Rogue Wizards cover
Rogue Wizards screenshot
PC Mac iOS PS4 XONE Switch Steam Gog
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Adventure, Indie

Rogue Wizards

1.0.283 - Damage numbers & selectable tile vision effects

Features & Changes



  • Damage numbers can now be turned on via the "Gameplay" menu
  • 3 vision effects are now available in the "Gameplay" menu, these make the tiles 1) Rise / Fall, 2) Grow / Shrink, and 3) Fade In / Out
  • One more normal difficulty dungeon is always available now after the Ice Rift is complete


http://steamcommunity.com/sharedfiles/filedetails/?id=772602225

1.0.280 - Faster game speed & multiple dungeon difficulties

Features & Changes



  • Dungeons now appear in multiple difficulties, more difficult dungeons yield more magical items at a rate of 15%, 35%, and 50% at each bonus difficulty level
  • Drastically reduced delay between actor actions, this speeds up watching enemies go through combat one after another
  • Added new "Gameplay" settings off the "Home" menu, within it you can further adjust the game speed (movement and combat) from 100% to 150% speed
  • Speed up the animations for singularity and shield other


http://steamcommunity.com/sharedfiles/filedetails/?id=771588881

http://steamcommunity.com/sharedfiles/filedetails/?id=771590195

Rogue Wizards

Rogue Wizards now available for PC/Mac on Steam.

Pax West 2016 is over, thanks everybody for playing the game

Finally back home and unpacked from Pax West. This being the first Pax I've ever been to I didn't quite know what to expect ... and I was absolutely blown away by all the fans, events, staff, booths, and of course the game.



We were part of the Pax Rising area, a selection of 12 games that were hand picked by the Pax organization itself. We couldn't have asked for better placement and were put right in the middle of a ton of big booths in a high traffic area.



It was an absolute blast meeting all you guys at the booth. Lots of new people were able to see and play the game, and we even go to meet a few of the original Kickstarter backers as well.



We're rapidly approaching the PC/Mac launch date later this month on September 27th. Time to get cranking and see what else we can cram into version 1.0!

Heading to Pax West in Seattle September 2-5, 2016

Greetings Wizards,

We're excited to announce that Rogue Wizards will be on the show floor at Pax West in Seattle Washington September 2-5, 2016! If you're going to be at the show stop by our pod in the Pax Rising area. We've never been to Pax as either an exhibitor or a fan ... the show looks like a ton of fun and it'd be great to meet some of you.



Even though much of July has been spent preparing our promotional materials for Pax, that doesn't mean we haven't been able to get some good stuff into the game too. Last week we released into the beta the "Gauntlet" game mode. This option is available when starting a new game and contains only pure dungeon crawl with an ever increasing difficulty and only one life ... ya know, the more traditional game mode for any rogue-lke game :)



In early July we received an anonymous in game feedback item from a Kickstarter backer wanting to see some game stats and something like a high score board to give players something to work towards during replays. With the introduction of the Gauntlet game mode it made a lot of sense to put this in there now but we also decided to do it for all game modes. Now when you beat the story mode or die in any permadeath mode, game stats are displayed on screen and that player may be inducted into the "Hall of Fame" for the current game mode.

Patch Notes: 0.9.3 (249) [Beta]

Major Changes



  • New "Gauntlet" game mode, a hardcore game mode of just pure dungeon crawl
  • Added local "Hall of Fame" high score board for Gauntlet, Story (Normal), and Story (Hard) game modes
  • Quest destinations are now automatically made available via the travel map, there is no need to visit the Inn to inspect and accept quests
  • Level cap effectively removed
  • Story mode progression is now based on dungeon count instead of player XP, it's far easier to balance and ensure players don't level up too fast and miss any content
  • "Magic plasma" style environments are procedurally colored and available in Gauntlet games
  • Sticky Blobs are now called Acid Blobs, and their replicating goo now deals damage instead of haulting movement
  • All Kickstarter backers which have been animated in the game now appear as random NPCs in Gauntlet mode
  • New audio settings UI with music and sound effects volume sliders


Minor Changes



  • Portals to Guild Wizard boss rooms now have plasma effects, unique colors, and a stone dragon skull overlooking the doorway
  • Added custom mouse cursor artwork
  • Vendors now appear in level chains that have only 2 level instances
  • Tutorial tips on/off menu is now in the Home->Settings menu and is no longer a debug only setting.
  • The spell tree is now accessible from the paper doll so you can upgrade spells while in a dungeon
  • Game stats and hall of fame UIs are now automatically presented when completing story mode or upon permadeath
  • Experience bar now set to full when at max level
  • Tempest is now limited to 3 live eggs total and only tosses 1 at a time
  • Increased the egg hatch time
  • Tweaked secondary tooltip selection logic to prefer weapons matching the same handedness (1h vs 1h and 2h vs 2h)
  • Wandering merchants no longer ever refill their inventory and their loot quality has been decreased some
  • Waypoints are no longer usable, but give give players a tutorial when clicked on the first time
  • Overseer wall now does damage
  • AI now better selects randomly between multiple targets for attacks or movement decisions
  • Removed the difficuly settings on quests, they are all generated at a balanced difficulty rank now through the whole storyline


Fixes



  • Fix vampire style enchantments generating at 0 health returned to the user
  • Shields that have enchnatments that give xp when you are damaged no longer do so if the shield blocked all the incoming damage
  • Fixed enemy health bar incorrectly showing empty in some rare cases
  • Fixed a case of not being able to load a portion of some old save game levels
  • Fixed Skeleton Lord raising dead skeletons in locations that were blocked by something else
  • Fixed boss death ceremony camera zooms going to the wrong location when the boss was killed with something that moved him around like singularity or quake
  • Fix Shield Others effects sometimes not showing up from Guardians
  • Fixed NPC conversations happening in dungeons when the entire party is not on the screen

Monsters + Lava + Story Mode

Greetings Wizards,

We'd like to thank all those who have tested the beta so far, your feedback and testing is invaluable to us and the game is getting better every day because of you. Starting in July we'll be adding larger groups of beta players so we can get more testing and feedback in an effort see where we are at and nail down an official release date.

During the last two months in one of our biggest pushes for new content we added 15 new monster variations complete with new artwork skins and totally new unique abilities. The new monsters include:


  1. Fury - teleports enemies near targets
  2. Tempest - lobs eggs that can hatch into monsters or electric fields
  3. Guardian - shields other enemies
  4. Gryphon - causes ice slicks that all actors slide on
  5. Malignancy - 2 moves per turn and explodes when next to targets
  6. Sticky Blob - upon death leaves expanding goo that halts movement for a couple of turns
  7. Aberration - causes hallucinations for a few turns (see monsters that aren't real)
  8. Mystic - heals other enemies
  9. Hellion - summons flying spectral axes which can melee or hurl themselves across the room and explode
  10. Dominator - causes a rock cave in that knocks actors around
  11. Skeleton Lord - enemies that die nearby can be raised as a skeleton
  12. Greedling - treasure goblin that teleports in and has great loot if you can kill him before he escapes
  13. Yeti - charges when clear straight line from a distance and causes knockback on contact
  14. Sasquatch - freezes targets (the old Yeti ability, so not technically new maybe)
  15. Mudslinger - lobs mud missiles that obscure the screen


Below is a screenshot of the Mudslinger enemy, this guy lobs clusters of mud at the player that cause a screen space mud splat which obscures the playfield for a few turns before it falls away.



We've also now completed the last background environment, a firely volcanic valley and it looks super cool with all the animated particles and parallax layers.



Finally, we've put a ton of work into getting the story mode complete and playable. We're proud to annouce now that the entire story is now playable from start to finish. Of course we'll be tuning the difficulty, balance, and progression going forward but just having the whole thing in there is a huge milestone. Below is one of the new battle arenas that have been created for each of the seven Guild Wizard bosses, these wizards also got a couple of new shared abilities for their fight.



Here are some of the recent development highlights, or read the full list of changes on the Spellbind Studios news blog

Major Changes



  • 14 new enemies: Fury, Tempest, Guardian, Gryphon, Malignancy, Sticky Blob, Aberration, Mystic, Hellion, Dominator, Skeleton Lord, Greedling, Sasquatch, Mudslinger
  • Entire game is now playable from start to finish
  • New "Lava" background environment
  • Added Maugris boss
  • Added Hosperak boss with unique background environment of the "Master Rift"
  • New battle arenas for all 8 bosses
  • All Guild Wizard bosses can now teleport, throw a ball of energy, and get 2 actions per turn
  • Added end game cinematic scene and music
  • New music for the 7 Guild Wizard bosses including new victory music after you beat them
  • New music for Hosperak battle


Minor Changes



  • Shield now cheaper but protects less
  • Sentinel defense decreased by 50%
  • Health affix group is now "health minor" and is no longer allowed on body armor
  • Added health major affixes that have 2x the benefit but are only allowed on body armor
  • Decreased the material cost of many spells
  • Decreased singularity damage amount
  • Shield now prevents all forms of knockback
  • Tweaked the colors for all elemental rifts
  • Elemental rifts now contain only monsters from that elemental school
  • Added new portals for the master rifts based on the plasma orb effect
  • Animated title screen
  • Spectral axe now has more health
  • Decrease transmute chance for Anomaly
  • Wizard/Hosperak bosses now drop materials when damaged 60% of the time
  • Golems now have 2 moves per turn
  • Drastically less overall spell points are now awarded
  • Malignancy now has a 20% change to melee attack instead of blow up
  • Followers defense reduced 50%
  • Ice guild wizard attack strength reduced 25%
  • Lance and sword damage decreased slightly
  • Eggs now more likely to hatch monsters
  • Mystic heal amount increased and can now be cast on and from champions


Fixes



  • Fixed being able to place spell runes in the enchantment shrine
  • Fixed spectral axes not dying when their boss owner (or boss ultimate owner) died
  • Fixed Tempest eggs not being destroyed if their owner (or ultimate owner) was a boss when the boss died
  • Fixed infinite loop crash in the Fury "Advance Skill" logic
  • Fixed Maugris quest closing logic so that it is closed when you enter the master rift
  • Fixed blue materials setting a minimap floor color
  • Fixed AIs always attacking the same target when there was another possible target at same range
  • Fixed forgestone UI sizing
  • Fixed spectral axe not attacking
  • Fixed save game corruption when you got over 128 properties


Company



  • Submitted for consideration to be included in the IndieMegabooth at PAX Prime and IndieCade 2016, wish us luck!

Rock Paper Shotgun Preview + April Update

Greetings Wizards,

With a few waves of players now getting into the beta we've been getting a lot of awesome feedback.

We're also starting to see a little buzz from the larger gaming community! John Walker with Rock Paper Shotgun wrote a hands on preview article covering Rogue Wizards and had a lot of great things to say.

" ... a very lovely, well designed dungeon crawling RPG." - Rock Paper Shotgun



Read the full hands on preview article on Rock Paper Shotgun.

Also added this month is the new cosmic enemy called the "Disturbling". These guys can cloak themselves and other enemies turning them completely invisible, so watch out!



One of the most requested features from beta players is that sometimes it's tedious to have to walk all they way back across an already explored map just to open that last chest or get to the exit. We hear you and agree! Now there are waypoint markers distributed through every level, and you can open the map UI at anytime and teleport to any waypoint, entrance, and exit to get back to the action quickly.



Finally, here are some of the development highlights from April or read the full list of changes the Spellbind Studios website.

Major Changes



  • Disturblings now appear in the game and can now cloak themselves and others. Cloaked enemies have a light source and no other visuals, don't make footstep noise, and don't put the game into stepped combat mode. A cloaked enemy that does any action or is attacked is revealed. Items that detect hidden have a chance to reveal cloaked enemies
  • You can now teleport to any previously discovered exit or waypoint via the full map UI
  • Upgrading the Blacksmith, Armory, and Jewler now require an item resource found in the world in addition to a gold payment
  • Followers can now die, when they died they turn into a ball of light that followers the player. After a certain number of turns or using a healing shrine they will be revived automatically.
  • Mouse hovering over enemies and objects is now done with polygon accuracy and ignores when over transparent pixels in those triangles
  • New more stylized in game fonts for everything
  • Gold, keys, and materials are now auto picked up by the player and any followers


Minor Changes



  • Detect hidden is now done with a radius of 3 instead of 1
  • Secondary tooltips now come up a fraction of a second after the primary tooltip, this visual cue helps your brain quickly understand which tooltip is for the target item and which tooltip is the comparison tooltip
  • Secondary tooltip inventory slots are now outlined using the color of the secondary tooltip border to help visually connect the two
  • New artwork for freeze crystals
  • Exploding barrels now do effects at all possible target locations
  • Fixed exploding barrels being ultra deadly to players
  • Thieflings can no longer steal from your equipped weapons
  • Theiflings now have less extra actions per turn (1 extra now) when have stolen goods in their bag
  • Yeti's will no longer try to freeze you if you've been frozen with 4 turns
  • Harpies will no longer try to silence you if you've been silenced within 2 turns
  • Malevolence damage reduced
  • Followers are now healed when the player drinks a health potion
  • Added in world text for healing via potion
  • Added tutorial with dialog when the first follower heal occurs
  • Shield now protects you from yeti freeze
  • Lowered xp and defense modifier boots from 50% to 20%
  • Overseer now casts wall a lot less
  • Better enemy selection so that you see less repeats and instead see stuff you haven't seen in a while
  • Champions now summon one less wave of monsters
  • Tweaked champion scared health thresholds
  • Blob replication chanced reduced to 50% from 75% on damaged
  • All healing shrines now refill over time
  • Health potions can now drop, they have a very low chance to drop most of the time, but if you are low on health and have no more health potions left they chance increased a small amount to try and help you out
  • Reduced the ceiling drop rate of vendor upgrade resources
  • New game trailer with updated content

Beta Starting + March 2016 Dev Update

Greetings Wizards,

If you haven't already, you can follow Rogue Wizards on Steam and add the game to your wishlist.

Spellbind Studios is proud to announce that we are entering into the closed beta period for Rogue Wizards. We'll be adding Kickstarter backers and Humble Bundle pre-order players into the beta bi-weekly over the next few months. When that period is over we'll look into opening the beta up for more players that sign up through the mailing list on our website. It's important for our feedback and testing that we slowly introduce players into the beta and always have a fresh set of new players checking out the game ... so if you don't get your key right away don't worry, it will come in one of the later waves.

During March we've put in a ton of effort into game balance and new monster abilities and the game is playing better than ever. Besides getting ready for the beta, having these new monster mechanics and balance have really helped make a solid demo which we have submitted to IndieCade. Let's hope we get selected for the fall show this year, wish us luck!

Phil has finished the final artwork for the opening scene at the Wayside Inn. We're really loving the dark wood and the warm vibe we get from the visuals of this mini environment.



For one of the new enemy abilities the Harpy can now cast silence on the player and their followers. When silenced the player is unable to equip or cast any spell runes and must rely on only their weapons or wands until the silence spell wears off.



The Overseer enemy also has a new ability that raises a rock wall around the player, completely blocking your movement until you destroy one of the stalagmites blocking the path. It's particularly fun to see this wall interact with the other enemies nearby, sometimes it's helpful to have a barrier between you and a monster and sometimes you want nothing more than to be able to get away quickly but instead find yourself blocked in.



Visit the Spellbind Studios development blog to see the full list of changes.

Major Changes



  • New artwork for the opening Wayside Inn scene
  • Harpy now has the ability to silence targets for 10 turns. Silenced targets cannot equip or cast magic spells.
  • Overseer enemy now has an ability to smack the ground and raise stalagmites surrounding the target
  • Yeti breath attack now freezes the player for 1 turn and yeti now has two moves per normal turn
  • Disturbing now has a bite attack and a magic attack that can turn other enemies invisible
  • Disturblings now have a 50% chance of starting out invisible when spawned


Minor Changes



  • Follower can no longer switch weapons and attack on the same turn
  • Turns are now longer skipped just by opening your inventory, however if you modify any equipped items it
  • will* use a turn when you return to the game field and in world text will appear on your character saying "Equipped"
  • Item buy prices are now displayed in red if you can't afford to buy the item
  • Quests can now be abandoned from the Quest UI off the Town Inn or Backpack UI if the quest is not for the current level and is not a main storyline quest
  • Banish is now an instant skill and works on multiple targets at once within a radius
  • Increased the healing amount from the regroup skill and reduced the cost
  • Fixed comparision selection logic for bows and chakrams to prefer other bows and chakrams before comparing with other ranged weapons (daggers)
  • New art for town intro cinematic taken from in game and character art
  • Added 5 new shields to the game and replaced art on a few of the existing shields
  • Bosses now teleport when they become trapped and have nowhere to move
  • Increased potions in town at supply shop to 4
  • Decreased potion cost
  • Added healing shrines that refill in the boss rooms
  • Champions and Boss quality monsters now summon one more wave of minions
  • Followers now avoid traps and hazards
  • Malevolence fireball now has a lower burn chance and burns for only 2 turns instead of 3
  • Wandering merchants will now always appear somewhere on the next to last level in a dungeon chain (beyond the starter dungeon)
  • After defeating a Guild Wizard boss, the entire player party is now healed and negative status effects are removed
  • Leveling up will now also remove negative modifiers
  • Healing shrines now also remove negative modifiers on your player
  • Bosses and champions now become scared for less turns (down to 5 from 10) at most health threshold events
  • Decreased the credit from item sales for vendor upgrade by -10%
  • Force magic weapon drop in first dungeon after 10 hostile kills with follower and is a chakram or bow
  • Combat affixes for fast and element immunity no longer appear on bosses until 25% through the game
  • Reduced duration of Fire Giant flame from 4-6 to 2-3 turns
  • Malevolence damage reduced
  • Sentinal range reduced by 1
  • Thiefling scared for +2 more turns to a total of 5 turns (keeping in mind they have 3 actions per 1 player turn)
  • Wandering Merchant always now has at least 3 health potions
  • Stalagmite spell range increased by 1
  • Thieflings are no longer allowed to be champions or quest bosses for now (too deadly until tech can be added to tone their summons back)
  • There is now a short cinematic animation when you return to town after completing an elemental rift where the camera zooms to the gem and the Guild Wizard sigil appears around the gem
  • Slightly reduced the sizes of medium and large dungeon levels
  • Reduced upgrade cost of vendors by 25%
  • Skip turn visual feedback is now in world text that appears on the player


Visit the Spellbind Studios development blog to see the full list of changes.

February 2016 Dev Update

Greetings Wizards,

February has been all about magic, and now all 6 elemental magic schools each have 3 spells for a total of 18 complete and working spells that can be learned by the player. We'll certainly still tweak these spells here and there, but having all 18 of them implemented is a huge milestone in terms of content.



Town continues to get a facelift with new artwork pieces and arrangemnts. However, the most signifigant change includes a set of 6 pedastools which light up once the player has liberated the elemental realm from the wizard that was controlling it. Having these markers in town clues players into exactly what the scope of the campaign is from the start and visually shows progress as the player moves through the game.



Finally, we’ve done huge pass on all the story dialog along with NPC cast member changes that allow for a more natural flow through the entire game. Characters now have more interactions and give the player a lot more information about the world, the wizard guild, and the fight against Hosperak.



Visit the Spellbind Studios development blog to see the full list of changes.

Major Changes



  • All 18 spells across 6 schools of magic are now implemented
  • There is now a set of gems in town that fill up over time, when each elemental dungeon is available a gem lights up, and once the boss is defeated his sigil wraps the gem.
  • New Spell: Force of Nature, Launch a directed ball of energy that strikes enemies within X tiles dealing Y as it travels a maximum distance of Z tiles.
  • New Spell: Shield, creates a damage absorbing barrier around the caster and blocks some special attacks
  • New Spell: Ignite, Creates a circle of expanding flame from the caster
  • New spell: Anomaly, Summons a cosmic anomaly that follows you and transmutes enemies into various objects
  • New spell: Boulder, Throw a massive boulder dealing earth damage with a high chance to knock the target back one tile
  • Freeze now summons a small group of clouds that rise up from the ground, snow down, and attempt to freeze any targets below them.
  • Second pass at all dialog is now integrated across all mainline quests
  • The cast of characters for town structures and all quests have been updated to the new story dialog


Minor Changes



  • Fireball no longer has a chance to burn the target if the completely blocked the fireball attack
  • Fixed Albatross doing double damage with its electric field skill (disabled "combat at target" flag in the skill like the players is)
  • Shield now takes 15 elements to cast
  • Stalagmites, Electric Fields, and Sentinels are now saved and therefore exist between save games and level transitions
  • Stalagmites now last for more turns as the spell levels up
  • Steal can now only be executed against players and no longer against followers or summoned sentinel actors
  • Sentinel now tries to summon itself near to the enemy that is furthest away from you
  • Sentinel is now limited to 5 total, when summoning the 6th sentinel, the oldest one will be destroyed
  • Pallom is now found in the first dungeon and returns to Antarit with you
  • Pallom now inhabits the vault in town
  • Alnar now inhabits the supply depot in town
  • The first spell now drops on the last level of the first intro dungeon
  • The player is now automatically transported to the first dungeon after reading the scroll in the Wayside Inn, a portal no longer appears that the player has to walk through


Visit the Spellbind Studios development blog to see the full list of changes.