- Fix for some rare crashes during gameplay

Steam news
Full Steam announcements and update articles for this title.
Fix Ivy not appearing in the Gear screen
Fix for "Free Frostpyre Peak" achievement
Greetings Wildkeepers,
Today is a HUGE day for us. This is the result of two years of hard work. Lyle and I have put everything we've got into Wildkeepers Rising, investing our time and our money trying to make the best possible game. It's been a relentlessly difficult, but also incredibly rewarding journey. But enough about us, what do you get from this release?
We've really tried to push the bullet heaven genre forward in Wildkeepers Rising with the addition of Guardians and Sigils. Our goal was to provide enough variety (in both gameplay and visuals) to enable you to play however you wanted and develop favorite builds, but also to challenge you to make it work with what you've got.
We've added a lot of content to this game:
5 fully playable Wildkeepers
29 Guardians, each with individual personalities, upgrades, supers and play styles
4 large environments, with unique layouts
65 different enemies, with distinct behaviors
4 tremendous bosses
50 Sigils, serving either as weapons, passives or game-changers
77 pieces of upgradeable and equippable Gear, which create a ridiculous amount of combinations
All of this content serves as the foundation to create infinite possibilities and unique situations during gameplay. At the same time, we never intended for this to be a game where you're grinding for hours, playing the same content over and over, just to get 1% stronger, or to unlock a reskin of a character. Every enemy, every Sigil, every Guardian is designed to increase the amount of variety, to show you something you haven't seen yet. And after 15-20 hours, if you've completed all the content and you're satisfied, so are we.
If you want more details about the changes between 1.0 and 0.4, I wrote about it here:
We made the decision to maintain the Early Access price of $9.99 USD (regional prices may vary) because we wanted to make the game as accessible as possible to as many players as possible.
Besides this, we're also launching with a 10% discount for 7 days.
This truly is the best time to get Wildkeepers Rising:
Steam has always been our primary platform, because of its flexibility, and the ability to connect with a knowledgeable audience full of discerning players like you.
We will continue to have a strong presence here. Wildkeepers Rising is currently participating in the Roguelike Celebration (check them out here and here, it's really cool). And we're also going to be a part of the upcoming Bullet Heaven Fest 3.0 (Dec 4th) which I'm sure will be full of great games you'll enjoy if you like Wildkeepers Rising.
But beyond Steam, we're also proud to be able to offer the game to audiences on console. We're in the process of getting everything finalized, but can announce that Wildkeepers Rising is coming to console (Nintendo Switch, PlayStation 4 and 5, Xbox One and Xbox Series S|X) on November 12th.
We're looking forward to all of you playing Wildkeepers Rising, and we'd love to hear about it. Please leave us a comment in the Steam Forums or join our Discord (I respond personally to all questions and comments). We hope to see you there.
Sergio.
Greetings Wildkeepers,
Today is a big day. After a long three and a half months of work, we're finally ready to announce that Wildkeepers Rising is very close to full release.
We've prepared this trailer to celebrate the occasion. I hope you like it:
As you can see in the trailer, Wildkeepers Rising will go 1.0 on October 23rd. That's a bit over a week away!
We will have a launch discount of 10% and Steam has a 30-day cooldown after that when we're not allowed to discount the game, so make sure you pick it up that week!
Before I give you details on what's in this release (hint: it's a BIG one), I thought it would be good to reflect a bit on our Early Access journey, and how you've helped made Wildkeepers Rising a better game.
From the beginning, our intention was to advance the bullet heaven genre with innovative gameplay. Besides covering the basics with a large variety of upgrades and enemies, we added many ingredients to the formula, such as autonomous Guardians, large and complex maps, custom missions, equippable powers (Sigils) and a bit of narrative.
Both the most successful and the one we feel most passionate about is the Guardians. We worked hard to provide a large collection of creature looks as well as gameplay styles and personalities, so playing with the Guardians would feel unique and rewarding.
A big emphasis during Early Access has been to reinforce the meta-game. We added a brand new mission type, Endless Mode, that removes the power cap and allows you to grow super-strong - but only if you can master the ever increasing challenge from the enemies. And in our latest release we also added gear, providing an incredible amount of possible configurations for your characters, and many choices on how to invest your hard-earned meta-currency.
The Early Access release shipped with three full environments, each with five new Guardians to unlock and a new Wildkeeper (the Chief and Milo), plus 10+ different enemy types and a boss. We've been consistently hearing from streamers and players that the game is much bigger than they expected, and we're very proud of having accomplished that (there's only two of us!)
In 1.0 we've added a full new environment: Frostpyre Peak. Half lava volcano, half frozen mountain, the enemies there will either freeze you or make you catch fire, so you'll have to be extra careful. As before, there are five new Guardians to unlock and you'll get a new Wildkeeper (Ivy) at the beginning. Plus you'll end up playing the biggest and hardest boss fights we've ever designed!
I won't spoil the surprise for what the new Guardians are, but they're pretty crazy! (you may spot some of them in the new trailer above...)
Besides the new environment, we've continued to polish, adjust balance and fix bugs. Here's a more comprehensive list:
Massive performance improvements to both CPU and GPU. Framerate is faster and more stable and ever before, reaching a solid 60fps on a Steam Deck.
Fix bug that was causing the game to save more frequently than necessary, causing performance issues.
Polish the look of the Map Screen. Now you can see the Guardians and the bosses associated to the missions.
You can now have 3 different save slots, no need to lose your progress if you want to start from the beginning.
Manual Attacks have been disabled. We felt this feature was not adding to the game, as it's best played in auto-attack mode.
Fix bug with enhancing Team Upgrades
New Achievements!
Buff some sigils, including Landminer, Dragon's Breath, Toxic Trail and Floating Wither, that were underpowered. Nerf others, including Vampire
And some Guardian tweaks:
Kifoo will now track the damage done by hypnotized enemies and update his DPS.
Wally's super is now limited to an area (depending on his aggro).
Reeza now has a separate indicator for hatchlings and eggs.
Volcoy's gauge for calling a pack member can go to 3 - numbers changed to roman numerals
Increase the value for freeze upgrades
Many other little polish items, bug fixes and balance tweaks
We couldn't be more excited to reach this point with all of you, after a long but rewarding journey.
But a lot of the work that we did to improve performance and fix a lot of the bugs has also allowed us to prepare console ports. They are currently in certification and we hope to release them as soon as they are ready, so if you prefer to play Wildkeepers Rising on console you'll be able to do that very soon.
In the meantime, let us know on Discord what you think of this release. We hope to see you there!
Sergio
Greetings Wildkeepers,
Welcome to 0.4. I know it's been a while since the last update, but that's only because this is by far the biggest update we've shipped yet!
The main star of this update, as promised in the roadmap, is the introduction of Gear.
Here's how it works.
As you play missions, you'll collect pieces of gear. Those are permanent, so you keep them after the mission is over. In the village, you can examine your gear, upgrade it and equip it to both Wildkeepers and Guardians.
Each piece of gear can be equipped to every Wildkeeper and every Guardian simultaneously, so nobody is going to miss out.
Gear pieces fit in a single slot, either a helmet, a chest slot, boots, a weapon, ring, necklace, or even some food, a book, a potion and a trinket. Wildkeepers and Guardians have different slots.
Gear combines with the previous Meta-Upgrades system to provide you with more choices than ever to strengthen your team as you progress through the game. Most gear pieces can be made stronger by upgrading them with the appropriate currency. Where will you spend it?
At this time, there are a total of 76 different pieces of gear, each with its own functionality.
And if you've been playing a while and worry about having to go back and farm for gear, worry not. The game will award you some gear when you open 0.4 based on your existing progress, so you're all ready to go!
Working on Gear, we've had to play the game a lot to make sure it feels fun and balanced, and that has also led to the introduction of a few Quality of Life and polish updates:
Difficulty selection is now presented upfront, and all difficulties are unlocked from the start. You get to decide what level of challenge is right for you.
In spite of adding power with the introduction of gear, the first two difficulty levels remain almost unchanged, but we've made Ridiculous and Ludicrous difficulties even harder, and levelling up will also be slower.
The tutorial for using Supers has been updated, to ensure nobody misses it
Upgrades (both individual and team upgrades) can be enhanced, increasing their rarity. You can get enhancements by equipping the right gear.
DPS numbers no longer include the damage dealt by Sigils, now it's only direct damage by the Wildkeeper or Guardian. You can still see Sigil damage in the tooltip for each weapon Sigil.
Wildkeepers will grunt when hurt, so it's easier to tell when you're taking damage.
The icons in the minimap are bigger and sorted properly, so they're easier to see.
Guardian icons in the minimap look red when the Guardian is fainted.
We improved gamepad controls a lot:
A visual cursor is now drawn over buttons and other UI elements, making it clear what the selection is
Added acceleration when using the analog stick to move the cursor
Button prompts are presented contextually right next to the UI element they affect, besides also appearing in the bottom right of the screen
Polished the UI with the introduction of stat icons, making it more visual
Guardians in the inventory will look red when fainted, and you'll be able to see the revive timer.
The map screen can be scrolled by dragging with any mouse button (besides moving the cursor to the edges)
Infested Mounds will no longer show up as an objective arrow unless they are, in fact, a mission objective.
The Infested Mounds mission has been moved to the right side of the bridge. It's better for players to focus on releasing Guardians at the beginning, and now the mounds can be anywhere in the level.
Wildkeeper collision is now disabled while dashing
And a few balance changes:
Buff Kerpi:
He received 20 block, to make him more durable
His ball drops a heart on every bounce when thrown
Nipper's revive upgrade has been made stronger
Kiraboom will no longer try to pick up hearts
Grampth will stay a bit closer to you
Devouring Tree's health has been cut in half
The Sacrifice Sigil has been nerfed to only absorb 50% of the damage
Up until now, we had been running on version 5.4.4 of Unreal Engine. It was time for an update, and we upgraded it to the very latest version 5.6, released just a few short weeks ago.
This version should introduce bug fixes and performance improvements, and make it easier to port the game to console as we approach full release.
Another change we decided to implement is to go back to using DirectX11 for rendering. While DX12 offers an opportunity for better performance in some cases, this is mostly true if you use all the latest features in Unreal (Nanite and Lumen), which we don't really need for this game - and which would negatively impact the overall framerate, especially on older hardware.
With the rollback to DirectX11 we also hope to remove hitches due to PSO caching which, even with the mitigation approaches provided by Unreal Engine, seemed to be causing problems for some players.
As with any technical changes, there's always risk something can go wrong, so let us know in our Discord if you encounter any issues.
And with this, we're deep into the next update, which we expect to be even BIGGER than this one, if you can believe it. Which is why it might take a while, but until then we hope you have a chance to experiment with gear and put together some crazy powerful combinations. I know we have.
Sergio.
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This page aggregates Steam news feeds, patch notes, and developer announcements for Wildkeepers Rising, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Wildkeepers Rising statistics page.
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