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Paper Wizards

Paper Wizards Steam news

Adam Avramov | Sep 4, 2022 | game

Released

0players observed · 3 October 2026 - 18:45:37 UTC

ActionFree To PlayIndieSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak7
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score82% positive

Paper Wizards news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak7
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score82% positive
  • Total reviews57
  • Release dateSep 4, 2022
  • DeveloperAdam Avramov
  • PublisherAdam Avramov

Genres: Action, Free To Play, Indie

Company pages: Developer: Adam AvramovPublisher: Adam Avramov

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Paper Wizards Steam news

Paper Wizards news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Crash Fix! - 22 October 2023

    fix a crash reported on Discord :)

  • 0.10 Update! - 20 May 2022

    Hi everyone! This is a small update focusing on polish and bug fixes. Next up would be boss encounters and some more polish! And if I have the time, I would finally start on hazards & platforming :) Full Change-Log: End dungeon celebration should now be more clear Dungeon environment now changes after boss defeat Magic spell configuration not been saved fixed Fixed a small bug on menu where it doesn't respond to key presses Fixed parts going off the screen if you have too many Added some animation to encounter difficulty selection Added some explanation to base effects of spells during creation Reveal Essence spell now works on flying enemies too Reveal Essence spell now shows you the type of the next dungeon room Fixed an early game exploit for "infinite" parts Fixed new parts inventory not been cleared properly when re-entering the dungeon Fixed a Keybind issue when the key alternativ…

  • 0.09 Update! - 6 May 2022

    Hi everyone! This is quite a big update, removing lots of old stuff and adding new systems or laying the groundwork for future new systems. The game now very much resembles its future permanent state as far as the levels are concerned. I expect bugs! please let me know on Discord if you encounter any :) Full Change-Log: Parts are now randomized and distributed based on the environment type of the level Dungeon level is increased properly when defeating a boss encounter Desert Zone sprites are reworked a bit Environment Blockers (collisions) are reworked a bit to make more sense Enemies now animate when getting damage to increase visual feedback for when exactly they are getting hit Enemies now have a specially colored particle emitter when they receive an elemental damage to make it more obvious when they are "burning" or "electrocuted" Mana palettes now spawn across the level instead o…

  • 0.08 Update! - 22 April 2022

    Hi everyone! I've decided to transition the game completely from a linear level structure to a procedural level structure. Later, I will add another new game mode: survival. All 3 linear levels are removed. The game now has endless levels - you still need to find the boss room, but defeating this encounter will only increase the difficulty and, in the next update, will give you crystals. Currently, crystals are unobtainable. New parts are obtainable through treasure rooms in the dungeon (currently only the AOE part is obtainable), but this will be randomized according to the environment you find the treasure in. Treasure rooms will also become platforming challenges later on. The game should be able to entirely support previous game saves, but special parts (found in dungeons) will be removed and spells using them will have a default part inserted, potentially adjusting their effects. F…

  • Bug Fixes - 14 April 2022

    Hi everyone! This update (and the one before that I didn't announce) were about major bugs that badly affected saves or crashed the game. The game should be more stable now, and as the game grows it would be easier and easier for me to miss things so I expect updates of this nature will be more common.

  • 0.07 Update! - 8 April 2022

    Hi everyone! This update I've added the "Modifiers" mechanic to the crafting system, now you will be able to tweak your specific spell with specialized parts to increase it's effectiveness & mana consumption even more. These parts are currently impossible to gather normally (you get a bunch of them when you start the game for now), and the current plan is to add later on a "Rouge-like" dungeon mechanic where you can gather these parts based on how far you can survive in the dungeon.

  • 0.06 Update! - 1 April 2022

    Hi everyone! This small update I've created new unique spell effects for the abyss branch, it was always meant to be the utility spell branch that can help in ways that not only damage the enemies!

  • 0.05 Update! - 18 March 2022

    Hi everyone! This update I was adding some better functionality to the settings menu, now it's not only Sound On/Off but allows you to rebind keys, adjust GUI visibility, mouse sensitivity and FOV. Full Change-Log: Reworked interaction indications to be dynamic and more clear Pause menu now actually pauses New settings menu Key binds available for most inputs Adaptive GUI system showing itself When relevant to you added FOV and mouse sensitivity as well as more direct control over sound volume fixed some small exit visual bugs during combat

  • 0.04 Update! - 11 March 2022

    Hi everyone! This update I've completed the deconstruction system, and you still get every standard variant of parts at the beginning of the game for the time being. I've done some other necessary fixes and adjustment, like the save system - older saves will not longer work. Also Hold mechanics are now reworked and balanced, it would consume proper amount of Mana and would not hurt you as you long as you are hold them (if emitted from you and are not placement like AOE or Point) Full Change-Log: Deconstruction system - returning crystals & parts used in spells slight enhancement to spell customization tab added make new temp texture for stuff polished shop visuals fixed shop refreshing every restart of the game map can now be opened with Tab speech bubble polish Hold mechanics reworked Mana consumption fixed fixed bug where parts aren't being saved properly fixed bug where shop isn't be…

  • 0.03 Update! - 4 March 2022

    Hi everyone! This update I revamped the crafting system. It should be more intuitive, clear, and satisfying to create your spells. I only just managed to make it work yesterday, so I didn't have much time to test or polish. It might be buggy! Breaking spells has been pushed for next week. Next update I plan on fixing all the things that were reported during this week and polish up the crafting system a little. Full Change-Log: New crafting interface & interactions fixed crafting ranges to be absolute and not relative removed "null" print on crafting information when no special effect is generated fixed values presentation to be more clear (some values seemed to not move when adjusting sliders) fixed crystal gain save folder switched to C:\Users\USERNAME\AppData\Roaming\PaperWizards added open save folder shortcut to game menu fixed missing textures on treasures fixed summoner mobs to no…

  • 0.02 Update! - 25 February 2022

    Hello everyone! thanks for playing my game. In this update I fixed a bunch of bugs, added better feedback when in combat, status indicator gui and new assets for it, and added a new layer to the crafting system. The "Unique Effect" feature is added to the spell crafting system, this will allow you to create spells with a unique effect if you combine the right parts together (like the starter spell "Dash") this system should synergize with the rest of the crafting system nicely, for example to create a spell that allows you to fly you need to combine a Kinetic base with an Aim part of "Self" and an Activation part of "Hold", now you have a tactical decision to make -> you could use with that the standard Deployment part of "Once" which will enable you to fly but if you let go of the button you will start to fall rapidly, you could instead combine it with "Ticks" Deployment part, which wi…

  • Game Is Released - What I'm Focusing On - 18 February 2022

    The game is released to early access, and for now I'm going to focus on improving spell crafting. I want to enable players to discover "special" spell combinations that create unique effects - for example, the starter spell "Dash" should be cartable with a base of "Kinetic" and an aim part of "Self". I have a few ideas for unique spells like that, and I feel like they're core to the game. Let me know if you find any bugs. 🎮

  • Version 0.01 is ready! - 14 February 2022

    made all the preparations for the initial release ːsteamhappyː I can't wait for people to try it and provide feedback! In the meantime, I'll test it on my client.

Patch notes and updates

S.noRelease datePatch nameGID number
122 October 2023Crash Fix!5218041989054129022

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