Wizordum cover
Wizordum screenshot
Genre: Shooter, Indie

Wizordum

Minor hotfix v1.0.08.01

This is just a small hotfix that solves two issues:

  • User content (Mod.io) authentication not showing Steam options
  • User content browser (downloaded levels) showing no levels.

Minor update v1.0.08

FIXES



  • Menu navigation breaks sometimes (no focused elements)
  • Game Settings navigation is broken in some places
  • Key Rebinding not working / not taking effect
  • The wand sounds are playing even when the sound volume is 0
  • Lore Pages typos
  • Crosshair reappearing (on minimap/lore page hide) even when the crosshair setting is set to OFF
  • [Editor] Custom tile animations not working correctly
  • [Mines]Can't enter the Barrel again after the first ride
  • Secret Level 3 - missing textures


UPDATES



  • The main menu items' color scheme changed for better readability (buttons, settings tabs, level selection items...)
  • Action Label size increased (eg, [E] Open )
  • Storm Gauntlets' lightning range is slightly increased
  • You can now log out of the Mod.io account
  • [Editor] Passages & Teleports are using "Default Ambient" selection by default now
  • [Editor] Teleporters can now switch weather, too


MAPPING/MODDING UPDATES



  • Added custom sprite stick type - 'floorLiquid' that will stick to water as well
  • New Actor - Pay Switch - invisible switch that requires treasure to activate it
  • Custom Lore pages support added to mod script

"LoreScrolls": [
{
"id" : 0, // id that you reference in the Lore Scroll actor
"type" : 3, // visual type (normal, bloody, enemy, torn...)
"text" : "This is a lore page you're reading!"
}
]


As always, thank you for your patience! We know there are other annoying bugs to fix, and we will get to them too. I'm only one developer, and I'm spread thin, so things can take more time than I would like.

---------------------------------

If you've missed it, there's an ongoing Map Jam, and you still have time to join and make something.
https://store.steampowered.com/news/app/1715590/view/547863072022202997

There are already quite a few maps in the making, so excited! If you need help or want to share progress, join our Discord.

Mapping Event - Hollow Sanctum

[p]Welcome to the first mapping event after the v1.0 release![/p][p]If you haven't used the Map Editor yet, even better. This is mapping event is a perfect opportunity to get started! It's simple - create something within the theme, share it, and play other entries! FUN![/p][p][img src="https://clan.akamai.steamstatic.com/images/41043182/3375eb2a26a29a2ac741790807f0b20b7f15eeff.png"][/p][p]Create a level with the given theme and try to do one or more extra challenges. It is desirable to follow the theme to challenge your creativity and to see what everyone comes up with. However, if you feel uninspired, you can create something else, even if it is slightly off the theme. Creating maps and having fun is the priority, after all.[/p][p][/p]

ːcc_candleː Event Details

[p]Theme: A sacred place (temple, shrine, church...) connected to a dungeon / crypt.
When: June 9th - July 5th
Challenges:[/p]
  • [p]Have at least two secret areas[/p]
  • [p]Add at least two Spell Shrines[/p]
  • [p]Include one puzzle [/p]
  • [p]Include a Seer's Orb and Magic Floor (secret?)[/p]
  • [p]Create one scripted sequence (moving walls, breaking walls, earthquake...)[/p]
  • [p](Harder) Create and use custom sprite or custom textures[/p]
[p]The theme is pretty abstract - sacred place, a sanctum, can be anything, from a small shrine, to a ruined cathedral or unholy lava temple. And it has to be connected to some kind of dungeon.[/p][p][/p][p]Tip: aim for a short level with a par time of 1-2 minutes. Don't worry, it always gets bigger![/p][p][/p][p]I will be joining the Mapping Jam as well and to kick things off, I'll be streaming it this Wednesday. So if you have questions about level editing or just want to see the process in action, join me this Wednesday (June 9th) at 9pm CEST.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/41043182/d33ac611a947d13c1eed85f2210a142b8d5a16d4.png"][/p][p][/p][p]Please note that you don't have to stick to the dates; you can start working on the map today and finish your map after the event if you want to take more time with it, but the time limit is there mainly if you want an extra challenge.[/p][p][/p][p]If you are starting out, please check this Quick Editing Guide to learn about the basics of the level editor.[/p][p][/p]

Share your progress and discuss the event

  • [p]Twitter (share your progress & tag it with #wizordumjam)[/p]
  • [p]Discord (share your progress, discuss & ask questions)[/p]
[p][/p][p]If you are not participating as a map creator, you are encouraged to join the event and support the creations by playing the maps made for this event.[/p][p][/p][p]Looking forward to your creations![/p][p][/p]

Minor Update v1.0.07

Here's a new batch of fixes, updates, and additional modding support!

FIXES



  • Achievements with counter stop counting
  • Elite Ogre not buffing enemy units
  • Extra invisible save slot in the Save Game window removed
  • Forest weather particles are not visible
  • Breakable wall (crack) not appearing in E2L01 tower secret (global issue connected to breakable walls)
  • You can flip pages while in Character selection
  • Episode Bookmarks not updating when browsing between levels
  • Gamepad buttons now show next to consumables when playing with gamepad



UPDATES



  • Added "Toggle Crosshair" setting
  • [E1L04] Torches connected to the final puzzles moved from the centerpiece to the other side, close to the switches
  • [Gamepad] You can now switch between episodes in level selection, using the Left/Right Shoulder buttons


MAPPING/MODDING UPDATES



  • Level editor tooltips added when mouse-overing buttons
  • You can now define custom tile animations in the mod script
  • Lava Wall can now be activated with triggers
  • New customizable enemy support (Chaos Hive, Skeletons...)
  • Support for custom breakables (can be defined as item containers with custom health, damage frames...)


Even if your request/fix for the reported bug is not here, rest assured that we'll get to it!

Also, the first map jam after v1.0 is happening today! We'll be posting the rules and the theme later today.

Wizordum Level Editor Spotlight + Map Jam Incoming!


Build your own retro FPS gauntlets, puzzles, dungeons, and secrets with ease!


The editor is intuitive, fast, and supports custom sprites and textures. Whether you’re making a full campaign or a speedrun-worthy trial, there’s no limit to what you can conjure.



Already, the community has created an incredible array of levels, from haunting halls to chaotic challenge maps. Browse User Adventures and dive in.


✨ AND STARTING MONDAY:


We’re hosting a 2-week Post Launch Map Jam!
Theme + rules will be announced next week, so start sharpening those design wands…

Make sure to follow @Wizordum & @Apogee_Ent on social media and join the Apogee Community Discord.

https://store.steampowered.com/app/1715590/Wizordum/

Hotfix v1.0.06.3

FIXES


- [E2L06] Lore Scroll can't be collected (again)
- [E2L03] Invalid/placeholder lore scrolls outside the level bounds
- Some user (older) levels have no textures
- Corrupted user-level definition triggering black screen on startup
- Chaos Staff secondary description removed
- Using the Holy Nova spell or scroll reverts your health to max health if you have health overflow
- Lore scroll typos
- Finding the secret level in Episode 2 or 3 awards an achievement for finding the secret level in Episode 1
- Grimoire and Staff share the same HUD icon despite having different ammo

UPDATES


- Magic Maps added to (E3L05) Lava Pits & (E3L06) Dark Citadel
- Moving walls will be less likely to push you out of the level & insta-kill you (Arcane Shield is ignored too)
- Arcane Rocks ammo pickup amount decreased from 4 to 3

Thank you all for your patience while we iron out the bugs and for reporting them! Please know that some bugs are harder to reproduce, which makes them harder to fix. We prefer releasing smaller and regular fixes over keeping you waiting for months to iron out that last bug.

We're organizing the first mapping jam soon as well, so I hope you're training your level editing skills ːCotcShovelː

Thank you for playing!

Minor Update v1.0.06.2

FIXES



  • [E2L06] Lore Scroll can't be collected
  • [E1L04] Duplicate Lore Scroll removed
  • [E3L03] Texturing issues at the end of the level


UPDATES



  • Map will now show you which layer you are on + key prompts how to switch between layers (this feature has been in since v1.0, but it wasn't displayed anywhere)
  • Secret Markers revealed on the Magic Map will now show even when you're on a different layer, in which case, the arrow will appear next to the arrow indicating if the secret is on the layer above or below.

Hotfix 1.0.06.1


  • Invisible button & Interval object states not saving properly
  • The Elderstrone mines shaking on load fix (will need to replay the level)
  • Missing enemy in Episode 3 secret level fixed (if you have a save game just load it and finish the level for 100% Enemy Kill ratio)
  • Objects disappearing in custom levels when replaying the same mod from the main menu

Chronicles of Terrabruma - Update v1.0.06

Greetings, adventurers! ːCotcTorchː


Hope you're enjoying your time in Terrabruma so far!

Lore Fragments & Chronicles


This update adds Lore Fragments to all existing levels, which speak of events and sometimes hint at hidden areas and puzzles. By discovering all of these concealed fragments, players will unlock the corresponding Chronicle for each level, providing insights into their lore. We also added two new achievements related to them for the brave explorers.



Modding - Creature Customization added


We promised that we would keep expanding the modding capabilities for Wizordum, and this is the first step on that path. You can now, through the mod script, mod existing enemies, changing their sprites, health, and damage they deal. We also prepared a guide so you can have a quick start at it!

We want to see your crazy enemy designs now, no more excuses!


Naughty blue goblin caster with Santa hat...because why not!

Do you need help with modding/level creation or just want to discuss the process? Join our Discord server to hang out with fellow modders.

UPDATES


- The level name is displayed on the map and in the loading screen before entering the level.
- Gamepad sensitivity lower-end setting extended to allow lower sensitivity
- [Ep1. Secret Level] Music changed & Magic Map added so you can activate Moonlight Chart
- New Achievements added related to lore fragments (Bookworm & Lore Master)
- Improved spell replenish rate for all character spells
- Minor Mod Browser updates
- [Level editor] Boulder Spawners are now available

FIXES



- Saving while skeletons/undead rise and loading after that will get them stuck in a fake-death pose.
- Achievements not triggering: "Dark Wizard", "Curiosity Killed a Mage", "Big Spender"
- The Boss 2 music intro plays too fast
- Remaining enemies in the final boss fight will now die after defeating the boss
- The Final Boss could stay alive under some conditions
- [Moonlight Chart] Treasure Icon not disappearing when looting a dead body with treasure
- 'Hotheels' achievement fixed (Fire Shield & Arcane Shield will both pause the achievement timer now)
- [E3L03] Glitches & Air Walk
- Rare bug where music won't load properly / gets stuck
- Flame Bars & Cutters - disabled states not saving properly
- Magic Piglets are not moving
- Errors specific to old user adventures that were not updated

Thank you all for playing the game and sharing your feedback/bugs! There's more to come so stay tuned!

Primoz (Lead Dev)

Hotfix v1.0.05.3

Fixes



  • Storm Gauntlets alternative attack not working properly
  • [E3L01] Some treasure can't be collected because of the pushable box (cave under the village - if you have save, you can revisit that part to collect the treasure)
  • [E3 Secret] Pile of Bronze Coins unreachable (removed)
  • Moonlight Chart upgrade working without having the upgrade (fixed!)
  • [E3L02] Enemy Spawner not working (if you have save, revisit starting area to spawn the enemy)