Hey guys,
We just launched our newest hotfix! Good news is that we’ve fixed a lot of the reoccurring bugs, performance-issues have been fixed and generally making the game more consistent. Bad news is that the fix might be a little boring to you guys :(
However, the biggest addition in this hotfix is the additional ‘hitstop’ added to all attacks that make contact with enemies. Hitstop is a game element where there is a brief stop when an attack makes contact with an opponent. This allows for players to properly tell what is going on in the game, rather than frantically having to interpret what’s going on. This should make combos easier for players and also keep the player feeling strong, due to the increased impact of each attack. Hitstop is normally present for fighting games and certain beat em ups, so hopefully this helps.
For a list of the changes, check out the Change Log here.
Cheers everyone.
Update 7 - Enter Doubt
Hey all,
A big update here: one new character and a Tutorial Mode! The bad guy of Wishmere is now playable: Doubt is here! And the Tutorial Mode covers all the mechanics in the game, so it'll hopefully teach players something they might not have know (we hope!).
This should be our last big content update in Early Access, as we push towards the Arcade and Story modes of the game. We will still definitely be fixing bugs, so if you find something, let us know in the forums and we'll get right on it!
For a list of the changes, check out the Change Log here.
Cheers.
Updates 6D - Evening Out the Playing Field
Hey guys,
Update time! We've added new moves, new balancing (nerfs, buffs!) and more bases / challenge maps! This should give all characters the potential to do massive damage and wreck opponents. Lots of little tweaks here and there to ensure the game and the combat is responsive and tactile.
Holiday themed content is out, but some good stuff on the horizon.
For a list of the changes, check out the Change Log here.
Updates 6B & 6C - Back-to-back updates
Happy New Year to all around the world!
We're very pleased to announce 2 back-to-back updates for Wishmere! Eagle eyed players may have noticed that we launched a hotfix for Duu Shen's skills a few days ago on December 28th, and now we've also added in Spritz's skills. We've also fixed some lingering bugs!
For a list of the changes, check out both the Change Logs, here and here.
Have a great year everyone and hope to bring you a great game this year!
Update 6 - The Gang is All Here
Hey guys,
We've got a nice update for everyone, just in time for the holidays. We've added 2 new characters to the game. One's an offensive juggernaut, the other is a devastating grappler.
We've added some holiday themed bits to the game: all characters have a Holiday colored palette to choose from, and we've also added a holiday present item chest to the Base of Darkness mode.
A new stage, some rebalancing, new stage perspectives, and snow!
For a list of changes made to the game this round, check out the Change Log.
Have fun everybody and happy holidays! Stay safe!
Update 5 - Chosen
Hey everyone!
First, we want to thank everyone for their support. You guys are the best.
We've got a huge update for everyone! From entire gameplay rehauls, to HUD and presentation changes, to an entirely new soundtrack; Wishmere is totally revamped.
Some of the major changes:
Completely rehauled gameplay: now on a single plane of action, with a much faster pace
New character: Sabson, the all-knowing magician who is a counter and defensive specialist
Revamped and deeper movesets
Fiend Rush, a random possibility of a charging enemy horde interrupting your battle
All new soundtrack by Zack Parrish
All new Skill Trees, each with their own purpose and playstyle
Pixel art and HUD has been polished
And more!
For a list of all changes made to the game, check out the Change Log.
Cheers, have fun!
Update 4 – Fate
Huge stuff for Update 4, as we introduce a core mechanic into the game: the Fate System. The Fate System gives you access to 2 attacks: the Fate Advance, where you can slow down time at any point and the Fate Burst, a 'get-out-of-jail' defensive attack. These new mechanics will change the face of the game entirely: limitless offensive and defensive possibilities, making impossible combos possible and giving you a way to decimate enemies before they can even react.
We also added all remaining character attacks to complete their movesets. Every character has their own advantage and disadvantage, as well as their learning curve. This along with Versus Mode will allow players to test their mettle against each other.
Tons of other things were added in Update 4 (new enemies, difficulty options throughout the game, reworked Block system and more), check out the Change Log for Update 4.
Update 3 – The Feast
Here Comes A New Character! Update 3, titled 'The Feast' has gone live and features two huge additions. We've added our newest character, Pandy into the mix. Pandy is our very own glass cannon: she's a destructive force on the battlefield with very limited HP. To supplement her lack of HP, she has a vampiric Passive that allows her to heal HP when she fills up her Goblets.
We've also added in the Arcade Mode, which will allow players to jump right in a fight against waves of enemies. We're working on adding in more Bases and more enemies to keep things interesting-- so stay tuned.
Other than this, minor fixes / changes here and there, but if you'd like to read the full list of changes, check out the Change Log of Update 3 .
Update 2 - Variance
Our second update is now live! It's a little smaller of an update than our Update 1, but it implements various changes the community has suggested. The big ones include: adding in enemy HP bars, made changes to the defensive options to make them more viable and easier to execute, added in new Super Arts for Earle, Dove and Safford, more item pickup variance (see what we did there?) and analog support (!!!)
Our overall goal here was to make the game more varied (OK, I'll stop using that word) and adding more meat to the game in terms of difference in playthroughs. As the balance for both the Codex Block and Barrier is still in the works, we'd like some feedback on whether it's useful or not this time around. In addition, do let us know if enemy HP bars clutter the screen.
We're very happy to announce our first update for Wishmere and it's a huge update! Empowered by the feedback from the community, we've rehauled the entire character movement, along with the expanding of the HP and damage system. Every character, enemy and boss was affected by the rehauling, so now: 1) every character moves faster and recovers much faster from attacks and 2) every character / enemy has actual HP (in the previous build, characters only lost 1 HP regardless of the attack and only could be hit on an average of 6 times). This change brings the game to other fighting games / MOBAs and has a much more lenient and action oriented style. Thanks a lot to those that gave their feedback and suggestions-- awesome stuff!
The game now has defensive options also, which are cancellable into. We're looking forward to working and refining how the defensive options work within the game; they may need buffing or nerfing, so do tell us what you think.
To reiterate, Update 1 was a major update, so the Change Log is quite huge. However, we wanted to get the Change Log off on the right foot and let everyone know what exactly was changed. So, we present to you... the Change Log for Update 1.