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A Wizard's Lizard: Soul Thief

A Wizard's Lizard: Soul Thief Steam news

Lost Decade Games | Apr 5, 2016 | game

Released

0players observed · 22 September 2026 - 17:58:32 UTC

ActionIndieRPGEarly Access

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A Wizard's Lizard: Soul Thief news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
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  • Release dateApr 5, 2016
  • DeveloperLost Decade Games
  • PublisherLost Decade Games

Genres: Action, Indie, RPG, Early Access

Company pages: Developer: Lost Decade GamesPublisher: Lost Decade Games

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

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A Wizard's Lizard: Soul Thief Steam news

A Wizard's Lizard: Soul Thief news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Sorry everyone, we can't finish this game - 12 April 2020

    Hello all, this is Matt ... (Oof, this is tough. This post has been a long time in the making, so buckle up cuz it's gonna be a rough ride ...) Right off the bat, we are very sorry to announce that we cannot finish A Wizard's Lizard: Soul Thief. We've spent countless hours and tens of thousands of dollars of our own money on trying to make it happen, and after years of toil, we're ready to throw in the towel. I can't tell you how awful we feel for letting you down, and we're deeply sorry. Being unable to finish an ambitious game is sadly pretty common in this industry, but the lack of communication is not cool, and normally unlike us. Traditionally we've been very open on our blog and podcast, but we flubbed this one. LDG fans deserve better and we didn't deliver the communication you deserve. We know most of the fans of our work are developers yourselves, and may be curious about the t…

  • Massive redesign available in the Beta channel - 2 December 2016

    Sometimes you need to take a step back before you can take two steps forward. That's what's up right now, and although I hate hate hate going backwards, I'm excited about all these new changes. TWIN-STICK SHOOTER GAMEPLAY IS BACK! This should be good news for fans of the original A Wizard's Lizard! And for the fans of the melee combat, I am sorry, but it just wasn't working out. Many of you guys requested this change so I you're into it! Along with the twin-stick shooting comes a way-more-fun POSSESSION mechanic (use it to zoom around!). We also have MANA (!) now, and better harmony with items. One of the downsides to this redesign is that it's still not done yet -- I've "upgraded" the Library and Kitchen, but for now the Courtyard and Lab are no longer accessible. PLEASE PLAYTEST AND SEND YOUR THOUGHTS! There are many rough edges in the new content, and I could use your guidance on smo…

  • Update #20 -- Soul Thief 0.26.0 - 2 October 2016

    Hiya! Many of you have been reporting bugs here on Steam, via email, and on LDG's community forums. Thanks! These reports are super helpful and better enable me to fix issues. Sometimes you have mentioned that a particular bug might be hard for you to explain to me, since it involves a specific monster and, since the game is randomly generated, you can't always find that monster. To help you help me, I've added what I call Debug Mode, which lets you spawn whatever you want and interact with it. For now you can spawn a collection of objects and monsters, but in the future I'll be adding other things like traps, wands, and trinkets If you have ideas for Debug Mode, I'm all ears! There are also some new achievements in this update, and I simplified the tail whip mechanic. It still feels like the tail whip is missing something, something to make it more fun, but I'm not sure what that is ye…

  • Soul Thief 0.25.0 -- Achievements and Inventory - 16 September 2016

    "Man, I love working on user interface!" said almost no developer ever, and certainly not me. But a good user interface goes a long way in making a game more enjoyable, so I spent a good chunk of time redesigning things for this update while other stuff percolates. There are also ACHIEVEMENTS now! However: 1. There are only a few so far (many more to come). 2. They are not hooked up to Steam yet (but they will be soon). 3. When the Steam achievements are hooked up, the achievements you earned will be sent to Steam. That's it for now! Our time is still necessarily split between Soul Thief, paying the bills, and our other projects (like Indie Game Sim), but there are some cool updates on the horizon, like another final boss pass and some ending story elements. More to come! Thanks for playing and your tremendous support

  • Soul Thief 0.24.1 - 22 August 2016

    Hiya! If you experienced a crash in 0.24.0, I have good news! It shouldn't do that anymore. When I added the Chicken Storm Wand recently, I accidentally ruined the Killer Bee Wand. Since in my last post I suggested that the Chicken Storm is the best weapon, I think this was the killer bees' way of telling me I was wrong ... So I restored the wand, patched the code to catch this error in the future, and uploaded build 0.24.1. Anyway should work now, happy gaming! Thanks to Meg and Geoff for spotting this one.

  • Soul Thief 0.24.0 - 19 August 2016

    Another update in this Early Access Adventure Wonderland! This time we've got a couple new toys, new items, AND -- wait for it -- the first pass of the first phase of the first version of the final boss. Phew! The items are pretty fun (if I do say so myself!) but the boss encounter is VERY early times, and is even missing basic stuff like sound effects and graphics. And there might be bugs! So venture forth carefully and please do report back any issues that arise. Thanks for your patience, and happy gaming!

  • Soul Thief 0.23.0 - 8 July 2016

    Hey guys! Not much to show this week, as unfortunately our time has been split between multiple projects. As we near the finish line, we're going to refrain from the weekly updates. We hope you've enjoyed the steady stream of updates so far, but recently we're working on spoilery stuff like The Last Boss and some story elements. These tasks may take several weeks to finish, and would be ruined if rolled out before they've had proper time to bake. But we have been doing what we think is some fun work on bosses and some other things. On that note, here's a teaser for the last boss: http://i.imgur.com/6q4mw3u.gif Thanks again for your tremendous support and helpful feedback. As always the Early Access Roadmap is here, and check out our podcast for more behind-the-scenes info. -Matt & Geoff

  • Soul Thief 0.22.0 - 1 July 2016

    This week we've got the first pass of a new mini-map in place, which has the ability to showcase up to 4 different icons in a single room. This means that rooms can be shown as stores where you can buy stuff, but they can also tell you if there is any loot in that room. We'll continue to add more iconsto the mini-map; let us know what you'd like to see. Many of you have also asked about updating the user interface to be control-sensitive. The "coolbox UI" as we call it (the two boxes in the center/bottom of the gameplay screen) now display either keyboard or gamepad UI. They also show the key/button bindings you've chosen in the settings. We've also started work on the final boss encounter, which will have multiple phases and forms! More to come :)

  • Soul Thief 0.21.0 - 25 June 2016

    Here are this week's changes: * Design Egg Plant * Art for Egg Plant * Make Egg Plant possessable * Add Egg Plant monster to Wizard's Lab * Art for Inner Flame wand * Add Inner Flame wand to generator * Art for Randwand * Add Randwand wand to generator Let me know if you play with any of the new wands or the new monster. I haven't playtested them a great deal so I'm curious what you think of them.

  • A Wizard's Lizard: Soul Thief 0.20.0 - 17 June 2016

    Happy Friday! Here are this week's updates: * Add Prawn monster to Kitchen * Add Rune Box to Wizard's Lab * Add secrets around merchants * Fix boss music playing on unpause after boss defeat * Fix keyboard/gamepad input bug * Add Electric Eel trinket * Add Aquarium toy * Add unlock for winning as Tesla Coil * Fix credits scene opacity bug

  • A Wizard's Lizard: Soul Thief 0.19.0 - 10 June 2016

    Here are the updates this week. There's been a bunch of work that's not in the game yet, including the final Wizard's Lab boss. More to come! * Sound effects for penguin merchant * Animations for penguin merchant * Add Rotten Tail that appears when you have Rat Skull * Add Rat Skull for winning as Vermin * Light bulbs in Wizard's Lab now explode on death * New art for Boss Key * Art for Wizard's Lab boss (WIP)

  • A Wizard's Lizard: Soul Thief 0.18.0 - 3 June 2016

    It's a light update this week, but we've got a major change that you've been asking for: gamepad configuration! * GAMEPAD CONFIG! You asked, we listened :) * Tweak crow's dash speed * Fix mother in coolbox * Nerf Ivory Badge * Add Trinkets header in pause menu This is the first time we've implemented gamepad configuration, so please do test it out and let us know what you think. Until next week!

  • A Wizard's Lizard: Soul Thief 0.17.0 - 27 May 2016

    Here are the changes this week: * Add Local Honey trinket -- spawn a bee while at full health * Add Spectre Shield trinket * Add Ivory Badge trinket * Fix shieldGen collision * Fix critical error in Shield Gen code * Battery -- add charges to wands equal to their starting charges * Pig Head -- don't spawn blood over pits * Prevent monster loot from spawning over pits * Buff Death Spark * Nerf heal wand, buff cost * Show wand in pause menu * Remove monster role from crawlers Let us know what you think about the new items!

  • A Wizard's Lizard: Soul Thief 0.16.0 - 20 May 2016

    This week brings a few new monsters as well as teleporters and new room layouts in the Wizard's Lab. Additionally, we've started working on Steam integration and your game progress is now saved in Steam Cloud. Here are the full changes: Add colored lights to orbs in Wizard's Lab Add player grace to player monsters missing it Add new room layouts to Wizard's Lab Add Teleporters to Wizard's Lab Add Goldfish Bowl to the library Polish fishes, add sounds Add fish corpse, fish guts Make Goldfish Bowl possessable Increase duration of stun when monsters take damage Reduce cooldown of Raga's Tail Whip Add Goldfish Bowl corpse Sounds for Goldfish Bowl Art for Goldfish Bowl Add beholder to Wizard's Lab Sounds for beholder Fix Eyeball in results scene's damage source boxes Add WIP Wizard Lab music Sound effects for crawler nitial art and polish for beholder creature Add Steam Cloud support for per…

  • A Wizard's Lizard: Soul Thief 0.15.0 - 13 May 2016

    Happy Friday! We're making steady progress on the Wizard's Lab even though Geoff was down for the count this week with a nasty cold/flu. Here are this week's changes: Increase number of Tickets granted from bosses in later levels Give player Spook "pop" attack sound :) Show health bar on most objects Restore Blue Orb Stand to Wizard's Lab Make Bunsen Burner possessable Fix bug with Shield Gen not showing overlay colors Fix missing audio for Shield Gen New art for Homing Fireball Add Eyeball to the Wizard's Lab Polish and sounds for Eyeball Art for Eyeball Art for Gnome Add sounds to Gnome (Bomb Imp) Add sounds to Drunk Faerie (Shield Gen) Fix bug in Intro Story where skipping stuff quickly breaks the flow Make Tesla Coil possessable terate on orb explosions Art for Shield Gen projectile Polish Shield Gen, add sound effects, shielded state Add new light entity to Wizard's Lab Art for Shi…

  • A Wizard's Lizard: Soul Thief 0.14.0 - 6 May 2016

    Another Friday, another AWL: ST update! We've been iterating on the Wizard's Lab and fixing some crashes and other general issues. Here are this week's changes: Bees now target most objects Add mysterious "tank" rooms to Wizard's Lab Add Bunsen Burner corpse, gold guts Make albino Raga sleep on rugs Add Bunsen Burner to Wizard's Lab Art for Wizard's Lab level platform Art for Electric Shock Clearer rectangle hazard graphic for Armor Tesla Coil sounds and effects Add Tesla Coil guts Add Tesla Coil corpse Fix player killer plant avatar in Progress Scene Robustify Progress Scene Bugfix: Prevent crash when a Spook is killed while attacking Bugfix: Prevent crash when attempting to play a missing animation Bugfix: Fix camera issues caused by camera follow lag Bugfix: Prevent Blue Orb freeze graphic from persisting forever Next week we're planning to add a bunch of new room types to all levels…

  • A Wizard's Lizard: Soul Thief 0.13.0 - 29 April 2016

    Hard to believe it's Friday already! This week, we've pushed a very early version of the Wizard's Lab into the mix in order to start getting feedback. There are several more monsters and traps in the pipeline (as well as the final boss) which will land in the next few updates. Matt did a couple game development live streams on our Twitch channel which highlight the work-in-progress Wizard's Lab content: https://www.twitch.tv/lostdecadegames/v/63387530 https://www.twitch.tv/lostdecadegames/v/63156467 Additionally, we've added a bunch of new room layouts especially in the Kitchen and Courtyard. Here are the full changes for this week: Start spook's lantern at the facing position Buff spook attack Don't remove spook's lantern on collision Nerf fan plant wind duration Buff clam health Art for new Wizard's Lab doors Add many new rooms layouts to Kitchen and Courtyard Add Booster Room to Wiza…

  • A Wizard's Lizard: Soul Thief @ PAX East 2016 (and 0.12.0 patch) - 22 April 2016

    Hope everyone had a great week! Matt and Greg are at PAX East over the weekend demoing A Wizard's Lizard: Soul Thief. Drop by and say hello if you're attending. https://pbs.twimg.com/media/Cgp4Y_SWkAEwYAt.jpg:medium Since we've been busy prepping for PAX and working on content for the Wizard's Lab, this week's patch is just a few changes. We're hoping to get a playable version of the Wizard's Lab out very soon. Here are this week's changes: Blink now travels as far as it can, respecting walls, instead of canceling when too close to a wall Beehive in Raga's Room now has a bee flying around it Bugfix: Prevent duplicate toys from spawning after toy purchase Bugfix: Fullscreen setting is now correctly saved and applied when the game starts General bugfixes/polish

  • A Wizard's Lizard: Soul Thief 0.11.0 - 15 April 2016

    Happy Friday! We've got a new patch for you with bug fixes and some new content. We're actively working on the Wizard's Lab dungeon, which isn't playable just yet, but we're aiming to have it ready by the of April. Here are this week's changes: Fix player inkwell attack Polish player pig head Restore floating effect Make merchant possessable (first pass) Add new Spinneret wand Replace monsters with static trap in Floor Vents room in the Kitchen Pig Heads now attempt to avoid Floor Vents Remove orthogonal restriction from Crow and Spook player detection Crows and Spooks now attempt to avoid Thorns Fix bee spawner attack Nerf, polish angel statue Add Green Orb Stand and Green Orb to Wizard's Lab Add Orb Stand and Red Orb to Wizard's Lab Stub out Wizard's Lab (can't get there yet) Senso Spikes and Rune traps now only react to players, monsters, and critters Visualize and polish item cooldo…

  • A Wizard's Lizard: Soul Thief 0.10.1 - 8 April 2016

    I added a new monster to the courtyard today, but forgot to get all the assets in before a push. So in 0.10.0 there was a weird yellow jelly in the courtyard! In this patch, 0.10.1, the new monster is complete, give it a go! We'll iterate on the monster and improve how it feels to play in the future. Feedback welcome :)

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