All 25 spells have been integrated, ux improvements, new menus, snap turning controls, bug fixes
Patch 2.0.148.1 October 2023
*Fixed a respawn bug when the mana fountain is broken at the graveyard shift *Fixed a collision bug with the Thorn Wall spell
MageWorks 2.0 Fall Update
What we accomplished this past summer
This past summer was a productive month for MageWorks. New art, level design, ux design, and sound effects have all been integrated. The game has been redesigned to be able to run on standalone VR headsets with a new style and optimizations to keep things running fast and smooth.
The characters have been re-painted and in some cases resculpted to have a more unique look where possible.
The environments are now being designed with a unique environment per spell in mind. Collecting resources to craft a custom staff is part of making your way through a map to discover a new spell.
Spells can now be empowered! When you craft a staff, if the ink type you use matches the spell type you cast, your spell will be more powerful!
And staff crafting has been simplified and expedited so staffs can be created with fewer steps and easier mechanics.
What's the roadmap look like now?
More spells! The original game had 25 spells to unlock, and this version of the game currently has 5 of those 25 available to play. The next batch of are in the works and will be released as part of the game in a future update. When the game has been completed with all 25 spells available to unlock, the boss fight with Magister Draco will then be unlocked and available to play as well!
Thanks for checking out MageWorks, and feel free to contact me with any thoughts or feedback!
Hadar Earthborn Interactive Dev Team
2.0.147 MageWorks Update
Spell empowering is now functional
Bug Fixes
Update Notes 2.0.145
Fixed a bug in the tutorial that could break progression
Performance improvements
Testing some gameplay layout changes in the exploration maps
Update 2.0.144
Improved tutorial flow
Performance improvements
Bug fixes
October Update 2.0.143
Improved performance
Bug Fixes
Some environments have been slightly redesigned to improve gameplay
2.0.135.1 New UX Implementation
Now in the process of pushing the new UX design to the live channels for play.
New Tutorial
New Hub
5 of 25 unlockable spells available to discover
New crafting guidance in workshop at shaping station
They Make Great Pets
Players can cast six different types of magic in MageWorks. Beyond the different schools of magic, there are also five different types of magic to cast. A 'Bolt' spell is a single ranged shot. A 'Snare' spell will root an enemy. A melee spell is a short ranged high mana - high damage spell. A shield spell protects players from incoming aggressors and projectiles. Last but not least, players can summon pets! Each spell class has their own pet to summon and reflects the type of environment they came from.
So, why should I summon a pet in MageWorks?
Pets are designed to allow players to take on more than they can usually handle in spell combat. Pets can tank a distant enemy that a player might not be able to get to. They can add that extra firepower when enemies don't seem to drop. And they can keep you company either at home in their summoning throne over at the spell library, or while out exploring looking for new spells to discover.
This game is a work in progress, so what can I expect next for my pet?
The beginnings of a customization system is in the works that will put pets in more of a central role. With cosmetic armor additions in production, players will be able to adorn their pets with various items to make their pet experience unique, create a more compelling emotional commitment to their pet, and to add that extra element of fun to their creation with 3d printing! While players can now print their staff creations from one side of their mage hub, players will also be able to 3d print their pet to hold their staff in reality :)
Thanks for checking out MageWorks and feel free to reach out with any questions, comments or criticism as the development continues.