Thank you for diving into Winds of Arcana: Ruination! Your feedback has been invaluable, and today’s update is all about refining your journey—cleaning up progression quirks, fixing collision issues, and improving the overall feel of exploration. Please keep the reports coming; we’re listening and polishing the game step by step with your help.
Added a new option: Disable Controller Vibrations in Accessibility settings.
Fixed an issue where Aryn’s starting position in Shrinekeep was incorrect after returning from Oryn Forest.
Resolved an exploit allowing players to obtain Wall Climb earlier than intended, granting premature access to later areas. (Correct sequence now requires Wisp Hook first.)
Removed Player Lock for most small loot items across the game, improving movement flow.
Fixed an issue where standing under certain platforms and taking their aggro damage could teleport players beyond a boss fight.
Fixed an issue where the Show Enemy HP setting wasn’t being preserved between scene transitions.
Addressed various collision problems that could cause players to get stuck inside walls.
Updated minor art issues in several scenes, including incorrectly overlapping levers.
Corrected instances where the Ichor item grant displayed the Demon Tear sprite.
Please keep the feedback coming! Whether it’s bugs, progression hurdles, or balance tweaks, we’re on it and will continue shipping improvements promptly.
You can reach out to us on our Discord Server if you need to ask any specific questions or recommend any improvements.
Love,
Team Brewed Games
A lot of small bug fixes have been rolled out this past, this patch represents all of them.
Adjusted collision behavior to remove the small player bias.
"Random Block" training option now works as intended.
Changed Lumber Combo Trial 5 to make it possible after the October Update.
Mike's Lipstick Toss input is read properly on P2 side.
Sho's idle stamina regen has been fixed, making his trait function as intended.
Sho's Raging Demon now has a screen freeze effect and does 5000 damage instead of 6000.
Sho's Raging Demon puts him in Enraged state for the rest of the game. Removes his trait and his ability to Raging Demon.
"Block After" training option will now properly block one frame gaps.
Sho's Focus Step > K followup hitbox has been lowered and brought back a small amount.
A few moves in Trial mode had their Input Names adjusted to be the correct input.
Spending the last of your stamina while getting up will no longer trigger the round end count down.
Thanks to "chef" for finding most of these! Also thanks to the Discord for their suggestions!
I think that's it. Enjoy!
Join the Discord if you wanna be active in the community!
https://discord.gg/KE9zPegEsW
It’s the final day of G-Star 2025.
We were truly grateful to see so many of you visit the Shell Bless The Faithless booth and experience the game firsthand.
Your valuable feedback will help us move forward and make the project even more refined and complete.
To those who couldn’t play due to the long waiting lines — we sincerely apologize.
The demo showcased at our booth is now available on our Demo Page,
so please give it a try and leave us your feedback or review — it means a lot to us.
Thank you so much for your support.







Don't miss your chance to grab Alien: Rogue Incursion Evolved Edition at 20% off! Sale ends on November 19th.
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Don't miss your chance to grab Alien: Rogue Incursion Evolved Edition at 20% off! Sale ends on November 19th.
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Text Changes:
Corrected some errors in various character dialogue
Bug Fixes:
Fixed an issue where the item 'Lucky Coin' was not correctly added if the player already had 9/9 items. For old save files, these items will be granted when interacting with any of the coin flipping minigame NPCs again
※Base game required to access Tivick'ing! Chronicles -Another Story- content
Small update to patch a few things while I work on the new update. Also thanks for all the support as of late! It is encouraging - I will push myself further (I am also playing EU5 right now, so expect delays).
Reduced the damage and initial projectile speed of Calcifused Knight "Eyecurse Shot" projectiles.
Fixed a bug where the fort's hardsprite would sometimes bug out and look strange.
Partially fixed a bug where, if the fort dies on the same frame you win a wave, the game will alert you to reload instead of losing on the next wave.
Added some internal testing tools.
You can access half of the remixed waves, if you are able to modify your game files.

1 day 1 patch! The Anniversary Update was released yesterday and met with a lot of kind words and valid feedback - thank you!
I've been rebalancing the game (trying to avoid resorting to dumbing down the AI) to match the added difficulty, this patch continues that.
First - I want WWAATD to be a challenging game, it's part of the DNA of the game - but it has to be hard in a fun way, and not feel 'just unfair', of course. The previous version had the AI very passive and static, so this is definitely an improvement, we just have to finetune it.
There's 3 pretty fundamentally different difficulty modes and a very detailed Sandbox Mode for you to tailor your experience as well. Everyone has different skill levels, time-in-the-game, preferences and so on, so I figure more options helps as we refine the "base game".
Balancing a physics based animation driven combat game with a complex damage model is a bit like defusing a bomb, and with a total AI rework, it's like we threw a live grenade into the mix. In many ways we are balancing from scratch so needing a patch (or a few) makes sense - bear with us and keep giving feedback as we finetune!
So tl;dr today I injected some coffee into my veins and got to work to bring you a first patch. Let me know your thoughts on how these changes feel so we can keep making the game better. Best place to do so is in the game's Discord, link at the bottom of thist post (and every post!)
Rebalanced damage model for more consistent damage
Less penalty for bad hit contact point, short hold-time, stamina state and "fumbles" (hitting with back of the weapon etc), damage should overall be closer to stats on each hit
Exact Impact point now counts a bit less vs overall weapon velocity for damage calculation (from 50% to 30%) - this should especially help shorter weapons
Note: the AI has the same changes, as they have the exact same damage model as the player
Increased backwards speed for player a tad
AI movement skill/speed reduced across the board
Light weight status now also gives +10 Stamina skill (along side Dashing and Movement previously)
This should make early game less of a Stamina pain, while also making sure Stamina management is still a part of the game if you equip heavier gear
AI spends a lower extent of time in "retreat" mode recovering Stamina
Reduced the character physics body layer intensity (Should reduce some floppiness, jank, buggy movement, ...)
Weapon weight has a bit less impact on Stamina Cost of attacks - should primarily make heavier weapons (polearms etc) less of a brutal Stamina drain
Increased stamina recovery from receiving damage to 1.5x the damage (from 1x)
Increased player base attack speed slightly
Increased camera zoom-out max
Equipment Weight affects AI the same as Player now (was off by a tiny bit)
Rebalanced weight impact so the Stam Regen numbers and color coding UI make more sense
Counters by the AI (when you hit them, usually when they're tired) will now more often be regular attacks vs double attack or dash attacks, to reduce them getting stuck in low stamina as you hit them & reduce glitchy movement
Clamped the maximum knockback on characters to reduce crazy knockbacks
(Probably) Fixed a bug causing Multicultural to stack up Patron Favor penalties across multiple characters (this will require a new character to take effect)
If you like what we're doing, please consider sharing this update and the game with your friends: we still rely on word of mouth more than anything.
As always,
We who are about to die salute you!
Jordy Lakiere