Hey there guys, after few hard months for everyone, we finally managed to find time and resources to bring back support for our game. We've implemented some new features and we hope we fixed some of the issues reported. Please test it out and be sure to give us feedback!
Heroes adjustments and game fixes
Hello gamers,
After reading your reviews and feedbacks on our game, we decided to meke few changes. First of all, we have changed order of unlocking heroes. Few of you had problem starting the game as Wizard so now starting hero is Gunslinger, after that you can unlock other heroes. Also, we have adjusted few achievements, so now you can unlock heroes easier. For you that had already completed achievements everything will stay the same. After that we made few changes in enemy logic, adjusted health, demage and spawn logic, to make game even more dynamic. Also fixed a most of the bugs you reported.
Happy gaming!!! Software Wolf Studio game dev Team
Quick fix and New mode
Hello all,
After few of your feedbacks we figured out that maybe, but maybe our game is to hard for you regular mortals. :D So we decided to make it easier for you, now you can play a STANDARD mode to enjoy the game or a MASTER mode to prove that you are a Master protector of the realms!
Also, we have made some changes in enemy health and XP values to make gameplay smoother!
Happy playing, MR:O Team
Early Access Update 1.2
Hello everyone, after a few months of hard work we are ready to share with you our work. We had done a lot of gameplay improvements and optimisations, also there are big changes in map design logic. Without further delay, here is a list of changes we have implemented in patch 1.2 Also we would like to inform you that this is going to be the last patch in early access and that full release is going to happen sometimes next month. Because of that we would like you to share with us your thoughts about the new mechanics and systems we are introducing.
Heroes and upgrade System
We had completely changed the upgrade system for our heroes. Now you start with just the basic attack, and while progressing through the game you are collecting experience points which can be used to unlock other spells or upgrade existing. Also there are a lot more ability upgrades which gives the player a lot more customisation to their attack.
Redesigned maps
Maps are now providing different approach to game. They are much shorter now, so the game is more fluid and dynamic. Also we have remade the Terra map and made a lot of changes on the other two maps. You will notice every map is very different now.
UI
UI and the interaction with it changed completely. Now you can interact with the menu with your index finger without any tracing and laser pointing to UI. It gives a new experience and a lot more precision in the interactions.
New Enemies
You will notice a lot of new foes coming from our redesigned portals. We introduce you to a few new enemies, little evil Goblins who will try to blow you up with their explosive devices. Also there are new variations to existing enemies with different abilities.
Full list of new enemies:
New basic mob Orc model
New goblin Kamikaze, mob that will teleport to you and try to blow you up
New goblin Bomber, one who wants to kill you with his bombs.
Reskinned Witch and Dragon with range attack
Experience and leveling
It is so much faster now to acquire experience, new levels and more skill points which can be used on different ability upgrades. You can now make a choice if you want to play with a variety of spells or make one spell ultra powerful..
List of minor changes
Shields don’t have to be charged anymore, they also don't require a button to be held
Heads up display now shows up along with the shield
Shield can now deflect bombs from our Bomber, and use them against other enemies
Using the shield you can hit the dragon in the head and push him off
Tinker has a new ironsight
Tinker’s ultimate back gun now has automatic aiming
Archers Arrow can be lit by the wizards fireball in multiplayer mode
More visible teleport indicator
Our enemies are scaled down in size, and the general proportions have been fixed
And a lot of other gameplay improvements
Things we are working on that can be expected in the full release:
Full UI implementation (main menu still uses the old UI interaction)
In-game Shop
Achievements implementation and extra unlockable skins for Heroes
Redesigned Gunslinger Map
One or Two new maps
Tutorial for every character
New FX and Sounds
Early Access Update 1.1
Update 1.1
New hero
Our watcher is from a futuristic planet.
She is the first female hero in the game.
Basic magic - it is a chargeable laser which damage depends on how much it is charged.
Energy Wall- sets the wall that damage enemies by passing through it.
Turret- You can place the turrets on the map and watch it blast foes
War Machine- An unstoppable maschine armed with the laser and homing missiles also with a drone who helps you in tough situations.
New map
After a lot of testing we decided to change how maps in Magic Realm: Online are designed. We changed design and now there is a lot les points on the map (3-5), but they are now a lot bigger and suitable for moving around with another new feature we implemented, locomotion system. Currently, we changed one map, Archers one, woods, so you can experience new features at full capacity. Other maps rework is in progress and you can expect them really soon. Also the enemy paths are now shorter, so you will need to move more around the map in order to knock them all out
Locomotion system
As we mentioned we had changed a lot of core things in our gameplay. One of them is player moving system. Instead of teleportation between points and free teleportation on point, we implemented locomotion system with special move for every character. It is still in the development, so you may experience a few bugs. Now you can move on your left controller and turn around on right. Also on the right controller you can use the special move ability to swap between points or move on larger distances faster. At the moment Archer and Gunslinger have jumping ability and Wizard and Tinker have some kind of warping move. As we said, it is still in the development, so you can expect few changes there.
UI
Another novelty is the redesigned player UI on player hand, for the indication of health, remaining shield recharge time and experience points. Also we changed few other UI elements and we will continue to implement the new ones.
Enemies
Dark Healer, new orc witch who is responsible for healing her fellow orcs.
Orc-witch now works different, you must kill her first in order to break the shields on the other orcs.
Some Orcs now wear spears that are much faster than axes but easier to dodge, also the axe now flies horizontally and its much harder to dodge. This variety ads more dynamics in moving and dodging projectiles.
New animation for Orcs
Orcs now have few more animations for walking and running. Normally they will walk until the drummer comes out, then they will start running as their speed goes up.
Waves
There are no more lonely Orcs. One more big change is that now Orcs are coming out from the portal in larger formations. There are a lot more Orcs in one wave, but it is easier to kill them since they are not spread out on the map like they used to be. Also the waves are reworked so it matches the new formation system.
New texture for the enemies
Another Orc tribe joined the attacking forces, so now you can see different orcs marching to the gate.
And a lot more gameplay tweaks and fixes...
Coming soon
Gunslinger and Wizard map rework
Heroes upgrade system rework
Various enemy lines tweaks to balance new heroes upgrades
Various gameplay, performance, UI, and other visual content upgrades
Early Access Update 1
Hey guys, the first early access update is out and the biggest changes here are the wizard aim assist and headshot system. We've wanted to make the wizard easier to play
as it isn't really fun to constantly miss. Fireballs now slightly home towards enemies if the fireball would miss the enemy by a small amount. You still need to be precise however so don't go
too wild on those fireballs. The headshot system means you can now headshot as the gunslinger or the archer. Many small balances changes have been made to offset the bonus headshot damage.
We'll continue to fine tune the aim assist as we update the game. Oh, and the archer is nerfed so no more endless runs when using him.
- Aim assist system for Wizard's Fireball
- Pause for singleplayer
- Headshot system, headshots deal double damage
- Multiplayer server specification so people know what region you're from
- Archer nerfs:
- Basic attack damage: 15->12
- Head Hunter CD: 11->14
- Head Hunter damage: 30->25
- Head Hunter damage perk bonus damage: 10->7
- Small balance changes to offset the headshot damage bonus:
- Enemies are slightly faster
- More enemies per wave
- Slight adjustments to enemy HP and damage values
- Your current score is now uploaded if you leave the game early
- Separate leaderboards for singleplayer and multiplayer
Early Access is Live Now!
Just to let you guys now that we finally released the EA version of Magic Realm: Online!!!!
End of Alpha
Guys, we just wanted to let you know that this weekend will be the last one for alpha testing. After hard work and a few delays, we finally have a lot of things done, so we decided to release the Early access version in late December. For now we can tell you that you can expect 3 watchers and 3 maps in EA version, an upgrade system, a lot of new enemies and improvements. Also we will have few giveaways, so follow us on our Facebook and Instagram pages, discord, links below, twitter and official site are coming soon. Thanks again to everyone who tested our game!
https://www.facebook.com/softwarewolfvr
https://www.instagram.com/software.wolf
https://discord.gg/DX86an3
Alpha update 3
Hello everyone, long time no see, and to make up for it we have a lot of new updates for you! The goal of this update was enriching the experience with new content and perfecting the main gameplay. There are now endless amounts of waves and we’ve made it so skilled players can really shine, wave difficulty increases slower as the game progresses making it possible to not let any enemies through but very hard. This avoids the situtation of difficulty suddenly increasing to the point where it’s no longer possible to defend the gate even if you play perfectly. Now, without futher ado, here’s a list of changes in this update:
- New character: Gunslinger
- New enemy: Dragon
- New wizard lightning ability: Lightning Orb
- Tutorial level for each character
- Particles remastered: wizard now has new and shiny particles
- Better difficulty curve and endless waves
- Performance optimization
- UI streamlining
Coming up soon:
- First boss: Orc Giant with multiple deadly attacks
This will mark the end of alpha development, after that we will be working on the release version of the game, probably coming in December. Here’s what to expect:
- New map
- New character: Archer
- Visual and gameplay updates to existing enemies
- New enemy: Leaper
- One more enemy (secret for now)
- One more boss (also secret for now)
- In game upgrade system that allows for different builds
- Better steam integration including global leaderboards
- Polishing and balancing if necessary
Follow us on Facebook and Discord for development updates and previews of the upcoming content and don’t forget to leave your feedback, we read through everything you say and it helps us make a better game. Have fun playing Magic Realm!
Magic Realm development team
Alpha update 2
Hey everyone, we're happy to announce that alpha update 2 is now live! The overall goal of this update was to make the game more intuitive to play, more balanced and more enjoyable by removing the annoying stuff (objects blocking line of sight to enemies, making spellcasting more forgiving etc.) and emphasizing the fun stuff. We polished all of our core mechanics and added most of the requested features from our hard working alpha testers' feedback. Thank you all for your feedback so far, we invite you to hang out with us a little longer and let us know if the game feels better to play than it did before. :]
Change log
Wizard:
- Spellcasting is more forgiving
- Added orbs that indicate which spells are available and help with learning the movements
- Fireball gesture changed to swipe right
- Throwing spells are more precise
Teleportation:
- Teleport points now have a 0.75 sec activation charge
- Teleport points now have a small offset when players teleport to them
- Teleportation is now based on your headset location instead of play space center location
- You can now freely teleport around on most points (where there's a lot of space), smaller points can only be occupied by 1 or 2 players
- Teleport points changed visually to make them easier to see
Enemies:
- Orcs are now smarter, they've been reading How To Throw Axes For Dummies
- Fixed flourescent orcs on the daylight map, they've taken neon out of their diet
- New enemy types appear earlier
- Nerfed shielded orc witch quite a bit
General fixes and improvements:
- Added the ability to rotate your character by pressing left or right on the left controller's thumbstick, teleport is now activated by pressing up or down, Oculus teleport is still on the X button
- Added resolution multiplier settings to the settings menu
- Improved performance on most systems
- Added some missing sounds: wave start, enemy walking through door...
- Added some missing particles: spell recognition activated particle
- Moved some annoying objects near teleport points out of the way
Here's a link to our developer's blog post which explains some of these changes in greater detail: https://studio.itcentar.rs/2018/07/09/update-0-2https://studio.itcentar.rs/2018/07/09/update-0-2-is-out/