Fly and crawl through levels on a mythical beast, killing dudes with magic (and dragon stuff).
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Release Date:
Mar 14, 2018

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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 have a good base idea and implementation, but the game modes need fleshing out. The community will help sniff out the good stuff to pursue!”

Approximately how long will this game be in Early Access?

“Half a year to a year, ideally.”

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

“This game will have more levels with more game modes, sound effects, a bit of voice acting, and completed graphical assets.”

What is the current state of the Early Access version?

“The game has playable mechanics like flying and gesture-based spells, a base defense game mode, a practice mode, some tutorials, and a castle assault (like Musou games) mode.”

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

“Price will rise as features and levels are added, so buy early!”

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

“The community will guide what kinds of levels I focus on, help hone in on game balance and fun.”
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Notice: Requires one of the following virtual reality headsets: HTC Vive or Valve Index. See the VR Support section for more info.
VR Only

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Recent updates View all (50)

July 14

No Capes! (New Patch)

What's New?
Got rid of the cape while on the dragon. It was misbehaving.

Also added another bit of dialogue to the Phylactery Defense level.

The Marionette level now has walls, a ceiling, and textures.

Eased up on gesture recognition. Now you don't have to get it quite so close to perfect for it to count.

Moved the spawn circles in the Tortoise Takedown level so they're attached to the shield ships.

Bug fixes!
  • General: Adjusted elbow IK targets so you aren't jabbing yourself in the stomach.
  • General: Adjustments to make fog less resource-intensive.
  • General: Fixes/updates for some reflection probes.
  • General, dismounted mode: Fix for body and camera rotation not following the player's head and hand positions.
  • Phylactery Defense: Fix for level not responding to victory
  • Ball Pit: Fix for the music persisting into the level select screen.
  • Fix for the tutorial video buttons not working quite right.
  • Airship Takedown: Fix for victory circle detection area being too small.
  • Sky Navy: Fix audio balancing for one line being too quiet.
  • Removed Parkour Experiment Level from build. Wasn't accessible, was just taking up space.

What's Next
More bug fixes. Audio tweaks/additions.

I'm thinking of adding more side-missions that are part of the core gameplay, rather than just random experiments.
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July 7

Hands On with some bug (New Patch!)

What's New?
While the support for Valve Index Controllers has been in for a while before their release, the hands themselves have been stationary. Now the fingers should move around in response to your own fingers! Fancy.

Aside from that, there've been a few adjustments to gameplay and a few bugfixes.

  • Your own health has been increased to about 2.5 times as much as it was before.
  • Damage by golem lasers increased, and lasers stop bouncing (disappear) after they've dealt damage.
  • The double air spell shouldn't launch things miles away anymore.
  • The health circle above your head is now more transparent, and doesn't have the cubes in it. It also only appears from below. Views from above (like from the secondary camera) won't see it.
  • Lighting and fog in the Phylactery defense level have been tweaked.
  • Fog in general has been reduced everywhere as it was causing framerate drops.
  • Killing also spawners in Phylactery defense will also now kill all the units they've spawned (so this doesn't include the golem). Hunting down the stragglers was frustrating and un-fun.
  • The airship balloons now have less health. It wasn't obvious they were taking damage to begin with.
  • Adjusted the position and angle of the secondary cameras to better capture what the player is seeing.
  • Made it so that Toggle-Grab Off only lets you grab the harness if you've started the grab nearby. Less accidental grabs if you're holding onto something else and happen to move your hand near the harness.

Fixes (there's lots of them):
  • General: Fix for weird rainbow reflections (especially in the level select). Reflection probes set to update only once in level load were misbehaving, so now they're just baked.
  • General: Fix for harness behaving oddly (spinning around 180 or 360 degrees) when grabbed using the "Toggle Grab Off" setting.
  • General: Fix for the golem being vulnerable to his own eye lasers.
  • General: Fix for being unable to grab the lance (Iron-Iron Spell).
  • Level Select: Fix for odd audio doppler effect when starting the game.
  • Factory Assault: Fixing level terrain where units were falling into the void.
  • Airship Takedown: Fix for parts of the level disappearing depending on camera angle.
  • Sky Navy: Fix for toggling spawners not working quite right.
  • Sky Navy: Fix for golem not walking towards enemies that are flying.
  • Sky Navy: Fix for pathfinding using the cache from the wrong level.
  • Tortoise Takedown: Fix for the most of the leaves being invincible.
  • Tortoise Level: Fix for shield ships repeatedly giving of their "I've just been summoned" particles long after being summoned.
  • Phylactery Defense: Fix for victory circle not showing up even when victory conditions were fulfilled.
  • General: Fix for collisions happening where they shouldn't (Things were 'landing on' the 'floor' of the sky levels, where they should fall forever).

Told you there were a lot of them.

What's Next?
More bugfixes and game balance adjustments as I go through everything to get more footage for the final trailer and the final versions of the tutorial video. I might loosen up a bit on how accurate you need to be for drawing the magic symbols.

Eventually, that new tutorial video set will be ready to go, too!

There's still some other dialogue for the phylactery defense level and other places that needs to be put in the game, but the framework of the story is all there now.

I might add some of the fog and cloud effects back in under a system that's a bit smarter about quality settings and such.
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About This Game

A flying experience that ISN'T ON RAILS. You control where you go. Your Wyvern is nimble and maneuverable--not just in the air and on the ground, but on walls and ceilings too. Guide the Wyvern by seizing the reins and directing him towards your enemies, which your Wyvern will trample and bite!

You are a wyvern-riding lich wielding proper magic. You get to kill dudes with both your wyvern and your magic. Four elements that can be combined for up to 20 spells!

Current modes:
  • Practice arena -- Test your magic on some training dummies.
  • Phylactery Defense -- Defend your base against a golem and its army.
  • Airship Takedown -- Take to the clouds and destroy a giant airship.
  • Titan Takedown -- Destroy a mountain-sized beast before it fully awakens.
  • Castle army assault ("Musou" Mode) -- Seize control of spawns and push the offensive against a castle.
  • Wave Defense -- Destroy an army of incoming enemies.
  • Ball pit (not on a Wyvern) -- Roll around in a sticky hamster ball, picking up items.

Cast spells by drawing symbols in the air or on floating magic circles. The bigger the symbol, the bigger the spell. The faster you tap the spell circle or draw the symbol, the faster the spell moves. Use spells to let your dragon to breathe the elements. Summon spears of ice and fire. Pull swords out of the void that slice the air itself with fire, then throw an armory's worth of them at your opponents with a wind spell!

System Requirements

    • OS: Windows 7
    • Processor: Intel I5 4690S
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX 1060
    • Storage: 4 GB available space
    • OS: Windows 10
    • Processor: Intel I5 4690S
    • Memory: 6 MB RAM
    • Graphics: GeForce GTX 1080
    • Storage: 4 MB available space

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