Wolcen: Lords of Mayhem cover
Wolcen: Lords of Mayhem screenshot
Genre: Role-playing (RPG), Hack and slash/Beat 'em up, Adventure, Indie

Wolcen: Lords of Mayhem

Wolcen: Lords of Mayhem is on a -40% sales until September 21tst

Patch 1.1.4.3




  • Optimized how data were sorted to increase server stability.
  • Optimized the interactions between Plagueburst and the enemies dying in the area of effect when using the modifier “Foul Guardian”, which could sometimes cause crashes. We are still working closely on this issue.
  • Fixed an issue where Elder enemies would sometimes spawn out of bounds.
  • Fixed an issue where using Aether Jump with the modifier “March of the time devourers” would sometimes result in clipping under the ground.
  • Fixed an issue where it would be possible to go out of bounds during the Chapter 2 Quest “Chasing Val”
  • Fixed an environment issue above the secondary entrance in the Chapter 2 Quest “Dawnbringer”.
  • Fixed an issue where the explosions triggered by the Area modifier "Chance for Enemies to Explode upon Death" would not deal any damage.
  • Fixed an issue where Trade Shrines would sometimes not be displayed on the minimap.
  • Fixed an issue where the Lightning version of Livor Mortis would have no footsteps sound effects.
  • Fixed an issue where Mercy's allies could spawn outside of the arena in the Chapter 2 Quest “The Avenger”.

Patch 1.1.4.2



  • Fixed an issue where the character would sometimes get stuck after using Aether Jump towards a Hauntstone.
  • Fixed an issue where the Aspect of Dawn skill “Hammer of Aurora” would have its animation and visual effects desynced.
  • Fixed an issue where some Summon’s death sound effects would not be played;
  • Implemented an optimization of the sound engine to slightly increase performances in combat situations.
  • Fixed several localization inconsistencies in the gameplay settings.
  • Fixed an issue where the SkullMourner would display a stretched texture instead of their chains.
  • Fixed an issue where only the first Gunslinger’s Brand bullet would hit with a random damage type when using both the ‘Wild Gunman" and "Augmented Ammunition" modifiers.
  • Fixed a client crash happening when kicking a party member while the trade window was open and the trade was accepted.
  • Fixed an issue where Feeding Swarm’s modifier “Saturated Tissue” would cause an explosion when a Summon died.
  • Staff and bow’s hit now produce an impact sound correlated to the surface they are hitting.
  • Fixed an issue where wielding a one-handed weapon and a pistol would not trigger the correct impact sound.
  • Fixed an issue where no sound effect would be played when entering or leaving a secondary area.

Monthly Development Update - August 2021

Hello everyone,

In June’s monthly Update we gave you an estimate of our timeline. We want to update that today and give you a more accurate ETA for our next content patches.

We initially planned to release our next content patch in the September/October timeframe, but to keep our estimation as realistic as possible, we expect this content patch to be released around the end of October/early November. This additional time will give us the opportunity to use and analyze the feedback we gathered after the release of Arise regarding summons, as well as polishing the new end-game activities planned for our next Content Patch.

In addition, we will try to have bug fixing patches pushed frequently in-between content patches, ideally weekly, if our production cycle and the substance of these patches justify a release.

Wolcen's primary goal was always to create a game where players can build any kind of hero they want, and we want to keep this in mind while designing our future features. Whilst we work on the new end-game activities for the upcoming content patch we are considering ways to facilitate new, fun, innovative, and diverse builds. With that in mind, we want to make sure that you, our community, are involved in the process and helping us make an even better game.

In that regard, we want to make sure that you, our community, are involved in this process and, thanks to you, helping us make an even better game.

Thus, we wish to know what your favorite playstyle is, what crazy build you have played, or ideas of builds that you would love to try out. Feel free to share those in the comments, or on our Official Discord.

Our goals are clear and we want to reiterate where our focus is:

  • We want to keep improving the core of the game by implementing more frequent bug-fixing patches.
  • We want to give you more activities in the end-game so you have fun no matter whether you are min-maxing, chasing gear, or just slaying to your heart's content.
  • We want to give you more build diversity to allow for fun and unique build ideas to emerge and be viable in the late stages of the game.

Wolcen Studio keeps growing in size, and some amazingly talented people have joined us to make this all possible, and we will keep on working towards those goals while keeping you all in the loop to make sure we're going in the right direction.

Thank you again for your continued support!

Patch 1.1.4.1



  • Fixed an issue soft locking the player when dying while the Bleeding Edge’s axe was still circling.
  • Fixed a lighting issue near the Entrance of the Incubation Chambers in Chapter 2
  • Fixed an issue where a barrel couldn’t be hit by any projectile in Chapter 1
  • Fixed an inconsistency in the wording for “Two-handed” weapons
  • Fixed an issue where some translations were missing in Chinese and Hungarian for several summons modifiers.
  • Fixed an issue where the "Requisition Lunar Armour" project was not displaying its outcomes.
  • Fixed an issue where picking the 'The Ido's Movement' and 'Wingblast' modifiers for Talon Shot would prevent the pull to play its sound effect.
  • Fixed several graphical issues in the two latest environments “Infested Bog” and "Aberrant
    Marsh"
  • Fixed an issue where the Pistol + 1handed melee weapon combo would play the wrong impact sound effect.
  • Fixed an issue where the ambient sound in some dungeons would be played only on the right ear.
  • Fixed an issue where no sound effect would be played when exiting a side area via the altar at the end of it.
  • Fixed an issue where Consuming Embers would sometimes disappear abruptly at maximum range.
  • Fixed an issue where the end game project “Requisition Lunar Armour” would have the wrong background image.

Monthly Development Update - July 2021

Hello everyone,

We released Wolcen: Arise on July 26th and wanted to use July’s Monthly Development Update to give you more details on what we have planned for the Summons.

With Wolcen: Arise, Summons now scale with your character. Here is a list of what Summons currently scale with:

  • Weapon Damage;
  • Ailment Damage;
  • Total Attributes Bonus Damage;
  • Skill’s Flat Damage Bonus (Gems, XX damage on spells..);
  • Skill’s Damage (%damage, %spell damage, %projectile damage…);
  • Skill’s Bonus Damage Type Percentage (%material/elemental/occult damage);
  • Skill’s Bonus Specific Damage Type Percentage (%fire/lightning/aether... damage); -
    Note: There is currently an issue preventing the tooltip from showing these increases, but the summons do scale with these affixes, we’ll address this tooltip issue as soon as possible
  • Projectile Count.

Based on your feedback and how well the summons perform both in the story and in end-game expeditions, we plan on tweaking what they already scale with, as well as having them scale with more affixes and bonuses, such as:


  • Better scaling per level;
  • Scaling with the character's attributes:
  • Spellcasting speed having an impact on the summons' attack speed.
  • Summons benefiting from the player’s crit chance.
  • Summons gaining a health bonus from the player's +%health.
  • Pierce strength

We also wanted to give you more information on other features that we are working on, starting with the new end-game activities and rewards system.

Our goal is to give you more things to do in end-game, this is why we are designing new end-game activities with several levels of difficulty that will affect the number of enemies, the timer to complete the activity, the HP of the enemies, etc... We will also include a targeted rewards system to give you better control over what kind of equipment you'll get. Here are a couple of examples of these activities:

  • Conquer - Arena: Reach key locations and conquer them by killing waves of enemies;
  • Interact - Kill: Interact with entities to trigger a boss fight;
  • Hold - Defend: Kill enemies while defending civilians;
  • Timer - Kill: Kill the target, you can also complete a secondary objective before the end of the timer to obtain more rewards.

These are just a few examples of what we are currently working on, and, while these might not all be included in our next content patch, our goal is to design and create enough of them to give you a lot of choices in what activities to run in the end-game. All these activities will fit in the lore of Wolcen: Lords of Mayhem and feature different Biomes and sub-biomes, with their own ambiance and enemies type.

One of the things we are also working on currently and plan on adding to our next content patch is the non-damaging skills scaling. Here are the skills we are looking at and how they would scale:

  • Blood for Blood

The duration of the buff would scale with the level of the skill.

  • Bulwark of Dawn

The amount of healing would scale with the level of the skill.

  • Mark of Impurity

The bonus damage from the mark would scale with the level of the skill.

  • Sovereign Shout

The duration of the buff would scale with the level of the skill.

Lastly, we wanted to reiterate that our goal is to keep improving Wolcen with your feedback in mind, and we want to continue our efforts by giving you more things to do in end-game, more build variety by working on balancing, new items and affixes, and improving the overall quality of the game by working on its core.

If you want to help us do that, you can leave us suggestions and feedback in the comments, or on our Official Discord.

Thank you for your support.

Wolcen: Lords of Mayhem is on a -40% sales until August 1st!

Hello everyone,

Wolcen: Lords of Mayhem is currently -40% off until August 1st! You can get it for 20,99€ (24,85$)

If you haven't yet, now is the perfect time to try out the game and enjoy our latest update, Wolcen: Arise, and the fully revamped Summons!

Have a great day.

Wolcen: Arise - Patch 1.1.4.0

Hello Everyone,

After Bloodstorm and Bloodstorm: Part II, Wolcen: Arise is the third content patch for Chronicle1: Bloodtrail.

This content patch brings:

  • The Summons Revamp,
  • New environments,
  • New skills’ damage type variations,
  • A New Cosmetic Armor,
  • Quality of Life improvements,
  • Bug fixing,

We worked on massive changes to how summons look, behave and feel.

If you want more details on what we have planned for our next content patches, feel free to check June’s Monthly Development Update.

Here are the full Patch Notes for Wolcen: Arise.

Thank you again for your support.



  • Complete cosmetic revamp

Models, animations, and visual effects have been entirely redone for all summons and every damage type variant.

Feeding Swarm


Hunting Swarm


Livor Mortis


  • Auto-respawn

As long as the skill is equipped your summons will respawn automatically every 2 seconds for Feeding Swarm and Hunting Swarm and 5 seconds for Livor Mortis until you have your maximum number of summons alive.



  • Teleportation

Pressing a summon’s keybind now causes all your associated summons to teleport and launch a coordinated attack at the cursor’s location.

Feeding Swarm


Hunting Swarm


  • Summons’ power now scale with your character

Summons dealing Physical, Rend or Toxic damage will gain bonus damage from your %material damage. If you change their damage type to Frost, Fire, or Lightning, they will benefit from your %elemental damage, and so on.

Hunting Swarm summons now benefit from your additional projectiles, your %projectile damage…

Note: As scaling is a matter of balancing, we will use your feedback on the current state of the summons in order to fine-tune how they scale with particular affixes, thus, we will keep working on balancing the summons in the upcoming content patches. To help you theorycraft and make relevant builds, here is a list of what the summons currently scale with:

  • Weapon Damage;
  • Total Attributes Bonus Damage;
  • Ailment Damage;
  • Skill’s Flat Damage (Gems, XX damage on spells..);
  • Skill’s %Damage (%damage, %spell damage, %projectile damage…);
  • Skill’s %Damage Type (%material/elemental/occult damage);
  • Projectile Count.


  • Tooltip and damage clarification

The average damage of your summons now appears on their skill tooltips. Every Modifier has been clarified to indicate the % of increased damage it gives.

In addition, the damage display text and the health bars for your summons can now be toggled on and off.



  • Infested Bog



  • Aberrant Marsh




  • The Lunar Armor is now available in Stormfall Palace through the “Mirrormaid’ project.

[I]Female Model


[I]Male Model



  • Wailing Arrows can now be converted to Sacred damage.
  • Anvil’s Woe can now be converted to Aether damage.
  • Slayer’s Flurry can now be converted to Aether damage.



  • Summons can no longer block the character’s path.
  • Summons damage and health bars can now be displayed on screen.
  • Feeding Swarm and Hunting swarm’s icons in the skills bar now display the damage type variant of the skills
  • The maximum combat radius for Summons has been increased from 25m to 40m.

Added in patch 1.1.3.0

  • Health, Rage, and Willpower potions can now be used at any time without delay and without breaking an ongoing channeling skill.a
  • Havar and Mohabi’s items now scale up to the maximum expedition level unlocked.
  • The items obtained as rewards for completing the “Seekers Garrison" and “Stormfall Trade Assembly” projects in Stormfall Palace now scale up to the maximum expedition level unlocked.
  • Clarified and added values to almost every modifier for Feeding Swarm, Hunting Swarm, Livor Mortis, and Parasite, both in the tooltips and skill panels.



  • Fixed an issue where the Rabiaphages would sometimes not fire when aiming the player.
  • Fixed an issue where the unique monster “Queen Amadalah” could be found too frequently.
  • Fixed an issue where the visual effects would not match the type of damage dealt by the bombs from the “Sappers” enemies.
  • Fixed an issue where a grey texture could be seen inside the barrels found in the narrative mission “The Only Lead”.
  • Fixed an issue where Summons health would be scaled down from level 44 to 68.
  • Fixed an issue where the "Aspect of Dawn" second skill "Hammer of the Aurora" recast would sometimes deal no damage.
  • Fixed several tiles and NavMesh issues on expeditions maps.
  • Fixed an issue where the “Harvester” monster would disappear abruptly at the end of its death animation.
  • Fixed an issue where no sound effects would be played on the explosion of the first skill of the Aspect of Infinity “Calamitous Paradox”
  • Fixed an issue where joining another player’s game would restock all the merchants.
  • Fixed an issue where no sound effects would be played when using a damage type variant for “Wailing Arrow” while the Modifier “Aching Accuracy” was selected.
  • Fixed an issue where it was possible to benefit from the increase in stats given by the attributes without confirming them.
  • Fixed an issue where the sword held by the “Corrupted Purifier” enemies would visually glitch out when taking damage.

Delaying Wolcen: Arise.

Hello everyone,

As you may know from June’s Monthly Development Update, we initially planned on releasing Wolcen: Arise early to mid-July. We’ve also stated that the ETAs we announced in our timeline might be subject to changes if we feel we need more time for a feature to be ready, which is the case for Wolcen: Arise and the Summons Revamp.

We are really looking forward to presenting you all our work on the Summons Revamp, and to be able to ship it in its best form, we decided to take some extra time for playtesting and polishing. Thus the update is delayed to next week.

Delaying is never an easy thing to do, but we strongly believe it is the best decision to make. This extra time will allow us to go deeper in the final playtesting phase and provide you all with a better game experience overall.

Thank you all for your understanding.

Wolcen: Arise (Trailer)

Hello everyone,

Here is a preview of our upcoming content patch, Wolcen: Arise, centered around the Summons Revamp.

[previewyoutube="H7FVoEZdT7Y;full"]