Wildcrest

Changelog

What's new in Wildcrest

Every update, newest first. Play the latest version in your browser.

Ride the wind

Moving well is now half the fight. Glide over the crowd, ride updrafts, land hard to blast Hollows away, and build Breeze to power up your creatures.

New

  • Glide. Hold jump while falling to drift down under a big leaf and keep your momentum over the crowd.
  • Updrafts. Columns of swirling leaves in every meadow launch you high into the air.
  • Gust landing. Come down from a height and a ring of wind throws nearby Hollows back. It’s your way out when you’re surrounded.
  • Jump over danger. Telegraphed shockwaves and orb rings pass beneath you if you’re high enough.
  • Breeze. Running fast, gliding and near misses fill a meter that makes every attack up to 30% faster and 20% stronger. Standing still or getting hit drains it.
  • Slopes. Run faster downhill and a little slower uphill.
  • Creatures now walk with a bouncy, waddling gait.
  • The armory at Camp shows one row per gear set, with its set bonuses and a detail panel for each piece.

Changed

  • Hollows find their way around trees and rocks, and they no longer shove each other. Wardens and guardians crash straight through the undergrowth.
  • Busy fights stay readable. Attack effects thin out as the screen fills, and new options offer reduced effects and fewer damage numbers.
  • Damage numbers are bigger, outlined and stay up longer.
  • Chests have a proper curved lid and open toward you.

Fixed

  • Movement is smooth at any refresh rate.
  • Damage numbers no longer appear next to you for hits that happen off screen.
  • Webs and danger circles follow the ground instead of clipping into slopes.
  • The mouse wheel no longer zooms the game while a menu is open.

Things that last

Runs end, friendships don't. Your creatures, their kinship and your best gear now carry over, with Glimmer to spend at Camp between runs.

New

  • Your collection. Every creature you befriend stays with you and can lead later runs.
  • Kinship. Friends grow closer every run they join. Each rank adds damage, and high ranks start the run at a higher bond.
  • Glimmer and Camp. Every run earns Glimmer, spent at Camp on lasting upgrades: health, damage, speed, luck, rerolls, a second starting friend and more.
  • Rarity. Every card rolls Common, Uncommon, Rare, Epic or Legendary, and rarer cards give much more. Luck tilts the odds.
  • Gear. Six slots, a gear set for each stage with bonuses for wearing 2, 4 or 6 pieces, Legendary perks like falling stars and a second wind, and coin upgrades up to +5.
  • The armory. Gear you wear when a run ends is saved. Choose a loadout to bring into the next run.
  • Elites, wardens and guardians. Elites arrive with modifiers like Swift, Warded and Splitting. A warden appears mid-stage, and every guardian grows stronger with your party and becomes enraged at half health. All of their big attacks are telegraphed.
  • Damage meter. See total damage, damage per second and share for every creature and perk, and reset it whenever you like.
  • Mastery and Boons. Creatures at full bond keep growing, so upgrades never run out.

Changed

  • Gear found together arrives as a single cache of the best pieces.
  • Spirit shrines show a pillar of light, a charge ring and what they do.

Fixed

  • Sounds no longer stack when many things happen at once.

Into the meadows

Wildcrest becomes a roguelike. You're a young tamer crossing meadows overrun by Hollows, and your creatures fight for you.

  • Survive each meadow while the creatures who join you fight with their own signature moves.
  • Eight creatures, each with its own attack: fireballs, waves, leaf rings, whirlwinds, darting bites, sticky silk, shockwaves and homing wisps.
  • Level-ups offer new friends, stronger bonds and eleven charms.
  • Three stages, each ending with a guardian: Sunlit Meadow, Rainy Thicket and Moonlit Hollow.
  • Chests, spirit shrines, and crowds of Hollows under a violet veil.
  • A storybook paper interface, and a live demo run behind the title screen.

The first Wildcrest

Before the roguelike, Wildcrest was a turn-based creature RPG in 3D. It is preserved in the project's history.

  • Sculpted 3D creature models, baked ahead of time so the game loads quickly.
  • A painted storybook look: warm light, big drifting clouds with their shadows sliding over the ground, and wind gusts sweeping through the grass.
  • Towns, a great tree, a mossy cave and spring, and turn-based battles.
  • A full-window, modern interface.