Game Engine

Patch notes

What changed in each build sent to Steam, newest first.

Sorcerers' Arena in the spotlight and the seven crafts of Velmora

Sorcerers' Arena: the arena is reborn

Everyone against everyone, on a floor that shrinks and catches fire. Every spell pushes, every round counts, and the last one standing takes it. The Sorcerers' Arena now has heroes with their own magic, twelve living scenarios, elements that combine, a shop full of risky choices, chests hidden in the middle of the fight and online matches with your friends.

Pick your sorcerer

At the arena table each player picks their own hero, watching the body turn in 3D and seeing what its spell does. There are eleven sorcerers, and each one's first spell is instant and different: fire hurts and pushes the most but takes long to come back; frost barely pushes but slows the target; shadow pushes like nothing else but costs a bit of your life; the arrow reaches farthest; stone pins the target where it lands; water drags it away and shields you; nature heals an ally. Everything fires at once, no cast bar: your aim decides.

Pick your sorcerer

A tutorial that shows instead of telling

Before the first round, seven short illustrated pages teach the essentials: how to win, the controls, the wheel of the elements, the combos, the ground that fights too, and how the shop works. One minute to read, and you go in knowing what to do.

A tutorial that shows instead of telling

Elements and combos

Every spell has an element and leaves a mark on its target for a few seconds. Each element is strong against the next one on the wheel and weak against the one before, and hitting a marked target with the right element sets off a combo: fire on someone Chilled melts them for double damage, lightning on someone Wet paralyses them, wind on someone Burning spreads the fire to whoever is near. Every combo has its price, and there are many more to discover.

Elements and combos

Twelve living scenarios

Each match is played in a scenario of one element, and the floor itself is a weapon. In the Volcano and the Caldera the lava burns more the longer you stand in it; on the Isle of Winds and in the Storm in the Clouds gusts push everyone one way and lightning seeks whoever stands still; in the Deep Lake and the Rough Tide water slows you and the current carries you off; on the Glacier and in the Blizzard ice slides and pushes go farther; in the Gorge and the Stone Mill rocks fall and a blade sweeps the floor; in the Swamp and the Mushroom Garden quicksand holds your feet and mushrooms throw whoever touches them. The ground marks where it will strike before it lands, so whoever pays attention gets away, and whoever pushes someone in gets the kill. The host picks the scenario by name, or lets it be drawn.

Twelve living scenarios

The ring of fire

The safe floor shrinks every round. Outside the ring, two seconds still give you time to come back; after that the fire grows fast and three seconds out there bring anyone down. Pushing someone out at the end of a round is the sweetest play in the arena.

The ring of fire

Knockbacks with weight

Getting pushed now has real physics: the body shoots off at the blow and slows down to a stop. At the table the host picks one of five ways to fly: Impact, Linear, Slide (as on ice), Whip (gathers speed and brakes) and Bounce (hits the wall and comes back). Try them and see which suits your group.

Knockbacks with weight

The shop: power at a price

You earn gold by landing hits, helping, taking players down and winning rounds, and you spend it between them. The shop is split into Spells and Items. Items give power with a risk: boots that speed you up but leave you more fragile, gloves that push harder but slow your casting, an amulet that heals over time but makes you fly farther. There are six item slots. Spells range from the Arcane Barrier to the Meteor Shower, by rarity, with up to four on your bar.

The shop: power at a price

Chests in the middle of the fight

During the round, chests show up in the arena. Hold F by one for five seconds, without moving and without taking damage, and it opens: gold and sometimes a piece of shop gear, which goes into your match bag. Between rounds, swap what you found for what you wear. Some chests come locked: they only open with a key (which sometimes drops from a plain chest) and hold much better things. Stopping to open a chest with others nearby is a gamble.

Chests in the middle of the fight

The winner's vault

Whoever wins the match takes home everything they wear and everything in their bag, keys too, into a vault of their own. Before the next match, pick up to six of those items at the table to bring in. But careful: only the winner keeps what they brought. Whoever loses, loses what they risked.

The winner's vault

Rounds, scoreboard and spectating

Rounds start with everyone at their own spot, full life and held still until the start, while the shop is open. Hold Tab to see the whole scoreboard (rounds, kills, deaths and gold of each player); a small one always sits in the corner. Fell? Watch the rest of the round: WASD moves the camera and Space goes from one player to the next. Nobody sees on the ground where the others are aiming, so reading your opponent is worth gold.

Rounds, scoreboard and spectating

Online with your friends

At the table, the Host game button opens the room online and shows its code; Invite friends calls whoever is on your Steam list. The match runs on a direct connection between the players: the host picks the arena, the scenario and the rules, and each friend picks their own hero. The places left over go to bots, in three difficulties, that spread their attacks instead of hunting only you.

Online with your friends

Tuning and fixes

• Sorcerers' Arena: casting a spell while walking now stops you and casts toward the mouse; with the aim preview you keep walking while aiming and the click stops and casts. • Sorcerers' Arena: the basic spell only waits for the global cooldown, and the shop spells recharge much faster. • Sorcerers' Arena: 30 seconds between rounds to shop, or less when everyone says ready; every round starts with full life at each player's own spot. • Sorcerers' Arena: the enemies' cast bars are hidden, and the ring's edge burns with real fire. • Arenas: the match tutorial no longer opens over the controls card, the shop no longer reopens after you say ready, and the ready button always takes the click. • Sorcerers' Arena: everyone has less life and it no longer comes back by itself; only the new Living Amulet in the shop heals over time. • Sorcerers' Arena: the ring's fire gets worse the longer you burn in it.

Hero Arena: the Golem Forge, brush ambushes and much more

The Hero Arena has grown: a new map with a mechanic of its own, mercenaries, ambush brush, 15 heroes and two ability modes. Here is what changed and what it feels like to play.

The Golem Forge: a brand-new map

The new map has two wide lanes, 5 versus 5, in the Obsidian Slopes. The Forge sits in the middle: everything that dies inside it (minions, mercenaries, monsters and heroes) becomes scrap for the team that killed it. The meter at the top of the screen leans toward whoever controls the center and, when it fills, that team assembles an Obsidian Golem that marches down a lane and tears down towers for 70 seconds. The team that is behind can still deny it: just keep fighting under the forge. The forge is built up stage by stage as the meter rises, and each team sees it glow in its own color.

The Golem Forge: a brand-new map

Mercenaries and camps

Six camps of Velmora's peoples (Sorrak Spearmen, Red Tower Spitters and Troglodytes) are spread across the map. Defeat one and the band fights for you: spearmen and spitters wipe out enemy waves, and the Troglodytes go after structures. Each camp has its own set dressing, and jungle monsters now come one at a time: pull one and the others stay home.

Mercenaries and camps

Brush and ambushes

Step into the brush and you vanish from the enemy's sight. Wait for your opponent to walk by, pop out by surprise and unleash your combo: the ambush is now a real play, and the AI heroes know how to use it too. When an AI comes to gank, it heads back to its own lane as soon as the play works (or fails) instead of staying to steal your minions.

Brush and ambushes

New heroes and the Druid

There are now 15 heroes, three per role (tank, marksman, mage, support and jungler), all with names and stories from Velmora. The Shapeshifter Druid is the jungle hunter: the Swarm chases one prey at a time, the Stinger Cloud clears a whole camp and the Bark Colossus turns into trunk and moss for 3 seconds, with a shield that absorbs damage. Only heroes with a jungle kit go to the jungle.

New heroes and the Druid

Draw and Pick

Two new 3 versus 3 modes on a single lane. In Draw, every level gives you a random ability: every match is different, and ultimates show up from level 5. In Pick, you open an ability shop sorted by category, with search by name, and buy the ones you want; level each one up by clicking the + or the learn key. The library holds hundreds of abilities.

Draw and Pick

Abilities, particles and camera

Every ability has its own particles, in the color of its school (arcane is purple, fire is orange, nature is green) and aimed where you aim: shields, projectiles and waves point the right way. When a minion falls, only the +gold and +XP of whoever earned it pops up: no explosion on every death. There are options for graphics quality, the locked camera (Y) and the free camera (space recenters).

Abilities, particles and camera

Shop, scoreboard and match

The shop has 78 items shelved by type (attack, magic, defense, movement, support and jungle), with search by name or effect, usable items on their own keys and rebindable hotkeys. Hold Tab to see the scoreboard, without the enemy team's picks. In the lobby you choose your hero, your pair of summoner spells and, if you want, play with no AI filling the empty slots, for a one-on-one or just among friends.

Shop, scoreboard and match

Tower defense upgrades, a base pack for creators, world interface layouts and more forms in the workshops

Kart in the race garage, tower defense weather, side-view feel, wounds and a leaner world list

Zones, classes, quests and crafts for creators, tower defense, kart racing and new 3D animations

Hero arena fixes

The hero arena as a full game, and spells that need you to face the target in 3D

Extraction in high resolution, hero arena in 3D and a fix for the start screen

Hero arenas, more readable expeditions, a lighter side view and seven demonstration worlds

Basketball, gymkhana and rally worlds, sports and races for creators

A race with seven vehicles and mounts, and worlds that take you straight in

Demonstration worlds, community servers, open maps and a classic side view

Worlds on the server, team expeditions, side view and a faster open world

World directory, side view, refuge stash and sockets

Community worlds: their own interface and a grid bag

Create with an AI

Community worlds, World and Item Workshops

Spell Workshop: Ricochet, test scenarios and ice art; publish your project

Spell Workshop: play your spell

Spell Workshop: free rules and your own icon

Creature Workshop: no level limits

The Spell Workshop and Create

Your own drawing in the Workshop

The Workshop Forum

Bestiary portraits and the Creature Workshop

Druid of the Cycle, the Barbarian and professions of our own

Your characters, saved online

Class Orders

The World's Chimney

World events

Eleven classes, three factions

Play with your Steam friends