v1.1.02 (2025-09-30)
We are bringing online user adventure browser to consoles soon and for that, we had to apply some changes to the level editor so that maps created/updated by PC users are automatically available on consoles as well.
For this opportunity we also added some new things to the level editor and applied a crucial fix to the game.
Fixes
- Barrel ride stops working in the Eldertstone Mines
- This ongoing bug should be finally fixed now. If your save game places you close to a barrel, move to the portal out of the cave and back to the barrel to "fix" the issue.
Level Editor
- [Mod script] For ranged enemies, you can now change what projectile they use from a list of predefined projectiles (e.g. you can make Goblin caster shoot rockets). Check this Enemy Customizaton section on Mod.io.
- You can now rotate Magic Fields diagonally so you can use them to create clever puzzles, or traps...
- Animated decor speed value should be independent of your system
v1.1.0 (2025-09-19)
New
-
Consumable item selection wheel
This most requested feature is now in the game! Like with the weapon selection wheel, the game pauses, and you can select or consume any items from your inventory at your own pace.
-
Aim assist
If you are playing with a gamepad or need some additional help with aiming in general, you can now turn on aim assist (different levels) to hit enemies where it hurts!
-
Gamepad Rumble Effects
Get even more immersed with rumble effects - it's almost as if you're shooting fireballs from your own hands now! Don't like it? Turn it off!
-
(Modding) Custom Animated Decor
Enrich your user adventures with animated decorations.
Updates
- POV Rat mount art and animation updated
- You can now toggle between found Lore Scrolls
- Autorun key binding added to the settings (binding for the gamepad also added)
- Camera Shake settings added (strength, weapon shakes...)
- Additional window resolutions added to the settings
- Player and Rat Mount share the same input now so key binding settings should apply to both
- Credits added to the game menu
- Increased the "Searchable" area of the dead mages so you can loot them more easily.
- Increased mace's hit range
- [Editor] You can now toggle line connections visibility from the side menu
- [Editor] If the mod script contains errors, the editor won't allow you to load the adventure to
- Mod Browser
- Mod Browser got a lot of changes and fixes, which make it more user-friendly overall.
- Play mods directly from the mod page
- When mod features multiple levels, you can now select any unlocked level and play from there
- New filter added to only show mods you're subscribed to
- Report mod option
- The mod page will show an error if the mod is not playable, preventing you from playing it.prevent further mistakes.
Bug fixes
- Window resolution setting not saving
- Disabled crosshair reappearing with map/lore scroll
- Dismounting a rat can push the player into walls
- Entering a passage while mounting the rat can prevent rat riding
- Elite Ogre not sinking in water
- Sounds playing during the loading screen
- Splash Screen size on different resolutions fixed
- Texturing errors in most of the maps, invisible pixels on weapons, pickups, objects...
- Various navigation issues in the main menu
- Dismounting a rat while in the air will glitch the animation place the player on the wrong layer
- Spell icon cooldown not resetting properly
- [Editor]Bog Beast enemy not appearing on the enemy list
- [Editor] Bug where the map list in the adventure would be erased/corrupted on load
- [Editor] Custom breakable objects' loot won't save/load correctly
- [Editor] Toggling decor visibility would toggle other objects as well (enemies, pickups...)
v1.0.09.1 (2025-07-08)
FIXES
- Rebinding Movement and Rotation keys not working
- Deleting keybindings is not always working
- Keybinding menu not properly closing with the BACK button
- FOV setting not saving/loading properly
- Playing User Adventure with multiple levels and loading the game in later levels will move you back to level 1 after finishing that level.
UPDATES
- [Settings] Added "Invert Weapon Switch" option to invert mouse-wheel weapon selection.
v1.0.08 (2025-06-21)
FIXES
- Menu navigation breaks sometimes (no focused elements)
- Game Settings navigation is broken in some places
- Key Rebinding not working / not taking effect
- The wand sounds are playing even when the sound volume is 0
- Lore Pages typos
- Crosshair reappearing (on minimap/lore page hide) even when the crosshair setting is set to OFF
- [Editor] Custom tile animations not working correctly
- [Mines]Can't enter the Barrel again after the first ride
UPDATES
- The main menu items' color scheme changed for better readability (buttons, settings tabs, level selection items...)
- Action Label size increased (eg, [E] Open )
- Storm Gauntlets' lightning range is slightly increased
- You can now log out of the Mod.io account
- [Editor] Passages & Teleports are using "Default Ambient" selection by default now
- [Editor] Teleporters can now switch weather, too
MAPPING/MODDING UPDATES
- Added custom sprite stick type - 'floorLiquid' that will stick to water as well
- New Actor - Pay Switch - invisible switch that requires treasure to activate it
- Custom Lore pages support added to mod script
"LoreScrolls": [
{
"id" : 0, // id that you reference in the Lore Scroll actor
"type" : 3, // visual type (normal, bloody, enemy, torn...)
"text" : "This is a lore page you're reading!"
}
]
v1.0.07-2 (2025-06-09)
FIXES
- Achievements with counter stop counting
- Elite Ogre not buffing enemy units
- Extra invisible save slot in the Save Game window removed
- Forest weather particles are not visible
- Breakable wall (crack) not appearing in E2L01 tower secret (global issue connected to breakable walls)
- You can flip pages while in Character selection
- Episode Bookmarks not updating when browsing between levels
- Gamepad buttons now show next to consumables when playing with gamepad
UPDATES
- Added "Toggle Crosshair" setting
- [E1L04] Torches connected to the final puzzles moved from the centerpiece to the other side, close to the switches
- [Gamepad] You can now switch between episodes in level selection, using the Left/Right Shoulder buttons
MAPPING/MODDING UPDATES
- Level editor tooltips added when mouse-overing buttons
- You can now define custom tile animations in the mod script
- Lava Wall can now be activated with triggers
- New customizable enemy support (Chaos Hive, Skeletons...)
- Support for custom breakables (can be defined as item containers with custom health, damage frames...)
v1.0.06.3 (2025-05-23)
FIXES
- [E2L06] Lore Scroll can't be collected (again)
- [E2L03] Invalid/placeholder lore scrolls outside the level bounds
- Some user (older) levels have no textures
- Corrupted user-level definition triggering black screen on startup
- Chaos Staff secondary description removed
- Using the Holy Nova spell or scroll reverts your health to max health if you have health overflow
- Lore scroll typos
- Finding the secret level in Episode 2 or 3 awards an achievement for finding the secret level in Episode 1
- Grimoire and Staff share the same HUD icon despite having different ammo
UPDATES
- Magic Maps added to (E3L05) Lava Pits & (E3L06) Dark Citadel
- Moving walls will be less likely to push you out of the level & insta-kill you (Arcane Shield is ignored too)
- Arcane Rocks ammo pickup amount decreased from 4 to 3
Thank you all for your patience while we iron out the bugs and for reporting them! Please know that some bugs are harder to reproduce, which makes them harder to fix. We prefer releasing smaller and regular fixes over keeping you waiting for months to iron out that last bug.
We're organizing the first mapping jam soon as well, so I hope you're training your level editing skills CotcShovel
Thank you for playing!
v1.0.06.2 (2025-05-19)
FIXES
- [E2L06] Lore Scroll can't be collected
- [E1L04] Duplicate Lore Scroll removed
- [E3L03] Texturing issues at the end of the level
UPDATES
- Map will now show you which layer you are on + key prompts how to switch between layers (this feature has been in since v1.0, but it wasn't displayed anywhere)
- Secret Markers revealed on the Magic Map will now show even when you're on a different layer, in which case, the arrow will appear next to the arrow indicating if the secret is on the layer above or below.
v1.0.06.1 (2025-05-16)
- Invisible button & Interval object states not saving properly
- The Elderstrone mines shaking on load fix (will need to replay the level)
- Missing enemy in Episode 3 secret level fixed (if you have a save game just load it and finish the level for 100% Enemy Kill ratio)
- Objects disappearing in custom levels when replaying the same mod from the main menu
v1.0.06 (2025-05-15)
Lore Fragments & Chronicles
This update adds Lore Fragments to all existing levels, which speak of events and sometimes hint at hidden areas and puzzles. By discovering all of these concealed fragments, players will unlock the corresponding Chronicle for each level, providing insights into their lore. We also added two new achievements related to them for the brave explorers.
Modding - Creature Customization added
We promised that we would keep expanding the modding capabilities for Wizordum, and this is the first step on that path. You can now, through the mod script, mod existing enemies, changing their sprites, health, and damage they deal. We also prepared a guide so you can have a quick start at it!
We want to see your crazy enemy designs now, no more excuses!
UPDATES
- The level name is displayed on the map and in the loading screen before entering the level.
- Gamepad sensitivity lower-end setting extended to allow lower sensitivity
- [Ep1. Secret Level] Music changed & Magic Map added so you can activate Moonlight Chart
- New Achievements added related to lore fragments (Bookworm & Lore Master)
- Improved spell replenish rate for all character spells
- Minor Mod Browser updates
- [Level editor] Boulder Spawners are now available
FIXES
- Saving while skeletons/undead rise and loading after that will get them stuck in a fake-death pose.
- Achievements not triggering: "Dark Wizard", "Curiosity Killed a Mage", "Big Spender"
- The Boss 2 music intro plays too fast
- Remaining enemies in the final boss fight will now die after defeating the boss
- The Final Boss could stay alive under some conditions
- [Moonlight Chart] Treasure Icon not disappearing when looting a dead body with treasure
- 'Hotheels' achievement fixed (Fire Shield & Arcane Shield will both pause the achievement timer now)
- [E3L03] Glitches & Air Walk
- Rare bug where music won't load properly / gets stuck
- Flame Bars & Cutters - disabled states not saving properly
- Magic Piglets are not moving
- Errors specific to old user adventures that were not updated
v1.0.05 (2025-05-07)
For a long time (even in the Early Access), lots of players had problems finding the last 1% of the treasure. Treasure seeking was part of our initial idea, and it is in no way mandatory, but we know there are lots of you who enjoy the process. However, missing the last 1% can be really annoying, especially when a pile of copper coins hides amongst barrel remains.
That's why we added a new character update to the shop - Moonlight Chart. After collecting 98% of the treasure in the level, the rest will be revealed on your magic map (goblet icon). You still need to find the majority of the treasure, but the upgrade will help you with the final pieces and save you some trouble.
UPDATES
- New Shop Upgrade - Moonlight Chart
- Collecting special items (Torch, Seer's Orb, or Magic Map) will show the icon of the item on the HUD now.
FIXES
- Achievements not working correctly (Champion of the Arena, Master Explorer, Shadow Mage, Electrocutioner)
- Specific magic painting resets on load
v0.6.1.1 (2024-09-20)
- Hotfix for the broken Weapon selection wheel (woops!)
- Bug Fixed where mouse cursor stayed visible after closing game settings
- Level Editor: Added "Invert Mouse Y Look" toggle to first person view (SHIFT + M)
v0.6.1.0 (2024-09-19)
NEW
- Weapon Wheel selection
FIXES
- Wrong tutorial descriptions for Sorceress spells
- Bog Beast pulling the player through walls
- Save Games from user adventures not working
- Pressing 'Use Consumables' while looking at the map will consume consumable
- Enemies walking in the air in E1L05
- Typos in the welcoming message of the main menu
- Barrels near the wall can push the player out of level bounds when using Blink through them.
- Save & Load menus can't be navigated with the gamepad
- When playing with the gamepad, the cursor appears every time you open the Game Menu
- Breaking lantern with Mace's Charged if the lantern is above the player even without aiming at it
UPDATE
- The wand will only consume Raw Mana on successful creature hits (5 mana per projectile/hit).
- Blink damage increase from 10 to 20
- Push damage increased for enemies hitting the wall
- Mouse movement won't steal gamepad focus anymore
- The ammo icon is now showing the wand icon when you have the wand selected
EDITOR
- Two new actors added for offseting wall blocks to make taller structures/environments
- Custom Flat Sprites support added
v0.6.0.01 (2024-08-16)
Bug Fixes
- Invisible wall in Grim Haven (E1L05)
With the last update, an invisible wall appeared in E1L05 in front of the Mage Guild. This is now fixed, and you should be able to proceed. Sorry for the setback and thank you for reporting the bug!
- Game crashing when trying to change Spell key bindings
v0.6.0.0 (2024-08-15)
New
Sorceress - new playable Character
The sorceress is a formidable magic wielder, relying upon raw arcane powers to dominate the battlefield. Clothed in flowing robes that accentuate her movements, she unleashes devastating as well as strong protective spells that make her untouchable.
Fast and deadly in the hands of experienced players.
Starting weapon: Wand
Spells: Blink, Frost Breath, Arcane Shield, Spellhaste
Ultimate ability: Emberstorm (burn enemies around you - killed enemies drop additional ammo)
Stats:
This is the first new character we are adding to the game. We want each character to unlock a new way of playing the game by giving them a different starting weapon, spells, and stats.
Updated Textures
Episode 1, especially the early levels, contained many textures designed at the start of the development. However, texture quality increased over time, so we revisited those textures and updated them to match the quality we strive for.
Bug Fixes
- Blinking out of the water current will keep moving the player
- Under specific circumstances, you could have water or level pieces where they weren't supposed to be ( e.g. blood pool risen in E2L06 while it should be down)
- Blinking out of the water current will keep moving the player
- Typos
- Some spell upgrades increase charges to wrong spells
Updates
Levels
- E1L02 - Gold Doors that were blocking the entrance to the Red Orb location were moved to block the entrance of the alley to minimize the possibility of getting lost and confused
- E1l03 - Removed divine shards from the first secrets and moved one of the bronze coin pile that could become unreachable by pushing a box over it.
- E1L05 & E1L06 - There are a few map fixes where you could glitch in falling blocks / skip important events by using Scroll of Blink
Map
- Toggle between Free Look and Focus mode by pressing F/ DPAD-Up
- Place custom markers in Free Look mode so you can save points of interest
==== Level Editor ====
Starting Arsenal
For each level in the user adventure, you can now decide what weapons and spells players will start with. The new default is Mace only, but user adventures that were uploaded prior to this patch will have settings set to All Spells and Mace only.
Custom Sprites
Finally, you can define and start placing custom sprites in your user adventures. For now, this feature is limited to billboard sprites with the possibility of solid collision, but we will add additional options down the road, like having flat sprites, destructibles, containers...
v0.5.4.1 (2024-06-26)
Patch v0.5.4.1
UPDATE
- Adventure browser is showing better content now and labels properly represent the entries list
- Rats & Spiders can now be damaged & killed mid-air while leaping
- Hitting the leaping rat with a weapon that has a 'push-back' property will now decrease the leap speed
FIXES
- [Murky Wastes] - Secret Area loot on the wooden box where that the water floods stays underwater
- [Murky Wastes] - Various glitches
- Using Weapons and Spells in the secret level
- Ammo text not updating when Storm Gauntlets alternative attack is used
- Playing User Adventures can load wrong levels & textures
- Spiders not entering the hurt state when dealing damage
v0.5.4.0 (2024-06-21)
Added
- The most hated sewers level (Murky Wastes - E1L03) drastically changed to lower the difficulty spikes and to make it more pleasant.
- Storm Gauntlets Alternative Attack
Fixes
- When riding the rat some enemies might appear invisible
- Enemies in the water not getting electrocuted by the Storm Gauntlets
v0.5.3.2 (2024-06-19)
Hotfix v0.5.3.2
FIXES
- Silver Key missing in the Lighthouse (Grimbrook Haven - E1l05)
- Spiders can turn invisible on game load
- Spellstriker description typo
- Timed Run results not uploading to leaderboards for levels E2L10 and upwards.
- Can't escape Custom Keybindings menu with Back button
- Seer's Orb in E2L06 is on the ground instead in the cage
v0.5.3.1 (2024-06-18)
Fixes
- Gold Key in E1L02 can't be obtained
- Final doors in the sequence at the end of E2L05 won't open
v0.5.3.0 (2024-06-18)
ADDED
- Episode 2 Boss level added - Baron's Demise (E2L07)
UPDATE
- Custom keybindings for Weapons and Spells added to Game Settings
- Highscores renamed from "Episode 1" to "Overall" since they represent overall score.
- HUD Skull icons updated to match those you pick up in the levels
- Destroying Chaos Hive in the air will spawn additional gibs and projectiles now as well (like it does when hitting the ground)
- If Waypoint/goal is on another layer, arrow next to it will indicate that on the map
- Saving during the boss fight is now disabled
FIXES
- Some breakable walls are not getting destroyed
- Invalid tiles in E1L07
- Saving the game while on the Rat Mount, the Rat is not rideable when you load the game.
- Save/Load issue where you could spawn the same enemies over and over when mounting the Rat (that could lead to abusing the highscore)
- Chaos Hive issues with Enemy Count and Save/Load game
- Loot Disappearing
- Projectiles hitting Banshee's invisible collider
v0.5.2.3.1 (2024-06-11)
Fix: All level achievements awarded even if levels were not finished
v0.5.2.3 (2024-06-10)
Updates
- Divine Blast will now heal the caster for 7 health per enemy hit up to 200 health
- Divine Blast range slightly increased
- Tutorial Screen added when you mount the Rat for the first time
- Magic Maps added to E2L02 & E2L04
Fixes
- If you save the game after riding the rat, the save file can't be loaded anymore (they should load correctly after this fix)
- Divine Blast meter not appearing on load/game start if the divine meter is full
- When your Rat Mount gets killed, the screen stays black
- When on Rat Mount, melee enemies deal damage to the Player instead of the Rat.
- Incorect texures in E1L04
- Invalid "Break Wall" in Weeping Gorge
I would also like to address some of the save game issues you are facing
- There were some bigger changes in some levels between the launch of Episode 2 and Hotfix v0.5.2, so if you haven't played since then and will try to load the game today, you might get stuck in the loading screen. But we don't expect any more complications from the previous hotfix (v0.5.2.2)
- Some of you might have a save file issue from E2M1 (Grimbrook Foest) even if you played on v0.5.2.2. Thanks to some of your reports, we've managed to locate the issue and fix it (it was the Rat Mount problem).
- If you are experiencing save game issues after today and your save games were made in v0.5.2.2 or later, please get in touch with us on Discord or send your save games to wizordum@emberheartgames.com and we will try to find a solution. Despite our great efforts, save games are still our main issue while going through EA but we are doing our best. I appreciate your patience!
v0.5.2.2 (2024-06-08)
UPDATES
- [Level Editor] You can now set "Weather Change" on Passages
- Default FOV moved from 60 to 75
FIXES
- Dead Skeleton appearing in hurt frame after game load
- Raining in some interior places of E2L06
- Typos (descriptions / menu)
- Circular weapon switch only works in one direction
- E1L06 (City of Ember) - Secret puzzle with spikes not working - spikes rising with walls
- E2L04 (Weeping Gorge) - Can walk from the inside the Temple's edge in the air
- Music not stopping when triggering Level Exit
- Bug with elevator switches in E2L02
v0.5.1 (2024-06-05)
Episode 2 Content Update Release (v0.5.1)
v0.2.2.1 (2024-02-17)
- Secret Achievement 'Happy Accident' is now correctly triggered
- If did one or more Timed Runs without getting the Achievement, the achievement should now be triggered appropriately when entering the menu.
- Damage dealt by fallen Chandelier slightly increased
- Bug where older save files are not loaded fixed
For yesterday's update, we changed the map file format, and in the process, some object IDs got mixed up, which broke the save games made before v0.2.2.0. We updated the levels so the IDs match an old save game work. However, this might break saves that were made after yesterday's event. Sorry for another batch of troubles regarding the save games.
v0.2.2.0 (2024-02-16)
ADDED
- Mace Charged Attack
- Hold an alternative attack button to make a charged mace attack, dealing x2 of the current damage to everything in front of you.
- Difficulty selection for User Adventures
- Dark Theme for Map Editor (toggle option)
UPDATES
- When running out of mana, you will be switched to the next best weapon now (Pyroblast & Magic Orb bombs are ignored)
- Music for the 'Grimbrook Outskirts" & "Canal Streets" updated &
- extended to avoid repetition
- On the Level End screen, you need to press the "Fire" key now to avoid unwanted continue action
- You can speed up the stats counting in the level end screen by pressing a “Fire” key
- Dead Mage Body lying on the ground has a bigger interaction area, so it's harder to miss it now
- [Map Editor] Improved object connection process to avoid accidental connections
- [Map Editor] Removed all unused stuff from the level editor, so you can't place those anymore
- [Map Editor] We limited the User Adventure description to 250 characters, which is a limit on Mod.io otherwise, Adventure won't get uploaded.
- [Map Editor] You can now shade tiles by holding the middle mouse button instead of clicking
- [Map Editor] Increased the amount of maps that can be included in the adventure (active or non-active)
- [Map Editor] Block-fill action keys changed from X/C to C/V
- [Map Editor] Edge Fence block type variations are now switched with "X" key instead of the Right-Click
- [Map Editor] Max Par Time limit increased from 999 to 9999 seconds
FIXED
- Boss is not visible anymore before it sees you
- [Achievement fixes]
- Fortune Finder
- Treasure Hunter counter is increasing more reliably
- Selecting Save Game in the main menu will properly select that save now
- Flame Walls animation stops in E1M06
- Bat’s animation frame stray black pixel removed
- The Black Bar artifact in the main menu was removed
- You won’t get stuck anymore when changing weapons while doing the Divine Touch
- Haystacks won't reappear after being destroyed / on load
- Lanterns & Lantern Poles won't appear as lit after destroying them anymore
- Some Elite Ogre issues with save/ load fixed
- On some occasions, enemies won't pass the spikes
- When the body of water rises, enemies can now walk over it
- The main menu navigation is fixed for the User Content (Play) menu.
- All Candle Poles collisions adjusted
- Water ripples are showing correctly now in the game and level editor.
- Cases, where some enemies couldn't traverse open paths (most noticeable with Oozelings in the Sewers), are fixed
- Enemies won’t twitch on alert anymore, which moved them slightly away from the starting position
- Magic orb bombs will less likely to reflect from the enemies instead of exploding
- Hanging Skeleton won’t show "Blood hit" fx when hit anymore
- Treasure Goblin won’t count towards the global enemy count after spawning.
- Bug fixed where opening a Map revealed everything for a quick moment
- [Map Editor] When placing the Treasure Goblin Spawner object without target nodes, the goblin will now spawn on the object's position instead of triggering an error
- [Map Editor] Bug where ‘Create new Adventure' is displayed over existing adventure fixed
- [Map Editor] Bug where not all maps from the adventure are listed fixed
v0.2.1.1 (2023-12-30)
Fixes / Updates
- Games saved during Level 1 (Grimbrook Outskirts) when playing on Hard or Nightmare couldn't be loaded due to some level issues. We fixed that now and double-checked the rest of the levels to ensure the same thing doesn't happen again.
- A few minor changes and fixes applied to a few things in the new Secret Level
v0.2.1.0 (2023-12-29)
The last Wizordum update for this year is here, and it's bringing you something big - the very first secret level, the Well of Wishes! How much of an adventurer and an explorer is it in you? Can you find the entrance to the perilous depths and collect all the treasure that awaits you there?
New
- Secret Level added to Episode 1 - can you find the entrance to the perilous Well of Wishes?
Updates
- Lots of optimizations that improve overall performance
- New Save System to support long-term stability (Old saves won't work anymore, but you can use the backward compatibility branch v0.2.0.4 to keep playing on the old version without losing the saves.)
- Skeleton Crossbowman Arrows has a visual trail now for better detection
- Your overall score is now displayed in the level selection menu and in the leaderboard menu
- if your score is not on the list.
- Game Messages (pickup log...) moved from top left to middle left
- Save/Load menus slightly updated to avoid additional clicking
- Additional confirmations added for quit/restart/load, etc.
- [E1L04 - Mourning Grounds] After solving the last puzzle, switches will disable now
- [E1L04 - Mourning Grounds] Minor update to prevent a possibility of skipping a monster closet, and with that,
- [Map Editor] Help Button added that will take you to Wizordum's Mod.io page with official level editor guides.
Fixes
- For this update, we mainly focused on the Secret Level, optimizations, and the new Save Game system, so we didn't pay much attention to the rest and only fixed what we could in the given time. Please note that all bug reports are noted and put on our to-do list. Rest assured, we will get to them!
- You can now skip the story and splash the screen with any input key, not just mouse clicks.
- Bug fixed where all Undead started hidden even when they were flagged as risen.
- Unlit Street lamps can be destroyed with mace now
- When saving after teleporting, the correct ambient will be applied on load now
- Treasure Goblin trigger won't re-activate on Game Load anymore to avoid endless score grind
- If the game is saved while the Treasure Goblin is spawned, the goblin will properly load with the load game
- The issue where you couldn't traverse through some passages on game-load is solved (eg. one at the end of the Mourning Grounds)
- Fixed various visual issues (z-fighting, wrong textures, etc.)
- Bat's shadow will disappear now if you freeze and shatter it
- Undead that has risen will now appear as risen on game load even if you don't damage them.
- [Map Editor] Weird behavior for moving objects that snap to tile solved
- [Map Editor] When creating and saving a new map, it will now appear in list of Adventure maps
- [Map Editor] Assigning a new map to the adventure will now work without restarting the game
- [Map Editor] Moving effector/actors that snap to tile won't snap to invalid position anymore
- Various minor fixes in levels & game systems
Input
- We realize that we still have to do a lot of fixes and updates to support the gamepad fully, but with this update, you should be able to play the game only with the gamepad, without the assistance of the mouse.
- The gamepad will be detected and used if you plug it in/turn it on when the game is already running
- You can navigate all the menus with the gamepad now
- Missing sounds when navigating the settings
- You can now change any "Selector" values with keys/gamepad (e.g., crosshair selector)
- Showing gamepad buttons on interaction actions
- The game will live-switch between Keyboard and mouse / Gamepad, depending on what you're using, and change input icons and show the mouse cursor accordingly.
First, I would like to address the change to the Save System. You might have noticed that your save files got corrupted a few times already since the release with almost every update. We tried to solve this issue without making significant changes, but we realized that's impossible with our flawed system. So, to provide long-term support and stability of your save files, we had to rewrite how the save games work. That includes changes to the level format. We apologize for the possible loss of your current save game files. This should provide stability for a long while.
Last but not least, we are planning some things for January 2024:
Roadmap to show you where we're heading and what can you expect from the game in the future
First Map Making event
Thank you for making this year magical for us by playing Wizordum and showing your constant support through feedback and bug reports! 2024 is going to be the biggest for Wizordum and we can't wait to bring you more of it.
Peace, love, and Happy New Year!
Primoz, Emberheart Games
v0.2.0.4 (2023-12-05)
New & Updated
- First snowflakes appeared on the Main Menu
- Bonus Level won't automatically finish anymore after beating all the Royal Piglets.
Fixes
- Achievement 'Fortune Founder' can be achieved now
- Achievements won't trigger in user levels anymore
- Holes and Tile issues in 'Grim Haven' patched
- Performance increased in the 'Murky Wastes'
- Enemies won't rise up from the dead after you die anymore
- Dead bats reappearing on load
- Skeletons that are faking death won't mess up the events that require kills to proceed anymore (happening in Mourning Grounds)
- Main Menu navigation fixed/improved (overlapping menus, back key not working on som menues, etc.)
- Hidden Magic Floor will appear on the game load if you have Seer's orb now
- Iceweaver weapon won't get stuck after trying to use Alternate Fire while Quick Mace action is active
- Weapons won't get stuck after using Divine Touch during any quick-weapon action
- Enemies can now walk over the Magic Floor once you find the Seer's Orb
- Passages that you traversed before the save game will properly show as "visited" on the map on the game load.
- In some cases, some passages' textures didn't switch to 'opened' when traversing - fixed!
- Smashed hanged mage's body won't re-appear on load!
1.0.09 (2025-07-07)
We are aware that the key binding menu wasn't in the best form on the v1.0 release. Hopefully, this patch will fix most of the issues - thank you for your patience and reports!
Key Binding Menu Updates
- Binding a key that's already in use will swap it with the current one
- You can now remove the binding by pressing DELETE
- Fixed wrong Gamepad button glyphs for Attack / Alt Attack
- Added missing Gamepad glyphs for Spells
- Renamed "Run" action to "Walk" action to avoid confusion since running is on by default
- Gamepad controls couldn't (and still can't) be changed, but the system allowed binding gamepad buttons, which trigger double-controller bind issues. As a result, we now filter out gamepad button prompts when assigning a new key to avoid confusion.
- Fixed some other minor issues regarding the keybinding.
If you continue to experience issues with the key bindings after this update, please let us know.
Level Editor
- Passages can now be disabled with Deactivator
- Background Setter editor object text changed from "Music Setter" to "BCG Setter"
- Another tip added to the normal mode (Shift + Click to disconnect objects)
0.6.1.5.1 (2024-10-29)
You might have noticed a series of updates since the first v0.6.1.5 update drop. The changes were minor and only applied to user content and level editor only. But since many of you were asking about the changes, here's the complete list:
- Flat custom sprites rotation not working
- Custom sprites do not appear in the user adventure when you play the levels from the browser
- Custom-defined sprites showing invalid sprites in the level editor
0.6.1.5 (2024-10-28)
Updates
- Episode 1 Boss' health lowered by 20%
Lots of players found the first boss fight too difficult and rightfully so because difficulty curve is indeed very steep compared to the rest of the game. For now, we are nerfing the health by 20% but we are brainstorming other solutions as well for v1.0 release so this might not be final.
- Removed input device prompt from the main menu
Bug Fixes
- Storm Gauntlets sprite glitch
- Elevator Switches not resetting (this could cause softlock in E2L02)
- User Adventure Browser entries overlapping
Level Editor
- When you'll be opening your existing levels after the update, you might encounter lots of pink textures. That's because you were using the "wrong" transparent texture and we are replacing empty slots with new textures for v1.0 release. For now, they are simply pink - use pink checkerboard texture for the transparent texture or the one next to the "turn back" face. Use the new "Replace all tiles" function to fix this in a matter of seconds.
- Added "Replace all tiles" function
- Missing Oak and Birch trees added
- Secret Switch can now be disabled by default (parameter)
0.6.1.4 (2024-10-09)
Updates/Changes
- You can now switch from Gamepad to Keyboard & Mouse input mode with a mouse-click again
- Look smoothing setting added to the Input Settings
- [Level Editor] Invisible switch actor added
Fix
- Loading adventure with custom tileset won't show the custom tileset in the tile browser
0.6.1.3c (2024-10-07)
Updated / New
- Weapon Swaying - intensity can be lowered from the game settings.
- New Halloween sprites & textures for the upcoming Spooktober Mapping Event. More about that in the event news.
- Few input prompt button icons changed (mainly gamepad buttons)
- Custom Adventure browser changed slightly
Fixed
- Custom sprites causing errors in level editor
- When targeting the Enslaved rat before it is freed, action label "Free" not showing
- Game Settings menu in the Main Menu can get stuck
- Non-active input device actions interrupting the gameplay (eg. when playing with Keyboard & Mouse, Gamepad connected to the PC could trigger some camera movements)
Main purpose of this update is stabilize the game even more until the v1.0 release and to add some Halloween builder blocks for the Adventure creators.