Update log
Full Wielders of the Essence update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello Wielders!
Extracted changes
- Events
- Gameplay
- Store
We've got two things to share today. First: Wielders of the Essence isn't quite the game we first showed you. Second: A demo launches on February 23rd during Steam Next Fest.
But let's back up a bit.
When we announced the game, we described it as an intense survivors-like where "frustration and flow co-exist." The playtester feedback we got was encouraging. People thought it was good! But there was a recurring note: it felt like it needed something more to stand out. And honestly, we agreed. There are a lot of survivors-likes out there. We needed to find our own take on the genre.
Around the same time, we were playing the incremental indie darling Shelldiver. Like, way too much. That game's core loop (short runs feeding into satisfying incremental progression) had us hooked. And we started thinking: what if we could fuse these genres together?
So we did. And it worked. To explain and celebrate the new concept better we made a trailer showing what Wielders has become! [dynamiclink href="https://youtu.be/Lvp7Xo3GOhg"]As we played the early builds of the incremental version something became clear: the most rewarding moments weren't just the chaotic battles. They were also found in the moments between runs. When you unlocked something new. When a new building became available to construct. When you couldn't wait to see if that new upgrade would finally let you push past the second wave and trigger the boss event. So we leaned into it. Here's what it means in practice:
Every run counts. Even your worst run moves you forward. Loot comes home with you, win or lose. The loot can be used to unlock new spells, Wielders, troops and skills.
There's an endpoint. This is a focused 10 to 20 hour experience, not an endless grind. Though our own test suggests that there will be a lot more fun to be had beyond the endpoint, if you like the grind.
It still gets intense. The combat is chaotic, the bosses are tough, and your reflexes will be tested. But now you will have a moment of brief relaxation and strategic thinking in between runs.
It's cosy too. The town screen gives you a home base to return to, plan in, and watch evolve.
That swing the trailer mentions (first the chaos, then the calm) is the heart of the game. Over time, the runs that once crushed you become the ones you dominate. But what stays the same? The Wielders are still here. The troops still follow you into battle. The spells still pop off. The Essence system (Songs of Conquest fans, you know what we mean) is still at the core. We haven't abandoned what made the game feel like ours. We've just found a better frame for it.
But enough talking and let’s get into the action! A demo will launch on the 23rd of February during Steam Next Fest. So in less than a week you can jump in, give Wielders a run, and tell us what you think. We genuinely want to hear from you. [dynamiclink href="https://store.steampowered.com/app/3546610/Wielders_of_the_Essence/"]Do you want to know the exact moment the demo goes live? Add the game to your wishlist and Steam will send you an email when it launches. Simple as that.
See you next week!
/Magnus & Lavapotion
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