Tactical Breach Wizards - John W
We just rolled out a new patch! Here's what's changed:


  • Added menu option to skip Map stages.
  • Updated Heavy Turret's description to indicate it does 3 damage and 2 knockback to the center tile on Default difficulty.
  • Fixed Heavy Turrets being called Protected Turrets on their nametags.
  • Removed erroneous description of Heavy Turrets doing extra damage to objects knocked into them
  • Updated confidence goal in Villa Medil - Desk Job to match Heavy Turret's damage.
  • Fixed turrets blocking pathing after being knocked out of level.
  • Fixed "Defenestrate % of hostiles" goal sometimes counting the same enemy multiple times.
  • Fixed selecting new Map items while already reading another item's details.
  • Fixed screenshots of Perks stages attached to bug reports.
If you hit any issues, please hit Esc in game and report them there - helps us fix them faster.

Wizard responsibly, where practical.
Tactical Breach Wizards - Pentadact
We've just released an update that makes big improvements to the game's controls on gamepad and its UI on Steam Deck and smaller screens.

Also, we're 20% off in the Winter Sale!

https://store.steampowered.com/app/1043810/Tactical_Breach_Wizards

Also, we have trading cards, profile backgrounds and emotes now! You can see them in the Points Shop.

Here's what's in it and how to access it:



Improved targeting controls on gamepad
For abilities that target enemies directly, like most of your standard attacks, you can now cycle through the possible targets with the shoulder buttons on gamepad, rather than needing to use the cursor.

Redesigned ability buttons and team panels for text clarity
We now have an optional Large UI mode, enabled by default on Steam Deck. It changes how we show you the name of the ability you're selecting, and what it costs to use, so that this info can be in nice big clear text. You can still switch back to the old UI, even on Steam Deck.

Bigger text
All text that was near or below the minimum guidelines for Steam Deck is now significantly bigger in Large UI mode. We also tightened up the team portraits area and objectives panel so that these don't sprawl out and take up too much of the screen at the larger text size.

D-pad menu navigation
In every context where it makes sense, you can use the d-pad to navigate menus nicely now.

Community Items
Look! This could be you, except you probably have more Tactical Breach Wizards achievemens than I do.



As always, Steam trading cards are found just by playing, and the things you unlock with them can also be bought for Steam Points in the Points Shop.

If you see anything awry in-game, please let us know with the in-game menu. If it's on or before the 20th, we might even see and fix it before we knock off for the holidays.
Tactical Breach Wizards - John W
We just rolled out a new patch! Here's what's changed:

  • Added Beta Branches menu to easily switch between Steam Betas.
  • Added message when a new update is available in Next Version branch.
If you hit any issues, please hit Esc in game and report them there - helps us fix them faster.

Wizard responsibly, where practical.
Tactical Breach Wizards - Pentadact
If you have a Steam Deck, or if you just play on gamepad, we'd love to have you try the update we're preparing for next week! It's already been approved for Steam DeckVerified status by Valve, but we also wanna get you guys to try it out before we call it done. Here's what's in it and how to access it:

Improved targeting controls on gamepad
For abilities that target enemies directly, like most of your standard attacks, you can now cycle through the possible targets with the shoulder buttons on gamepad, rather than needing to use the cursor.

Redesigned ability buttons and team panels for text clarity
We now have an optional Large UI mode, enabled by default on Steam Deck. It changes how we show you the name of the ability you're selecting, and what it costs to use, so that this info can be in nice big clear text. You can still switch back to the old UI, even on Steam Deck.

Bigger text
All text that was near or below the minimum guidelines for Steam Deck is now significantly bigger in Large UI mode. We also tightened up the team portraits area and objectives panel so that these don't sprawl out and take up too much of the screen at the larger text size.

D-pad menu navigation
In every context where it makes sense, you can use the d-pad to navigate menus nicely now.

How to try the update
Right click on the game in your Steam library, go to Properties > Betas then choose the 'nextversion' branch from the drop down list in the top right. You can opt-out any time by changing that back to 'default'.

As always, best way to report feedback is with the in-game menu where possible. Cheers!
Tactical Breach Wizards - Pentadact
Behind the scenes, Valve have been on an impressive streak of overhauling and adding features to help developers lately - usually right after I personally have just finished wrestling with the old version. The latest (unless I just missed this before) is this: a special type of news post that makes it easier for us to funnel you face-first into voting for us in the Steam Awards... but only in one category, of our choice.

This is an outrage. How dare they help us in one particular way but not others? Moreover, how dare they ask me to make any kind of decision? We just did that for 6.5 years, surely now we just recline and win all awards simultaneously.

You can, of course, vote for us in any and all categories - the one we pick here is just one we get a natural boost to, by lubricating the UX funnel to help us launch you more violently in that direction.

If the widget loads better for you than it does in our post-preview screen, you've already seen what we settled on. But let me run you through why this is an awkward decision, and how I'm managing to blame it on anyone but me.



Game of the Year - Maybe it was its immersive gameplay, or its gripping story... its well-crafted characters, immaculate design, or addictive multiplayer. Whatever the reason, the winner of this year's Game of the Year Award is an instant classic.
Right away this is awkward. The question of "Should we suggest you vote for us in a specific category, or just for straight-up greatness?" feels like it just comes down to a swagger test. Namely, who here thinks they have a shot of being one of the 5 most popular games among the 17,000 released this year?

Sure, the GOTY award is gonna go to a big name anyway, but I feel like here they're just doubling the degree to which awards reinforce existing popularity, rather than being an orthogonal axis on which excellence can translate to recognition and success.

TL,DR: I don't have the swagger.

Best Game on Steam Deck - This game was so good, you wanted to take it everywhere. So you grabbed your Steam Deck and did! Luckily, everything that made it endlessly playable at your desk got even better on the go.
It would be funny to enter this, given that we're currently only rated as Playable rather than Verified. Lots of people are having a great time with it on Deck, but we missed out on Verified due to some lingering keyboard mentions that are already replaced, and a few places where button labels fell slightly below the text size guidelines. But we plan to fix that soon and get our shiny green tick, so this was more of a status-update interlude than an awards complaint.

Outstanding Visual Style - Visual style doesn't aspire to real-world graphical fidelity (though a noble goal in itself)… it describes a distinctive look and feel that suffuses an entire game.
I do wanna put us forward for this! Please vote for us here! Our artist John Roberts (yes, just one) truly brings this game to life in a way I just can't imagine anyone doing better. The game is packed with brilliant little characterful details he added that not only help the visuals tell the story and realise the world, but actively shaped my writing as we went along.

Aside: it's very funny that realistic games are explicitly banned from being considered stylish. Like how no live action movie has a visual style, and photography isn't art. But I won't make a big deal of this incorrect opinion since it benefits us in this instance.

Best Soundtrack - This unsung hero deserves to be recognized for its outstanding musical score. It's the OST with the MOST!
Another one I'd love to put us forward for - our composer Robert Arzola did a fantastic job, and I especially love our main theme.

Aside: the description oddly implies the category is meant for underappreciated titles, but on second reading I think that's all for the sake of making a 'sung' pun? But each time I wonder about that, the next sentence interrupts me with a deep concern that the writer routinely pronounces 'OST' as 'oast'.

Outstanding Story-Rich Game - Some days, only a narrative-heavy game will hit the spot, and this one packs a wallop. It's as gripping as any soap opera, and as well-tuned as a prestige-TV screenplay. Bravissimo -- for making us feel things!
OK, so you already know we went for this one. This is extra awkward, because not coincidentally, the guy writing the news post also wrote the story. But! And this is why I don't like this system: ultimately, you're not asking us what the best thing about our game is. You're asking us to guess which category we have the best shot of being nominated in.

Since a ton of popular games just don't feature any significant writing at all, my guess is if we pick this, we're jostling for position in a half-empty room. As big as a success as Wizards has been for a team our size, we're still tiny in the broader Steam ecosystem, so we've gotta pick the smallest pond to wrestle in. Is that the metaphor? Doesn't matter.

Aside: just noting that the use of 'soap opera' as the high watermark for 'gripping' did not pass without eyebrow-raise.

In case it's not obvious from my tone, the scale of this problem is minor. I just have a bee in my bonnet about it because I actually think awards can be a really positive force in the games scene. And because I know discoverability is one of the big things folks on the Steam team care about and work hard on, it feels like an own goal for this feature to nudge the Steam awards even further towards just holding up a mirror to the sales charts.

So, real quick, here's what I'd change:
  • Devs get to pick up to 3 categories to put their game forward for.
  • Game of the Year is just added to that list automatically. It's not meaningful to ask us if we wanna be considered for that, it just further locks out smaller and more modest devs.
  • Add a Hidden Gem category. Not for us, we did fine, but to push folks to think of something they loved that didn't already get the spotlight it deserved.
OK, that's enough dressing up this beg-for-votes post, back to begging you to vote for us for Visual Style, Soundtrack, Story-Rich and - if you really want to stick to the man - Game of the Year. That'll show 'em.
Tactical Breach Wizards - Pentadact
We've just released an update focused on making it easier to jump around the campaign, and play the bits of the game you want to play in the way you want to play them.

There were already two ways to do this, but their naming and placement was confusing enough that a lot of people were not finding the right one for what they wanted to do, or finding it didn't quite work the way they wanted.

If you hit any issues please let us know, and see the bottom of this post for how to jump back to the previous build of the game if you need to.

Here's what's new!

Jump to Stage
We've renamed the 'Mission Select' option on the main menu to better reflect what it really does. It's intended as a way to jump to a certain point to the campaign and play through the campaign from there, like loading a save game. But because you're loading a save game, not all of your current progress is preserved, so it's a bad way to jump around and e.g. get confidence goals you missed.

Save Slots
If you do want to jump to a previous stage and play the campaign from there, previously you'd lose your progress through the current mission - especially awkward if you'd just finished the campaign. We've now added a save slot system, so that if you jump to a previous stage or start a new game, you're prompted to do so in a new save slot - and you can still jump back to your old one anytime.

Save Slots are fully independent, so you can also let someone else play through the game without affecting your playthrough.

The Missions Hub
This is the tab you see between missions, and it lets you jump to any previous level and replay it with your current squad and perks. But a) it wasn't really clear that it was different from the Jump to Stage menu, and b) you could only access it from certain points in the campaign - some of them quite far apart.

We've now added an option to the in game menu to jump back to this anytime, and an option on the main menu to go straight to this screen. You can also use this feature to tweak your perks (if you have refund points) or change your outfits mid-mission.

Some more improvements here:
  • Previously you couldn't replay a couple of tutorial levels this way, since they'd break if you changed characters. Now you can, we just disable the ability to choose your own squad on those.
  • If you have the Special Edition and commentary enabled, you'll now see a tape icon on levels that have commentary.
  • Clicking the 'use defaults' option on team select will also enable the original breach dialogue.

Save data location
All your progress should carry over seamlessly, we've had no reports of any issues there, but if you do wanna play it safe and back up your stuff, you'll find it in your appdata folder. For me it looks like this:
C:\Users\Username\AppData\LocalLow\Suspicious Developments\Tactical Breach Wizards\SaveData

How to roll back, if needed
If for some reason you wanna get back to the old version of the game, right click on the game in your Steam library, go to Properties > Betas then choose the 'oldversion' branch from the drop down list in the top right. 

Do let us know what your issue was so we can work on it! Best way to report feedback is with the in-game menu where possible.

Cheers!



Tactical Breach Wizards - Pentadact
We've been working on a new update focused on making it easier to jump around the campaign, and play the bits of the game you want to play in the way you want to play them.

There were already two ways to do this, but their naming and placement was confusing enough that a lot of people were not finding the right one for what they wanted to do, or finding it didn't quite work the way they wanted.

It's now ready to try, and we'd love to get some eyes on it to see if we actually solved anything! Here's what's new, and how to access it:

Jump to Stage
We've renamed the 'Mission Select' option on the main menu to better reflect what it really does. It's intended as a way to jump to a certain point to the campaign and play through the campaign from there, like loading a save game. But because you're loading a save game, not all of your current progress is preserved, so it's a bad way to jump around and e.g. get confidence goals you missed.

Save Slots
If you do want to jump to a previous stage and play the campaign from there, previously you'd lose your progress through the current mission - especially awkward if you'd just finished the campaign. We've now added a save slot system, so that if you jump to a previous stage or start a new game, you're prompted to do so in a new save slot - and you can still jump back to your old one anytime.

Save Slots are fully independent, so you can also let someone else play through the game without affecting your playthrough.

The Missions Hub
This is the tab you see between missions, and it lets you jump to any previous level and replay it with your current squad and perks. But a) it wasn't really clear that it was different from the Jump to Stage menu, and b) you could only access it from certain points in the campaign - some of them quite far apart.

We've now added an option to the in game menu to jump back to this anytime, and an option on the main menu to go straight to this screen. You can also use this feature to tweak your perks (if you have refund points) or change your outfits mid-mission.

Another couple improvements here:
  • Previously you couldn't replay a couple of tutorial levels this way, since they'd break if you changed characters. Now you can, we just disable the ability to choose your own squad on those.
  • If you have the Special Edition and commentary enabled, you'll now see a tape icon on levels that have commentary.
  • Clicking the 'use defaults' option on team select will enable the original breach dialogue.
How to try the update
Right click on the game in your steam library, go to Properties > Betas then choose the 'nextversion' branch from the drop down list in the top right. 

As always, best way to report feedback is with the in-game menu where possible. Cheers!



Tactical Breach Wizards - Pentadact
As Halloween approaches, we've been hearing from folks who understandably plan to dress as Tactical Breach Wizards and, commendably, want to get the details right. So our artist John Roberts has put together a little reference sheet for some of the faves:


If you make use of these, we'd love to see the results! If you're tweeting, mention @BreachWizards, or you can just e-mail director @ suspiciousdevelopments.com
We'll assume stuff e-mailed to us is not to be shared publicly unless you say otherwise.

So far we've greatly enjoyed this Jen & Banks team, and this self-styled but Zan-adjacent look.

And it's not cosplay, but my favourite bit of fan art so far is this Jen & Banks piece by TerkMC:



Implies so much with so little.
Tactical Breach Wizards - John W
We just rolled out a new patch! Here's what's changed:

  • Level Complete screen for Dreams and replaying Missions now lets you chose to continue to the next level or return to menu.
  • Fixed animation when repeatedly using Brittling Dart.
  • Fixed enemies flying through level or bouncing repeatedly when knocked into a hole.
If you hit any issues, please hit Esc in game and report them there - helps us fix them faster.

Wizard responsibly, where practical.
Tactical Breach Wizards - John W
We just rolled out a new patch! Here's what's changed:

  • Brittle no longer removes armor when affecting attacks that ignore armor, extra Brittle damage is instead applied to health.
  • Perk Refunds are no longer limited after completing the campaign.
  • Added Configure Perks button when replaying Mission or Dreams, opens In-Game Perks Menu.
  • Fixed In-Game Perks Menu ignoring prerequisites when allowing players to change perk selection.
  • Fixed In-Game Perks Menu resetting Character Select after selecting new perks.
  • In-Game Perks Menu now warns it will restart the level after selecting new perks.
  • Fixed Chain Bolt pushing multiple people into the same hole causing one to remain active while appearing unconscious.
  • Broom Breach - Forced Entry can no longer target persons protected by Transference. This caused both Jen and the target to occupy the same tile.
  • Fixed using Resurrect on wizards in corridors or taking cover, causing wizard to remain on ground.
  • Fixed Banks using Resurrect on another living Banks causing both to play the casting animation.
  • Fixed Dall's "No-one else take damage" goal sometimes failing when a teammate is protected by Transference.
  • Lowered requirements for Spore Bomb damage goal in Medilan Mindgames - Tough Cookie.
  • Fixed Proving Grounds confidence goals sometimes not working when multiple copies of the same wizard are present, most notably the unconscious wizards in Medil Proving Ground - The Tank.
  • Anxiety Dream achievements will now unlock when replaying entire missions from the Missions tab.
  • Added confirmation step to Skip Level button.
  • Description for Rabid Bite no longer claims to end Rion's turn.
  • Description for Zan's innate perk now explains it only lasts for the final mission.
  • Description for Gale Grenade no longer states it can only be used once per encounter, perks may let it be used twice.
  • Fixed Helicopter being called Enemy Door.
  • Fixed Danger Wall, Shield Drone Operator, and Mafia Heavy not appearing in Level Editor.
We've rethunk how the Brittle condition interacts with slam damage (from bumping into things). Slam damage ignores armour, but on a Brittle target, "armour is lost like health". That meant slam damage would knock some armour off instead of directly hurting health.

Sometimes that's nice, cos it lets slam damage and regular damage collaborate to progressively weaken juggernauts like the Siege Cleric. But a) it could actually cause Brittle to save a target from a hit that otherwise would take it down, b) it doesn't really fit the concept - why would Brittle armour protect if normal armour doesn't? And most importantly c) it felt weird, weird enough that a lot of you reported it as a bug.

In our revised rules, we're letting "ignores armour" take priority over "armour is lost like health". So slam damage affects a Brittle armoured target exactly like it would a Brittle unarmoured target: damage is dealt straight to health, and increased by Brittle. Hopefully this makes more sense.

If you hit any issues, please hit Esc in game and report them there - helps us fix them faster.

Wizard responsibly, where practical.
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