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Wildermyth News

1.16+550

  • Fixed issue with increased loading times for certain dialogs (like gear get and character sheets) for players with many mods
  • Tools: Fixed some bugs with Mod Injection

1.16+549

  • Fixed possible modding security risk
  • Fixed bug where selected Omenroad odes would reset if you switched to a non-challenge campaign
  • Fixed bug where Terror's Talons only worked in A Walk in the Unlight
  • Fixed bug where His One True Knife and the Wraithword Knife could attack diagonally
  • Fixed bug where Gworl Dragonspears could show up as Erklebits
  • Fixed missing French lines when capturing a shadow spirit
  • Fixed missing French A Walk in the Unlight history lines
  • Fixed bug where mindworm immunity didn't work
  • Fixed bug where New Player dialog would get very large on invalid name
  • Fixed bug in editor where Credits Lab would crash
  • Tools: Added Mod Injection content editor page, which allows for injecting json objects into existing json files without needing to overwrite the whole file. Useful for editing objects that are likely to be modified by multiple mods!
  • Tools: Added support for overriding or adding to packed image files, like ui/scale. Images will be copied into the core files if they're placed in a parallel structure to normal unpacked images (e.g. mods/user/myCoolMod/assets/ui/scale/unpacked/myImage.png)
  • Tools: Added DLC_INSTALLED_ARMORSANDSKINS, DLC_INSTALLED_OMENROAD, and MOD_ACTIVE.modId expressions
  • Tools: Wiki links for events and abilities now link to paths of the form "wildermyth.com/wiki/Mods/[modName]/[eventName]"
  • Tools: Added wikiNameOverride field which can be used to specify a different name to be used in the [modName] section of the link
  • Tools: Fixed bug with monster target positions in comic editor

French, Spanish, and Bugfixes

This patch includes completed French and Spanish translations for Omenroad, a good collection of bugfixes, and some small changes.

As we announced, we won't be developing new content, but will continue to support the game and fix bugs.

1.16+543 Omenroad Hotfix
  • French and Spanish Omenroad fully translated!
  • Three new tidings
  • Two additional phases added to music in A Walk in the Unlight final fight
  • Some lines added to A Walk in the Unlight to acknowledge soulmate heroes
  • Can now use entangle on allies that can't be knocked back
  • Added text feedback when Ode to the Unyielding prevents death
  • Adjusted weighting on several tidings
  • Adjusted tongue whip description
  • Various translation adjustments
  • Added a warning message that shows up if the player account has no legacy or legacy backup file, but does have a save game. This is to try and help with an uncommon issue (probably with Steam Cloud?) where the legacy and legacy backup files get deleted for some reason
  • Fixed bug with Overwhelming Monstrosity achievement
  • Fixed bug where non-family heroes were showing up as family
  • Fixed bug where "Save and Quit" option could be chosen in places where "Save" option is disabled, causing unexpected behavior
  • Fixed bug where in-game change notes only showed up in English and Chinese
  • Fixed bug where Terror's Talons could move immune to knockback enemies
  • Fixed bug where legacy locked soulmates or rivals caused weird behavior in A Walk in the Unlight (legacy relationship lock will now be ignored, other than the new lines that were added)
  • Fixed bug where The Glorysword Clayn attack wasn't marked as melee
  • Fixed bug where Omenroad results could be cut off with lots of abilities
  • Fixed bug with Arrow of Anywise cover
  • Fixed several small comic bugs in A Walk in the Unlight
  • Fixed bug where campaigns could get stuck at "Constructing Mission"
  • Fixed bug where Luthin duplicates didn't have correct golden shields
  • Fixed bug where flashcone kills wouldn't increase hero kill counter
  • Fixed bug where Sunglory Spaulders didn't grant additional damage
  • Fixed bug where Omenfry Skillet dealt less damage than intended

Wildermyth's developers are going into hibernation, with no sequel or new project planned

Turn-based tactical RPG Wildermyth is one of the best games Sin has ever played. It got a second DLC, Omenroad, which turned it into a roguelike earlier this month.


Omenroad turns out to be the end of the road, however, both for Wildermyth and - for now - for the team that made it, Worldwalker Games.


Read more

A Farewell

Hi, this is Nate Austin, co-owner of Worldwalker Games.

Wildermyth has been a wonderful journey for us, but that journey has now come to an end. We feel proud of what we've accomplished, and lucky to have an incredible team and an amazing community. And it's never fun to bring something to an end, but sadly this is that time.

[h2]The Facts[/h2]
Active development on Wildermyth is complete. We will continue to support the game and fix critical bugs, but don't expect new content, going forward. We will be saying farewell to many of our team members.
[h2]What's Not Going Away[/h2]
This does not, in any way, affect plans to bring Wildermyth to other platforms. We hope to be able to announce more on that fairly soon, but I cannot say more right now.

The Soundtrack Kickstarter is also not affected. Live recordings of the music will be integrated into the game, and made available as a purchasable OST.

French and Spanish translations for Omenroad will be completed.

We will continue to maintain the discord, wiki, social media, support emails, and merch store.

[h2]Why, and Why Now?[/h2]
Wildermyth has been wonderful, but nothing goes on forever. We wanted to ship Omenroad, and having done that, we're ready to move on. This was the plan, and it doesn't have anything to do with how well Omenroad is doing. (It's doing quite well! And we're extremely proud of it, and will continue to support it!)

We're an independent studio, which means we're not answerable to investors. Nobody is shutting us down. We are going into hibernation because we are done with this project.

[h2]The Feels[/h2]
When I started working on this game, um, 11 years ago, I had a bit of a chip on my shoulder. "I'll show them. I'll show them all." It's not there anymore. The last crumbs (is that how it works? What kind of chip is it supposed to be? A wood chip? A tortilla chip?) Well, the last crumbs of that chip were brushed away some time ago. I feel like we contributed something positive to the ongoing conversation of "what can a game be?"

For my part, I feel that we did what we set out to do, and the time has come to move on. I'm very proud to have been a part of a very special team, and a very special game, and I'm hopeful that the game will continue to live on. We have a tremendous community of players and modders, and that's a dream come true. It's been an incredible honor to deliver you Wildermyth, and I thank you for it!

I'm pretty sure we'll eventually find something else to pour our passion into, and we'll let you know about it when the time comes.