Full notes
Full Mage Tower: Call of Zadeus update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Maps
- Gameplay
Mage Tower: Call of Zadeus changes
Hey all, today we're showing a mini-preview for the next big update - Kingdom Reborn.
In this update, we'll reimagine the look of the overworld in a procedurally generated isometric style.
Here's a comparison of the old overworld vs. new, but note that the new version is still an early prototype, and currently has no UI:
Old Overworld
New "Kingdom Reborn" Overworld (Prototype)
Gideon walking down the coast. Sometimes it's easy to forget that a cosmic being is imminently destroying the world.
Gideon in a forest, probably pondering his deck's energy cost distribution.
Gideon being an upright citizen of the kingdom.
The old version had great looking hex tiles. But it was a bit weird to use hexes, because the overworld isn't turn-based, and it has real-time movement. The hyper-detailed hexes created a lot of visual noise around your character. In the new version, walking around an isometric map feels much more natural. It also looks a lot better *in motion* for various reasons.
The whole map is an island, covered in these environments: grassy, forest, beach, ocean, mountainous, marsh, desert.
Gameplay is functionally identical... if it ain't broke don't fix it.
Creating this new isometric system, and replacing every overworld sprite with pre-rendered 3d stuff, was/is a beast of a task. We may as well have created a whole new game. But this is a big step towards full release (which we're now thinking will be around early 2027).
We're *estimating* the Kingdom Reborn update will release mid-July.
Talk to you all when it releases!
-Brett www.supermegagames.net Mage Tower Discord: https://discord.gg/utkQYbhm8B
Source
Changelog.gg summarizes and formats this update. How we read updates.
