implemented multiplayer attempts to make that form of collaboration easier (and, hopefully, more fun!)
The multiplayer mode we've added to Wildermyth is cooperative, and the overall structure is the same as the single player game. You can start a single player game and continue it later in multiplayer, or vice versa. The main difference is that multiple players can control heroes at the same time. Actions can still only happen one at a time, but one player can be planning to move a hero while another is planning to attack with a different hero. By default, any player can control any hero, but there are also some options to give players exclusive control over heroes, so only they can decide their abilities and what actions they take. There's a lot of visual feedback to help show what other players are hovering over, both in missions, on the overland, and during comics.
We've also enabled Steam Remote Play! With controller support implemented, local multiplayer is a little more possible. It still needs some refinement, and it's not quite as extensive as online multiplayer; if you're playing with controllers, each player can have their own cursor, but everyone is controlling the same heroes and actions, so you'll need to decide amongst your friends which of you is going to take control at any given moment. Or, if you have a really well-behaved group of friends, you can just give them all mouse and keyboard access.
It's fun watching all the interesting ways this game has brought players together. We're hoping that continues to be the case, and we'll try to help it along in whatever ways we can. We expect to release a smoother connection experience pretty soon, along with other tweaks and bugfixes as we go.
And we're back with another small patch. We've had a few hotfixes along the way so these change notes are pretty short, but there's some good stuff in there, check it out! We aim to ship every two to three weeks and our roadmap is here.
0.35+264 Daghen Dimmerhelm Hotfix 3 Chinese Translations Add back, skip and character sheet buttons to tidings and omens Fix missing icon (Soulsplitting) Some sfx work Fixed a crash with promotion dialog with level 8 heroes Fix a bug where both Jumpjolt and Chain Lightning would show Tools: Fix bug with blank omen when "pick events" in on Tools: mods can specify promotion card bg and icon color
This time we're continuing to iterate on incursions and how they fit in the overall overland gameplay. We felt they were still too tedious, and were not quite doing what we wanted, so we made some more changes. Notably, the frequency of incursions should go way down, particularly at high difficulties in later chapter. Incursions will start with a larger "size," but fights have been rebalanced to be about the same as before in terms of difficulty. This makes incursions more of a threat on the overland, but a less frequent threat. We've got some other tweaks in there as well. Let us know how it plays! "Remembered Places" is a fun little thing we're doing now. After some memorable encounters, a little map feature will show on the world map, so you can remember what happened there. In addition, we have some meaty new events this time, and a handful of bugfixes and other tweaks. We aim to ship every two to three weeks and our roadmap is here.
We've made some big changes to our overland gameplay! A big goal of ours over the next few patches is to make the overland layer feel more strategically interesting, less tedious, and more personal / story-relevant. We're starting off by redesigning how incursions work.
There's a new way to play Wildermyth. You can now select "Carved in Stone" when starting a new game. This is similar to "ironman" or "commitment mode" in other games - there's only one save file, and no option to load. Quit is replaced by "Save and Quit." It's not on by default, but it's there for those who want it! We've also added a way to view your unlocked legacy weapons from the legacy browser and the in-game menu, and have made some balance changes to abilities. On the Tools front, we've done a lot of work to make the comic editor more accessible. We've simplified and improved the event setup process, removed irrelevant fields from the editor, and improved feedback. We also tried to make a more comprehensive guide on getting started with the comic editor tools, which can be found here. We'd love to hear from anyone who wants to make comics, where are your stumbling blocks? In the background, we're also working on some other roadmap items, achievements and controller support specifically. Neither of these is ready yet. Achievements might not be ready until we get close to launch. Now that the holidays are over, we will aim to get back to our regular cadence, and ship a patch every 2-3 weeks. Our roadmap is here. As you can see we're getting to the final segment of stuff! We're really excited about reaching 1.0.
We've got some real nice stuff this time. We've reworked all the "unique" weapons, added tiers for them so they can persist over the legacy, and made them special with stats and/or abilities. So now you don't have to give up that cool-looking Fang Axe or Clockstopper when you unlock an elemental variant, because now they should be viable on their own. We've made some visual changes to the overland map, to make the tiles more consistent with the mission environments, and to tie together the overall art style of various elements. And we've upgraded our tooling. We've added an Item Editor, and greatly enhanced our Map Editor. If you've ever wanted to make a custom fight, this is a great time to take a look. Here's a video showing you how to use the new editor: [previewyoutube=P_FUwjs50bk;full][/previewyoutube] Normally we try to patch every 2-3 weeks, but with the holidays, we expect our patch schedule will suffer a bit. Our next big priorities are generic campaigns and achievements, and at some point we'd like to take a look at overland gameplay too. You can find our roadmap here.
Some exciting stuff that's been in progress for a while finally came together in this patch. We have 9 new monsters, each of the 5 monster groups get 2 (except Gorgons who only get 1). These are mostly high-end monsters, so they extend the range of difficulty, and we've put some effort into making the game harder when you have 20+ calamities per group. (Note, we're ONLY trying to increase the difficulty when you have many calamities, so this shouldn't affect players who are not seeking out punishment.) We're definitely looking for feedback from our Walking Lunch, high calamity players about how that's working out and how we can go further with it. With the addition of these new monsters, we've added 5-chapter Legacy Campaigns. Legacy campaigns let you start with legacy heroes, and you'll get more during intervals. For the 5-chapter experience, we've left interval length alone, so heroes will start to retire in the later chapters. Let us know what you think! New Music! We've got several new story-oriented pieces that we've fit into our existing events. Stories will now have music that matches and reinforces their emotional tone, and we're really happy about that. In addition, there's several new and reworked events, some reworked monsters, and a bunch of tweaks and fixes. We aim to ship every 2-3 weeks and our roadmap is here.
Now that we've shipped our Thrixl campaign, we're taking some time to fix some little stuff and work in new content. This patch has a lot of relatively minor changes, many of which have been player requests. We've also got a couple new events, with more on the way. We aim to ship every 2-3 weeks and our roadmap is here.
We're very excited to announce our fourth main campaign, "Eluna and the Moth." This is the most the intricately crafted experience we've ever delivered, and we're very proud of it. This story focuses on the Thrixl, and it mixes up the usual Wildermyth formula in some big ways. To fit with the story, the first chapter takes a more directed approach with less overland management. Many of the battles and events throughout the campaign happen at less expected points. The campaign happens over a smaller span of time, allowing your starting heroes to make it all the way to the end. Because of that, we were able to integrate them into the story from start to finish - if they survive, that is. Also in this patch are several new victory events, a few new faces, and the regular raft of bug fixes and tweaks. We aim to ship a patch every two to three weeks, and our roadmap is here.
There are only a few days left on the Kickstarter campaign to record our soundtrack with live players! It ends at 4pm PDT (23:00 UTC) on Thursday, October 8th. We're currently over 97% funded!
Candy Emberley, our composer, has been sharing a wide range of content with backers each day, including interviews with musicians and the Wildermyth team, stories behind the creation of the music, and playlists of her musical inspirations.
Kickstarter is an all-or-nothing platform - you will only be charged at the end of the campaign if we reach our goal. Even if you aren't able to contribute, we really appreciate you sharing the campaign with anyone who might be interested!
We've shipped a series of small patches, mostly to update our Chinese localization in response to feedback. (Thanks!!) There are also a couple bug fixes and, excitingly, some new hair style options coming along for the ride!
Today:
(The sale will go live a few hours after this announcement does, 10 AM Pacific, 1 AM in China, sorry for the inconvenience.)
We're extremely happy to announce that Wildermyth now supports Simplified Chinese. We've been working with our partners over the last several months to make this happen, and it's finally ready. To celebrate, we'll be discounting the game by 20% for a week. This is a major milestone for us as a team and it's great news for the future of this game.
We're still in early access, and we'll be listening to your feedback on the Chinese version of the game in order to make sure it's a great experience.
We had hoped to be able to ship the new Thrixl campaign, "Eluna and the Moth," at the same time, but it's not quite ready so we're holding it back until we're happy with it. It's progressing very well and that's the main reason we haven't been putting out a lot of other content lately. It's close, and some of the Thrixl balance changes you're seeing in the patch notes are because of our playtesting on that campaign.
We've been off our game a bit this month, but generally we aim to ship a patch every 2-3 weeks, and our roadmap is here.
After more than 6 months of hard work, we are happy to announce that the Simplified Chinese version is finally close to ready.
We are still testing the build, but we're confident about releasing the Chinese version on September 24th.
Here's some screenshots until then :-)
See you on 24th!
Worldwalker Games LLC & WhisperGames
We shipped 3 hotfixes this week to patch up several issues. Here are the change notes:
This patch crosses some important long-term work off our list, introduces some minor gameplay changes, and polishes up a few little things.
We now have an undo system in missions. The intent is to let you undo a move if you misclick. You get two uses per mission. You can only undo move actions, not attacks, and you can only undo if the move doesn't kill your character or cause a retreat. Total undos are tracked and displayed at the end of the game. (You can still just load your game whenever you want, too, of course.)
We've also change legacy recruitment at towns. Now instead of being able to pick from your whole roster at each town, each town will have a random selection. We're making sure that some high-tier and some low-tier legacy heroes are at each town. This integrates legacy heroes better into the story (you're "finding" them at this town instead of pulling them from a catalog) and also opens up more fun ways to find and recruit them during events.
We've been making great progress on our first translation (Chinese) and as part of that we have some tech improvements that will benefit other languages too, including a translator credit that shows per-event.
The Thrixl campaign is also coming along well, we hope to have more news on that soon!
We aim to ship a patch every 2-3 weeks and you can find our roadmap here.
0.27+164 Sable Nettelmoth
Legacy recruits are now per-town, instead of always full roster
Added an Undo system for mis-clicks in mission
* Up to twice per combat you can undo a move (not an attack)
* Some restrictions apply
* Total undos used shown at end of game
Updated UI art for new story options
Updated interval UI art
Updated UI art for doom monster headers
Added graphics option to turn off ability overlay on hover
Hovering over a threat/assault now shows difficulty more accurately
Removed calamity cards now pile up at the bottom for review
Fixed several typos and other text issues
Fixed a bug with always-on mods overriding events
Fixed a bug with specific-named NPCs where the name could revert
Fixed a bug where large pets could break in certain circumstances
Disabled broken instanced particle graphics option
Tools: added
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