For this patch we've added four new events and revised two existing comics with updated visuals and narrative; they will appear in generic and villain campaigns. There's some great interaction between heroes in these, and the Heart of Stone revision will be fresh for seasoned players.
There's also some stellar new art, including a new male face option and an elemental unlock tracking screen.
Then we have a whole horde of bug fixes- our QA team has been busy! These fixes should generally smooth gameplay.
Preorder Wildermyth's Critter Plushie!
We've partnered with Makeship for very first, limited edition plushie release.
They'll only be made if the campaign is 100% funded, so be sure to order and share so this cutie can get home to you! The Critter will be available to order from October 29th-November 18th.
New Event: Bad Mustard New Event: Bones and Crows and Nightly Things New Event: Token of Affection New Event: Flickerings Revised Events: * Hidden Passages * Heart of Stone New Tidings New Wrapups New Achievements dialog art New male face option Research Site and Secure Site events have been updated Thorn lash is now considered a ranged attack Added interface option to skip comic panel animations Splintersalvo now shows on bar if one piece of wood is interfused Import Legacy now lets you select all or none of the heroes Added better logging for failure to login with Multiplayer New particle effect for Usric Raze ability Fix bug where comic text could be different for different players Fix bug where escape zones wouldn't appear for custom maps Fix bug where enemy mystics targeted themselves with splinterblast Fix bug where hoof and horn event would end incorrectly Fix bug where prepared shot wouldn't work with Sharpshooter Fix bug where pinned reduced accuracy by 30% instead of 15% Fix bug where family business history lines would break Fix bug with catching spirits where scenery used to be Fix bug where a hero could use prepared shot while stunned Fix that "waiting for other players" could show up in singleplayer Fix bug where AI pathfinding could get stuck on certain maps Fix bug where dead heroes show up in escape mission events Fix bug where a maiming would cause a hero to lose both weapons Fix some ability text using used first person to reference a hero Fix bug where haunt in specterstep could still be hit by flanking Fix bug where legacy relationship lock button would go off screen Fix bug where hook quest events would restart after finishing Fix bug with the hitbox for the hook quest button on portraits Fix bug where early Cvawn events wouldn't show any text Fix bug where wiki links would lead to generic pages Fix bug where Ecthis ch. 4 capstone had an unreachable area Fix bug where Fenspear heir history would display too much text Fix bug where Vigilance+ would only grant 2 reaction strikes Fix bug with Wolf Price hero images Fix bug where Terrorbird death would reduce accuracy by 1 Fix bug where Indignance would be removed when escaping a mission Fix bug where Redcloak could use Fireball through walls Fix bug where a town recruit story would use a maimed hero Fix bug where Indignance didn't work on tiles with scenery on them Fix bug where Paladin+ would allow for reaction strikes = potency Fix bug with some Cvawn images Fix bug where saving while getting gear would create an empty map Fix bug where Ambush and Rogue would lose greyplane on a kill Fix bug with multiple creatures engaging the same hero Fix bug with the Zealous Leap cooldown Fix bug with the Shieldshear cooldown Fix bug with missing buffed Chosen image on Linux Fix bug with multiplayer where events would loop back to the start Fix some typos Fix a crash bug Tools: save/load/quit enabled for Carved games when cheating Tools: Added greaterThan, lessThan, and EXISTS expressions Tools: Can now see AI ability use score via AI Behavior Inspection Tools: Added SetThreatFlavor Outcome Tools: Added CAN_FORM_ROMANCE expression variable Tools: Added "logs" button to content editor, to view log lines Tools: Plot editor more specific about where errors happen Tools: Added shipWith, rivalOf, friendOf, and loverOf tags
Vagrus is a turn-based, open-world, dark fantasy RPG. The game moves out of Early Access with well over a hundred hours of playable content . Vagrus and its haunting world were born from decades of tabletop RPG campaigns played by the founders of Lost Pilgrims, which adds vastly to the game’s unique atmosphere and the richness of its setting. https://store.steampowered.com/app/909660/Vagrus__The_Riven_Realms
Vagrus is an award-winning roleplaying game with a narrative focus, open-world exploration, and strong elements of strategy. The player takes the role of a vagrus - a caravan leader who strives to survive in a strange and dangerous dark fantasy world by leading a traveling company on all kinds of ventures.
Feature list
A DARK REALM A vast realm is yours to explore, filled with unique locations, strange factions, lurking dangers, and a slew of characters you can interact with.
BRANCHING NARRATIVE A large selection of longer and shorter stories make up the game’s narrative in the form of events and quests. The choices you make in these can significantly affect the characters and the world around you.
TURN-BASED COMBAT Take part in turn-based, tactical combat that involves your characters and a large variety of enemies, both humanoid and monstrous. Use a range of character skills and abilities to succeed. Fight against outlaws and monsters commanding your whole traveling company in pitched battles for resources.
RESOURCE MANAGEMENT Most journeys have to be planned and prepared for carefully, lest they end in disaster. Manage your supplies, cargo, and crew effectively to survive. Take on contracts and follow rumors or trade opportunities.
UNIQUE COMPANIONS A wide variety of companions can work for you in versatile caravan roles, such as scoutmaster, guard captain, treasure hunter, or beast handler. Each companion comes with unique combat skills, background stories, and personal quest lines that can upgrade them further when you complete them.
POWERFUL FACTIONS Ally yourself with mighty factions that shape the Riven Realms with their influence on commerce, brutal wars, and constant scheming. From prosperous Trading Houses to criminal syndicates and religious organizations, these groups offer powerful rewards and boons to those loyal to their cause. But take heed - befriending a faction will more than likely antagonize others.
Centurion Edition
A special Centurion Edition of Vagrus released alongside the full game. This special edition includes the base game, the original soundtrack, and the Patronage Pack at a special launch price during launch week. Those who already own the base game can also purchase the DLCs individually.
Try your hand at Vagrus to see if you can make profit while surviving in the wastelands!
Adjust eagle talisman stats Fix bug with legacy hero select scrolling incorrectly Fix a crash message when customizing at the end of missions Translation: added <namePossessive> tag Some typos and text tweaks
For this patch we're rolling out 6 new generic chapters. These will now be in the mix when you start a new generic campaign. There's some really fun fights in there, especially for the final chapters.
In addition we've added better feedback for several dialogs in multiplayer games, so it's more clear what happened when someone makes a choice, and some of these improvements will be visible in single player games too, where it makes sense.
Then there's the usual bug fixes, QoL, and balance tweaks. It almost feels like a regular old patch like we did in early access. Makes me nostalgic a bit.
We've got more in the works, of course. We expect the next patch to be in late October, if all goes well, and we're really excited about it.
1.2+353 Uvbera Armistia
New Chapters for Generic Campaigns! * The Ghost Town (mid) * The Library (mid) * The Potionry (mid) * The Temple of Silence (final) * The Unseen Orchard (final) * The Warren (final) New Tidings and Wrapups New music for All the Bones of Summer final fight New Sound Effects for Tinker and Stormthroat New Scenery for various maps New clothes for some NPCs Monster calamity view now shows monster tiers Total number of calamity cards drawn now shown Ember Arrows now works when standing next to fire lamps Ambush missions only ever spawn 2 cards now Lit fiery lamps now leave behind fire when destroyed Show "You're the leader" if everyone else is reading along An animation plays when comic choices are made An animation plays when hero upgrades are selected Gear choice in MP now shows who gear was given to Legacy Heroes now always keep offhand items Character sheets now include heroes you're recruiting All the Bones of Summer ch3 capstone now grants gear New interface options for Ability Animation Speed Rerolling abilities now only costs 2LP (+2 for each reroll) Thrixl Chrysalis no longer move Boss monster added to Ringstone generic capstone Wilderness_explorers event turned off Action points are now shown at the top of the screen by default The menu can now be accessed during interval tidings/choices/omens Buffs/debuffs now show up as green and red in attack predictions Attack predictions now show the value of added aspects Friendly fire warning now shows up for shred and debuffs Answer to Austerity pinecone choice now shows for legacy pinecones New Thrixl Bard/Thrusk calamity More cottage and house facades! Fix a bug where backslam could move immovable foes Fixed a bug where Found Family history showed backend text Fix a bug where Engage+ didn't give 2 armor per foe Fix a bug with hurlaxe audio Fix a bug where enemy strength 0 would show for some missions Fix a bug where Fenspear heir had random history Fix a bug where rerolling parents could keep child's connection Fix a crash bug with the legacy promote dialogue Fix a bug where hero coins wouldn't display right in the interval Fix some typos
Add special scars for acid and weldling mortal choices Adjust frequency of various stations Fix a bug that caused broken saves when saving during some stories Fix a bug promotions in 3 chapter campaigns
It's been a little while since launch and we want to first of all thank our community for the passion and support! It's been overwhelming at times, and we're really humbled and happy.
We've got some stuff for ya! We've got some design changes to retirement and years of peace. We've got some new theme skins! And we've got a good deal of usability improvements and bugfixes!
Going forward we'll have more content, features, and fixes, and we'll be aiming for a monthly cadence for patches for now.
1.1+344 Aremella Errowlair
Years of Peace are no longer based on performance Retirement now grants 50% more XP New Theme Skins Added! Multiplayer: Added a Disconnect button to in-game menu for clients Legacy Campaigns now act more like normal campaigns: * Players can now recruit from towns * Characters can have children that join the party * Legacy heroes are no longer granted between chapters Defenses built now grant farmers improved defense Swift action now appears as a feather icon Option, resource, and calamity menus are more easily accessible Leftover Legacy Points can now be used to promote more heroes Added coins to show when others are viewing the same comic as you Coins indicate which player you're waiting on at the end of a comic Players can now pay legacy points to reroll ability upgrades Pressing escape now closes calamity window if none can be canceled Towns can now contain up to 10 legacy heroes. (Up from 6) Broadswipes+ now deals +2 damage instead of x2 Ignite can now only be used once per turn Flashcone now deals damage equal to potency + spell damage Reduced difficulty of Cavernquarry keystone Adjusted Spawns for Enduring War first fight Cvawn: When overland fires start, time stops Adjusted Carved in Stone description Action Point indicators now hover, show swift actions Added interface option to turn on additional action point indicator Added message after Tutorial is completed in Ulstryx Cvawn can no longer be ensnared Fix some crash bugs Fix bug where armor value on tooltip wouldn't account for shred Fix bug where Heroism prevented Wild Grasp from being Swift Fix bug where kill counter wouldn't update immediately Fix bug that caused sync error after mortal choice in some cases Fix bug where retiring heroes can grant other retirees XP Fix bug where Waterling Tiding would show wrong gender for waterling Fix bug where Darts would cower after being killed Fix bug where Engage could cause armor to go negative Fix bug where Elmish Jealousy ability remained after mortal choice Fix bug so Extinguish Fire job goes away if the tile is burnt Fix bug where volley of arrows wouldn't show cooldown Fix bug where Tier 0 Legacy heroes could be put into legacy again Fix bug where Hitch a Ride event would appear more than once a game Fix bug where saving in a Carved in Stone run could corrupt the save Fix bug where monsters could use swift actions after moving twice Fix bug where a placeholder recruit event would show Fix bug where knockback wouldn't effect monsters on the same tile Fix bug where Hammer item had no stats Fix bug where Ecthis Chapter 3 picked a hero who already had wings Fix bug where Mothwings could be granted twice Fix bug where prepared shot and vine limbs didn't do anything Fix bug where vigilance would still scale with potency Fix bug where size of >1280x720 would cause window to be uncentered Fix some typos Fix some backend text bugs
Hi everyone! Thank you so much for your encouragement and for following Wildermyth’s journey. Wildermyth began as a side project that was taken full time over a period of six years, and it was initially intended to be a much smaller game than it became. We have a lot of your burning questions to answer; here are the devs that will be answering them! Nate is the Lead Developer of Wildermyth. He programs and designs the game. Annie is the sole artist for Wildermyth and is responsible for all the visuals you see in game. Patrick is a Programmer and Designer for Wildermyth. He led the call and asked the questions. Jackson is the Lead QA Tester for Wildermyth, and he also does a variety of other design work. Doug is the Lead Writer and a Designer for Wildermyth.
Frequently Asked Questions
Are there any plans for new campaigns and monsters? Yes! We have a new campaign already mostly written, and new monsters are a possibility. If we don’t add an entirely new monster group, we’ll definitely be adding new monsters here and there.
Are there plans to add new races and classes? Not really. At this time, we think races are best supported as mods. We will probably not be adding new classes as they require a lot of art and writing. The way our character rigs are built, a new class would mean hundreds of new pieces of art, and it would also mean writing new branching dialogue for nearly every event.
Will Wildermyth be ported to consoles? Yes, probably! We are actively looking into it and we have several companies we’re considering working with. However, it will likely take a very long time- probably a year or so- because the game is written in Java and was built in its own engine.
Will Wildermyth be translated to more languages? Yes. We’re not ready to announce which languages yet, but we’re working on it! In the meantime, there are fan translations that are being produced as mods if you’re interested.
Fan Questions
Where can we buy your T-shirts? Nate: We previously sold T-shirts and Spirit Pins at conventions like PAX South, but the pandemic has interrupted that. We have a merch store in the works that will hopefully be ready in a little over a month!
What's something that you wanted to include into the game, but never got to or otherwise couldn't add? Why couldn't you add it? (Tam Troll) Jackson: Water! I wish we could have puddles and rivers running through combat maps, lake fights… Nate: Yeah, but water is really demanding graphics wise and it isn’t something I’m experienced in programming. For me, I wish we could have included Legacy Monsters. Having monsters that come back in a campaign and grow alongside you would have been cool. Annie: I wish we could have included more body sizes for heroes. I wanted tall heroes, short heroes, chubby heroes, buff heroes… but the rigs are very limiting in that they are literally thousands of separate pngs. It would probably take me a year of work just drawing body types alone. Doug: More events generally would have been great, but we had to release the game at some point.
What's something that you never thought would initially be in the game, but ended up in there anyways? (Tam Troll) Annie: We thought we would release the game in early 2016 at the latest… now here we are six years later! With that came comics, children and families, and ability upgrades. Patrick: Villains weren’t planned, but they really made the game feel like it really came together. We did a poll where people indicated that they were interested in villains, and I’m really happy with the way they tie the stories together. Annie: All of the additions we didn’t expect gave us time to polish the entirety of the game, like the overland map and UI.
If you are planning to expand the game, are you planning to use an Expansion (Bigger chunk) or DLC (smaller) model? (EinkadottirLoptr) Nate: We’re not sure! We’re going to look at new chunks that would work with the game, like a new monster group in a new campaign. DLC would be priced individually, but we also have never done this before, so we’ll figure it out as we go.
How have sales been pre/post 1.0? Are you seeing a lot of new players now that it's out, or did we all get in on it before it hit 1.0? (Kalisa) Nate: Sales are real good! We’re seeing a ton of new players post 1.0. The biggest update is that where we were unsure in Early Access, we’re now confident our studio has a future.
Are there any plans to incorporate player-created content into the game proper? Like a player content pack of the best events, etc.? (Rad Cooldude) Nate: No. However, we love our modders and all that they have done for our game, and we want to continue to highlight those mods on social media and promote them in other ways. We’re happy our game is living in the hearts of so many!
What surprised you the most, in terms of development/playerbase 'n things? (ItsYaBoiiRoan) Patrick: Combat clarity, especially in regards to mystics’ interfusion. We worked and reworked the tutorial for how interfusion works, and I have to say: thank you early access streamers!!! Those early streams helped us figure out whether or not we were making interfusion clear enough. It took a long time before we finally got it. Nate: And the passion of community. We think our game is pretty good so we were hoping for it, but people actually enjoying our game is amazing!
Do the devs have a favorite campaign story or mode of play? (StorieWriter) Jackson: Walking Lunch All the Bones of Summer. Doug: I enjoyed writing Eluna and the Moth and Bones of Summer the most. They were the most in depth and most drilled down to what a character could be. They really explored how deeply you could evolve a character over a campaign, and the characters were just really fun to write. The Mothman, Pyarc, and Thuvayn. But I can’t play the game because it’s so much of my own writing it drives me crazy to look at it. Annie: I’m an unapologetic Adventurer player. Eluna and the Moth is a joy to play. I loved the ending so much! And the last few panels for Ulstryx made me realize- WHOA, the game can be this! Wow! It was a very powerful moment. Patrick: I have liked each campaign more than the last- it’s a toss up between the last two; they both hit my heart strings.
I've noticed that the game's setting seems to avoid politics and has no higher authority running things. Is that a space you'd be interested in exploring in the future or is it out of the scope of what Wildermyth is aiming to do? (civlover) Doug: It’s not out of the scope exactly- cities, kings, and lords could exist absolutely, but we don’t have a lot of metropolitan centers on purpose because it makes each hero responsible for so much. There aren’t any lords telling your heroes what to do and taking the importance and agency away from the heroes. We wanted there to be a personal importance for their quest.We wanted the action and impetus for every story to come from the characters themselves and not from outside forces. The Drauven, Deepists do touch on politics to some degree. Nate: We didn’t want an army to come and rescue the heroes, so no army equals no government structure.
What's your favorite bug that popped up? Best development story? (The Zombie Penguin) Jackson: One day I opened the game, went to my legacy, and all of my legacy was naked! It was a surprisingly persistent bug. Doug: There was a time when placeholder events kept popping up. Patrick: Yeah, there’s a placeholder that keeps coming up now that we need to patch out... Jackson: Also being the one to answer the emails is stressful sometimes, because I’ll get typo reports that aren’t really typos, just words that Doug has mashed together or intentionally spelled differently. Annie: The crow-wing hunter blocking stuff in comics. Actually I hate that one. Also heroes waving weapons in each other’s faces before the “de-equip” button.
Mystics and the unique form of magic in interfusion has been one of my favorite aspects of this game so far. What kind of thought process inspired it/what sort of development did it have behind the scenes? (Hero of Wind) Nate: We went back and forth on this a lot. We always wanted a magic system that was unique, that wasn't just slinging fireballs. When we got to designing combat, we realized that where you stand on the board has to be really important in order for the combat to feel fresh each time. Initially, the randomly placed scenery on combat maps would have no impact on your gameplay, so by forcing you to interact with it, suddenly where you’re standing, where the enemy is standing, and what scenery has spawned completely changes how you have to approach that fight. Annie: Mystics were actually just going to be fire based for a while and only had splinterblast and fire leash at the beginning. Jackson: I really loved coming in and adding mystic abilities that became more important based on the monster type you’re fighting and the monster-specific scenery that spawned.
What has brought you the most joy about the game and/or its release? (Lamyra) Annie: The name generator. It was one of the first things we did. Nate started it and Doug filled in data. Timbertimbers made us laugh. Nate: People’s favorite hero submissions. I love seeing the history and stories players craft for them. Jackson: Getting to test new monsters and the music! Shout out to Candy and Elise, our composer and sound designer. They do incredible stuff. Doug: The audio really brings the world to life. It’s really exciting and rewarding. Annie: Candy will make a concept piece, Doug would write about a place the music invoked, I would draw the monster that would live there, then Patrick, Nate, and Jackson would figure out what the monster does, then Doug writes the story for it, then Candy has to write boss music for that… we feed off of each other. It’s such a cool process. Patrick: Watching streamers. Prior to 1.0, I’m pretty sure I watched ALL streams of Wildermyth on Twitch and YouTube. I can’t anymore, but I LOVE watching people play Wildermyth. Jackson: I have such a hard time watching because I’m terrified they’ll find a game breaking bug I didn’t catch. Annie: Yeah, what if we wrote a joke they didn’t think was funny? Patrick: I love watching people react when they get the wolf head transformation for the first time. Thank you, streamers, you’re awesome!!
I'd be curious to know about the artistic influences in terms of the games Art styles. (Kadayi) Annie: Secret of Kells and the shapes that they use. Windwaker also- some smoke particles may just be straight up ripped from it, haha. The way they use spirals and hand drawn figures to keep it simple, lineart looking, not too complicated, harmonious as a whole, I love. And Samurai Jack! Their backgrounds are gorgeous and have beautiful textures. The intentionally limited color palettes and great silhouettes inspire me too. I of course have all the assets that I make, but watching Doug turn them into comics is awesome. I don’t turn my art into comics unless I write them, so watching the art assets be resized, recolored, tinted, and the layouts become more interesting is really cool to watch.
Will you be selling the game soundtrack on Steam? (Miyokari) Nate: Yes! It is in progress. Candy, our composer, is getting our soundtrack together and recorded live (as a result of our Kickstarter), and that will be for sale when it’s done.
Is adding in more "classes" via new skills a more viable option than straight up new classes? Nate: Yes, and some mods have already explored that! If you’re interested in them, you can check out our Steam Workshop where there are some awesome mods from people like Smoker and Davea.
How has success changed your look at future development for Wildermyth? Nate: It means we can keep doing this! We have the ability to keep our studio running and creating new, exciting things.
On the writing side, was it difficult to write the stories while having to leave so much up to [insert here] modifiers vs being able to write more detailed and specific stories? Doug: Was it difficult? It was pretty difficult! Back in the day, they were just going to be just FTL like, only a paragraph and a couple of choices. Then we started thinking, what if we had personalities that change choices and dialogue? It’s difficult. You have to keep interlacing the same ideas with that trait. It’s interesting and complex and challenging. But fun and cool! And it’s definitely enabled by Nate and Patrick’s work.
Is there a sub button, patreon or somewhere we can support? Nate: Not right now- but a merch store is coming! We need to figure out logistics, so another month or so for now. That will be the best way to support us when it comes (besides playing the game).
Doug- Your prose is often a delight to read, very poetic. what influences do you borrow from? it's very reminiscent of old germanic and celtic verse, especially the heavy usage of kennings, but i'm curious if there are more modern works or authors you would cite as inspirations. Doug: You’re absolutely right with Germanic and Celtic. Anglo Saxon poetry and the use of alliteration especially inspires me. Seamus Heaney Translation of Beowulf and Sir Gawain and the Green Knight are huge influences on me. I enjoy the sonic effect of the poetry when you recite it. Miyazaki films are also huge points of inspiration. Jean Giono's Joy of Man’s Desiring is just beautiful. Rick Bass is a great short story writer who got me more into contemporary fiction. As for fantasy writers, Patrick Rothfuss, Naomi Novik, and Joe Abercrombie are some favorites. Oh, and W.B. Yeats poetry was a huge inspiration for Eluna and the Moth.
How did this team come together at the first days of Wildermyth? Nate: It started as a side project. We were working professionally as game devs, then did a game jam with Doug, Katie, Isaac (Austin), Nate, and Annie. Doug, Katie, Isaac and me are all siblings. We worked on a different game for the jam, then started talking about the game we really wanted to make. Annie: We played a LOT of Xcom, Descent: Journeys in the Dark, and D&D, and we’d find ourselves having to fill in character details and stories. We wanted our game to inherently tell stories!
Are there any plans for more generation interactions between characters? Such as grandparents to grandchildren or even further descendants? (Abarnath) Nate: That would be cool! Maybe. The game isn’t really set up for family trees. The multiple timelines inherent with Legacy makes it difficult. We could maybe incorporate Grandparents, but anything further we would probably save to explore for another game.
In terms of updates, what is the main focus of the future, ex storylines, campaigns, armor/weapons?(Parli99) Nate: More events, one more campaign, balancing, and more content, like additional weapons as they show up in events. Maybe more armor, maybe a third tier? We’ll see where it takes us. We’ll announce more as we go!
Have you thought of a possible pvp type of mode for those that enjoy pvp stuff? Jackson: I want it MASSIVELY. It would be so cool. Nate: It’s not impossible! I don’t think it will be the main draw to the game… but one player playing as the monsters and one playing as the heroes would be fun. Annie: Gorgons versus Morthagi would be the ultimate battle. Nate: NO PROMISES. Patrick: Nate added multiplayer on April Fools Day, and we never expected it to be as popular as it is. It’s not as good as the rest of the game yet- we have to make it better.
How much feedback comes back through the F11 menu vs other methods? do you find some methods better than others? Jackson: A LOT. PLEASE use F11, it’s the best way to get us your logs and info! Also please include your email so we can get back to you about your specific issue! But we also get bugs in Discord and Steam. Nate: It’s hard to keep up with Discord and Steam now, but we do look at all of it.
In broad strokes, are you thinking game 2 is similar to Wildermyth or something completely different? Nate: We don’t know exactly yet. Whatever we do it will probably be procedurally narrative; it seems to be something people want more of. We don’t have any ideas to announce yet. It could be fun to try something different, but we shall see.
Any thoughts on things like deities, religion, demon kings, gods, etc in the game, possibly as a over-arching plots or related? (ArmedDreams) Doug: There are definitely thoughts on it! Deepists are a religious cult. It sounds like an enemy group to me, which could be fun. It could be explored potentially, there’s room for almost anything in Wildermyth.
Has there been anything added by a mod so far that you wish you thought of first/didn't expect so soon? (janja5) Nate and Annie: Hats!
Do any of you play board games like Gloomhaven or Pandemic Legacy or D&D/TTRPG? Jackson: I’m pretty sure every person here plays D&D regularly or semi-regularly. Nate: The games mentioned earlier and Betrayal at the House on the Hill. Doug: HeroQuest holds a special place in my heart. Also Magic: the Gathering.
What is the concept of Legacy? Doug: I think of Legacy as less about turning back time and more about a parallel narrative. It’s like creating Tall Tales about your characters, like Johnny Appleseed and Paul Bunyan. There are stories that conflict, but are also true simultaneously. The Legacy system is kind of about replicating the multiple conflicting/coexisting narratives that exist in folklore concerning legendary figures and characters. Nate: Who is the one true Baba Yaga? You can’t answer that question. Legacy is like that.
THANK YOU SO MUCH for coming with us and supporting us on the journey. It’s a dream come true having so much support. It’s been an amazing experience, and one heck of a ride. We’ll let you know when there’s more to announce. In the meantime, happy adventuring!
On Tuesday, July 20th at 3pm Eastern / 12pm Pacific / 7pm GMT, The Wildermyth devs will be doing a live stream on twitch and here on our store page!
We'll be giving an update on the state of the game and the studio, and our future plans (such as they are!) We'll also be taking your questions! If you have a question, you can ask it in our Discord in the #townhall-questions channel.
Drop by and help us celebrate our successful launch!!