Wildermyth cover
Wildermyth screenshot
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Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Tactical, Indie

Wildermyth

1.16+549


  • Fixed possible modding security risk
  • Fixed bug where selected Omenroad odes would reset if you switched to a non-challenge campaign
  • Fixed bug where Terror's Talons only worked in A Walk in the Unlight
  • Fixed bug where His One True Knife and the Wraithword Knife could attack diagonally
  • Fixed bug where Gworl Dragonspears could show up as Erklebits
  • Fixed missing French lines when capturing a shadow spirit
  • Fixed missing French A Walk in the Unlight history lines
  • Fixed bug where mindworm immunity didn't work
  • Fixed bug where New Player dialog would get very large on invalid name
  • Fixed bug in editor where Credits Lab would crash
  • Tools: Added Mod Injection content editor page, which allows for injecting json objects into existing json files without needing to overwrite the whole file. Useful for editing objects that are likely to be modified by multiple mods!
  • Tools: Added support for overriding or adding to packed image files, like ui/scale. Images will be copied into the core files if they're placed in a parallel structure to normal unpacked images (e.g. mods/user/myCoolMod/assets/ui/scale/unpacked/myImage.png)
  • Tools: Added DLC_INSTALLED_ARMORSANDSKINS, DLC_INSTALLED_OMENROAD, and MOD_ACTIVE.modId expressions
  • Tools: Wiki links for events and abilities now link to paths of the form "wildermyth.com/wiki/Mods/[modName]/[eventName]"
  • Tools: Added wikiNameOverride field which can be used to specify a different name to be used in the [modName] section of the link
  • Tools: Fixed bug with monster target positions in comic editor

French, Spanish, and Bugfixes

This patch includes completed French and Spanish translations for Omenroad, a good collection of bugfixes, and some small changes.

As we announced, we won't be developing new content, but will continue to support the game and fix bugs.

1.16+543 Omenroad Hotfix

  • French and Spanish Omenroad fully translated!
  • Three new tidings
  • Two additional phases added to music in A Walk in the Unlight final fight
  • Some lines added to A Walk in the Unlight to acknowledge soulmate heroes
  • Can now use entangle on allies that can't be knocked back
  • Added text feedback when Ode to the Unyielding prevents death
  • Adjusted weighting on several tidings
  • Adjusted tongue whip description
  • Various translation adjustments
  • Added a warning message that shows up if the player account has no legacy or legacy backup file, but does have a save game. This is to try and help with an uncommon issue (probably with Steam Cloud?) where the legacy and legacy backup files get deleted for some reason
  • Fixed bug with Overwhelming Monstrosity achievement
  • Fixed bug where non-family heroes were showing up as family
  • Fixed bug where "Save and Quit" option could be chosen in places where "Save" option is disabled, causing unexpected behavior
  • Fixed bug where in-game change notes only showed up in English and Chinese
  • Fixed bug where Terror's Talons could move immune to knockback enemies
  • Fixed bug where legacy locked soulmates or rivals caused weird behavior in A Walk in the Unlight (legacy relationship lock will now be ignored, other than the new lines that were added)
  • Fixed bug where The Glorysword Clayn attack wasn't marked as melee
  • Fixed bug where Omenroad results could be cut off with lots of abilities
  • Fixed bug with Arrow of Anywise cover
  • Fixed several small comic bugs in A Walk in the Unlight
  • Fixed bug where campaigns could get stuck at "Constructing Mission"
  • Fixed bug where Luthin duplicates didn't have correct golden shields
  • Fixed bug where flashcone kills wouldn't increase hero kill counter
  • Fixed bug where Sunglory Spaulders didn't grant additional damage
  • Fixed bug where Omenfry Skillet dealt less damage than intended

A Farewell

Hi, this is Nate Austin, co-owner of Worldwalker Games.

Wildermyth has been a wonderful journey for us, but that journey has now come to an end. We feel proud of what we've accomplished, and lucky to have an incredible team and an amazing community. And it's never fun to bring something to an end, but sadly this is that time.

The Facts


Active development on Wildermyth is complete. We will continue to support the game and fix critical bugs, but don't expect new content, going forward. We will be saying farewell to many of our team members. <3 Worldwalker Games is going into hibernation for now.

What's Not Going Away


This does not, in any way, affect plans to bring Wildermyth to other platforms. We hope to be able to announce more on that fairly soon, but I cannot say more right now.

The Soundtrack Kickstarter is also not affected. Live recordings of the music will be integrated into the game, and made available as a purchasable OST.

French and Spanish translations for Omenroad will be completed.

We will continue to maintain the discord, wiki, social media, support emails, and merch store.

Why, and Why Now?


Wildermyth has been wonderful, but nothing goes on forever. We wanted to ship Omenroad, and having done that, we're ready to move on. This was the plan, and it doesn't have anything to do with how well Omenroad is doing. (It's doing quite well! And we're extremely proud of it, and will continue to support it!)

We're an independent studio, which means we're not answerable to investors. Nobody is shutting us down. We are going into hibernation because we are done with this project.

The Feels


When I started working on this game, um, 11 years ago, I had a bit of a chip on my shoulder. "I'll show them. I'll show them all." It's not there anymore. The last crumbs (is that how it works? What kind of chip is it supposed to be? A wood chip? A tortilla chip?) Well, the last crumbs of that chip were brushed away some time ago. I feel like we contributed something positive to the ongoing conversation of "what can a game be?"

For my part, I feel that we did what we set out to do, and the time has come to move on. I'm very proud to have been a part of a very special team, and a very special game, and I'm hopeful that the game will continue to live on. We have a tremendous community of players and modders, and that's a dream come true. It's been an incredible honor to deliver you Wildermyth, and I thank you for it!

I'm pretty sure we'll eventually find something else to pour our passion into, and we'll let you know about it when the time comes.

1.16+540 Omenroad Hotfix


  • Removed reward timers from The Glorysword Clayn boss fight
  • Fixed crash if hero with Stalwart+ enabled entered Starwing darkness region
  • Fixed bug where The Umbertorch weapon dealt 2 less damage than intended
  • Fixed bug where A Walk in the Unlight crafting could play unintended event
  • Fixed bug where Head Chef "Feed the Fire" didn't check line of sight
  • Fixed bug where after crafting an item, no slot would be selected, which could cause unexpected behavior
  • Fixed bug with Arrow of Anywise and Chain Lightning cover calculations
  • Missing light templates will no longer cause plot to fail (fixed mod issue)

1.16+539 Omenroad Hotfix


  • Phantasmal Step no longer blocks turn end
  • Fixed bug where subtracting an Ode down to zero could still allow that Ode
  • Fixed bug where Abjure "deafened" effect wouldn't actually reduce enemy damage
  • Fixed bug where max enemies killed in one turn wasn't always counted correctly
  • Another fix for Starwing crash bug
  • German translation updates

1.16+538 Omenroad Hotfix


  • Terror's Talons ability now allows moving unit in any direction
  • Added "stunts" to Omenroad results screen
  • Can now click Peril button to make peril and odes screen stay up
  • Can now view character sheets on nodemap by pressing back button on controller
  • Thuuedra Fling ability now always shows on ability bar
  • Adjusted some npcs to not spawn with combat modifiers
  • Wolves can no longer lunge while pinned
  • His One True Knife can now use teleport ability when hidden
  • UI spacing adjustments, especially for smaller resolutions using "Bigger" UI size and translations; improved dialogs include Odes selection, in-game Peril + Odes view, results screen
  • Fixed bug where Wisdom showed Omenroad text in all cases
  • Fixed bug where A Walk in the Unlight page 1 capstone plot heroes could end up with negative health after being maimed
  • Fixed bug where "The Artist" portrait achievement couldn't be unlocked
  • Fixed bug where defeating Malthides wouldn't unlock item and achievement
  • Fixed bug where saving a game during a comic after a choice but before a mission starts would result in an endless "Constructing mission" message on load
  • Fixed bug where Beguiling Fanatic map would end before collecting rewards
  • Fixed bug where ability shrine choice popups showed level up stats
  • Added another fix for Starwing causing a crash
  • Several German and Chinese translation fixes
  • Typo fixes, various comic adjustments

1.16+537 Omenroad Hotfix


  • Fixed bug where Starwing could cause a StackOverflow crash
  • Fixed bug where legacy Omenroad boss weapons weren't carrying over into new campaigns
  • Fixed bug where no unlocked Omenroad boss items would spawn in regular campaigns
  • Fixed bug where getting a Shadow Spirit would cause a crash in German, Spanish, and French
  • Fixed bug where game wouldn't shut down fully if you opened Omenroad Achievements page
  • Spanish translation progress, German and Chinese translation fixes

1.16+536 Omenroad Hotfix


  • Fixed bug where controller input couldn't use Omenroad Gear Upgrade or Relationship shrines
  • Several Translation fixes

Wildermyth: Omenroad is Available NOW!!!

OUR NEW DLC IS AVAILABLE NOW!


Wildermyth: Omenroad is now available for purchase! Alternatively, we have a bundle with the base game, Armors and Skins DLC, and Omenroad available at 15% off.

To our Spanish and French speaking Players, due to bad planning on our part, you will notice many untranslated UI elements in the build. We are working to get those cleaned up and patched out as soon as we can. (French players may also encounter some untranslated comics towards the end of the new story campaign)

A little bonus- we're on sale for Steam's Endless Replayability Fest! You can get Wildermyth for 30% off until May 20th. It's the perfect time to pick up the main game and our DLCs if you haven't already!

https://store.steampowered.com/app/2935580/Wildermyth__Omenroad/?beta=0

Wildermyth: Omenroad


The Omenroad DLC gives you a new way to play Wildermyth. For the fighters, we have a roguelike ​​tactical challenge mode with progression across runs. And for the lovers, we have A Walk in the Unlight, a huge new story campaign that uses the Omenroad format to take your heroes past the edge of the Yondering Lands and into worlds beyond.


Challenge Modes



Legacy Heroes and Greenhorns alike run a gauntlet of battles, each increasing in difficulty. A node map replaces the Overland map and your party chooses a path by following your appetite for risk and reward.



Transformations, pets, and other rewards are present within the fights themselves, making it a tactical choice which ones to pick up. As a challenge mode, Omenroad runs don’t take place within a larger story and you won’t encounter random story events.



At the end of a run, promote your favorite heroes and bring them back into the base game. In between runs, increase Peril for more of a challenge and equip Odes to make your party stronger.



You’ll get:
  • 20 new boss fights
  • 20 new unlockable artifacts and augments
  • New Shadow spirit and Shadow weapons to discover in both Omenroad and the base game
  • 75 new battle maps with new objectives
  • A “Wall of Fame” with twelve challenge-based titles for heroes to earn
  • And for those hungry for another Wildermyth campaign…



You Are Invited to the Neverbefore Ball!



Our new campaign uses the Omenroad format to tell a Wildermyth story, following two adventurers into Netherflare, the land of the lost. There they encounter faces both fresh and familiar, crossing the phantom-lands of a thousand Yonderings to arrive at a mystical ballroom in a dragon’s castle.

As in the challenge modes, a node map will replace the Overland map and no random story events will occur. Instead, all the stories you’ll encounter have been written specifically for this campaign, making it our most extensively written campaign, by far.

Expect to find:
  • A sprawling story that touches on the lore of all our previous campaigns
  • A new biome: Netherflare!
  • More than 25 new battle maps!




Come see what weird wonders will upend you, and who might wander at your side, as you take A Walk in the Unlight.




1.16+533 Omenroad


Added sfx for bird legs, volley of arrows, drauvenBirdMarkPrey,
ratErraticMovement
Adjusted tile range feedback for barrage and stunning barrage
Drauven Wingbeat and Bird Debuff now deal Physical Damage instead of True Damage
Adjusted Ulstryx chapter 1 objective text to clarify that other
sites must be cleared before doing the capstone fight
Double-hyphens replaced with em-dashes
Screen edge pan no longer happens while in controller mode
(fixes issue where sometimes the screen would scroll to the
top-left if the mouse position was there)
Legacy saving now happens less often in certain cases, resulting in
less hitches during gameplay
Save file note dialog is now a single-line text input
Shred sound no longer plays when shredding warding
Various translation fixes
Fix a bug where dreamsOfIcarus could happen multiple times per campaign
Fix a bug with ambient audio often being silent when it shouldn't be
(You may hear more nature noises now during battles than you used to)
Fix a bug where set pieces that were very close to the camera
would be visible, blocking the player's view
Fix a bug where loredump could happen through walls
Fix a bug where Stalwart+ prevented Crystal Chrysalis
Fix a bug where sometimes enemies would visually hover over their ending tile
Fixed issue with mysticF mythic vines theme skin
Fix a bug with burning arrow not being able to shoot at as
long a range with elemental bows
Fixed bug where scenery with >20 health couldn't be splinterblasted
Friendly Fire warning no longer shows damage dealt to scenery
Tools:
"Refresh" editor button now does a better job of actually refreshing mods
Combat Lab can now show any mission plan, even without a scenario
Added "ignoreRestrictions" option to ApplyTheme Outcome
Added "ifChoiceNumLessThanOrEquals" and "sortByScore" fields to
AbilityTarget Options
Added NUM_ENEMIES expression variable, which will get the number
of enemies in the current mission
Added isMatchText expression, useful for checking parameter text
Added "particleNumData_V" particle function, which can be used to
get data from a given particle number
Can now match ONE_FURTHEST relative to a role with multiple matches
Added "CAN_ROMANCE_LOOSE" variable, which checks family and forbidden
romance (e.g. skeleton), but ignores existing relationships,
forbidRandomRomances, and attraction.
Particles: adjusted e.life and e.time to not reset when done looping
Particles: added tileIsVisible variable, which returns 1 if the mission
tile is not in fog of war, and 0 otherwise
Particles: Added vx, vy, vz, and velocity particle vars
Added "useExistingEmitter" option to particle animation outcomes
Added alwaysShow and forbidMonsterDestroy options to CountScenery objective
Added ONE_FURTHEST_OPTIONAL match type
Added animationCustom field for movement animations
Can now spawn a random card of a monster type via Spawn Outcome
Added LIVE_ALLIES LOS test
Fixed bug where rigOverridePriority aspect was deleted
Added "For" outcome, which can be used to execute an outcome
a certain number of times
Added WAS_ATTACKED_DELAYED effect trigger
Added MISSION_VICTORY hero trigger
Added POSITION_X and POSITION_Y expression variables
Fixed bug where Loop Next Action checkbox in combat lab would
sometimes use a previous action
Added DIFFICULTY_COMBAT and DIFFICULTY_OVERLAND expression variables
Added grant random gear cheat (Shift+Ctrl+G) that grants some gear
based on class and randomness
Added EQUAL_TO Test

Wildermyth's second DLC, Omenroad, is coming!!!

Embark upon the Omenroad!


We have been hard at work at bringing you a new campaign and a new gameplay mode! And a huge thank you to all of our beta testers who have been helping us polish the Omenroad for the best experience possible.

Wishlist it Now!

We'll be sharing more as release approaches.

Also, New Pins! :)


We turned some of Wildermyth's most popular pets into pins! You can now upgrade your accessories with a Critter, Fire Chicken, Shadow Cat, or Avenger Rabbit! Get your own here



Wildermyth: Omenroad


The Omenroad DLC gives you a new way to play Wildermyth. For the fighters, we have a roguelike ​​tactical challenge mode with progression across runs. And for the lovers, we have A Walk in the Unlight, a huge new story campaign that uses the Omenroad format to take your heroes past the edge of the Yondering Lands and into worlds beyond.


Challenge Modes



Legacy Heroes and Greenhorns alike run a gauntlet of battles, each increasing in difficulty. A node map replaces the Overland map and your party chooses a path by following your appetite for risk and reward.



Transformations, pets, and other rewards are present within the fights themselves, making it a tactical choice which ones to pick up. As a challenge mode, Omenroad runs don’t take place within a larger story and you won’t encounter random story events.



At the end of a run, promote your favorite heroes and bring them back into the base game. In between runs, increase Peril for more of a challenge and equip Odes to make your party stronger.



You’ll get:
  • 20 new boss fights
  • 20 new unlockable artifacts and augments
  • New Shadow spirit and Shadow weapons to discover in both Omenroad and the base game
  • 75 new battle maps with new objectives
  • A “Wall of Fame” with twelve challenge-based titles for heroes to earn
  • And for those hungry for another Wildermyth campaign…



You Are Invited to the Neverbefore Ball!



Our new campaign uses the Omenroad format to tell a Wildermyth story, following two adventurers into Netherflare, the land of the lost. There they encounter faces both fresh and familiar, crossing the phantom-lands of a thousand Yonderings to arrive at a mystical ballroom in a dragon’s castle.

As in the challenge modes, a node map will replace the Overland map and no random story events will occur. Instead, all the stories you’ll encounter have been written specifically for this campaign, making it our most extensively written campaign, by far.

Expect to find:
  • A sprawling story that touches on the lore of all our previous campaigns
  • A new biome: Netherflare!
  • More than 25 new battle maps!




Come see what weird wonders will upend you, and who might wander at your side, as you take A Walk in the Unlight.