WonderLang Polyglot - wonderlang.thegame
🌟 Our Biggest Update Yet

We’ve just released our biggest update so far, adding many of the most requested quality-of-life improvements and new features. Here’s what’s included:

Revamped Menus
  • All menus can now be switched between your target and base language, so you can learn or review in the language of your choice.

  • This option is also available in the mini-games with revamped UI.

Character Customization
  • You can now choose your character’s appearance from multiple presets and select a gender, which affects how your character talks about themselves in-game.

  • A gender-neutral option will be added soon, and we plan to introduce more character appearances regularly.

New Dialogue UI
  • Completely redesigned interface with:

  • Copy text to clipboard

  • Adjustable playback speed (now with a speed gauge)

  • Access your Notebook, Dictionary, and Message Log at any time — even during conversations

Revamped Notebook
  • You can now paste text, create tabs, and use more formatting options.

  • You can even draw directly in your notebook.

Improved Message Log
  • View the help text linked to each line.

  • Replay audio from previous conversations.

  • Save favorite messages to find them easily later.

Enhanced Dictionary
  • Integrated flashcard review system to practice words you’ve encountered.

  • Filter options to focus on new words or hide those you already know well.

Gameplay and UI Improvements
  • Combat frequency is now adjustable with a fine-tuned gauge (previously limited to none, half, or full).

  • You can also adjust battle length and difficulty.

  • New shop system, with more variety of sentences to learn.

  • Possibility to avoid almost all typing drills.

  • Menu and message box appearance can now be customized.

  • Text drills now support capital letters.

  • Many small quality-of-life additions throughout the game.

  • Updated graphics for better coherence, including re-drawn indoor environments.

What’s Next

We’re committed to keeping WonderLang updated with new improvements and content. Currently in development:

  • The option to change the base language (English only for now — more coming soon)

  • A Mandarin Chinese version and an English-learning version

Blood Rush - MaxEstLa

Hello Blood Rushers!

I hope you are doing well, I've been working really hard to make this update possible and on time, a lot has changed for the game, both on the front end and the back end.

First, let me introduce the

New secret level!

Halloween is the perfect time to add a special level to Blood Rush, break the big stained glass windows in the catacombs to uncover Moros' Domain.

Find all the spools in order to escape Moros, continue your run and unlock a new flow goal.

The ✨ emoji indicates that the feature was requested by the community.

Changes:
  • Added an animation for the FPS view when going backward.

  • Added new rooms for a new event in Pleonexia.

  • Implemented a simple version of the Steam Rich Presence.

  • Taking damage now affects the music.

  • Stopping time also affects the music now.

  • Blood now appears on your hands to reflect your health state.

  • Updated more meshes to the new look.

  • ✨Added a text after the antichrist fight.

  • Implemented a save backup system.

    • This creates a secondary save in case your main save gets corrupted.

  • Updated the priority on the steam timeline events.

  • The game now saves your position in the Vires hub.

  • I reworked the player saved data to allow me to create alternate gamemodes.

    • As a consequence, this is intended, you wont possess any of your stuff in the parkour level.

  • ✨Updated the hand textures and shaders.

  • Rewrote part of the codebase for better stability.

  • ✨The Discord Rich Presence can be disabled in the settings.

  • Updated the lighting for Vires and Stygos.

  • Some optimizations.

Balance:
  • Reduced most knockback (this is balanced, see the patches below).

Patches:
  • Fixed Midas' hair shader.

  • Fixed a relic spawning to low in Vires.

  • Fixed some missplaced models.

  • Fixed a wrong text in the options.

  • Fixed an issue with some weapons not displaying correctly when fully loaded.

  • Fixed the random upgrade option in the debugun.

  • Fixed the game asking you to confirm exiting when the run hasn't started.

  • Fixed knockbacked mobs stopping mid-air for no reason.

  • Fixed knockback propagation affecting player.

  • Fixed some AI scoring thing, that should lower the number of attacks in the player's back.

New version : 0.0.2.2.0

BoneField: Bodycam Horror - RedRockGS

💀 BoneField

is Now Live in Early Access!

After two years of work, countless tests, and sleepless nights, BoneField is finally here.

What began as a small experiment with a bodycam POV has evolved into a full survival horror experience — one that’s grounded, immersive, and disturbingly real.

From the very first demo, player feedback gave me the push to keep building this world — and now, you can finally step inside it.

🏚️ Chapter One: Gray Manor

The first chapter of BoneField drops you into Gray Manor, a decaying suburban estate on the outskirts of Bonefield, Montana.

Explore every dark hallway and locked door as you uncover the truth behind Spark Technologies’ twisted experiments — and fight to survive what lurks in the shadows.

Every moment is captured through the lens of a bodycam, amplifying the tension and realism with every movement, sound, and encounter.

🧭 What to Expect in Early Access

This Early Access version includes:

  • The complete first chapter: Gray Manor

  • Full bodycam immersion with realistic mechanics and sound design

  • Resource scavenging, limited weapons, and unpredictable AI

  • Dynamic lighting and atmosphere focused on realism and fear

This release is just the start. Future updates will expand BoneField with:

  • New chapters and locations across Bonefield County

  • Additional enemies and AI improvements

  • Expanded storylines and mechanics shaped by community feedback

💬 Your Feedback Shapes the Game

Early Access is where BoneField will truly evolve. Every bug report, suggestion, and review helps refine the experience and guide what comes next.

If you purchase a copy, please leave an honest review it goes a long way.

If you enjoy your time in BoneField, the best way to support the game is by leaving a positive Steam review — it helps immensely with visibility and lets me know what’s working (and what’s not).

🎯 Join the Investigation!

Thank you for being part of this journey.

Welcome to BoneField, Montana.

The nightmare begins now.

Climbing Gym Simulator - KindByte

What's better than building your own climbing gym?

Building one with your friends!

"Wait, you can go outside now?"

What's up?

Every hour and day I spend on this project, I fall in love with it even more. The last month was very technical oriented, so there isn't much new and shiny to showcase. However, this work sets the standard for all the new features.

Which are?

First and foremost, I can confidently say that Climbing Gym Simulator will have multiplayer support.

Since day one, I was considering the idea of adding multiplayer. As we know, climbing fits nicely into the category of social experiences. Many of you asked about it, so I took some time to test different solutions. I can finally say that I’m very pleased with the results.

Tutorial

The current version also includes a proper tutorial now. It should help new players understand the main game systems. Hopefully, it will reduce much of the initial confusion about placing your first climbing wall.

Story

After the tutorial, you will begin an exciting journey to become a successful climbing gym. Over time, you will earn respect and draw more climbers in, encountering interesting people and facing various challenges along the way.

What's next?

  • Testing, testing, and more testing

  • Preparations for the demo version announcement

  • Finally, the official trailer

Make sure to follow and add Climbing Gym Simulator to your wishlist!

One Rotten Oath - Bunio

Hey there!

Thanks to the Indie Games Poland Foundation we had a chance to showcase our game at PGA 2025!

Huge thanks to everyone who came to our stand. It felt surreal to be back again at such big event after a 5 year hiatus. We've gathered a lot of feedback, praise, but some critique as well. We've met a lot of other cool devs and even took part in a PGG Quest on the spot, where you could gather points for kicking our mutants. It was a total blast for us!

Here's how it went:

[carousel][/carousel]

Thanks again for your time and we'll see you later on other events!

~ Piotr and Olga

The Triminals - Tarmogoyf,Soul of Jund
New Feature

A new settings option has been added, allowing you to enable or disable "Card display text" in the settings panel.

When this feature is enabled, all card faces will use text descriptions and interpreters instead of thumbnails.

You may also holding \[TAB] on keyboard to view this display mode.

Decks of the Damned - Volodia - Goblinz
Bugfixes

  • Fixed a blocker bug where auto-building iron chests would crash the game
  • Fixed a bug where resources would spawn when the game was paused
  • Fixed a bug where traps would not reset to unlocked state correctly at the start of the nighttime
  • Fixed a bug where traps could be used on Bandits during nighttime (it should only work during daytime)
  • Fixed an exploit where Taskmaster quests could be refreshed by reloading the save

Miscellaneous

  • Auto-stack now prioritizes storage chests if available
Task Time - WIRED Annina

Hey Tasklings!

We’re excited to announce that the next Task Time playtest kicks off tomorrow!

If you haven’t joined in yet, now’s the time to register and be part of the chaos. Just head to our Steam page and click Request Access to be ready for tomorrow!

Already played in the previous playtest? You’ve got access RIGHT NOW! That’s right - no need to wait. Dive back in and check out what’s new!

We’ve made improvements based on your feedback, and we can’t wait to hear what you think plus there's a new map to try and twitch integration!

Whether you're a returning player or joining for the first time, your input helps shape the future of Task Time and spreads Taskling power across the world!

See you in-game!

— The Task Time Crew

P.S: you might want to watch the ID@XBOX x IGN Showcase tomorrow as well hint hint

9:06am
The Braves - Helga

We present to your attention the fresh update for The Braves! Let’s not waste time and see what awaits you!

Skill Reset in the Academy

Heroes also make mistakes in choosing their path — and now it can be corrected!
A new skill reset feature has appeared in the Academy: you can reset the skills learned in the selected development branch of a hero and redistribute them.

The more skills were improved in the branch, the higher the reset cost — for wisdom, like strength, comes at a price.

Try new combinations, find the perfect builds, and unlock the hidden potential of your heroes.

Gift Marathon: Trick or Treat?!

The new Trick or Treat gift marathon has already started! Log in to the game every day, receive rewards, and delight yourself and your heroes over 28 days.

During the marathon, you can purchase a premium ticket to receive even more gifts, including a unique skin for Alistair, as well as gemstones, cursed candies, and much more.

New Halloween Event Weapons

New Weaponsmith Caches have also appeared on the Market, available for purchase with Cursed Candies. Inside, you can find new event weapons:

Geonomicon — Legendary Surveyor Grants the equipped hero the Surveyor skill:

  • +30% Surveyor and evolution damage (Uncommon)

  • +15% all skill damage (Rare)

  • +2 Surveyor skill levels at match start (Epic)

  • +1 Surveyor evolution level: Earthquake (Legendary)

  • Fires 3 pumpkin waves toward the cursor once every 12.5 seconds (Mythic)

Otherworldly Lantern — Legendary Fireballs Grants the equipped hero the Fireballs skill:

  • +30% Fireballs and evolution damage (Uncommon)

  • +15% all skill damage (Rare)

  • +2 Fireballs skill levels at match start (Epic)

  • +1 Fireballs evolution level: Hellfire Orbs (Legendary)

  • Fires 3 pumpkin waves toward the cursor once every 12.5 seconds (Mythic)

Raven Chieftain — Legendary Cursed Souls Grants the equipped hero the Cursed Souls skill:

  • +30% Cursed Souls and evolution damage (Uncommon)

  • +15% all skill damage (Rare)

  • +2 Cursed Souls skill levels at match start (Epic)

  • +1 Cursed Souls evolution level: Chain Reaction (Legendary)

  • Fires 3 pumpkin waves toward the cursor once every 12.5 seconds (Mythic)

Opening New Portals

The Ocean of Aether turned red and revealed new heroes ready to fight hordes of monsters.
Do you want to learn more about them? If so, behold the Netherworld Portal and the Portal of Cursed Items!

In the Netherworld Portal, three new unique heroes await you. Introducing:

Honey Belle — Legendary Defense Hero. She once dreamed of the stage and fame, but her last performance ended in fire. Now she puts on her own shows for the dolls she creates from scraps of cloth and the souls of her defeated enemies.

Legendary rarity:

  • Summons companions orbiting the hero at a large radius for 10 seconds and slows enemies, cooldown 5 seconds

  • Summons companions orbiting the hero at a small radius, weakening enemies

  • Instead of receiving instant damage, the hero loses health over 20 seconds

  • Every 20 seconds, removes all delayed damage

  • Restores a small amount of health from every hit of the unholy barrier

  • +20% damage after resurrection for 20 seconds

  • +1 resurrection

  • +3% damage for every 10 levels gained in match

  • Reduced chance for holy skill drops

  • -100% knockback from skills

Mythic rarity:

  • Summons companions orbiting the hero at a large radius, slowing enemies

  • +100% health

Kurohana — Legendary Attack Hero. She washed the stone floors of the temple and prayed for others’ sins. But she received the attention of God. Kurohana inherited His power and His silence. Her prayers sound like a verdict, her light like punishment. She purifies a world that once left her alone, perhaps unaware that she exchanges one fate for another.

Legendary rarity:

  • Every 9 seconds, releases a swarm of bats that deal 500% damage and apply Weakness to enemies, increasing damage taken by 15%

  • Chance to restore health when dealing damage to enemies with Weakness

  • Upon first losing 10% of maximum health, creates an explosion dealing 1500% damage and applies Exhaustion, increasing damage taken by 50% for 7.5 seconds

  • -50% cooldown of Aura of Faith and its evolution when dealing damage to exhausted enemies for 3 seconds

  • Deals 150% damage to enemies by touch every 0.3 seconds

  • +50% Aura of Faith damage and its evolution

  • +20% Aura of Faith damage for every 10 levels gained in match

  • +15% Aura of Faith range for every 10 levels gained in match

  • -1 projectile (minimum 1)

  • -10% movement speed

Mythic rarity:

  • +1 resurrection

  • +5% ability range for every 5 levels gained in match

  • When dealing damage to enemies with Weakness or Exhaustion, chance to stun for 1.5 seconds (Bosses are slowed by 50% instead of stunned)

Brendan — Epic Support Hero. He guarded the bank doors, long forgetting his dreams, until a random manga page reminded him of who he wanted to be. When he woke up, there was neither the smell of alcohol nor the creak of old bones. The hero stepped forward, offering his sword to the strike.

Epic rarity:

  • On damage, leaves behind blade projections dealing 500% damage every 0.4 seconds for 2.4 seconds, cooldown 7.5 seconds

  • Every 2 seconds swings a blade forward dealing 750% damage

  • Every 6 seconds performs a lunge with 3 consecutive strikes, each dealing 500% damage

  • 15% chance per hit to weaken enemy by 5% for 1.5 seconds (stacking)

  • 15% chance per hit to slow enemy by 5% for 1.5 seconds (stacking)

  • +10% movement speed

  • -10% max health

Legendary rarity:

  • 25% chance to retrigger Whirlwind of Blades and its evolution

  • -25% Whirlwind cooldown

Mythic rarity:

  • 25% chance to deal triple Whirlwind damage and its evolution

  • +1 Whirlwind evolution level: Bloody Harvest

Portal of Cursed Items — New Weapons

Best Friend — Legendary Unholy Barrier Grants the equipped hero the Unholy Barrier skill:

  • +30% Unholy Barrier damage (Uncommon)

  • +5% all skill damage (Rare)

  • +1 Unholy Barrier level at match start (Epic)

  • +12% projectile speed per 10 levels gained (Legendary)

  • +1 Unholy Barrier evolution level: You Shall Not Pass! (Mythic)

Fragment of the Forgotten God — Legendary Aura of Faith Grants the equipped hero the Aura of Faith skill:

  • +30% Aura of Faith damage (Uncommon)

  • +5% all skill damage (Rare)

  • +1 Aura of Faith level at match start (Epic)

  • -30% Aura of Faith cooldown (Legendary)

  • +1 Aura of Faith evolution level: Wrath of God (Mythic)

Elder & Younger — Legendary Whirlwind of Blades Grants the equipped hero the Whirlwind of Blades skill:

  • +30% Whirlwind damage (Uncommon)

  • +5% all skill damage (Rare)

  • +1 Whirlwind level at match start (Epic)

  • -30% Whirlwind cooldown (Legendary)

  • +1 Whirlwind evolution level: Bloody Harvest (Mythic)

Hero Rebalance

Fu Hao

Rare:

  • New: 10% Dodge

  • New: On dodge, throws a dagger dealing 300% damage and applying 1s stun, Pierce 2

Epic:

  • New: On dodge, throws 2 daggers dealing 600% damage and 1.5s stun, Pierce 3 (replaces Rare skill)

  • On dodge, 50% chance for +25% Dodge and +25% Armor for 5s (replaces Rare skill)

Legendary:

  • New: On dodge, throws 3 daggers dealing 900% damage and 3s stun, Pierce 4 (replaces Epic skill)

Barrett

Epic:

  • On dealing or receiving damage, 5% chance to transform into Whirlwind of Blades for 5s, gaining invulnerability and touch attack (200% → 600% dmg, knockback 10 → 1, every 0.25s for 5s)

  • Skill cooldown 20 → 15s

  • 75% → 90% chance to restore 100% HP upon lethal damage (3 → 5 times per match)

Legendary:

  • New: On dodge, creates smoke screen, slowing enemies 50% for 3s

Mythic:

  • On dealing or receiving damage, 10% chance to transform into Whirlwind for 7s, invulnerability and touch attack (200% → 800% dmg, knockback 10 → 1, every 0.25s for 7s)

  • Skill cooldown 20 → 12s (replaces Epic)

 Limuru

Legendary:

  • Water skill damage 20% → 35%

  • New: For each enemy on screen, +0.2% dodge and +0.2% movement speed

  • New: Projectiles explode at 0.25 radius at end of life

  • New: Water damage creates puddles that make enemies vulnerable (+50% damage taken for 2s)

Mythic:

  • Explosion radius 0.6 → 0.8 (replaces Legendary)

New Achievements

New heroes bring new achievements. For fans of completing profiles in-game and on Steam, 3 new achievements related to the new heroes have been added.

That’s all for now, Braves. Stay with us, share your impressions, and help us make the game even better.

Hand of Doom - Ranch Joyride
What's up magelets and doomers.

It’s been a long time, but I never forgot about Hand of Doom, or the many great people who have supported it. Thank you so much!

Hand of Doom was released under very stressful circumstances and a combination of factors made it very difficult to spend any time on an update for a long time.

There have been bugs and issues in the game from the beginning that required a day one patch, but that never happened. Eventually, I was able to talk to the people at DreadXP about putting out an update, and they were very enthusiastic about it. Everyone at DreadXP has been very kind and supportive, and with their help I was able to put out something we’re both happy with. Thanks for sticking with me after such a long period of silence.

Bug fixes:

First I want to give a HUGE thank you to everyone who submitted feedback and bug reports. I compiled a big list of all feedback over the time since release, and made sure to address as much as I possibly could. There were too many bug fixes to list, from major progression blockers all the way down to minor nitpicks, but I wouldn’t have been able to do it without YOUR help.

One of the biggest issues that caused the most problems was the save system as a whole. Lots of bug reports about different game breaking issues stemmed from the save and objective systems not functioning properly. They have now been updated to fix many game breaking bugs and create a more stable experience overall.

Old saves will probably still start up, but will also probably retain any issues with save data or objectives that were present before. You will need to start a new save to ensure you get all the updates as intended.

Combat rebalance

Multiple boss fights had issues that made them either too easy or too confusing that have been addressed. For example, The Doomlord of nature’s totem shield now works as intended, the Wizard king’s ice and fire shield have had their visual effects swapped to make it more intuitive for the player, and The Nephilim boss’s ai has been adjusted to make it less trivial for a final boss.

Additionally, All enemies in the game have had their attributes adjusted to make combat more engaging and not just a matter clicking the punch button until you win.

Mouse look/controls update

There is now the option to have a more modern mouse-driven control scheme for those that prefer that over the intentionally clunky retro controls. Simply click the middle mouse button to swap between mouselook mode and keyboard controls mode, or hold right click to swap temporarily.

Graphics settings update

Freely adjust the crust with the brand new pixelization and fps options. Customize how eye-bleeding your experience is by adjusting the visuals to whatever resolution, pixelization, and framerate your heart desires. I even added an option for even less frames than default. You’re welcome. 🙂

Achievements and trading cards

Completionists rejoice! You can now spread word of your wizardly exploits across the realms with the new steam achievements and trading cards!

Thank you!!!

Changelog

- Added trading cards

- Added achievements

- Added invisible blockers to the hub that prevent you from accessing levels too early

- Removed return portals from the beginning of levels 1, 2, and 3 To prevent being able to leave levels too early. They are enabled when the boss is beaten.

- Fixed controls not saving changes

- Updated the wizard king dialogues to enable and disable correctly

- Fixed tower boss spikes not dealing damage

- Dialogue window is now disabled if the object that started the dialogue is disabled.

- Moved the monster form note away from the wall so there's more room to transform

- Swapped the wizard king boss's ice and fire shield effects to make the fight more intuitive. Now the fire shield is weak to ice and vice versa.

- Swapped the wizard king's shield colors to match

- Made tree boss correctly invulnerable when shielded

- Fixed Bumbling Wizard dialogue not playing

- Made minimap zoom out when opening it in the grimoire and zoom in when closing it so that it stays the same relative zoom level

- Blocked the tree near the rainy wizard from fireballs until the player enters the area and the firewall spawns. Prevents being able to skip that area.

- Added save scripts to many objects gamewide. These things now save and load properly, preventing things like soft locks.

- Tower: Tutorial objects

- Level 1: Blazing wizard, spell scrolls, frogs, fire wall 2

- level 2: Burning wizard portraits, save pushable block transforms, save unlockable chest lid transforms, save gate open states, save frozen block wizard state, save tchrinket note objects active, save wind portal active, fixed icy invocation note pickup dialogue

- level 3: Reenabled blood pool in first third, added save scripts to all pipes and almost every interactable

- level 4: Added save script to the ice block near the start

- Updated the first controls popup in the tutorial zone

- Removed controls window after getting the grimoire

- Made the escape key close the grimoire instead of opening the pause menu

- Limited the number of the master's summoned skeletons

- Enemies now save their health values and will stay damaged or dead on load

- Made audio sliders moveable again

- Set resolution to native screen size by default

- Options for crunchiness and framerate

- Crust slider

- Fps caps at 20, 25, 30, 60, and unlimited

- Put a collider behind the level 2 portal to prevent being able to see through it

- Added a warning before the wizard king fight that they won't be able to explore anymore

- Combat rebalance. Made combat a little less trivial.

- Slightly increased all weapon cooldowns

- Decreased all enemy attack delays

- When the nephilim is damaged, it now teleports a distance away in a random direction and immediately attacks

- Added a compressor to master volume to limit the max volume

- Fixed music resetting too loud on respawn

- Added options for look sensitivity

...

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