Content Update: Settlers and Bounty Hunters



Settler Camps


This update includes a number of new quests and more content to fill out the world. You can now find settler camps scattered across the land. Trade with their merchants, and talk to them to receive quests or hints about things in the area.

New Bounty Hunter Quest Line


The Bounty Hunter's guild quest line has now been expanded and includes many new dungeons and points of interest. Talk to the leader of the bounty hunter outpost in the desert to find out how to raise in the ranks.

Changes


- Added settler camps in the Desert, Plains, and Forest zones.
- Expanded the Bounty Hunter quest line, and added a number of new associated dungeons and points of interest.
- Added new weapon drops
- Adjusting the near clipping plane to reduce problems with the camera clipping through walls.
- Added some new visuals to the Museum of Magic.
- New common enemy armor drops now work for enemies in the yonder.
- You can now re-obtain the Dragon Lilly if you've lost it during the quest The Chair Curse.
- Added some new teleport runes.
- Slightly increased the size of dialogue response boxes.
- Fixed torso disappearing at certain camera angles on dead enemies wearing dusters.
- Fixed colliders on some glass cases.
- Fixed description on the plains tower cell keys.
- Fixed description of the bellows weapon.
- Fixed lamp post in lake town being marked as an inn interior object.
- Fixed typo in the failed to place item message during the quest "A Treasure Hunt".
- Shield of souls no longer overwrites cloak of flames effect.
- Fixed an issue where a heal would count as dealing damage for Shield of Souls effect and Soul Splitter talent.

Dev Update: New Outfit Models, Points of Interests, and Fixes.


New Outfits


We added in two new outfit models, the Duster and the Cassock. Both of these new models will replace the clothes of certain NPCs throughout the game, as well as update the models of some items that you can equip.


Changes Near Edge Town


A few things have been updated near edge town to improve the initial experience. This includes the addition of a new quest, a slight improvement to the Tools of the Trade quest, some new NPCs, and more. This is intended to bring the quality of some of the early quests up to more closely match those found in the later game.


Bug Fixes


Thanks to everyone who have taken the time to report bugs and other problems. With the influx of new players since we left early access, we were able to identify a number of bugs that previously went unnoticed. Some of these have been fixed in minor hotfixes, as well as in this update.


Equipment Drops


Previously, wearable equipment drops were, in general, exclusive to bosses and chests. We have now made it so that common enemies also have a rare chance of dropping these items.


Upcoming


We have some larger content additions in the works that will expand the quest line of the Bounty Hunter guild as well as add some new points of interest in the world. This update will likely come within the next few weeks.


Changes


- Added new clothing items: The Duster and Cassock Robe.
- Updated some NPCs with new clothes visuals.
- Fixed some visual issues in Forest Town.
- Fixed some visual issues in Edge Town.
- Added some new small areas to the beginning area.
- Added new potions to some loot tables.
- Bandits can now sometimes drop armor.
- Added some new points of interest to the desert.
- Buffed some repeater rifles.
- Improved the "Tools of The Trade" quest
- Decreased the difficulty of Furnace Master Edgar slightly.
- Added a new quest near Edge Town.
- Portals now save if you've activated them in the Shimmering Caverns.
- Tabitha can now re-give you a key if you lose it during her quest.
- Added collider to keep you from being able to interact with a blocked door by looking through a crack.
- You can no longer dodge while in the air.
- Fixed a hole in the geometry on top of Heaven's Overlook.
- Fixed overlapping floor geometry in museum of magic.
- Fixed malformed bottles in Elron's house.
- Fixed falling bottles in the mountain town blacksmith shop.
- Fixed some colliders on the exterior of Nigel's house in Down Town.
- Fixed a tilted shrine rock in Tinderfall Hollow.
- Fixed being able to interact with a secret door early in the abandoned wizard school.
- Fixed z-fighting on alchemist's shack in plains.
- Fixed the water effects of Lake Town's lake not extending deep enough.
- Removed collider from ice on the Brine rife, which could intercept spells.
- Fixed Gavyn still blocking the cellar door even after you have completed the quest Private Eye.
- Added tip when you start on how to wield your weapon.
- Fixed a bunch of typos.
- Soul Splitter orbs now fall to the ground, so they no longer get stuck way in the air.

Wild West and Wizards Has Officially Launched!


Howdy everyone!

The day has finally come. Today Wild West and Wizards officially launches on Steam, leaving Early Access. I want to go over what has changed since the Early Access launch and what updates are coming to the game after launch.


WHAT’S CHANGED SINCE THE EARLY ACCESS LAUNCH?


Since the launch on Early Access back in August we’ve added a slew of new content and improvements to the game. Our main goal was to get the game more polished and make sure there was plenty of content to keep you engaged while you explore the new frontier. Here’s a list of some of the major changes we’ve made since then. 

- Two brand new classes have been added: The Witch Doctor and The Gunslinger. These classes come with unique starting abilities and their own talent trees changing the way you play the game. 
- New Map UI and quest marker system making navigating more fun but still leaving a sense of raw exploration to the game.
- Graphics improvements such as volumetric lighting and an updated UI
- New AI animations and physics
- A complete main story quest line with access to all three wizard tower dungeons
- New points of interests, puzzles, items, abilities, and side quests added throughout the world
- Performance improvements and bug fixes

These are just some of the changes we’ve made but overall we’re very happy with the state of the game and feel there is a ton of content to experience that should keep you busy exploring the Wild West for quite some time. 


WHAT’S TO COME


Our main focus with the post launch updates is to continue to add content such as quests, new points of interest, and new items for you to earn. The next update will feature multiple brand new high level bounty quests you can pick up in the various towns. These quests will take you to new dungeons and caves with puzzles, new enemies, loot, and of course, secrets. We also are planning some updates to add more quests to the guilds such as The Assassin's Guild and The Bounty Hunters Guild. 

We will share more about these new updates in the coming weeks.


WHAT’S NEXT FOR LAVABOOTS


In addition to working on new content for Wild West and Wizards, we are also working on our next project, a sequel to our open world pirate game, Salt. Salt 2 is still early in the works but we can’t wait to share more with you. Follow us on our social channels such Discord, Twitter, and Facebook for updates. 


Thank you so much to everyone in our community who has helped us shape Wild West and Wizards into the game it is today. Happy questing!


Leaving Early Access and What's Next


We are excited to announce that Wild West and Wizards will be officially launching on Steam, leaving early access some time next week. We've had such a great time developing this game alongside the community and are proud of the world we've created together.

I want to go over what this means in terms of support for the game going forward, as well as what our plans are for the next project.


Post Launch Updates


We started working on Wild West and Wizards a little over two years ago. One of our main goals with this game was to cut our development time down to a two year cycle, but also increase the quantity and quality of content compared to our previous game, Salt. This was a challenge because this game, unlike Salt, was not procedurally generated. This means we had to build the entire world by hand which in theory takes a lot more time. 

Overall we are very happy with the amount of content in the game. Currently there are over 200 points of interest to discover, over 80 quests, three classes with unique talent trees, hundreds of items to loot, and a lot of secrets and puzzles spread across the world. Right now our development team only consists of two people, which means it can be a huge challenge trying to balance content, quality, and time with development. A lot of this also depends on how well a product sells which heavily influences how long we can support ourselves and the game. 

That being said, Wild West and Wizards didn't perform as well as we'd hoped but we were still able to complete our roadmap for the game and implement a ton of content. After launch, we'd like to continue to support the game with a least a few more content updates. The updates will include things like brand new bounty quests to complete, new large points of interests to explore, new quest lines, and new gear and loot to earn. We will also be fixing bugs and things of that nature as well.

From Desert to Sea


So what is next for us at Lavaboots? Some of you will be happy to know we will be working on a sequel to our open world pirate game, Salt. With Salt 2, we'd like to drastically improve the visuals and aesthetics of the game from the original, as well as focus on what made Salt so fun to play and add some new twists as well. A large focus with the sequel will be on exploration, crafting, and ship customization. We want you to really be able to make a cozy home on your ship and spend a lot of time crafting and making it unique to you. 

Obviously right now we are in the very early stages of development and design with Salt 2, but we will be releasing more info on that soon. We plan on taking the same approach that we did with Wild West and Wizards, which is to increase quality and content, but decrease the development time so that you can play the game quicker and get updates faster. 


We are so appreciative of our community and couldn't make these games without you! Stay tuned over the next few months for more updates on Wild West and Wizards, as well as updates on the development of Salt 2. 


Thanks for reading!

Dev Update: New Map and Expanded Main Quest


Howdy everyone!

We're happy to have finally our next update out which includes a lot of great new changes. Let's dive in.

MAP UPDATE




One of the major features of this update is a brand new map interface. It features a full 3D top-down view of the world and shows your current position, points of interest, teleport runes, and waypoints for your current quests.

MAIN QUEST



The update also includes expansions to the main quest line through unlocking and completing the second wizard tower located in the plains.

WHAT'S NEXT?


Next up, we will be working on expanding the main quest further up through the completion of the third and final wizard tower located in the forest. Additionally, work will begin on creating a second class to choose upon character creation.

CHANGES


- Updated map.
- Progressed the main quest.
- Added map button to journal quest entries which opens the map to that location.
- Added new sign posts to the desert to help more easily discover new points of interest.
- Added new points of interest to the plains.
- Added some new lore books.
- Fixed an issue with the portal in the abandoned church near mountain town not staying active.
- Fixed problem where bullets would hit an invisible collider near where you start.
- Fixed an issue with the key to the Byrne residence not spawning.
- Reduced stamina cost per second to sprint from 5 to 0.
- Fixed problem where you would get the like the dead debuff in the chamber of mourning.
- Fixed problem where temple of desolation entrance visuals would pop into view.
- Fixed a lot of deformed chests.
- Added colliders to top of glass cases.
- Fixed desert lockstones setting quest values no matter if you had finished the quest already or not.
- Fixed finley being back up in the air after you saved him already.
- Fixed some instances where cemetary fences didn't have colliders.
- Fixed collider on "lone statue" in forest.
- Harvey is no longer a chair if you return to him after you have finished his quest.
- Fixed where you could bypass the lock to get into dimlight cavern.
- Fixed down tree clipping through rocks near forest wizard tower.
- Fixed problem where statue of salena would not appear after you got the quest if you didn't unload the area first.
- Fixed fence going into d1 from c1 popping out of nowhere when the sector loads.
- Fixed possible sequence breaking of private eye quest. It now updates if you teleport out of the locked cellar.
- Abigail now checks your inventory space before giving you a key.
- Journal in Dustbone Cemetary now has a name.
- Fixed Westshire Cemetary fence having no colliders.
- Fixed alchemist's shack in desert not visible until you get right up to it.

New Update: Fire Wizard Tower, Balance, and Fixes


This update is primarily focused on progressing the main quest line, which now takes you up through the first wizard tower. It also includes a number of bug fixes and other minor changes.

The plan for the next update is to continue work on finishing the main quest line. Additionally, we will be looking into improving the map to be more user friendly.

Changes


- Continued the main quest up through completing the first wizard tower.
- Added resolution and full screen options in the in-game settings.
- Updated the fire rate on some revolvers.
- Added a new Arcane Orb ability.
- Most torches now have holder models.
- The Prophet's Sanctum jump puzzle is now a little easier to complete.
- Fixed some visual issues in The Shimmering Chasms.
- Added volumetric lighting to some caves.
- Added new teleport runes to some areas.
- Fixed a problem where the door to the building for "A Treasure Hunt" quest would not open.
- Added dynamic and more descriptive bullet points for all stats in the inventory screen.
- Fixed an issue where the Dragon Lilly sometimes wasn't lootable.
- Fixed an issue where Esther wouldn't open her merchant interface after you completed her quest.
- Fixed an issue where you couldn't loot a key in a bucket.
- Fixed a bug at the Landry Residence that prevented a door from opening when reloading the game.
- Fixed some visual issues in the B1 church cave.
- Fixed an issue where a key in Evior's house didn't go to anything.
- Bert now knows if you've rescued Emily.
- Fixed some typos.
- Fixed colliders on some cliffs not being right.
- Some nature abilities are no longer tagged as heat abilities, which caused them to activate heat-based talents.
- Hollow Point Ability now deals more damage.
- Packed show now costs less mana.
- The cost reduction of leveling hollow point and packed shot are no longer as dramatic.
- Fixed the Unearthed Behemoth spawning before the statues are deactivated.
- It will now alert you if you are out of inventory space when trying to pick up certain items.
- Ice Mage and Fire Mage talents now have increased effects.
- It now saves that you have rescued Rosie, and she will no longer spawn in the cage after that if so.
- You can now ask the wizard for another draught of death potion even after you have finished the Hall of the Dead quest.
- Harvey's curative potion is no longer able to be sold.
- Fixed the timeless revolver special effect increasing damage on all types of ammo if you had basic ammo selected.
- You can no longer upgrade the ability granted by the mask of the assassin.
- Fixed effect on the healing hat.
- Enemies no longer play a queued stagger animation after a spell cast animation.

New Update: Main Story Quests, Boss Mechanics, New Abilities, and More!

Howdy everyone!

Here's a look at some of the new content you can expect to see in today's update.

Main Quest



A main focus with this and the next couple of updates revolves around the implementation of the main quest line. We plan to add a little more of it each update until it is complete. This update extends the quest from where it left off before. If you have previously worked on the main quest, you should find the quest in your journal to know where to continue.

Boss Mechanics



As part of some of the future elements of the main quest line, we will require a system to create boss battles with more interesting mechanics. We went ahead and implemented the basics of the system and updated the boss in the Edge Town Cave to be a slightly more interesting boss battle. We will update more world bosses in the future.

Interface Improvements



This update includes a few additions to the interface. We have added the ability to compare an equippable item with one that you have equipped. To do so, mouse over the item and press shift. Rarity colors that were previously hard to read have been adjusted slightly for better readability. Quests that are part of the main quest line are now visually different from other quests in your journal. Some items in your resource tab now have small icons in the top corner to indicate if they are quest items or just strictly for selling in order to make it easier to decide what to sell at merchants.

Abilities




We have added some new abilities that can be obtained throughout the world. These include two types of healing spells, an ability to regain mana, and a short distance teleport. We have also made changes to some abilities. There were a number of abilities (such as those that affect weapons) that naturally improved with your character or equipment level, but for which the ability level had no effect. These have been changed where they will increase in mana cost as you gain levels, but upgrading them will reduce their mana cost.

We have added the functionality required for abilities that buff you to be toggled on and off. A number of spells of this nature no longer grant you a temporary buff. Instead, they can be toggled on and off. Note that removing an ability from your ability bar will now remove all buffs given by that ability. We have also enabled abilities to be removed from the ability bar by dragging them off.

Patch Notes


- Fixed an issue where you could see areas with no terrain from certain spots in the plains.
- All buff abilities can now be toggled.
- Increased the number of upgrade orbs needed to upgrade items past lvl 20.
- Fixed a bug where the second level of the Ice Affinity talent did not modify the correct stats.
- Cave engineer's boots are now uncommon items instead of common.
- Fixed a bug where you would rarely hear a female greeting sound when reading lore books.
- Fixed an issue with Anna the merchant selling only one of some bullet types.
- Reduced the amount of armor that ice armor grants.
- Reduced the cooldown time of packed shot and hollow point abilities.
- A number of spells that used to not be able to be upgraded or did nothing when upgrading have - been fixed. Generally, upgrading these spells reduces the mana cost.
- Added some new abilities.
- The color of damage taken numbers is now dependent on the type of hit or healing.
- Fixed bug where an enemy's shouts can cause friendly npcs to attack you.
- Enemies can now hear your footsteps if you are close enough.
- Slightly increased the chance of wizards to drop spell scrolls.
- Added new quests and areas for the main quest line.
- Added new boss mechanics to the boss of Edge Town Cave.
- Added boss health bar that appears when fighting certain boss enemies.
- World health bars now have a slight animation when health is reduced.
- Adjusted atmospheric visuals in Edge Town Cave.
- Fixed a problem that would cause interface elements to not scale right with very wide resolutions.
- You can now drag abilities off of your ability bar to unequip them.
- You are now asked "are you sure?" before quitting.
- Made rare and epic rarity colors easier to read.
- Fixed bug with scarlet repeater and Soul Taker where the special effect would not always work properly.
- Important quests are now visually different in the quest journal.
- When some buff abilities are unequipped from the hotbar, the buff's effect is now removed.
- Some abilities can now be toggled on and off.
- Abilities can no longer be changed while in combat.
- Added compare inspection window (Press shift while inspecting an item).
- Adjusted enemy AI so that they now can lose sight of you correctly in certain circumstances.
- Added icons to quest items and sellable only items.
- Added hotkeys for count selection UI (when selling/buying items).
- Improved scorpion lock-on location and increased their XP value.
- Fixed inanimate objects sometimes having an audible dialogue greeting.
- Fixed a typo in Lulu's dialogue.
- Fixed some scaling issues in the A1 wizard basement.
- You now pull out your weapon from the bottom of the screen instead of the top.
- Fixed health potions not always healing correctly past maximum.
- Fixed bandages removing all over-maximum health.
- Added bullet point indentation to the description window.


Dev Update: Improved UI, Performance, Volumetric Lighting, and More!


Interface Updates


A large focus of this update was to upgrade the look of the interface. Most placeholder interface elements have been replaced. There are still a few elements which still need to be udpated such as the stat bars for instance, so look for that to come later.


Performance Improvements


We have made some changes that will improve performance for some players, especially those who are CPU bound. The day/night cycle in particular was a source of a lot of CPU overhead. Instead of updating the sun and moon positions every frame, we now keep up with what time it should be internally, but update it visually only at strategic times, such as when you are going through a door or teleport. This will hopefully improve frame rate overall.


Volumetric Lighting


We have added volumetric lighting to the world, which adds a slight fog to the distance, and adds sunshafts. We think it especially improves the look of night-time. This can be disabled in the in-game options if you prefer it the old way.


Content


While a large part of this update was focused on interface, performance, and graphics, we also added in a couple of new quests and points of interest to further progress on our mission to pack the world full.


Patch Notes


  • Performance improvements.
  • Updated much of the user interface.
  • Removed the additional keybinding (I) for opening your inventory.
  • You can now rest for certain numbers of hours in beds.
  • You are now healed by resting in beds or sleeping bags.
  • Made jumping a little easier.
  • Weapons are no longer holstered by default when you equip one.
  • Added tips that pop up near the beginning that teach some basics of the game.
  • Fixed loading screen fading before the world fully loaded.
  • Added tips to loading screen.
  • Adjusted the revolver held position.
  • Added volumetric lighting. This can be turned off in the options.
  • Implemented a couple of new quests.
  • Fixed an issue with the Statue of Selena respawning after being looted.
  • Epic weapons now sell for more gold.
  • The chest in the ruins graveyard shed now is a safe more level appropriate items.
  • Fixed an issue where you could get through the Brinwall Hollow gate without a key.
  • You can no longer fall through the world when entering Ryan's cellar.
  • You can no longer interact with the blank scrolls on bounty boards.
  • Fixed an issue with the cemetery fencing near Sureshot's Retreat not having colliders.
  • Fixed some visuals with the fencing around the Chapel of the Righteous.
  • Fixed an issue with one of the buried statues not having a collider.
  • Fixed an issue with some abandoned cabins not having wall colliders.
  • Fixed some visual issues in Scarlett's Estate.
  • Fixed visual issues with some bandit camps in the desert.
  • Fixed some typos.
  • Fixed some bugs with the "Witch's Brew" quest.
  • Fixed bug where some enemies would not change levels in the Yonder.
  • Hitting the holster weapon hotkey will now toggle your weapon's holstered state.
  • Fixed bug where holstering your weapon while you only had one equipped would keep you from pulling it back out.
  • Increased the value on tier1 upgrade orbs.
  • Moved the starting location outside of edge shack.
  • Slightly increased the chance of weapon chest key fragments to drop.
  • Fixed some issues where you sometimes couldn't read the books in the "My Precious" quest.
  • Fixed description on health potions.
  • Fixed not being able to click the buttons on the bottom right of the screen very well.
  • Opening the map now defaults to the teleport rune map.
  • Removed screenshots from feedback reports to make them a little faster.
  • Fixed a bug where volume settings wouldn't save correctly.
  • New characters start with more bullets.
  • Increased the duration of ice armor and cloak of flames.

Wild West and Wizards Early Access Launch


Howdy everyone!

We are so excited to be releasing this game for you all and can’t wait for you to start your journey. 

Here’s a quick link to our launch trailer if you’d like to see what the gameplay is all about. 



A Look At What’s To Come


As you start your adventure in the wild west you’ll be set free to explore at your own pace and discover the world of outlaws and wizards. There are three huge zones for you to explore: the desert, plains, and the forest. Each zone has quests, tons of points of interests, loot, puzzles, and secrets to discover. Here’s a look at just some of the content we plan on adding during the early access period. 

- More player classes and abilities
- More enemy types and AI improvements
- Additional end-game content with a quest line, multiple new dungeons, and bosses
- More clothing models and other visual assets
- More quests and points of interests to discover
- Bug fixes and polishing


Current Features

Cast Your Spells - Learn new abilities, cast an array of unique spells, and become the most powerful wizard in the west.

Discover the World - Explore a vast re-imagined wild west with over a hundred points of interests including homes, settlements, bandit camps, churches, cemeteries, caves, and more! All filled with quests, secrets, and puzzles.

Shoot and Loot - Loot tons of rare armor, weapons, and gold earning your fortune as you fight bosses, find secret treasure chests, and complete quests.

Customize Your Character - Level up your character and unlock new talents unique to your chosen class.

Stop by the Saloon - Discover towns and settlements filled with people, quests, and unique items to buy.


Also, don't forget to join our communities and let us know your feedback! Thanks for reading!

Dev Update: Character Avatar, New Abilities, End Game, and More!


Hey everyone!

It's been a busy but great few weeks here at Lavaboots. We've ran a small closed beta which has helped us balance the game and fix a ton of bugs, making the game much more polished for early access launch (coming very soon by the way.) We've also been implementing a lot of new quality of life changes, new content, and a slew of other new things.

Here's a quick look at just some of the content we've been working on recently.

Character Avatar


We love loot as much as the next person, but it just feels special to be able to see that loot on your character. That's why we implemented a system where you can see your character in your inventory and most of the equipment you have as well. We've also implemented a character creation system where you can do some small customization with your character's appearance before starting a new character. This change has really helped hone in on the RPG feel of the game and we're very excited to have it in. 

New Abilities


We knew before launch we needed more spells in the game and so recently we started working on implementing some. While we've still got more to go, we feel like we now have a decent base and variety of spells to earn throughout the game that will make you think about your playstyle. We've got multiple new damage spells such as fire bolt, orb of poison, or fire zone if you're into area-of-effect abilities. We've also added lots of new buff spells so you can buff certain stats before going into battle. 

As I said we've still got a lot more abilities we want to add and will continue to implement them as the game develops. 

End Game


Max level in Wild West and Wizards is level 20 but the game doesn't stop there. This past week we've been working on implementing some end game functionality so you can still earn good loot and experience a challenge past max level. As of right now, when you hit level 20 you'll have the option to transport yourself into an alternate dimension version of the game that looks much the same, except the enemies and treasure chests are all scaled up much higher. You'll also be able to continue to earn xp and every level you would gain past level 20 will earn you a random reward including new gear, weapons, or a rare upgrade orb. In addition to that, you'll be able to level your items a few levels past level 20 using brand new and rare upgrade orbs only attainable in the alternate dimension. 

We will still be adding more to the end game in the future including more unique loot, bosses, and content. 

Map and Travel Changes


We've also recently been working on finishing up the map implementation and changing some travel functionality. You can now zoom all the way out of your map and see any teleport runes you've unlocked. You can then travel to them from anywhere. This way you don't have to unnecessarily travel back to town to be able to use a teleport rune. This helps a lot in preventing you from having to back track over areas you've been too often. 


Weapon Chests


Another new change we've made recently is the addition of weapon chests. You can now find weapon key fragments on enemies every once in a while. If you collect five of these, a blacksmith can craft them into a tiered weapon key for you. These then can be used to open weapon chests scattered throughout the world that guarantee you a weapon drop. 

Other Changes

In addition to adding some new options and settings, we've also added the ability to set your own custom keybinds. This was a big requested feature so we were happy to get this in before launch! 
We've also added the ability to store your items by talking to any banker in town. And of course we've been consistently adding new quests and points of interests, as well as bug fixes and balancing changes. 


As always thank you for reading and we'd love to hear your feedback!




Dev Update: New Bounties, Quests, Lore, And More!


Howdy everyone!

Hope you all a good fourth of July. Here's a quick run down on what we've been working on the past few weeks. Our main goal as of right now is focusing on balancing and bug fixes to prep for the early access launch, but we're also sprinkling in new content as well.


New Bounties


Last week added a new bounty to each town in the game. When you stroll into a new settlment you'll find a bounty board with a wanted poster on it. You can pick up these posters and it'll start a quest to find and hunt down a certain outlaw. Completing these quests will award you gold, upgrade orbs, quest xp, and sometimes unique items. These named outlaws are often found in camps, caves, and other places. We'll be adding more of these bounties after early access launch but we wanted to make sure that each town had it least one wanted quest for you to find. 

New Quests


We also recently added a new puzzle cave area of the game called The Prophet's Sanctum. This is related to a longer quest line requiring you to track down a secret cult and stop them from...well I'll let you figure out the rest once you play. This area adds new puzzles, enemies, and some unique rewards. 

Lore


This past week we also added a lot of new journals and lore books. Now you'll often find small journals and notes at bandit camps, houses, and other places. Sometimes these are simply just the writings of a disgruntled old outlaw, but other times these can hint at unique items buried or hidden nearby. In addition to journals we've also added excerpts from larger texts hinting to some of the back story of the game. 

Other Changes

In addition to new content , we also added in Steam Cloud saving. So now your games will be saved in the cloud. We've also been working on a lot of bug fixes, balancing, and optimization to prepare for early access launch. We want the launch to be smooth as possible, and while I'm sure there will still be bugs we've missed, we're trying to make sure we get everything we can smooth and polished.


As always thank for reading and we'd love your feedback!  

Dev Update: New Guns, UI Work, Quests, and More!


Hey everyone!

It's been a busy few weeks over at Lavaboots. We're trying to go through the game and polish, update, and fix everything we can before an early access launch. We feel the game has a good bit of content at the moment and so our focus is making sure we have all the necessary systems in place and that the game is as balanced and bug free as possible.

Here's a look at some things we've been working on recently!


New Guns


If you've been following Wild West and Wizards, then you know one major aspect of the game is loot. We want there to be a ton of loot and for you to get excited when you open a chest or defeat a boss. We've spent a lot of time adding in different rarities of armor, weapons, and abilities. Most commonly you'll find armor but rarely you'll get a new gun upgrade or a new ability. On top of that, because we have our item level system, you'll be able to spend your gold and upgrade your abilities as you level. 

So for example let's you see find a rare shotgun that you really like at level 7, but then at level 12 it's starting to lag behind some of the current guns you're using. With our item upgrade system, you can level that gun up so it can stay current and powerful with your level. You can also level up armor and abilities. 

Over the last few weeks our main focus as far as loot goes has been adding new weapons. We've been working on adding some static weapon drops at bosses and also a pool of uncommon and rare weapons you can loot from chests. There are currently six weapon types in the world: revolvers, shotguns, double barrel shotguns, sawed off double barrel shotguns, rifles, and repeaters. Within each of those categories we've got different rarities, colors, and stats. Each gun functions differently as far as damage, range, rate of fire, bullet spread, etc. 

Overall we're pretty happy with the current pool of loot (over 300 items and counting) but we will continually be adding more as the game develops. 


UI Updates


We want your experience playing the game to be as easy and intuitive as possible, so we've been doing some work on the UI to make that happen. We've added functionality where you can now pretty much drag and drop an item wherever you want and that there are multiple ways to do things so it's easy to figure out. We've also rearranged some things such as your utility bar and added text to let you know that you can hold certain buttons to open your radial menus. This is an area we'll likely keep updating as we get more feedback but we wanted it to be in a good place at launch and be easy to figure out. 

We've also starting working on a settings menu to let you adjust audio, graphics, and things of that nature! 

New Quests


As always we try to continually add new quests and things to do in the game with each update. We've recently added more quests to the starting area of the game to help you get acquainted with some of the mechanics and to earn some decent loot to get you started on your adventure. In addition to that we've added in a recommended level feature so when you obtain a quest, you can see what level you want to be before attempting it. Some quests may require you to travel farther into the world to some dangerous areas and this will help you know what you're getting into. 

Ice Wizards


We've recently added ice wizards as an enemy that can spawn in addition to the fire wizards. Since magic is a big part of the game, we want enemies to have different abilities they can use on you. This means now you have to watch for wizards casting fireballs that can do damage over time, or wizards casting ice shards that can slow down your movement speed. This is an area we're still updating so that we can have more enemy ability variations in the future. 


Optimization and Bug Fixes


When making a large open world it's very easy to lose performance quickly when developing. There's a ton of things going on all around you and you have to optimize it in a way where it looks good but still runs smooth. We've spent a lot of time doing everything we can to make sure the game runs as good as possible. We use some streaming systems and other things so that you can see far out into the world but it won't bog down your performance. Recently we updated pretty much all building interiors to be their own "loadable" area which has helps a great deal in towns as far as performance goes. We've also built some systems to limit how far away AI will spawn which has also helped quite a bit. 

In addition to optimization we've also fixed a ton of bugs. We've pretty much been playing through as much of the game as possible looking for any issues and trying to polish it up. Our main focus is always to fix any major or game-breaking bugs, but since we've got most of those under control, we've been able to polish and fix a lot more minor things as well. 


Other Changes


Some other things we've been working on include new music and balancing. We're still adding more music to the game but our main focus has been making sure towns have music, bosses have music, and that there are some song variations when exploring the wilds. In addition to that we're still spending a good bit of time balancing the game such as enemy health and damage, how many enemies there are, and what kind of stats the player has as well. 



Thank you for your reading and as always we'd love to hear your feedback! 








Dev Update: Scorpions, New Quests, and New Weapons!


Howdy everyone!

We wanted to give you a quick update at we've been working on over the past few weeks and also an update on release time. Our current goal is to release sometime this summer into early access. The game is in a great state but we're still polishing out content, balancing, and fixing as many bugs as possible before launch. Even though it'll be an early access launch, we want to make sure it's a smooth and polished gameplay experience for you.

With that said, here's a look at just some of the content we've been working on recently!


Scorpions


Now throughout the world you can find scorpions wandering the wilds ready to attack! We believe that there's a good balance between exploration, combat, and quests. Adding in some creatures like scorpions help us achieve that balance. We don't want you to be overstimulated with constant outlaws and bandit camps, but we also don't want super long stretches of the world where you don't encounter enemies. Adding in scorpions helps us make this feel a bit more dynamic. You may be out in the wilderness exploring and instead of hitting yet another camp of outlaws, you might see a scorpion roaming around or be surprised by one shooting poison at you from the bushes. 

There are also multiple scorpion types and some of the rare ones, while more difficult, will offer good loot drops and therefore a reason to hunt for them. 


New Quests


One of our main focuses with this game is to make sure there is a ton of content for you to experience. And as such we are always working on adding new quests. We have tried to strike a balance between quests you get from an NPC, and quests you find naturally while exploring. For example, you may enter a new town and discover there's been a murder and the sheriff wants you to investigate it and track down the killer. Or you may be exploring the wild and come across a graveyard with a rare ability scroll requiring you to complete a puzzle to unlock it. This balance between natural discoveries and quests found through NPCs is something we are always trying to refine but we feel like it's coming along well. 


New Weapons


This game at its core is about exploration, and of course, loot. Loot is very important in a game like this and so we're trying to constantly create new pieces of armor and weapons for you to find. Here's how the loot loop is working as of right now. Most bandit camps or bosses you find can drop a random piece of armor. Armor has different rarities, stats, and an item level that fit different playstyles. You'll find new armor pretty consistently and a lot of your time will be spent taking the armor that fits your playstyle to blacksmiths in order to upgrade its level and stats. 

Weapons and abilities however, are a bit more rare. When you find a new weapon or ability, it really means something. We want it to be exciting to get a new revolver or shotgun, and for it to be alongside you for a decent bit of the journey. That being said, we are adding a decent variety of weapons scattered throughout the world so be sure and explore every nook and cranny to collect them all. Different weapons will be like armor in that they have varying stats, but can also vary in ways such as reload speed, bullet spread, damage drop off, and things like that. 


Other Changes


In addition to the content mentioned above we've also been spending a lot of time balancing the game, fixing bugs, working on performance, and other under the hood tweaks to make the game polished and run well. This is still a work in progress as the world is very large and there's a lot to take into account when trying to polish and balance it. Overall it's coming along great though. 


As always thanks for reading and we'd love to hear your feedback! 

Dev Update: Teleport Runes, Character Creation, Music, and More!


Hey everyone!

We've been working on a lot of fun new updates for the game and want to share some of that with you. Every week we're getting closer to an early access release date and will be announcing that soon. Our main focus is to make sure the game is polished and a fun experience before releasing. We realize that early access is expected to be less than perfect, but we still want to make it the best we can and make sure you have a lot of fun with your first experience.

Don't forget also you can now wishlist the game on Steam!

With that said, here's a look at some of the things we've been working on the past few weeks!

Teleport Runes


When playtesting we realized our world is pretty big and we wanted a nice balance between having to walk places but also some fast travel systems to avoid frustration. We generally want to avoid the concept of being able to fast travel anywhere, as it kind of cheapens the exploration. But on the other end of that it can be frustrating to have to go way back to town to upgrade gear, buy supplies, turn in quests, and so forth. 

So we've designed two basic travel systems for the time being. The first are bindstones. Each town in the game (there are six) will have a bindstone. You can interact with it and bind yourself to that location. This means you can use a return-to-home spell and instantly travel back to the place you last binded too. This is helpful as a big part of the game is returning to towns to level up gear, spells, replenish your stock, and turn in quests. However, there are still large expanses of the world where there are no towns and so we wanted a way outside of bindstones to be able to travel quickly to certain areas. This is where teleport runes come in. 

You can now find teleport runes in some places in the world. These are different than bindstones in that you have to be at a teleport rune in order to travel to another. You also have to unlock them before you can travel them. Each town wizard will have one but there will also be a few spread throughout the world. We're keeping them far enough part so there's still a good bit of exploration required. And not all teleport runes are easy to find. This way they are more of a reward for exploration rather than a way to avoid it.

We are still eventually planning to add a train system that you can actually ride in real time, but we wanted travel runes and bindstones in the meantime to act as a way to travel long distances later in the game.

Character Creation


Every good rpg needs a character creation system and so we've also been working on a system to allow you to create multiple characters, pick your class, and name your character. While we will likely only have one class at early access launch, we will be adding many more later and so you're going to want to create multiple new characters to test out the new classes. Eventually we'd like to add a way to see and customize some visuals of your character as well.

Music


Every game deserves good music and so we've been working hard to make sure this game has the right balance between environmental ambiance and music. Some of the systems we've implemented recently are exploration music, new town music, and combat music. We've also set up a custom system to handle boss music so you can really feel epic when taking on unique enemies. 


Balancing


A huge part of our work over the past couple of weeks has been balancing the game. The max player level right now is level 20. Your armor, spells, and weapons can also be leveled. And on top of that there will be various levels of enemies. We've been working a lot to make sure the natural progression of the game feels balanced so you actually feel like you're getting more powerful, but not so much that early parts of the game aren't fun anymore. We feel like we're honing in on a good mix of difficulty and player progression but of course we look forward to getting feedback from the community and further updating this system in the future as needed.

Other Changes


In addition to the content mentioned above, we've also been working on our map system and new loot chests. The map system allows you to see what you've uncovered in each zone and gives you an idea of where points of interest are in the world. The new loot chests are different tiered chests that can drop high level gear depending on where you are in the world. As you adventure into higher level areas, the chances for higher level loot chests increase and as such, a chance at rare or even epic gear. 

Not only have we added new loot but we've also added a lot of fun new quests. This is an area we'll also be continually updating after early access launch. Right now our goal is to have a good base number of quests, puzzles, and things to discover, but we'll be expanding upon that a lot as we update the game. 


As always thank you for reading and we'd love to hear your feedback!

Wild West and Wizards: Coming Soon!


Howdy everyone!

Today we launched our store page for Wild West and Wizards so you can now wishlist it and be notified when it launches into early access!

Steam Link: Wild West and Wizards

We are very excited to bring this game to you and can't wait to build it alongside your feedback. Be on the lookout for release date information within the next few weeks.

On more content related news, here's a look at what we've been working on recently!


Combat and AI Updates


One major area we've been working on recently is combat. We added a new hand animation for when you cast a spell and have been working on new enemy abilities and behaviors. When you encounter enemy wizards out in the wild west, we want them to have a variety of different spell options they can throw at you to keep you on your toes. Combat is still a work in progress but we're pretty happy with how it's coming along so far. 

World Building and New Points of Interest


The world of Wild West and Wizards is huge and we are working hard to make sure it doesn't feel too empty. This has been a lot of work for our small team but we think it's worth it and necessary for you to have a fun and adventurous exploration experience. We've been doing a lot of work adding new points interests, quests, and puzzles to each zone. This is something we will still be adding more to after early access launch but we want to make sure there is a good base of content for you to play from the beginning. 

New Items and Loot


We want exploring the world and fighting enemies to be rewarding, and as such we are adding a lot of loot! This past week we spent some time populating various treasure and bandit chests in the world with loot tables so you'll few rewarded when you clear a bandit camp or complete a puzzle. We're still working on this area of the game and are adding new and unique loot consistently. 

New Abilities



In addition to new loot, we've also been working on adding some unique spells and abilities! Recently we added an ability called Life Steal that allows you to take health from an opponent. We also added some abilities like Sacrifice Blood that lets you take your own health in exchange for mana (good for you non-muggle types), and abilities like Counter Spell that silence and stop an enemy's spell attack if timed correctly.


As always, thanks for reading and we'd love to hear your feedback!




Dev Update: New Points of Interests, New Weapons, Combat Changes, and More!


Howdy everyone!

It's been a busy few weeks over at Lavaboots and we've got a lot of fun new changes we want to talk about. First however we just want to say thanks to everyone following the game and for your feedback and support. Games cannot be made without their supportive communities and we feel like we have one of the best.

Alright let's dive into some new changes!

New Points of Interests


One of the main areas of focus right now is still adding tons of new points of interests, quests, puzzles, and just things for you to do in general. We've got the world pretty much built from an environmental standpoint, but now we're going through and adding content for you to experience. This week we finished adding most points of interest to the desert biome and now we are moving on to the forest. Some of the points of interest you can expect to find are merchants, bandit camps, churches, caves, abandoned houses, towns, and a lot of secret places as well. While some areas are shorter than others, you'll come across some places that are full of intricate puzzles, challenges, and loot! 

New Weapons and Clothes


In addition to working on things to do in the world, we also want there to be fun things to loot! Looting is a huge aspect of our game and we'll have the traditional RPG rarity system as well as item levels for loot. Over the past couple of weeks we worked on creating three new weapon types: the double barrel shotgun, the rifle, and repeater. Each gun feels very different and adds a unique playstyle whether it be up close and personal, or taking enemies out from a distance. We've also updated the hand models to look better with the new weapons!

On top of that we also finished getting our new clothing models implemented as well as hair and beard models. While this is something we will likely be expanding on in the future, we wanted a decent base of clothing and hair styles so you can customize your character and feel unique. This also helps us create more varied NPCs and enemies throughout the world. 


Combat Changes


As I stated earlier we've been adding points of interest to world. We've also been adding enemies and enemy camps. A lot time has been spent deciding what level we want enemies to be in certain areas and things of that nature. In addition to that we've worked on new enemy types and unique loot drops. 

Also we've done some work on new behaviors such as dodging. Enemies can sometimes sidestep shots or spell attacks now. Also there are new enemy types such as shotgun enemies that will act differently and be more aggressive. 

Additional Changes

We've also been doing a ton of work on other small things such as performance improvements, UI and icon updates, and under the hood tweaks. We want to have a big world full of stuff to do but we also want it to be a seamless and smooth experience. As such we are working hard on making sure the game runs well and loads everything smoothly. 



Thank you all so much again for reading and as always we would love to hear your feedback!