← Back to Game
Changelog
Wizardry Offline — An IsenLAN Shitshow
- Housekeeping Trimmed ~36 MB of unused art (the disabled Custom class's 7.4 MB icon and two dev-only source-art folders). The deployable game is now ~33 MB — no gameplay impact
- Fix Team Haunted: the tag/banner no longer lingers on the end-of-match scoreboard, and a finished match can't accidentally re-start itself
- Fix Team Haunted: killing your own Haunted teammate no longer heals a teammate or keeps the tag for free — only an enemy who kills the carrier steals the tag (and the full heal)
- Fix Inferno Shield reflect no longer awards a kill/XP when it kills a teammate (counts as a team kill instead)
- Fix Team Haunted now syncs a proper match-start (sound + fresh scoreboard) when the contest auto-begins
- Fix Tidied the post-match auto-return timer (cleared on tournament start; no stray timers)
- Feature 2v2 Tournament: each player picks their class in the staging lobby, and it's LOCKED for the whole tournament
- Feature Spectators now see the upcoming matchup ("Next: … vs …") and, on TAB, the full standings + a fixtures list showing who has met who and what's left
- Feature Holding TAB in a tournament shows the tournament standings instead of the normal scoreboard
- Feature If a league tournament ends tied at the top, a tiebreaker match is forced between the tied teams, announced with big "TIEBREAKER!" text across everyone's screen
- Feature After any match/tournament ends, everyone is returned to the main menu after 30 seconds (with a countdown) unless the host starts another match first
- Balance Friendly fire now deals 50% damage (any same-team hit, including tournament partners)
- Fix Friendly-fire kills no longer give XP or count as a score — they're tracked separately as "team kills"
- Feature Scoreboards now have a "TK" (team kills) column
- Fix Chain Lightning no longer bounces to teammates
- Fix Team Haunted: after a team scores, the tag is handed to the OTHER team's top player (it used to snap back to Red)
- Feature The Haunted carrier now gets a big "YOU ARE HAUNTED" callout across the screen
- Fix Haunted no longer bleeds into other modes / the 2v2 tournament (stale tag is cleared on mode change and tournament start)
- Fix CTF, Team Haunted and other mode HUDs now read the game mode from the server, so scores/banners show reliably for everyone (not just the host)
- Fix 2v2 Tournament: teams are hard-capped at 2 players; everyone in the game (incl. the host) is enrolled in the draft so nobody is left teamless
- Fix 2v2 Tournament: random power-ups no longer spawn (they were landing off the small arena)
- Balance 2v2 League schedule avoids making the same team play two matches in a row when possible
- Fix Team Haunted hold time really is 30s now — the lobby's Hold Time field (and two fallbacks) were still defaulting to 120
- Fix The Haunted countdown banner no longer overlaps the team-score banner — it now sits neatly below it
- Balance Team Haunted hold time is now 30 seconds (was 2 minutes) — points actually happen now
- Fix Team Haunted now auto-starts the moment both teams have a player, so the score timer counts down without needing a separate "Start Match"
- Feature Stealing the Haunted tag (by killing the carrier) now heals you to full HP
- Visual Clearer Haunted banner: "[TEAM] — X seconds to score" (team-coloured, no name clutter)
- Visual The Haunted ghost indicator is 50% bigger and now shows above the carrier through walls and fog whenever they're on-screen; the directional arrow only appears when the carrier is off-screen (it used to wrongly point at on-screen carriers)
- Fix Team Haunted: the Haunted tag is now assigned the moment teamed players exist (even while setting up), so the "HAUNTED" banner and the glow on the carrier are always visible. Scoring (holding the tag) still only counts once the host starts the match
- Visual Kill feed is now twice as large and easier to read across the room
- Fix Silenced the harmless favicon 404 error in the browser console
- Stability The game screen can no longer be frozen by a single rendering error — the client loop now self-recovers (and logs the error to the console) instead of going blank. This was the likely cause of "no HUD / no scoreboard / no Haunted banner"
- Fix Browsers are now told never to cache the game files, so updates always reach every machine at the LAN (no more stale code after an update)
- Feature You can now switch class mid-game from the menu (Esc) — switching costs you a life (you die and take a death, then respawn as the new class). Disabled during tournaments
- Fix Team Haunted banner now shows reliably for everyone — the "who is Haunted" banner is driven purely by the server's Haunted tag, so it can no longer be hidden by a client's local menu state. (Verified server-side: the tag is assigned at match start and steals correctly on kills.)
- Feature Proper hosting between games: when a match ends the host stays in control and can start the next match — "Rematch (same settings)" or "New Match / Change Mode" right from the results screen. Nobody has to leave to the lobby anymore
- Fix Team Haunted now works: the Haunted tag is assigned reliably and the banner/score/team-select show correctly for everyone (the client no longer relies on its local menu to know the game mode)
- Fix Spell cooldowns now reset on death — you respawn with all spells ready
- Feature Dashes now travel in the direction you're moving (WASD), not toward the mouse (falls back to your aim if you're standing still)
- Feature Damage Dealt is now tracked and shown on the scoreboard (live TAB list and end-of-match results) — handy for balancing
- Feature Your level-up gains are now shown under the minimap (damage / HP / speed / cooldown bonuses)
- Visual Minimap is now twice as large, and the team-game score banner at the top is much bigger
- Balance Fireball +20% speed; Arcane Orb +20% speed; Boulder +20% speed
- Balance Flame Wave now hits as wide as it looks (hitbox widened to match the visual crescent)
- Balance Flame Dash's fire trail lasts 2 seconds longer
- Balance Thunderbolt cooldown reduced 3.5s → 3.0s
- Stability The server can no longer be frozen for everyone by a single error or a malformed packet — the game loop and all network input are now crash-guarded, and bad/garbage input is rejected instead of corrupting the match
- Feature Host migration: if the host leaves or drops, the host role is automatically handed to another player so the game keeps going (it only ends if everyone is gone)
- Feature Host can now kick players — open the menu (Esc) to see the player list with a Kick button next to each name
- Feature AFK players are parked as spectators after 2 minutes of no input (any movement brings them straight back in) so they don't take up a slot
- Feature One-click "Rematch" button on the end-of-match screen (host only) — instantly replays with the same settings/teams, no need to go back to the lobby
- Balance Crowd-control diminishing returns: if you've been rooted or stunned in the last 3 seconds, the next root/stun lasts half as long — no more being chain-locked from full HP to dead
- Performance The static map is no longer re-sent 30 times a second — it's sent once on join, cutting a big chunk of network traffic with a full lobby
- Fix League tournament: friendly-fire kills no longer count toward points — only kills on the opposing team score (a clean 2v2 win is 3 pts; a teammate kill is worth nothing)
- Balance Spectator free-camera pan speed reduced ~40% — much less twitchy to move around the map
- Balance Tournament now defaults to League (round-robin) format — it plays better at small scale. Host can still switch to Bracket
- Balance Tournament now has a 10-second intermission between matches (was 4s) with an on-screen "Next match in Xs" countdown — time to taunt your opponents
- Visual Damage numbers are now about twice as large (and easier to read) so hits are clearly visible
- Feature Proper spectator mode: spectators (and players between tournament matches) now get a free-fly camera over the whole map with no fog of war — move it with WASD / arrows, see every player and effect. The "Spectating" banner moved to the top so it no longer overlaps the hotbar, and the player HUD is hidden while spectating
- Change When a match ends, nobody is force-returned to the lobby anymore — the results/scoreboard stay up and each player clicks "Back to Lobby" when ready
- Fix Tournament scoreboard now shows cumulative kills across the whole tournament (it was resetting every 2v2 match, so it looked like nobody ever got more than 1 kill). League scoring still counts per-match kills correctly
- Fix Tournament lobby: you can now make as many teams as there are players (it was capped at "one more than the current team count," so e.g. 5 players couldn't be split into 5 teams). Team dropdowns and previews also now use consistent team numbers, so assignments land exactly where you pick them
- Feature Tournament rebuilt around a proper Tournament Lobby: everyone who joins waits in a shared staging screen while the host assigns teams (live for all to see), picks a format and arena, then starts
- Feature Two formats: Bracket (single elimination) or League (round-robin). League scoring = 1 point per kill + 1 for the win, with a live standings table; the points leader is crowned champion
- Feature New compact arena "The Pit" (1600×1600) built for fast 2v2 duels — the default tournament arena
- Visual The main menu background is now a full procedural arcane scene — dozens of drifting glowing motes, twinkling stars, and slow-rotating rune glyphs that fill the screen and scale to any resolution (replaces the few tiny floating dots)
- Feature 2v2 Tournament now has a host team-builder: when the host starts a tournament, a setup screen lets them assign every player into teams (with an Auto-pair shortcut and a live preview) before the bracket begins
- Feature Spectators now see the current matchup ("Team A vs Team B — winner advances") while watching tournament games
- Fix Knockback (Boulder, Stone Charge) is now collision-aware — it slides along walls instead of shoving players through them
- Fix Spawns now pick the safe spot farthest from other players, so you no longer pop in right on top of an enemy
- Fix Fixed a latent bug where the "X is HAUNTED" alert/sound never fired (the event wasn't wired client-side)
- Internal Removed retired solo-Haunted and old two-per-team Haunted code for a cleaner codebase
- Fix Players no longer spawn on top of hazards — spawn points overlapping lava/spikes/etc. are skipped, and the spawn nudges to the nearest safe spot if needed (was still happening on Crucible)
- Change Friendly fire is toggleable again in the lobby/menu for all team modes — now defaults to ON
- Visual Blink and all dashes now leave a bright motion streak (Blink also flashes at both the departure and arrival points) — no more "nothing happens" teleports
- Visual Dash trails are now themed per element: Wraith Walk billows toxic plague bubbles and mist, Glacial Dash leaves frost-nova crystalline shards, Flame Dash flows white-hot embers
- Visual Dash trails are now one solid connected capsule (instead of separate blobs) with flowing energy that streams along the inside — looks much more alive for Flame Dash, Glacial Dash, and Wraith Walk
- Fix Vanish now actually breaks when you attack — casting any damaging spell while invisible reveals you (with a reveal puff), as the tooltip always claimed
- Balance Wind's Blink now passes through walls (lands on the far side) and reaches 350 units (was 250)
- Balance CTF: using Blink or Vanish while carrying the flag now drops it — no teleporting or vanishing away with the flag
- Change Removed the "Corridors" map — it didn't play well. Map pool is now Crucible, Colosseum, Dust Sanctum, The Gulch, Arcane Nexus, and Twin Keeps
- Visual Dash damage trails (Flame Dash, Glacial Dash, Wraith Walk) are now clearly visible to everyone — each renders in its element color with a glowing fill and a defined edge ring, so you can see (and avoid) the burning/frozen/necrotic ground. Previously they dealt damage with almost no visual
- Balance Dash trail hit radius nudged up slightly (15 → 18) to match its readable footprint
- Balance Team Haunted hold time is now a lobby setting ("Hold Time", default 120s) instead of fixed at 2 minutes
- Balance Team Haunted hold is no longer cumulative — progress resets to zero whenever the tag changes teams, so you must hold it continuously to score
- Feature Team Haunted reworked into King of the Hill: one player carries the Haunted tag, and that player's team racks up hold time. Hold for 2 minutes (cumulative) to score a point — first team to the points target wins
- Feature Kill the enemy Haunted carrier to steal the tag for your team. The carrier is marked with the ghostly glow and an on-screen arrow so everyone knows who to hunt (or protect)
- Feature New HUD for Team Haunted: team points score plus a live hold-progress bar and countdown to the next point
- Feature New "Points to Win" setting for Team Haunted (default 3)
- Fix Team Haunted: players can now actually hurt each other. The old rule only let hits land if a Haunted player was involved (and nothing at all before one was assigned) — now it's normal team combat, with each team's Haunted simply marked as a special target
- Fix You can now see your own Frost Nova zone and countdown clock even when you aim away from it — your own area spells are always revealed through your fog of war
- Change Removed solo "Haunted" — only Team Haunted remains. Solo Haunted had a bug where players couldn't damage each other before a Haunted target was chosen, and required an invulnerability window that didn't fit the party game
- Visual Thunder Step now shows its area of effect on landing — a bright flash, an expanding shockwave ring, and an outline of the actual hit radius so you can see exactly who got caught
- Visual Frost Nova now has a clear, bold trigger: a filling countdown "clock" (with tick marks and a sweeping hand) during the 0.5s wind-up, then a bright flash and expanding shockwave ring when it detonates and roots — visible to both caster and enemies
- Fix In-game hotbar tooltips now actually appear on hover — the spell slot's overflow clipping was hiding them. Hovering any skill shows its name, description, and stats
- Fix Plague's vision impairment now actually works — enemies standing in the cloud have their field of view shrunk (~55%) with a sickly green vignette (the flag was set but never applied)
- Balance Shadow's Life Drain deals 20% more damage and healing (5 → 6 per tick)
- Balance Stone Shield cooldown +30% (10s → 13s)
- Balance Bone Shield cooldown +30% (9s → 11.7s)
- Feature Frost Nova now has a 0.5s wind-up: it deals its damage instantly, then "explodes" and roots enemies — shown by a clock-style sweep filling the zone
- Feature Lightning's Thunder Step now dashes and detonates on arrival, blasting all nearby enemies for 22 damage (AoE ~80% of Frost Nova's size) instead of damaging along the path
- Balance Arcane Barrier now reflects projectiles back at 200% speed
- Balance Flame Wave moves 50% faster (280 → 420) and travels 20% farther (400 → 480)
- Balance Arcane Orb travels 10% faster (260 → 286)
- Balance Wind Slash cooldown increased to 0.9s
- Fix Enemy projectiles and beams no longer show through the fog of war — they're now hidden when outside your field of view, like enemy wizards
- Balance Wind Slash cooldown -10% (0.7s → 0.63s)
- Balance Tornado cooldown -10% (7s → 6.3s)
- Balance Chain Lightning cooldown +10% (1.0s → 1.1s)
- Balance Frost Nova damage -20% (12 → 9.6 per tick)
- Fix Rewrote all spell descriptions to accurately match what each spell actually does (Frost Nova, Flame Wave, Plague, Speed Surge, etc. were misleading)
- Balance Frost Nova root reduced from 3s to 1s
- Balance Custom class disabled (too powerful)
- Balance Arcane Missiles damage +50% (8 → 12 each)
- Balance Arcane Orb travels 30% faster (200 → 260)
- Balance Earthquake nerfed — 75% size (radius 160 → 120) and -10% damage
- Balance Shadow Bolt damage +10% (25 → 28)
- Balance Shadow Step no longer grants invisibility (Vanish remains the stealth tool)
- Fix Using the mute button / volume slider no longer freezes your movement (the slider was stealing keyboard focus)
- Fix You can type spaces (and other keys) in your name again — game controls no longer fire while typing in the lobby
- Fix A finished match's auto-return timer can no longer wipe a game someone hosts right after
- Fix Only one game can be hosted at a time (no accidental takeover of a game in setup)
- Fix Team-select overlay now closes correctly when you're auto-assigned a team at match start
- Fix Team Haunted picks a new haunted if the marked player disconnects
- Balance Twin Keeps river widened ~33% so a single dash can't clear it
- Fix CTF flag pickup actually works now — a settings feedback loop was re-initializing the flags every tick (the "grabbed the flag" spam)
- Fix Kill feed moved down/in so it no longer overlaps the sound controls
- New In team modes, wizards are now fully tinted their team color (red vs blue) — instantly readable
- Balance River is now wadeable (move at -75% speed) instead of impassable; bridges remain the fast route
- Fix Beams (Life Drain) now stop at walls instead of passing through them
- Fix Concurrent popups (XP + Level Up) now stack instead of overlapping
- New Clear team identity — bold glowing team-colored ring + disc under each wizard, and team-colored nameplates (red vs blue)
- Fix In team modes you no longer spawn until you pick a team (no more spawning next to the enemy flag)
- New Visible shields — Inferno Shield (ring of fire), Stone/Bone Shield (orbiting fragments), Arcane Barrier (rune bubble) now clearly show on all wizards
- New Twin Keeps: larger 3-room keeps (flag sits in the middle room)
- New Minimap now shows hazards (water, lava, void, ice, bridges, etc.)
- Balance Friendly fire is now always ON in team modes (TDM, CTF, Team Haunted, Tournament)
- Fix CTF no longer shows a "Kills to Win" option
- Fix CTF flags now appear in the lobby/warmup, not just after match start
- Fix Spell names no longer stack at the top of the lobby
- Fix Power-ups no longer spawn in the river, lava, or inside walls
- Fix Twin Keeps flag no longer spawns inside a pillar
- New Map hazards — lava pools (Crucible), spike pits & mud (Corridors), ice patches that make you slide (Colosseum), void rifts (Arcane Nexus)
- New Beam spells — Shadow's Life Drain is now a channeled draining beam (400px, 2.5s, 5 dmg/0.5s, heals you for all of it)
- New Level-based XP: +25% XP per level the victim is above you, -10% per level below (min 10%)
- New Bounty: killing someone on a 5+ killstreak grants 1.5x XP
- New Dash thumbnails added for all classes + Inferno Shield
- Visual XP gain popup on kills (gold "BOUNTY!" for streak kills)
- New Map: Twin Keeps — symmetrical, two keeps holding the flags, a river down the middle crossed by two bridge chokepoints
- New Every class now has a dash on SPACE (5s cooldown), themed to its archetype
- New Fire: Inferno Shield (SHIFT) — take 30% less damage for 3s and reflect 50% back at attackers
- New Dashes: Flame Dash, Glacial Dash (slows), Stone Charge (knockback), Gale Dash, Thunder Step (shocks), Shadow Step (cloaks), Arcane Shift, Wraith Walk (lifesteal)
- New Custom class now picks 4 spells (incl. a dash)
- Balance All dashes standardized to 5s cooldown
- New 2v2 Tournament mode — single-elimination bracket, last team standing advances, champion crowned
- New End-of-match stats screen with MVP, K/D, and full scoreboard
- New Spectator view — follow living players while dead in round/tournament modes
- New 8-bit background music (dark fantasy chiptune loop)
- New Mute button + volume slider (top-right, always visible)
- Audio Complete sound overhaul — richer, louder layered SFX with filters and envelopes for every spell and event
- Audio Added sounds for power-ups, flag events, and becoming Haunted
- Visual Lobby spell list now shows full spell names; hover the icon for a detailed tooltip
- Fix Corrected spell descriptions (Arcane Barrier reflects, Earthquake is a slow zone, etc.)
- Fix Game mode/map chosen when hosting now actually applies — ESC menu no longer resets it to FFA on match start
- Fix FFA + Round Based mode now ends properly (last wizard standing wins the round)
- Fix Arcane Missiles burst now fires through the game loop (reliable timing, stops on death/leave)
- New Host/Join game system — anyone can host, others join. Host controls settings and match start
- New Haunted game mode (solo) — one player is the ghost, everyone hunts them. 2x HP/DMG, 5s invuln on transfer
- New Team Haunted game mode — each team has a haunted player. Protect yours, hunt theirs
- New 3 new maps: Dust Sanctum (CS2-inspired), The Gulch (Halo-inspired), Arcane Nexus (UT-inspired)
- New Procedural map backgrounds — lava veins, dungeon stone, sand tiles, forest moss, void hexgrid
- New CTF score banner at top of screen showing captures
- New Haunted player ghost icon floating above them
- New Off-screen arrow pointing to the haunted player
- New Chain Lightning now bounces to 2 nearby enemies (60% falloff)
- New Thunderbolt stun (1.2s) now works on hit
- New Ice Shard slow now works on hit
- New Lobby mode-specific settings (captures, kills, friendly fire per mode)
- New Name required to enter game (shake animation on empty)
- New Custom class requires 3 spells before joining
- New Changelog page
- Fix Teleport (Blink) no longer lets you teleport through/into walls
- Fix Team auto-assign now distributes players evenly
- Fix Map background no longer flickers for host player
- Fix Title "Shitshow" no longer displays in huge font
- Fix Minimap only shows teammates (not enemies)
- Fix Flags always visible on minimap (pulse when carried)
- Fix Team full notification when team is at capacity
- Balance Arcane Missiles damage: 12 → 8 per missile (60 → 40 total)
- Balance Flame Dash damage halved: 15 → 7 hit, 10 → 5 trail
- Visual Floating lobby panel with rounded corners
- Visual Themed wall colors per map (sand, lava, forest, void)
- Visual Cleaner spell tooltips — name + stats on separate lines for more space
- Cleanup Removed dead pillar code from server and renderer
- Cleanup Removed unused ultimate system
- New 9 wizard classes: Fire, Ice, Earth, Wind, Lightning, Shadow, Arcane, Necromancer, Custom
- New Custom class — pick 3 spells from any class (10% cooldown penalty)
- New FOV system with raycasted wall shadows
- New Procedural wizard character models (cape, hat, staff, feet)
- New FFA, TDM, CTF game modes
- New XP/leveling with diminishing returns stat upgrades
- New Orb pickups (25 XP), health/speed power-ups
- New Kill feed with spell icons
- New Death screen showing killer info
- New CSS-only lobby theme with floating particles
- New Procedural Web Audio sounds (no audio files)
- New Map editor
- New 3 maps: The Crucible, Corridors, The Colosseum