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Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Indie

WizardChess

Build 134 is live!

This patch is about refinement. We've added new units and content but we've focused on refining the game into a replayable, challenging, varied loop. Oh, and we also changed the name - watch the devlog to learn more! There's still a lot more work to do but we hope you enjoy the changes.

NOTE: this patch adds unlock progression to the game, this may be buggy and block you from the content. If you toggle Developer Mode using '\' you will unlock all content instantly.



NEW Preparation room before starting a run
You can test units out safely and reroll your party to try different combinations.
NEW Added new opponent: "Arabella"
NEW Added a tutorial opponent

NEW Board visuals have been reworked
The fundamental mechanics of the board remain the same but we've removed the tedium of clicking tiles one-by-one.
NEW Added "Cat" unit
NEW Added "Banuel" unit
NEW Added "Fichillin" enemy
NEW Added "Tenggi" enemy
NEW Introduce "Reward" rooms
NEW Camera Perspective setting
You can toggle between Isometric, Three-Quarter and Top-Down views using 'W' or the toolbar icon.

CHANGE Options are now saved to a file
CHANGE Unlock progress is saved to a file
CHANGE The board no longer flips
CHANGE Rewards in mazes now come inside chests
CHANGE New shop UI
You no longer need to move the bard around in the shop, you can buy everything using buttons.
CHANGE Removed elemental damage bonuses.
We are reworking elements to work with "Seasons", more to come in the next patch.
CHANGE Improved movement preview UI
CHANGE Simplified unit stat display
Units now have their stats at their feet.

FIXED Army lineup positioning
FIXED Enemy spawn weightings
FIXED Transition effect glitches
FIXED Unit selection and deselection in shop
FIXED Opponent selection menu could get stuck

Thanks for reading to the end <3
Ben & Ricky (TwoPM Studios)

Devlog #12: Re-roll everything (v0.133)



This patch is a bit of a variety pack, we've expanded the Fae Forest biome with some zany new enemies and the ability to get a "Werehorse" unit. You can also reroll your starting party for much, MUCH more varied gameplay (we can't promise it'll be balanced).

NEW Re-roll your starting party when starting a run
This massively expands the play space of the current game, we've wanted it for ages.
NEW Inspect units via their cards (right click)
NEW Kill indicator UI
Visually shows you how close you came to defeating a foe
NEW Staggered attacks
Attacks occur one after the other during combat.
This took some getting used to but we're convinced it's better.
NEW Bulk reward UI
We've streamlined the experience of allocating rewards.
NEW You can re-roll (and re-stock) shops by sacrificing units
Drop them in the pit to re-roll a regular shop
NEW Added Traiters as an enemy in the Fae Forest
NEW Added Firis, Burnea and Retinferno as an enemy in the Fae Forest
NEW Added mysterious Henge Rooms (they do SOMETHING now)

CHANGE The Lancer now uses SKL vs SKL to determine if they defeat a foe
If a lancer has >= the SKL of an enemy the will succeed.
CHANGE New UI to indicate which player has control
CHANGE You can deselect a unit after picking it for placement
Click the unit's card again
CHANGE Add checkerboard floor
This also includes a new texture to indicate obstacle tiles
CHANGE Update and add many more unit names
If you're in our discord, you might spot your username ;)
CHANGE Punishments are now randomly assigned
Having to pick just didn't feel good as a player.
CHANGE Reduced volume of "select" sound effect

CHANGE Rename "Centaur" to "Werehorse"
It's actually obtainable in-game now, if you can work out how.

FIXED Boss doors no longer open after 10 turns

Known Issues

ISSUE The tutorial needs a complete rework
ISSUE Maximum of 4 "Go!" buttons on screen, even for >4 doors
ISSUE On some resolutions the army lineup is incorrectly positioned when receiving a reward etc.

Thanks for reading to the end <3
Ben & Ricky (TwoPM Studios)

Build 132 is live!

You can officially make it through an entire run of SoTF! With the caveat that the final boss is still a placeholder... For now.

This build has a LOT of changes and represents a solid step forward towards our vision of the game. We've been having a lot of fun playing the game lately, which is always a good sign (come join us live at https://twitch.tv/vivavolt).

The latest devlog covers all the major changes, you can see the full changelog below.



NEW Redesigned board game map in full 3D
NEW Added second act of the game, where the board flips over after beating the first boss
NEW Opponent selection menu and enter-game animation
NEW Luck system for Bard HP
Game over used to occur when you ran out of units, now the bard has regular old HP.
If the bard is hit for >= DEF damage, they lose one luck.
When they run out of luck, the run ends.
NEW Fae Forest biome
NEW Enemy: Husk
Undead version of the basic 6 friendly units, found in Fae Forest.
Hurks, Huouge, Husher, Huskancer, Honk, Huskog
NEW Enemy: Firis
Placeholder for now, will debuff units at range.
NEW Enemy: Traiter
Placeholder for now, will swap traits with target unit on attack.
NEW Inspect units with Right Click
Units (where the descriptions have been written) can be inspected at any time using Right Click.
This will become a common pattern for not just units, but traits and other mechanics.
NEW Multi-stat upgrades / downgrades
Upgrades and downgrades can now apply to multiple stats i.e. (+1 ATK +2 DEF)
They can mix positive and negative (+2 ATK -1 DEF)
NEW Add "Convenience Store" after the first boss battle
NEW Context-aware cursors to help guide you during combat
Move cursor - shown when you can move to the hovered position
Exit cursor - shown when you would leave the room by moving to the hovered position
Target cursor - shown when you will target a unit with an effect
NEW Added Early Access warning
NEW Added changelog to title screen

CHANGE Unit buffs and debuffs now differentiate between permanent buffs and temporary buffs
CHANGE When killing an enemy marked by a Cleric, allies receive the Blessed buff
CHANGE When an ally marked by a Cleric is lot, foes receive the Condemned debuff
CHANGE Stagger attacks during combat phase
Previously all attacks resolved at once, but after trying this approach it seems much more user friendly.
If you're impatient, try increasing the game speed option.
CHANGE Redesigned mazes to include upgrades and new units (as well as existing ones)
CHANGE Unit tiles on board game map are always surrounded by punishments
CHANGE All punishments and rewards are queued for AFTER an encounter
Pending rewards and punishment totals shown in top-left corner
CHANGE Bard movement, used to be the same as Merk (4 dir)
Now, move up to 2 tiles in 8 directions
CHANGE Introduce Bardic Inspiration ability
The bard can now target a unit as their action (within their range)
For allies, this gives a random ATK or DEF buff
For foes, this gives a random ATK or DEF debuff
For neutral units, this recruits them
CHANGE The bard no longer automatically recruits adjacent neutral units
CHANGE Reduced enemy and ally scaling, this will be ongoing

CHANGE Attack resolution phase happens in stages instead of all at once
CHANGE Added indicator texture underneath obstacles
CHANGE Board Game cursor tooltip now indicates tile type (instead of coordinates)
FIXED 0 SKL Hunter and Cleric were useless, now they can still use their ability with 1-tile range
CHANGE Earn additional vim for choosing more combat tiles (up to +3 vim for 4 tiles)
CHANGE Earn punishment for choosing only one combat tile

Known Issues

ISSUE The Fae Forest is very broken
ISSUE The tutorial needs a complete rework
ISSUE Boss stat block does not disappear on death
ISSUE Maximum of 4 "Go!" buttons on screen, even for >4 doors
ISSUE Some buffs and debuffs seem to not actually be applied
ISSUE On some resolutions the army lineup is incorrectly positioned when receiving a reward etc.

Thanks for reading to the end <3
Ben & Ricky (TwoPM Studios)

Dev Diary: Performative Marketing

Hey everyone, we’re hard at work on the next patch + devlog video right now but we’re also trying something new. We used to post written updates on the game’s development on our newsletter, but since starting YouTube devlogs it’s gone quiet. We thought it might be fun to share some of the less, uh, visual aspects of gamedev.

I’ve included the intro to the article and a link to read the rest :)

Performative Marketing



I’ve been developing commercial indie games and trying to get people to care about them for over a decade now. Marketing is a known thorn in the side of pretty much every indie dev but, sorry, this post doesn’t give you any cool tips and tricks. In fact, I think the vast majority of game marketing activity is performative (and by extension, useless).

It’s been a minute since the last email we sent out, we’ve started a YouTube devlog for The Song of The Fae (SoTF) and that’s mostly replaced what I was writing here. So, I’m trying something new. Devlogs and open development are more popular than ever but I find that most developers prefer to present the “pretty version” of game dev.

Our videos show my raw thoughts on the current state and design, and show how uncertain the direction of a game is at any given point in its development. Similarly, I want to share posts (like this) that illuminate both the “creative” and “business” side of the studio, showing our vulnerability and lack of understanding.

I’ve realised we are not on track in terms of marketing for The Song of The Fae (buy/wishlist plz ❤️). All is not lost, we’re still in heavy development etc. but we’ve already made quite a few blunders:

  • Overscoped the game
  • Prolonged development
  • Unclear vision from the outset
  • Shared public demos too early
  • Entered Early Access too early


But, in fairness, we’ve done many things right with SoTF compared to our previous title The Thin Silence (also buy/wishlist plz):


  • Grew audience + wishlists throughout development
  • Feedback from players early
  • Building a community
  • Heavy market research
  • Strong core mechanic
  • Learned to tweet/post interesting things
  • Looks good in GIFs and screenshots
  • A somewhat interesting devlog to follow (still learning this)


We’re doing better than we ever have before and to some extent that’s the only signal that matters, but being who I am… I want to do better. I am still slipping into performative marketing habits and I aspire to be much more strategic.

Read More…

Build 131 is out!




  • NEW Added Cleric Unit
  • NEW Added Hunter Unit
  • NEW Added Stat Upgrade items
  • NEW Added upgrade shops
  • NEW Added upgrade shops

    • You can now randomly encounter shops selling stat upgrade and traits, as well as the existing unit shops.

  • CHANGED New Currency: vim

    • Tombstones have been rebranded to vim, unit death effects still need updating to match

  • CHANGED Combat rewards are now vim

    • Selecting 2, 3 or 4 combat icons from the board will yield additional vim

  • NEW New UI for traits and upgrades

Build 130 is live!

This is a pretty chunky update that reworks how bossfights work in general to be much more interesting. Check out the devlog video for more details & a demonstration of the changes!




  • CHANGED Add SKL to unit stat block
  • CHANGED Rework Game Over / Victory screen
  • CHANGED Add alternating rewards / punishments each encouter
  • CHANGED Rework skill system for Merk and Rogue
  • CHANGED Redesign boss encounters
  • NEW Preview which units a unit will attack on hover
  • FIX Turn cycle in boss rooms skipped players first turn
  • FIX Resurrected unit names rendering

Build 129 is live!

This patch changes a lot but the major focus was redesigning LCK completely and introducing a sense of progression over the course of a run. The game feels very different now, facing Skelems with 12 DEF is terrifying but, on the other hand, shooting them with a 9 ATK Archer buffed to 13 ATK by a Dog with 4 SKL is pretty cool.

Check out the latest devlog video to see the changes in action, full changelog is available below.

[previewyoutube="mJ0nnRS77TA;full"]


  • CHANGED Tweak Cormag's anger buff
  • NEW Added per-biome post-processing profiles
  • NEW Unit movement preview on hover
  • CHANGED Reworked UI

    • CHANGED Game over screen
    • CHANGED Victory screen
    • CHANGED Bard-death menu in combat

  • NEW Implemented new traits

    • NEW CursedBlood
    • NEW WeakBlood
    • NEW BiasedBlood
    • NEW BigotedBlood

  • NEW Enemy and unit progression (stat scaling over run)
  • CHANGED Convert LCK (luck) stat to SKL (skill)

    • NEW Merks have a chance to evade attacks based on SKL
    • NEW Dogs buff allies and debuff foes based on SKL
    • NEW Lancers deal their SKL in damage when charging at a foe
    • NEW Monks buff allies and debuff foes based on SKL
    • NEW Rogues have a chance to sneak attack based on SKL
    • NEW Archers can only shoot within a SKL tile radius

Build 128 is live!

Thanks for all your patience, I know we haven't shipped a build in a while but if you've been following the update videos you'll know there's good reason! This build has a bunch of changes in it and I'm sure there are still some bugs lurking in there, but it's been stable enough that we wanted to get it out into your hands.


  • NEW Completely redesigned the map
  • NEW Redesigned the title screen
  • NEW Refined UI style, still working on updating existing UI
  • NEW Per-terrain post-processing effects
  • NEW Fast-exit buttons are visible in shops and trade rooms
  • NEW Desert biome is accessible in-game (but highly WIP!)


If you want a sneak peek at these changes but can't play right now, check out the latest devlog:

[previewyoutube="dz3OOZVIX7o;full"]

January Update: Map Redesign, UI refresh & more

Hey everyone, we're hard at work putting the finishing touches on the next update right now and it should be out very soon. In the meantime we've just published a roundup of all the work done in Janary. Check it out :)

[previewyoutube="dz3OOZVIX7o;full"]

Thanks for your continued support!

December - January Update

Hey everyone, hope you're all doing well. We're getting back into the swing of development after some time off and, well, let's just say there's some exciting stuff in the pipeline. Check out the latest video update for details:

[previewyoutube="FetL9LLRL6A;full"]

✌️ Ben