Wizero BattleBack to the game

Wizero Battle

Changelog

Everything that has shipped, newest first. Work that is still in progress is on the roadmap instead, so that everything on this page can be trusted to be live.

Looking for what is coming? The roadmap lists what we are building now, including the problems we know about and have not fixed yet.

1.92Preparing for launch

Changed

  • Full game purchase policies remain available while sales wait for the official launch.

Fixed

  • Support and refund requests now reach the Ingenious Tools support desk.
  • Data deletion requires email verification and removes the records used by the web license service.

Web bundle game-v192

1.90Living heroes, clearer battles

New

  • Morrigan, Caelum, and Vesper now perform distinct animated magic in their hero portraits.

Changed

  • Desktop Chronicle films use clearer widescreen video with their original proportions.

Fixed

  • Your chosen hero names appear throughout menus, rewards, encounters, and story captions, and remain saved after reopening the game.
  • Enemies leave room for one another, and soldier hits use visible impact effects without shaking their animations.
  • Stopped prisoner cages stay in place while their captives await rescue.
  • The oath screen has a properly framed fantasy backdrop, and menu, tithe, and oath labels fit their painted panels more consistently.

Web bundle game-v190

1.89A gentler opening

Balance

  • Bosses have less health, with the largest reduction in the first four stages.
  • Boss attacks deal less damage, and early bosses move more slowly.

Web bundle game-v189

1.88A clearer first adventure

New

  • Campaign backups can be exported and imported in the web game, with recovery notices when device storage fails.

Changed

  • Phone settings, spellbook, pause, and results use larger live labels; unlocked spells appear first.
  • Each magic school has three new volley sounds, with distinct question feedback and clearer voice priorities.
  • Combat glows and foreground haze are softer, with less stretching during melee attacks.

Balance

  • Boss health has been retuned against campaign progression, including armor, arriving troops, and persistent upgrades.

Fixed

  • The opening guide pauses danger while you practise firing, answering, formations, spells, and your ultimate.
  • The final retry explains the campaign reset before you spend it.

Web bundle game-v188

1.87Lighter boss fights

Balance

  • Every boss now has 12% less health, while captains and ordinary monsters are unchanged.

Web bundle game-v187

1.86The road answers back

The first-hour, long-road progression, combat feedback, reliability, and direct web purchase work now ship together.

New

  • The road now teaches movement, firing, formations, spells, the ultimate, and results as those actions become relevant.
  • Last Stand intercepts the first blow that would wipe a healthy formation and leaves one soldier fighting.
  • Answer chains persist between corridors, stay visible, pay reinforcements, and ignite a damage surge at twelve.
  • Victories announce newly unlocked modes, and returning commanders are welcomed only when there is meaningful news.
  • The Ascendant Rite turns late-campaign Aether, relics, and hero experience into a compact permanent progression path.
  • The Corridor of the Day now has a title-screen door, a complete battle route, and a recorded finish.
  • Bulk summoning and automatic merging preserve the existing odds and protect named veterans from being consumed.
  • The Chronicle now displays Ironmarch, Long March, Black Road, and Reckoning records that were already being saved.
  • The website now handles checkout, licence delivery and activation, refunds, feedback, and data-deletion requests directly.
  • Privacy, terms, licence, refund, support, data-deletion, changelog, and roadmap pages are available from the public site.

Changed

  • New Campaign enters the road immediately, while covenant choices begin later and may be declined.
  • Prison blocks open in about half the former time, show every sealed hit, and no longer stall or overload the corridor.

Balance

  • The opening corridors give new commanders room to learn, and the first wrong answer in each corridor no longer costs soldiers.

Fixed

  • Defeat reports identify the casualties that actually ended the run, including soldiers lost to wrong answers.
  • Forked math-box rewards now pay the lane the formation is visibly standing beneath.
  • The defeat elegy can be skipped, cleared corridors cannot end a campaign, and a single bad render frame can recover safely.
  • Native builds can submit shared scores, Black Road unlocks only after the campaign, and licence failures now appear in game.

Web bundle game-v186

1.85

Changed

  • The balance guide is readable at a glance, with the short version one tap away from the detail.

Fixed

  • Health and focus bars now update at the display's own rate instead of the simulation's, so they no longer stutter on high-refresh phones.

Web bundle game-v185

1.84Support and feedback

The first release with a way to reach us from inside the game.

New

  • A support and feedback hub: ask for help, report a bug, or suggest what the game should become next, with no account required.

Web bundle game-v184

1.83Balance update

Changed

  • Stages open with a soldier count matched to the corridor, so the first encounter is no longer a coin flip on what you walked in with.

Balance

  • Boss, ordinary-monster, and captain health were retuned against measured run data rather than against each other.

Fixed

  • Freed prisoners are drawn where the convoy actually released them.

Web bundle game-v183

1.82

Changed

  • The Android build targets API 36, as Google Play now requires.

Fixed

  • Prisoner convoy anchoring was corrected against the painted art.

Web bundle game-v182

1.81

Fixed

  • Assorted corridor and interface corrections.

Web bundle game-v181

1.80

Fixed

  • Assorted corridor and interface corrections.

Web bundle game-v180

1.79Controls, enduring bosses, and authentic audio

Changed

  • Projectiles are drawn larger on phones, so a shot is legible on a small screen without changing what it does.
  • Late bosses hold their ground longer, and their idle behaviour reads as waiting rather than as a pause.
  • Storm flicker, portal plumes, and the light sweep were rebuilt from recorded sources instead of synthesised ones.

Web bundle game-v179

1.78

Fixed

  • Combined snapshot release covering the preceding corridor and interface fixes.

Web bundle game-v178

1.77

New

  • The Android beta, with the native bridge for exiting the game and opening links.

Fixed

  • Animated call-to-action buttons keep the artwork that overhangs their frame.

Web bundle game-v177

1.72

New

  • Wick's flight tour guides a new commander through the Sanctuary.

Fixed

  • Title music and the vortex loop no longer restart or overlap when returning to the menu.
  • An empty veteran roster explains itself instead of showing nothing.
  • Taking a covenant vow launches the stage it was sworn for.

Web bundle game-v172

1.65The Wild Road

New

  • The Wild Road, and the prison convoys that travel it.

Web bundle game-v165

1.64

New

  • A rune fork pool with authored pairs, so the road's choices stop repeating across runs.
  • First-party product telemetry with a fixed event allowlist, off by default, honouring Do Not Track. It is still not switched on in any published build.

Web bundle game-v164

1.54

New

  • The interface is available in English, Chinese, Korean, German, French, and Spanish.
  • Asset integrity is verified during the web game preload, so a corrupt download fails loudly instead of rendering blank.

Fixed

  • Web start-up no longer stalls behind a stale asset cache.

Web bundle game-v154

1.41The Arcane Chronicle

New

  • The Arcane Chronicle records your campaign's history.

Fixed

  • Resetting the Chronicle explains exactly what it will erase.

Web bundle game-v141

1.35The cinematic sales experience

The public launcher became a full site: the Portal Awakening intro, equal Demo and Buy actions, five campaign chapters, hero selection, comparison, and licensing help.

New

  • The Forgotten Realm is the opt-in theme for the website and the full-game offer. It pauses for gameplay and never enters the ordinary title rotation.
  • The in-game offer has authored phone, short-landscape, fold, and desktop compositions rather than one scaled layout.

Web bundle game-v135

1.20Corridor decisions

Seven systems aimed at more real decisions per minute, rather than more spectacle per decision.

New

  • Six authored stage shapes rotate across the campaign — Open Road, The Long Dark, Harvest Road, The Hunt, Starless March, and Siege — instead of one twenty-beat skeleton.
  • Blood Price shrines let you spend troops for a corridor-long advantage, and can never take you below five soldiers.
  • A returning Nemesis Captain announces its own body count, and returns half the soldiers it took when you finally put it down.

Changed

  • The Rune Road fork happens on the road while the wave is still alive; you steer into the arch you want, and the pair alternates sides so it cannot become muscle memory.
  • Committing to a boss attack opens a weakpoint, and focused volleys landed inside a telegraph feed the interrupt directly.
  • Covenant offers are seeded per run rather than being a fixed function of the stage.

Web bundle game-v120

1.02The Survival Covenant

New

  • Victories that preserve most of your formation earn a performance bonus in Aether and relics, and a flawless victory adds a separate Perfect Survival award.

Web bundle game-v102

1.01The Living Sanctuary

The campaign reached its full length: 24 stages across six acts, with the Pale Court story beginning at stage 13.

New

  • Stages 13 to 24 add three biomes, nine monsters, three captain variants, six hazard families, and twelve three-phase bosses.

Changed

  • Existing saves migrate in place: a completed stage 12 unlocks stage 13, every resource and setting survives, and mastery expands to 72 seals.

Web bundle game-v101