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Wheel of Fate News

Check Out the Official Wheel of Fate Wiki

Greetings triumphant heroes!
Time and time again the knowledge that the pen is mightier than the sword has been proclaimed and exhibited by the wise. One with both a myriad and mastery of knowledge can conquer the world.
Fate aims to guide you on the path of truth and the next destination on this path leads to a fountain of knowledge to aid in your journey.

Enter the Wheel of Fate official game wiki for all your quest inquiries and game facts! Or check in at the wiki discussion board for unofficial activity to post conversations, questions and theories!

The wiki will feature an easy to access directory of general game information, character profiles, development updates, tips and more! As the game is still in beta release, our team will continuously work to build and revise the wiki with the most accurate information. No need to worry about spoilers in this wiki since the wheel of fate will keep us guessing on what’s to come next with its AI evolving game play.



Not everyone is fortuitous enough to prevail in their journey to becoming the Avatar of fate. As a fellow adventurer, we encourage you to contribute to the wiki with your knowledge to help out those seeking guidance.

Cheers!
UDX Team

Join us on the Wheel of Fate Subreddit!

Hello fateful adventurers!
We hope you’re all having a wonderful week so far and enjoying the radiance of the energetic summer sun. This week’s good fortune brings you an exciting notice for fortified community and new companionship...

We are now live on the Reddit community! Join our official subreddit for all things related to Wheel of Fate such as game news, theories, development updates, discussions, questions, fan content, memes and more!



Are you an expert redditor and fateful follower? Interested in becoming a moderator for the Wheel of Fate subreddit? Contact us on reddit u/UDXinteractive to help moderate and update the subreddit for the community.

Here at UDX interactive, we are incredibly grateful to the supportive Wheel of Fate community. Similar to the Wheel altering fate based on your in game choices, we continue to evolve the game based on the community’s voice to bring you the best gameplay experience.
Thank you for your continued contributions to the community and joining in our discussions!

Cheers!
UDX Team

New Building Concept Art Reveal


Hello fated and fateless gamers!

As we enter the hottest month of the year, our game development efforts are also heating up to bring you the best AI game experience possible!

Once again, Fate is smiling on you today as the Wheel prepares for it’s next turn. Here’s a sneak peak of concept art for the upcoming building redesigns we have planned for the next update.



In addition, we would like to announce that the updates road map will be getting revised to accommodate changes in our update schedule. Certain updates previously scheduled for August will now be included in this month’s build update.

Thank you for following and supporting the development of Wheel of Fate. Interested in joining in the game development chat? Join our DISCORD server and meet many more game enthusiasts!



Cheers!
UDX Interactive Team

Development Roadmap: Summer 2020



The team at UDX Interactive has revealed the road map on upcoming features to AI-driven fantasy RPG Wheel of Fate over Summer 2020!

As players build their character to suit their playstyle, the AI-controlled wheel will build and change the world around them - learning and adapting from their gameplay.

Our AI will also be gaining its OWN VOICE, offering running commentary to player’s choices and gameplay (which you may or may not agree with ːsteamhappyː). With an ever changing, dynamic gameplay experience, the wheel’s AI will also have an increased amount of dungeon rooms, loot, quests, events, and more to draw from and populate into the player’s own version of Kismet’s Fall, making each adventure a fresh experience.

Players can look forward to a revamped crafting system, including new recipes, an improved UI, and other unique elements like broader options to choose from when deciding what you'd like to accomplish.

An in-depth town defence system is also slated to be added in which players will need to strategize how to best protect their town of Kismet’s Fall.

To enhance our turn-based timeline style combat, the Active Response Battle system - which is designed to keep players on their toes - will add more nuance. Players will be able to employ the use of knock-backs, stuns, dazes, and more in their combat strategy.

Our long term goals for the development of Wheel of Fate include improving graphics, reworking the town hall decoration scheme, offering the title on additional storefronts, and localizations such as Spanish, German, Russian, Simplified Chinese. A co-op multiplayer support for up to four players including a trading system between players is also a big goal of ours, and you can help us get there by wishlisting Wheel of Fate, or getting it on Steam now!

A list of Early Access features include:
  • Artificial Intelligence wheel adapting the world to player choices.

  • Strategic turn-based combat with initiative turn system.

  • Active Response Battle system allows for engaging turn-based combat that keeps players on their toes.

  • Procedural dungeons that adapt to the spins of the wheel.

  • Build and customize homes in the lore-rich region of Kismet’s Fall.

  • Manage and defend Kismet’s Fall, upgrade buildings and prepare for sieges.

  • Rich story that ties actions to the outcomes of Fate.

  • Craft items, weapons, and armor to aid you in battle.

  • Billions of gear combinations to outfit a character with.


Throughout its time in Early Access Wheel of Fate will see a slew of content added and existing features - get ready to take on The Wheel :)

For more information on Wheel of Fate visit the official site or join the official Discord.


Update 1.0.1 Live!

[h2]Update notes V1.0.1[/h2]
Hello fated and fatless alike! The world of Providence is ever changing “As the Wheel Turns”. Let’s see what Fate has changed for us today! If you love these changes or want to see bigger features, consider leaving us a review. With your help we can make WOF incredible!

HOTFIX 1.0.1a
We fixed up a couple of wiley scripts causing some funky lock-ups. Should be fixed now, until the last boss. The last boss is still having some issues, no lock-up but it doesn't want face you. Just runs away. You'd think it wouldn't be a coward... but apparently not. Hot-fixing its personality coming in tomorrow.

HOTFIX 1.0.1b
Final boss issues fixed, healing reduced further.

Gameplay
1. Battle
1.1. Active Response Quick Time Events (QTE) show’s where last input was done giving clarity. Tells you if you’re clicking too early or late, and the effective area to press has been made slightly bigger.
1.1.1. This is an ongoing discussion, let us know your opinions! Having harder and possibly no QTE’s at all for different tastes. However, damage will go up and down with the level of difficulty.

1.2. Player attacks are announced when casted
1.2.1. It’s TOTALLY effective to tell your enemy which attack you’re doing before doing it. We learned our lesson well Anime.

1.3. Third attack was added to all combo type skills with all weapons. Ex: Flurry, Assault, Soul Siphon, etc. Wah tah, tah, (and now) tah!

2. Balance
2.1. First encounter with Towenn and Otto has been made easier. Too long for a first boss encounter:
2.1.1. Those fiends have had some of their Fateless power taken out of them! They aren’t able to restore their health quite as well and their defenses are lowered.

2.2. Cultists in the first dungeon armor reduced:
2.2.1. Those armor laden “tough nuts” apparently have had their armor weakened. I guess the squirrels been getting them.

2.3. Cultists Zealots attack reduced. The zeal of those zany zealots has been zipped up.

2.4. Heal reduced everywhere. It was OP, it’s now (hopefully) not.

3. Movement speed on maps increased 20%
3.1. Fast as fast can be, you’ll never catch me.

4. Inventory
4.1. Item swapping in Inventory added.
4.2. Inventory bags removed – we have given all players 1 very large backpack. IT’s HUUUUGE
4.3. Inventory sorting is now saved properly, you can organize your back and come back to the same organization for all of us OCD people out there.
4.4. Comparison Arrows added (Green / Grey = / Red) to show increase or decrease in stats for items. Yassss!

5. Sound
5.1. Master Volume and Music Volume control works. YOU CAN HEAR US NOW!! or not…
5.1.1. SFX Volume still being worked on. Music Volume needs to be fixed in the Guardhouse.
5.2. Overlapping music fixed in most place (we believe there is 1 or 2 more but are still testing). 2 hearts now beat as one.

6. Miscellaneous
6.1. New Loading screens added. They’r purty!
6.2. Wheel Runes on the interface in the bottom right corner can now be hovered over for information about the rune you have spun on the wheel.
6.3. Players now have a “night light” for nighttime. (it’s automatic not turned on and off). It’s your own glow worm to hug and keep you safe in the dark!
6.4. Cutscene text has been slowed down. You no longer need a speed reading record.
6.5. The waving bug is now fixed. We are all friendly but our arms were getting tired.

7. Graphical
7.1. Post processing added – Darker Shadows, Smoother animations, Grimier grime, and Brighter brights, and you can’t even find bleach at the stores these days!
7.2. Character creation and intro screen have been redone. The Big Wheel is watching.
7.3. Fonts – Hover fonts, Sub-title fonts, capitals for items, clearer fonts in many places. It’s Font-tastic. (Still more to be done)
7.4. Item rarity will now show up on your equipped items. It’s an equipment rainbow.
7.5. Characters have been better fit into the cutscene. They aren’t cutof…

8. Bug Fixes: These scoundrels have been found and squished. Was there a colony formed? We’ll have to see.
8.1. Changing focus from the game could cause inputs to be detected in windowed mode.
8.2. Battle Freezes – no more Petrificus Totalus being cast.
8.3. Localization on the Options Screen
8.4. Victory Screen Gold is now correct
8.5. Opening the Tavern at the end of Brace for Impact no longer happens. Sorry for all those folks that needed a drink after the events of the mission.
8.6. Several typo’s fixed – Raise ability / Kavonte Quest / and mroe.
8.7. Transition to the forest has been removed – will return when we have polished up that area.
8.8. Trinkets now save properly on your character
8.9. Sudden lag spikes going from 200 FPS to 15 FPS should be drastically improved. We found the little bugger that was causing the issue. Or so we think… sneaky little bugs
Approximately 50 more tiny bugs fixed.

See something we missed? Should we be focusing on something else? Let us know! We want the communities feedback to make the most of every sprint. If you’re loving the new changes or would like to help us we’d appreciate your review!