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)
Minor Update v1.0.05
For a long time (even in the Early Access), lots of players had problems finding the last 1% of the treasure. Treasure seeking was part of our initial idea, and it is in no way mandatory, but we know there are lots of you who enjoy the process. However, missing the last 1% can be really annoying, especially when a pile of copper coins hides amongst barrel remains.
That's why we added a new character update to the shop - Moonlight Chart. After collecting 98% of the treasure in the level, the rest will be revealed on your magic map (goblet icon). You still need to find the majority of the treasure, but the upgrade will help you with the final pieces and save you some trouble.
UPDATES
New Shop Upgrade - Moonlight Chart
Collecting special items (Torch, Seer's Orb, or Magic Map) will show the icon of the item on the HUD now.
FIXES
Achievements not working correctly (Champion of the Arena, Master Explorer, Shadow Mage, Electrocutioner)
Specific magic painting resets on load
Minor update v1.0.04
Updates
Offscreen waypoints on the map will be pointed at by arrows now
Hit fx not triggering on some enemies (Skeleton Crossbowmen, Inferno, Chaos Hive, Boss 2)
CRT filter setting not persisting between games
Golems appearing in the ground
Final Boss glitch
Weapons appearing under the map
Typos
Achievements issues: > Not triggering: They Call it a Mine, Champion of the Arena, Down the Memory Lane, Ethereal, Master Explorer, Electrocutioner > Updated: Hot Heels (you must stay alive to achieve it...) > Fixed: Finishing The Elderstone Mines will award you achievement for the Lava Pits.
Level specific issues/fixes
[E1L03 - Murky Wastes] - Air walk
[E1L05 - Gray Haven] - Enemy spawners not working (visit Lighthouse entrance to spawn them)
[E1L06 - City of Ember] - Enemy spawners not working (visit the back alley on the left side of the Cathedral to spawn them - close to Cathedral key)
[E2L05 - Shadows and Chains] - Glutton undead stuck in the wall
[E2L06 - Howling Halls] - Fake Skeletons not spawning in the courtyard (revisit the courtyard to make them spawn)
[E3L02 - Frostefell's Peaks] - Enemy spawner not working in the last cave passage before the level end (revisit it to make it spawn) - Old shelf secret trigger that was not supposed to trigger the secret removed (there's a clearer trigger...)
[E3L03 - Winter's End Tomb] - Enemy spawners not working (revisit area of the "past" to get them spawned)
[E3L04 - The Elderstone Mines] - Seer's Orb & Switch that unlock secret exit removed - the only way to get there are the hidden switches now. - Last minecart ride now resets when using the teleport at the end so you can ride it again
[E3 Secret] - Secret door entrance not working & flickering ceiling above the mentioned passage
Thank you for all the reports and patience. Keep casting those spells Mage!
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In other news, The Amid Wizards Bundle brings Amid Evil and Wizordum together in one chaotic, retro FPS spellfest. Bundle up and save 10% on Steam! 🔥🧙♂️
Shattering enemies with the primary weapon won't consume raw mana anymore
Skeleton sounds updated (old sounds replaced, walking and taunt sounds added) - they will hardly get behind your back now 🤞
Some minor UI and interaction fixes
Hotfix v1.0.02
Fixes
Controller not working properly in user level browser
Switching categories in user adventure browser not working
Chest Painting not saving correctly
Key Bindings settings inside the game going out of screen
Switching weapon while holding a map will show weapon behind the map
Updates
Secret Level 2 updates
Hotfix v1.0.01
I hope you're having a blast with the release despite the minor annoyances. We're dedicated to clearing them out as soon as possible!
Fixes
Key bindings menu items and buttons popping out of the screen
You can interact with user levels again - try some of them today!
Final boss encounter issues/fixes/updates
Various smaller errors fixed
WIZORDUM 1.0 Has Arrived
The final chapter begins.
The realm of Terrabruma teeters on the brink, and only one mage remains to turn the tide. Wizordum 1.0 is officially here, unleashing a climactic new episode, three powerful elemental weapons, and six expansive levels filled with lava-soaked citadels, icy caverns, deadly traps, and ancient secrets.
Battle the Guardians of Chaos in this retro-inspired fantasy FPS where pixel magic meets modern boomer-shooter design. Face infernal imps, necromancers, ice golems, and more with the help of new tools like the Faewood Crossbow, Poison Vials, and the devastating Staff of Chaos.
And then there’s the Grimoire.
Forged from the remnants of a fallen necromancer, the Grimoire channels raw, chaotic power... Obliterating anything in the caster’s path. It’s the ultimate weapon for those ready to embrace the dark.
Enhancements across all previous episodes include improved quality-of-life updates, secret Lore Scrolls to uncover Terrabruma’s past, and Wizordum’s intuitive in-game Level Editor makes crafting your own adventures quick and rewarding—no modding experience required. Whether you’re designing puzzle-filled labyrinths, boomer-shooter gauntlets, or nostalgic tributes to classics, the tools are at your fingertips. Even better? A growing library of community-made levels is already live and ready to play, offering endless replayability beyond the main campaign.
🎉 To celebrate the launch, Wizordum is 15% OFF on Steam for a limited time! Grab your wand. The war for Terrabruma ends now.
🧙♂️ Wizordum v1.0 + Episode 3 Now Launching April 29
🧙♂️ Mages of Terrabruma, we have a small update on the road to 1.0!
To ensure Wizordum reaches its full magical potential, we’ve made the decision to delay the final release by two weeks. The full 1.0 launch, along with the epic conclusion in Episode 3, is now arriving on Tuesday, April 29, 2025.
We have also raised the price from 14.99$ to 19.99$ for the v1.0 release.
We’re using this extra time to put the finishing touches on new levels, weapons, performance improvements, and quality-of-life upgrades across the entire game. We want this to be the best version of Wizordum yet, and we truly appreciate your continued support and patience. ːCotcHeartː
In the meantime, Wizordum is still available in Early Access, complete with the powerful Level Editor and a growing library of awesome community-made adventures you can play today!
Thank you for being a part of this magical journey. See you on April 29! 🧙♂️
We're writing to let you know about a slight change to our release plans for Wizordum. While working hard to bring you the best possible experience, we've encountered some unforeseen development challenges.
To ensure we deliver a polished and complete game that lives up to your expectations, we've made the difficult decision to move our launch date to Wednesday, April 16th, 2025.
We promise this is the last time we're postponing the release! 🧙️
Thank you for understanding and for your ongoing support!
Primoz of Emberheart Games
Wizordum leaving Early Access on March 5, 2025
The time has come...
The war against Chaos has been raging for too long. You, one of the last mages of Wizordum, will have to face your greatest trials in the upcoming episode of this grand adventure.
Battle through over seven new fire-and-ice-themed levels filled with chaos, dangers, and epic battles. Wield powerful new weapons like the Faewood Crossbow and the untamed Staff of Chaos to wage war against the dark legions of Chaos.