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Wizordum Roadmap

First of all, I would like to thank everyone for playing the game! We are thrilled to see the game standing at the Very Positive rating, and we appreciate every bit of the feedback we received from you so far!

We have said this many times, but we are reading your feedback on all possible channels. This roadmap might not show every little detail we have in store for you, but we'll keep doing more of what you love and making some drastic but positive changes to the game.



I'm sure you have questions after going over this Roadmap, so I will go ahead and add some clarifications.

[h3]New Spell System[/h3]
We watched a lot of streams and videos of Wizordum, and we've noticed that most players don't even use consumable items and spells. Lots of feedback was given about this issue as well.
Because of that, we will introduce a Spell System that will make using spells more practical and fun. We will still have consumables, but they will be used for Potions, Torches, and other items. We will talk more about the system in the near future.

[h3] Merchant & Coins[/h3]
Treasure in Wizordum was always meant for bonus points only so that you could climb up the online leaderboards. However, it turns out most of you would prefer to have a store in the game where you could exchange that treasure for something more practical. With this system, you will be able to spend your coins to upgrade your Spells and weapons and buy a few other things. Rest assured, score hunters, the classic score hunting, will stay as well.

[h3]Alternative attacks for all Weapons[/h3]
Lots of you asked for alternative attacks to make weapons even more fun, and we're going to do just that. So far, only the Frostweaver has the alternative attack, and we are releasing an update soon with the Mace's alternative attack, but are already planning some great alternatives for the rest.

[h3]New Playable Character[/h3]
With the new Spell System in place, we would like to introduce additional playable characters as well with a different spell arsenal, stats, and possibly even some weapons so you can re-play the game in a different way.


[h3]Last Update Before the Next Big Content Update[/h3]
We want to stabilize the game with one final update so we can focus 100% on the next big update - Episode 2. There's a lot to do, and we would like to keep the focus there.


[h2]What about other stuff?[/h2]
There are other minor and more significant changes we are planning to do over the course of the Early Access or for the v1.0. Here are some of them without a specific date or order.
  • Changing the Sewers level from Episode 1 to make it more fun
  • Possibly splitting the City of Ember from Episode 1 into two maps while adding something extra to both.
  • Rebalancing levels (adjusting pickups, enemies, etc.)
  • Adding Collectible Lore Scrolls to the levels, which will reveal bits of the story
  • Updating the AI to make enemy encounters more fun
  • Additional input support (e.g., consumable / weapon selection wheel)
  • Map Editor improvements
  • Animated Story Screens


Please remember that everything can change slightly, from features to dates, but this is the active plan we are following. That also means that any new feedback is still very valuable.

I hope you like what you're seeing on the Roadmap. Is there anything specific you are incredibly excited about? Let us know!

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