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WizardChess News

Build 130 is live!

This is a pretty chunky update that reworks how bossfights work in general to be much more interesting. Check out the devlog video for more details & a demonstration of the changes!

[previewyoutube][/previewyoutube]

  • CHANGED Add SKL to unit stat block
  • CHANGED Rework Game Over / Victory screen
  • CHANGED Add alternating rewards / punishments each encouter
  • CHANGED Rework skill system for Merk and Rogue
  • CHANGED Redesign boss encounters
  • NEW Preview which units a unit will attack on hover
  • FIX Turn cycle in boss rooms skipped players first turn
  • FIX Resurrected unit names rendering

Build 129 is live!

This patch changes a lot but the major focus was redesigning LCK completely and introducing a sense of progression over the course of a run. The game feels very different now, facing Skelems with 12 DEF is terrifying but, on the other hand, shooting them with a 9 ATK Archer buffed to 13 ATK by a Dog with 4 SKL is pretty cool.

Check out the latest devlog video to see the changes in action, full changelog is available below.

[previewyoutube][/previewyoutube]

  • CHANGED Tweak Cormag's anger buff
  • NEW Added per-biome post-processing profiles
  • NEW Unit movement preview on hover
  • CHANGED Reworked UI
    • CHANGED Game over screen
    • CHANGED Victory screen
    • CHANGED Bard-death menu in combat
  • NEW Implemented new traits
    • NEW CursedBlood
    • NEW WeakBlood
    • NEW BiasedBlood
    • NEW BigotedBlood
  • NEW Enemy and unit progression (stat scaling over run)
  • CHANGED Convert LCK (luck) stat to SKL (skill)
    • NEW Merks have a chance to evade attacks based on SKL
    • NEW Dogs buff allies and debuff foes based on SKL
    • NEW Lancers deal their SKL in damage when charging at a foe
    • NEW Monks buff allies and debuff foes based on SKL
    • NEW Rogues have a chance to sneak attack based on SKL
    • NEW Archers can only shoot within a SKL tile radius

Build 128 is live!

Thanks for all your patience, I know we haven't shipped a build in a while but if you've been following the update videos you'll know there's good reason! This build has a bunch of changes in it and I'm sure there are still some bugs lurking in there, but it's been stable enough that we wanted to get it out into your hands.

  • NEW Completely redesigned the map
  • NEW Redesigned the title screen
  • NEW Refined UI style, still working on updating existing UI
  • NEW Per-terrain post-processing effects
  • NEW Fast-exit buttons are visible in shops and trade rooms
  • NEW Desert biome is accessible in-game (but highly WIP!)


If you want a sneak peek at these changes but can't play right now, check out the latest devlog:

[previewyoutube][/previewyoutube]

January Update: Map Redesign, UI refresh & more

Hey everyone, we're hard at work putting the finishing touches on the next update right now and it should be out very soon. In the meantime we've just published a roundup of all the work done in Janary. Check it out :)

[previewyoutube][/previewyoutube]

Thanks for your continued support!

December - January Update

Hey everyone, hope you're all doing well. We're getting back into the swing of development after some time off and, well, let's just say there's some exciting stuff in the pipeline. Check out the latest video update for details:

[previewyoutube][/previewyoutube]

✌️ Ben