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An Amazing Wizard News

Dreamhack Beyond Announcement

[h3]Today An Amazing Wizard has joined the Erabit publisher family[/h3]

The game was in development for over two years, and the release is still planned for Q4 2024. The publisher will ensure that there are no delays and the quality will be at a decent level. An Amazing Wizard is a game that is being developed by a solo dev in his spare time after a full-time job. It is a project of passion and dreams, and the publisher will assist with all non-development tasks so that dev could focus on what he can make the best — creating an amazing game.

[h3]An Amazing Wizard will be broadcasted during the Dreamhack[/h3]
Broadcast will stream how the game looks on 1 and 2 levels on different biomes - it is around 5hrs into the gameplay. With each level, enemies will learn new tricks. There are some changes coming that you will hear about next month.

To stay updated:
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[Demo Patch Notes] Update 0.3.37 DEMO

Update 0.3.37 DEMO


[h2]✅ Added:[/h2]
[Inventory] Statistics panel inside the inventory is now automatically updated after changing weapon / spell.
[Inventory] Active Curses are now displayed below Owned Perks section in the left panel of the inventory.

[h2]🔄 Changed:[/h2]
[Dash] Increased dash base cooldown 0.68 => 0.77
[Enemies] Renamed Fuzzy Skeleton to Undead Beast.
[Astral World] Background eye is now always on the left side instead of the right in the Astral World, because it was making it harder to see damage dealt on the target dummy in the tutorial.

[h2]⚙️ Fixed:[/h2]
[Bosses] Fixed a bug where dragons were flying out of the fight when player was resurrecting.
[Tooltips] Fixed controller buttons tooltips.
[Damage/Debuff Texts] Damage & Debuff texts are now always properly displayed.
[Enchantments] Passive enchantments now are properly handled after changing weapon / spell. Before you could for example lose a lot of resistances when unequipping items giving passive resistances, but you was not gaining them when equipping the item again, whoopsy.
[Inventory] Resistances and Elemental Damage Multipliers now show correct values in the right inventory panel.
[Inventory] Fixed a bug where after collecting Magic Weapon or Spell with Curse of the Blind active you are unable to see enchantments on your weapon/spell in the UI when hovering over the item icon.

[h2]❌ Removed:[/h2]
[Enemies] Removed dragons contact damage.

Development Updates #1

Starting today, we will be sharing Development Updates every 2 weeks so you can follow the entire development process of the main game!

🧙‍♀️ Development Updates #1 🧙‍♂️


In the last month main focus was on making first real boss and extra magic weapons with cool effects.

[h2]✅ Added:[/h2]
[Enemies] Replaced Hell Boss with a real one.
[Magic Weapons] Added Zeus Spear weapon.
[Magic Weapons] Added Divine Wand weapon.
[Magic Weapons] Added Time Wand weapon.
[Magic Weapons] Added Hard Bone weapon.
[Performance] Sounds don't play when their sources are too far away from the player.
[Performance] Added limit to maximum amount of sounds playing to improve the performance and overall gameplay experience. (still in progress)

[h2]⚙️ Fixed:[/h2]
[Bosses] Fixed a bug where bosses were going away out of the fight when player was resurrecting.
[Tooltips] Fixed controller buttons tooltips.
[Damage/Debuff Texts] Damage & Debuff texts are now always properly displayed.

Stay tuned for the next updates!

[Demo Patch Notes] Update 0.3.36 DEMO

Update 0.3.36 DEMO


[h2]✅ Added:[/h2]
[Enemies] Elite enemies now have red outline so they are easier to spot.
[Settings] Added option to change resolution and display mode in the Settings.
[Cursor] Cursor is now locked in screen space when the game is not paused.
[False God Statue] It's now possible to select wizard's element by hovering over it with mouse.
[Chaos Container] It's now possible to difficulty by hovering over it with mouse.

[h2]🔄 Changed:[/h2]
[UI] Improved Spell Change window visuals.
[UI] Improved Enchantment Select window visuals.
[UI] Improved Wizard Selection window visuals.
[UI] Improved Perk Selection window visuals.
[UI] Improved Speech Bubble visuals.
[UI] Improved Item Tooltip visuals.
[UI] Improved General Tooltips visuals.
[UI] Improved Pause Menu visuals.
[UI] Improved Chaos Container window visuals.
[Settings] Reorganized all elements in the Settings.
[Tutorial] Stomping in the tutorial no longer have any minimum damage requirement. You just need to stomp dealing any amount of damage.
[Tooltips] Improved all tooltip keys visuals so they are now way more readable.
[Fonts] Changed font in all UI elements to make it more readable.

[h2]⚙️ Fixed:[/h2]
[Shop] Shop prices can no longer go offscreen while playing on different aspect ratio than 16:9
[Cursor] Cursor is now always properly displayed when UI tooltip elements are enabled.

[h2]❌ Removed:[/h2]
[Curses] Removed Curse of the Short Vision. This curse made you unable to see the whole minimap. There was a small circle near the player showing only small part of the minimap. This was too annoying and confusing so it had to be removed.

[Demo Patch Notes] Update 0.3.35 DEMO

Update 0.3.35 DEMO


[h2]✅ Added:[/h2]
[Magic Hands] Magic Hands now rotate towards casted spell position.
[Destroyable Elements] Significantly increased chance for dropping spells from all destroyable elements close to the starting area.
[Enemies] Normal enemies health now scales by how far they are from the level start point by up to 2,3 multiplier.

[h2]🔄 Changed:[/h2]
[Melee Spells] Buffed range of Wind Cutting Fist, Tesla Blast and Zombie Blast spells.
[Spells] Buffed Cupid's Arrow charm duration 3.25 => 6.5 seconds
[Enemies] Normal enemies chance to become elites now scales by how far they are spawned from the level start point by up to 5.75 multiplier. Lowered base chance for enemies to become elite 3% => 2.25%.
[Enemies] Miniboss and boss enemies now always have 3 => 5% chance to become elites.

[h2]⚙️ Fixed:[/h2]
[Spells] All Spells now rotate towards aimed position.
[Laser Beam] Laser Beam now rotates towards aimed position.
[Summons] Fixed a bug where summons sometimes were immortal if they timed their teleport with the time they were supposed to be killed.
[Enemies] Fixed a bug where charmed enemies were standing still doing nothing.
[Enemies] Fixed a bug where charmed enemies sometimes attacked themselves with projectiles.