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Super Cane Magic ZERO News

UPDATE 29.2

We just released a new hotfix for update 29. This patch addresses some issues with achievements and further enhances the changes to our game balance introduced with update 29.0

This also fixes some MAC versions not running with the latest minor patch.

This is the list of things we changed:

[h2]Achievements:[/h2]
You can now refresh the logic behind achievements by talking with Robo-Lalla (the robot dog) in the Poptarts Museum. This should fix any achievement that remained bugged during your run without the need of starting a new campaign to get them again.
Some achievements related to defeating bosses might still require that you defeat that boss again using this last update. Most bosses respawn and can be defeated any time during your campaing.
Bosses in random generared dungeons do not grant achievements, with the expection of the Potato King.

The Achievement From The Grave should now be easier to obtain. We increased the window of opportunity for the achievement to happen and removed a hidden requirement that was making the achievement unnecessarily hard to obtain. Remember that damage-over-time effects do not trigger this achievement, you have to use direct damage.

Koji the Ninja and his achievement should now be much easier to obtain. His room now always spawns at the end of the Random Crypt level. You still have to beat the timed challenge though. Bring some high-damage characters and gear.

[h2]Combat:[/h2]
Enemy mass increased considerably. This increases the damage you inflict when you use enemies as thrown weapons.

Improved the visuals of slam-weapon attacks. We also increased the size of the collision for such attacks.
Slam melee weapons had their damage increased by roughly 15% and their cooldown increased by 20%. This should make them more interesting and powerful and make that "action speed" stat a little bit more useful.

Stab weapon attacks now grant a forward dash when you strike. This adds mobility and further differentiates them from the rest of the melee items. Be careful, enemies also have this new lunge to their attacks.
Stab weapons have now slightly longer cooldowns and stagger the enemies for a shorter timespan, so you have to be a little more careful when spamming attacks.

Blocking was a little bit too easy to spam and provided no challenge and a forgettable reward. Resulting in continuous block-spamming without getting much benefit if a block was timed correctly. To fix this we added some commitment to the block action and increased the counterattack effect if the block is timed correctly. Specifically, we made these changes to the Block and Counterattack effects:
  • Block cooldown increased to 0.5s from 0.2 seconds.
  • Block mana cost has been increased
  • Block window of opportunity decreased from 1.2s to 1.0s
  • Counterattack critical damage increased by an extra 50%


We made a similar change to Dash actions increasing the mana cost and changing the cooldown from 0.35s to 0.6s. To balance this a little bit we increased the stagger effect from 0.9s to 1.0s.
Items that grant Dash have now a more consistent damage output and mana usage.

[h2]Game Balance:[/h2]
All enemies have had their health at max tier reduced by an extra 10%
All enemies have had their damage at low tiers increased by 5% and decreased by 7% at max tier.
This means enemies you encounter when you are low-level deal more damage and have the same health, while enemies you encounter at max level have less hp and deal less damage.

[h2]Belief Trees:[/h2]
We tweaked a little bit better how some stats scale in your upgrade trees.
We reduced the raw mana-regen, speed, and throw range upgrades and changed some of the "big" square perks so that they grant these stats as a multiplier based on your current stat value. This allows different classes to be more unique in their progression.

[h2]Moon Level:[/h2]
We cleaned up a bit the Moon Level removing some clutter and optimizing game spaces.
We also made enemies much more reactive.

Update 29.11



Update 29.11 is a small update that should help solve some issues with achievements.
We fixed a few bugs and added an in-game trigger to unblock any bugged achievement.

Talking with Robo-Lalla or Francelyne in the Poptarts Museum triggers a re-evaluation of all your achievement data and should fix any achievement that is failing to trigger but has already been saved by the game.

UPDATE 29


We are finally releasing update 29 on Steam!
This is a large update that reworks several core mechanics, introduces tons of balance tweaks and fixes, and adds some new items and small areas.

Our goal was to make the game more friendly to new players and to improve the overall pacing of the game. We changed several maps to make them smaller and more focused and worked hard to bring you a faster and more engaging combat.
We also drastically increased the quantity and quality of loot available so that you can truly experiment with different character builds.

[h2]Update 29 Patch notes:[/h2]

[h3]Additions[/h3]
  • New Off-hand “Weapons”: Boxing Gloves, Lid, Blaster, Parrying Dagger, Flintlock Gun, Gnomish Shield, Shield Generator (some with attacks similar to main weapons for real dual wielding action!);
  • Candied Cavern: New mini-level connecting Minestronya to the Volcanic Wasteland area of WOTF;
  • Random Forest: Added four new rooms to increase variety;
  • Split damage: Some items now deal half physical and half elemental damage instead of 100% elemental damage. This should make the effectiveness of elemental weapons less situational against enemies with elemental resistances and immunities;
  • Ego Scaling: The damage of some items can now scale with the Ego stat instead of the Attack stat. This is displayed in the updated inventory UI and should allow more diverse player builds;
  • New visual effects for some weapons, enemies and throwable items;
  • The position of keys is now updated on your minimap in real-time. If you have discovered an area, you can see exactly where your available keys are.

[h3]Food System Changes[/h3]
  • Health Gain: Eating food recovers a lot more health than before;
  • Food Perks: The effect of some of the perks gained by eating have changed, and effects of food are generally more powerful and consistent, so that you can plan combat tactics around them, but you can have only one major food perk active at a time;
  • Throwing Food: Throwing normally edible food against enemies of obstacles now destroys it, so choose carefully not to waste your resources;
  • Potions: Potion effects now last until you die or load another area, chests and containers spawn potions less frequently, but there are more potion vending machines lying around.

[h3]Loot/Equipment Changes[/h3]
  • Shops: Every shop has an additional item on sale, and rare colored items, including unique ones, are more commonly available;
  • Loot Rarity: Green, blue, purple and yellow loot is more common, so instead of finding a lot of white boring stuff you’ll find tons of interesting equipment with all sort of additional perks and abilities;
  • Loot Regional Availability: All equipment has been better thematically organized in the different regions of WOTF, and a bigger percentage of loot is available anywhere;
  • Stat Bonuses: We re-evaluated stat bonuses of all equipment and tweaked their distribution;
  • Affixes: Additional prefixes and suffixes of green, blue, and purple equipment grant slightly higher bonuses;
  • Negative Affixes: The few negative affixes we had before don’t spawn in the game anymore;
  • Shields: All shields now have the Block or Dash action and increase defensive stat;
  • Added a new type of expensive treasure chest that drops rare unique items needed to complete the Museum Collection.

[h3]Enemy Changes[/h3]
  • Smarter Enemies: Many aspects of enemy behavior has been enhanced in order to have enemies spend less time idling still and instead actively chasing or attacking the player(s);
  • Rebalanced Enemies: Many enemies, including many bosses, had their damage, stats and life tweaked to improve the combat experience. Generally speaking, enemies deal less damage and have less HP;
  • Stun: Many enemy attacks deal less stun damage so it now takes more attacks before a player gets stunned;
  • Enemy Aggro: The range was drastically reduced to about half the screen horizontally (this was also necessary due to the camera now being closer to the player, see below);
  • Enemy Groups: The content of some enemy groups has been altered;
  • Enemy Spawners: They now spawn more often, but have a limited number of simultaneous enemies, providing a more interesting and fair challenge (this change also affects bosses that spawn minions).

[h3]Level Changes[/h3]
  • Ease of Navigation: The layout of all the overworld areas and MANY other levels has been tweaked by removing some empty areas and making the main path more clear;
  • Rewards: More chest and piggy banks were added to many levels.
  • Pace: Many enemy spawn groups were removed or moved to a different location.
  • WOTF Jail: Overhaul of the entire level and its boss.
  • Poptarts Underground Archive: The final puzzle is functionally the same, but more clear, and there’s enough light in the level to see your surroundings (it was too much to ask to explore in pitch-black darkness so early in the game).
  • Nevola Park: Overhaul of the entire level, now quite shorter, and its boss.
  • Poptarts: The layout of the courtyard has been tweaked to make the main path toward Minestronya more clear, and to make it easier to find the shops (and there’s also a new shop inside the academy!);
  • WSS Orinoco: Overhaul of the entire level and its boss.
  • Ray Skeletron’s Crypt: Some quality of life changes and a new shortcut within the dungeon;
  • A lot of other small tweaks to levels here and there.

[h3]Other Changes[/h3]
  • Starting Health/Mana/Lives: Player characters start the game with less health and mana, but with more lives (respectively 8 / 6 / 4 at Challenging / Hard / Party Hard difficulty);
  • Elite Adventurers Guild: The requirement for joining the guild is now level 20 and level 30 respectively;
  • Gameplay UI: The main gameplay UI can now show many more active-perk icons;
  • Arena Mode: Various changes according to the other changes of the update, with the goal of keeping or improving the original balance of this game mode;
  • MANY other smaller changes.

[h3]Fixes[/h3]
  • Fixed some typos;
  • Optimized the resolution of several textures to improve performances;
  • Various bug fixes (this post is already too long XD).

Update 29 Beta

Hello everybody! The BETA version of a BIG new release of SCMZ is available. It’s a large update spanning the whole game balance and campaign, and we would really like to know what you think about it.
What you can play if you op-in for the beta is stable, complete, and has been tested internally, but it might hide some troublesome bugs. So, back up your save data if you choose to join!

[h2]How To Back-up Your Save Data[/h2]
  1. Go to your “LIBRARY” page, right-click on “Super Cane Magic ZERO” and select “Manage”, Browse local files”;
  2. Copy the “SavesDir” folder somewhere and keep it safe;
  3. If needed, restore your old save data by copying the backed-up folder back to its original location.

[h2]How To Join The Open Beta[/h2]
  1. Go to your “LIBRARY” page, right-click on “Super Cane Magic ZERO” and select “Properties”;
  2. Type or copy-paste the access code “passwordbeta29” in the corresponding field and click “CheckCode”.
  3. In the “BETAS” tab use the dropdown menu and choose “beta29”.
  4. The game will then automatically download the patch content and update.

[h2]How To Give Us Feedback[/h2]
It has been a while since the last patch. During this whole time we’ve listened closely to your feedback and this update is the result. We value your opinion and your feedback would be invaluable once again!

You can get in contact with us through Steam’s SCMZ Forum or Studio Evil Discord.

[h2]Beta 29 Patch notes:[/h2]

[h3]Main goals:[/h3]
  • Making the game more friendly to new players, by rethinking everything that happens in the first few hours of gameplay and how you learn the game;
  • Improving the overall pace of the game, with more compact and richer overworld areas, and quicker and more engaging combat (and slightly fewer enemies);
  • Providing the player with more and better loot and equipment so they can truly experiment with different character builds.

[h3]Additions[/h3]
  • New Off-hand “Weapons”: Boxing Gloves, Lid, Blaster, Parrying Dagger, Flintlock Gun, Gnomish Shield, Shield Generator (some with attacks similar to main weapons for real dual-wielding action!);
  • Candied Cavern: New mini-level connecting Minestronya to the Volcanic Wasteland area of WOTF;
  • Random Forest: Four new rooms for added variety;
  • Split damage: Some new and old weapons deal half physical and half elemental damage as displayed in the updated inventory UI;
  • Ego Scaling: The damage of some new and old weapons can now scale with the Ego stat instead of the Attack stat. This is displayed in the updated inventory UI, allowing for more diverse player builds;
  • New visual effects for some weapons, enemies, and throwable items.

[h3]Food System Changes[/h3]
  • Health Gain: Eating food recovers a lot more health than before;
  • Food Perks: The effect of some of the perks gained by eating have changed, and the effects of food are generally more powerful and consistent, so that you can plan combat tactics around them, but you can have only one major food perk active at a time;
  • Throwing Food: Throwing normally edible food against enemies of obstacles now destroys it, so choose carefully not to waste your resources;
  • Potions: Potions effects now last until you die or load another area, chests and containers spawn potions less frequently, but there are more potion vending machines lying around.
  • Loot/Equipment Changes
  • Shops: Every shop has an additional item on sale, and rare colored items, including unique ones, are more commonly available;
  • Loot Rarity: Green, blue, purple, and yellow loot is more common, so instead of finding a lot of white boring stuff you’ll find tons of interesting equipment with all sorts of additional perks and abilities;
  • Loot Regional Availability: All equipment has been better thematically organized in the different regions of WOTF, and a bigger percentage of loot is available anywhere;
  • Stat Bonuses: We re-evaluated stat bonuses of all equipment and tweaked their distribution;
  • Affixes: Additional prefixes and suffixes of green, blue, and purple equipment grant slightly higher bonuses;
  • Negative Affixes: The few negative affixes we had before don’t exist in the game anymore!
  • Shields: All shields now have the Block or Dash action and increase defensive stats.
  • Enemy Changes
  • Smarter Enemies: Many aspects of enemy behavior have been enhanced in order to have enemies spend less time idling still and instead actively chasing or attacking the player(s);
  • Rebalanced Enemies: Many enemies, including many bosses, had their damage, stats and life tweaked to improve the combat experience;
  • Stun: Many enemy attacks deal less stun damage so it now takes more attacks before a player gets stunned;
  • Enemy Aggro Range: The range was drastically reduced to about half the screen horizontally;
  • Enemy Groups: The content of some enemy groups has been altered;
  • Enemy Spawners: They now spawn more often, but have a limited number of simultaneous enemies, providing a more interesting and fair challenge (this change also affects bosses that spawn minions).

[h3]Level Changes[/h3]
  • Ease of Navigation: The layout of all the overworld areas and MANY other levels has been tweaked by removing some empty areas and making the main path more clear;
  • Rewards: More chest and piggy banks were added to many levels.
  • Pace: Many enemy spawn groups were removed or moved to a different location.
  • WOTF Jail: Overhaul of the entire level and its boss.
  • Poptarts Underground Archive: The final puzzle is functionally the same, but more clear, and there’s enough light in the level to see your surroundings (it was too much to ask to explore in pitch-black darkness so early in the game).
  • Nevola Park: Overhaul of the entire level, now quite shorter, and its boss.
  • Poptarts: The layout of the courtyard has been tweaked to make the main path toward Minestronya more clear, and to make it easier to find the shops (and there’s also a new shop inside the academy!);
  • WSS Orinoco: Overhaul of the entire level and its boss.
  • Ray Skeletron’s Crypt: Some quality of life changes and a new shortcut within the dungeon;
  • A lot of other small tweaks to levels here and there.

[h3]Other Changes[/h3]
  • Starting Health/Mana/Lives: Player characters start the game with less health and mana, but with more lives (respectively 8 / 6 / 4 at Challenging / Hard / Party Hard difficulty);
  • Elite Adventurers Guild: The requirement for joining the guild is now level 20 and level 30 respectively;
  • Gameplay UI: The main gameplay UI can now show many more active-perk icons;
  • Arena Mode: Various changes according to the other changes of the update, with the goal of keeping or improving the original balance of this game mode;
  • MANY other smaller changes.

[h3]Fixes[/h3]
  • Fixed some typos;
  • Various bug fixes (this post is already too long XD).

28.01 Mac Hotfix + Camera Tweaks

We just released an important update that should solve a critical issue that prevented some macOS users from playing.

This patch also includes an improvement to the game camera to make combat and exploration more focused. We increased the overall zoom of the camera to enhance the readability of our combat encounters and make the explorations of new areas more interesting.

We hope you will enjoy the new visual settings and apologize to the macOS users affected by the problems of the previous release.