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Steam News16 April 20251y ago

AnkamaLive: WAVEN in 2025 (recap)

Did you miss the latest Ankama Live on WAVEN's future? This article summarizes the big announcements and major changes to come in the game. The game has not been abandoned in the slightest.

In this update15

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Full Waven update

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What changed

1 fix21 additions30 changes3 removals
  • Balance
  • Gameplay
  • UI and audio
  • Events
  • Performance
  • Fixes
changedWhen the early access launched, the momentum was thunderous. The game found its audience, which was curious and enthusiastic. More than one million players came aboard, at least once, in this devastated World of Twelve. That's huge. Today, however, approximately seven thousand players log on daily. And, let's be honest, that's not a sign of good health.
changedNot enough content, not enough diversity in gameplay modes, a vague promise about its positioning, hesitant management – examples are not lacking. We know, we see it, we're experiencing it with you. We need to stop the bleeding and stop patching leaks. We've taken a step back, dug deeper, examined the very essence of WAVEN and its structure and ambitions. Because if we want it to continue to exist, we need to give it a second wind. During this process, we fundamentally challenged our beliefs, following a clear objective: rebuild on solid foundations.
changedCURRENT SITUATIONIn this section, we're going to discuss the main points that pushed us to hit the "stop" button. Not to abandon ship, but to get it seaworthy again with a clearer, more coherent, healthier direction. Because we don't want to just "hang on" – we want to do better.
changedOverly Complex Game RulesWAVEN isn't an easy game to master. That's not necessarily a problem in and of itself. Breadth and depth are qualities we are proud of, but they need to be in the right proportions, and both understandable and accessible.Today, the game's learning curve is too steep. Between the mechanics specific to each class, the contextual spell effects, companions, runes, elements, and passive mechanics that are barely explained… players can easily feel lost. Too many systems piled on systems, unnatural connections, the main elements not showcased enough. And, a learning curve that, instead of motivating players, ends up discouraging them. We had planned a game for PC and mobile, with a mobile-first approach. We therefore need to improve this approach.
changedGood Acquisition, Poor RetentionThe results are undeniable – we know how to attract people. The look, the universe, the ties with the Krosmoz, the cross-platform strategy… WAVEN intrigues, seduces, makes you want to try it. But desire fades. Many players only stay a few days, and quickly do the rounds of what we have to offer. Some don't click with the gameplay, while others don't have enough of a reason to come back. It's missing a spine – an encouraging game loop, the feeling of tangible progress, and clear landmarks. Today, the game gives too little, too late, or not in the right way.
addedOverly Elitist Competitive ModesThe current PvP system is demanding, sometimes too much so. Gaps in preparation, frustrations due to balancing, and the lack of balanced matchmaking irritate attractiveness. This results in a confidential competitive scene, which is not very welcoming, and doesn't allow for the creation of a lasting community dynamic. Entry is complex because you have to manage a new, specialized deck for PvP that, in addition, has no relation to the PvE deck. We want to head toward competition that is more fun and more accessible.
Emblems, for their part, are new items that unlock around level4550Emblems, for their part, are new items that unlock around level increased, buff

Waven changes

changedWhen the early access launched, the momentum was thunderous. The game found its audience, which was curious and enthusiastic. More than one million players came aboard, at least once, in this devastated World of Twelve. That's huge. Today, however, approximately seven thousand players log on daily. And, let's be honest, that's not a sign of good health.
changedNot enough content, not enough diversity in gameplay modes, a vague promise about its positioning, hesitant management – examples are not lacking. We know, we see it, we're experiencing it with you. We need to stop the bleeding and stop patching leaks. We've taken a step back, dug deeper, examined the very essence of WAVEN and its structure and ambitions. Because if we want it to continue to exist, we need to give it a second wind. During this process, we fundamentally challenged our beliefs, following a clear objective: rebuild on solid foundations.
changedIn this section, we're going to discuss the main points that pushed us to hit the "stop" button. Not to abandon ship, but to get it seaworthy again with a clearer, more coherent, healthier direction. Because we don't want to just "hang on" – we want to do better.
changedWAVEN isn't an easy game to master. That's not necessarily a problem in and of itself. Breadth and depth are qualities we are proud of, but they need to be in the right proportions, and both understandable and accessible.Today, the game's learning curve is too steep. Between the mechanics specific to each class, the contextual spell effects, companions, runes, elements, and passive mechanics that are barely explained… players can easily feel lost. Too many systems piled on systems, unnatural connections, the main elements not showcased enough. And, a learning curve that, instead of motivating players, ends up discouraging them. We had planned a game for PC and mobile, with a mobile-first approach. We therefore need to improve this approach.
changedThe results are undeniable – we know how to attract people. The look, the universe, the ties with the Krosmoz, the cross-platform strategy… WAVEN intrigues, seduces, makes you want to try it. But desire fades. Many players only stay a few days, and quickly do the rounds of what we have to offer. Some don't click with the gameplay, while others don't have enough of a reason to come back. It's missing a spine – an encouraging game loop, the feeling of tangible progress, and clear landmarks. Today, the game gives too little, too late, or not in the right way.

Did you miss the latest Ankama Live on WAVEN's future? This article summarizes the big announcements and major changes to come in the game.

The game has not been abandoned in the slightest.

WAVEN is an adventure that we dreamed of, designed, and built with passion. A license in which we deeply believe. We love it. It is a game that we want to be a worthy heir of everything that DOFUS and WAKFU are and have been for millions of players. We've carried this project for a long time and we still believe in it with conviction, even though recently the wind has been blowing much less in its sails…

When the early access launched, the momentum was thunderous. The game found its audience, which was curious and enthusiastic. More than one million players came aboard, at least once, in this devastated World of Twelve. That's huge. Today, however, approximately seven thousand players log on daily. And, let's be honest, that's not a sign of good health.

Not enough content, not enough diversity in gameplay modes, a vague promise about its positioning, hesitant management – examples are not lacking. We know, we see it, we're experiencing it with you. We need to stop the bleeding and stop patching leaks. We've taken a step back, dug deeper, examined the very essence of WAVEN and its structure and ambitions. Because if we want it to continue to exist, we need to give it a second wind. During this process, we fundamentally challenged our beliefs, following a clear objective: rebuild on solid foundations.

CURRENT SITUATION

Before talking about rebuilding, we needed a true diagnosis. Not some polished or embellished report. Instead, something clear, precise, sometimes difficult to hear, and yet necessary. Because to understand where WAVEN stumbled, we first needed to be willing to look reality in the face, head on without filters. The game is suffering from several clearly identified flaws. Some are structural, other more subtle, and all contribute to the impression of an imbalance, an unfulfilled promise.

In this section, we're going to discuss the main points that pushed us to hit the "stop" button. Not to abandon ship, but to get it seaworthy again with a clearer, more coherent, healthier direction. Because we don't want to just "hang on" – we want to do better.

Overly Complex Game Rules

WAVEN isn't an easy game to master. That's not necessarily a problem in and of itself. Breadth and depth are qualities we are proud of, but they need to be in the right proportions, and both understandable and accessible.Today, the game's learning curve is too steep. Between the mechanics specific to each class, the contextual spell effects, companions, runes, elements, and passive mechanics that are barely explained… players can easily feel lost. Too many systems piled on systems, unnatural connections, the main elements not showcased enough. And, a learning curve that, instead of motivating players, ends up discouraging them. We had planned a game for PC and mobile, with a mobile-first approach. We therefore need to improve this approach.

Good Acquisition, Poor Retention

The results are undeniable – we know how to attract people. The look, the universe, the ties with the Krosmoz, the cross-platform strategy… WAVEN intrigues, seduces, makes you want to try it. But desire fades. Many players only stay a few days, and quickly do the rounds of what we have to offer. Some don't click with the gameplay, while others don't have enough of a reason to come back. It's missing a spine – an encouraging game loop, the feeling of tangible progress, and clear landmarks. Today, the game gives too little, too late, or not in the right way.

Monetization Problems

WAVEN doesn't bring in enough. There's no reason to beat around the bush. The game's current economic model is not viable. The offer is too light, based only on customization, and doesn't work as we would have liked. We need to find other levers to make the project sustainable.

Overly Elitist Competitive Modes

The current PvP system is demanding, sometimes too much so. Gaps in preparation, frustrations due to balancing, and the lack of balanced matchmaking irritate attractiveness. This results in a confidential competitive scene, which is not very welcoming, and doesn't allow for the creation of a lasting community dynamic. Entry is complex because you have to manage a new, specialized deck for PvP that, in addition, has no relation to the PvE deck. We want to head toward competition that is more fun and more accessible.

Lack of Clear Objectives

People start playing WAVEN… but why stay? The game doesn't provide enough guidance. The short-, medium- and long-term objectives are cruelly lacking in visibility, or don't even exist. There isn't a sense of strong progress or an end goal. This vagueness impacts players' motivation. Without a destination, it's difficult to find one's way, invest, project and get attached. Even the most curious players eventually start turning in circles, because concrete perspectives are missing.

Let's offer something better.

SIMPLIFY GAME RULES

Work overhauling deckbuilding is already well underway. We are going to deepen the card system while reworking the interface and ergonomics, in both the deck editor and combat. The goal? Make theory crafting and combat more fluid and intuitive. This starts, first and foremost, with the relationship between companions and spells. Currently, summoning a companion depends on the elemental gauges, which are themselves fed by spells. This cascading mechanism makes the experience unnecessarily complex, while also reducing the possibility of combos. We'll be breaking this link.

Illustrations not representative of the final contents in-game.

Henceforth, the deck will be composed of 16 cards distributed freely among spells and companions. Summoning a companion will require you to accumulate Command Points, generated by spells. There won't be an elemental link between the two. A spell of any element will be able to provide Command Points, letting you summon any companion.

The spell and companion progression system will stay similar to the current system. This is, you'll need to collect several copies of the same card to upgrade it.

When it comes to equipment, we're moving to what's essential: four (4) items per hero maximum: a ring, an armband, a consumable (item with charges offering experience or loot bonuses or summoning a special enemy in combat) and an emblem (discussed later in this article).

Deckbuilding Overhaul

To have a clear understanding of our vision of simplification, we also need to discuss classes and items. Currently, each class has too many spells, which makes balancing both complex and laborious.

We are going to recenter mechanics

a base of common spells will be able to be used by all heroes, from all classes. This change will let us avoid redundancy, notably for status effects. Each hero will, of course, keep a few exclusive spells ensuring their identity. Finally, we want to do away with cascading tooltips.

In other words

allow players to understand the effect of a spell or item with a glance. The information must be direct, readable, and immediately understandable.

We don't want a punitive simplification, but rather a clearer, more fun simplification.

Illustration not representative of the final contents in-game.

Several elements should be noted:

  • Gauges and companion slots have been removed from the left side of the screen.

  • Reserve Action Points have been removed.

  • Companion and spell cards are in the same hand.

  • The hand has nine cards in total, compared to the current seven.

  • Command Points are located next to Action Points.

  • The combat log hasn't been removed – it is being overhauled.

  • A new gauge, represented by the class symbol, is located next to the AP and CP - the "Special" gauge.

What's a "Special"?

The Special is a new mechanic added to the gameplay of each hero. Each hero will have their own special blows – unique capabilities, strong actions that reflect their personality and gameplay style. To trigger a special blow, the hero will have to equip an Emblem and fill a special gauge in combat, then play their blow when the time seems right. This gauge fills with actions: when the hero attacks, when a companion does damage, or even via certain spells.

For example, one of Bovalor Orok's special blows makes the hero charge at all in-line characters. Pikuxala Hand causes the hero to teleport to a cell adjacent to all enemies, triggering the hero's power on each teleportation.

Emblems, for their part, are new items that unlock around level 45 to 50.

The game is simpler, clearer, and easier to understand.

IMPROVE RETENTION

Introducing players to WAVEN is one thing. The real challenge, though, is getting them to want to stay. To rise to this challenge, we've rethought the heart of the gaming experience: the game loop, progression, and above all… the fun.

Clearer Objectives

This subject deserves its own section. We'll discuss it later on in this article.

Level 100 to Reach

Back to the beginning… The maximum level for characters will increase from 50 to 100, with more fluid, more rewarding, and better distributed leveling up. This change will make it possible to offer more engaging progression over the long term and to ensure that players' levels better match the enemies they face by avoiding absurd gaps (such as a level-50 player fighting level-120 monsters) that hinder comprehension.

Cards to Collect and Upgrade

As mentioned above, the deckbuilding will now rely on a new card system. Each card can evolve, be upgraded, and offer new gameplay possibilities. A system designed to encourage collection and the fun of optimization.

New Game Modes

We're planning for the arrival of new modes, both competitive and not, all of which focused on one promise: fun! They will enrich the overall experience, so that each game session is different, lively and a source of enjoyment.

Collect Crew… Monsters!

This is another point we'll expand on below. Just know that players will be able to get a new type of loot in dungeons: crew monsters. These creatures will fuel an entirely new game mode.

Items with Variable Stats

This is something new in WAVEN. Henceforth, items will have variable stats. No more fixed equipment: every piece of loot will count and every item will be able to be optimized.

Illustration not representative of the final contents in-game.

We want to bring what's most valuable back to loot: thrills.

For that, we're introducing a new equipment evolution logic, closer to what we already offer in DOFUS and WAKFU. A system structured into level bands, with items that have variable stats and true rise in power:

  • Items will be distributed in level bands (1–10, 11–20, etc.) and can be equipped if your character has reached the required level.

  • Only one variable stat per item.

  • If you get an identical item with a better stat, the first one will automatically be recycled as a resource.

  • If the new stat is not as good, the new one will be recycled.

  • If you item is already at max level, each new copy will let you increase some of its masteries.

  • Armbands will offer masteries of the ATTACK archetype while rings will be for MAGIC.

OVERHAUL MONETIZATION

The monetization in WAVEN doesn't work. We had bet on a model focused on cosmetic items, convinced that that would be enough to sustain the game. We were wrong. The numbers speak for themselves: the game doesn't generate enough income to be viable over the long term.

Monetization is a sensitive subject, as we're well aware. We are determined: no subscriptions like in DOFUS, no pay-to-win, but instead an honest, reasonable pay-to-fast approach. That is to say that we want to allow players to save time, not gain advantages in combat.

The Battle Pass system will stay in place but will be tweaked. It will continue to offer cosmetic rewards, with progress based on daily, weekly and season missions, a bit like now.

We're also working on the adding "comfort services" inspired by what we have already in DOFUS Touch and WAKFU. These options will let players simplify or smooth their in-game experience without influencing their power or combat mechanics.

This new approach to monetization is still a work in progress. Why? Because it's essential that we lay solid foundations first for gameplay, progression and content before building a coherent offer that respects our players. Nevertheless, you now know our guiding principles: more clarity, more diversity, without ever compromising fairness.

COMPETITIVE MODES: MORE ACCESSIBLE, FAIRER

The current competitive system does not live up to our ambitions. Today, the best players crush newcomers, and a PvP mode accessible from the start is not a guarantee of fairness, but a source of frustration. Going forward, in "competitive" modes, decks will be prebuilt.

Prebuilt Decks

Prebuilt decks will be drawn from a multitude of decks, designed by the game design team and, for every match, players will have a limited, random selection of decks to choose from. These decks will evolve, notably thanks to you and your feedback. This new system will let us quickly adjust power imbalances between decks, avoid dominating compositions and guarantee a healthier and more dynamic playing field for everyone.

1VS1 & 2VS2 PVP Mode

We are going to rework the interface, ergonomics and rankings, and offer matchmaking.

Illustrations not representative of the final contents in-game.

(COOPERATIVE OR COMPETITIVE) "Survival" Mode

Formerly known by the name of "Boss Fight", this mode will be coming back in a new format that we need to rename because there isn't necessarily one big bad boss in the center of the board.

Illustration not representative of the final contents in-game.

Two variants will be offered:

  • Competitive: Four (4) players will face off. Each player will face the same waves but can use specific actions to hinder their opponents. In this mode, all the players play at the same time, then it's the enemy's turn. And so on… until only one survivor is left.

  • Cooperative: Four (4) players will band together to survive as long as possible against a shared enemy. This variant will be found on the Monster Islands, and turns will happen like in dungeons.

With every monster they eliminate, the player will earn points, shown in a specific interface (located to the right of the combat screen). These points can be used to buy companions or spells that are exclusive to the current fight. The contents of the shop will evolve as waves go by, and there will be the option to manually refresh the things on offer.

(COOPETITIVE) "Wave Fight" Mode

Previously called "roguelike", this mode is coming back with a twist – more ambitious, but always faithful to its essence: fight wave after wave of monsters, push back limits and go even further.

Illustrations not representative of the final contents in-game.

Here, cooperation is crucial. Two players will form a duo and join forces to progress through a huge number of waves, with the goal of going as far as possible or perhaps even defeating the final waves. The final score will determine their place in a specific leaderboard.

The shop system will still be present, like the one in Survival mode, and players will be able to spend the points they earn to buy spells or companions exclusive to the fight, with options that will evolve as they progress.

Fights are classic turn-based, like in dungeons. But this time, the arena's scaling up: larger boards, some with new shapes, like we saw in the fights against Toross Mordal and Cire Momore.

(ASYNCHRONOUS) Expeditions

One of WAVEN's initial promises was to offer an asynchronous mode. We had already tested a system in conjunction with the Haven Islands and their defense, but the formula didn't win us over. Today, we believe in another approach that will be more fun: sending a crew across the high seas, fighting other players, and collecting loot.

Note that in this mode, fights will play out automatically.

Illustrations not representative of the final contents in-game.

The principle is simple: form a team consisting of a captain and four sailors, choose their ship, and send them out adventuring on the (not so calm) seas of WAVEN.

The crew members are a new type of loot that can be found on the Monster Islands:

  • The captains can be collected in the dungeon detours.

  • The sailors may drop during any fight on the island in question.

  • The ships, for their part, will need to be built using new, specific resources.

Each ship will give variable bonuses: the more imposing it is, the more significant the effects will be.

The crew monsters will have their regular characteristics and powers, as in PvE fights. This opens a path to brand new combinations.

Like spells and companions, crew members will be able to level up by getting more copies of their cards. An additional resource will be needed to finalize their rise in power.

Once the crew is ready, the player will launch the expedition. A countdown will start, showing how much time is needed before the ship comes back. When it comes back, the player will get:

  • the rewards collected along the way, and

  • an expedition log, detailing the maritime events that happened during the crossing.

Before setting sail, each member of the crew will need to be placed with care on the board. Three full rows will be available, offering freedom for strategic placement. The player will be able to test several compositions to find the best configuration.

Once the expedition is over, each fight will be available to be watched in a playback, so players can analyze their choices, assess efficiency, and adapt their strategies for the seagoing expedition.

THE GOAL OF THE GAME

We want to offer a clear direction, a true shared quest, a reason to go on an adventure in WAVEN. This is a crucial element that is currently missing today. Like DOFUS with the hunt for the six Dofus, and like WAKFU with the fight against Ogrest, WAVEN must also offer a strong end goal, an adversary, a threat, and a central objective to achieve, the identity of which will be revealed a little later.

Simultaneously, we also want to give the Haven Islands back their value. Today, they are cruelly lacking in concrete interest, except for the most faithful collectors. We haven't yet found the right formula: a system that is relevant, attractive and reasonable in terms of development resources all at the same time. The evolution of Haven Islands will therefore come later, but it is a goal we care deeply about.

THE ROADMAP THROUGH THE END OF THE YEAR

Our promises only bind those who believe in them. And we, well, we believe in them. We believe in ourselves and in our ability to stay on course and do better. Above all, we believe in you – this community that has stuck with WAVEN in high winds, rough seas, and reconstruction. Today, the team's work is underway. Many areas of work are progressing in parallel, each in its own specialty, with a shared objective: finally offer a complete formula that is clear and solid for WAVEN.

We also want to keep you better informed, more regularly, via devblog articles, shared visuals, livestreams, etc. It's time to show what is happening behind the scenes.

Given the magnitude of the changes to come, we are pausing the Battle Pass system. Continuing to produce season fights and new cosmetic items doesn't make sense when the game experience is going to be profoundly transformed. That's right: there won't be any content updates in the foreseeable future. That said, the team will continue to maintain the servers and bugfixes may be deployed as needed.

Two major stages in our crosshairs.

Between now and the end of the year, we are aiming for two crucial stages for WAVEN:

  • An initial test version of the new systems, ideally in September. If certain elements are ready sooner, we'll open an early test build.

  • The global release of version 1.0, hopefully in December. That will, of course, depend on the test phases going well and if we stick to our schedule. If needed, we won't hesitate to take more time even if that means carrying over into 2026.

PROGRESS RESET: A DIFFICULT BUT NECESSARY DECISION

With an overhaul of this scope of the game, its fundamental mechanics, its evolution systems, its goals and its game modes, it is impossible to maintain the current progress as such. This is a decision we did not take lightly or without measuring the consequences.

Players' progress will be reset.

Levels, spells, companions, items, resources, characters… all progress systems will be reset to zero to start off again on a coherent and balanced base that is above all suited to the new version of WAVEN.

This decision is necessary for several reasons:

  • Because the rules are changing. Spells, companions, items and deckbuilding: everything has been rethought. Keeping the former system would be a source of inconsistencies and unfairness.

  • Because the game economy is changing. Resources, loot, item rarity, and progress value won't mean the same thing.

  • Because we don't want to force the old world to live alongside the new one. We want this version 1.0 to be clear, fair, and fresh for everyone.

But starting over from zero doesn't mean starting with nothing.

We're thinking about forms of recognition for players who have already invested time and energy in the game. It could take different forms, but always on condition that it recognizes your loyalty in a respectful way. We'll get back to this point in greater detail once the outlines of the overhaul are stable.

This is a difficult step, but it is necessary to give WAVEN a fighting chance. We had said that we would do everything we can to avoid this reset and, unfortunately, it will be a necessary measure for the good of the project.

Please note: Cosmetic items bought with Gems or real currency will be kept or refunded if they can't be kept. Gems will be kept. "Game comfort" elements bought with Gems (character slots, deck slots, etc.) will be kept or refunded if necessary.

IN CONCLUSION

WAVEN is changing.

We've taken the time to look reality in the face, examine our choices, and own up to our mistakes. What we are offering today is our determination to rebuilt on a solid foundation, with a clear direction and a game that deserves to exist in its own right, rather than for what we want it to be. There will obviously be adjustments, unexpected events, and probably a fumble or two. But this time, we know where we are going and why we're going there. Thank you, all of you who are still with us. Thank you, all of you who are still here. And all of you who will come back. And all of you who, curious or skeptical, are still waiting to see before they believe. We hope that this 2025 version will live up to your expectations and ours.

The WAVEN Team

Source

Steam News / 16 April 2025

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