A myth-making tactical RPG, Wildermyth empowers the player to tell a whimsical story of beauty, magic, and strife reminiscent of tabletop roleplaying games.
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July 6

A Midsummer Night's Check-In

Hi guys, it's Annie, the Wildermyth artist! It's also summer. Which means in Texas (where Nate and I are), the heat is slowly getting heavier...

the kids are around more...

and development hours become scattered and precious.

But we're plugging along with some stuff that we're pretty excited about, and we hope other people will be too! Eventually. When we release it. Which—some of it will be soonish, some of it will be later this summer, and some of it might be a little closer to fall. But in lieu of actually being able to release the content, lemme post a check-in on how things are going!

While Nate and I are a little more constrained by our summer hours, others on the team have become whirling game-design dervishes (shout-out to our man Patrick here)! We've got a lot of combat clarity work happening, which means things like:
  • New VFX for interfusion, hopefully making the process a lot more visually clear.
  • A rework to "stunting," which used to be hard to understand and not satisfying. We've got some base changes to it, and more coming later (see below).
  • Increasing visibility of threats & stuff on the overland map, so that you can become more accurately terrified of what your enemies are up to.
  • More VFX/audio for things like flanking and shredding, upping that crunchy satisfaction factor.
  • Remember that stat called "wield" on weapons? And you're like, "What is that anyway?" It's gonna be simpler and make more sense soon.
  • Better balancing when it comes to getting recruits in events.

Later This Summer:
I've been in the Photoshop mines, crafting a bunch of new weapons for y'all. Like, a bunch. Like, I realized after doing all the math that I signed up for over 200 weapons, and what the hell is wrong with me.

This is my life now.

What we want to accomplish with Weapon Rework™ is this:

When you take a weapon up a tier, it feels like the same weapon, but cooler, as opposed to a totally different weapon.

But! And! Also!

We want room for fun weapon variation too, and that's where New And Improved Enchantments™ come in. Instead of giving you buffs against very specific monsters, enchantments are going to give a weapon a different visual "flavor" and a special effect on stunt (not just damage, but exciting other things like splash damage, refunding action points, and temporary HPs). So those all needed tiers too (multiplication is a harsh mistress).

The end result is that you get to feel like your weapon is more a part of your hero, since it can "scale up" with them, and you can customize the look of it more. Hopefully this also means that weapons can follow Legacy heroes a bit more than they currently do.

We're also thinking of a different way that you acquire (dare I say the word... "unlock?") these enchantments as well. Maybe creating some interesting incentives during missions!

I don't want to ruin the element of surprise here though. That wouldn't be in the spirit of the thing.

A Bit Later Than That
I know we've talked about our villains/over-arcing campaign stories before, and we're still chipping away at them. They're by far the biggest feature we've added to the game in the last couple years, so we're trying to take the time to get them right while making the whole system robust enough to be easily edited later (including support for players to eventually craft their own villains and campaign stories!!). We'd like to release two or three campaigns together initially, with more to come for the different monster groups, but we'll see what makes sense as we get closer to fall.

Doug has finished the writing/comics for a gripping tale of Gorgon menace, and is currently working on a mind-bending foray into the world of Thrixl. And I'm working on the script for a Morthagi mystery of muddled morality, though that's going a bit slower from down in the Photoshop mines these days.

Nate's implementing this Gorgon menace, and he's got some sweet map editor tools in a prototype-ish state, which means we can have more individually designed boss battles! (That's something we've really been feeling the lack of lately.) A lot of his programming infrastructure is done now, and it's a matter of just plugging everything in and crafting those custom encounters—including some exciting stuff we've never tried before with the Overland Map that will put additional time pressure on the heroes.

That Seems Like a Lot to Keep in Mind
It kinda is! Our To-Do schedule boards are long. But it all happens one release at a time. We wish there were more hours in the day to do it all!

* * *

For those on Steam: You can get in on the Beta action over on itch.io, or if you prefer to wait for the Steam release later in the year, wishlist us for more updates as they come! We try to make them entertaining.
3 comments Read more

June 19

Design Journal: Campaign Balance

Hi! I'm Jackson, a designer and QA tester for Wildermyth. I'm gonna discuss how we've made some significant changes to help balance both individual battles and the campaign as a whole. I'll start by explaining the difficulties we were having and how fights weren't feeling challenging in the way we wanted.

So our difficulty settings are divided into two different categories. There's the Combat Difficulty, which affects base monster health, hero health, armor, and warding, among other things. Then there's Overland Difficulty. Overland Difficulty was having a much larger impact on Combat difficulty than we had anticipated. This was because the more infested tiles you had, the more cancleable calamities and incursions would occur. On the hardest difficulty, the number of enemies on calamities would start to increase exponentially. This meant that if you took too long playing a five chapter campaign, you could end up in these unwinnable scenarios where you're fighting six Gorgons at once.

Very Scary

Action Economy is one of the most important things to keep track of in a turn based RPG, and on the harder difficulties, the players would often see this economy being turned against them in the worst way. The player can only send 5 heroes at a time to a hostile site, while there's no real limit to how many enemies the player can face in a single encounter. As calamities increase, more monsters will be added to a single card and even though the same number of cards are being drawn every fight, there are just too many enemies to reasonably fight after a certain point.

The other issue with the way calamities were increasing in difficulty is that the real challenge of a particular fight all depended on where the fight took place. Some of the hardest fights in the game could be made trivial by doors and walls that the monsters couldn't bypass. Put the same number and type of monster in an a more open map and the heroes would have absolutely no chance.

The only way players could win these encounters was by using the monster's inability to destroy scenery against them. This led to combat being more about breaking the AI than tactical play, which isn't what we wanted.

So we had a bunch of ideas of how we could fix this, but we wanted to make sure the path we took would be what's best for the future of the game. We wanted to make changes that would not only fix the problem at hand, but give us more control over balance in the future.

Fewer Monsters per Card, More Cards per Combat
We didn't like how many campaigns could become extremely difficult even with a limited number of cards. We also didn't want certain monsters to be so prevalent in every fight. To solve this, we made it so most cards only have one monster on them. This means that a normal fight won't have the player coming up against a dozen Gheists at once. To keep difficulty up, we also decided to make it so a fight in Chapter 5 would draw more cards (creating more monsters to fight) than a fight in Chapter 1.

Even low level enemies can only have two or three units on one card now.

While solving the problem of overcrowding in fights, this also allows us a greater level of control when we balance difficulty levels. In the future we can have certain scenarios add more monster cards at the drop of a hat, and determine how many cards can be put into a single room. Another minor change we made keeps monsters from ever being alone in a room on a map like the tower. This is to keep heroes from burning through an otherwise difficult fight by picking off the monsters one by one.

Parties of More Than 3 Heroes Cannot be Ambushed
Infestations just weren't acting in an interesting way and would tend to drag out campaigns in a way that felt frustrating. We've changed it so only parties of 3 or fewer heroes can be ambushed on a tile with an infestation. We adjusted it so having a tile with an infestation on it increases the difficulty of the hostile site on or near that infestation. Heroes in groups of 3 or more can now spend time patrolling in an area to clear the infestation and reduce the difficulty of the hostile site. This gives players more choice in how they want to deal with obstacles. It might be faster to just go straight for the hostile site with your group of five heroes, but that fight's going to be a good deal harder.

More Calamities on Higher Difficulties
Once we changed ambushes, we needed to see more calamities on higher difficulties, so we made each fight on the hardest overland difficulty give out two calamities and instead of choosing from two calamities to cancel, the player chooses between four calamities. This keeps the game difficult, but gives the player more control in how the enemy improves. This also makes Legacy Points more valuable, which is what we've wanted for a while.

Chapter 1 looks pretty mean if you don't use Legacy Points to cancel some of these.

Having Lots of Heroes Means Recruiting Becomes Expensive
Legacy Points were also losing their value because players were just able to recruit too many heroes. If you played your cards right and got the right events, you could end up with 10 heroes by chapter five and still have more Legacy Points than you'd ever be able to use. We wanted to keep heroes valuable, while also making it possible to come back from rough fights in the first and second chapter. To do this, we created a scale, so the more heroes you have in your party, the more expensive it is to recruit more. We also added Legacy Point costs to recruits that came from certain events. This means that if you have 3 heroes, you'll be able to recruit more, even if legacy points are scarce.

Monsters Can Break Doors and Scenery
One of the most important parts of creating emergent gameplay, is ensuring that the enemies are able to participate in some form of counterplay. If the heroes have one ability that monsters are unable to defend against, the player will begin to only use that ability, and the game will quickly become stale. Monsters were unable to open doors and destroy scenery. This meant that larger monsters would quickly become trapped in their spawn locations, and if they didn't have a ranged attack, the heroes could just whittle them down while incurring little to no damage. It also meant that fights in an enclosed space, like the tower, became trivial. Heroes could just go room by room, clearing them out one at a time, and never having to worry about monsters in the other rooms.

We've changed it so all monsters can get through doors, either by opening them or by breaking them down. All monsters can now attack and destroy scenery as well. This should prevent the player from breaking the game, while also closing the difficulty gap between open maps and tower maps.

Monsters Can Alert Allies and No Longer Spawn Alone
The second part of giving monsters a chance on these sectioned off maps is allowing them to call for help. We added in Alarm as a free action for all monsters. The ability lets them alert all monsters within a 10 tile range or the heroes. The monsters in other rooms will then begin moving towards the heroes and a real sense of urgency is created.

Overall, we just wanted to make the difficulties feel more consistent, give monsters the opportunity of counterplay, and increase the tools we have to adjust balance in the future.

Thanks for reading! Please let us know what you think!
5 comments Read more


“Wildermyth, although still in alpha, was able to convey that "sense of wonder" that very few games are able to give... Design, music, storytelling and so on, are harmonized in an excellent way. The general feeling that you have throughout the campaign is to be part of a wonderful adventure of D & D, in which characters grow, fall in love, grow old and die.”
SafariGames Italia

“The entire feel of the combat is hugely satisfying and compelling... The papercraft art style is a joy to behold.”
Save or Quit

“Even in it’s early state the game is a lively and instantly likable journey into a new land, with a nicley tactical battle system and a unique magic system that looks to offer a good amount of versatility... it sinks its hooks into the brain fairly quickly and doesn’t want to let go.”
Hardcore Gamer

Hear a Tale or Spin Your Own

About This Game

A myth-making tactical RPG, Wildermyth empowers the player to tell a whimsical story of beauty, magic, and strife reminiscent of tabletop roleplaying games. Lead a band of heroes as they grow from reluctant farmers into unique, legendary fighters. Battle unexpected threats and uncover the secrets of this dark, whimsical fantasy world.

  • Your heroes age, transform, fall in love, and sacrifice themselves over the course of each game.
  • Your choices (and combat skills) have a huge impact on their path, and you’ll get familiar with their personalities and quirks.
  • Your favorite heroes stick around in your legacy. So even if they die, they’re not gone forever—you can pull them into the next adventure. And over their multiple lifetimes, their story grows ever more epic.

    An Imaginative Papercraft World
    The Yondering Lands weaves hand-painted 2D characters and scenery into a 3D world to create a luscious, layered landscape, full of detail and surprises. No orcs, elves, or goblins here—but watch out for the telepathic insect-dragons and the clockwork undead.

    Choices That Matter
    A hero may choose to trust an enigmatic talking flame, leading to a particularly fiery change in their appearance and combat abilities. Or they may choose whether to pursue a romance with a fellow hero, giving each of them new advantages from fighting side by side. Encounters and events have permanent, character-defining effects, letting you craft the arc of each hero.

    Endless Replayability
    Pick and choose from a huge bank of combat abilities as your heroes level up in each playthrough, and decide whether you prefer offensive or defensive tactics, brute strength, stealth, or magically flinging fire from a nearby lamp into your enemies' faces. Procedural generation gives you new heroes, new enemies, new story events, and new maps every time you play.

System Requirements

Mac OS X
SteamOS + Linux
    • Requires a 64-bit processor and operating system
    • OS: Windows 7+
    • Processor: i3 or better
    • Memory: 3 GB RAM
    • Graphics: Open GL 3.2
    • Storage: 1 GB available space
    • Requires a 64-bit processor and operating system
    • Requires a 64-bit processor and operating system
    • Memory: 3 GB RAM
    • Graphics: Open GL 3.2
    • Storage: 1 GB available space
    • Requires a 64-bit processor and operating system
    • Requires a 64-bit processor and operating system
    • Memory: 3 GB RAM
    • Graphics: Open GL 3.2
    • Storage: 1 GB available space
    • Requires a 64-bit processor and operating system

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