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Mage Tower: Call of Zadeus News

Patch Coming 1/10/25 + Name Reverted to "Mage Tower: Call of Zadeus"

Hey all, we're setting a definite release date for the huge "Wrath of the Sojourner" patch for 1/10/25.

We're also changing the name back to "Mage Tower: Call of Zadeus". A while ago we changed the name to simply be "Call of Zadeus". However, we kept the game's name on Steam as "Call of Zadeus (formerly Mage Tower)" so that Mage Tower fans could still find it on Google and Steam search.

Since then, I've still seen many people still refer to the game as "Mage Tower". I've also seen that "Zadeus" isn't the easiest name to remember, and with dozens of products on Steam that start with "Call of" it can make the game hard to find. It can also still be confusing to Mage Tower fans.

With time and reflection, I've realized that just going with "Mage Tower: Call of Zadeus" is the best bet, as it gives the clearest tie-in to the tabletop game and the 2013 digital game.

Progress Update on the "Wrath of the Sojourner" Patch!

Hey everyone, I just wanted to assure you that the "Wrath of the Sojourner" patch for Call of Zadeus is still in progress! It's mostly finished, but I still have to do a good amount of testing, bug fixing, and tying up loose ends. As stated in the huge previous post (https://store.steampowered.com/news/app/1698850/view/4505380324416206310), this patch will change so much that it's basically like an expansion.

I don't want to give a set due date, but rest assured I'm working on the game every day. This patch also lays the groundwork towards moving the game into full release. Here are the main things I'd like to do after this patch to get to full release:

-Implement the rest of the Kickstarter backer rewards (the upcoming patch will cover the custom rewards from the WIZARD and SUMMONER levels, which are cards named after backers and monsters designed by backers.)
-Add a second card pool.
-Add a story that is revealed between each run.
-Add a new customizable endgame mode.

I've been working on and planning these final features and they are actually pretty far along. For example, the next update will feature new artwork of several characters and a new dialogue system that will be used for the future story sequences. The new endgame system is fully mocked up with artwork and all the customizable options have been planned out.

I suspect "Wrath of the Sojourner" will be the largest patch the game will see, and the longest delay between patches. That's because there were so many custom backer rewards (60+), and so many core gameplay elements modified. These are delicate elements, so it was better for them to exist in the development build for as long as possible to get tested thoroughly.

Anyways, I'll talk to you all when the Wrath of the Sojourner patch is complete!

-Brett Brimmer
www.supermegagames.net

"Wrath of the Sojourner" Update for Call of Zadeus Is Coming! (PREVIEW)



The "Wrath of the Sojourner" update for Call of Zadeus is coming! We're aiming to get it released sometime in November, and it will change and add so much that it's practically the size of an expansion.

Here is some of what the new update will include:

Two New Classes


Finally, some new classes! The Sojourner class will provide some interesting strategic choices as you traverse from one skill set to another. Meanwhile, the Barbarian is a straight up fighter with no tricks or card gain - just pure damage! (Okay, he has some Energy gain so he can be a little tricky.)



One third of the card pool will be replaced


We're removing all of the "boring" and "dud" cards and replacing them with more fun cards, including a lot of cards that add new synergy potential!

A couple new cards

One third of the enemies will be replaced


We felt there was a "middle-of-the-run slump", as enemies in the middle of a run felt too much like earlier enemies (only slightly tougher.) So we're replacing them with new enemies that will challenge your deck in fun and creative new ways.

Some of the enemies' new cards

Some Fundamental Gameplay Changes


After a LOT of playtesting we're making slight changes to some core mechanics that will have a big effect on gameplay. We're also adding some new "quality of life" features. More on this later.

We're doubling the number of artifacts


Not much to say here, we're adding 29 new artifacts to increase run and deck variety!

A couple new artifacts

55 new cards named after Kickstarter backers, and 8 new enemies designed by Kickstarter backers!


These new cards will only be available from two cards named "Diviner's Wand" and "Balwick". They will represent an interesting and unique additional card pool. There will also be a bunch of new enemies designed by Kickstarter backers that really mix things up!



New Tutorial, Story Elements, and Character Art


The new tutorial will be about one fifth of the length of the old one. (The old tutorial had a serious problem of requiring way too much reading.) Instead of being "on rails", the new tutorial will let the player do whatever they want. It will also have context-sensitive tips to teach mechanics, and new art and story elements. Here are some early character sketches for the new dialogue system - art by Becky Laff!:

Character sketches by Becky Laff!

Video Content


It's been a long Early Access but we're finally going to start producing video content for the game and we will also start contacting streamers and reviewers.

So that's the preview! Many of the above features are complete except for the tutorial and video content, which are going to take some time. We are working on the update every day, and are excited to get it released!

-Brett Brimmer

supermegagames.net

Join the Call of Zadeus Discord: https://discord.gg/utkQYbhm8B

Patch Notes 2.1.2.2.6

Hey all just getting this hotfix out there! I'm working on a larger patch that should be out within the next month.

General Changes

-The game should now (hopefully) work correctly at the Ultrawide 2560 x 1080 and 3840 x 1080 resolutions. Instead of having a stretched image, the game should now be displayed at the correct aspect ratio and have black bars at the edges of the screen.

Patch Notes 2.1.2.2.4 & 2.1.2.2.5

(Since 2.1.2.2.5 is such a small patch I'm just editing its notes into this post, below.)

Patch 2.1.2.2.4 Notes

Bug Fixes

-Fixed a bug where Scheme cards that started with 0 counters would never activate.
-Fixed a bug where Scheme cards that stayed in play after activating (such as Defenders), and which also had the Mastermind artifact attached, would spawn a Ruffian every turn instead of just once.
-Fixed a bug where Scheme cards that stayed in play after activating would glow at the start of every turn even though there were no more counters to remove.
-Fixed a bug where Stalwart Knight would destroy the in-play card to its right when it was destroyed.
-Fixed a bug where, when Empyreal Lance was destroyed, it might temporarily buff the Defender to the right of it.

Patch 2.1.2.2.5 Notes

(Small hotfix.)

-Fixed a bug where if you entered a dungeon while a boss was chasing you, you wouldn't be able to interact with any of the enemies in the dungeon.