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Concept Art! Weapons, mostly on the lower end of the power spectrum. I assure you, there are super-sweet weapons on the game already.
Concept Art! Figuring out what types of outfits our mystics would wear. Jackets? Sashes? Wrapping layers of fabric? What's hot in the Yondering Lands this century?
Continuing in the vein of monster reworks, it always feels good to go back and give that clean-up pass to monsters who have waited so patien...
Monsters are getting a visual upgrade. Oh yes, yes they are. Read about it in our latest blog post.
Concept Art! Early version of our beefy cultist brute. To this day, remains beefy.
I've got a special place in my heart for Drauven, even though in some ways they're our least "original" monsters (lizard-people have been ...
Blog post on revisiting the look and feel of one of our monstrous enemies. Not always easy to take a look at past work, but it is important.
Concept Art! Though the idea of pleasant spirits on the game board (who give you advantages if you reach them within a certain number of turns) has been shelved for a long while, it hasn't been completely abandoned yet.
まだ誰も見たことがないような最前線の作品を紹介してゆく「Indie Pick」。第524回目は『Wildermyth』を紹介する。『Wildermyth』は名も無き一団を率いて、苛酷な選択を強いられながらも英雄を目指すシミュレーションRPGだ。
Well, gosh, another preview article. How cool is that?
DID YOU KNOW: You can make an animal freaky and insectoid by changing the direction of its jaws? Try it with alligators! Try it with other things!
D&D ALLO STATO PURO Con Wildermyth è stato amore a prima vista. Sarà il design “semplice” ma accattivante che ricorda le illustrazioni di Giulia Orecchia ma in versione... Continua a leggere
Fantastic article, SafariGames took the time to really understand what we're building, and we're thrilled that it's coming across so well!
Concept Art! Before Thrixl had their official name, we knew we wanted some type of monster that was close to a dragon, but not quite. Mixing dragon and insect appearances seemed promising.
We want some of our mission maps to eventually include ruins, because ruins are like the chocolate sprinkles of fantasy worlds, you just so...
Blog post! We're giving the battle maps a visual upgrade -- including variants for the architecture based on the overall environment.
Concept Art! In the early days of concepting UI, we dreamed of lavishly illustrated dialog boxes. Turns out those sorts of things aren't terribly practical though, since they don't scale easily.
Our latest work on mission environments This is a shot of SiteLab, the tool we use to iterate on procedurally generated mission maps. P...
We've upgraded the look of our battle maps. More flavor, more individualization, more varied gameplay.
Sketch art! Ruined villages used to figure much more prominently into the types of environments we'd have our heroes fighting in. We still have ruins, but things are trending a bit more . . . monster-y.
Sketch art: Even things like tables have to get sketches. Because we're pushing the 2D look, we're a little more free to mess around with warping perspective ... to an extent. (We've got some more monster-specific furniture in the pipeline.)
A step into the past: sketch art. This one is of the rager (original portmanteau name: boargon), with focus on how the tusks would be warped.
We've hit alpha! For us that means that the broad outlines of the complete game are present. All the major systems exist and function, t...
We hit alpha! Hooray! Did you get an alpha key in your inbox? Perhaps you want to sign up for our mailing list via our website in order get in on future beta? http://wildermyth.com