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A dynamic hack’n’slash with no class restrictions. Choose your path as 
you level-up and play your character the way you want! Explore this 
shattered and corrupted world to uncover its ancient secrets and hidden 
A dynamic hack’n’slash with no class restrictions. Choose your path as you level-up and play your character the way you want! Explore this shattered and corrupted world to uncover its ancient secrets and hidden truths.
11,141 backers pledged $406,979 to help bring this project to life.

Work in progress: bows, new targeting system, overkill effect, bug fixes

Posted by SolarFall Games (Creator)

Hello everyone !

For today's news I wanted to keep you updated on some features and additions to the game we're currently developing. First of all, hang tight...

You’ve been asking them for a while now, and here they finaly are! Bows will be implemented on the next update with new animations and combos. Unleash the fury of arrows on your foes and discover our fancy bow models. We have 6 models so far, but if the toy department make more, then there will be more of them ;)


Hadrien/Nyhlus is working on a new targeting system that may be partially implemented in the next update. This should solve most of the targeting issues with various spells and weapons and improve considerably the gameplay comfort. Here are a few words from him to explain that feature:

Until now, the calculation of the trajectory for some spells could be imprecise or unpredictable. We use several different techniques, depending on the attack: physical projectiles, explosions, proximity calculation, raytracing and such.

Thus we decided to develop a simpler system in order to streamline spells handling and make the gameplay clean and predictable, without any surprise or mistake during target acquisition. On the other hand, the creation of such a system would allow us to see and debug in real time the calculations done by the spells during the targeting phase, how it behaves and what’s the issue when it doesn’t work.

In a few words, the new system works like this: We have several types of 2D shapes: circle, ring, rectangle, arc, cone and trapezium, to which we can apply different parameters and create on-the-fly when we cast a spell or an area of effect. The shapes can be rotated, moved and scaled in time so they can track the evolution of the spell (for instance: a damage area shrinking as the spell moves forward), and we can associate several shapes to the same spell in order to allow a more complex acquisition of targets.

First, we perform a 3D test to capture all the valid targets in the bounding box which contains the shape (updated when the shape is modified), allowing a large tolerance in height because everything is not always on a plane. This acquisition remains efficient because the targets are already referenced on a pre-established grid of entities. Then, we check that every target is contained in the shape by only taking into consideration its 2D position (ignoring its height). In order to do that, we use a tolerance equal to the radius of its collision capsule, which allows us to hit enemies with large meshes, and even if their world position is out of the shape itself. This last calculation is purely mathematics (thus, very performant), and changes according to the shape.

With this method we end up with a performant system paired with prior checks so the only targets hit are the eligible entities (not the environment, loots, etc.). It allows us to have a precise and clean gameplay, with a method that we can use for a great number of attacks and which ensures that targets are always valid. By going even further, we can also create boss spells or patterns following complex forms, or moving and growing shapes, forcing the player to perform a dodge at the right time or placing himself in a safe zone. The only limit is our imagination… and geometry!

Here are examples on some weapons.

One-handed sword

Two-handed Mace




The overkill effect exists for a while in Wolcen but its visual effect was not reflecting it the way we wanted. Overkill occurs when you kill a creature with high damage compared to the remaining health it has. Since there are various skills in the PST related to this feature, it was necessary to have a proper visual effect to make it noticeable. We’ve improved that effect so you won’t miss it anymore!



We’ve also been working hard on this issue to solve it and now I'm very pleased to announce you that we have! The lightning issues will be fixed in the next update, including the crashes and the lightning effect remaining on screen.

We’ve also noticed from the community feedback that there are quite a few players victim of the overheating skill in the Passive Skill Tree. Until we redesign it, we will reduce the effect of Overheating on the next update to avoid sudden death of characters.

And that's all for today! There are a lot I wish I could share with you but so far all I can tell you is that we're also working on a lot of major features and content, including the new character creation, the final version of act I, multiplayer (of course), new creatures, new weapons, the apocalyptic forms, pets... we will communicate on all of these features as we move closer to their implementation.

Thank you all for your support and your feedback!

Useful links :

Wolcen's Roadmap
Wolcen's Bug tracker
Wolcen's Community Suggestions
Wolcen's Official Website
Wolcen's Official Facebook Page
Wolcen's Twitter page
Wolcen's Instagram Page
Wolcen's Official Discord server
Wolcen's FAQ
Help us fix crashes here

Community websites:
German Fan Site :
French Fan Site : Wolcen France

Cédric OCHS, Assadi, and 25 more people like this update.


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    1. Missing avatar

      DerekG on

      Like the new overkill effect. Anything that makes your character look like a badass will help sell this game. Are you going to have overkill for every different skill?

    2. Gray Geist on

      Have anyone told you that you guys rock? Cuz yeah, you rock. Thanks for working so hard to bring this awesome promise and game to life!