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Archmage Rises News

Hotfix 14.1.17 Live!

Do you remember way back in Mar 7 of 2023? The grass was greener, birds were singing just a little more often, the air smelled a little sweeter with a hint of lilac?

Remember when I said we'll introduce some new bugs. ːsteamfacepalmː
Well the fix to the Weapons using Stamina broke loading of save files. Not the save files themselves, but the loading of them due to an initialization ordering issue. We fixed the ordering issue, now allowing your existing pre-fix saves to work again.

So here we are again, hat in hand, putting out yet another hotfix to fix the hotfix to fix the update to fix the build to fix the demo.
The people in charge of sacking the people in charge, have been sacked. ːtongueː

Along with this hotfix we fixed several others which just came along for the ride ːshockedstar2022ː :
  • Fixed yesterdays problem with loading previous save files
  • Fixed Exploitable XP system - No longer can you sit and ping a single enemy for unlimited XP.
    There is now a short term fix of a max cap of 100xp gain per battle. It matters the order of the spells you cast. If you do fire spells to 100xp, then arcane, you'll get only fire xp and no arcane. Govern yourselves accordingly. ːKeysː
  • Fixed Shield buff/icon on the left correctly reduce the numbers when blocking attacks. I can't believe it took us so long to fix this one. I'm so embarrassed. ːsteamfacepalmː
  • Fixed clicking on a door, going to another room had an error, causing the camera to slowly continue to slide into nowhere
  • Camping in dungeons has too high of an ambush chance, lowered it to 20%
  • Fixed leaving a Town doesn't change menu, exiting again exits town. This, of all things, was caused by
  • Fixed Eternal Huntsman shooting player through solid obstacles on the battlefield
  • Fixed missing icons for broken rib, and other effects
  • Lesser Arcane Insight Duration was wrong, now right


Known issues:
  1. Sometimes a Dungeon room layouts can be incorrect - floating boxes and clipping elements. Oops, we'll get to this eventually.

Build 14.1.16 Live

We're putting out a hotfix today to address our two largest issues.

  • Fixed Weapons costing stamina. That was a bad bug we introduced last week and took a while to correct. ːsteamfacepalmː
  • Fixed town buildings turning into Logging Camp or Animal Trader after loading a game
  • Added the notice you need a light to explore dungeon rooms to show up more than once, this was causing confusion as people were stuck


Our next official build is Thu Mar 9 when I'm sure we'll introduce some new bugs. ːlaughing_yetiː

Build 14.1.15 Live

This week we've dug into the core dungeon issues and save file stability issues. Some of these fixes took 3+ days to figure out and resolve.

  • Sped up the dungeon. Or said more correctly: fixed the silly slow code we introduced a week ago. ːsteamfacepalmː
  • Fixed a large number of dungeon errors, causing people to get stuck
  • Added a starting base spell: Push/Pull. You use this in combat to move enemies around the field. This should open up options for players to use melee combat. We have more we are working on for a future patch.
  • Added better dungeon logging so that we can solve future errors more effectively.
  • Fixed items in combat being unusable.
  • Fixed various weapon effects like nets.
  • Fixed Mud pinning monsters indefinitely, now mud behaves correctly.
  • Fixed loading up a game and not getting character creation.
  • Fixed following a monster patrol back to their lair crashing the game
  • Fixed some encounter options not being clickable.
  • Stabilized saving and quitting more, there should be less crashes when doing so as well as when reloading a save.
  • Fixed a saving issues with character buffs

Hotfix 14.1.14

OK OK, I said weekly builds on Thursdays, but this is a hotfix to fix one core problem and get some better logging in before the weekend when most people play.

  • Found and fixed a rare but catastrophic issue with save files
  • Due to some mac work we were doing the pathing for autosaves got messed up. But it's fixed now and continuing from an autosave will work again.
  • Added lots for saving/loading logging so if there are problems we have more information to work from
  • Fixed items in combat not being usable outside of combat, added a text note on tooltips so you can see where items you own can be used
  • Fixed Caltrops not working
  • Made devmode key harder to press. No one will ever figure it out Muahahaha! Also made it a toggle so you can turn it off if you accidentally turned it on.


Enjoy your weekend!

Build 14.1.13 Live

Today's Thursday build includes these wonderful fixes:

  • Fixed book studying. ːsteamfacepalmː We accidentally broke it yesterday, which broke the main demo quest. Sorry about that and thanks to those who reported it last night!
  • Fixed several save file loading errors. One was a strange one related to saving a color. Another related to running away in combat. Sorry to say, you’ll have to start a new world and game. We really are nearing the end of these saving issues.
  • We think we fixed “stuck on map can’t move” issue. We suspect the movement animation wasn’t completing so you weren’t able to move again. We made finishing the animation more certain.
  • Fixed the bug reporter not allowing multi-line input, should make it easier to put in more detail. Made it look better too.


We have been releasing daily builds for 4 weeks straight, since Jan 25. The game has moved from a super unstable dumpster fire ːwinter2019sadyulː to just annoyingly buggy ːsteamfacepalmː. A huge achievement for us! ːwinter2019happybulbː

We are now moving to weekly Thursday builds, a cadence and discipline we expect to keep until Early Access, and during Early Access (however long that is: 1-3 years, who knows).

We will still continue to read and respond on the forums every day.

If we do something dumb, like break the main quest, we’ll hotfix it right away.

Thanks for your involvement and belief in this game!