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 the HTC Vive virtual reality headset. See the VR Support section for more info.

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Recent updates View all (18)

August 4

Updated Level Design (New Patch) (No Pun)


What's new?
First pass at making the castle level more than just a 'working prototype'! Pipes, yet another airship design, rocky shores. No more flat, lime-green plains.

Compare old'n'busted:


With the new hotness:


I made the 3rd person camera more dynamic. Should make it more interesting to watch someone else play, at least.

In an attempt to accomodate the additional detail from this new, higher-poly level and also the higher-poly enemies, the game's started using LODs, which is neat. If you notice things suddenly changing shape very slightly, it's probably because I haven't ironed those transitions out quite yet.

The golem's weakpoint has moved. Now it's the giant red eye, like it clearly should have been from the start.



What's next
I'm going to make similar improvements to the Phylactery defense level. Give it a more interesting look, stuff to interact with. If that wraps up quickly, it's time for the airship level. I need to figure out how to make good clouds. Get some volumetric clouds in there.

Similarly, the player character models, both the Lich and the Dragon need improvement. Also the Golem.

Once things are slightly nicer visually, back to gameplay stuff. The army assault map needs a more climactic enemy, as does the airship.
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July 22

Texture? I hardly know'er! (New Patch)


What's New?
You can grab and move spells now! Instead of destroying the spell when you 'let go' of Clone magic, you just put it down where it currently is, with its old size back.

The Airship level has a full gameplay loop! If you can get to the ship and break its balloons, the ship will waver. When all its balloons are gone, then it plummets to its death. The warp home spawns right in front of where the ship was.

There are also new cannon balloon enemies! The Airship and the Balloons have nicer textures and a cloth effect on their flexible parts.

What's next?
Might tweak the new movable spells behaviour to make it more intuitive, since the rotation gets changed when you grab it. Also, working on this feature made me realize that the spell cloning doesn't respect the toggle vs hold grip (it acts like toggle), always. I dunno if anyone would want to hold for this though.

The Army Assault/Musou mode needs attention from a layout standpoint. It's flat, and the colors are gross.

More dynamic units for the airship assault would be nice, too, but I might focus on visual and sound design for a bit.
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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 propermagic. 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.
  • Castle army assault ("Musou" Mode) -- Seize control of spawns and push the offensive against a castle.
  • Phylactery Defense -- Defend your base against a golem and its army.
  • Airship Takedown (work in progress)
  • 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

    Minimum:
    • OS: Windows 7
    • Processor: Intel I5 4690S
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX 1060
    • Storage: 1500 MB available space
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