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Archmage Rises News

Build 0.2.103b is now live!

[h2]FIXED:[/h2]

  • Fixed more bugs relating to black screens during combat


[h2]IMPROVED:[/h2]

  • Updated Combat Tooltips to account for increased damage from WeaponSkills.
  • Updated Stun Chance to account for WeaponSkill Stat.


[h2]KNOWN ISSUE:[/h2]

We are still looking into the issue of a black screen popping up when you go down a staircase in a dungeon to a lower level. A quick fix is that you can still leave this room and go into an adjacent room and you'll be able to see again (check your minimap to see available rooms).

Build 0.2.103a is now live!

[h2]FIXED[/h2]
  • This patch fixes a bunch of bug reports that came in over the weekend where some players were experiencing a black screen after finishing combat due to, funnily enough, a bug that was caused when you sold something to the market. This may not fix
  • all* instances of the black screen issues reported, but should fix a vast majority of them at the very least. And may potentially fix some other issues reported since 0.2.103 was released.

Weekly Dev Update: Feb 5, 2024

Happy to have you join us for more behind the scenes of what our team is working on and why.

[h2]Mage Rivals[/h2]

The next major feature we are adding is the ability to fight mages, starting with rival mages. James and Tyler are working on this.

Zach and Nolan are working on better NPC reactions and greetings. Tech we developed and will use in the dynamic quest system on the way.

No release date yet.

[h2]Update #3 Exploration[/h2]



Last week I gave a rundown of this update’s features. Mark, Michel, Thomas, Jessi, Josh, and Phil are working on it.

Today I’d like to focus in on one of the big features: a new User Interface (UI).

As we build the game we get a better sense of how it should play, mainly from your feedback. We’re taking that knowledge to the interface.

[h3]HUD[/h3]

Here is a WIP mockup of what we are thinking for the HUD.



  • Bottom left is your character portrait with gold and legacy score

    • Yes, you can customize the look of your char.
    • No, you can’t have more than 1 billion gold. 😆
  • Center is the spell schools, which will contextually hide/expand to show spells you know for the current situation (world/combat), as well as primary buttons like character sheet, relationships, quest log, inventory, etc.

  • Top left are buffs/debuffs affecting you

  • Middle right are notifications for events, like if an NPC sent you a letter and/or gift, or warning of some upcoming event like an NPC birthday. You know, game notifications!


[h3]QUEST SCREEN[/h3]



We looked at a lot of game quest screens and generally like this layout. Showing a history of discussion from the quest is an important feature raised by players.

[h2]Priority Bug Fixes[/h2]

We put out weekly patches. As I write this, we’re investigating a “black screen after combat” soft lock issue reported over the weekend. This is serious and if we can resolve it quickly, we’ll hotfix it.

Build 0.2.103 is now live!

[h2]FIXED:[/h2]
  • Fixed a few issues regarding keyword tagging causing some NPC dialogue bugs
  • Fixed an issue with missing Tower Quest encounter art
  • Fixed an issue with wildfires visuals not being removed from combat even though the wildfire itself is no longer affecting the battlefield
  • Fixed several skill check bugs
  • Fixed bugs that caused some save games to fail when trying to load them
  • Fixed weapons not using weapon skill level or gaining weapon skill XP
  • Fixed a bug that caused number inputs to affect NPC dialogue even though it's not the primary window open (ie, taking notes while conversing with NPCs, using the console window, buying items from shops, etc)


[h2]IMPROVED:[/h2]
  • Improved spell casting performance
  • Equipped items no longer appear in the sell list
  • Updated the tooltips for the Drenched status effect
  • Added modified drench chances to Storm Shield and Storm Strike
  • Added back the chance of injury on critical failures for exploration fails and from dungeon traps
  • Added damage bonus on weapons from weapon skill level

Weekly Dev Update: Feb 1, 2024

I’m a little tardy in writing this post because I’ve spent the last 2 days in meetings figuring out what we focus on next. Combat was all-hands-on-deck to get it out, then everyone and everything to patch it last week.

[h2]The Future is Bright[/h2]



Combat represents a new foundation from which we can build. And build we shall. The rest of the game to be exact!

[h2]Rival Mages Update[/h2]

Our next formal release I call Rival Mages to add the ability to fight mages, starting with rival mages. The new combat system makes this pretty easy to do.

Why are we doing this? There were a couple of outstanding tasks I want to address from when we did the mini-update or Rivals.

  • Hunt down your rival mages in the world and kill em.

    • We’ll add in the ability to befriend them with benefits later, right now we’re getting the fighting part working.
  • Make rivals appropriately respond to you (instead of being clueless when you talk to them)
  • Add a showdown mage battle to the end of the Mabren’s Tower Quest
  • Add a better reward to the Mabren’s Tower for completing the quest
  • Add in a new NPC reaction system. This is prep for the next big update.

This update is only going to take a few weeks to make. Will surprise everyone with a date once it is done.

(Man! We really need to stop doing all these unplanned releases and get to work on the roadmap!)

[h2]Roadmap Update #3: Exploration[/h2]

Almost a year ago I had to put together a roadmap so people could generally know what I’m trying to make with this game. One of the challenges of publishing a bullet pointed list of features is it doesn’t allow room to listen to the game and see if a feature is just a neat idea or really what the game needs.

So for exploration we’re going to focus on these core features:

  1. Dynamic quests - having the game generate quests based on local data. Starting with two types:

    • Kill Named Monster quest
    • Find Named object quest
  2. Create our first faction: The Conclave. A simple version of it.

    • Ability to climb up some ranks with some rewards
    • Hands out quests using the Dynamic Quest engine
  3. Update the map generation

    • It’s way too mountain heavy in the middle
    • Have better more meaningful biomes
    • Better distribution of lairs for where the player starts
  4. Improve interacting with Points of Interest on the map

    • Finding lairs
    • Seeing and encountering patrols
    • Finding resources
  5. A new UI with new HUD

  6. Get rid of dumb stuff that bothers us

    • All the stupid tracks everywhere
    • Stamina -> replace with Fatigue system
    • Nourishment bar -> replace with Hunger system
    • Pick axes being the only way to get a resource instead of something magical
    • Exploration rolls and the “Hex View” screen entirely, it’ll be replaced above with better points of interest

You will notice Weather and Seasons didn’t make that list. I’ve decided it isn’t important right now. The Conclave faction functionality will provide way more engagement than the seasons changing. Seasons isn’t necessarily cut, I’m just pushing it down the roadmap somewhere else.

[h2]Thursday Patch[/h2]

Last week’s patch was massive. It was so massive we were testing late into Thursday night still trying to get it out, but found some serious problems. In total it contained some 40+ fixes, of which the release notes covered the highlights.

This week we are working on these issues:

  • Ability to use items you sold - hard crash
  • Weaponsmith dialogue breaking
  • Dialogue underline click handling issues
  • Quest giver changing based on conversation (Ashpeef)
  • Trap click options not working (Mumzhar)
  • Healer not treating injuries (You had one job!)
  • Healer not accepting relationship discounts
  • Innkeeper losing quest options
  • Weapon stats issues
  • Skeleton corpses not reforming twice
You had one job!