
Greetings, Wizard Spies!
Wizard Intel (AKA John) here! It's been a month since Wizard Boy released into early access, so I wanted to give some insight on what's been being worked on and when you can expect the first content update. But first, I wanted to say a big thanks for the warm welcome you've all given to our very silly game. About 20,000 agents have put their bid into going undercover, and we're on the last leg of the journey to getting to the big 500 review mark. To say this means a lot to me and the rest of the people who have put time into the project would be a huge understatement.
SO. What's coming up next?
[h2]First Content Update: Inventory, Missions, and the SPIDER DUNGEON[/h2]
We have been working on the first major content update, which will involve three major pieces. First, we've been working on a way to give players some extra room to carry items around without taking away from the "find it, use it, be clever" design space that Wizard Boy is developed around. There are some extra complications, like items that change properties due to circumstances or even things that aren't normally small enough to pickup BECOMING small enough to pick up. The system we're trying out now gives you four slots to work with. When you select a slot, that item will automatically go into your hand. Any item that's grabbable can instead be put into an inventory slot by pressing interact. NOTABLY, inventory will save between game closure, and even between different levels. Maybe there will also be an item chest where you can stash more items for use later down the line. . .?

Next, we have plans to give more reason to want to play around in the castle via small side missions. These missions are made to give you reasons to engage with the sillier parts of the systems that Wizard Boy has. As some examples, missions may include things like "reach a height of 20,000 KM," "go from A to B without touching the ground," "have this many props be on fire at one time," "reach such and such amount of armor," or be more progression-based like "dispatch so many NPCs," "find so many secrets," etc. etc. We'd like to split missions into two categories: smaller missions that get rolled anew every week, and longer-term missions that are tied to your save file. Now, just HAVING missions isn't very interesting, so what is the reward for doing them? For the larger "progression" missions, we plan on having them unlock more ways to play like "floor is lava" sections, cosmetics, and maybe even dedicated play modes (tag, hide and seek, etc.) For the weekly missions, though, we have some plans for those that tie into our next content addition.
[h2]What's the Spider Dungeon About?[/h2]

We are working on the first of a handful of dungeons for Wizard Boy to explore. From the main castle, Wizard Boy can enter into a dungeon that is more centered around enemies, puzzles, and preparation. Players will need to choose how they'd like to prepare before entering into a dungeon area, as they'll need to find certain items to bring back out so they can progress further in the story. These items will be behind bespoke challenges in each dungeon that will lightly ask the player to prepare differently depending on the challenge, meaning it's likely you'll be taking several trips in and out before you've conquered it. Preparing in the castle itself will be really important!
Notably, you'll be able to carry items into the dungeon via your inventory. Any upgrades you currently have will also stay. But be warned - if you happen to perish while exploring, don't expect the items you're carrying to come back out with you!
The dungeon is still early on in its development, so it's going to be a while before we have too much to show. But this is the next piece of content that will fill out Wizard Boy, and then depending on how long it takes we will be looking either into the second dungeon area after that or a new sandbox-y area attached to the existing castle.
[h2]YouTube Devlogs and Public Testing Branch[/h2]
First of all, for anyone interested in more detail on what's being worked on, how things come together, or other updates like that, I'll be posting semi-regular dev logs over on my YouTube channel linked below. I posted a video today about what the last couple weeks leading up to release were like (it's a bit of a mess, just like Wizard Boy itself).
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https://www.youtube.com/@Ducky_Dev
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Additionally, since we'd like to adopt a very "open doors" development policy, I'm also opening up a public testing branch that will have incremental updates of pieces outlined above. These will likely be in unfinished states and in some cases could even change depending on how the macro design of the game is coming together, but if you're up for peeking behind the curtain, we'd be happy to have you.
To access the public testing branch, you can type the password "secretwizardwonderment" into the "beta" branch page on Steam. Currently, there's a build that includes a couple spider enemies dropped into the castle (won't stay there for the real update) and a very rough version of the inventory that you can play around with (most items are currently sharing the same icon). If you want to get notifications when I push new builds to the testing branch, you can join my Discord here:
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https://discord.com/invite/TPNFGCd
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NOTE - if you're playing multiplayer, EVERYONE needs to be on the same version or the game will silently fail to connect.
[h2]ONWARD![/h2]
Thanks again for playing Wizard Boy! :) ONWARD AND OUT!