Introducing the Warden’s Will Roadmap - Post Release Update #3
Hello Wardens! We have been hard at work addressing your feedback and continuing to improve Warden’s Will. Today, we are excited to share a massive update, including recent changes and the unveiling of our Roadmap, which provides a glimpse into the future of the game.
Recent Updates Here is what is new and improved in this patch:
- Levels now unlock upon entry, allowing you to play them in any order during future runs - Deactivate level hazards by shooting at them - Augments UI has changed from icons to text for improved clarity - Crystal buffs are now displayed on the HUD - D4_Sher is immune to damage during 'Explosive Trailstring (E)' ability - Bits are now kept after reviving - Byte Chests are now free and greater in number - Damage numbers have been scaled to properly display damage buffs - Damage numbers visuals have been improved - Sound compression has been enhanced for improved audio quality - Transmitters now require less data and load faster - Electrilance continuous heat reduction bug has been fixed - Overheat Augments have been removed until reworked for a better alternative - Balancing updates - Art and shader improvements - Settings screen fixes
THE ROADMAP We are excited to reveal our future plans, which are divided into three key steps:
Step One Fixing reported bugs and addressing major pain points raised by the community
Step Two Introducing highly requested features, including looping runs, new enemies, augment improvements, difficulty settings, and various gameplay improvements
Step Three Expanding replayability with new game modes, bosses, enemies, improvements to the augment system, and some other crazy ideas that we will test with our testers
The outlined steps are provisional and may be modified based on various factors, including community feedback.
“Warden Protocol Community Program” - Join the Playtests
We are also excited to announce our new community program “Warden Protocol”
This is your chance to shape the future of Warden’s Will by testing new features and updates before they are released. There are two levels of testers, each with its own exclusive rewards.
Everyone can join the playtests. Here is how you can do it:
Abilities in Boss Fights and Faster Progress - Post-Release Update #1
First, we want to thank each and every one of you for playing Warden’s Will and providing your feedback on launch day. Your enthusiasm and thoughts mean the world to us!
In response to your feedback, we worked tirelessly to address two key areas to enhance your experience, even just hours after release:
Abilities Enabled During Boss Fights
Movement and attack abilities are now fully enabled during boss fights! We understand that movement is a core element of Warden’s Will, and we want you to enjoy the fluidity of the gameplay rather than feel restricted. (We’ll keep fine-tuning and balancing to ensure the best experience!)
Faster Progress for Unlocking Wardens & Weapons
Many of you mentioned that the progression for unlocking Wardens and weapons felt a bit too slow. To address this, we reduced unlock costs and increased the rewarded currency. These changes will make it easier and faster for you to unlock and upgrade your favorite Wardens and weapons.
We’re working tirelessly to make Warden’s Will the best it can be. Stay tuned for more updates!
A variety of new augments have been fully implemented, featuring unique abilities and triggers to enhance build diversity.
Level Expansions
Levels 4 and 5 are now live, complete with environmental hazards and detailed assets for a richer experience.
Dynamic Difficulty Scaling
Enemy and boss difficulty now scales dynamically based on player count and co-op progression, ensuring a balanced challenge.
General Fixes
Added a slow-motion effect after game over for a smoother transition to the stats screen.
Fixed a bug causing crystals to fail to explode properly in multiplayer sessions.
Addressed multiple alignment issues with portals and animations.
Updated key art, splash screens, and game logos on the main menu.
Lobby Improvements
Refined platform designs and polished the overall structure.
Disabled ability cooldowns in the lobby to facilitate uninterrupted pre-game preparation.
Enemy Behavior
Enhanced AI attack token distribution for more strategic enemy behavior.
Increased difficulty by spawning stronger enemies when median level times are exceeded.
Boss Updates
Reduced HP for the first two bosses to ease early-game progression.
Added cinematic intro sequences for all boss encounters.
Fixed an issue where the final boss could become invulnerable under certain conditions.
Weapons
Railgun’s secondary ability now works consistently in multiplayer.
Plasmaball secondary can now stack up to six and features a larger area of effect.
Reworked Longinus for better balance and usability.
Abilities
Resolved persistent Trailstring particle effects appearing after player deaths.
Augments
Adjusted Arcbolt and Rocket augment values to reduce overpowered damage.
Rebalanced augment rarities: early-game features fewer high-tier augments, while late-game has increased blue and yellow drops.
Improved augment functionality in multiplayer sessions.
Fixed issues with augments not displaying or functioning correctly after purchase.
Loot and Economy
Rebalanced the in-game economy for smoother progression.
Installers now become rarer in later stages, while upgraders appear more frequently.
Multiplayer Fixes
Fixed synchronization issues affecting enemy visibility and crystal spawns.
Resolved animation and sound glitches for most abilities in multiplayer.
Ensured HUD elements display consistently after reboots and transitions.
UI/UX Enhancements
Introduced new tutorials and improved existing ones.
Added a "Reset Save" button in the options menu with a hold-confirmation dialog.
Updated interactable nameplates for accuracy.
Fixed augment icon display issues in multiplayer.
Improved multiplayer UI button functionality to prevent redundant or invalid actions.
Level Fixes
Fixed transmitter animations and aura alignment for hosts and clients.
Addressed client spawn location issues across multiple levels.
Balanced marker placements for improved visual clarity.
Enhanced lava shaders in Levels 4 and 5 for greater environmental immersion.
Updated crystal explosion effects to align with crystal types and sizes.
Sound Improvements
Adjusted sound attenuation and settings across various effects.
Balanced SFX volumes for Leaper’s skills, Cryoflare secondary, and Howitzer pre-fire.
Resolved duplicate SFX issues for dashes and other multiplayer interactions.
Music
Music now syncs properly across clients during gameplay.
Fixed lobby music playback issues for clients in Level 2.
Warden's Will will be available today!
Are you ready, Wardens?
Warden's Will - Upcoming Changes
Hello Wardens!
The full release of Warden’s Will is almost here, so we wanted to give you a small sneak peek of what’s going to be arriving on January 8th! The feedback you gave us during the playtests helped with this immensely, and we’re grateful for all your help. Warden’s Will wouldn’t be what it is today without your support!
But enough talking, let’s get to the changes! Just don’t forget to wishlist the game!
New Augments: We’ve added a lot of new augments to the game to enhance the build variety! Some of them include unique abilities and triggers, making the gameplay much more versatile when you find one.
Level Expansions: We’ve fully updated levels 4 and 5 of the game with new looks, hazards, and environments. We can’t wait for you to see them in all their glory!
Dynamic Difficulty Scaling: We want this game to be fun and challenging no matter the number of players, so we’re introducing dynamic difficulty scaling in the full release, which will account for the number of players in the lobby!
Enemy Behavior:
We’ve improved the enemy AI, so outsmarting the toughest of them can be a bit tougher! We’ve also updated the enemy spawning system, so tougher enemies are more likely to spawn, the more time you spend on the level. Prepare for a challenge!
We’ve reworked some of the bosses based on your feedback. For example, we’ve toned down the health pools of the starting bosses to positively impact the early-game progression, and we’ve also updated the Final boss fight to exclude the invincibility windows it previously had, which were a point of frustration for some of our players during the playtests!
And, of course, there’s more flare - we’ve added cinematic intro sequences for all boss fights, and they’re EPIC.
Loot and Economy:
We’ve rebalanced the overall economy and loot spawn logic since some of you noted that during the playtests it was sometimes preferable to stay on the first stage instead of progressing to the next levels. So now you can expect much better loot as you progress through the levels, and you won’t need to farm everything in one place!
These are just some of the things that will be included in the full release of Warden’s Will but we wanted to highlight them to you, Wardens, so you know what to expect from the game and know that your feedback was heard and implemented!
Only a day left until January 8, and we can’t wait for you to try the finished game!
Don't forget to also join our Discord to prepare for the release, find teammates, take part in community events and talk with the developers!
Warden's Will - Coming Soon
This is not a drill, Wardens!
Release Date of Warden's Will will be revealed this Saturday, December 21.
Are you ready?
Don't forget to also join our Discord to prepare for the release, find teammates, take part in community events and talk with the developers!
Second Playtest starts on November 29 - Join us!
Hello Wardens!
We're very excited to invite you to our second closed playtest that will start this on November 29th!
The team has been steadily improving the game since our last playtest, and we can't wait to show you the changes! Click the button below to sign up!
Don't forget to also join our Discord to find teammates, take part in community events and talk with the developers!
Q&A with the Devs #1 - What is Augments?
Greetings, Wardens!
We've just released a Q&A video on our YouTube channel where we answer amazing and thought-provoking questions from our very own Discord server!
Watch it now!
We plan to these videos constantly, and if you want YOUR thrilling question to be answered then simply...
In other news, we wanted to thank everyone who's been playing our closed playtest! We've received a lot of feedback from you and are already preparing for the next one!
Wishlist the game and follow us on socials to make sure you don't miss the announcement!