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WizardChess 0.6.0 | Desert Biome Added!

DESERT BIOME

As of v0.6.0 WizardChess is now approximately 150% bigger than what you've previously seen!! There is an entirely NEW Biome to play around in, with it's own enemies, rulesets, and a unique boss battle! This update builds off the recent Ranking System, allowing you to battle Cormag and Hss repeatedly to rank them up, unlock additional content, and raise the overall difficultly of the game in tandem with your own skill and experience.

If you're previously played the game and have maxed out Cormag, you'll have to raise him 1 more Rank, and you'll have full access to the Desert Biome!

[h3]WizardChess is currently 25% off to coincide with this new update![/h3]


[h2]DEVLOG[/h2]
If you prefer to have the update described with visual accompaniments, and detailed rationales, please do watch Ben's wonderful Devlog! I genuinely love the way he explains game design. His videos are informative and comforting!

[previewyoutube][/previewyoutube]
FEATURES

[h2]Desert Biome[/h2]
This new Biome is build around maze-like levels, gambling, risks and rewards! It brings with it brand new enemies to learn and overcome, and other unique challenges to overcome.
  • Maze Encounters - Send in your least fatigued unit and try to escape with loot and your life.
  • Multi-Offer Trade Rooms - Sacrifice units to enhance the remaining team, and optimize your build
  • Opponent: Hss - A brand new boss battle!

[h2]Deeper Gameplay[/h2]
  • New Knoel + Lion enemies - Appear in the Mountain Biome, unlocked by ranking up Cormag
  • Added Traits - Social, Shy, Extrovert, Introvert, Focused, Warned, Ready, Clumsy, Offguard, Unready

[h2]Enhancements[/h2]
  • Alternative music in shops - A "supermarket" remix of the main track
  • Alternative combat music when down to the last enemy - The tempo of the music shifts down to match the decreased intensity in this phase of combat.
  • Codex browser - Browse all codex entries you've ever been shown. Upon opening the browser, it will suggest relevant entries for the encounter type
  • Introduction dialogue for bosses
  • Compass indicator - Makes backseating easier

[h2]Changes[/h2]
  • Monk cannot swap with Shield Orbs & some other special units
  • New AI tactics unlocked at higher ranks
  • Upgrade quality of all in-game music tracks
  • Shield Orbs move around randomly
  • Archer rebalanced - Archers shoot in a ring with radius based on their SKL (instead of a filled circle)
  • Lancer rebalanced - Lancers will always charge as far as they can, indicated by new UI during the targeting process. They can now charge to empty squares increasing their mobility significantly

[h2]Bug Fixes[/h2]
  • Transition effect sometimes stalled/covered screen
  • Tweak unit hover hitbox
  • Disable gameplay input while options menu is open


Thanks for reading to the end Ben & Ricky (TwoPM Studios)
Graeme (2 Left Thumbs)

Build 138 (v0.5.7) is live!

Welcome to WizardChess 0.5.7! And with this, it also felt like a perfect time to discount the game again. You can pickup WizardChess for 20% OFF



We've totally reworked progression and difficulty, but it's better now! Every contestant (including The Bard) has a Rank based on the official Chess ELO rating system, and will gain experience the more you win.
Ranking up the Bard unlocks starting parties, while Boss rankings increase the difficulty of the Boss battle and overall biome with every rank.

[h3] Devlog #16 [/h3]

[previewyoutube][/previewyoutube]

[h3]UPDATES[/h3]
NEW Contestant ranking and experience system
NEW Unit and trait unlocks now appear by chance in shops

CHANGE Remove unlock shop at the end of the run
CHANGE Redesigned starting party unlock progression based on player rank
CHANGE Redesigned Victory screen to show rank, experience and stats
CHANGE Redesigned Game Over screen
CHANGE Add post-processing to map view
CHANGE Tutorialise fatigue
CHANGE Update appearance of upgrade and trait cards
CHANGE Prevent accidental friendly fire with Archer and Javelina
CHANGE Improve move preview visualisation
Colour scheme has been changed for clarity. CHANGE Add (optional) developer analytics



[h3]NOTICE[/h3]
You will see 2 prompts upon updating your game.
  • The first is a request for us to collect user analytics. It is entirely optional, but we ask that you please allow this data collection. Knowing precisely how players interact with the game will allow us to further iterate and improve the user experience with each coming update!
  • The second is on Save data. This is again optional! The new Rank system is now how starting parties are unlocked (as opposed to the post-run shop). By starting fresh, you'll be able to experience that advancement as intended. If you choose to Migrate your save, you will retain your unlocks that would now otherwise be earned through Ranking up the Bard. Resetting is recommended! But we didn't want to make that choice for you.

[h3]WHAT'S NEXT?[/h3]
We know players have been eager to start facing someone other than Cormag. But we needed to prioritize establishing this new progression system first to make the rollout of future unlocks much smoother. Stay tuned for a new opponent is coming soon ;)

Thanks for reading to the end Ben & Ricky (TwoPM Studios)

Winter Sale & Build 137 (v0.5.6)

Welcome to WizardChess 0.5.6! Just a small patch to round out the year.
Happy Holidays and we'll have more for you in 2023!

We've launched an official subreddit for WizardChess. This should be a great forum for sharing different strategies, team combos, and for generally keeping up with new development updates.

Be sure to pick the game up while it's discounted. All feedback is always welcome, and will only work to help us make the game better and better on the road to v1.0!


NEW Redesigned unit lineup and unit cards


CHANGE Encounter room size is directly proportional to the size on the game board
CHANGE Bard is placed further away from enemies in generated rooms
This is to prevent losing one (or more) units on the first turn. CHANGE Early encounters have lowered difficulty.
Once again, to stop getting wrecked on the first room. CHANGE The Bounty Hunter's mark now debuffs enemy SKL
CHANGE The Bard's shield is always recharged after combat
CHANGE Rework trait and stat change reward display for clarity
CHANGE Fix description of Inspired buff (said +SKL but was actually +ATK +DEF)
CHANGE Show units being deployed from your "hand" before combat

Thanks for reading to the end Ben & Ricky (TwoPM Studios)

Build 136 (v0.5.5) is live!

Welcome to WizardChess 0.5.5! This is a minor patch based on all the feedback we've had since the relaunch.

Today also kicks off the first ever #TurnBasedFest. It's an honor to take part, and we highly recommend fans of the genre take this opportunity to discover plenty of other hidden gems and up-and-comers also being featured!

WizardChess is on sale for 20% Off for the next 5 Days during this event!

[h3] Devlog #15 [/h3]

[previewyoutube][/previewyoutube]

[h2]ADDITIONS[/h2]
[NEW] Unit: Javelina
[NEW] Starting Parties: Random, X-Factor and Full House
[NEW] Traits: Eager, Prepared
[NEW] Fatigue system
Units gain fatigue (FTG) when deployed and this determines their spawn order in combat. Lower fatigue means they spawn earlier. [NEW] Adaptive difficulty + enemy SKL scaling
The difficulty of the game is calculated in real-time based on your lifetime performance and on state of the current run. [NEW] Champion enemies
When the difficulty is high enough large, orange champion enemies will spawn. They drop a reward. [NEW] Vortex effect under the floor of the encounter
[NEW] Tutorial message on the map

[h2]IMPROVEMENTS[/h2]
[CHANGE] The default starting party replaces the Lancer with the Javelina
[CHANGE] Abilities (passive and active) tutorial redesigned using Javelina
[CHANGE] The Bard is now a different colour to your other units and turns red when vulnerable.
[CHANGE] Impossible Lancer charges are no longer shown in the move preview
[CHANGE] Make Vim icon inspectable
[CHANGE] Merk and Rogue no longer have a random component to their buff.
They start with lower SKL but always gain a buff of SKL to DEF and ATK respectively. [CHANGE] Improve victory and game over screen.
Show difficulty level and update art. [CHANGE] Deselect units by clicking empty squares
[CHANGE] Improve UI layering during tutorial
[CHANGE] Tweak the Bard's colour (to stand out)
[CHANGE] Ensure overhead status block doesn't cover stats
[CHANGE] Encounters pulse on the map to indicate you can click them
[CHANGE] Concealed rewards pulse to indicate you can click them
[CHANGE] Remove loneliness for the Bard
[CHANGE] Loneliness kicks in faster for enemies

[FIXED] Prevent Cormag charging into the Bard, causing a soft-lock
[FIXED] Placement of "Choose who to assign to" label
[FIXED] Removed outdated inspect mode indicator

[h2]DEVELOPMENT[/h2]
Since the big v0.5 Re-Launch, we've surpassed the 10 Review threshold that raises the game in Steam's algorithms, and helps it be more readily shared around. Thank you all so much for both taking the time, and for leaving feedback!

What you have shared, hands-on gameplay at G0423, and what we've seen in coverage from various streamers and youtubers has been directly filtered into this update! A large focus of this update is clarity. Making sure players are able to pick the game up as quickly as possible, and that nothing is left to assumptions - while minimizing the need to add too many new instructions. It's always a difficult balance to strike!

> Thanks for reading to the end > Ben & Ricky (TwoPM Studios)

The WizardChess RE-Launch

[h2]AUTUMN SALE!![/h2]
First off, starting today (for 1 week), WizardChess is 20% off.
You can get an addition discount by purchasing the 2 Left Roguelikes bundle, that includes Dead Estate.



[h2]Introducing WizardChess[/h2]
Now onto the main event. Thank you to everyone who has supported the game up until now, who have been an invaluable part of us arriving at this point! From the initial release of 'The Song of The Fae' over 1 year ago, through 134 different builds, a new game has emerged: 'WizardChess'.

When a game enters Early Access, it is known to be a work in progress, and changes are to be expected. Yet the extent to which a game changes as excess is trimmed away, and core mechanics are refined, can often be dramatic. Through TwoPM's own innovations, feedback from the community, and a long journey to finding the best possible version of the game, we've arrived here!



[h2]So, what is it?[/h2]
WizardChess features roguelike deckbuilding mechanics for highly variable and replayable run-based gameplay, with combat inspired by the unit management and strategy of chess!

Build your Army: Recruit, upgrade, sacrifice, trade and gamble your units away to create the ultimate build.
Carve a Path: Navigate an array of room-types in whatever order you choose to explore, fight, and further enhance your build.
Battle the Fae: Each run ends with a unique boss battle. Overcome stacked odds with whatever units and mental energy you have left to spare.
Massively Replayable: Every run is procedurally generated, down to the maps, encounters, enemies, units, statistics and even the AI.
Short runs:: This game can be mentally taxing. Runs are kept short (~20 minutes) and challenging, to encourage you to try new things, while allowing you to space out your playtime.



[h2]Still Early Access?[/h2]
Interacting with the community, and developing the game alongside them has taken us this far, to something we now consider v0.5. We've got a ways to go but the game is coming together as we march towards v1.0!

Join the Official Discord to follow along!

From here on out, it'll be a matter of adding new units, new bosses, new biomes, new rooms, new encounter types - you name it! While the current Mountain Biome should provide plenty of replayability potential as-is, there is so much more to come! We will openly develop a roadmap alongside the community, as we push forward towards v1.0!



[h2]Publisher[/h2]
Hi!
This is Graeme, the owner of 2 Left Thumbs, now serving as the publisher on WizardChess! These final revisions to bring the new iteration of this game to life have been the tireless efforts of TwoPM the last few months, all to prepare for this "re-launch". I first got involved because I loved this hidden gem, and found it's potential to be enormous! I hope you'll feel the same way.

We also need to thank Figburn for the incredible new keyart and logo!
And Jumbs for providing the new OST! We will get this listed for sale as soon as some final preparations are made.

It's been almost impossible for me to stay silent about this game for all this time! But we wanted to wait for this game-changing v0.5 to be ready before announcing anything. It's an absolute pleasure to be representing this game, and the amazing pair of developers (Ben & Ricky) who have done ALL the hard work to get their game to this place