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Wizordum News

Hotfix v0.2.1.3

Thanks to your help, we've identified and eliminated some bugs that could prevent you from getting 100% in the levels on some rare occasions.

[h3]Fixes / Updates[/h3]
  • Fixed a corner case where Dynamically spawned loot (from chests, barrels, urns, bodies...) disappeared if you saved and loaded the game two times without collecting the loot. In that case, you couldn't get the 100% loot ratio.
  • Ice-shattered Skeleton Swordsmen sometimes didn't award you a kill, which could prevent you from reaching a 100% kill ratio. This shouldn't happen again now.

Patch v0.2.1.2

Hello, mages! How is the hunt for the Secret Level going, have you found it yet? We hope you didn't encounter too many problems on your adventure, but if you did, hopefully, this patch will solve them.

[h2]ːCotcTorchː Updates[/h2]
  • Time Run highscores enabled for the Secret Level
  • When starting a Time Run for the Grimbrook Outskirts, the story screen will be skipped now
  • Music will now pause when opening the main menu


[h2]ːCotcShovelː Bug Fixes[/h2]
  • On some rare occasions, the Main Menu didn't show for some players, preventing them from playing the game. It was hard to hunt this one down, but that's fixed now.
  • [Mourning Grounds] One of the pickups (Chalice) was positioned inside the wall, which prevented the player from reaching a 100% loot ratio. We moved it out of the wall now.
  • [Grim Haven] Position of the Urn that drops unreachable Silver Coins fixed
  • [Secret Level] The Issue where the player appeared out of the level on game load was fixed.
  • Secret Level achievement that was not triggering is working now. If you unlocked the level already, then you will be awarded the achievement upon entering the game.
  • [Map Editor] Passages placed on the upper or lower level won't prevent the level from loading anymore.
  • [Map Editor] Selecting items is not nudging them from their position now
  • Big Doors that turned into a pink square can't be destroyed anymore.
  • Few visual glitches fixed
  • When dying and the Game Menu pops up, you can't close anymore now


As always, thank you for your bug reports! ːCotcHeartː

Hotfix v0.2.1.1

[h3]Fixes / Updates[/h3]
  • Games saved during Level 1 (Grimbrook Outskirts) when playing on Hard or Nightmare couldn't be loaded due to some level issues. We fixed that now and double-checked the rest of the levels to ensure the same thing doesn't happen again.
  • A few minor changes and fixes applied to a few things in the new Secret Level

Update v0.2.1.0 - New Secret Level

The last Wizordum update for this year is here, and it's bringing you something big - the very first secret level, the Well of Wishes! How much of an adventurer and an explorer is it in you? Can you find the entrance to the perilous depths and collect all the treasure that awaits you there?



[h2]ːGiftedː New[/h2]
  • Secret Level added to Episode 1 - can you find the entrance to the perilous Well of Wishes?


[h2]ːCotcTorchː Updates[/h2]
  • Lots of optimizations that improve overall performance
  • New Save System to support long-term stability (Old saves won't work anymore, but you can use the backward compatibility branch v0.2.0.4 to keep playing on the old version without losing the saves.)
  • Skeleton Crossbowman Arrows has a visual trail now for better detection
  • Your overall score is now displayed in the level selection menu and in the leaderboard menu
    if your score is not on the list.
  • Game Messages (pickup log...) moved from top left to middle left
  • Save/Load menus slightly updated to avoid additional clicking
  • Additional confirmations added for quit/restart/load, etc.
  • [E1L04 - Mourning Grounds] After solving the last puzzle, switches will disable now
  • [E1L04 - Mourning Grounds] Minor update to prevent the possibility of skipping a monster closet, and with that,
  • [Map Editor] Help Button added that will take you to Wizordum's Mod.io page with official level editor guides.


[h2]ːCotcShovelː Fixes[/h2]
For this update, we mainly focused on the Secret Level, optimizations, and the new Save Game system, so we didn't pay much attention to the rest and only fixed what we could in the given time. Please note that all bug reports are noted and put on our to-do list. Rest assured, we will get to them!
  • Broken achievements fixed (Hydrated, Fortune Finder, Treasure Hunter)
  • You can now skip the story and splash the screen with any input key, not just mouse clicks.
  • Bug fixed where all Undead started hidden even when they were flagged as risen.
  • Unlit Street lamps can be destroyed with mace now
  • When saving after teleporting, the correct ambient will be applied on load now
  • Treasure Goblin trigger won't re-activate on Game Load anymore to avoid endless score grind
  • If the game is saved while the Treasure Goblin is spawned, the goblin will properly load with the load game
  • The issue where you couldn't traverse through some passages on game-load is solved (eg. one at the end of the Mourning Grounds)
  • Fixed various visual issues (z-fighting, wrong textures, etc.)
  • Bat's shadow will disappear now if you freeze and shatter it
  • Undead that has risen will now appear as risen on game load even if you don't damage them.
  • [Map Editor] Weird behavior for moving objects that snap to tile solved
  • [Map Editor] When creating and saving a new map, it will now appear in list of Adventure maps
  • [Map Editor] Assigning a new map to the adventure will now work without restarting the game
  • [Map Editor] Moving effector/actors that snap to tile won't snap to invalid position anymore
  • Various minor fixes in levels & game systems


[h2]ːCotcKeyː Input[/h2]
We realize that we still have to do a lot of fixes and updates to support the gamepad fully, but with this update, you should be able to play the game only with the gamepad, without the assistance of the mouse.
  • The gamepad will be detected and used if you plug it in/turn it on when the game is already running
  • You can navigate all the menus with the gamepad now
  • Missing sounds when navigating the settings
  • You can now change any "Selector" values with keys/gamepad (e.g., crosshair selector)
  • Showing gamepad buttons on interaction actions
  • The game will live-switch between Keyboard and mouse / Gamepad, depending on what you're using, and change input icons and show the mouse cursor accordingly.


First, I would like to address the change to the Save System. You might have noticed that your save files got corrupted a few times already since the release with almost every update. We tried to solve this issue without making significant changes, but we realized that's impossible with our flawed system. So, to provide long-term support and stability of your save files, we had to rewrite how the save games work. That includes changes to the level format. We apologize for the possible loss of your current save game files. This should provide stability for a long while.

Last but not least, we are planning some things for January 2024:
  • Roadmap to show you where we're heading and what can you expect from the game in the future
  • First Map Making event


Thank you for making this year magical for us by playing Wizordum and showing your constant support through feedback and bug reports! 2024 is going to be the biggest for Wizordum and we can't wait to bring you more of it.

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Peace, love, and Happy New Year! ːCotcHeartː
Primoz, Emberheart Games

Patch v0.2.0.4

Another batch of updates and fixes is here. We hope you're enjoying your time in Terrabruma so far!



ːCotcKeyː New & Updated
  • First snowflakes appeared on the Main Menu
  • Bonus Level won't automatically finish anymore after beating all the Royal Piglets.


ːCotcMiningCartː Fixes
  • Achievement 'Fortune Founder' can be achieved now
  • Achievements won't trigger in user levels anymore
  • Holes and Tile issues in 'Grim Haven' patched
  • Performance increased in the 'Murky Wastes'
  • Enemies won't rise up from the dead after you die anymore
  • Dead bats reappearing on load
  • Skeletons that are faking death won't mess up the events that require kills to proceed anymore (happening in Mourning Grounds)
  • Main Menu navigation fixed/improved (overlapping menus, back key not working on som menues, etc.)
  • Hidden Magic Floor will appear on the game load if you have Seer's orb now
  • Iceweaver weapon won't get stuck after trying to use Alternate Fire while Quick Mace action is active
  • Weapons won't get stuck after using Divine Touch during any quick-weapon action
  • Enemies can now walk over the Magic Floor once you find the Seer's Orb
  • Passages that you traversed before the save game will properly show as "visited" on the map on the game load.
  • In some cases, some passages' textures didn't switch to 'opened' when traversing - fixed!
  • Smashed hanged mage's body won't re-appear on load!


[h3]Safety of your Save Games in the long run[/h3]
Your current save files are safe this time, but we found a severe issue with the save game system, which prevents us from keeping the save games safe in the long run through updates. We will have to rewrite this part to provide persistable save files that are safe from corruption. When we release that update, we will also provide a backup branch that will allow you to play the previous version, so you can finish the game without losing the saves.

[h3]Post your feedback and bug reports[/h3]
Thank you for all the bug reports and your feedback so far! We are reading everything and try to reply when possible. You can send your feedback and nasty bugs at our Discord or Steam Forum.

Keep hurling those fireballs! ːcc_explosionː