Lead a band of heroes as they grow from reluctant farmers into unique, legendary fighters. Combat unexpected threats and strange monsters across interactive battlefields. Unravel mysteries and share pensive moments in an ever-new fantasy setting that blends hard truths and sacrifice with humor and personal storytelling.
Where does your myth lead? Come help us uncover it!

- Reminiscent of tabletop roleplaying, unique heroes are born in unique settings every game. They age, transform, fall in love, disagree, and make harrowing sacrifices.
- Each hero brings their own organic history and personality with them, but your choices and combat skills are what decide their paths and outcomes.
- All heroes die someday… but you get to hold on to your favorites. Reintroduce them in the next adventure, and over many lifetimes the myths you make will form your own legendary pantheon.
An Imaginative Papercraft World
The Yondering Lands, where the game is set, is a richly layered world populated with hand-painted 2D characters and scenery. We’ve paid loving attention to breaking molds and exploring new ideas: no orcs, elves, or goblins here—but watch out for the telepathic insect-dragons and the clockwork undead.
Extreme Character Depth
Each of your heroes has their own unique generated history, personality, and appearance, and will form relationships with your other heroes. All of these elements change and develop over the course of a playthrough, as characters age, encounter mysteries, and overcome challenges.
Choices That Matter
Your hero may choose to trust the enigmatic wolf god, leading to a hair-raising change in their appearance and combat abilities. Or they may pursue a romance with a fellow hero, giving each of them a shared buff and more story opportunities. Encounters and events have permanent, character-defining effects, letting you craft the arc of each character.
A New Approach to Death
Did your favorite character get one-shotted by a tentacled horror-bear? Choose to let a hero "fall back" with a maiming that will lead to some transformative new paths in their legend, or let them go out in a blaze of glory to be remembered for generations to come.
Deep and Creative Tactical Combat
Combat in Wildermyth emphasizes teamwork and careful positioning, as well as imaginative use of your evolving capabilities and surroundings. Walling and Flanking mechanics provide clear but conflicting incentives, while mystical interfusion lets you remake the battlefield with explosive magic. Multiple difficulty levels mean you can get as intense as you want to.
Endless Replayability
Pick and choose from a huge bank of combat abilities as your heroes level up in each playthrough, and decide whether you prefer offensive or defensive tactics, brute strength, stealth, or magically flinging fire from a nearby lamp into your enemies' faces. Procedural generation gives you new heroes, new enemies, new story events, and new maps every time you play.
A Custom Pantheon of Legends
You’ll have the freedom to customize hero appearances, names, histories, and more. As time passes, heroes grow old and may retire, or else might fall in combat—and yes, some will survive all the way to the end. You can add your favorite heroes to a roster of legends and call on them again in later playthroughs. Build your own mythologies and share the awe-inspiring might of your heroes with others.
Good news, you've got an extra week to order the Fire and Water Spirit plushies from Makeship! They're now available until May 29th:
[url=https://www.makeship.com/products/fire-spirit]
Get the Fire Spirit here![/url]
[url=https://www.makeship.com/products/water-spirit]
Get the Water Spirit here![/url]
Both campaigns have successfully funded, so you're guaranteed a fuzzy elemental pal. This will be your last chance to order, though! So if your household would feel just a little incomplete without these guys, head over and lock 'em in now!
- Kill effects now happen before death effects (so if you have Untouchable and kill an enemy that explodes, Untouchable will now prevent the explosion damage)
- Fixed bug where Drathix Dragonbreath didn't respect Engage
- Fixed bug where Sneer could be used by stunned enemies
- Fixed bug where Spelltouched tattoo skin, one of Vulta's sleeves, and Beastblight omenroad weapon didn't show up on Linux
- Fixed possible crash when assaulting site while incursion is attacking a site
- Fixed bug where corruption wave in Temple of Silence could happen many times in a row
- Translation adjustments
- Tools: Fixed bug with mod injection on null strings
- Tools: Added "requireLegacyUnlock" field to history entries
We're rounding out the (base game) spirit plushie collection! You can order them from now until May 22. After that, they disappear back into the Yondering Lands forever.
This time we've got the Fire and Water Spirit plushies available for you. Our plushie partners, Makeship, have done a fantastic job as usual bringing our spirits into the real world.
Catch yours now:Order the Fire Spirit Plush Order the Water Spirit Plush
Remember, the campaign only goes until May 22, so order now to complete your Wildermyth Spirit Plush collection!
You can now have the Wildermyth Original Soundtrack as the background music to your own life! Its all polished up and is available to purchase now on Steam .
(We cant guarantee that this soundtrack will make everything you say sound more poetic but were not saying its impossible either.)
The album contains all of the music written by Candy Emberley for Wildermyth's base gamenewly recorded versions of the music played by live musicians, the original recordings as launched in-game, concept music written during early game development, and a few bonus tracks. In total there are 65 tracks and three hours of music!
In addition, weve got a 2-Disc CD set, which contains all 31 newly recorded tracks and a few launch version recordings (34 tracks total). The CDs are housed in a 6-panel digipak with new artwork from the Wildermyth team. CD sets are available for $20 through the Wildermyth Merch Store and Candy Emberleys Bandcamp page.
Patch 1.16+556
- Updated Music to live-recorded versions! (Also added audio option to switch to original versions)
- Fixed incorrect description for Wisdom ability in French
- Other various translation updates
- Fixed font issue with Ukrainian translation mods
- Tools: Fixed bug where encounterWeight wasn't properly using data from matched roles
We're excited to announce the upcoming release of the Wildermyth OST on Thursday, March 27th!
The album contains all of the music written by Candy Emberley for Wildermyth's base game:
- newly recorded versions of the music played by live musicians
- the original recordings as launched in-game
- concept music written during early game development
- plus a few bonus tracks
In total there are 65 tracks and three hours of music!
The digital download on our Steam page will be available for $16. There will also be a physical 2-Disc CD set available for $20 on the Wildermyth Merch Store and Candys Bandcamp page.
A lot of love went into these recordings, and were thrilled to finally be able to share them with you. Keep your ears open and well see you on the 27th!
- Omenroad bosses now weighted based on number of times seen (So it'll take less time to encounter all of them)
- "Show Simple Gear Stat Changes in Empty Slot Buttons" interface option changed to be on by default
- Research Site job now shows a random hero talking (So it's less likely to say the same thing each time)
- German, Spanish, and Portuguese translation adjustments
- Fixed bug where Epic or GOG multiplayer games with three or more players wouldn't work properly (player 3 would replace player 2)
- Fixed bug where engage could unexpectedly be removed from large enemies. Behavior should be more reliable now
- Fixed bug with Eluna and the Moth final battle music
- Fixed bug where Paladin+ could happen through Crystal Chrysalis
- Fixed Omenroad Transformation Shrine bug where 1 LP would be subtracted even if you didn't take an additional theme piece
- Fixed crash when trying to import legacy heroes on Linux
- Tools: Fixed bug where family targeting (PARENT_OF, CHILD_OF, etc) didn't work for targeting legacy heroes
- Fixed bug where enemy group for generic campaigns wasn't applied
- Fixed bug where heroes with spelltouched and Deepist tattoos would become transparent in some cases
- Tools: Fixed Mod Injection bugs with adding to arrays, and adding RewardTemplates or ExtraRewardTemplates to dungeons
Since its release on Steam a little over 3 years ago, Wildermyth has very much appreciated the generous support and kind words its received from the Steam community, which have made the game grow into the success that it has been for us. Our community is incredible and hearing your stories brings us a lot of joy.
We are happy to announce that on October 22, Wildermyth: Console Edition will be digitally available on Nintendo Switch, PlayStation 4/5, and Xbox One/Xbox Series X|S. Physical Editions for PlayStation 4/5 and Switch are set to release from select retailers on November 9th for the US and November 26th for Europe. For more information, see here .
Without your support on Steam, this wouldn't have been possible, so thank you for taking a chance on Wildermyth, for telling your friends, romantic partners, and rivals about us, and for continuing to build on the foundation we built through your amazing and creative modding communities. Stories are meant to be told, so please continue to share yours- old and new players alike- for us all to enjoy!
A couple answers to some common questions about Console Edition:
[list]
Online multiplayer is not available in Wildermyth: Console Edition. However, it will have a fully reimagined local cooperative multiplayer, allowing up to four players to take command of multiple characters and share in an unfolding story together.
The Omenroad and Armors and Skins DLC will not be available for Wildermyth: Console Edition at this time, but there is a small console-specific DLC, Wildermyth - Off-hand Item Skin Pack which will be available on launch.
At this time, Wildermyth: Console Edition will only be available in English.
Wildermyth: Console Edition will include an in-game Monster Compendium, a tactical tome which provides insight into the creatures youve faced on your journeys through the Yondering Lands, as well as enchanting excerpts of lore and background information about the games various factions. Physical Editions will also include your own physical copy of the Monster Compendium.
- Fixed bug in All the Bones of Summer where mystic and child would stop gaining relationship points if you ended their rivalry
- Fixed bug with navigating heroes via controller on Final Preparations
- Fixed bug where filtering heroes by aspect didn't always work
- Tools: Custom humanName formula now carries over on reroll, and fixed bug with customization (no more need for nameFormulaOverride!)
- Tools: Mod Injections can now remove a specific index from a list
- Tools: Added "removeAspects" field to themes and theme pieces
- Tools: Fixed Mod Injections not working for campaigns and dungeons
- Tools: Fixed bug where Mod Injections couldn't overwrite complex data objects (like a full StatsMap)
- Tools: Fixed crash when adding to theme stats via editor
- Tools: Fixed crash in Mod Injections when clicking "Show Original" with nothing selected
- Tools: Fixed bug with showing StatsMap Mod Injection overrides
- Fixed issue with increased loading times for certain dialogs (like gear get and character sheets) for players with many mods
- Tools: Fixed some bugs with Mod Injection
- Fixed possible modding security risk
- Fixed bug where selected Omenroad odes would reset if you switched to a non-challenge campaign
- Fixed bug where Terror's Talons only worked in A Walk in the Unlight
- Fixed bug where His One True Knife and the Wraithword Knife could attack diagonally
- Fixed bug where Gworl Dragonspears could show up as Erklebits
- Fixed missing French lines when capturing a shadow spirit
- Fixed missing French A Walk in the Unlight history lines
- Fixed bug where mindworm immunity didn't work
- Fixed bug where New Player dialog would get very large on invalid name
- Fixed bug in editor where Credits Lab would crash
- Tools: Added Mod Injection content editor page, which allows for injecting json objects into existing json files without needing to overwrite the whole file. Useful for editing objects that are likely to be modified by multiple mods!
- Tools: Added support for overriding or adding to packed image files, like ui/scale. Images will be copied into the core files if they're placed in a parallel structure to normal unpacked images (e.g. mods/user/myCoolMod/assets/ui/scale/unpacked/myImage.png)
- Tools: Added DLC_INSTALLED_ARMORSANDSKINS, DLC_INSTALLED_OMENROAD, and MOD_ACTIVE.modId expressions
- Tools: Wiki links for events and abilities now link to paths of the form "wildermyth.com/wiki/Mods/[modName]/[eventName]"
- Tools: Added wikiNameOverride field which can be used to specify a different name to be used in the [modName] section of the link
- Tools: Fixed bug with monster target positions in comic editor
This patch includes completed French and Spanish translations for Omenroad, a good collection of bugfixes, and some small changes.
As we announced , we won't be developing new content, but will continue to support the game and fix bugs.
1.16+543 Omenroad Hotfix
- French and Spanish Omenroad fully translated!
- Three new tidings
- Two additional phases added to music in A Walk in the Unlight final fight
- Some lines added to A Walk in the Unlight to acknowledge soulmate heroes
- Can now use entangle on allies that can't be knocked back
- Added text feedback when Ode to the Unyielding prevents death
- Adjusted weighting on several tidings
- Adjusted tongue whip description
- Various translation adjustments
- Added a warning message that shows up if the player account has no legacy or legacy backup file, but does have a save game. This is to try and help with an uncommon issue (probably with Steam Cloud?) where the legacy and legacy backup files get deleted for some reason
- Fixed bug with Overwhelming Monstrosity achievement
- Fixed bug where non-family heroes were showing up as family
- Fixed bug where "Save and Quit" option could be chosen in places where "Save" option is disabled, causing unexpected behavior
- Fixed bug where in-game change notes only showed up in English and Chinese
- Fixed bug where Terror's Talons could move immune to knockback enemies
- Fixed bug where legacy locked soulmates or rivals caused weird behavior in A Walk in the Unlight (legacy relationship lock will now be ignored, other than the new lines that were added)
- Fixed bug where The Glorysword Clayn attack wasn't marked as melee
- Fixed bug where Omenroad results could be cut off with lots of abilities
- Fixed bug with Arrow of Anywise cover
- Fixed several small comic bugs in A Walk in the Unlight
- Fixed bug where campaigns could get stuck at "Constructing Mission"
- Fixed bug where Luthin duplicates didn't have correct golden shields
- Fixed bug where flashcone kills wouldn't increase hero kill counter
- Fixed bug where Sunglory Spaulders didn't grant additional damage
- Fixed bug where Omenfry Skillet dealt less damage than intended
Hi, this is Nate Austin, co-owner of Worldwalker Games.
Wildermyth has been a wonderful journey for us, but that journey has now come to an end. We feel proud of what we've accomplished, and lucky to have an incredible team and an amazing community. And it's never fun to bring something to an end, but sadly this is that time.
The Facts
Active development on Wildermyth is complete. We will continue to support the game and fix critical bugs, but don't expect new content, going forward. We will be saying farewell to many of our team members. <3 Worldwalker Games is going into hibernation for now.What's Not Going Away
This does not, in any way, affect plans to bring Wildermyth to other platforms. We hope to be able to announce more on that fairly soon, but I cannot say more right now.The Soundtrack Kickstarter is also not affected. Live recordings of the music will be integrated into the game, and made available as a purchasable OST.
French and Spanish translations for Omenroad will be completed.
We will continue to maintain the discord, wiki, social media, support emails, and merch store.
Why, and Why Now?
Wildermyth has been wonderful, but nothing goes on forever. We wanted to ship Omenroad, and having done that, we're ready to move on. This was the plan, and it doesn't have anything to do with how well Omenroad is doing. (It's doing quite well! And we're extremely proud of it, and will continue to support it!)We're an independent studio, which means we're not answerable to investors. Nobody is shutting us down. We are going into hibernation because we are done with this project.
The Feels
When I started working on this game, um, 11 years ago, I had a bit of a chip on my shoulder. "I'll show them. I'll show them all." It's not there anymore. The last crumbs (is that how it works? What kind of chip is it supposed to be? A wood chip? A tortilla chip?) Well, the last crumbs of that chip were brushed away some time ago. I feel like we contributed something positive to the ongoing conversation of "what can a game be?"For my part, I feel that we did what we set out to do, and the time has come to move on. I'm very proud to have been a part of a very special team, and a very special game, and I'm hopeful that the game will continue to live on. We have a tremendous community of players and modders, and that's a dream come true. It's been an incredible honor to deliver you Wildermyth, and I thank you for it!
I'm pretty sure we'll eventually find something else to pour our passion into, and we'll let you know about it when the time comes.
- Removed reward timers from The Glorysword Clayn boss fight
- Fixed crash if hero with Stalwart+ enabled entered Starwing darkness region
- Fixed bug where The Umbertorch weapon dealt 2 less damage than intended
- Fixed bug where A Walk in the Unlight crafting could play unintended event
- Fixed bug where Head Chef "Feed the Fire" didn't check line of sight
- Fixed bug where after crafting an item, no slot would be selected, which could cause unexpected behavior
- Fixed bug with Arrow of Anywise and Chain Lightning cover calculations
- Missing light templates will no longer cause plot to fail (fixed mod issue)
- Phantasmal Step no longer blocks turn end
- Fixed bug where subtracting an Ode down to zero could still allow that Ode
- Fixed bug where Abjure "deafened" effect wouldn't actually reduce enemy damage
- Fixed bug where max enemies killed in one turn wasn't always counted correctly
- Another fix for Starwing crash bug
- German translation updates
- Terror's Talons ability now allows moving unit in any direction
- Added "stunts" to Omenroad results screen
- Can now click Peril button to make peril and odes screen stay up
- Can now view character sheets on nodemap by pressing back button on controller
- Thuuedra Fling ability now always shows on ability bar
- Adjusted some npcs to not spawn with combat modifiers
- Wolves can no longer lunge while pinned
- His One True Knife can now use teleport ability when hidden
- UI spacing adjustments, especially for smaller resolutions using "Bigger" UI size and translations; improved dialogs include Odes selection, in-game Peril + Odes view, results screen
- Fixed bug where Wisdom showed Omenroad text in all cases
- Fixed bug where A Walk in the Unlight page 1 capstone plot heroes could end up with negative health after being maimed
- Fixed bug where "The Artist" portrait achievement couldn't be unlocked
- Fixed bug where defeating Malthides wouldn't unlock item and achievement
- Fixed bug where saving a game during a comic after a choice but before a mission starts would result in an endless "Constructing mission" message on load
- Fixed bug where Beguiling Fanatic map would end before collecting rewards
- Fixed bug where ability shrine choice popups showed level up stats
- Added another fix for Starwing causing a crash
- Several German and Chinese translation fixes
- Typo fixes, various comic adjustments
- Fixed bug where Starwing could cause a StackOverflow crash
- Fixed bug where legacy Omenroad boss weapons weren't carrying over into new campaigns
- Fixed bug where no unlocked Omenroad boss items would spawn in regular campaigns
- Fixed bug where getting a Shadow Spirit would cause a crash in German, Spanish, and French
- Fixed bug where game wouldn't shut down fully if you opened Omenroad Achievements page
- Spanish translation progress, German and Chinese translation fixes
- Fixed bug where controller input couldn't use Omenroad Gear Upgrade or Relationship shrines
- Several Translation fixes
OUR NEW DLC IS AVAILABLE NOW!
Wildermyth: Omenroad is now available for purchase! Alternatively, we have a bundle with the base game, Armors and Skins DLC, and Omenroad available at 15% off.To our Spanish and French speaking Players, due to bad planning on our part, you will notice many untranslated UI elements in the build. We are working to get those cleaned up and patched out as soon as we can. (French players may also encounter some untranslated comics towards the end of the new story campaign)
A little bonus- we're on sale for Steam's Endless Replayability Fest! You can get Wildermyth for 30% off until May 20th. It's the perfect time to pick up the main game and our DLCs if you haven't already!
https://store.steampowered.com/app/2935580/Wildermyth__Omenroad/?beta=0
Wildermyth: Omenroad
The Omenroad DLC gives you a new way to play Wildermyth. For the fighters, we have a roguelike tactical challenge mode with progression across runs. And for the lovers, we have A Walk in the Unlight, a huge new story campaign that uses the Omenroad format to take your heroes past the edge of the Yondering Lands and into worlds beyond.
Challenge Modes
Legacy Heroes and Greenhorns alike run a gauntlet of battles, each increasing in difficulty. A node map replaces the Overland map and your party chooses a path by following your appetite for risk and reward.

Transformations, pets, and other rewards are present within the fights themselves, making it a tactical choice which ones to pick up. As a challenge mode, Omenroad runs dont take place within a larger story and you wont encounter random story events.

At the end of a run, promote your favorite heroes and bring them back into the base game. In between runs, increase Peril for more of a challenge and equip Odes to make your party stronger.

Youll get:
- 20 new boss fights
- 20 new unlockable artifacts and augments
- New Shadow spirit and Shadow weapons to discover in both Omenroad and the base game
- 75 new battle maps with new objectives
- A Wall of Fame with twelve challenge-based titles for heroes to earn
- And for those hungry for another Wildermyth campaign

You Are Invited to the Neverbefore Ball!
Our new campaign uses the Omenroad format to tell a Wildermyth story, following two adventurers into Netherflare, the land of the lost. There they encounter faces both fresh and familiar, crossing the phantom-lands of a thousand Yonderings to arrive at a mystical ballroom in a dragons castle.
As in the challenge modes, a node map will replace the Overland map and no random story events will occur. Instead, all the stories youll encounter have been written specifically for this campaign, making it our most extensively written campaign, by far.
Expect to find:
- A sprawling story that touches on the lore of all our previous campaigns
- A new biome: Netherflare!
- More than 25 new battle maps!

Come see what weird wonders will upend you, and who might wander at your side, as you take A Walk in the Unlight.
1.16+533 Omenroad
Added sfx for bird legs, volley of arrows, drauvenBirdMarkPrey,ratErraticMovement
Adjusted tile range feedback for barrage and stunning barrage
Drauven Wingbeat and Bird Debuff now deal Physical Damage instead of True Damage
Adjusted Ulstryx chapter 1 objective text to clarify that other
sites must be cleared before doing the capstone fight
Double-hyphens replaced with em-dashes
Screen edge pan no longer happens while in controller mode
(fixes issue where sometimes the screen would scroll to the
top-left if the mouse position was there)
Legacy saving now happens less often in certain cases, resulting in
less hitches during gameplay
Save file note dialog is now a single-line text input
Shred sound no longer plays when shredding warding
Various translation fixes
Fix a bug where dreamsOfIcarus could happen multiple times per campaign
Fix a bug with ambient audio often being silent when it shouldn't be
(You may hear more nature noises now during battles than you used to)
Fix a bug where set pieces that were very close to the camera
would be visible, blocking the player's view
Fix a bug where loredump could happen through walls
Fix a bug where Stalwart+ prevented Crystal Chrysalis
Fix a bug where sometimes enemies would visually hover over their ending tile
Fixed issue with mysticF mythic vines theme skin
Fix a bug with burning arrow not being able to shoot at as
long a range with elemental bows
Fixed bug where scenery with >20 health couldn't be splinterblasted
Friendly Fire warning no longer shows damage dealt to scenery
Tools:
"Refresh" editor button now does a better job of actually refreshing mods
Combat Lab can now show any mission plan, even without a scenario
Added "ignoreRestrictions" option to ApplyTheme Outcome
Added "ifChoiceNumLessThanOrEquals" and "sortByScore" fields to
AbilityTarget Options
Added NUM_ENEMIES expression variable, which will get the number
of enemies in the current mission
Added isMatchText expression, useful for checking parameter text
Added "particleNumData_V" particle function, which can be used to
get data from a given particle number
Can now match ONE_FURTHEST relative to a role with multiple matches
Added "CAN_ROMANCE_LOOSE" variable, which checks family and forbidden
romance (e.g. skeleton), but ignores existing relationships,
forbidRandomRomances, and attraction.
Particles: adjusted e.life and e.time to not reset when done looping
Particles: added tileIsVisible variable, which returns 1 if the mission
tile is not in fog of war, and 0 otherwise
Particles: Added vx, vy, vz, and velocity particle vars
Added "useExistingEmitter" option to particle animation outcomes
Added alwaysShow and forbidMonsterDestroy options to CountScenery objective
Added ONE_FURTHEST_OPTIONAL match type
Added animationCustom field for movement animations
Can now spawn a random card of a monster type via Spawn Outcome
Added LIVE_ALLIES LOS test
Fixed bug where rigOverridePriority aspect was deleted
Added "For" outcome, which can be used to execute an outcome
a certain number of times
Added WAS_ATTACKED_DELAYED effect trigger
Added MISSION_VICTORY hero trigger
Added POSITION_X and POSITION_Y expression variables
Fixed bug where Loop Next Action checkbox in combat lab would
sometimes use a previous action
Added DIFFICULTY_COMBAT and DIFFICULTY_OVERLAND expression variables
Added grant random gear cheat (Shift+Ctrl+G) that grants some gear
based on class and randomness
Added EQUAL_TO Test
Embark upon the Omenroad!
We have been hard at work at bringing you a new campaign and a new gameplay mode! And a huge thank you to all of our beta testers who have been helping us polish Omenroad for the best experience possible.Wishlist it Now!
Omenroad DLC will be available on May 16th for $9.99. We'll be sharing more as release approaches.
Also, New Pins! :)
We turned some of Wildermyth's most popular pets into pins! You can now upgrade your accessories with a Critter, Fire Chicken, Shadow Cat, or Avenger Rabbit! Get your own here
Wildermyth: Omenroad
The Omenroad DLC gives you a new way to play Wildermyth. For the fighters, we have a roguelike tactical challenge mode with progression across runs. And for the lovers, we have A Walk in the Unlight, a huge new story campaign that uses the Omenroad format to take your heroes past the edge of the Yondering Lands and into worlds beyond.
Challenge Modes
Legacy Heroes and Greenhorns alike run a gauntlet of battles, each increasing in difficulty. A node map replaces the Overland map and your party chooses a path by following your appetite for risk and reward.

Transformations, pets, and other rewards are present within the fights themselves, making it a tactical choice which ones to pick up. As a challenge mode, Omenroad runs dont take place within a larger story and you wont encounter random story events.

At the end of a run, promote your favorite heroes and bring them back into the base game. In between runs, increase Peril for more of a challenge and equip Odes to make your party stronger.

Youll get:
- 20 new boss fights
- 20 new unlockable artifacts and augments
- New Shadow spirit and Shadow weapons to discover in both Omenroad and the base game
- 75 new battle maps with new objectives
- A Wall of Fame with twelve challenge-based titles for heroes to earn
- And for those hungry for another Wildermyth campaign

You Are Invited to the Neverbefore Ball!
Our new campaign uses the Omenroad format to tell a Wildermyth story, following two adventurers into Netherflare, the land of the lost. There they encounter faces both fresh and familiar, crossing the phantom-lands of a thousand Yonderings to arrive at a mystical ballroom in a dragons castle.
As in the challenge modes, a node map will replace the Overland map and no random story events will occur. Instead, all the stories youll encounter have been written specifically for this campaign, making it our most extensively written campaign, by far.
Expect to find:
- A sprawling story that touches on the lore of all our previous campaigns
- A new biome: Netherflare!
- More than 25 new battle maps!

Come see what weird wonders will upend you, and who might wander at your side, as you take A Walk in the Unlight.
Fixed some Russian translation issues
Wildermyth is now playable in Russian!
After a much anticipated wait, Wildermyth's Russian translation is now complete!! So much hard work and heart has gone into this translation; thank you to our Russian translation team Lock On Games, and all its members: Coretcaia Liubovi, Nikolay Elagin, Dina Andreeva, Mykhailo Beliavskyi, Ekaterina Belova, Khamidullin Valentin, Ivan Dymkovich, and Gubankova Elena.
And thank you to all the Russian players who have been patiently waiting!
This marks a huge milestone as we have now successfully completed all of the translations of Wildermyth that we had planned. We aren't planning on translating to any other languages right nowthey're very complex and expensivebut we have lots of modding support for any fan translations!
We've also rewritten a few older events and fixed some bugs.
1.15+505 Orien Marten
- Added official support for Russian!
- Rewritten Event: Abandoned (from: The Abandoned)
- Rewritten Event: Featherless Flight
- Rewritten Event: Settling Nerves (from: Peripheral Views)
- New tiding
- Added more robust legacy file backup system
- Procedural campaign plot events less likely to repeat often (weight divisor multiplied by 16 instead of 4 after a campaign)
- Adjusted light green "Labor" modifier number to be darker
- Fix a bug where skeleton theme could get stuck and not progress
- Fix a bug where Drauven Sneer could jump through walls
- Fix a bug with Greater Constrict shown damage amount
- Fix a bug where broken legacy heroes couldn't be replaced
- Fix a bug where "hidden" could show up in comics
- Fix a bug where foes sometimes wouldn't try to go through doors
- Fix a bug where diagonal scenery could cause unwalkable tiles
- Fix a bug with wiki links on Linux
- Fix a crash for heroes with no weapons
- Fix some gear visual layering issues
- Tools: Added "rigOverridePriority|PRIORITY|RIG" aspect, so a rigOverride can override a different rigOverride
- Tools: Added uk, uk_UA, th, and th_TH language codes, for modders
- Tools: Added Editor Options buttons to find missing translations
- Tools: Added TIDING_REQUIRED effect trigger, for tidings that should always happen if they match, and shouldn't count toward the total number of tidings
[u](Note: This beta content is currently only in English)[/u]
We're excited to announce our upcoming DLC: Wildermyth: The Omenroad. A major piece of the DLC is a new challenge mode, and we'll be conducting a closed beta for the challenge mode over the next few months.
(We're also planning to include an Omenroad story campaign with the DLC, but it's not part of the beta and we're not ready to share details on it just yet!)
The Omenroad
The Omenroad DLC includes a combat-driven, challenge-focused gameplay mode with increasing levels of difficulty. This mode has no story and no overland. Instead, in between battles, players choose which path they'd like to take on a nodemap. Each fight has one or more rewards associated with it. These can be gear, resources, abilities, relationships, transformations, pets, and more!
Rewards show up on the combat map with a timer. If you don't get to the reward before the timer runs out, it'll disappear. These in-mission rewards are the main way you'll be making your heroes stronger, but getting to them in time will often force your heroes into more dangerous combat situations.

An Omenroad run consists of three pages of battles, each page with a boss fight at the end. Omenroad runs are always Carved in Stone; no manual saving and reloading, every decision you make is permanent.
Omenroad doesn't have difficulty settings the way the regular campaigns do.
Difficulty starts out equal to the level of Tragic Hero. When you complete an Omenroad run, you will unlock a new Peril level. Peril makes the game harder in various ways, like increasing enemy health and damage or causing enemies to spawn when you open a reward.However, completing an Omenroad run (or even losing one) also increases Renown, which can be used to enable Odes. Odes are buffs to your party, including things like increased health or accuracy, warriors starting fights with temp health, hunters dealing additional damage from grayplane, and mystics having increased range on interfusion abilities.
Peril and Odes are the two opposite sides of difficulty for the Omenroad. Peril will test your limits. Odes will help you push through.

Seeking Beta Testers!
We're really excited about how this DLC is coming along, and we're happy we finally get to reveal what we've been working on over the past several months. We want to make this DLC as fun and fine-tuned as possible, so we're looking for Beta testers! To help give us feedback, you'll need to be in our Discord where you'll receive further instructions as to how to access the beta and what kind of feedback we're looking for. Join our Discord!Beta participation is open now! The number of beta testers will be limited, but may change depending on how things go. We'll also be giving away several DLC keys for Omenroad to a selection of beta testers who give good feedback.
Our Spirit Plushies are Available to Order Now!

We've partnered with Makeship again to bring two of our Elemental Spirits to life! They're delightfully adorable and elusive;they'll only be available to order until September 1st.You can grab just one, or get 10% off when you orderboth!
Catch your own Spirit before they despawn:
Order the Wood SpiritPlushie Order the Stone Spirit Plushie


-The Wildermyth Team
We've partnered with the devs at Lost Pilgrims Studio and Trese Brothers to bring you an epic game bundle!
This bundle brings together three of the deepest RPGs on Steam: Vagrus - The Riven Realms, Star Traders: Frontiers, and Wildermyth. Each of these award-winning games offers hundreds of hours of playtime through extensive character build variety, clever use of procedural generation, or a simply stunning amount of content.
Star Traders: Frontiers
With more than 30 character classes, hundreds of talents and ship components, and nine factions to champion (or use entirely for your own ends), there are countless ways to play this sci-fi captain RPG. Discover black markets and smuggle your way to a fortune; rise through the ranks and command a starfighter carrier; brave wild worlds and discover new stories. What kind of captain will you be?
Vagrus: The Riven Realms
Explore a vast open world filled with unique locations, strange factions, and a colorful cast of characters in this caravan-based RPG with an immersive and detailed dark-fantasy setting. Recruit a wide variety of companions to aid your ventures, fight cruel and terrifying foes, uncover secrets, and survive challenges that make it immensely satisfying to succeed.
Wildermyth
You know us! Our imaginative fantasy adventure RPG uses an incredible procedural storytelling system to take your unique heroes on their own journey every playthrough. Tactical combat encounters are rich with options and enemies, and even having a character taken down offers choices that will impact your partys story. Get new heroes, new enemies, new story events, and new maps every time you play.
Ready to dive in?

Numpad Enter key now works for everything Enter works for
Fix a bug in French with crash when hovering the attack button
Fix a bug where many lines in French were missing
Fix a couple missing lines in a recruit comic
Wildermyth is now playable in French!
At last! French speakers are now able to play Wildermyth in their native tongue. So much hard work and heart has gone into this translation; thank you to our French translation team, Riotloc, and all its members: Alexander Bolotin, Anas Gerber, Eric Holweck, Guillaume Pelletier, Jonathan Pierre, Kvin Bernier, Marc Eybert-Guillon, Nadge Gayon-Debonnet, Pierre Quelquejeu, Stphane Tranquille, Violaine Sauze, and Ophlie Colin.And thank you for all the French players who have been patiently waiting!
(Russian translation is currently going through another round of QA and making some more fixes.)
Other Updates
We've rewritten two events, Pastoral Quarrel (from: Sweeping Swallow) and When We Fight, added a new hairstyle, and made some changes to miscellaneous combat and monster features. And, of course, squashed a bunch of bugs.Wildermyth turned 2 Years Old!
To celebrate our two year anniversary, we're hosting a Fan Art Contest on our Discord , Twitter , and Instagram . The winners will receive a DLC key and their choice of a piece of Wildermyth merch! Entries close July 15th at 11:59 pm CST.Developer Q&A
In case you missed it, we had a Q&A session on Twitch back in May, to answer questions about the Armors and Skins DLC and the game in general. You can watch it on YouTube here:[h2]
DLC Updates[/h2]
Also, if you've been following our socials or Discord, you've probably noticed a couple sneak peeks at what we have in the works for our second DLC. We don't have anything to say about the DLC quite yet, but here are some of those images!



1.14+486 Elona Rib
- Added official support for French!
- Rewritten Event: Pastoral Quarrel (from: Sweeping Swallow)
- Rewritten Event: When We Fight
- Two New Tidings
- Shardnado now deals less damage but has a larger radius
Humanist+ increases the radius
Shardnado has always felt too similar to fireleash, and we wanted to differentiate it more. Now, it can easily hit many enemies at once, and creates a nice AOE to chip away at them over the next turn
- Skeleton Inscrutable Stare now works on Morthagi
The restriction felt kind of appropriate thematically, but ultimately removed an important part of skeletal heroes' kit in a way that wasn't fun
- Ambush with Throughshot can now be placed behind enemies
- New hairstyle
- Enemy healthbars now show calamity icons for calamity buffs
Not being able to easily tell which enemies had calamity damage buffs without viewing their tooltips could cause some unexpected hard hits. This should make it easier to tell when that roe can one-shot your mystic
- Adjusted tile feedback for many AOE abilities (ranges have more
of a "border", instead of highlighting each tile the same)
Fireleash tile feedback shown here, old vs new
- Added new image for "Add to Legacy" dialog
- Dart and Sommelier damage calamities now show up later
- New interface option (off by default):
"Show Simple Gear Stat Changes in Empty Slot Buttons"
(to see simple stat changes without hovering all the slots)
For simple augments that only require one line to show the stat change, some players found it annoying needing to hover each slot to see the stat changes. This option makes it so that as long as the slot is empty, you don't have to! It's off by default, just because we're worried about the inconsistency of it only showing up in empty slots for items that grant one stat being confusing, especially for new players.
- Updated libGDX from version 1.9.11 to 1.11.0 (This may fix or
improve some general graphics issues, hard to say for sure) - Foothill Stonewalling no longer prevented by several abilities
- Adjusted hero Customize tab to work much better with controllers
- DLC: Added "Draconic" Teeny Wings transformation skin
- Fix a bug where Rager could attack while stunned
- Fix a bug where Ember Arrows + Throughshot showed wrong damage
- Fix a bug with using Blazing Sword without LOS
- Fix a bug where certain AOE attacks and tile effects caused lag
- Fix a bug where "Mysterious" hook could be put on hero children
- Fix a bug where Drauven using Sneer could jump onto hidden heroes
- Fix a bug where Skeleton Curse didn't properly last 2 turns
- Fix a bug where Quakebaker hammer damage was higher than intended
- Fix a bug with some incorrect genders in history lines
- Fix a DLC bug where some armor bonuses would show in comics
- Fix a DLC bug where Fashioned for the Fray went away if next
to hidden ally - Fix a DLC bug where Valiant Bracing wouldn't work with Paladin+
- Fix a DLC bug where NPC mystics could become hidden
- Fix a DLC bug where Feral Memory could stack
- Fix DLC Saurian crow skin toes
- Tools: Added "Connections" panel to Effect and Aspects editors
(shares space with the "Raw" panel) Used to switch between
related Effects and Aspects. Also shows Injected Roles from
branch events, etc, and error messages take this into account
Made this after getting tired of constantly swapping between the aspects and effects tabs for abilities or quest chains with many separate parts. Hoping modders will find it useful!
- Tools: Added "Refresh" button at the top-right, which refreshes
mods and connections. (If you've been restarting the game or
switching mods on/off after making changes, try this instead!) - Tools: Can spawn "custom" hazards (see humanistRecipe_shardnado)
- Tools: Tile targeting now respects "allowDuplicates"
Fixed a bug where DLC armors and skins would sometimes not show up, either on the crafting screen or on heroes themselves
OUR FIRST DLC IS AVAILABLE NOW!
Armors and Skins unlocks four new armor types per class (with two tiers each) and four new Humble Ginnings per class, for a total of 36 new outfitsthis triples the number of armors in the game! Each armor also brings its own new set of stats and mechanics, allowing you to explore new builds for your heroes. Try an armored battle-mage, an assassin hunter, or a gladiator warrior with lots of movement.The DLC also adds 42 new transformation skins, allowing for further customization of your transformed heroes. Multiple Wolftouched hunters in your party? Now you can tell them apart! Your Crystalline warrior can be rough or refined to match her fighting style. Or maybe your Crowtouched mystic has always had a bit of a "saurian" streak.
A little bonus- we're on sale for LudoNarraCon! You can get Wildermyth for 25% off from May 4th-11th. It's the perfect time to pick up the main game and the DLC if you haven't already!
https://store.steampowered.com/app/2139130/Wildermyth__Armors_and_Skins/
1.13 Niyati Update
Additionally, we have general updates in our 1.13 patch! We've rewritten an old event, now named "The Captive's Choice", as well as added 28 new generic augments and made some UI edits so Hero customization is now all on one page. Plus some good ole' bug fixes.The Future
You didn't think that was all we've been working on, did you? We have another DLC in the works coming later this year! We're not ready to say too much yet, but you can keep an eye on our Discord and socials for teasers and sneak peeks.Additionally, Russian translation has completed the Localization QA phase, and the Russian translation team is making edits based on those results. French translation has just entered the Localization QA phase.
Want Wildermyth news sent directly to you? Sign up for our mailing list here .
1.13+476 Niyati
Rewritten Event: The Captive's Choice (from: Birds of a Feather)Hero customization is now all on one page
28 new generic augment images (4 new brooches, rings,
necklaces, talismans, kneepads, bracelets, and scarves)
Fix a bug where Deeven "Sneer" passive didn't work
Fix a bug where some AOE enemy attacks didn't respect engage
(Scorier burrow, Deeven interfusion attacks)
Fix a bug with tail abilities showing up before melee attacks
Fix some gear visual stacking not looking correct
Fix a bug where Cone of Fire and Thorn Lash were being used
with Guardian in cases where they shouldn't be
Fix a bug where crafted items would show backend text
in some languages
We are so excited to announce our first DLC, the Armors and Skins pack! Set your clocks- it will be releasing May 4th! Take a look at the DLC page for our official trailer and screenshots.
Customize your adventuring party with the Armors and Skins DLC!

This DLC unlocks four new armor types per class (with two tiers each) and four new Humble Ginnings per class, for a total of 36 new outfitsthis triples the number of armors in the game! Each armor also brings its own new set of stats and mechanics, allowing you to explore new builds for your heroes. Try an armored battle-mage, an assassin hunter, or a gladiator warrior with lots of movement.
Warrior Armors:
- Glimcowling/Spellcowling
- Riverscale/Oceanscale
- Rainscoth/Battlescoth
- Mornclate/Gravenclate
- Roadswayth/Layswayth
- Rotshawn/Elkenshawn
- Softhasping/Dreadhasping
- Tabbyflack/Towerclate
- Ramblerunic/Fablerunic
- Sparebolting/Haleclate
- Witchingsheaves/Kestrelwing
- Hillthroft/Mountainthroft
Make Your Heroes Stand Out With New Transformation Skins!

The DLC also adds 40 new transformation skins, allowing for further customization of your transformed heroes. Multiple Wolftouched hunters in your party? Now you can tell them apart! Your Crystalline warrior can be rough or refined, to match her fighting style. Or maybe your Crowtouched mystic has always had a bit of a "saurian" streak.
Each transformation has at least one new skin:
- Bear (Tattoo)
- Botanical (Carnivorous)
- Celestial (Galactic)
- Foothill (Obsidian and Mossy)
- Crowtouched (Magefeather and Saurian)
- Crystalline (Cave, Shard, and Glass)
- Elmsoul (Conifer and Willow)
- Fire (Draconic, Bloom, and Helix)
- Fox Tail (Multi, Drape, and Feather)
- Frog Head (Chameleon and Treefrog)
- Hawkwings (Construct)
- Morthagi (Globe)
- Mothwings (Thrixl)
- Rat Tail (Tufted)
- Scorpion Tail (Mechanical and Spiky)
- Shadow (Devourer and Burning)
- Skeleton (Wrapped and Chained)
- Skunk Tail (Long and Striped)
- Spelltouched (Tattoos)
- Storm (Jagged, Golden, and Bound)
- Sylvan (Divine)
- Wolftouched (Scrag, Sage, and Scruff)
Playing Multiplayer? Not to worry, as long as one player in the group has the DLC, everyone will have access to the new armors and skins.
Now there are even more ways to let your heroes be who they want to be!

Hi adventurers! We have a small update for you all this month to usher in the spring season.
We've rewritten the event "Hunting Ambrosia", now named "Trade Secrets". A couple combat modifiers have been buffed: Fortitude now grants +2 Temp Health, and Cunning now deals +2 damage on flank. Lots of adjustments and fixes for translations, and, of course, a couple of bug fixes!
Additionally, the winning designs from our Artifact Weapon Design Contest are now available to be found in game. The Wraithword Knife and Dreamer's Crook were designed by Discord users Wracketeer and LadTheFox. (Join our Discord for a new contest launching soon!)
In Translation news, Russian has entered the Localization QA phase, while French is just shy of that stage.
Keep an eye out in the next few weeks for some big announcements!
Want Wildermyth news sent directly to you? Sign up for our mailing list here .
1.12+469 Dashel Wilde
Rewritten Event: Trade Secrets (from: Hunting Ambrosia)New Artifact Items: Wraithword Knife and Dreamer's Crook
Translation fixes
Adjusted combat modifiers:
* Fortitude now grants +2 Temp Health
* Cunning now deals +2 damage on flank
Adjusted Erratic Movement description
Increased UI priority on a few theme attacks
Celestial tiles now disappear at end of enemy turn
(So it won't disappear under your Archery hunter, etc)
Crystal Chrysalis explosion now uses the range and damage
you had when you initially used the ability
Fixed possible crash with incorrect text style tags
Fix a bug where wolf frenzy and two-handed crow scratch
wouldn't use piercing shots, ember arrows, etc
Fix a bug with frog head duplicate ability button
Fix a bug where Mossgirdle persisted over legacy
Fix a bug where some deepist shrine images showed up unlit
Fix a bug with star dance history line
Fix a bug where celestial region didn't work for pet Sommelier
Fix a bug where Skunk Spray didn't work with Sharpshooter
Fix a bug where some lake tiles would have lowercase names
Tools: Added "parameterValues" field to Aspects Outcome,
to add pre-evaluated numbers as parameters for an aspect
Tools: Added "autoFlip" option to particle scripts, which will
flip particle images horizontally if position2 is to the left
Tools: Added "facingDirection" variable for particles, which
returns 1 if position2 is to the right, and -1 if to the left
Tools: Added "offset_V(x)" particle function, which can be used
to get data from other particles (e.g. "offset_rotation(-1)")
1.11+465 Firlow Hotfix
Fix a bug where many translated lines were showing up blankFix a bug where reaction strikes weren't removing grayplane
Fix a bug where incursion defense hero pick dialog was broken
Fix a bug where Explosive enemies knocked back by guard attacks
would explode on their starting tile instead of the ending one
Fix a bug: Reduced Tier 3 elemental hammer damage from 9 to 8
Happy Holidays, Adventurers!!
We have a lot of exciting new things for the holiday season for you all. First up:
Our German and Spanish (LATAM) Translations are live!
Our translators have been busy, and the German and Spanish translations are finally ready! Thanks to our fantastic German translators: Nadja Sommerfeld, Christina Brombach, Alexander Engelhardt, and Manuel Krainer, and our incredible Spanish translators: Matas E. Desalvo, Guido Bindi, Laura R. Cariola, Luis Mormolini and Carolina Panero.(As with the last patch, Russian and French are getting close, but aren't at the quality assurance step yet.)
Gorgon Changes
Ah, Gorgons: everyone's favorite introductory enemy. We've decided to revisit them and make some changes to their abilities, mostly focusing on how corruption functions. We're hoping that these changes make combat with Gorgons more dynamic and interesting.All Gorgons now leave paths of corruption when they are damaged, and they also leave corruption on tiles when they die. Corruption deals 1 magic damage when moving into a corrupted tile, so we've made the tile feedback more visible. Check out the patch notes for the other changes that we made!
New Stuff
Freshen up your heroes for the holidays with six new hairstyles and twenty new augments! We've also added two new events, four new tidings, and New maps for Grove and Earthworks sites.Winter Sale
From 12/22-1/05, Wildermyth will be 25% off! Snag a copy for a friend as a Christmas gift, or just treat yourself by checking off your wishlist.Want Wildermyth news sent directly to you? Sign up for our mailing list here .
Join our Discord here for direct access to the devs (us!) and more things Wildermyth!
1.11+460 Firlow
Added official support for German and Latin American Spanish!New Events:
* Moss
* Rings of Story (generic campaign start event)
4 New Tidings!
Gorgon Changes:
* Gorgons now have corrupt path when damaged
* Gorgons now leave behind corruption when they die
* Corruption now deals 1 magic damage when moving onto it
* Corruption no longer grants enemies temporary health
* Corruption stays on the map for two hero turns
* Corruption tile feedback is more visible
* Removed corruptionTouch calamities for gorgons
* Seacaller now appears earlier with reduced health and tentacles
* Gheist Maul no longer deals damage, only shred
* Bogmoor has a calamity that increases Noxious Tongue range
* Bogmoor "Bloated" passive: explodes into corruption on death
* Bartoth Thundering Blood Explosive enemies explode when
killed dealing full damage to heroes and half to allies
* New Noxious Tongue sfx and vfx
6 New Hairstyles!
20 New Augments!
Added tooltips for tile effects like fire, corruption, acid, etc.
Slight increase to hide & fabric costs on armors
Removed a few useless calamities like damage bonus to Kinnestend
Adjusted many abilities so audio plays at the target tile
Drathix and Terrorbird special abilities deal damage when they
receive a damage calamity
New maps for Grove and Earthworks sites
Adjusted How to Play page for retreating
Adjusted Ulstryx Hurl Beast ability animation
Fix a bug where Sharpshooter didn't work with Ambush or Burning Arrow
Fix a bug where Lover's Vengeance affected Shieldshear & Shadowchase
Fix a bug where hero would gain a tail too soon in the Merchant
Fix a bug with Child of Night history lines showing wrong hero
Fix a bug where 3 newest pets don't count toward achievements
Disabled retreat button in Ulstryx ch2 capstone
Fix a bug where progress toward "Thwack!" achievement didn't work
for multi-tile enemies
Fix a bug where Spiritchase would deal damage if a hidden hero used it
(It should only ever shred warding)
Fix a bug where Burning Arrow wouldn't work with theme attacks
on multi-tile targets
Fix a bug where branching attacks wouldn't show up in the combat log
Fix a bug where Wailing Trees couldn't be destroyed (hotfix 1.10-454)
Fix a bug where some theme ability sounds weren't playing
Fix some typos
Tools: Added audioAtPosition field to Animate outcome
Tools: Added appendHistory field for creating entities
Tools: Added rigOverride|RIG aspect to override a unit's rig
Tools: rigs.json and humanAging.json files now merge
Tools: Added nameFormulaOverride|FORMULA aspect that can be used to
override the default maleName/femaleName generation
Tools: Mods can now override images in human/unpacked by putting
images in human/misc
Tools: Unit skeleton data can now be loaded from mods
(e.g. spine/Bobblehead warrior.json)
Tools: History entry ids 500-599 now treated as gender/orientation
We're Steam Deck Verified!
It's official! Wildermyth is now Steam Deck Verified so you can play on the go with ease.Here's a look at Wildermyth in action on the Steam Deck:
Our Portuguese Translation is Live!
After over a year of hard work, we're so pleased to announce that our Brazilian-Portuguese translation is live! (Translation by Edson Belo de Oliveira Jnior - @mundonasher)German and Spanish are right on its heels- they're currently going through localization quality assurance. Russian and French are both getting close, but aren't quite at the quality assurance step yet.
Merch Sale!
From 11/25 until 12/09, everything in our merch store will be 20% off. Order soon to make sure everything arrives in time for the holidays! Click here to shop the sale.
More Treats
Our writers have been busy; we've added a new event, rewritten another, and added 10 new tidings. We've also added 3 new pets! You can find sneak peeks of them on our socials if you do some creeping around.Additionally, you'll notice new VFX for some theme skins and abilities. We hope these will add some extra flavor to your heroes in combat.
In Multiplayer, everyone can now recruit from their legacies, not just the host. Now you can show off your hard earned Mythwalkers and take on Walking Lunch together. And, of course, we've squashed a lot of bugs and added some QoL Tools for us and modders.
1.10+453 Suna Lo Haster
Added official support for Brazilian Portuguese!Steam Deck Verified!
New Event: Shadow and Sly
Rewritten Events:
* Mooringlight (from: Star Dance)
Revised Events:
* Finders Keepers
3 New Pets!
10 New tidings/credits comics!
Multiplayer clients can now recruit from their legacies
Melee and Range accuracy stats merged into one "Accuracy" stat
(Upbringing stats should be properly merged for existing heroes)
Reduced critter and crow amulet accuracy buffs from 15 to 12
Credits comics can now be manually navigated, automatic time is
longer for comics with more text, and fewer snapshots are shown
Years of peace and Credits comics now have reduced chance of
showing ones you've seen in previous campaigns (like regular
comics) and have better weighting
Some armors now have Silver and Gold variations (in customize tab)
New VFX for Wolf Howl, Shard Skin, and some theme skins
New ability icons
Crystal Chrysalis now explodes and deals damage on hero's next turn
Comics will vertically scroll if too big to fit on screen
Overland job start events show the actual ability name as the title
Adjusted ability bar positioning for Jumpjolt and Witherbolt
Opening the Editor on Steam sets the controller to act like a mouse
Fix a bug where using Larger comics in Chinese would crash the game
Fix a bug where Sharpshooter could cause incorrect Ambush max range
Fix a bug where Temple of Silence attack was invisible + multi-hit
Fix a bug where Chinese difficulty settings in Options > This Game
could show up in English
Fix a bug with viewing the patch notes in the main menu
Fix a bug where hero level up dialog didn't show the upgraded stats
Fix a bug where Proud quest main and secondary heroes were swapped
Fix a bug with temp armor and warding being removed in wrong order
Fix a bug where Steam Workshop mod campaigns wouldn't load at start
Fix a bug where kill tracking would cause lag with large legacies
Fix a bug where Mythweaver ability text didn't fit on the button
Fix a bug with invisible tutorial tooltips in controller mode
Fix a bug where on kill effects wouldn't happen for hero who
killed Ecthis zombie mentor.
Fix a bug where Shieldshear plays wrong sfx if holding a crossbow
Fix a bug where Enduring War sacrificed hero was immediately put
into the legacy without promotion
Fix a bug where No Time for Clawmonsters achievement couldn't be
achieved by a reaction strike
Fix a bug where Passing Shadow achievement could carry over
between missions
Fix a bug where in The Offering, rat tail would show up too soon
Fix a bug with loading name data if some locales didn't exist
Fix a bug where Jumpjaw didn't apply the correct amount of poison
Fix a bug where gorgons wouldn't spawn in Temple of Silence
Fix a bug with jobs with long names that would go off the tooltip
Fix a bug where using Burning Arrow with Ambush prepared would
give the burning arrow +2 damage
Fix a bug where waterling history line could use wrong gender for
waterling if the hero is attracted to anyone
Fix a (mod?) crash if a promotion ability not in a pool is shown
Fix a bug with artifact weapon hero death choice "attack" option
Fix a bug where Ambush and Vost could hit multiple times
Fix a bug where frog tongue could pull some immovable enemies
Fix a bug where bow range would read as 1-8 instead of 2-8
Fix a bug where backend comic text could show for missing aspects
Fix a bug with Enter and Escape functionality in content editor
Fix some typos
Tools: Added CustomizeHero Outcome for customization of a hero's
head, face, hair, colors, and extra parts, or randomizing a slot
Tools: Added requireAspects field for HumanSkin Parts, for
customizations that only show up for heroes with certain aspects
Tools: Comic editor hovered objects now show a box around them
Tools: Comic editor Clickthrough view now jumps to selected panel
Tools: Comic editor now shows effect in side panel (also added
simple view, so it's easy to adjust event weights and scores)
Tools: Added TIDING_MISC_GENERAL and TIDING_WRAPUP_GENERAL types
(So they don't need to focus on a specific hero)
Tools: Improved Pick Events feedback for tidings and credits
Tools: Added several keyboard shortcuts for selected hero cheats:
(Bindings also viewable in Combat Lab) Ctrl+Shift+H/A/D/S/R:
Add Temp Health/Actions/Bonus Damage/Speed/Refresh Abilities
Tools: In editor, with Multi-paste enabled:
* Can now append multiple entries without closing window
* Can append entries after existing entries in lists via Paste
* Copied values now show more human-readable summary
Tools: Name generation files (like human.names.json) now merge
Tools: Added abilityForbidAspects field for ability aspects
Tools: Added toDegrees and toRadians expressions
Tools: Added between(x, min, max) expression
Tools: Added if(x, pass, fail) expression
Tools: Editor particle and audio fields now show suggestions
Tools: Added better logging for Test failures
Tools: Added scoreTiesTrueRandom option to BY_SCORE targets
Tools: Can now use Animate Outcome to spawn overland particles
Tools: Ability, Theme, and Gear cheats now execute immediately
Hail, adventurers! We have an update for you all that makes some big changes to attack synergies.
Previously, arm transformations would make certain abilities useless, which always felt a little bad. So this patch, we've made it so that ranged and melee theme attacks can often be used with certain abilities regardless of their melee/ranged status. We're hoping this allows for some more interesting build variety. (Quellingmoss + Cone of Fire? Sentinel + Chain Lightning?) More specifically: Most Ranged and Melee theme attacks will now work with Guardian, Sentinel, Broadswipes, Riposte, Ember Arrows, Piercing Shots, Quellingmoss, Archery, and Ambush.
For you controller and Steam Deck users out there, we made a ton of quality of life adjustments to bindings and UI, so controls should work better and smaller resolutions (like playing on the Steam Deck with the "bigger" UI option selected) should be laid out more nicely on many screens; you can check out the details in the patch notes below.
To better indicate some commonly overlooked UI, scouting and bridge/pass building options are much more clear on the overland, and we added sparkles to ability buttons for some non-turn-ending attacks (battledance attacks, swift action wolf bite, prepared shot, etc). Fire smoke particles have been greatly reduced when there's a bunch (no more blinding you while playing, yay!), and we created new VFX for star, vine, storm, fire, crow, hill, morthagi, skeletal, and tree theme skins. Plus, some abilities have new sound effects for some extra punch!
Preorder Wildermyth's Jumbo Gorgon Plushie!

We've partnered with Makeship again for another limited edition plushie release.
They'll only be made if the campaign is 100% funded, so be sure to order and share so this huggable monster can get home to you! The Gorgon will be available to order from August 25 to September 16.
Order one here!
1.9+438 Eve Vallenlong
Theme attacks now work with more abilities:* Ranged attacks work with Guardian, Sentinel,
Broadswipes, and Riposte
* Melee attacks work with Ember Arrows,
Piercing Shots, Quellingmoss, Archery, and Ambush.
Cone of fire and thorn lash now get +2 damage from upgrade
(instead of damage scaling)
Ember Arrows now grants theme attacks a flat +1 damage
(instead of + potency damage)
Protector ability now works with ranged theme attacks
Crossbow damage increased by 1, accuracy buff removed
Spelltouched stats adjusted:
New: +2 Potency, -1 Bonus Damage, +10 Recovery Rate
Old: +2 Potency, -0.5 Bonus Damage, +5 Recovery Rate,
+10 Retirement Age
Spiritblade attacks trigger actual hero attacks
(and uses those heroes' passives: thornfang, broadswipes, etc)
Battledance Whirl now always lets you move at least one tile
Scout/Build Bridge/Pass banners now show up on unscouted tiles
Weird, Shame, and Slacker quest buffs don't persist over legacy
Build Bridge/Pass options show up when clicking scouted tiles
if heroes are closer to source tile than target tile
Overland tile glowing now renders above unscouted fog of war
Fire smoke particles greatly reduced when there's a bunch
Skeleton curse ability is now a swift action
New sound effects for some abilities
Hook quests now require relationship tiers 3/3/4 instead of 3/4/5
Completed Hooks now show checkmarks in character sheet History
New VFX for star, vine, storm, fire, crow, hill, morthagi,
skeletal, and tree theme skins
Gear comparisons now show gear abilities and special aspects
Personality stats now have button to move a stat to the top
Personality stat buttons are now aligned next to each other
Controller adjustments:
* Split "Next Hero or Target" binding into separate bindings.
* Previous Bindings:
- Next/Prev Hero (when on Move) or Target (when on Ability):
Right/Left Bumper or Down/Up D-Pad
- Next/Prev Ability: Right/Left D-Pad
* New Bindings:
- Next/Prev Hero: Down/Up D-Pad
- Next/Prev Ability: Right/Left Bumper or Right/Left D-Pad
- Next/Prev Target: Unmapped by default
* Ability tooltips disappear when you move the cursor or camera
(and reappear after 1.5s, or when switching abilities)
* Right joystick now scrolls UI scrollbars
* Camera movement & selection now respects camera orientation
* Overland auto-selects the tile with the most heroes on it
* Target selection angles now based on center of entities
* Tooltips that are too large don't show up centered on screen
* Fixed controller navigation for calamity card screen
* Controller no longer auto-focuses on company button.
Added feather icon next to abilities that are swift by default
but are now single because you already used a swift action
Added sparkles to ability buttons for some non-turn-ending attacks
(battledance attacks, swift action wolf bite, prepared shot, etc)
New image for the Great One
Adjusted keyboard bindings screen to be more organized
Steam Deck and Steam Big Picture Mode:
* Selecting a textbox with a controller now shows Steam keyboard
* Many screens fit better at smaller resolutions (see below)
Adjusted some UI to work better at small resolutions/large UI size:
(Specifically, these screens should work better at a 1080x720
resolution with the "Bigger" UI option selected; useful for
small screens like the Steam Deck)
* Gear Upgrades
* Party Select
* Character Sheet
* Calamities Popups
* Interval Summary Screen
* Promotion Dialog
* Replace Item Dialog
Fix a bug with controller camera movement when switching units
Fix a bug where Engage prevented stonewalling
Fix a bug where Hago cub could be kept permanently
Fix a bug where lonely cost history lines were incorrectly applied
(helper and main hero lines were swapped)
Fix a bug where Batchby engage procs protector
Fix a bug where some comics were missing chinese translation
Fix a bug where armor category headers could appear multiple times
Fix a bug where Ticking Tomb victory wasn't disabled
Fix a bug where a hair option was showing up twice
Fix a bug where hovered overland abilities didn't show tooltips
Fix a bug with button prompt positioning and size
Fix a bug where piercing shots didn't work with all ranged attacks.
Fix a bug where controller could open non-hero character sheets
Fix a bug where missing mods box appearing caused a crash
Fix a bug where interval could crash if a non-hero retired.
Fix a bug where Spiritblade attacks worked on stunned heroes
Fix a bug where ambush worked while stasised
Fix a bug with low stunt chances for Chain Lightning and Discus
Fix a controller bug with some scenery with diagonal footprints
(stuff like barriers couldn't be selected)
Fix a few places that would show keyboard hints in controller mode
Fix a bug where switching heroes didn't properly show hero tooltip
Fix a crash with the interval
Fix a bug where dev option confirmAbilityUse could softlock games
Fix some typos
Tools: overrideParticleScript option to allow particle overrides
Tools: Debug ability target fail log info is now more clear
Tools: Added ifOwnerAspects and ifNoOwnerAspects arrays to Skinlayer
Tools: Can now use feedback.onlyShowIfVisibleTerrain on regions
Rejoice, GOG users- Wildermyth is now available to purchase on GOG! We've been working on this for a while, so we're excited it's available to you all at last.
For the longterm players whose Legacies are bursting with heroes, we heard you; we've made some quality of life updates to the Legacy Browser! You can now filter by legacy tier, class and playability, and search by aspects to help find that one specific hero. We added a hero list view where you can scroll through and search for heroes by name, and set whether or not they're playable more easily. You can also see what past versions of your legacy heroes have looked like (and what companies they've been in), and what heroes will look like when you recruit them in a new campaign! And for those of you tired of seeing your heroes in their 80's and 90's, there's now an age customization option.
As for controller improvements, during missions the controller cursor now snaps to targets rather than needing to move the cursor across the board. (The old functionality is still available by turning off the "Snap Controller Cursor to Ability Targets" interface option)
You'll also find four new events, and all hairs have been updated to fit all heads so there shouldn't be any more wonky barber jobs.
Wildermyth's Future
Phew! That's a lot. What about going forward, though? What can you expect to see from Wildermyth for the rest of 2022 and beyond? You can check out our new roadmap here for those answers!1.8+428 Mara Mallard
GOG Integration!Legacy Browser Improvements:
* Filter by legacy tier, class and playability
* Hero list view for easier playability setting
* Search bar to filter by aspects, e.g. wolftouched
* Past versions of a hero can be viewed
* Heroes should move around less when customizing
* Option to customize hero age
New Events:
* Early to be Alone
Rewritten Events:
* Phantom of the Range (from: The Shape of Things to Come)
* Paradise
* Flowers For No One (from: Ticking Tomb)
Improved controller functionality
New sfx for certain abilities
Added option to hide in-game console
Overlapping ability buttons look better
Moved star in gear upgrades to top left
Crag Eagle roll difficulty adjusted
Controller navigation now wraps on in-game menus
All hairs should appear properly on all heads now
Added custom Dreamloom map
Fix a bug with Pulling Threads skipping in multiplayer
Fix a bug with legacy file saving in multiplayer
(earning achievements, legacy heroes, completing tutorial)
Fix a bug with premature comic skips in multiplayer
Fix a bug where base monster calamities could never be removed
Fix a bug where lower tier calamities removed before higher ones
Fix a bug where calamity cards could jitter up and down at lwo fps
Fix a bug with stone stunt pin range on multi-tile enemies
Fix a bug where Needed Elsewhere choice didn't recruit a hero
Fix a bug with incorrect station job names
Fix a bug where acid damage was reduced by walling
Fix a bug with the Low Road missing escape regions
Fix a bug where Harvest kills wouldn't proc vfx
Fix a bug where shooting star feedback was incorrect
Fix a rare bug where the gear dialogue wouldn't show up
Fix a crash from movement prediction
Fix a bug with Silver and Shadows pet targeting
Fix some typos
Tools: Theme skin data now stored in aspects, for modding support
(no longer hooked up directly to themes)
It's been one year since we went live with Wildermyth 1.0. In some ways it feels like only yesterday, and in others, it feels like years. Wildermyth has been in development for over six years. To have it released to the world, experienced by others, enjoyed by so many... it's been incredible, humbling, overwhelming at times, and generally just really dang cool.
Thank you. Thank you to everyone who has been here since our early days, those who have been following us since Early Access, and all the players still discovering our game. We have been blown away by your support and love for Wildermyth; you have all truly made the work worth it.
That being said, this isn't the end for Wildermyth! We're still developing really exciting stuff behind the scenes, and we'll have a patch out for you all this month. In the mean time, we put together a list of highlights of all the things we've released in updates over the past 12 months. This list isn't comprehensive- it just covers our most snazzy content. For more minutia, you can check out individual patch notes in their respective update announcement!
One Year Retrospective
[i]Here are the highlights of all weve done since our 1.0 release![/i]
View this list in Google Docs
[h3]New Art
[/h3]New Theme Skins!
New Artifact Weapons:
* Baleblade
* Eaglewing
* Firling Wand
* Frostfang
* Winterfur Staff
* Sojourner
* Icebreaker
* Longwatch Lamp
* Mothbite
New Hairs!
New Achievements dialog art
New male face option
New scenery
New Writing
New Campaign!* The Sunswallowers Wake, a three chapter legacy story unlocked through play
Hook Proud update
6 new generic chapters
* The Ghost Town (mid)
* The Library (mid)
* The Potionry (mid)
* The Temple of Silence (final)
* The Unseen Orchard (final)
* The Warren (final)
New Events
* New Event: Bad Mustard
* New Event: Bones and Crows and Nightly Things
* New Event: Token of Affection
* New Event: Flickerings
* For Their Own
* Houses in the Heights
* For the Scavenging
Revised Events:
* Hidden Passages
* Heart of Stone
* Down The Hatch
* Family Business
Added credits comics
* Generic Campaigns
* Ulstryx, Enduring, and Monarchs
Lots of new Tidings and Wrapups
Design & Gameplay Updates
Design changes to retirement and years of peaceBetter feedback for several dialogs in multiplayer games
Incursion maps edited to be smaller and more focused
New Boss monster
Map Edits
* Night Altar
* Lifeforge Keystone
Added 26 New Theme Upgrades!
(These can appear in the upgrade slots when leveling)
* (Bear) Ursine Hunger
* (Botanical) Fatal Flora
* (Celestial) Meteor Strike
* (Crow Wings) Fly
* (Wolf) Howl
* (Elmsoul) Deep Roots
* (Fire) Living Hearth
* (Foothill) Shard Skin
* (Gem) Crystal Chrysalis
* (Morthificial) Salvage
* (Shadow) Shadestride
* (Skeleton) Curse
* (Storm) Feedback Loop
* (Sylvan) Chaos Whorl
* (Hawk Wings) Talon Dive
* (Scorpion Tail) Prehensile Piercer
* (Pilot Wings) Airlift
* (Skunk Tail) Staggering Spray
* (Frog Head) Tongue Whip
* (Fox Tail) Nimble Nature
Pet Upgrades!
* (Fire Chicken) Covering Fire
* (Rat) Erratic Movement
* (Bird) Mark Prey
* (Duck) Alarming Quack
* (Avenger) Protector
* (Critter) Trinket Hunter
Added combat map to Out of the Rain event
Warding Rework:
* Each piece of warding absorbs one damage
* Warding regenerates at the start of the unit's next turn
* Removed pierce from magic abilities
* Tuned down some monster magic damage
* Tuned up some monster warding
Added new icons to some abilities
Crossplay with Epic Games Store
Added Colorblind options
Can now set custom hero turn order via Options > This Game
Misc. Content
Critter Plush released!Merch Store Launched!
Released vinyl stickers!
1.7+420 Kevkas Swordhand Hotfix 2
Add an option to completely disable EOS (and crossplay)Fix how many female hairs look on male heads
Fix bug where Engage would sometimes immediately cancel
1.7+419 Kevkas Swordhand Hotfix
Fix an issue with Chinese translation
Fix tier 0 weapons not upgrading with spirits
Wildermyth is now live and on sale on the Epic Games store! Crossplay is supported so you can play with your friends regardless of where you purchased Wildermyth. You don't need an Epic Account to play multiplayer, but if you have one, you can use it. This has been in the works for a while; we're very excited it's out for all you Epic Store connoisseurs!
Wildermyth is on the Epic Games Store here .
With this patch, we've added color customization options for colors used during combat. You'll be able to customize them if you're having trouble seeing any default colors! We hope this helps make Wildermyth more accessible. We've also updated an old event with fresh writing and dialogue as well as added new Tidings.
You'll also see some minor UI and sfx additions, balance changes, and a buncha bug fixes.
1.7+414 Kevkas Swordhand
Crossplay with Epic Games!Family Business Revision!
New Tidings!
Increased the weight of Heirloom Spring event
Added Colorblind options!
Added view button to achievement popups
Added achievement button to Legacy menu
Mythweaver potency buff can be gained from ruins scenery
Rogue+ now causes heroes to enter grayplane on stunt
Bloodrage reworked:
* Old: Extra Damage per 2 HP missing = 1 + 1/3 Potency
* New: Linear based on % missing health,
up to 2 + 1/2 Potency + 1/4 Max HP
Also, only affects melee/ranged attacks
Broadswipes damage rework:
* Old: Bonus Damage + Potency
Upgrade grants +2 Damage
* New: 2 + 1/2(Bonus Damage+Potency)
Upgrade increases scaling to full
Added sfx for some abilities
Bloodrage now shows current damage bonus gained
Abilities now show if they're melee or ranged
Adjusted several incorrect references to "Physical Attacks"
Shieldshear no longer counts as a melee ability
Meteor Strike no longer counts as a ranged ability
Some wings are now folded in non-combat scenarios
Can now set custom hero turn order via Options > This Game
Empowered bone weapons revert to normal over legacy
Heroes without soulmates present won't have random kids
Engage "line of sight" being broken is now more predictable
Engage+ has clearer feedback now
Added particle and filter effects to fire and poison
Fire damage animation takes much less time
Multi: Control over a hero can be set in the recruit dialogue
Multi: Large pets are controlled by same player as their owner
Multi: Heroes you control are automatically selected first
Added icons for legacy hero ability choices
Added store button to main menu
Improved feedback for heroes with melee+range theme attacks
Theme aspects like fire immunity now show in character sheet
Controller invalid clicks no longer deselect current action
Controller improved navigation in several dialogs
Fix multiplayer bug with customizing heroes at the same time
Fix a bug with Loyal hook quest targeting
Fix a bug where Storied Bones improved multiple hero's weapons
Fix a bug where Ghost Town hook would spawn an extra town
Fix a bug where skeleton theme rivalry had weird interactions
Fix a bug with Untouchable preventing attacks on walling allies
Fix a bug where Chaos Whorl could be used on lone enemies
Fix a bug where non-QWERTY layouts showed bad hints
Fix a bug where Salvage wouldn't destroy certain scenery
Fix a bug where Connect to IP multiplayer didn't work
Fix a bug with scorpion tail formula
Fix a bug with Sharpshooter and theme ability feedback
Fix a bug where longreach improved new flight abilities
Fix a bug where sentinel and protector could ignore stasis
Fix some crashes
Fix some typos
Fix some backend text
Tools: "keepOverLegacy" option to keep augments over legacy
Tools: Added Theme editor!
Tools: Added "Create Branch Event" button to Branch Outcome
Tools: Single-line text fields expand when editing
Tools: Color-coding for comic actors of different types
Tools: Improvements to Comic Editor "Auto-Match"
1.6+401 Edina Gramling Hotfix
Fix a bug where spirits weren't immune to fireFix a bug where chaos whorl causes a crash
Fix a bug where wolf howl would prevent turn end
Fix a bug where random romances overrode npc romances
Fix a bug with the incursion animation timer
Fix a bug where shadestride didn't work on hunters
Fix some typos
We're so excited to bring you 26 new abilities in this update!! Themes and pets now all have unique upgrades that are available to choose when leveling up your hero. We released these abilities early on our unstable branch and received incredible feedback from our community, which we are very grateful for. We were able to make important adjustments, so now we hope that they're going to be even better for you all!
Additionally, Warding has had a big rework. Rather than blocking damage per-hit like armor does, Warding now acts more like Temp Health against magic attacks, and refreshes at the start of each side's turn.
We made this change mostly for the following reasons:
- Magic enemies not being able to damage your high-warding mystic at all felt weird. Having a hero with a lot of resistance is fine, but attacks not dealing any damage at all takes some of the tension out of the gameplay. This was especially visible with things like Thrusks' Etherburn, where even near the start of a campaign, it tends to not do anything at all.
- Not being able to damage high-warding enemies with magic attacks. Especially when facing lower-tier heroes against higher-tier monsters, sometimes magic damage might not be enough to do anything at all, which again, feels bad. This is also true of some theme abilities like Chain Lightning, where the second and third hits are weak enough that they would often feel useless. Now, they'll at least feel like they can be used to soften up the enemies a bit before another magic attack.
This change means it's much more dangerous to be hit by multiple magic attacks in a row, so one unexpected attack can bring you much closer to death than it used to be able to. (We've reduced a lot of enemy magic damage slightly to try and mitigate this)
We've also added two new events and fixed lots of bugs!
[h2]New Stickers in our Merch Store!
[/h2]
Baby Monster and Elemental Spirit stickers have landed in our merch store! You can get them here .
Want to get Wildermyth updates directly to your inbox? Sign up for our mailing list on our website !
[h2]1.6+393 Edina Gramling
[/h2]
New Events:
* For Their Own
* Houses in the Heights
Removed Event:
* The Low Road
Disabled Event:
* What If We Were The Bad Guys
Added combat map to Out of the Rain event
Added two credits comics for Generic Campaigns
Added credits comics for Ulstryx, Enduring, and Monarchs
Disabled Mine Tiding
Warding Rework:
* Each piece of warding absorbs one damage
* Warding regenerates at the start of the unit's next turn
* Removed pierce from magic abilities
* Tuned down some monster magic damage
* Tuned up some monster warding
Theme Upgrades!
(These can appear in the upgrade slots when leveling)
* (Bear) Ursine Hunger
* (Botanical) Fatal Flora
* (Celestial) Meteor Strike
* (Crow Wings) Fly
* (Wolf) Howl
* (Elmsoul) Deep Roots
* (Fire) Living Hearth
* (Foothill) Shard Skin
* (Gem) Crystal Chrysalis
* (Morthificial) Salvage
* (Shadow) Shadestride
* (Skeleton) Curse
* (Storm) Feedback Loop
* (Sylvan) Chaos Whorl
* (Hawk Wings) Talon Dive
* (Scorpion Tail) Prehensile Piercer
* (Pilot Wings) Airlift
* (Skunk Tail) Staggering Spray
* (Frog Head) Tongue Whip
* (Fox Tail) Nimble Nature
Pet Upgrades!
* (Fire Chicken) Covering Fire
* (Rat) Erratic Movement
* (Bird) Mark Prey
* (Duck) Alarming Quack
* (Avenger) Protector
* (Critter) Trinket Hunter
Number of undos are no longer shown at the end of a game
Ability upgrades can show up in 2 of the base ability slots
Indignance now breaks greyplane
Tongue Whip no longer has a cooldown
Some hunter armor now has warding
Fire Chicken and Fire theme now grant fire immunity
Thornlash now scales like other themes and has a damage upgrade
Crippling Strikes now works with all ranged attacks
Hook quests that fail to spawn will try to spawn again sooner
Defeating incursions in battle sets incursion timer back
Sunswallower's Wake hero slots now have descriptions
Sunswallower's Wake added ch3 mission failure case
Added new scenery
Added site images for all the bones of summer
Theme legs have stats adjusted
Added new icons to some abilities
Adjusted scenery based on sites
Added How To Play screen for Armor and Warding
Fix a bug where line attacks couldn't target enemies on blazes
Fix a bug where the right bard calamity wouldn't appear
Fix a bug where terrorbird death would cause flanking
Fix a bug where a hero would attack a site alone
Fix a bug where shields and walling would reduce fire damage
Fix a bug where terrorbird death reduced accuracy
Fix a bug where achievement didn't proc in a capstone
Fix a bug where incursions burnt out and granted 2 LP
Fix a bug where if timer stopped at 25/50 it wouldn't disappear
Fix a bug where Drifter event was near imposssible to get
Fix a bug where an armless hero could proc Avenger event
Fix a bug where staggron could summon while stunned
Fix a bug where d-pad didn't wrap left on the ability bar
Fix a bug with hook_Proud and fortheScavenging
Fix a bug where item text had no character limit
Fix a bug where Sunswallower Ch.1 Capstone would soft lock
Fix a bug where heroes gained from events start at lvl 0
Fix a bug with incorrect reported damage in a mortal choice
Fix a bug with prime stats in custom history lines
Fix a bug with tags in Black Castle Ruins
Fix a bug where monarchs rescuee had no starting stats
Fix a bug where Unpaid Bills event could show dead hero
Fix a bug where pet/thrixl would targeted in mortal choice
Fix a bug where genders were swapped in wolf mortal choice
Fix a bug where 0 Warded combat text appeared
Fix a bug where hook quest spawns too many foes
Fix a bug where unprocced hook quests would prevent others
Fix some typos
Hi all!
We've made a couple pretty significant changes that are live in our unstable branch. We want to get some player feedback before going fully live with them.
Warding has had a big rework. Rather than blocking damage per-hit like armor does, Warding now acts more like Temp Health against magic attacks, and refreshes at the start of each side's turn. We made this change mostly for the following reasons:
* Magic enemies not being able to damage your high-warding mystic at all felt weird. Having a hero with a lot of resistance is fine, but attacks not dealing any damage at all takes some of the tension out of the gameplay. This was especially visible with things like Thrusks' Etherburn, where even near the start of a campaign, it tends to not do anything at all.
* Not being able to damage high-warding enemies with magic attacks. Especially when facing lower-tier heroes against higher-tier monsters, sometimes magic damage might not be enough to do anything at all, which again, feels bad. This is also true of some theme abilities like Chain Lightning, where the second and third hits are weak enough that they would often feel useless. Now, they'll at least feel like they can be used to soften up the enemies a bit before another magic attack.
Some impacts this has on gameplay:
* Warding is now much less useful than it used to be; It's much more dangerous to be hit by multiple magic attacks in a row, so one unexpected attack can bring you much closer to death than it used to be able to. (We've reduced a lot of enemy magic damage slightly to try and mitigate this)
* Focusing single enemies on a turn is _even more_ encouraged than it used to be. Since Warding regenerates at the start of each side's turn, dealing multiple magic attacks in a single turn is the best way to take advantage of this.
We'd like to hear your opinions on these, and whether you like the new system better or worse than how it was previously.
Also, there are a ton of new theme abilities! (Not too much to say about those; let us know how they feel!)
1.6+393 Edina Gramling
New Events:*For Their Own
*Houses in the Heights
Removed Event:
*The Low Road
Disabled Event:
*What If We Were The Bad Guys
Added combat map to Out of the Rain event
Added two wrapups for Generic Campaigns
Added wrap ups for Ulstryx, Enduring, and Monarchs campaigns
Disabled Mine Tiding
Warding Rework:
* Each piece of warding absorbs one damage
* Warding regenerates at the start of the unit's next turn
* Tuned down some monster magic damage
* Tuned up some monster warding
Theme Upgrades!
*(Bear) Ursine Hunger
*(Botanical) Fatal Flora
*(Celestial) Meteor Strike
*(Crow Wings) Fly
*(Elmsoul) Deep Roots
*(Fire) Living Hearth
*(Foothill) Shard Skin
*(Gem) Crystal Chrysalis
*(Morthificial) Salvage
*(Shadow) Shadestride
*(Skeleton) Curse
*(Storm) Feedback Loop
*(Sylvan) Chaos Whorl
*(Hawk Wings) Talon Dive
*(Scorpion Tail) Prehensile Piercer
*(Pilot Wings) Airlift
*(Skunk Tail) Staggering Spray
*(Frog Head) Tongue Whip
*(Fox Tail) Nimble Nature
Pet Upgrades!
*(Fire Chicken) Covering Fire
*(Rat) Erratic Movement
*(Bird) Mark Prey
*(Duck) Alarming Quack
*(Avenger) Protector
*(Critter) Trinket Hunter
Defeating an incursion in battle reduces incursion timer
Vulture lord hero slots now have descriptions
Added new scenery
Theme legs have stats adjusted
Added new icons to some abilities
Adjusted scenery based on sites
Fix a bug where incursions burnt out and granted 2 LP
Fix a bug where Drifter event was near imposssible to get
Fix a bug where an armless hero could proc Avenger event
Fix a bug with hook_Proud and fortheScavenging
Fix a bug where item text had no character limit
Fix a bug where Vulture Ch.1 Capstone would soft lock
Fix a bug where heroes gained from events start at lvl 0
Fix a bug with incorrect reported damage in a mortal choice
Fix a bug with prime stats in custom history lines
Fix a bug with tags in Black Castle Ruins
Fix a bug where monarchs rescuee had no startingn stats
Fix a bug where Unpaid Bills event could show dead hero
Fix a bug where pet/thrixl would targeted in mortal choice
Fix a bug where genders were swapped in wolf mortal choice
Fix a bug where 0 Warded combat text appeared
Fix a bug where hook quest spawns too many foes
Fix a bug where unprocced hook quests would prevent others
Fix some typos
We've fixed a few minor issues in the new campaign, and also addressed some general and specific multiplayer bugs.
1.5+392 The Sunswallower's Wake Hotfix
Fix a bug where wrong monster group could show in comic
Fix calamities and comics sometimes not showing on game start
Fix a bug where a mystic legacy recruit had farmer armor
Fix a map gen issue in Sunswallower's Wake that made Ch2 fail
Fix multiplayer hook quest and station comic refresh bug
Added a cheat to move characters on overland
Fix an issue with scenery in Sunswallower Ch1 capstone fight
Add safeguard against bad monster data breaking plots
The Yondering Lands have more stories to tell...
The Sunswallower's Wake

The Sunswallower's Wake is a three chapter campaign for legacy heroes, focused on Vulta, an ancient enemy of the Yondering Lands. This story is unlocked by an existing event and follows the consequences of releasing Vulta from their gem-prison. We've been working on this for a while and are super excited to finally show it off!
Also some good bugfixes, including a memory leak fix that should improve performance for long sessions, and improvements to lighting when point light limit is low.
1.5+389 The Sunswallower's Wake
New Campaign! A three chapter legacy storyCan now click unscouted tile to build bridge/pass
Night Altar map updated
Lifeforge Keystone map updated
Hook Proud update
Offhand poison now applies 2 poison to weapons
Credit snapshots now in sepia tone
Point light improvements
Split incursions are now half the size of full ones
Broken legacy heroes can be fixed by reloading their campaign
Fix a multiplayer bug where events would repeat
Fix a bug where percentages didn't appear for Jigsaw event
Fix a bug with hook quests
Fix a multiplayer bug with some legacy hero recruit events
Fix a bug where ranged attack animations would cut off
Fix a bug where skeleton would get age-based tiding
Fixed memory leaks that caused lag and crashes over time
Fix a bug where Ecthis ch4 event wouldn't occur
Fix a bug where stat buffs from history lines weren't correct
Fix some credits comics that could show dead heroes
Fix some typos
Tools: Added auto-match option to comic editor, for testing
0.4+377 Joria Hotfix
Fix bug where sometimes options and save files were invisibleFix several bugs with item names, blurbs, and spawning
Happy Holidays, Adventurers! Before we sign off for the month, we have a few things to send you off into the New Year. First, we have eight gorgeous new Artifact weapons that each have unique effects! Super excited to see them equipped on heroes.
We also have a few new hairstyles that will freshen up hero customization. Alongside new content, we have some revised events, balance changes, and good ole bug fixes.
For the holidays our team will be spending quality time with our families. The best way to submit bugs and general feedback is through F11- we'll get back to you all after the break.
See you in the new year!
1.4+374 Joria
New Artifact Weapons:* Baleblade
* Eaglewing
* Firling Wand
* Frostfang
* Winterfur Staff
* Sojourner
* Icebreaker
* Longwatch Lamp
* Mothbite
New Hairs!
New Event: For the Scavenging
Revised Events:
* Down The Hatch
Incursion maps edited to be smaller and more focused
Water weapons now only deal 1 stunt damage for all weapon tiers
Reduced bone spear and empowered bone spear potency
Drop rates increased for bows, crossbows, staves, and wands
Skeleton now +2 Potency/Spell Damage instead of +4 Spell Damage
Increased range of skunk spray ability
Swan scepter now only grants one free interfusion per turn
Wardrobes now only spawn units if within 12 tiles of a hero
Takes slightly longer to select new abilities to prevent mistakes
Slightly reduced enemy spawns on the Ancient Wall mission
Tier 3 starseed wand now grants two warding instead of one
Adjusted stats on Lockbreaker and Minotaur axe artifacts
Fix a bug where some attack animations were cut off during stunts
Fix a bug with blank unique monster cards
Fix a bug where deleting an account with mods would crash
Fix a bug where listed witherbolt damage was inaccurate
Fix a bug with multiplayer disconnects
Fix a bug where reloading before recruit would prevent recruiting
Fix a bug where Weldlings fire wall wouldn't respect engage
Fix a bug with Paladin upgrade description
Fix a bug where stat buffs from history lines weren't correct
Fix a bug where heroic death was forbidden for three heroes
Fix a bug with the door in Ecthis chapter 4 capstone
Fix a bug where Archery with some theme attacks could hit allies
Fix a bug where tree arm bash would show incorrect damage amount
Fix a bug where tree arm would incorrectly add to the achievement
Fix a bug where Church of Dale recruit could be unreachable
Fix a bug where a farmer could be recruited in Monarchs campaign
Fix a bug with bonfire scenery backend text
Fix a bug where theme skins could cause slow hero customization
Fix some typos
Tools: Added modulo operator (%)
Tools: Added customCard field to StepM_SpawnExact
Tools: Added SEASON, YEAR, and DAY_OF_MONTH expression variables
Tools: Show position of MapDetail validation errors
Tools: Effect/Aspect fields show STUBS in suggestion tooltips
Tools: Added StepM_GetUnitsOnTiles
Steam Awards
We're super excited for the Steam Awards! If you're so inclined, we'd love it if you would nominate Wildermyth for the category of your choice. We think we're especially suited for the "Outstanding Story-Rich Game" award.Wildermerch
At long last, our merch store is up, running, and ready to accept orders. We have Wildermyth T-shirts, enamel spirit pins, and dice bags available for purchase. Dice bags are limited in quantity, so get them before they're gone! Make sure to order ASAP if you'd like your items in time for the holidays.You can find our merch store here !
We ship through USPS and, unfortunately, shipping is suspended to certain countries. You can find the list of countries affected here .
Here's a peek at what's available on our site:
T-shirts

Enamel Spirit Pins

Dice Bags

Now go forth and rep Wildermyth!
We've partnered with Makeship to bring our little Critter to life! This little guy is even cuter and squishable in person. Orders close November 18th, so be sure to place an order before he's gone forever!
Order here .
For this patch we've added four new events and revised two existing comics with updated visuals and narrative; they will appear in generic and villain campaigns. There's some great interaction between heroes in these, and the Heart of Stone revision will be fresh for seasoned players.
There's also some stellar new art, including a new male face option and an elemental unlock tracking screen.
Then we have a whole horde of bug fixes- our QA team has been busy! These fixes should generally smooth gameplay.
Preorder Wildermyth's Critter Plushie!

We've partnered with Makeship for very first, limited edition plushie release.
They'll only be made if the campaign is 100% funded, so be sure to order and share so this cutie can get home to you! The Critter will be available to order from October 29th-November 18th.
You can order one here !
1.3+363 Dolse Ponder
New Event: Bad MustardNew Event: Bones and Crows and Nightly Things
New Event: Token of Affection
New Event: Flickerings
Revised Events:
* Hidden Passages
* Heart of Stone
New Tidings
New Wrapups
New Achievements dialog art
New male face option
Research Site and Secure Site events have been updated
Thorn lash is now considered a ranged attack
Added interface option to skip comic panel animations
Splintersalvo now shows on bar if one piece of wood is interfused
Import Legacy now lets you select all or none of the heroes
Added better logging for failure to login with Multiplayer
New particle effect for Usric Raze ability
Fix bug where comic text could be different for different players
Fix bug where escape zones wouldn't appear for custom maps
Fix bug where enemy mystics targeted themselves with splinterblast
Fix bug where hoof and horn event would end incorrectly
Fix bug where prepared shot wouldn't work with Sharpshooter
Fix bug where pinned reduced accuracy by 30% instead of 15%
Fix bug where family business history lines would break
Fix bug with catching spirits where scenery used to be
Fix bug where a hero could use prepared shot while stunned
Fix that "waiting for other players" could show up in singleplayer
Fix bug where AI pathfinding could get stuck on certain maps
Fix bug where dead heroes show up in escape mission events
Fix bug where a maiming would cause a hero to lose both weapons
Fix some ability text using used first person to reference a hero
Fix bug where haunt in specterstep could still be hit by flanking
Fix bug where legacy relationship lock button would go off screen
Fix bug where hook quest events would restart after finishing
Fix bug with the hitbox for the hook quest button on portraits
Fix bug where early Cvawn events wouldn't show any text
Fix bug where wiki links would lead to generic pages
Fix bug where Ecthis ch. 4 capstone had an unreachable area
Fix bug where Fenspear heir history would display too much text
Fix bug where Vigilance+ would only grant 2 reaction strikes
Fix bug with Wolf Price hero images
Fix bug where Terrorbird death would reduce accuracy by 1
Fix bug where Indignance would be removed when escaping a mission
Fix bug where Redcloak could use Fireball through walls
Fix bug where a town recruit story would use a maimed hero
Fix bug where Indignance didn't work on tiles with scenery on them
Fix bug where Paladin+ would allow for reaction strikes = potency
Fix bug with some Cvawn images
Fix bug where saving while getting gear would create an empty map
Fix bug where Ambush and Rogue would lose greyplane on a kill
Fix bug with multiple creatures engaging the same hero
Fix bug with the Zealous Leap cooldown
Fix bug with the Shieldshear cooldown
Fix bug with missing buffed Chosen image on Linux
Fix bug with multiplayer where events would loop back to the start
Fix some typos
Fix a crash bug
Tools: save/load/quit enabled for Carved games when cheating
Tools: Added greaterThan, lessThan, and EXISTS expressions
Tools: Can now see AI ability use score via AI Behavior Inspection
Tools: Added SetThreatFlavor Outcome
Tools: Added CAN_FORM_ROMANCE expression variable
Tools: Added "logs" button to content editor, to view log lines
Tools: Plot editor more specific about where errors happen
Tools: Added shipWith, rivalOf, friendOf, and loverOf tags
Our friends at Lost Pilgrims have just launched Vagrus - The Riven Realms into full release here on Steam.
Vagrus is a turn-based, open-world, dark fantasy RPG. The game moves out of Early Access with well over a hundred hours of playable content . Vagrus and its haunting world were born from decades of tabletop RPG campaigns played by the founders of Lost Pilgrims, which adds vastly to the games unique atmosphere and the richness of its setting.
Vagrus is an award-winning roleplaying game with a narrative focus, open-world exploration, and strong elements of strategy. The player takes the role of a vagrus - a caravan leader who strives to survive in a strange and dangerous dark fantasy world by leading a traveling company on all kinds of ventures.
Feature list
- A DARK REALM
A vast realm is yours to explore, filled with unique locations, strange factions, lurking dangers, and a slew of characters you can interact with.
- BRANCHING NARRATIVE
A large selection of longer and shorter stories make up the games narrative in the form of events and quests. The choices you make in these can significantly affect the characters and the world around you.
- TURN-BASED COMBAT
Take part in turn-based, tactical combat that involves your characters and a large variety of enemies, both humanoid and monstrous. Use a range of character skills and abilities to succeed. Fight against outlaws and monsters commanding your whole traveling company in pitched battles for resources.
- RESOURCE MANAGEMENT
Most journeys have to be planned and prepared for carefully, lest they end in disaster. Manage your supplies, cargo, and crew effectively to survive. Take on contracts and follow rumors or trade opportunities.
- UNIQUE COMPANIONS
A wide variety of companions can work for you in versatile caravan roles, such as scoutmaster, guard captain, treasure hunter, or beast handler. Each companion comes with unique combat skills, background stories, and personal quest lines that can upgrade them further when you complete them.
- POWERFUL FACTIONS
Ally yourself with mighty factions that shape the Riven Realms with their influence on commerce, brutal wars, and constant scheming. From prosperous Trading Houses to criminal syndicates and religious organizations, these groups offer powerful rewards and boons to those loyal to their cause. But take heed - befriending a faction will more than likely antagonize others.
Centurion Edition
A special Centurion Edition of Vagrus released alongside the full game. This special edition includes the base game, the original soundtrack, and the Patronage Pack at a special launch price during launch week. Those who already own the base game can also purchase the DLCs individually.Try your hand at Vagrus to see if you can make profit while surviving in the wastelands!

Vagrus also has a FREE Prologue available here on Steam
If you are interested in getting a glimpse of Vagrus, check it out here .
1.2+356 Uvbera Armistia Hotfix
Adjust eagle talisman statsFix bug with legacy hero select scrolling incorrectly
Fix a crash message when customizing at the end of missions
Translation: added
Some typos and text tweaks
For this patch we're rolling out 6 new generic chapters. These will now be in the mix when you start a new generic campaign. There's some really fun fights in there, especially for the final chapters.
In addition we've added better feedback for several dialogs in multiplayer games, so it's more clear what happened when someone makes a choice, and some of these improvements will be visible in single player games too, where it makes sense.
Then there's the usual bug fixes, QoL, and balance tweaks. It almost feels like a regular old patch like we did in early access. Makes me nostalgic a bit.
We've got more in the works, of course. We expect the next patch to be in late October, if all goes well, and we're really excited about it.
1.2+353 Uvbera Armistia
New Chapters for Generic Campaigns!* The Ghost Town (mid)
* The Library (mid)
* The Potionry (mid)
* The Temple of Silence (final)
* The Unseen Orchard (final)
* The Warren (final)
New Tidings and Wrapups
New music for All the Bones of Summer final fight
New Sound Effects for Tinker and Stormthroat
New Scenery for various maps
New clothes for some NPCs
Monster calamity view now shows monster tiers
Total number of calamity cards drawn now shown
Ember Arrows now works when standing next to fire lamps
Ambush missions only ever spawn 2 cards now
Lit fiery lamps now leave behind fire when destroyed
Show "You're the leader" if everyone else is reading along
An animation plays when comic choices are made
An animation plays when hero upgrades are selected
Gear choice in MP now shows who gear was given to
Legacy Heroes now always keep offhand items
Character sheets now include heroes you're recruiting
All the Bones of Summer ch3 capstone now grants gear
New interface options for Ability Animation Speed
Rerolling abilities now only costs 2LP (+2 for each reroll)
Thrixl Chrysalis no longer move
Boss monster added to Ringstone generic capstone
Wilderness_explorers event turned off
Action points are now shown at the top of the screen by default
The menu can now be accessed during interval tidings/choices/omens
Buffs/debuffs now show up as green and red in attack predictions
Attack predictions now show the value of added aspects
Friendly fire warning now shows up for shred and debuffs
Answer to Austerity pinecone choice now shows for legacy pinecones
New Thrixl Bard/Thrusk calamity
More cottage and house facades!
Fix a bug where backslam could move immovable foes
Fixed a bug where Found Family history showed backend text
Fix a bug where Engage+ didn't give 2 armor per foe
Fix a bug with hurlaxe audio
Fix a bug where enemy strength 0 would show for some missions
Fix a bug where Fenspear heir had random history
Fix a bug where rerolling parents could keep child's connection
Fix a crash bug with the legacy promote dialogue
Fix a bug where hero coins wouldn't display right in the interval
Fix some typos
1.1+348 Aremella Errowlair Hotfix 2
Add special scars for acid and weldling mortal choicesAdjust frequency of various stations
Fix a bug that caused broken saves when saving during some stories
Fix a bug promotions in 3 chapter campaigns
1.1+346 Aremella Errowlair Hotfix
Fix a crash with Entanglement eventIt's been a little while since launch and we want to first of all thank our community for the passion and support! It's been overwhelming at times, and we're really humbled and happy.
We've got some stuff for ya! We've got some design changes to retirement and years of peace. We've got some new theme skins! And we've got a good deal of usability improvements and bugfixes!
Going forward we'll have more content, features, and fixes, and we'll be aiming for a monthly cadence for patches for now.
1.1+344 Aremella Errowlair
Years of Peace are no longer based on performanceRetirement now grants 50% more XP
New Theme Skins Added!
Multiplayer: Added a Disconnect button to in-game menu for clients
Legacy Campaigns now act more like normal campaigns:
* Players can now recruit from towns
* Characters can have children that join the party
* Legacy heroes are no longer granted between chapters
Defenses built now grant farmers improved defense
Swift action now appears as a feather icon
Option, resource, and calamity menus are more easily accessible
Leftover Legacy Points can now be used to promote more heroes
Added coins to show when others are viewing the same comic as you
Coins indicate which player you're waiting on at the end of a comic
Players can now pay legacy points to reroll ability upgrades
Pressing escape now closes calamity window if none can be canceled
Towns can now contain up to 10 legacy heroes. (Up from 6)
Broadswipes+ now deals +2 damage instead of x2
Ignite can now only be used once per turn
Flashcone now deals damage equal to potency + spell damage
Reduced difficulty of Cavernquarry keystone
Adjusted Spawns for Enduring War first fight
Cvawn: When overland fires start, time stops
Adjusted Carved in Stone description
Action Point indicators now hover, show swift actions
Added interface option to turn on additional action point indicator
Added message after Tutorial is completed in Ulstryx
Cvawn can no longer be ensnared
Fix some crash bugs
Fix bug where armor value on tooltip wouldn't account for shred
Fix bug where Heroism prevented Wild Grasp from being Swift
Fix bug where kill counter wouldn't update immediately
Fix bug that caused sync error after mortal choice in some cases
Fix bug where retiring heroes can grant other retirees XP
Fix bug where Waterling Tiding would show wrong gender for waterling
Fix bug where Darts would cower after being killed
Fix bug where Engage could cause armor to go negative
Fix bug where Elmish Jealousy ability remained after mortal choice
Fix bug so Extinguish Fire job goes away if the tile is burnt
Fix bug where volley of arrows wouldn't show cooldown
Fix bug where Tier 0 Legacy heroes could be put into legacy again
Fix bug where Hitch a Ride event would appear more than once a game
Fix bug where saving in a Carved in Stone run could corrupt the save
Fix bug where monsters could use swift actions after moving twice
Fix bug where a placeholder recruit event would show
Fix bug where knockback wouldn't effect monsters on the same tile
Fix bug where Hammer item had no stats
Fix bug where Ecthis Chapter 3 picked a hero who already had wings
Fix bug where Mothwings could be granted twice
Fix bug where prepared shot and vine limbs didn't do anything
Fix bug where vigilance would still scale with potency
Fix bug where size of >1280x720 would cause window to be uncentered
Fix some typos
Fix some backend text bugs
Townhall Summary (7/20/2021)
Watch the stream here .Hi everyone! Thank you so much for your encouragement and for following Wildermyths journey. Wildermyth began as a side project that was taken full time over a period of six years, and it was initially intended to be a much smaller game than it became. We have a lot of your burning questions to answer; here are the devs that will be answering them!
Nate is the Lead Developer of Wildermyth. He programs and designs the game.
Annie is the sole artist for Wildermyth and is responsible for all the visuals you see in game.
Patrick is a Programmer and Designer for Wildermyth. He led the call and asked the questions.
Jackson is the Lead QA Tester for Wildermyth, and he also does a variety of other design work.
Doug is the Lead Writer and a Designer for Wildermyth.
Frequently Asked Questions
[u]Are there any plans for new campaigns and monsters?[/u]
Yes! We have a new campaign already mostly written, and new monsters are a possibility. If we dont add an entirely new monster group, well definitely be adding new monsters here and there.
[u]Are there plans to add new races and classes?[/u]
Not really. At this time, we think races are best supported as mods. We will probably not be adding new classes as they require a lot of art and writing. The way our character rigs are built, a new class would mean hundreds of new pieces of art, and it would also mean writing new branching dialogue for nearly every event.
[u]Will Wildermyth be ported to consoles?[/u]
Yes, probably! We are actively looking into it and we have several companies were considering working with. However, it will likely take a very long time- probably a year or so- because the game is written in Java and was built in its own engine.
[u]Will Wildermyth be translated to more languages?[/u]
Yes. Were not ready to announce which languages yet, but were working on it! In the meantime, there are fan translations that are being produced as mods if youre interested.
Fan Questions
[u]Where can we buy your T-shirts?[/u]Nate: We previously sold T-shirts and Spirit Pins at conventions like PAX South, but the pandemic has interrupted that. We have a merch store in the works that will hopefully be ready in a little over a month!
[u]What's something that you wanted to include into the game, but never got to or otherwise couldn't add? Why couldn't you add it?[/u] (Tam Troll)
Jackson: Water! I wish we could have puddles and rivers running through combat maps, lake fights
Nate: Yeah, but water is really demanding graphics wise and it isnt something Im experienced in programming. For me, I wish we could have included Legacy Monsters. Having monsters that come back in a campaign and grow alongside you would have been cool.
Annie: I wish we could have included more body sizes for heroes. I wanted tall heroes, short heroes, chubby heroes, buff heroes but the rigs are very limiting in that they are literally thousands of separate pngs. It would probably take me a year of work just drawing body types alone.
Doug: More events generally would have been great, but we had to release the game at some point.
[u]What's something that you never thought would initially be in the game, but ended up in there anyways?[/u] (Tam Troll)
Annie: We thought we would release the game in early 2016 at the latest now here we are six years later! With that came comics, children and families, and ability upgrades.
Patrick: Villains werent planned, but they really made the game feel like it really came together. We did a poll where people indicated that they were interested in villains, and Im really happy with the way they tie the stories together.
Annie: All of the additions we didnt expect gave us time to polish the entirety of the game, like the overland map and UI.
I[u]f you are planning to expand the game, are you planning to use an Expansion (Bigger chunk) or DLC (smaller) model?[/u] (EinkadottirLoptr)
Nate: Were not sure! Were going to look at new chunks that would work with the game, like a new monster group in a new campaign. DLC would be priced individually, but we also have never done this before, so well figure it out as we go.
[u]How have sales been pre/post 1.0? Are you seeing a lot of new players now that it's out, or did we all get in on it before it hit 1.0?[/u] (Kalisa)
Nate: Sales are real good! Were seeing a ton of new players post 1.0. The biggest update is that where we were unsure in Early Access, were now confident our studio has a future.
[u]Are there any plans to incorporate player-created content into the game proper? Like a player content pack of the best events, etc.? [/u](Rad Cooldude)
Nate: No. However, we love our modders and all that they have done for our game, and we want to continue to highlight those mods on social media and promote them in other ways. Were happy our game is living in the hearts of so many!
[u]What surprised you the most, in terms of development/playerbase 'n things?[/u] (ItsYaBoiiRoan)
Patrick: Combat clarity, especially in regards to mystics interfusion. We worked and reworked the tutorial for how interfusion works, and I have to say: thank you early access streamers!!! Those early streams helped us figure out whether or not we were making interfusion clear enough. It took a long time before we finally got it.
Nate: And the passion of community. We think our game is pretty good so we were hoping for it, but people actually enjoying our game is amazing!
[u]Do the devs have a favorite campaign story or mode of play?[/u] (StorieWriter)
Jackson: Walking Lunch All the Bones of Summer.
Doug: I enjoyed writing Eluna and the Moth and Bones of Summer the most. They were the most in depth and most drilled down to what a character could be. They really explored how deeply you could evolve a character over a campaign, and the characters were just really fun to write. The Mothman, Pyarc, and Thuvayn. But I cant play the game because its so much of my own writing it drives me crazy to look at it.
Annie: Im an unapologetic Adventurer player. Eluna and the Moth is a joy to play. I loved the ending so much! And the last few panels for Ulstryx made me realize- WHOA, the game can be this! Wow! It was a very powerful moment.
Patrick: I have liked each campaign more than the last- its a toss up between the last two; they both hit my heart strings.
[u]I've noticed that the game's setting seems to avoid politics and has no higher authority running things. Is that a space you'd be interested in exploring in the future or is it out of the scope of what Wildermyth is aiming to do?[/u] (civlover)
Doug: Its not out of the scope exactly- cities, kings, and lords could exist absolutely, but we dont have a lot of metropolitan centers on purpose because it makes each hero responsible for so much. There arent any lords telling your heroes what to do and taking the importance and agency away from the heroes. We wanted there to be a personal importance for their quest.We wanted the action and impetus for every story to come from the characters themselves and not from outside forces. The Drauven, Deepists do touch on politics to some degree.
Nate: We didnt want an army to come and rescue the heroes, so no army equals no government structure.
[u]What's your favorite bug that popped up? Best development story?[/u] (The Zombie Penguin)
Jackson: One day I opened the game, went to my legacy, and all of my legacy was naked! It was a surprisingly persistent bug.
Doug: There was a time when placeholder events kept popping up.
Patrick: Yeah, theres a placeholder that keeps coming up now that we need to patch out...
Jackson: Also being the one to answer the emails is stressful sometimes, because Ill get typo reports that arent really typos, just words that Doug has mashed together or intentionally spelled differently.
Annie: The crow-wing hunter blocking stuff in comics. Actually I hate that one. Also heroes waving weapons in each others faces before the de-equip button.
[u]Mystics and the unique form of magic in interfusion has been one of my favorite aspects of this game so far. What kind of thought process inspired it/what sort of development did it have behind the scenes?[/u] (Hero of Wind)
Nate: We went back and forth on this a lot. We always wanted a magic system that was unique, that wasn't just slinging fireballs. When we got to designing combat, we realized that where you stand on the board has to be really important in order for the combat to feel fresh each time. Initially, the randomly placed scenery on combat maps would have no impact on your gameplay, so by forcing you to interact with it, suddenly where youre standing, where the enemy is standing, and what scenery has spawned completely changes how you have to approach that fight.
Annie: Mystics were actually just going to be fire based for a while and only had splinterblast and fire leash at the beginning.
Jackson: I really loved coming in and adding mystic abilities that became more important based on the monster type youre fighting and the monster-specific scenery that spawned.
[u]What has brought you the most joy about the game and/or its release?[/u] (Lamyra)
Annie: The name generator. It was one of the first things we did. Nate started it and Doug filled in data. Timbertimbers made us laugh.
Nate: Peoples favorite hero submissions. I love seeing the history and stories players craft for them.
Jackson: Getting to test new monsters and the music! Shout out to Candy and Elise, our composer and sound designer. They do incredible stuff.
Doug: The audio really brings the world to life. Its really exciting and rewarding.
Annie: Candy will make a concept piece, Doug would write about a place the music invoked, I would draw the monster that would live there, then Patrick, Nate, and Jackson would figure out what the monster does, then Doug writes the story for it, then Candy has to write boss music for that we feed off of each other. Its such a cool process.
Patrick: Watching streamers. Prior to 1.0, Im pretty sure I watched ALL streams of Wildermyth on Twitch and YouTube. I cant anymore, but I LOVE watching people play Wildermyth.
Jackson: I have such a hard time watching because Im terrified theyll find a game breaking bug I didnt catch.
Annie: Yeah, what if we wrote a joke they didnt think was funny?
Patrick: I love watching people react when they get the wolf head transformation for the first time. Thank you, streamers, youre awesome!!
[u]I'd be curious to know about the artistic influences in terms of the games Art styles.[/u] (Kadayi)
Annie: Secret of Kells and the shapes that they use. Windwaker also- some smoke particles may just be straight up ripped from it, haha. The way they use spirals and hand drawn figures to keep it simple, lineart looking, not too complicated, harmonious as a whole, I love. And Samurai Jack! Their backgrounds are gorgeous and have beautiful textures. The intentionally limited color palettes and great silhouettes inspire me too. I of course have all the assets that I make, but watching Doug turn them into comics is awesome. I dont turn my art into comics unless I write them, so watching the art assets be resized, recolored, tinted, and the layouts become more interesting is really cool to watch.
[u]Will you be selling the game soundtrack on Steam[/u]? (Miyokari)
Nate: Yes! It is in progress. Candy, our composer, is getting our soundtrack together and recorded live (as a result of our Kickstarter), and that will be for sale when its done.
[u]Is adding in more "classes" via new skills a more viable option than straight up new classes?[/u]
Nate: Yes, and some mods have already explored that! If youre interested in them, you can check out our Steam Workshop where there are some awesome mods from people like Smoker and Davea.
[u]How has success changed your look at future development for Wildermyth?[/u]
Nate: It means we can keep doing this! We have the ability to keep our studio running and creating new, exciting things.
[u]On the writing side, was it difficult to write the stories while having to leave so much up to [insert here] modifiers vs being able to write more detailed and specific stories?[/u]
Doug: Was it difficult? It was pretty difficult! Back in the day, they were just going to be just FTL like, only a paragraph and a couple of choices. Then we started thinking, what if we had personalities that change choices and dialogue? Its difficult. You have to keep interlacing the same ideas with that trait. Its interesting and complex and challenging. But fun and cool! And its definitely enabled by Nate and Patricks work.
[u]Is there a sub button, patreon or somewhere we can support?[/u]
Nate: Not right now- but a merch store is coming! We need to figure out logistics, so another month or so for now. That will be the best way to support us when it comes (besides playing the game).
[u]Doug- Your prose is often a delight to read, very poetic. what influences do you borrow from? it's very reminiscent of old germanic and celtic verse, especially the heavy usage of kennings, but i'm curious if there are more modern works or authors you would cite as inspirations.[/u]
Doug: Youre absolutely right with Germanic and Celtic. Anglo Saxon poetry and the use of alliteration especially inspires me. Seamus Heaney Translation of Beowulf and Sir Gawain and the Green Knight are huge influences on me. I enjoy the sonic effect of the poetry when you recite it.
Miyazaki films are also huge points of inspiration. Jean Giono's Joy of Mans Desiring is just beautiful.
Rick Bass is a great short story writer who got me more into contemporary fiction. As for fantasy writers, Patrick Rothfuss, Naomi Novik, and Joe Abercrombie are some favorites. Oh, and W.B. Yeats poetry was a huge inspiration for Eluna and the Moth.
[u]How did this team come together at the first days of Wildermyth?[/u]
Nate: It started as a side project. We were working professionally as game devs, then did a game jam with Doug, Katie, Isaac (Austin), Nate, and Annie. Doug, Katie, Isaac and me are all siblings. We worked on a different game for the jam, then started talking about the game we really wanted to make.
Annie: We played a LOT of Xcom, Descent: Journeys in the Dark, and D&D, and wed find ourselves having to fill in character details and stories. We wanted our game to inherently tell stories!
[u]Are there any plans for more generation interactions between characters? Such as grandparents to grandchildren or even further descendants?[/u] (Abarnath)
Nate: That would be cool! Maybe. The game isnt really set up for family trees. The multiple timelines inherent with Legacy makes it difficult. We could maybe incorporate Grandparents, but anything further we would probably save to explore for another game.
[u]In terms of updates, what is the main focus of the future, ex storylines, campaigns, armor/weapons?[/u](Parli99)
Nate: More events, one more campaign, balancing, and more content, like additional weapons as they show up in events. Maybe more armor, maybe a third tier? Well see where it takes us. Well announce more as we go!
[u]Have you thought of a possible pvp type of mode for those that enjoy pvp stuff?[/u]
Jackson: I want it MASSIVELY. It would be so cool.
Nate: Its not impossible! I dont think it will be the main draw to the game but one player playing as the monsters and one playing as the heroes would be fun.
Annie: Gorgons versus Morthagi would be the ultimate battle.
Nate: NO PROMISES.
Patrick: Nate added multiplayer on April Fools Day, and we never expected it to be as popular as it is. Its not as good as the rest of the game yet- we have to make it better.
[u]How much feedback comes back through the F11 menu vs other methods? do you find some methods better than others?[/u]
Jackson: A LOT. PLEASE use F11, its the best way to get us your logs and info! Also please include your email so we can get back to you about your specific issue! But we also get bugs in Discord and Steam.
Nate: Its hard to keep up with Discord and Steam now, but we do look at all of it.
[u]In broad strokes, are you thinking game 2 is similar to Wildermyth or something completely different?[/u]
Nate: We dont know exactly yet. Whatever we do it will probably be procedurally narrative; it seems to be something people want more of. We dont have any ideas to announce yet. It could be fun to try something different, but we shall see.
[u]Any thoughts on things like deities, religion, demon kings, gods, etc in the game, possibly as a over-arching plots or related?[/u] (ArmedDreams)
Doug: There are definitely thoughts on it! Deepists are a religious cult. It sounds like an enemy group to me, which could be fun. It could be explored potentially, theres room for almost anything in Wildermyth.
[u]Has there been anything added by a mod so far that you wish you thought of first/didn't expect so soon?[/u] (janja5)
Nate and Annie: Hats!
[u]Do any of you play board games like Gloomhaven or Pandemic Legacy or D&D/TTRPG?[/u]
Jackson: Im pretty sure every person here plays D&D regularly or semi-regularly.
Nate: The games mentioned earlier and Betrayal at the House on the Hill.
Doug: HeroQuest holds a special place in my heart. Also Magic: the Gathering.
[u]What is the concept of Legacy?[/u]
Doug: I think of Legacy as less about turning back time and more about a parallel narrative. Its like creating Tall Tales about your characters, like Johnny Appleseed and Paul Bunyan. There are stories that conflict, but are also true simultaneously. The Legacy system is kind of about replicating the multiple conflicting/coexisting narratives that exist in folklore concerning legendary figures and characters.
Nate: Who is the one true Baba Yaga? You cant answer that question. Legacy is like that.
THANK YOU SO MUCH for coming with us and supporting us on the journey. Its a dream come true having so much support. Its been an amazing experience, and one heck of a ride. Well let you know when theres more to announce. In the meantime, happy adventuring!
We'll be answering questions from discord and discussing the state of the game, the studio, and what's next.
Starts at 3pm Eastern / 12 Pacific / 7pm GMT:
Live on twitch!
Come hang out!
On Tuesday, July 20th at 3pm Eastern / 12pm Pacific / 7pm GMT, The Wildermyth devs will be doing a live stream on twitch and here on our store page!
We'll be giving an update on the state of the game and the studio, and our future plans (such as they are!) We'll also be taking your questions! If you have a question, you can ask it in our Discord in the #townhall-questions channel .
Drop by and help us celebrate our successful launch!!
1.0+340 All the Bones of Summer Hotfix 7
Chinese translation tweaksCan now put heroes into legacy after a game over(!)
Greatly reduced bandwidth use in overland (Multiplayer Lag)
Made multiplayer mouse smooth again
New female face
Updated crow head visuals
Improved player account save/load robustness
Added error dialogs when account or legacy fails to load
Add error dialogs for some rare cases
New option to turn off camera angle snap
New option option to turn off overland notifications
New option to speed up overland time
Adjusted some tidings
Broken legacy entries will no longer crash the game
Tentside victory handles family better
Oldwane dagger now grants spell damage (consistent w/ theme)
One-panel comics (jobs mostly) now show choices immediately
Fix bug with read along in multiplayer
Fix bug with Thnarr's Accordica and ignite / arches
Fix bug where unclickable banners would show on sites
Fix multiplayer bug with dialogs not opening for all
Fix bug where achievements wouldn't show on steam until exit
Fix an issue with morthagi theme achievements
Fix some cases where spirits failed to spawn
Fix a bug/exploit in monarchs final mission
Fix Cutthroat Competitors achievement logic
Fix bug with retirement showing too soon in some places
Fix a possible softlock in some missions
Fix rounding errors in stat calculations
Fix a crash when typing only a space as a name
Fix wrong combat modifier in Volchasm
Fix some rare crash cases
Fix dead heroes in name the company
Fix some generic intros to work better with various parties
Fix some bugs with dead heroes in tidings
Fix Song for Someday Gone battle difficulty
Fix some event targeting bugs
Fix some broken tooltips
Fix some typos
Fix some visual comic issues
1.0+332 All the Bones of Summer Hotfix 6
New Event: Company of CrowsRemoved Event: As the Crow Flies
Achievements now work in multiplayer
Mouse cursor should behave better on mac retina
Option to turn off custom cursor
Chinese translation tweaks
Customizing heroes in multiplayer works better
Improved edge pan behavior when not capturing mouse
Multiplayer cursors in character sheet only if same hero
Multiplayer slots dialog now syncs up better
Fix bug where game could get stuck in final preparations
Fix bug with Eluna and Bones of Summer history lines
Fix Monarchs Ch2 could get stuck if town destroyed
Fix some typos and targeting issues
1.0+329 All the Bones of Summer Hotfix 5
Chinese translation tweaks
Clarified 5-hero starts as intended for multiplayer
Thunder stomp no longer goes through walls
Riposte+ no longer counts stepping in fire
Adjust legacy save/load code slightly
Fix bug where morthagi generic start would fail
Fixed chain lightning 3rd bounce damage
Fixed some back end text and typos
Thanks for the reports! We've got another batch of fixes for you.
1.0+320 All the Bones of Summer Hotfix 4
5 Hero starts (farmer and legacy) (5 chapter)Chinese translation tweaks
Capture Mouse option now works pretty well (tech limitations)
Max level heroes no longer take XP
Improved legacy backup and recovery logic
Reduce network traffic for remote cursors (but looks choppier)
Use steam message buffering to improve multiplayer robustness
3 Hook quest achievement now retroactively granted
Fix Mythwalker achievement bug
Fixed bug where enemies could sometimes not die
Fix rare bug with Unburied omen
Fix several rare crashes
Fix crash if controller lib can't load
Fixed phantomflare file case issue (linux)
Fixed bug where Scythewinds intro would never trigger
Fixed some back end text and typos
Halcyon Frequency is playing Wildermyth multiplayer! More by them can be found here:
https://www.twitch.tv/team/halcyonfrequency
Halcyon Frequency is playing Wildermyth multiplayer! More by them can be found here:
https://www.twitch.tv/team/halcyonfrequency
We had an issue rolling this out the first time, but it should be ok now :-|
1.0+320 All the Bones of Summer Hotfix 3
Chinese translation fixesNew audio option to mute game when it loses focus
Game now ignores controller input when not focused
Reduce Suneater damage
Attempt to fix no sound / steamApi dll issue on some machines
Fix targeting in Another Soul to Stand
Reduce frequency of Distant Thunder event
Fix some events firing without relevant enemy present
Fix some typos
ReformistTM is a YouTuber who first picked up our game back in 2020, and now he's back with another video of the full release!
A quick little hotfix for the most pressing issues discovered since launch. We've had a ton of GREAT feedback and we're excited to polish the game up further and move forward!
1.0+318 All the Bones of Summer Hotfix 2
Chinese translation fixesAdjust Flirt hook quest
Can use middle mouse button to pan in missions
Achievements now checked upon loading the game
Increased XP for All the Bones of Summer and Generics plot fights
Star dance no longer occurs if you have no heroes eligible for theme
Fix a crash with multiple simultaneous deaths
Fix bug with Untouchable+
Fix several situational crash bugs
Fix mouse pan at screen edge on borderless
Fix Vigorflow+ speed buff not withdrawing
Fix and adjust some item descriptions
Fix hook_WanderlustThisCampaign
Fix turncoat achievement
Fix skeleton terrify achievement
Fix bad name tags in Hero Worship
Fix some item descriptions
Come hang out with the Acquisitions Incorporated C Team!
Official Stream Here!
We're super excited to have Nookrium streaming Wildermyth today! He was one of the first streamers to pick up the game, and we're happy to have him back for our launch.
Wildermyth has reached 1.0! That doesn't mean we're all done, but it does mean we think it's a complete game and we won't be making big changes to the structure of it. We're coming out of Early Access, and we have a huge patch to celebrate, as well as some awesome content creators who will be working with us through launch week while the game is on sale.
Here's what we're shipping:
All the Bones of Summer

A five chapter campaign focused on Drauven. This story follows both human and Drauven heroes over the span of the campaign. It's complex and beautiful and we're extremely proud of it.
Achievements!
Over 50 achievements have been added to the game. Each achievement unlocks a piece of concept art or a theme skin. You can browse your achievements in the legacy browser or on Steam.Theme Skins
Some themes now have skins that can be unlocked with achievements. Theme skins are cosmetic variants, and once unlocked, they can be chosen in the customize section in the character sheet.Ability Upgrades

When a hero levels up, they will now often see 4 choices instead of 3. The 4th choice is for upgrading an existing class ability or theme attack. This is a very big change to how heroes are built, and we think it will allow players to be more intentional with their builds, and differentiate heroes more.
Generic Campaign Chapters

We've revamped our generic campaigns, and it's a huge improvement!
Now instead of seeing generic events, each chapter will have an omen, capstone, and victory events that fit together, with a custom capstone mission. Some chapters also include custom keystone missions. These chapters will be mixed together to create a whole campaign. Some are monster specific, and some work for any monsters, but they all have unique battle maps and stories that match what's going on in the overall campaign.Right now there are over 20 chapters in the game, with several more on the way.
Ok that's a lot of stuff!
Launch Week Schedule
Tuesday: NookriumWednesday: Penny Arcade Acquisitions Inc. C Team
Thursday: ReformistTM
Friday: Paul Soares Jr
Saturday: Seri! Pixel Biologist
Sunday: Blind IRL & friends
The Future
We're super proud of making it this far, but Wildermyth can keep growing. We'll be taking some time to evaluate our best course of action, and we'll make an announcement when we have a firmer idea of what our next steps will be. As always, we will be listening to feedback and fixing bugs. Thank you so much for coming with us on our journey!-The Wildermyth Team
1.0 Patch Notes
1.0 All the Bones of SummerNew Campaign! A 5 Chapter Story with Drauven
Generic Campaign Events and Maps! (~20 chapters done, more coming)
Many more Mortal Choices added
Final Moment events added (when a hero dies)
Visual and some text updates to Ulstryx
Achievements have been implemented
Achievements unlock concept art
Some Achievements unlock Theme Skins
Theme Skins are cosmetic variations for (some) skins
Abilities can now be upgraded on level up! Ability rebalance!
(A fourth slot for upgrades has been added to the level up screen)
WARRIOR ABILITIES
* Upgraded Backslam: Knock an enemy into another to deal damage
* Upgraded Battledance: Gain free movement after 1st melee attack
* Upgraded Bloodrage: new active ability +2 dmg, can't die this turn
* Upgraded Broadswipes: Double broadswipes damage
* Upgraded Engage: Engages all adjacent enemies, grants +2 armor for each
* Upgraded Paladin: Guardian activates even if you attacked this turn
* Upgraded Raider: double scenery damage, can start fires on enemies
* Sentinel No longer interrupts enemy movement
* Upgraded Sentinel: Interrupts movement
* Upgraded Shieldshear: No cooldown, can use multiple times per turn
* Stalwart now grants a hero armor & warding at the cost of speed
* Upgraded Stalwart: While active, you are immune to status effects
* Upgraded Thundering Challenge: Becomes a small area of effect
* Upgraded Untouchable: Effect doesn't wear off
* Vigilance no longer scales with potency, 2 uses per turn
* Upgraded Vigilance: 4 reaction strikes per turn
* Upgraded Wolfcall: Grants +1 flanking damage to affected heroes
* Upgraded Zealous Leap: Clears pin, can be used every turn
HUNTER ABILITIES
* Upgraded Ambush: Interrupts movement
* Upgraded Archery: +30 defense against ranged attacks
* Upgraded Crippling Strikes: +2 damage vs hobbled foes
* Upgraded Ember Arrows: new active to jump to a nearby blaze
* Upgraded Flashcone: Puts all affected heroes in grayplane, +1 use
* Upgraded Foxflight: Grants 3 automatic dodges instead of 2
* Upgraded Jumpjaw: +1 use, shreds 1 armor
* Upgraded Piercing shots: Ranged attacks shred 1 armor
* Upgraded Quellingmoss: +1 poison to attacks and aoe
* Upgraded Rogue: Attacks against damaged enemies deals +1 damage
* Thornfang no longer scales with potency, 1 use per turn
* Upgraded Thornfang: Can be used three times per turn
* Upgraded Through Shot: hit all in a line -1 dmg each
MYSTIC ABILITIES
* Upgraded Arches: Single action, no cooldown
* Upgraded Compulsion: Becomes a swift action, still once per turn
* Upgraded Earthscribe:
** grants improved HP and range to Bonewall
** +2 temp hp to the Rock Shield ability
** Calcify grants extra +1 armor, warding, and temp hp
* Upgraded Elementalist:
** Infernal Rain now an area of effect
** Splinterblast and splintersalvo +1 damage and hobble.
* Stunning Barrage damage +1, reduced stun chance to 50%
* Upgraded Humanist:
** Shackles deals 2x damage
** Shardnado doesn't expire
** Stunning Barrage 100% chance to stun
* Upgraded Ignite: You can now ignite tiles without debris
* Upgraded Indignance: Damage and Range increase by 1
* Mythweaver: Loredump stuns for two turns on hit
* Upgraded Mythweaver:
** Loredump damage and range increased
** Increases the damage and hobble of Greater Constrict.
** Lightning Learning: book or statue, +3 potency to ally, decays
* Upgraded Naturalist:
** Wild Grasp becomes a swift action.
** Roots and Shoots: single action AOE creates plant scenery
* Upgraded Openmind:
** Increased range of Interfuse
** Withdraw now free
* Upgraded Soulsplitting: 2 damage prevented for each interfusion
* Upgraded Spiritblade:
** Blazing Sword and Burning Arrow now single action attacks
** Heroes walling with an interfused object gain +10 stunt.
* Upgraded Vigorflow: +1 damage and +1 speed per interfusion
COMMON ABILITIES
* Upgraded Aid: +1 use per combat
* Upgraded Bard: Swellsong: +50 stunt to nearby allies
* Bowmaster name changed to Sharpshooter
* Sharpshooter improves all ranged abilities
* Upgraded Sharpshooter: +1 Range with ranged attacks
* Upgraded Endurance: +1 armor and +2 warding
* Upgraded Hardiness: +50% health, +healing rate, +5 retirement age
* Upgraded Heroism: +1 action points
* Upgraded Inspiration: increase aura size and grant 1 warding
* Upgraded Long reach: + 1.6 range to all abilities and attacks
* Upgraded Riposte: when hit, +20 dodge until missed, stacks
* Tinker now grants an ally +3 armor and +2 warding
* Upgraded Tinker: +1 use per combat
* Upgraded Viciousness : +1 damage on melee attacks
* Upgraded Windwalk: +1 use per combat
* Upgraded Wisdom: +10 retirement age, +15 charisma
THEMES
* Theme attack scaling has been halved.
* Themes attacks all have an upgrade ability now
* Upgraded theme attack doubles scaling and +1 base damage
New music for the Legacy Browser!
Reduce monster card draw by 1 for Legacy campaign Ch1,2,3
Dart's Cower ability is removed if they attack while it's active
Stunned removes Dart's Cower ability
Attack Scenery now deals a minimum amount of damage
Into the Underworld visual update
Deeven ranged attack is now magic damage
Reduced terror bird shriek range
Specterstep cooldown is slightly increased
Haunts are now easier to see while using Specterstep
Deafened is now a status effect
Stormthroat bird no longer stacks
Reduced staunching spores range by 1
Choosing a face/hairstyle etc no longer closes dropdown
Generic campaigns can now start with any classes
Temp armor will be used up before permanent armor
Ability buttons now show remaining uses and cooldowns
Horn child flanking attacks now hobble instead of pinning
Gorgon pin lasts for one turn instead of two
New incursion defense map
Incursion and Calamity timers now always show in the HUD
New interfusion particles
Multiplayer: Camera adjustments
Fix a rare map gen issue in Eluna
Fix a bug with bards and big thrusks on plot maps
Fix completed objectives showing particles
Fix a bug with always on mods settings for new games
Fix bug where legacy backup zip had wrong file extension
Fix issue where some large monsters looked blurry
Fix a bug where sentinel wouldn't take weapon range into account
Fix a bug where immune would show up when it shouldn't
Fix a bug where indignance could hit enemies through walls
Fix a bug with non-weldlings having the weldling aspect
Fix a bug where into the fire event was missing a proper name
Fix a bug where the game console showed lots of backened text
Fix a bug where a mortal choice could prevent a hero from dying
Fix a bug with compulsion feedback
Fix a bug where generic intros offered romance options to family members
Fix a bug where Ambush and Sentinel applied debuffs even if they missed
Fix a bug with campaign-only aspects showing up multiple times
Fix a bug where stasis'd creatures could gain and give walling bonuses
Fix a bug where guardian only used one-hand version of theme attacks
Fix a bug where haunt could move twice and attack afterwards
Fix a bug where tree-arm attack could deal 0 damage
Fix a bug where heroes controlled by other players were autoselected
Fix a bug where multiplayer would show interfusion feedback poorly
Fix a bug where Rockshield value wouldn't be removed after being attacked
Fix a bug where amounts in entity tooltips would show up incorrectly
Fix a bug where Weldling's firewall targeted heroes incorrectly
Fix a bug where the Chastised could target heroes in grayplane
Fix a bug where the Chastised could ignore being Engaged
Fix a bug where monsters standing on two fires don't take damage
Fix a bug where taking poison damage would remove blind
Fix a bug where dealing damage to scenery would remove blind
Fix a bug where Terrorbird's inspire would remove blind
Fix a crash bug
Fix some typos
Tools: 8-tile monsters can now be created
If you're playing on the unstable beta, we've just updated it with some fixes. Thanks for the feedback, it's really helpful!
1.0+311 Feature Preview RC 3
Turned on achievements
Several new death events
Visual and minor text updates to Ulstryx
Into the Underworld visual update
Added objective feedback for scenery where applicable
Tweak several generic capstones
Deeven ranged attack is now magic damage
Broadswipes upgrade now does minimum of 2 damage
Reduced terror bird shriek range
Reduced staunching spores range by 1
Choosing a face/hairstyle etc no longer closed dropdown
Fix a rare map gen issue in Eluna
Fix a bug where Ingite+ could target allies or existing fires
Fix a bug with bards and big thrusks on plot maps
Fix completed objectives showing particles
Fix a bug with always on mods settings for new games
Fix bug where legacy backup zip had wrong file extension
Fix Whirl blurb text
Fix issue where some large monsters looked blurry
(And these shipped a few days ago, too.)
1.0+306 Feature Preview
Reduce monster card draw by 1 for Legacy campaign Ch1,2,3
Dart's Cower ability is removed if they attack while it's active
Stunned removes Dart's Cower ability
Attack Scenery now deals a minimum amount of damage
Reduced difficulty on the Ancient Wall capstone
Reduced difficulty on the Soul Forge capstone
Reduced difficulty on the Flytrap capstone
Nightmare no longer spawns as Cavernquarry boss
Fix a bug that broke some maps when using undo
Fix a bug where sentinel wouldn't take weapon range into account
Fix a bug where immune would show up when it shouldn't
Fix a bug where indignance could hit enemies through walls
Fix a bug with soulforge combat modifiers
Fix a bug with non-weldlings having the weldling aspect
Fix a bug with boss spawns for some generic capstones
Fix a bug where into the fire event was missing a proper name
Fix a bug where the game console showed lots of backend text
Fix a bug where a mortal choice could prevent a hero from dying
Fix a bug with the hillfort map
Fix a bug with compulsion feedback
Fix a bug where Generic omens offered romance options to family members
Fix a bug where Ambush and Sentinel applied debuffs even if they missed
Fix a bug with campaign-only aspects showing up multiple times
Fix a bug where stasis'd creatures could gain and give walling bonuses
Fix a bug where guardian only used one-hand version of theme attacks
Fix a bug where haunt could move twice and attack afterwards
Fix a bug where tree-arm attack could deal 0 damage
Fix a bug where heroes controlled by other players were autoselected
Fix a bug where multiplayer would show interfusion feedback poorly
Fix a bug where Rockshield value wouldn't be removed after being attacked
Fix a bug where amounts in entity tooltips would show up incorrectly
Fix a bug with some missing text
Fix some typos
Our 1.0 release is just 8 days away.
As part of our launch patch we have some big gameplay changes, which we are rolling out today on our "unstable" beta branch. If you want to take a look and give us feedback, we'd appreciate it.
We will *NOT* be including the new Drauven campaign or achievement features in this preview, and there may be some bugs, so be warned!
NOTE: these changes are ONLY on the unstable branch. They will go live when 1.0 ships on June 15.
1.0 Spoilers Below:
[spoiler]
Generic Campaign Rework
We've revamped our generic campaigns, and it's a huge improvement!Now instead of seeing generic events, each chapter will have an omen, capstone, and victory events that fit together, with a custom capstone mission. Some chapters also include custom keystone missions. These chapters will be mixed together to create a whole campaign. Some are monster specific, and some work for any monsters, but they all have unique battle maps and stories that match what's going on in the overall campaign.
Over 25 "chapters" are planned for launch, and most of those are working today.
Ability Upgrades are here!
When a hero levels up, they will now often see 4 choices instead of 3. The 4th choice is for upgrading an existing class ability or theme attack. This is a very big change to how heroes are built, and we think it will allow players to be more intentional with their builds, and differentiate heroes more.As part of this, we've made some balance changes. In particular, we're halving the base scaling of theme attacks, but we now allow you to pick an ability which doubles the scaling (to where it used to be) as well as adding +1 base damage to that attack. So theme limbs won't be as good "out of the box", but they can keep up if you invest in an ability. Check out the full changelist below for details.
Mortal Choices and Final Moments
Wildermyth handles Death and Injury in a unique way, and we're leaning in to that. In place of our old plain mortal choices, we're rolling out a large number of more specific events. These events depend on the character and the situation, and give the hero one last chance to shine. Some updated Mortal Choices have been showing up in recent patches, and we're releasing many more today.In addition to the Mortal Choices you know and love(?), we're adding Final Moment events, which occur when a character is not eligible to fall back. These give the hero some final words and sometimes offer a choice, although it's never a good choice. (The point isn't to make the death mechanically powerful, only memorable.)
Here's the full changeset:
1.0 Preview Build
Generic Campaign Events and Maps! (~20 chapters done, more coming)Many more Mortal Choices added
Final Moments (Death Events) added when a hero can't fall back
Abilities can now be upgraded on level up! Ability rebalance!
(A fourth slot for upgrades has been added to the level up screen)
WARRIOR ABILITIES
* Upgraded Backslam: Knock an enemy into another to deal damage
* Upgraded Battledance: Gain free movement after 1st melee attack
* Upgraded Bloodrage: new active ability +2 dmg, can't die this turn
* Upgraded Broadswipes: Double broadswipes damage
* Upgraded Engage: Engages all adjacent enemies, grants +2 armor for each
* Upgraded Paladin: Guardian activates even if you attacked this turn
* Upgraded Raider: double scenery damage, can start fires on enemies
* Sentinel No longer interrupts enemy movement, range reduced
* Upgraded Sentinel: Interrupts movement, +1 Range
* Upgraded Shieldshear: No cooldown, can use multiple times per turn
* Stalwart now grants a hero armor & warding at the cost of speed
* Upgraded Stalwart: While active, you are immune to status effects
* Upgraded Thundering Challenge: Becomes a small area of effect
* Upgraded Untouchable: Effect doesn't wear off
* Vigilance no longer scales with potency, 2 uses per turn
* Upgraded Vigilance: 4 reaction strikes per turn
* Upgraded Wolfcall: Grants +1 flanking damage to affected heroes
* Upgraded Zealous Leap: Clears pin, can be used every turn
HUNTER ABILITIES
* Upgraded Ambush: Interrupts movement
* Upgraded Archery: +30 defense against ranged attacks
* Upgraded Crippling Strikes: +2 damage vs hobbled foes
* Upgraded Ember Arrows: new active to jump to a nearby blaze
* Upgraded Flashcone: Puts all affected heroes in grayplane, +1 use
* Upgraded Foxflight: Grants 3 automatic dodges instead of 2
* Upgraded Jumpjaw: +1 use, shreds 1 armor
* Upgraded Piercing shots: Ranged attacks shred 1 armor
* Upgraded Quellingmoss: +1 poison to attacks and aoe
* Upgraded Rogue: Attacks against damaged enemies deals +1 damage
* Thornfang no longer scales with potency, 1 use per turn
* Upgraded Thornfang: Can be used three times per turn
* Upgraded Through Shot: hit all in a line -1 dmg each
MYSTIC ABILITIES
* Upgraded Arches: Single action, no cooldown
* Upgraded Compulsion: Becomes a swift action, still once per turn
* Upgraded Earthscribe:
** grants improved HP and range to Bonewall
** +2 temp hp to the Rock Shield ability
** Calcify grants extra +1 armor, warding, and tmep hp
* Upgraded Elementalist:
** Infernal Rain now an area of effect
** Splinterblast and splintersalvo +1 damage and hobble.
* Upgraded Humanist:
** Shackles now a single action
** Shardnado doesn't expire
** Increases the area of effect of Stunning Barrage.
* Upgraded Ignite: You can now ignite tiles without debris
* Upgraded Indignance: Damage and Range increase by 1
* Mythweaver: Loredump stuns for two turns on hit
* Upgraded Mythweaver:
** Loredump damage and range increased
** Increases the damage and hobble of Greater Constrict.
** Lightning Learning: book or statue, +3 potency to ally, decays
* Upgraded Naturalist:
** Wild Grasp becomes a swift action.
** Roots and Shoots: single action AOE creates plant scenery
* Upgraded Openmind:
** Increased range of Interfuse
** Withdraw now free
* Upgraded Soulsplitting: 2 damage prevented for each interfusion
* Upgraded Spiritblade:
** Blazing Sword and Burning Arrow now single action attacks
** Heroes walling with an intefused object gain +10 stunt.
* Upgraded Vigorflow: +1 damage and +1 speed per intefusion
COMMON ABILITIES
* Upgraded Aid: +1 use per combat
* Upgraded Bard: Swellsong: +50 stunt to nearby allies
* Bowmaster name changed to Sharpshooter
* Sharpshooter improves all ranged abilities
* Upgraded Sharpshooter: +1 Range with ranged attacks
* Upgraded Endurance: +1 armor and +2 warding
* Upgraded Hardiness: +50% health, +healing rate, +5 retirement age
* Upgraded Heroism: +1 action points
* Upgraded Inspiration: increase aura size and grant 1 warding
* Upgraded Long reach: + 1.6 range to all abilities and attacks
* Upgraded Riposte: when hit, +20 dodge until missed, stacks
* Tinker now grants an ally +3 armor and +2 warding
* Upgraded Tinker: +1 use per combat
* Upgraded Viciousness : +1 damage on melee attacks
* Upgraded Windwalk: +1 use per combat
* Upgraded Wisdom: +10 retirement age, +15 charisma
THEMES
* Theme attack scaling has been halved.
* Themes attacks all have an upgrade ability now
* Upgraded theme attack doubles scaling and +1 base damage
New music for the Legacy Browser!
Cower goes away when Dart uses prepared shot and vice versa
Specterstep cooldown is slightly increased
Deafened is now a status effect
Being stunned removes the Dart's Cower ability
Haunts are now easier to see while using Specterstep
Stormthroat bird no longer stacks
Generic campaigns can now start with any classes
Temp armor will be used up before permanent armor
Ability buttons now show remaining uses and cooldowns
Horn child flanking attacks now hobble instead of pinning
Gorgon pin lasts for one turn instead of two
New incursion defense map
Incursion and Calamity timers now always show in the HUD
New interfusion particles
Multiplayer: Camera adjustments
Fix a bug where Weldling's firewall targeted heroes incorrectly
Fix a bug where the Chastised could target heroes in grayplane
Fix a bug where the Chastised could ignore being Engaged
Fix a bug where monsters standing on two fires don't take damage
Fix a bug where taking poison damage would remove blind
Fix a bug where dealing damage to scenery would remove blind
Fix a bug where Terrorbird's inspire would remove blind
Fix a crash bug
Fix some typos
Tools: 8-tile monsters can now be created[/spoiler]
I'm having a hard time typing this. We finally have a date.
It's been a long road for Wildermyth, and there's more to come, too, but we are now ready to call it complete. We'll be launching on June 15 with another full campaign focused on Drauven, improved Generic Campaign support, Steam Achievements, and hopefully some other fun stuff.
During launch week we'll be running a discount and we have some fun streams lined up as well.
We are incredibly thankful to everyone who played the game in early access and helped us improve it. It absolutely would not have been possible to make this game without you.
Moving forward, we hope to keep working on improving the game past 1.0. Our roadmap is here and you can see there are a few items there marked for future releases.
Much Love,
-Nate and the Wildermyth Team
0.38+286 Codander Doomwage Hotfix 3
Fix bugs with promoting at the end of multiplayer games
Fix greater constrict
Fix large cursor obscures tooltips
Adjust hud icon padding
0.38+284 Codander Doomwage Hotfix 2
Fix mods not working in legacy browser
Fix blazing sword, burning arrow should work with 2 fires
0.38+283 Codander Doomwage Hotfix
Fix a crash with save games on some accounts
We're delivering 3 Roadmap items in this patch!
Drauven have been reworked with a bunch of new and terrible (for the heroes) abilities. The centerpiece of this is Drauven Blood, which now grants regeneration to all Drauven (but not e.g. terror birds). Because they can regenerate, Drauven want to slow fights down, and so many of their new abilities are about thwarting the heroes' ability to burst them. We think this will make a big difference in how they feel to fight.
We're also delivering a new Legacy Browser environment with some filtering features. We'll have some new music in here in a future patch but it's already a much more pleasant place to find your favorites.
We're also removing the experimental tag for multiplayer along with some improvements to the player experience, especially when playing with mods. The "Always on mods" concept has been simplified so that now they can be turned on and off per game.
We're getting pretty close to announcing a launch date, which is extremely exciting for us as a team. It's been a journey and a half! As part of that, we've updated the roadmap to better reflect exactly what we expect to ship with 1.0, and what will likely slip to a 1.1 or 1.2 update. You can find our roadmap here: https://docs.google.com/document/d/10VFbL6EYAvJRgR-hoJimuxUCSh7VoLfXba0fTXSHhH4/edit
As we run up to launch our regular patch schedule will most likely be interrupted, but we'll of course continue to communicate and address bugs as needed.
0.38+282 Codander Doomwage
Drauven Ability Rework!* Drauven Blood: All Drauven regenerate now
* Dart: Cower, hide after taking damage
* Dart: Prepared Shot, shoot enemies moving through an area
* Stump: (Calamity) Net Throw, hobble enemies with a net
* Haunt: Specterstep, ignore the first attack made
* Haunt: Quickblade, can move after attacking
* Stormthroat: Harass, send a bird to harass the enemy
* Stormthroat: Battleyell, command an ally to attack
* Deevens can intefuse with scenery
* Terrorbird: Shriek, reduce enemy potency in a cone
* Gorelord: Blooded Ferocity, take half damage for a turn
* Pilot: Wingbeat, deal damage and knockback every turn
* Pilot: Flight, fly to a tile and bring an ally along
* Raid Knight: Charge, rush into the fray
* Balestar: Sneer, extra movement at the end of its turn
Adjusted Drauven Calamities
New Tidings
Added an autosave at the very beginning of the campaign
Changed and simplified how mods are configured
Multiplayer warning for mismatched mods
Removed "Experimental" tag for multiplayer
Abilites withs status effects now explain them in tooltip
New cursor image
New button styles
Ability buttons now show element type
All theme range attacks now work with ambush
All theme range attacks now work with archery
Throughshot now works with certain ranged theme attacks
Increase damage of jumpjolt, chain lightning and witherbolt
Treecall is now a swift action
Blazing Sword and Arrow now have distance relative to the fire
Retirement Age stat shows if the hero will retire this chapter
Unstoppable aspect no longer protects against reaction strikes
Can now search by name in the legacy select dialogue
New Legacy browser map
Legacy can now show heroes of different tiers
Can now modify hero hooks in the history tab
New in-game menu background
Elsee Arcwright now has hooks
Additional Mods section explains Always-On mods
Fix a bug where job time estimates were innaccurate
Fix a bug where health loss from mortal choices didn't stack
Fix a bug where archery triggered while the hero was in stasis
Fix a bug where clicking on the capstone threat gave bad feedback
Fix a softlock where some battles were unplayable
Fix a bug where forge lost aspects when steal fire was used
Fix a multiplayer crash when crafting and the host disconnects
Fix a softlock with archery and mortal choices
Fix a bug with customized hooks in multiplayer
Fix a bug with Answer to Austerity event
Fix a bug where changing hero type didn't adjust the background
Fix a bug with shouldersledge targeting
Fix a bug where disabled mods would reactivate
Fix a bug where enemies show up as invisible in old saves
Fix a crash on Linux with some How to Play pages.
Fix a bug where a quest was firing when that enemy was disabled
Fix a bug with vinewrench and multi-tile monsters
Fix a bug where theGoneOx retirement bonus was permanent
Fix some typos
Were reaching out to let everyone know our official pricing for the games upcoming launch: $25 (USD, or your local equivalent). We feel that this reflects the scope of the game at this point and will help us fuel future development -- which we plan to continue with added features, new campaigns, and more in the coming months. Well be making this price change on May 1 in advance of the games launch -- well be announcing the official launch date soon.
Were SO excited that were approaching our official launch. Everyone who has supported the game, followed along in the early days on itch.io, provided feedback on our Steam Early Access release, backed our soundtrack initiative on Kickstarter, or hopped onto our Discord has been instrumental in helping us shape Wildermyth so far. THANK YOU.
Were planning to hold a Launch Week celebration featuring live streams and videos and a special launch discount. More details on this soon, so stay tuned for our official launch date announcement!
Until then, keep telling your best stories.
Sincerely,
The team at Worldwalker Games
Following through on our experimental multiplayer, we've added steam networking integration, compression, and generally cleaned up the connecting process. There are some nice improvements for local/remote play as well, and a tweak to the art for one of our very oldest transformations, the venerable wolf head.
We're still hard at work on the next campaign, and a couple of other big chunks of content, so don't worry if things seem a little quiet on that front. We have some awesome stuff in the works :-)
We aim to ship every 2-3 weeks and our roadmap is here .
0.37+272 Ren Northfield
Steam networking for multiplayer!Tweaking wolf head (adding neck layer)
Compress multiplayer traffic (incompatible with old versions!)
Revamped multiplayer New Server dialog
Several improvements for local multiplayer (and Remote Play)
Added colors for multiple controllers in missions
Added multiplayer "read along with leader" option
L/R stick press when hovering enemy now shows move range
If crash when setting display mode, launch windowed next time
Fix ability button accelerator positions at high dpi
Fix an issue that was bloating save files (more work to do here)
Fix a softlock with mortal choices
Fix a bug where controller input couldn't cancel calamities
Fix a bug where entanglement could target non-mystic
Fix a duplicate hero in storied bones
Fix a bug with switch relationship when locked
Players have been asking for multiplayer for a while, so we did the only reasonable thing, which was to release it on April Fool's day without any prior indication. It's still missing a few quality of life features, like steam matchmaking / friend list integration, so the process is a bit old-school right now, but it does work and it is fun!
Wildermyth is, first and foremost, a game about heroes, their adventures, the choices they make, and how they change and grow over time. Since heroes are highly customizable, a lot of players have been making them look like their friends, and then letting their friends make decisions about those heroes' abilities and the choices they make. We love the idea that Wildermyth can be a kind of Dungeons & Dragons-esque storytelling device for groups of players, and the way we've implemented multiplayer attempts to make that form of collaboration easier (and, hopefully, more fun!)
The multiplayer mode we've added to Wildermyth is cooperative, and the overall structure is the same as the single player game. You can start a single player game and continue it later in multiplayer, or vice versa. The main difference is that multiple players can control heroes at the same time. Actions can still only happen one at a time, but one player can be planning to move a hero while another is planning to attack with a different hero. By default, any player can control any hero, but there are also some options to give players exclusive control over heroes, so only they can decide their abilities and what actions they take. There's a lot of visual feedback to help show what other players are hovering over, both in missions, on the overland, and during comics.
We've also enabled Steam Remote Play! With controller support implemented, local multiplayer is a little more possible. It still needs some refinement, and it's not quite as extensive as online multiplayer; if you're playing with controllers, each player can have their own cursor, but everyone is controlling the same heroes and actions, so you'll need to decide amongst your friends which of you is going to take control at any given moment. Or, if you have a really well-behaved group of friends, you can just give them all mouse and keyboard access.
It's fun watching all the interesting ways this game has brought players together. We're hoping that continues to be the case, and we'll try to help it along in whatever ways we can. We expect to release a smoother connection experience pretty soon, along with other tweaks and bugfixes as we go.
And we're back with another small patch. We've had a few hotfixes along the way so these change notes are pretty short, but there's some good stuff in there, check it out!
We aim to ship every two to three weeks and our roadmap is here .
0.36+270 Bingus Dibb
Added Controller SupportAdded Multiplayer
New Legacy Recruit Event: Talk of the Town
Building a hero's tomb now grants 2 Legacy Points
Entanglement Event updates
Friendship bonus now grants extra block when walling
Mortal Choices now only show up if they have a proper target
Sound effects for Storm Theme and Ice Shield
Fix a bug with rerolling a character
Fix a bug with movement tile feedback
Fix a bug with getting patch notes
Fix a bug where thunderstomp could flank
Fix a bug with tidings targeting
Tools: Added ARTIFACT implicit aspect
0.35+264 Daghen Dimmerhelm Hotfix 3
Chinese Translations
Add back, skip and character sheet buttons to tidings and omens
Fix missing icon (Soulsplitting)
Some sfx work
Fixed a crash with promotion dialog with level 8 heroes
Fix a bug where both Jumpjolt and Chain Lightning would show
Tools: Fix bug with blank omen when "pick events" in on
Tools: mods can specify promotion card bg and icon color
0.35+262 Daghen Dimmerhelm Hotfix 2
Some Chinese translationsPrevent incursions from destroying plot-critical sites
Clockwork Tower and Into the Underworld now won't create towns
Add Frog Tongue move feedback
Fix a couple bugs with chain lightning, add move feedback
Fix a bug with discus and large monsters
Tools: added more npc roles
Tools: added "fast overland time" cheat
0.35+260 Daghen Dimmerhelm Hotfix
Fix a crash on startup affecting some players :-(Some Chinese translations (Starseed, Stormwell)
Fix a crash with Book of Stars
This time we're continuing to iterate on incursions and how they fit in the overall overland gameplay. We felt they were still too tedious, and were not quite doing what we wanted, so we made some more changes. Notably, the frequency of incursions should go way down, particularly at high difficulties in later chapter. Incursions will start with a larger "size," but fights have been rebalanced to be about the same as before in terms of difficulty. This makes incursions more of a threat on the overland, but a less frequent threat. We've got some other tweaks in there as well. Let us know how it plays!
"Remembered Places" is a fun little thing we're doing now. After some memorable encounters, a little map feature will show on the world map, so you can remember what happened there. In addition, we have some meaty new events this time, and a handful of bugfixes and other tweaks.
We aim to ship every two to three weeks and our roadmap is here .
0.35+258 Daghen Dimmerhelm
New Event: Out of the RainNew Event: The Starseed Tree
New Event: Distant Thunder
New Theme: Storm
More Incursion Changes!
* Incursions now start larger
* Incursions now have a chance to split into two
* Incursion fight strength doesn't scale as much with size
* Incursions always target towns
* Incursion path is shown from the start
* Infestation effect on incursion rate significantly reduced
* Improved Incursion Tooltip
* Grant Legacy Points if an incursion burns out on defenses
* Defenses have a chance to withstand incursion attacks
New Incursion Defense maps have been added
* Garrison
* Farmwall
* Tunnel Road
* Pincer Position
Remembered Places now appear on sites after certain events occur
A new Promotion Dialogue has been added
Patch Notes now show on the main menu when a patch is released
New Custom Site maps have been added
* Library
* Henge
* Primal Altar
New Ulstryx Boss music
Top four main menu buttons have been moved under a Play button
Interfuse and Silkstep are now more consistently on the same key
Game can check if it's out of date
Added a theme choice to Hunting Ambrosia
Warrior Armor stat changes to make the two types more balanced
Ability description updates
Fix a bug where enemies get stuck while trying to reach doors
Fix a bug where capstone assault missions won't autofill
Fix a bug where riposte could proc against ranged attacks
Fix a bug in Unpaid Bill text
Tools: Added an option to disable multi-paste functionality
Tools: Map features can now be changed with events
Tools: Able to forbid specific scenery spawning in map editor
0.34+254 Elsee Arcrwright hotfix 1
Try to prevent accidental "start time" commandsFixed a bug with crafting armor, offhands at towns
Chinese localization tweaks
We've made some big changes to our overland gameplay! A big goal of ours over the next few patches is to make the overland layer feel more strategically interesting, less tedious, and more personal / story-relevant. We're starting off by redesigning how incursions work.
Incursions

Enemies no-longer reoccupy sites. Instead, incursions have an Incursion Size based on difficulty, chapter, and infested tiles. The incursion travels from tile to tile, destroying defenses and sacking sites (losing size each time) until their size reaches 0, at which point they disappear. The larger the size, the tougher the fight will be!
Defenses

Defenses work differently. You can build up to 3 tiers of defense, with higher tiers taking longer. Incursions will destroy a number of sites or defenses up to their size, so tier 3 defenses will completely stop a size 3 incursion. When an incursion reaches a tile with defenses, it will take several days for it to burn through each tier, so defenses also give you more time to respond.
Incursion Defense Battles

Town Crafting

You can now craft items during the chapter, instead of only during intervals. We've adjusted the resource economy a bit to make this more feasible, and as part of the change you can also spend legacy points to purchase extra resources when crafting. On the other hand, recruits now come in with slightly worse weapons.
We want your feedback! This is a big change, and we'd love to hear what you think about it. What's working and what's not?
And of course we have the usual raft of small changes. We aim to ship every 2-3 weeks, although we've been slow lately. Check out our roadmap here .
0.34+253 Elsee Arcwright
New Tiding - Smithcraft (Contest Winner: SleepyDragon)Incursion Rework!
* Incursions no longer nest at sites
* Incursions now move from site to site, ruining them
* Incursions lose 1 strength with each site ruined or destroyed
* Incursions disappear when at zero strength
* Heroes at the tile can defend against incursions at any point
* New type of incursion mission adds 2-5 farmers to fight for you
* Farmers gain better gear based on level of tile defenses
* New defenses weaken incursion strength
* New defenses offer rain of arrows ability
* Defenses show up as one to three shield icons
* New particles and sounds for incursions
* New incursion defense maps
* Incursion defense event updates
* Incursions notify the player when exhausted
* Prepare Defense event updates
* Created more consistent NPCs to defend tiles.
Can now craft at towns during chapters
Legacy points can now be traded for resources
Town recruits now happen in two parts (choosing and preparing)
New recruits start with tier 0 armor until chapter 3
New recruits start with tier 1 weapons until chapter 4
Interval recruits after chapter 2 start with tier 1 weapons
Interval recruits after chapter 2 start with tier 1 armor
Jobs now auto-cancel if they're invalid
Most items can be renamed when found
Random button for customizing names
Swap Weapon button in character sheets while not in missions
Added keyboard controls for orbit and zoom
New incursion path animated visual
Added improvements to overland tile ability bar
Clear all button no longer appears when a mission needs one hero
Tooltips added to Doom Track Header
Sites giving too many spellthreads now offer different materials
Legacy file saving made more robust (creates a backup file in case of failure)
New Sounds for several abilities
New particles for Harvest and Dread Harvest abilities
Fix a bug with the town recruit event
Fix a bug where heroes walk into fire instead of extinguishing it
Fix a bug where a mystic was naked
Fix a bug where maximizing screen would break spacebar time toggle
Fix a bug where recruit missions were being prevented
Fix a bug where securing a site didn't give the correct materials
Fix a bug where storied bones event could grant the wrong weapon
Fix a bug with screenshot overwriting
Fix a bug where wiki button and mod name for comics
Tools: Added option to use long name for ability button
Tools: Animate outcome can now be used to play sounds
Tools: Added IncursionDefense mission format
Tools: Event
* Added canEquip expression
Tools: Map Editor
* UseTheseExactPieces now uses sceneryDensity
* SpecificArea sceneru now respects forbidDrawScenery
* Added option to now show escape zone until player requests it
* Added allowBlockingFlag that lets scenery be packed tightly
0.33+249 Gwynne Flutebody Hotfix
Chinese event textAdjust some art assets
Fix broken saves when mountain pass in progress
Fix a rare broken save with carved, spirit capture
There's a new way to play Wildermyth. You can now select "Carved in Stone" when starting a new game. This is similar to "ironman" or "commitment mode" in other games - there's only one save file, and no option to load. Quit is replaced by "Save and Quit." It's not on by default, but it's there for those who want it!
We've also added a way to view your unlocked legacy weapons from the legacy browser and the in-game menu, and have made some balance changes to abilities.
On the Tools front, we've done a lot of work to make the comic editor more accessible. We've simplified and improved the event setup process, removed irrelevant fields from the editor, and improved feedback. We also tried to make a more comprehensive guide on getting started with the comic editor tools, which can be found here . We'd love to hear from anyone who wants to make comics, where are your stumbling blocks?
In the background, we're also working on some other roadmap items, achievements and controller support specifically. Neither of these is ready yet. Achievements might not be ready until we get close to launch.
Now that the holidays are over, we will aim to get back to our regular cadence, and ship a patch every 2-3 weeks. Our roadmap is here . As you can see we're getting to the final segment of stuff! We're really excited about reaching 1.0.
0.33+245 Gwynne Flutebody
New Event: A Tight FitNew Victory: Wardrobes
New Victory: Fading Lights
Added "Carved in Stone" mode (Ironman)
Achievements button in menu to review elemental weapon unlocks
Added icons for elemental and artifact weapons
Added a checkbox to forbid heroes from having children
Spell Damage is now a real stat
Moved advanced shackles from elementalist to humanist
Raider now damages enemies adjacent to destroyed scenery
Prepared shot explains that it deals extra damage
Banners for bridges/passes now show up at location
Now possible to build multiple bridges/passes per tile at once
Adjusted Crow Peck to blind on stunt, reduced stunt damage
Some maps now indicate that more monsters are coming
Spirits will no longer die in fire
Getting elemental artifacts no longer unlocks elemental weapons
Changed color of interfused fire, enemy fire
Fixed bug with offhands for legacy recruits with 2H weapons
Improved performance of legacy saving
Clarified some objectives
Interfuse feedback no longer turns mystic to face it
Fix remove dominate was not present on some difficulties
Fix a bug where inspiration bonuses could become permanent!!
Fix a bug where opportunities didn't correctly resolve
Fix a bug where spirits would prevent some monster spawns
Fix hero selection in labors screen
Fix a bug with upgrading some artifacts
Fix a bug with fire and lover's vengeance
Fix a bug with Spiritblade and Heroism
Fix a bug with Bloodrage and standing in fire
Fix some typos
Tools: added helpful links to editor landing page
Tools: Comic Editor ease of use improvements
* new event button in comic editor, improved dialog
* replaced "new story role dialog" with complex target previews
* simplified targets to only show relevant stuff
* event validation now shows in comic view
* can enable or disable events in comic view
Tools: New Outcome dialog shows suggestions based on context
Dev Mode: preview controller support - not finished!
We've got some real nice stuff this time. We've reworked all the "unique" weapons, added tiers for them so they can persist over the legacy, and made them special with stats and/or abilities. So now you don't have to give up that cool-looking Fang Axe or Clockstopper when you unlock an elemental variant, because now they should be viable on their own.
We've made some visual changes to the overland map, to make the tiles more consistent with the mission environments, and to tie together the overall art style of various elements.
And we've upgraded our tooling. We've added an Item Editor, and greatly enhanced our Map Editor. If you've ever wanted to make a custom fight, this is a great time to take a look. Here's a video showing you how to use the new editor:
Normally we try to patch every 2-3 weeks, but with the holidays, we expect our patch schedule will suffer a bit. Our next big priorities are generic campaigns and achievements, and at some point we'd like to take a look at overland gameplay too. You can find our roadmap here .
0.32+240 Anselle Evan
Reworked Event: The GamblerUpdated Event: Amber Hollow
Updated Event: Field of Fire
New Tiding
Overland Art Refresh! looks more consistent, fields are gold now
Unique Weapons Overhaul!
* Plain unique weapons have been buffed in fun ways
* Unique weapons are now called Artifacts
* Artifact weapons have tiers
* Artifact weapons persist over legacy
* Artifact weapons can be upgraded, but cost more than base
* Artifact weapons can NOT be crafted, only upgraded
* Artifact weapons drop rate adjusted
* Artifact weapon won't drop if someone already has that weapon
* Artifact weapons won't appear on new recruits or children
Stunt damage is now shown as a weapon stat
Elemental weapons now deal 1 less damage on stunt
Labors UI overhaul
Saving now immediately closes the dialog
Tweaked mission victory ceremony
Monster health bars are red now
Scorpion tail is now 1/turn
Reduced thornfang usages by 1/turn
Adjusted size of some monsters
Updated Enduring War boss attack (minor)
Bitter Scratch no longer prevents turn end
Fix a bug with Balestar's fireball going through walls
Fix a bug with Coachman's throw going through walls
Fix some typos
Fix a bug affecting Expanded Classes mod
Added some alternative combat maps for certain stations
Tools: Item Editor tab in content editor!
* Items are now stored in their own files
* Mod items should migrate automatically, contact us if issues
Tools: added some implicit aspects, can split on them:
* Added HAS_THEME, HAS_THEME_ARM, HAS_THEME_LEG
Tools: Map Editor 2.0
* Map Editor: no more text grid
* Map Editor: can now draw terrain and place scenery with mouse
* Map Editor: show images when picking scenery/doors
* Map Editor: improved clarity and tooltips
* Map Editor: reduced clutter, hid redundant fields
* Map Editor: better presets for doors, walls, floors
* Map Editor: explicit control of interior space, random scenery
* Map Editor: don't need to save map to see changes on reroll
Some exciting stuff that's been in progress for a while finally came together in this patch. We have 9 new monsters, each of the 5 monster groups get 2 (except Gorgons who only get 1). These are mostly high-end monsters, so they extend the range of difficulty, and we've put some effort into making the game harder when you have 20+ calamities per group. (Note, we're ONLY trying to increase the difficulty when you have many calamities, so this shouldn't affect players who are not seeking out punishment.) We're definitely looking for feedback from our Walking Lunch, high calamity players about how that's working out and how we can go further with it.
With the addition of these new monsters, we've added 5-chapter Legacy Campaigns. Legacy campaigns let you start with legacy heroes, and you'll get more during intervals. For the 5-chapter experience, we've left interval length alone, so heroes will start to retire in the later chapters. Let us know what you think!
New Music! We've got several new story-oriented pieces that we've fit into our existing events. Stories will now have music that matches and reinforces their emotional tone, and we're really happy about that.
In addition, there's several new and reworked events, some reworked monsters, and a bunch of tweaks and fixes.
We aim to ship every 2-3 weeks and our roadmap is here .
0.31+233 Sani Cavern
New Event: ApothecaryNew Event: The Unpaid Bill
New Event: Old Guard New Blood
New Event: Collective
Reworked Quest: Farm and Forest
Reworked Quest: Scatter Stand or Still
New Music! Assigned new music to many events
Added new monsters to each group!
* Deepist: The Faithful
* Deepist: The Chastised
* Drauven: Balestar
* Drauven: Raid Knight
* Gorgon: Seacaller
* Morthagi: Coachman
* Morthagi: Groundskeeper
* Thrixl: Kinnestend
* Thrixl: Muse
Added 5 Chapter Legacy Campaigns
Removed non-legacy recruit events from legacy campaigns
legacy campaigns now draw an additional card per fight
Reworked Bartoth as a mage, interfuse and explode allies
Reworked Butler as a butler - cleans and buffs allies
Improved stat comparisons for armor
Sommelier now does magic damage, reduced damage slightly
Late Game Difficulty Increased:
* increased card threshold for high tier monsters
* increased health of some high tier monsters
* calamities for more low/mid tier monsters per card
* health calamities now scale with monster base health
Reduced range of Splintersalvo to mainly between the scenery
Minor tweaks to several events
Clarified some objectives in Eluna and the Moth
Legacy heroes now sorted by tier then name in recruit list
Can now save with note, instead of having to add it after
Stasised heroes cannot be stunned or poisoned
New interface options to disable auto camera movement
Customize face/hair dropdowns don't close on select anymore
Death animations don't block for as long
Map seed now visible from this game tab
Aid now removes Mindworm
Removing Mindworm now does not break stealth
Attempt to fix a couple crash bugs
Fix a bug where forbid random romance was not sticking
Fix a rare bug with Eluna map gen (unreachable tile)
Fix skunk spray tooltip
Fix bug where wild grasp could fail if no destination
Fix a rare crash on load
Tools: now possible to add custom stunts to gear or heroes
Tools: now possible to set and preview music in comic editor
Now that we've shipped our Thrixl campaign, we're taking some time to fix some little stuff and work in new content. This patch has a lot of relatively minor changes, many of which have been player requests. We've also got a couple new events, with more on the way.
We aim to ship every 2-3 weeks and our roadmap is here .
0.30 Lynn Yates
New Event: AnchorsNew Event: Pulling Threads
Updated Event: Sweltering Stars
Farm and Forest temporarily disabled
Scatter Stand or Still temporarily disabled
Added checkboxes to forbid random Romances and Rivalries
Events now less likely to happen if they happened last game
Now possible to change difficulty level during a game
* Note this does not adjust existing calamities etc.
Save games are now zipped - greatly reduces file size
* Old games will load fine, won't be migrated for now
Adjusted Eluna Ch2 Capstone difficulty (bit easier now)
Some work on initial loading time and splash screen
Added a 'random' button when choosing own company name
Tweaked some wing images
Adjusted Comics 'Back', 'Skip' button visuals
Improved incursion indicator tooltip on overland map
Hunter w/o bow will not fire arrow in Ulstryx Ch1 victory comic
Fix some missing pauldron images
Fix bug with Sylvan Invigoration
Fix bug where Elsee dies but still shows up in tiding
Fix bug where Monarchs mole could show up even if dead
Fixed bug where typing numbers in name field would change tabs
Tools: added a cheat to delete history lines
Tools: editing effects no longer requires restart
Tools: made legacy heroes at towns moddable
Tools: fix a freeze when overriding calamities
Tools: Reworked Editor screen to make important labs clear
Tools: Can now use legacy heroes in events
Also, in case you missed them, here are some hotfixes we put out since 0.29 shipped:
0.29+220 Eluna and the Moth Hotfix 6
Fix a bug with customizing recruitsTemporarily disabling Wildheart for maintenance
Fix a visual bug on T3 water axe
Add some error protection when creating items
Add better logging for active and background mods
0.29+215 Eluna and the Moth Hotfix 5
Fix a bug where Eluna Ch4 capstone crashed on linux0.29+214 Eluna and the Moth Hotfix 4
Sibling relationships now stored in legacyEnsure that Eluna siblings retain status through legacy
Fix a bug where items in mods would not work
Fix some text issues
0.29+213 Eluna and the Moth Hotfix 3
Text tweaks in English and Chinese0.29+212 Eluna and the Moth Hotfix 2
Fix moth wing descriptionChinese text tweaks
Fix weapon loss when customizing inactive legacy heroes
Fix a bug where particles would linger in legacy browser
Fix a character sheet bug when marking legacy heroes inactive
0.29+210 Eluna and the Moth Hotfix 1
Fix a bug where starting siblings could form a romanceWe're very excited to announce our fourth main campaign, "Eluna and the Moth." This is the most the intricately crafted experience we've ever delivered, and we're very proud of it. This story focuses on the Thrixl, and it mixes up the usual Wildermyth formula in some big ways.
To fit with the story, the first chapter takes a more directed approach with less overland management. Many of the battles and events throughout the campaign happen at less expected points. The campaign happens over a smaller span of time, allowing your starting heroes to make it all the way to the end. Because of that, we were able to integrate them into the story from start to finish - if they survive, that is.
Also in this patch are several new victory events, a few new faces, and the regular raft of bug fixes and tweaks.
We aim to ship a patch every two to three weeks, and our roadmap is here .
0.29+202 Eluna and the Moth
New Campaign! Eluna and the Moth: a five chapter Thrixl storyNew male face (M7)
New female face (F7)
New female face (F8)
New Victory: In Our Wake
New Victory: Fodder
New Victory: Takeaway
New Victory: Up In Smoke
2X and 3X monster cards will now show up later
Thrixl Changes:
* Removing mindworm now makes you immune for a turn
* Thrusk +damage calamity separated into 2 calamities
* Drathix breath now just poisons once
* Increased etherburn damage based on difficulty and enemy type
Reduced scorpion tail damage.
Reduced recommended starting calamity cards for Walking Lunch
AI now does a better job trying to get to heroes blocked by scenery
Reduced thornfang scaling with potency.
Skunk spray now scales with potency.
Objectives on HUD can now use second line if needed
Fire stunt fireballs can not be blocked or dodged.
Burials now happen before the interval
Dead heroes no longer show in relationships tab
Children can no longer generate with a different last name
Ember arrows and piercing shot now work with morthagi crossbow
Fix a bug where calamity error message would linger
Fix an overland camera bug with inactive heroes
Fix a bug where "pick from legacy" would show up when none to pick
Fix a visual bug with starheart and oldwane curse
Fix a bug where lover's vengeance would hit wrong enemies in AOE
Fix bug where ember arrows didn't shred armor
Fix bug where stubble didn't work on one head
Fix a bug where some lover events could happen for wrong people
Fix a bug where burials and calamities could show before game over
Fix a bug with plot teleports
Fixed a bug where allies blocked line of sight for knockback abilities
Fix a rare bug with ability prediction causing de-sync
Fix a bug with water stunt and guardian
Fix bug where walking though fire triggered counters against self
Fix a camera panning bug
Fix bug where relationship locking did not work
Fix a pathfinding bug
Fix some text rendering irregularities
Fix bugs with "immune to knockback"
Fix some typos
Tools: aspect validation now recognizes wildcards
Tools: calamities file is now merged instead of overwritten by mods
Tools: searching for effects now looks at all text in the effect
Tools: Added AI Behavior Inspection option (game and combat lab)
There are only a few days left on the Kickstarter campaign to record our soundtrack with live players! It ends at 4pm PDT (23:00 UTC) on Thursday, October 8th. We're currently over 97% funded!
Candy Emberley, our composer, has been sharing a wide range of content with backers each day, including interviews with musicians and the Wildermyth team, stories behind the creation of the music, and playlists of her musical inspirations.
Kickstarter is an all-or-nothing platform - you will only be charged at the end of the campaign if we reach our goal. Even if you aren't able to contribute, we really appreciate you sharing the campaign with anyone who might be interested!
Why is this important to us?
We want Wildermyth's players to have the best possible experience, and live music is a big part of that. Wildermyth is an emotional game that really asks its players to connect to their characters, and the expression, nuance, and warmth of live music fosters that kind of connection. Were really excited to meet this Kickstarter goal and make the music of Wildermyth come alive.What's in it for you?
There are some great rewards for backers, including: a copy of the soundtrack, a limited edition enamel pin, a unique music box, music lessons with Candy, custom D&D character artwork in the Wildermyth style, and an event in the game. Details about all the rewards are available on the campaign page .How does this affect development?
The kickstarter is unrelated to regular development, and the two things are handled by different people, so the roadmap won't be affected.A listening party!
Candy will be hosting a listening party on Tuesday, October 6th, at 6pm PDT (Wednesday, October 7th, 01:00 UTC) over at https://twitch.tv/candycomposer. She'll be playing pieces from the Wildermyth soundtrack, including works as they were in progress and some music that isn't implemented in the game yet! Come on by whether you're a backer or not, and bring your friends!Thank you for your support!
We truly couldn't do this without you, so thank you so much!We've shipped a series of small patches, mostly to update our Chinese localization in response to feedback. (Thanks!!) There are also a couple bug fixes and, excitingly, some new hair style options coming along for the ride!
Today:
0.29+192 Ulf Wast Hotfix 7
Added 7 new hair styles!Clicking outside the story dialog no longer skips comics or closes
Fix a bug where hero would change stats after customization (Monarchs)
Fix a bug with Undo and certain mission plots
Fix a visual issue with house walls extending too far
Earlier unannounced hotfixes:
0.28+190 Ulf Wast Hotfix 6
Chinese Translation tweaks and fixesFix a bug with travel times when building stations
0.28+189 Ulf Wast Hotfix 5
Chinese Translation tweaks and fixes0.28+188 Ulf Wast Hotfix 4
Chinese Translation tweaks and fixesFix a bug where Bonus Damage augments mentioned Potency in description
0.28+187 Ulf Wast Hotfix 3
Chinese Translation tweaks0.28+186 Ulf Wast Hotfix 2
Chinese Translation tweaks0.28+185 Ulf Wast Hotfix 1
Traditional Chinese players will now see Simplified Chinese by defaultCan change back to English in options menu if desired
Fix a bug where text would vanish with certain language / OS settings
(The sale will go live a few hours after this announcement does, 10 AM Pacific, 1 AM in China, sorry for the inconvenience.)
We're extremely happy to announce that Wildermyth now supports Simplified Chinese. We've been working with our partners over the last several months to make this happen, and it's finally ready. To celebrate, we'll be discounting the game by 20% for a week. This is a major milestone for us as a team and it's great news for the future of this game.
We're still in early access, and we'll be listening to your feedback on the Chinese version of the game in order to make sure it's a great experience.
We had hoped to be able to ship the new Thrixl campaign, "Eluna and the Moth," at the same time, but it's not quite ready so we're holding it back until we're happy with it. It's progressing very well and that's the main reason we haven't been putting out a lot of other content lately. It's close, and some of the Thrixl balance changes you're seeing in the patch notes are because of our playtesting on that campaign.
We've been off our game a bit this month, but generally we aim to ship a patch every 2-3 weeks, and our roadmap is here .
0.28+180 Ulf Wast
Added official support for Simplified Chinese!!Drathix breath reworked, more aoe poison, removed magic damage
Removed torceline buff from thrusks
Tweak cloak art to look better in gear get
Improvised Fireball rebalanced, no longer deals damage on miss
Thornfang can now only happen up to 2+potency times per turn
Resource card now also shows what you will have at end of chapter
Fixed some npc generation bugs
Fix a bug where npc names could change
Fix a bug where some event recruits could not die
Tools: credits lab works again
Tools: fixed bug where class abilities from mods were not working
Tools: new flag to show mod in mod config dialogs, default true
Translate: updated the knownLocales.json file format
Translate: import/export a loc kit, see editor translation options
Translate: can now edit/translate inline history in History editor
Translate: can now "tweak" text boxes per language
Translate: scaling / ui should be more uniform with different fonts
(We also have done a number of hotfixes since our last regular patch, you may have missed these notes:)
0.27+171 Sable Nettelmoth Hotfix 5
Fixed a freeze bug with Turtle Guardian mortal choiceTranslate: possible to localize victory/defeat/escape images
0.27+170 Sable Nettelmoth Hotfix 4
Fixed a bug with Enduring Ch2 intervalFixed a bug with Jealousy of Trees
Fixed a bug with new steam workshop mods
Tools: improved performance when loading comic editor
Link to Music Kickstarter
0.27+167 Sable Nettelmoth Hotfix 3
Fixed a bug where monster name tags only show first wordPlot Editor validation shows the problem step
0.27+166 Sable Nettelmoth Hotfix 2
Unit portraits now scale better with UI scalingFixed a bug with Ulstryx Chapter 2 time limit not extending
Fixed a potential crash bug when resizing or changing scale
Fixed a bug where low point light limits hurt performance
Fixed a bug where personality stats were generating too high
Fixed a bug with multiple new player dialogs on resize
Fixed a prediction bug with Wardrobe and AOE
0.27+165 Sable Nettelmoth Hotfix 1
Fixed a crash related to in-mission textFixed bug where old saves could not recruit legacy heroes
After more than 6 months of hard work, we are happy to announce that the Simplified Chinese version is finally close to ready.
We are still testing the build, but we're confident about releasing the Chinese version on September 24th.
Here's some screenshots until then :-)
See you on 24th!
Worldwalker Games LLC & WhisperGames
The Wildermyth OST Kickstarter is live!
We are raising funds to record the soundtrack with live instruments. Right now the music is made with sample libraries. Recording with live instruments will bring a warmth and life to the music that will dramatically enhance the playing experience. We want our players to have the best possible experience!
We have some great rewards for our backers, including a copy of the soundtrack, a limited edition pin, a music box, music lessons, custom artwork, a D&D session run by the composer, a custom event in the game, and producer credit! Detailed information about the project and each reward is available on the campaign page .
Throughout the campaign we'll be sharing lots of things with backers - profiles on the performers and team members of Wildermyth, behind the scenes information about some of the music that's been written, some info about our composer's writing process and setup, and milestone celebrations. We look forward to sharing these things and more with you!
Kickstarter is an all-or-nothing platform - you will only be charged at the end of the campaign if we reach our goal. Thank you so much for your support!
We shipped 3 hotfixes this week to patch up several issues. Here are the change notes:
0.27+167 Sable Nettelmoth Hotfix 3
Fix a bug where monster name tags only show first wordPlot Editor validation shows the problem step
0.27+166 Sable Nettelmoth Hotfix 2
Unit portraits now scale better with UI scalingFix a bug with Ulstryx Chapter 2 time limit not extending
Fix a potential crash bug when resizing or changing scale
Fix a bug where low point light limits hurt performance
Fix a bug where personality stats were generating too high
Fix a bug with multiple new player dialogs on resize
Fix a prediction bug with Wardrobe and AOE
0.27+165 Sable Nettelmoth Hotfix 1
Fix a crash related to in-mission textFix bug where old saves could not recruit legacy heroes
This patch crosses some important long-term work off our list, introduces some minor gameplay changes, and polishes up a few little things.
We now have an undo system in missions. The intent is to let you undo a move if you misclick. You get two uses per mission. You can only undo move actions, not attacks, and you can only undo if the move doesn't kill your character or cause a retreat. Total undos are tracked and displayed at the end of the game. (You can still just load your game whenever you want, too, of course.)
We've also change legacy recruitment at towns. Now instead of being able to pick from your whole roster at each town, each town will have a random selection. We're making sure that some high-tier and some low-tier legacy heroes are at each town. This integrates legacy heroes better into the story (you're "finding" them at this town instead of pulling them from a catalog) and also opens up more fun ways to find and recruit them during events.
We've been making great progress on our first translation (Chinese) and as part of that we have some tech improvements that will benefit other languages too, including a translator credit that shows per-event.
The Thrixl campaign is also coming along well, we hope to have more news on that soon!
We aim to ship a patch every 2-3 weeks and you can find our roadmap here .
0.27+164 Sable Nettelmoth
Legacy recruits are now per-town, instead of always full roster
Added an Undo system for mis-clicks in mission
* Up to twice per combat you can undo a move (not an attack)
* Some restrictions apply
* Total undos used shown at end of game
Updated UI art for new story options
Updated interval UI art
Updated UI art for doom monster headers
Added graphics option to turn off ability overlay on hover
Hovering over a threat/assault now shows difficulty more accurately
Removed calamity cards now pile up at the bottom for review
Fixed several typos and other text issues
Fixed a bug with always-on mods overriding events
Fixed a bug with specific-named NPCs where the name could revert
Fixed a bug where large pets could break in certain circumstances
Disabled broken instanced particle graphics option
Tools: added
Tools: fixed Name Lab crash
Tools: can now override years of peace for intervals
Tools: can use custom text for interval headers
Tools: worked on overland map generation
Tools: added
Tools: name and blurb now editable from comics tab
Translate: in-world (scalable) text now supports local fonts
Translate: name data is now translatable (use suffixes)
Translate: added a "translated by" field for each comic
Minimum Setup
- Memory: 3 GB RAM
- Graphics: Open GL 3.2
- Storage: 2 GB available space
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