In this update10
Full notes
Full WZRDS update
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Repeated intro
Hello Everyone! Bullet Heaven Fest is here and WZRDS is participating! Unfortunately, I goofed up by releasing last week, and as such can't set a discount. Instead, I'm celebrating by releasing a small patch with new content, and sharing my plans for the future!
What changed
- Gameplay
- Balance
- UI and audio
- Compatibility
- Performance
- Events
WZRDS changes
Patch Notes
First, let's start off with the patch notes
new content
new items : I have added 5 new common items, each designed to help solidify the different archetypes and builds you can make
new skill trees: Each WZRD now has it's own skill tree, centered around it's ability. this should hopefully make ability centered runs easier to get online
balance
wind wzrd base attack has +1 pierce (1->2)
plant wzrd base attack -1t range (4->3)
Near Future
I think it's important to convey my plans for WZRD's future, starting with what comes next.
1.0.3
Right now, there are a few known issues with the game's ui, performance, and balance. I have already began working on fixing the ui and performance, but the changes weren't ready to roll out for this update. As such, 1.0.3 will come either later this month or possibly early Q1, depending on when it's ready. it will include
better, more informative ui
better controller support, especially in menus
optimizations and lag fixes
a wave of balance changes designed to make the game more fair, especially at higher difficulties
1.1
1.1 will be the Game's first notable content update. I am shooting for a release late Q1 2026. This update will be focused on overhauling the game's weapon system, and will include
Melee and Ranged archetypes
20+ new weapons
Dozens of new items
New skill trees
more bosses
Far future
I have a lot of plans and updates I would like to do to make WZRDS a better game, but as these are so far off into the future I don't want to give any dates. I am not promising any of these updates, as things may change, but here's the direction I would like to take the game and why
Online multiplayer
WZRDS actually started as a microproject for me to learn better online multiplayer, with things like client prediction and lag compensation. I have back seated the multiplayer aspect in order to deliver a complete game, but I will be fixing up and getting the game's multiplayer ready for release. I would like to have it done by end of 2026, but online multiplayer is no small beast.
New characters
I have dozens of concepts for new characters, but in order to really deliver on them I want to make sure I spend enough time fleshing out their role in the game, abilities, and item pools, so that each new WZRD is a meaningful addition to the overall game, rather than a one-off permutation. I don't know how many of my concepts will end up being fleshed out into full WZRDS, but I hope to have at least 4 done throughout 2026
Better skill trees
The issue with the game's current skill trees is that they're not really skill trees, moreso skill bushes. I would like to expand on the game's existing skills by adding a lot more branching paths, as well as more complex rewards beyond simple stat boosts.
Completely overhauled challenge waves
The current challenge waves in WZRDS just suck. They're basic, forgettable, stat changes to the enemies that can largely be ignored. I would like to completely overhaul the challenge waves, replacing them with mini-boss fights that provide a more coordinated, unique challenge
Endless mode
I do want to add an endless mode at some point, but it's not at the top of my priorities. I'd like to focus on giving the players more ways to create fun, diverse builds, before I add ways to push those builds as far as possible.
Better UI and polish
while not a specific update, I will continue to enhance the game's UI, Polish, and accessibility to provide the best experience possible. these things include
Better and more resolution supports
Additional Language support
More responsive UI
An ingame dictionary
Source
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