An open world action-RPG. Shape shift into a highly customized character! Crush your foes, get loots, build your house and dungeon to challenge other players!
Recent Reviews:
Mostly Positive (59) - 72% of the 59 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (1,368) - 78% of the 1,368 user reviews for this game are positive.
Release Date:
Mar 24, 2016
Developer:
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We plan to have a rich, dense and large game, including a lot of replayable content. It is important for us to test these features in a realistic environment, while receiving feedback. Wolcen is a project started a long time ago, driven by passion an we want to create the best gameplay experience possible. We are attached to our project, and are very experienced using the CRYENGINE technology.
The Early Access will also be a great way for us to remain a completely indie team. There is no private investor or publisher behind us, and we want to continue that way to keep a full control on the creative work we do. We want to take risks, bring some new features to the hack and slash genre and discuss with players about the best solution for our game.”

Approximately how long will this game be in Early Access?

“We expect the Early Access to last at least a year. During that time, we will add new features regularly, such as Character Customization, Craft, Dungeon Challenge and Coop, to make sure that there is new content for players to test, and it will give us the time to balance and debug the game.”

How is the full version planned to differ from the Early Access version?

“The final version of the game will be available on PC and Linux. It will include the following features :
  • Full Coop gameplay.
  • Apocalyptic Forms, allowing you to unlock mutations for your character according to your playstyle. Mix up to three of these mutation and shape-shift into that avatar of destruction to slay your foes!
  • Ability to create a dungeon thanks to our housing system, and include enemies captured in the open world for other player to challenge.
  • A lot of destroyable environments
  • Unlimited randomly generated dungeons, with increasing difficulty each steps !
  • Epic boss Fights
  • Large open world to explore
  • An epic and mysterious story to discover
  • Modding support
  • Gamepad support

Disclaimer: Character Wipes are likely to happen during the Early Access phase

What is the current state of the Early Access version?

“The current state of the game aims to test the very basics of the gameplay.
You will be able to test the first mission of the storyline, and then fight in randomly generated dungeons, with an increasing difficulty each time to clean a level.
More than 20 skills are available right now, including combos.
Elements from skills and environment interact with each other : Lightning spreads in water, a frozen target will unfreeze once hit by Fire, and physical attacks deals more damage against frozen enemies !
Beautiful visual effects are triggered by your attacks, bringing an epic feeling to the game!
A lot of content is still using placeholders, and the sound quality is a bit poor, we are aware of that and it will be updated and upgraded really soon!”

Will the game be priced differently during and after Early Access?

“We plan to gradually raise the price as we ship new content and features. The final price of the game should be about twice the current amount, so it is time to grab a copy now !”

How are you planning on involving the Community in your development process?

“The community will be involved thanks to a Trello and various polls on our forums. Mostly you will be able to give your opinion about the which features need to come first, balance of the game and gameplay mechanics.
If you have any cool ideas new enemies, items or apocalyptic forms, we will gladly read about it on our forum!”
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Recent updates View all (93)

November 9

Update 0.5.0.3: Arena mode, defense, protection and more!

Hi everyone!
The team has been busy developing and implementing many cool gameplay features during the last few weeks and some of those are now making their way into the game, trough update 0.5.0.3!

First, the arena mode has been added. You can test your skill in the arena in Dhur at any time, but we recommend starting with a level 15 character. Once in the arena lobby, you can choose from one of two arena modes: classic, which is a mix of specific challenges with various rules and completion goals, or infinite arenas, which consists of cycles of ten randomly generated waves of monsters.





The second major feature is player Defense and monster Protection. We’ve talk about those in a previous post, the only change being the name of the mechanic for monsters.

There are many other changes under the hood, including the player navmesh, which allows player characters to automatically navigate between monsters in a fluid manner. We also added a new music track that plays in Amarth and Dhur. Don’t forget to turn the music volume up!
We’re also introducing lens flares to the game. This features brings visual quality overall without affecting the performance. This is a first iteration of the feature, and it will be improved over time. We are pretty sure many of you will like it, but but for those who don’t, it can be disabled in the game settings.
You can now cancel points spent in the PST by re-clicking the nodes as long as you have not confirmed the attribution yet and it doesn’t create separate sub-trees. It addition to this, a few tweaks have been brought to the PST for a smoother experience and in prevision of future rings.
Loot text is now smoothly animated on-screen, for a more satisfying monster-splaying experience.


Finally, let’s not forget the screenshot of week, featuring a new set of armor that will soon be added to the game.


You can read the complete changelog below:
GENERAL:
  • Arena system has been added to the game.
  • Local navmesh has been, allowing for smooth player navigation between monsters.
  • Fixed several random crashes.
  • Game now save before exiting when hitting alt + F4
  • The player does not abusively lean anymore when rotating
  • Spell tomes can now only be read once, as giving a percentage of a spell's required XP was too powerful. We will soon add the archivist, an npc that buy your tomes and gives you xp for any spell you know.

VISUALS:
  • Introducing lens flares to the game.
  • Fixed a bug causing Infiltration to permanently cloak your weapons until unequipped.
  • Fixed Frost Giant warcry particle not appearing anymore.
  • Brutal Strike look.
  • Fixed the fog bleeding in house caves.
  • Fixed a bug causing some skill-bound weapon trails to remain on screen indefinitely.
  • Current stacks number is now displayed on DOT icons, and all DOT icons have been reworked to better fit the new passive skills icons.
  • New portal visuals
  • New magic effect globe

UI:
  • Umbra, Rage and Health values can now be permanently displayed in the gameplay options. Values are now displayed on top of each gauge.
  • In game time of day is now displayed in the top right of the screen
  • Active effect tooltip is not removed anymore when the effect expires, but lasts until you move your mouse.
  • Defense Regeneration value is now shown in your character sheet.

QUESTS:
  • The “Advanced tutorial : Weapons types” quest is now unlocked directly at the end of the “Getting Out” quest.

ENVIRONMENT:
  • Fixed a bug that could prevent the ice traps in Hailstone Bay from hitting you.
  • Increased the number of chests in the open-world and added new Unique chests locations.
  • No more enemies popping when teleporting to Ravengard Fortress
  • Fixed a bugging causing Amarth’s blacksmith to disappear.
  • Optimization on the PST ring animation.
  • Dhur is now bigger, with the Arena entrance at the north of the city.
  • Two new Bounty architecture : A fully Corrupted Dungeon and an overgrowth version of the Oblivion Temple.
  • Improved the Dungeon architecture “Oblivion Temple”.


CHARACTERS:
  • Skeleton warriors have new walks animations.
  • The Corrupted Juggernaut is now bigger.
  • The giant skeleton boss, Halaku, has his death animation.
  • The giant skeleton boss has a blow away animation.

LOCALIZATION:
  • Added Chinese localization (Thank you very much wynick27)
  • Hungarian, Spanish, German localization update
  • Once again, thanks to our awesome community to update localization!

GAMEPLAY:
  • The new Defense mechanic is now active for the player.
  • Globally improved the responsiveness of the player’s movement
  • Fixed a bug causing the Dual Wield Damage penalty to be applied permanently after some time.
  • Practice targets (ex: strawmen in the Amarth arena) are now targetable like regular enemies.
  • Fixed a bug causing props and static entities (ex: Corrupted Heart) targeting to fail in Melee depending on the weapons used.
  • Zombies in the starting area have their intended health amount again.
  • Increased the animation speed of the Greatsword weapon style by 33%.
  • Decreased the animation speed of the two-handed dual wield weapon style by 15%.
  • Fixed the female staff attack animation being slower than intended.
  • Fixed a bug causing Rage Generation on received hits to be applied twice.
  • Changes have been brought to Damage computation (Resistances, Frozen shatter, etc.), making things clear, simpler and more predictable.
  • Fixed a Health computation bug, causing enemies to have incomplete health bars from time to time.
  • Fixed an explosion radius calculation bug affecting several skills.
  • The DOT Damage and effects computation has been totally reworked, and will lead to a better balancing in the future.
  • Inflicting Frailty stacks to enemies slowly depletes all their Protections, at a rate that depends on your Frailty Efficiency.
  • Frailty now cuts off your Defense regeneration and your enemies Protections regeneration.
  • Weakness now reduces the efficiency of Defense Shattering / Protections Shattering (depending on the Weakness Efficiency).
  • Rage-on-hits affixes may now get a chance to apply instead of being a 100% sure thing.
  • Decreased the spell damage bonus given by mage staves.
  • Teleport will not appear as a champion affix anymore until it is improved.

MONSTERS
  • The health and damage values of every monster have been rebalanced.
  • Halaku will now always drop its unique sword, in addition to the regular lootsplosion.
  • Fixed Halaku having 220% more health than intended.
  • Ogre’s ground pound will now slow and stun their targets, but its damage has been reduced.
  • Undead vomitters will now only vomit a single toxic undead at a time.
  • Toxic Undead do not emit a poisonous aura anymore, but their attacks can inflict poison.
  • Skull Crusher and most orcs now have armor by default.
  • Frost monsters from the tundra now have Frost Protection by default.
  • Toxic undead and toxic pithuses now have poison resistance by default.
  • Skull Crushers now regenerate armor by eating instead of health.
  • Skull Crushers attacks now inflict stun.
  • Increased the maximum number of zombies spawned by the Grave Digger, but increased the cooldown time of the charge. This should reduce cases of zombies dying in mid-air, and makes the fight slightly less hectic.
  • The Grave Digger now stuns you with its shovel.
  • Elemental auras will now only roll on champion rank 2 monsters and above.
  • Champions now have a chance to spawn with a random protection instead of a resistance.

ITEMS
  • All base stats of your weapons and armors have been rerolled.
  • Fixed the Glass Sword damage not being appropriate for a level 20 weapon.
  • Fixed a bug causing permanent potions effects to be cleared when sleeping at the inn.
  • A new system allow 2H weapons position to be adjusted in hand when wielded in 1H (Titan’s Strength). This will result in less awkward stances when Dual Wielding.
  • Fixed light arm armor pieces being inverted (left/right) on male characters.
  • Spell Books may now have a required minimum level for being read.

AFFIXES:
  • Rage on hit received affixes now has a chance to trigger when hit. This notably makes heavy armor less overpowered for melee-oriented characters, but less penalizing for caster-oriented characters if they only wear of few pieces.
  • Decreased the amount of physical resistance given by items.

PASSIVE SKILLS:
  • Glowing links between rings have been improved, and now better fit the path you are taking in the tree in the event of sections with multiple end-skills.
  • You can now cancel a point spent in the PST by re-clicking the node, as long as you have not confirmed it yet and it doesn’t create irregular trees (like orphan nodes).
  • The PST camera movement has been slightly tweaked in prevision of future rings accessibility at any zoom level possible.

    Legionary:
    • Confrontation Damage reduction has been doubled.

    Arcanist:
    • Umbra Pool Extended is now called Resourceful and now directly increases your Resource pool instead of tweaking your attributes.
    • Lethal Magic computation has been modified in prevision of the upcoming Attributes refactoring.

    Guardian:
    • Heavy Armor Mastery is now called Fencer.
    • Guard Mastery is now called Bumping Guard.

    Hunter:
    • Precise Shot bonus is no longer removed when you start moving.
    • Enhanced Reflex computation has been modified in prevision of the upcoming Attributes refactoring.


    Trickster:
    • Ranged Mastery is now called Gunslinger.

    Assassin:
    • Light Armor Mastery is now called Lightweight Gear.

    Gladiator:
    • Titan Strength now specifically states working for Melee weapons only.
    • Medium Armor Mastery is now called Chainmail.
    • The two skills that improve Killing Chain are now called Killing Spree and Carnage.

ACTIVE SKILLS:
  • The damage and cost values of every skill have been changed.
      Lasceration
      • Now inflicts bleed damage instead of physical damage.
      • Increased base weapon damage percent.
      Holy Dive
      • Is now obtained by buying the tome from the templar merchant at level 14.
      Ironguard:
      • The semi-passive Blocking chance bonus is no longer implicit, but is now shown in the spell detail window and with an effect icon & tooltip.
      Brutal Strike:
      • Decreased both its base and upgraded radii. Brutal strike is intended to be used as a means to deliver high damage in small radius in front of the players, and not as the perfect answer to every melee fight.
      Tremor:
      • Fixed the reduced cooldown rune increasing cooldown.
      Whirlwind:
      • Now generates some Rage when hitting enemies.

    MISC:
    • Fixed a bug where the reviving button would not work upon death.
    • Hit-particles have been optimized to prevent renderer crashes on huge explosions.
    • Orcs are very rude, and will sometimes point their finger at the player when spotting him/her.
    • Fixed the end of the two-handed dual wield combo animation.
    • Improved the weather system code to prepare for thunderstorm & snowy weather.
    • Improved the day/night cycle system code to display the in-game time of day.
    • Fixed a bug that caused the player character to sleep indefinitely.
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November 3

Work In Progress: update 0.5.0.3 and upcoming features

Hi everyone! It’s Alan again, and I’d like to talk about content that we’ve been working on at Wolcen Studio.
As we’ve previously stated, pushing out quality updates is now a priority for us, and update 0.5.0.3 includes many bug fixes, quality-of-life improvements on top of the new features (defense, protection and arena mode).
What you may not know is that a much bigger part of the changes are happening under the hood to prepare for future updates. A lot of these are quite cool and will increase the quality of the game, so we’d like to share some:

Arena
The arena is new game mode that is accessible in dhur. Choose between a variety of challenges with unique scenarios, including traps and special objectives like surviving waves of enemies. When you’ve mastered them all and got the rewards try the infinite arena, which provides increasingly difficult waves of monsters to defeat.
The arena will come with update 0.5.0.3.




Sockets and Gems:
The sockets and gems system has been in our to-do list for a very long time and will soon make its way into the game. Without a class system, the number and complexity of possible magical effects on items can be overwhelming and the chance of getting the item that you want being really low.
Gems will fix that issue, as some of the most common affixes will now roll on gems of different types, which will lower the pool of possible affixes on items themselves (and will make way for new affixes). Want a flaming sword? Put a Fire Gem in a weapon socket and your sword will start emitting flames! Want Fire Resistance? Put that same Fire Gem in an armor socket and you will get slightly more resistant to fire. The effect of each gem type will change depending on where it is socketed-in: weapon, armor or jewel. There will be a minimum of 14 gem types, each coming with 3 affixes.
The jeweler NPC will offer to de-socket your gems from an equipment piece for a price, or you’ll be able to recover them for free by recycling the item using the crafting system (when available).
We’re even planning to add gems combining at the jeweler!



Attributes refactor
One of the last pillars of core gameplay to be added to the game. I’ve been thinking about this for a very long time, and with Nyhlus’ help we came up with a nice system that will allow players to shape their character even more.
The effect of each attribute on stats will change in way that makes every attribute viable no matter your playstyle. In addition to this, a formula will determine the range of the effect depending on an external factor: monster level, item level, …
This will make things like crit-chance based builds possible right from the start of the game, and will determine how fragile and powerful your character is at certain tasks.
This system is already coded into the game but not activated, as we still need to balance it and more importantly, make a UI interface for points attribution that is clear and easily understable for players. This feature will be part of update 0.5.0.4 and we’ll have more to share about this soon.

The Archivist
Previously in Wolcen, reading a tome of a spell you already knew granted you 50% of the skill’s required xp to level it up, which was easy to abuse and not an elegant way to do things. Reading a tome twice will not be possible anymore, but books will not be consumed anymore when read.
The archivist is a non-playable character that will exchange skill tomes for a special currency that you’ll use to level-up the skill of your choice. This will add more freedom to the leveling experience, as you’ll be able to exchange tomes of skills you do not intend to use to improve skills you do intend to use. This experience currency will be shared for all your characters, so rerolls will get an easier time training their skills.

Shrines system
Shrines will soon be ready, and will allow us to randomly spawn (or not) interactable objects that will grant a variety of buffs and debuffs. Shrines can be autels that grant temporary bonus to attributes, experience points, give loot or other random effects. They can spawn monsters (cursed chests), teleport the player to a random location and even create short term objectives for a reward.

New monsters and monster behaviors
New bandits are coming to Wolcen, and they are as savage as they look. The bandit chief in particular will give you some trouble!

Various monsters are also being designed, modelled and animated as we speak!
Existing monsters are receiving new attacks, like the ogre’s ground smash.

Cadaver mechanic
In order to prepare for the Necromancer tree, monsters will start dropping corpses that can be consumed by both players and monsters in a variety of ways. The maleficent tree will have skills that make use of cadavers, and the Ghoul will also be able to devour them.

New weapons and armors
A lot of cool new weapons are ready to be added. Expect some of them in update 0.5.0.4!


New Active Skills
Many new skills are being designed and some of them will make their way into the game. This includes the melee dash that you’ve seen in the 0.5 trailer and an arcane beam skill!



New Passive Skills Classes and PST improvements
Existing trees are being improved, with new Signature Skills, and new classes like the Maleficient are being worked on!

All of these features will soon be added to the game and will improve the quality and variety of the gameplay. There’s also a lot more features being worked on, but they are too early into production for us to talk about in detail. These include crafting, pets and mercenaries, apocalyptic forms and more. We’ll be sure to keep you posted as we make progress.
Stay tuned!
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About This Game

An Open World action-RPG in a corrupted world falling apart, beautifully rendered thanks to CryEngine technology.

Wolcen: Lords of Mayhem features a dynamic, fast-paced combat system with weapon-based combos and charged attacks. Dodge, Dash, Hack, Slash and unleash devastating spells on your enemies !
The game has no class restriction and uses a Resource Opposition System that adapts to any play-style.

Co-op will be added, and players will be able to combine spells to create chain reactions, in order to overcome greater challenges.

There is a unique mechanic called Apocalyptic Form that allows players to shape shift into a highly customized character! You’re free to mold your character thanks to a deep and rich customization system. And thanks to our complex crafting mini-game and our housing module you will be able to make your adventure feel as YOUR adventure!

You are a former officer of army of the Human Republic, forced to flee the death penalty because of the magic powers you have unwillingly developed. Being tracked down by humans and hunted by the monsters of the Wild, you are recruited by a mysterious group of Templars. And thus an epic adventure begins in which you will wander the world to fight inhuman, mutated monsters and discover the terrible secret of the extinguishing mankind.


Key features:

* Under development and will be added to the game during the early access

  • Dynamic combat system: fast-paced combat system with weapon-based combos and charged attacks. Dodge, Dash, Hack, Slash and unleash devastating spells on your enemies !
  • Open World: Discover the world and enjoy it at your own convenience
  • Exploration and experimentation is rewarded with new powers, attributed according to your play style!
  • Free character development - No class limitation. You have three resources: Rage and Umbra interact with each other, thanks to the Resource Opposition System, in order to balance gameplay.
  • Rotating Passive Skills Tree: A deep and innovative way to taylor your play style !
  • Custom player: choose your gender and customize your player, skin color, hair, beard, eyes etc.
  • Randomly Generated Dungeons for infinite replayability
  • Element-based spells will react to the environment and to other active elements in the area. For example, lightning will spread in water and stun targets; Fire will spread unless water or frost gets in the way, ect.
  • Multiplayer mode*: Dungeon Challenge and Co-Op
  • Apocalyptic Form*: According to your play style, you will develop special powers for your character, changing their abilities and look. Fierce melee warriors may gain a third arm to equip with a new weapon; a fire caster will have their skin turn into lava, healing from fire. Even wings and horns might appear depending on your actions!
  • Tons of Loot: Weapons, Armor, Potions and randomly generated magic effects for more gameplay diversity!
  • Asymetric Armor System: We love asymmetric armor, and we want you to be able to customize your gear down to the finest details! You will be able to equip different shoulders and arm protection on the left and right side of your character, bringing a great number of personalization options!
  • Housing: Create your own house and proudly showcase your special gear!
  • Rotatable and customizable Camera: Have a new point of view, choose the best angle and discover hidden details.
  • Dungeon challenge*: Transform a special part of your house into a dungeon and challenge other players to survive the onslaught!
  • Time of day cycle with dynamic weather: You must adapt to the time of day. Some quests will only be achievable a certain hours, while the night is full of dangers. The rain will make your electrical powers more efficient.
  • Mature story full of secrets to discover exploring the world.
  • Kythera AI system: The automatic real time navigation adaptation of Kythera adapts to any change in the physics of the world, allowing us to create exciting scenes including large portion of levels collapsing or moving and fighting on the back of giant creature*, creating never seen before gameplay situations!
  • Semi procedural Weaponry*: Blades, pommel and guard details can be randomized for more unique gear in the game!
  • Advanced Crafting mini-game*: Build your own weapons and armors thanks to a complex and challenging module in Wolcen: Lords of Mayhem

System Requirements

    Minimum:
    • OS: Windows 7 64-Bit SP1, Windows 8.1 64-Bit, Windows 10 64-Bit
    • Processor: Intel Core i5-4570T 2.9 GHz / AMD FX-6100 3.3 GHz
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 560 Ti / AMD Radeon HD 6850
    • DirectX: Version 11
    • Storage: 6 GB available space
    Recommended:
    • OS: Windows 7 64-Bit SP1, Windows 8.1 64-Bit, Windows 10 64-Bit
    • Processor: Intel Core i7-4770S 3.1 GHz / AMD FX-8320 3.5 GHz
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 770 / AMD Radeon HD 7970
    • DirectX: Version 11
    • Storage: 6 GB available space
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