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Genre: Indie

Spellsworn

Thanks for 2017!



Hey everyone!

Hope you're enjoying the festive season with Meteor-ic amounts of food, drink, and fun (as much as you can have without the playdate, anyway)!

Before we say a fond farewell to the year gone by, from all of us at Frogsong Studios, we'd like to wish you and yours a Happy and Prosperous New Year. Thank you for your support during 2017 and we look forward to meeting you in the arena in 2018!

As a thank you, please enjoy this wallpaper created by our wonderful, Jonathan.


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Thank you once again, one and all, and we look forward too seeing you in 2018! <3

Frogsong Studios

Patch 0.0.9.5 - Yule Again



Hey everyone,

Time to gear up for the Holiday Festivities - IT’S YULE AGAIN!

To celebrate this merry, Frostbolt-filled season, we’ve sprinkled some snow, wrapped the chests and decked the arenas with boughs of holly.

Until January 10th, each of the maps in Spellsworn will have some Yuletide spirit added to them. Be sure to check it out before the festivities end.

In addition, we’ve also rolled out some optimisations and bug fixes - check the full naughty and nice list below:



Spellsworn Christmas Event:

  • Added the Yuletide spirit to each of the maps.
  • Added Festive skin to chests.


General:

  • Added button to toggle on or off the chat sound alert.
  • Optimized the Spellshop.
  • Optimized the Inventory screen.
  • Optimized Gravity pull effect.
  • Some general UI optimizations to reduce CPU usage.


Music:

  • Updated game music on Cauldron and The Clearing.


Fixes:

  • Bots no longer try to avoid their own Chakrams and Crescents using Phase Shift or Reflection spells.
  • The score panel can now properly display scores above 999 without clipping.
  • The gold indicator no longer clips when above 99.
  • Fixed casting decals for spells that use charges.
  • Fixed Crescent decal visual error.
  • Fixed issue causing Windwalk clones to get stuck in the center area of Codex.
  • Bot masks should no longer render ground decals.
  • Frostbolt is now correctly rotated when being reflected.
  • The Team Mode scoreboard should now always display the correct combined team score.
  • Time Anchor should no longer visually lag for clients when the spell is reversing the player position.
  • Level 3 Lightning Strikes are now properly despawned when a new round is starting.
  • Fixed bug causing player knockback not resetting when a new round is starting.
  • Fixed bug when swapping from spectator to player while in the lobby.
  • Spectators should no longer take a team color unless they join as a player.
  • Players and Bots should now always stop moving during the round victory animation.
  • You can now see the in-game chat during the victory animation.
  • Host should now always be able to use Level 3 Energy Shield properly.
  • Fixed crash that could occur when a new round was starting up.
  • Fixed character positioning error that could occur in the match summary screen.
  • Fixed error that would cause flickering of skins in the match summary screen.
  • Fixed error with the spellcasting queue system.
  • Fixed a bug inside the spell re-trigger system.
  • Fixed error causing you not being able to see the blink tooltip in the spellshop.
  • The settings menus are no longer click-through, so you can't accidentally kick players while changing settings as a host.
  • Fixed bug causing you to not get awarded with Rounds Won in the match summary screen.
  • Counterpulse is no longer always smartcast at level 1.
  • Removed some UI clipping in the winning round sequence.
  • Removed some UI clipping in the match summary scoreboard.
  • Fixed crash that could when a round was ending.




We hope you join us in the celebrations and don’t forget let us know what you think! Don’t forget to send us your festive greetings in the comments below and on Twitter, Facebook, Reddit or the Spellsworn Fan Community on Discord!

‘Til next time!

November 2017 Devlog


Wow... Take a look at that view...

Salutations!

We’ve been really busy the past few months and would like to apologize for our lack of visible updates and devlogs. We know it sucks when developers go silent for long periods, so in the spirit of transparency, we’d like to share some insight into our studio and what’s been going on!



In case you were unaware, Frogsong Studios is a very small indie team. Between the founders, employees, administrators, and contractors, we’re still only ten people. In order to keep the team together, we sometimes take on outsourcing contracts from other studios and companies. It pays the bills and keeps the lights on for Spellsworn, but obviously it takes away time and people away from development. This is one of the biggest reasons Spellsworn has taken several years to make! Some of our team haven’t actually been able to work on Spellsworn at all for the past few years, which really sucks!

Over the last few months, we’ve been working hard on a couple of awesome outsourcing contracts; awesome in the sense that we’re slowly starting to build up a stable economy in order to push Spellsworn towards release, while at the same time looking at ways to market Spellsworn to bring in players for the full launch. As you might have noticed from last week’s update, part of the team is already back on Spellsworn and are busy wrapping it up!

Another huge milestone for us as a studio is that we now have our own office! Until some months ago, all of our development was done off-site at home. While that works for some people, having a place where we can work together has made a world of difference for efficiency and morale! A couple of us are still away on contract work, but just as we’ve been securing funds for Frogsong, we’ve also slowly but steadily been bringing everyone home.



This new work space has been provided to us by MINC, an incubator in Malmö. We’ve been working with them for several months now and they’ve been providing us with great feedback, networking opportunities and, of course, help with the businessy stuff that we’ve been sorely lacking. This has been a massive boo, especially for us moving towards taking the company and Spellsworn all the way!



So that’s a wrap! We’d like to thank you for your patience over the last few months during our radio silence. We’ve big things on the horizon for Spellsworn that we hope will bring in a lot more players. Moreover, we plan to work hard to bring it to full release - we’ve been at this for several years and we’re finally in a position to set sail with it!

Don't forget that you can keep up-to-date with us via Twitter, Facebook, Reddit or the Spellsworn Fan Community on Discord!

Cheers everyone, and stay tuned for more updates!



Jonathan Gard
Artist and Founder of Frogsong Studios

Patch 0.0.9.4 - Advent-ure



Hello everyone!

It’s certainly been a while! We’ve been hard at work at several other projects, which we hope to discuss more about in the coming weeks, but it’s with great pleasure that we’re returning to work on Spellsworn. With that in mind, we’re delighted to announce Patch 0.0.9.4, bringing several fixes and quality of life tweaks.

Without further ado, let’s get right into it!



General:



  • Added new art for the player level and paragon level in the scoreboard.
  • Enabled spell queueing while using spells like Side Step and Phase Shift.
  • The game now zooms in on AI if they are the best performing player still alive in a team game - this is based on score for that round.
  • The AI now tries to aim their Energy Shields towards threats at rank 3/
  • Reworked the Vicory Screen win round sequence with new GUI and more information about the MVP/
  • Tweaked all lava melt values to slightly speed up the game.


Fixes:



  • Fixed scoreboard layout errors in team mode.
  • Fixed crash that could occur when joining a game.
  • Fixed a bug causing Windwalk clones not to despawn when a new round is starting.
  • Gravity Orb should now be less laggy when playing on higher ping.
  • Players should no longer spawn on top of one another when returning to the lobby from a match.
  • Shock is no longer duplicated on levels 1 and 2 of Dimension Gate.
  • Level 1 Shock is now duplicated on level 3 Dimension Gate.
  • The Charge ability no longer has its level 2 and 3 benefits swapped.
  • Updated UI tooltips in the Server Selection.
  • Dimension Gates now ignores the player Windwalk effect.
  • All players should now select the same MVP after each round in team mode.
  • Fixed crash when returning to lobby after finishing a game.
  • Bots no longer cast Magic Missile while it is on cooldown at round start.
  • Spells that are purchased by Auto-buy function (activated if no spells are purchased in Round 1) now also has cooldown at round start.
  • Fixed a bug with Phase Shift retrigger functionality.
  • Fixed some spell tooltip errors/
  • Fixed broken titles when above level 23 while in the lobby.



Thank you for your patience and support, as always, and we look forward to seeing you in the Arena. To keep up-to-date on all things Spellsworn, or to tell us how much fun you’re having, don’t forget to check us out on Facebook, Twitter, and Reddit!

‘Til next time!

Patch Notes - 0.0.9.3



Hey everyone!

Hope the summer has been going well for you!

We've just rolled out a new patch for Spellsworn, bringing some more Spell tweaks and some changes to the progression system in game. Here's the full changelog.



Bugfixes




  • Gravity cooldown indicator no longer has an excessive amount of decimals displayed.
  • The shop spell icons should be correctly positioned when opening the shop during the first shop phase.
  • Meteor shrapnel should no longer have zones at the middle of some maps where it cannot be destroyed.
  • Fixed crash occuring when loading Steam avatars.
  • Fixed issue with the lobby menu map settings not being synced to joining players.
  • Frostbolt no longer uses the old ground decals as it should only use the snowstorm effect on rank 2 and 3.
  • Fixed issue causing the end game stats screen to sometimes not load any stats.
  • Death animation should now be properly played on death.


Features



  • Energy Shield rework:
    - The shield now has the same size on all levels.
    - Level 2: The shield is now attached to the player
    - Level 3: The shield is now aimed towards the mouse.
  • Chain Hook rework:
    - Level 1: Destroyed at max distance
    - Level 2: Returns towards the player instead of destroyed
    - Level 3: Retrigger attaches hook to ground instead of being destroyed.
  • Meteor max range has been reduced to 1600 to be more in line with the range of the other spells.
  • When winning, your character stops running and the camera zooms in on you.
  • Added sound notification to chat message.
  • Homing is now colored based upon its current owner’s team.
  • Bouncer is now colored based upon its current owners team.
  • Baby-Pillars now uses a new mesh instead of just looking like a smaller Rock-Pillar.
  • Frostbolt no longer explodes when reaching the clicked position on level 1.
  • Acid pool now fades out over half a second instead of disappearing instantly after spell has ended.
  • Counterpulse is now always on smartcast on level 1 (as it cannot be aimed at this level).
  • Added experience award for each round played in a game.
  • Slightly buffed other experience awards.
  • Changed the player experience curve to increase over 22 levels where it flattens and stays with the same experience required.
  • Added paragon levels above the current maximum level that go on forever.



On a closing note, myself and our Marketing Coordinator, Chris, will be attending Gamescom from August 22nd to August 24th along with the Swedish Game Arena! If you're there, be sure to stop over and say hi!

As always, let us know what you think of the new changes in the comments below and on Twitter, Facebook, Reddit or the Spellsworn Fan Community on Discord!


See ya!
Stefan Jonnson
Designer and Founder of Frogsong Studios

Patch notes 0.0.9.2

Tweaks


<*>Increased speed gain for Speed Boost level 2/3 from 40/20 to 20/10.
<*>Lockdown now works against Chain Hook and Gravity.
<*>Fixed errors in the Counter Pulse tooltip.
<*>Doubled the Meteor shrapnel explosion radius.
<*>Homing level 2 and 3 explosion sound lowered.
<*>Bouncer now prioritizes static objects with the same priority as friendly units on level 3.

Bugfixes


<*>Autobuy now works again if you have not bought any spells before the round begins.
<*>Hotjoin should now place the joining player into the correct team.
<*>Tooltips should no longer randomly get stuck.
<*>Fixed bug causing Dimension Gate to get a white spell icon.
<*>Fixed reflect bug with Shock and Energy Shield.

Patch 0.0.9.1 - Spelling Change!

Hello everyone! It’s been awhile since our last update, but not without good reason!




First off, we’ve completely overhauled the spell upgrade system. Before, each spell got slightly better with each upgrade, which, while functional, wasn’t very interesting. Instead, we’ve had a lot (a LOT) of design discussions and the end result is that now, each spell gains new functionality with each upgrade!

For instance, upgrading the Chain Hook gives you the ability to hook enemies to objects instead of yourself, and upgrading Wind Walk will spawn a wizard decoy while you turn invisible! In other words, each upgrade for each spell is almost an entire new spell in itself!

Aside from that, we’ve also added a couple of new things. There’s a new spell called Side Step, we’ve added immolate as a permanent spell that every player has, and we’ve made some big changes to the spell shop to give you more information about each spell. Add hundreds of tweaks to each spell, improving some, nerfing some to account for the new upgrades, making all of them more interesting and (hopefully) more balanced, and you have this week’s update!



Spell Overhaul



General changes

  • All spells have been modified, with new features being added to their upgrades. Almost all spells have had their stats tweaked.
  • The spell descriptions have been updated to reflect these changes and you can check the new stats and descriptions for each spell in the in-game spell shop.
  • Changed Immolate into a base spell that all players have by default. This spell cannot be bought, sold or upgraded, though it can be rebound to any of the spellcasting keys.
  • Removed the Melee category.
  • Removed Punch spell due to the removal of the Melee category.


Offensive

  • Bouncer - At rank 3, bouncer will now target Static objects if no valid player target was found.
  • Chakram - At rank 2 and 3, this spell will refund cooldown based on the number of bounces left if caught by the player.
  • Crescent - At rank 1, Crescent now only has 180 degrees flight, rank 2 has 360 degrees and rank 3 now shoots 2 birds instead of 1.
  • Fireball - At rank 2 and 3, this spell will now grow over its flight increasing AOE, Knockback, and Damage.
  • Frostbolt - At rank 2, Frostbolt now leaves a patch of ice on hit that continues to slow players inside of it. Rank 3 now also leaves a trail of frost in its flight path.
  • Homing - At rank 2 and 3 Homing Missiles will now stop and explode after a short duration if they reaches their max flight distance.
  • Magic Missile - Rank 2 and 3 now have increased charges, letting the player shoot a barrage of Magic Missiles.
  • Shock - At rank 2 and 3, shock now pierces objects (does not pierce players) hitting players behind them, but with a damage and knockback reduction for each object pierced.


Defensive

  • Counter Pulse - You can no longer aim at rank 1, rank 2 is now aimable, rank 3 now increases the projectile speed when rebounded.
  • Energy Shield - Rank 1 shield size has been reduced and Energy Shield increases in width depending on the spell rank.
  • Phase Shift - Rank 2 and 3 refund cooldown based on the duration left of the spell if it is canceled early.
  • Rock Pillar - Rank 2 and 3 can now be recast within 5 seconds to spawn baby pillars.
  • Time Anchor - Rank 1 is now visible for all players, rank 2 is now hidden for all enemy players, At rank 3, Time Anchor can be retriggered to instantly return to the anchor position before the spell ends.
  • Windwalk - This spell is now moved to the Defensive Category. Rank 2 now spawns a decoy of the player and, at rank 3, the decoy will continue running instead of standing still. It is instantly destroyed when hit with a spell.
  • Lockdown - This spell is now moved to the Defensive Category. This spell now gives you 100% knockback immunity instead of having chains holding you to the ground. At rank 2 and 3, you can now slowly move during the spell.


Area

  • Lighting Strike - Rank 2 now fires an additional projectile. At rank 3, the second projectile will try to automatically hit a nearby enemy.
  • Meteor - Rank 2 and 3 will now spawn Shrapnel shooting out of the meteor’s side after ground impact, damaging nearby enemies on hit.
  • Acid Pool - At rank 2 and 3, Acid Pool will now grow during the spell's duration.


Utility

  • Chain Hook - Now breaks if the target is damaged, rank 2 chain hook can be reactivated to attach it to the ground instead of yourself. At rank 3, you can throw the attachment a short distance.
  • Dimension Gate - Reworked and moved to the Utility Category. Only projectiles can pass through the Dimension Gate now. Rank 3 Dimension Gates duplicates the spells instead of teleports them.
  • Gravity - Rank 2 and 3 can be reactivated with a small reactivation cooldown to temporarily increase the pull area and strength for a short duration.
  • Speed Boost - Rank 2 and 3 will now get faster depending on how much damage the caster takes during the speed boost.
  • Fetch - Rank 2 now covers a larger area, Rank 3 now slows everything within this area before the teleportation.


Travel

  • Blink - Rank 2 and 3 gives the player a knockback reduction buff for a short period after the blink.
  • Charge - Rank 2 will no longer get destroyed after hitting a player but keep on going, Rank 3 will now also pierce static objects making travel a lot easier to do.
  • Swapball - Rank 1 will now swap on projectile hit, rank 2 will now ignore projectile collision, rank 3 will no longer get destroyed on player hit (but still swap!)
  • Added new spell: Side Step - Using several small dashes, you move across the battlefield.


New Spell: Side Step!

Features

  • Added Main Menu button to the Match Summary screen
  • Players connecting via hotjoin should no longer have duplicated old particles and decals on the ground
  • Added more stats to the Match Summary screen.
    The Item Reward window in the Match Summary no longer automatically closes.
  • Added new icons for all spells that have a retrigger effect.
  • New music to the Main Menu & Lobby screens.
  • Updated shop UI by centering all the spells.
  • Updated casting decals for all the spells in the game.
  • [Bots now care about Line of Sight when shooting.
  • Updated the particle effects on almost all of the reworked spells.
  • Updated the tooltips to be visually easier to read with the new rank specific changes.
  • Updated spell tooltips for all the spells.


Bugfixes

  • Fixed a crash when accessing your inventory with bad timing.
  • Fixed scoreboard sorting bug.
  • Fixed crash for people connecting while someone's Windwalk effect was ending at the same time.
  • Fixed client spell animation bugs
  • Fixed issue causing bots to stop upgrading their spells.
  • Bugfix to chat scrolling
  • Bugfix for gravity for clients that have a poor connection to the server.
  • Fixed issue with temporary effects like frostbolt slow not being removed properly.
  • Fixed another crash in Windwalk
  • Fixed bug where players would receive the incorrect score for killing an enemy player.
  • Fixed bug where a player could get visually stuck in windwalk for other players.
  • Fixed bug where fetch could place a player slightly under the floor.




Studio News



Outside of the game, we’ve also had a busy time: we’ve got our first office! We’ve been accepted to the Malmö-based game incubator program MINC Game, and through their program, we’ve got a small office and a lot of professional assistance for our studio management! Currently, they’re helping us put together a roadmap for Spellsworn and looking into possible investors and publishers, as well as ways to get more players, and whether Spellsworn should be Free-to-Play (with exclusive bonuses for those who purchased the game prior to release) leaving Early Access.

So, as you can see, there’s been much going on and we’ve a long road still ahead. That said, we’re super excited about what’s to come and are delighted to be bringing this extensive patch to you!

Thanks as always for your patience, kind words, and support and let us know what you think of the new changes in the comments below and on Twitter, Facebook, Reddit or the Spellsworn Fan Community on Discord!



Peace!
Jonathan Gard
Artist and Founder of Frogsong Studios

Patch notes 0.0.9.1

An announcement of our thoughts and additional information regarding this patch will be broadcasted this thursday. Stay tuned!

Patch notes


Mechanic and meta changes

  • Changed Immolate into a base spell that all players have by default. This spell cannot be bought, sold or upgraded.
  • Removed the melee category.
  • Removed Punch spell due to the removal of the melee category.
  • Upgraded the entire spell arsenal. Each spell now evolves as it upgrades.

Spell notes



  • Bouncer - At rank 3 bouncer will now target Static objects if no valid player target was found.

  • Chakram - At rank 2 and 3 this spell will refund cooldown based on the number of bounces left if caught by the player.

  • Crescent - Level 1 now only has 180 degrees flight. Level 2 has 360 degrees, Level 3 now shoots 2 birds in opposite direction instead of 1.

  • Fireball - Level 2 and 3 this spell will now grow over its flight increasing AOE, Knockback and Damage. (subject to change)

  • Frostbolt - Level 2 now leaves a patch of ice on hit that continues to slow players inside of it. Level 3 now also leaves a trail of frost under the frostbolt during its flight.

  • Homing - Level 2 and 3 homing missiles will now stop and explode after a short duration if it reaches its max flight distance.

  • Magic Missile - Level 2 and 3 now have increased charges letting the player shoot a barrage of Magic Missiles.

  • Shock - Level 2 and 3 now pierces, making it able to penetrate and hit targets behind the affected object. A damage and knockback reduction will follow for each object pierced.

  • Counter Pulse - You can no longer aim the incoming spell at Level 1, Level 2 is aimable, Level 3 now increases the projectile speed.

  • Energy Shield - Level 1 shield size has been reduced. This spell now increases in width depending on rank.

  • Phase Shift - Level 2 and 3 now refunds cooldown based on the duration left on the spell if canceled early.

  • Rock Pillar - Level 2 and 3 can now be recast within 5 seconds to spawn baby pillars

  • Time Anchor - Level 1 is now visible for all players, Level 2 is now hidden for all enemy players, Level 3 can now be activated again to cancel the effect early.

  • Windwalk - This spell has been moved to the Defensive Category. Level 2 now spawns a decoy of the player, Level 3 decoy will continue running instead of standing still.

  • Lockdown - This spell has been moved to the Defensive Category. This spell now gives you 100% knockback immunity instead of having chains holding you to the ground. At Level 2 and 3 you can now slowly move during the spell.

  • Lighting Strike - Level 2 now fires an additional projectile. At level 3 the second projectile will try to automatically hit a nearby enemy.

  • Meteor - Level 2 and 3 will now spawn Shrapnel shooting out of the meteors side after explosion damaging nearby enemies on hit.

  • Acid Pool - Level 2 and 3 will now grow during the spell's duration.

  • Chain Hook - Now breaks if the target gets damaged, Level 2 chain hook can be reactivated to attach it to the ground instead of yourself. Level 3 you can throw the attachment a short distance.

  • Dimension Gate - Reworked and moved to the Utility Category. Only projectiles can pass through the Dimension Gate now. Level 3 Dimension Gates duplicates the spells instead of teleports them.

  • Gravity - Level 2 and 3 can be reactivated with a small reactivation cooldown to increase the pull area and strength for a short duration.

  • Speed Boost - Level 2 and 3 will now get faster depending on how much damage the caster takes during the speed boost.

  • Fetch - Level 2 now covers a larger area, Level 3 now slows everything within this area before the teleportation.

  • Blink - Level 2 and 3 gives the player a knockback reduction buff for a short period after the blink.

  • Charge - Level 2 will no longer get destroyed after hitting a player but keep on going, Level 3 will now also pierce static objects making travel a lot easier to do.

  • Swapball - Level 1 will now swap on projectile hit, Level 2 will now ignore projectile collision, Level 3 will no longer get destroyed on player hit (but still swap!)

  • NEW SPELL: Side Step - Using several small dashes you move across the battlefield.


Tweaks


During the spell overhaul almost all spells have had their stats tweaked. You can check those out in the ingame spell shop.

New features and bugfixes



Features

  • Added MainMenu button in the Match Summary screen
  • Players connecting via hotjoin should no longer have duplicated old particles and decals on the ground
  • Added more stats to the Match Summary screen.
  • The Item Reward window in the match summary no longer automatically closes.
  • Added new icons for all spells that has an retrigger effect.
  • New music to the Main Menu & Lobby screens.
  • Updated shop UI by centering all the spells.
  • Updated casting decals for all the spells in the game.
  • Bots now cares about Line of Sight when shooting
  • Updated the particle effects on almost all the reworked spells.
  • Updated the tooltips to be visually easier to read with all the new rank specific changes.
  • Updated spell tooltips for all the spells.


Bugfixes

  • Fixed a crash when accessing your inventory with bad timing.
  • Fixed scoreboard sorting bug.
  • Fixed crash for people connecting while someone's Windwalk effect was running out at the same time.
  • Fixed client spell animation bugs
  • Fixed issue causing bots to stop upgrading their spells.
  • Bugfix to chat scrolling
  • Bugfix for gravity for clients that had a really bad connection to the server.
  • Fixed issue with temporary effects like frostbolt slow not being removed properly.
  • Fixed another crash in Windwalk
  • Fixed bug where you would get the incorrect score for killing an enemy player.
  • Fixed bug where a player could get visually stuck in windwalk for other players.
  • Fixed bug where fetch could place a player slightly under the floor.


Please don't hesitate provide feedback, it's very much appreciated and we're always listening!

Patch 0.9 - Refactoring!



Hello there!

Great to see you again! With most of our artists captured on other projects, this update is mostly some programming magic, from optimizing old code for future implementations, small tweaks and bug fixes. We hope you find the changes spellbinding!



Change Log



[B]Features[/B]

  • Scoreboard has been polished and should now be more distinct in Team Mode.
  • Added a Recent Players button to the main menu and lobby menu.
  • Password prompt is now default in focus, so you can enter it in immediately.
  • Updated Bots behaviour to sidestep chain hooks.
  • Anti-speedhack.


[B]Fixes[/B]

  • You no longer spawn too far above ground when replacing bots in the shop phase.
  • Scoreboard should now correctly sort the teams during Team Mode matches.
  • You no longer get both a Kill and an Assist on solo kills.
  • Main menu and Lobby FPS are no longer uncapped when you apply any graphics setting.
  • Password no longer gets cleared if it is set via the host screen and not from the lobby settings screen.
  • You can no longer see a "Next Level" higher than the current maximum level in the Match Summary Screen.
  • Resolved bug causing Player to Player knockback sometimes setting both the character's speed to zero.
  • Resolved issue causing Player to Player knockback not rotating the knocked target.
  • Resolved issue causing some characters to hover in the match summary screen


[B]Under The Hood[/B]

  • Cleaned up networking system to make it easier to implement new networked features




In general Frogsong news, things are chugging along. We have very exciting things in the pipes and opportunities in our sights. We are also very excited for the upcoming release of “Little Nightmares” since Mattias has spent a significant amount of time working on it!
Thank you everyone for your patience and support! You are literally making dreams come true!

Check these places to keep yourself up-to-date with everything Spellsworn
Facebook, Twitter and the Discord channel.

See you soon friends!
(Losing to Bots no longer killing themselves with chainhook)

/Anders (@CannonFood)
-Frogsong Studios

Patch 0.8.9 - Moving along



Greetings traveler!

Our fates once again intertwine, the stars align, and another patch is born. This time the focus has been mostly on network and movement optimization. This patch improves the general movement feel and reduces stuttering when playing with a ping of up to about 150. Fluid motion is no longer the sole luxury of the host!



Change Log



[B]Features[/B]

  • Improved movement networking to work better on high ping servers
  • Smoother movement


[B]Fixes[/B]

  • Bot names & titles in lobby screen are now fixed
  • Gravity orb has a smoother pull effect
  • Lobby settings menu no longer has an apply button (settings apply automatically when changed)
  • Fetch is now properly despawned if the user dies
  • Starting Spellsworn no longer starts Steam VR, if a VR-headset is connected
  • Improved network sync for props when joining mid game.
  • Lobby gold settings now change with increments of 5; max value is now 180
  • Players can no longer get more score than intended for a kill
  • Scoreboard has been reworked to contain more information & provide a nicer visual look
  • Intro splashscreen now has a lower volume
  • Bugfix for replacing bots if “Drop In Replace Bots” is on
  • Drop in is now turned on by default for all servers
  • General network optimizations
  • Added flavour texts for the arenas in the lobby settings screen
  • Tooltips on spellbar no longer has the wrong offset




In general Frogsong news, I have donned my big-boy pants and taken on some contract work at Tarsier studios (The creators of Little Nightmares (!)). This means there’ll be less art for Spellsworn for the upcoming updates. But games don’t need art to be good, right?! And we already have a rock pillar in the game, what more could you want?!
But it’s not all doom and gloom - we have some BIG stuff planned for the coming months, so get hyped!

Check these places to keep yourself up-to-date with everything Spellsworn
Facebook, Twitter and the Discord channel.

Until next time, friends!
(Drawing fanart of rock pillars)

/Anders (@CannonFood)
-Frogsong Studios