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Hey there, spellcasters! We’ve started the New Year off right by getting in some important new features implemented into Fictorum. Falling debris now causes damage to enemies, the enchanting table has gone the way of the dinosaur, our world map has received a massive visual boost, and we’ve made a few other changes that will adjust the difficulty of the game.

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Happy New Year, spellcasters! Another few weeks have gone by and a few more changelogs have gone into source control. This latest patch includes two new runes, enemy weapon enchantments, improvements to as we march towards beta, and a performance boost!

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Hello there, spellcasters! The holiday festivities are in full swing, but the team has remained focused, hard at work, earning their feasting and wassail by bringing fantastic new improvements and enhancements to the latest version of Fictorum.

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This week’s build has slightly fewer changes to it, as the team took time off to spend time with their families for the holiday, but we still have some very exciting changes to this version of Fictorum! Chip overhauled our Event, History, and Game Over screens and we have brand new music!
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Greetings, fellow sorcerers—We have even more fantastic features and improvements to Fictorum that we’re sharing with you this week! The most notable of these are the addition of two new save slots, The Void for reviewing fallen characters, and a new Corrupted Shambler character model.

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Hey there, mages! We’re still hard at work making Fictorum even more fun and polished. Our latest additions have been improvements to our lighting and post processing, a brand new telekinesis ability, new maps, and a new facet to our enchanting and disenchanting system.
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Salutations, Wizards! The team has had a good, productive couple of weeks and with it new features to share with you. We’ve been working on a new knockdown system, improved AI, new abilities, and a perks system. Also we’re announcing a partnership with Gamepedia to create a Fictorum Wiki.

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Howdy, Magicians! We’ve been putting in some serious hours to make the wizard game that we’ve always wanted to play and we’re simply thrilled with our progress. In this update, we talk about our new character model, modular equipment system, and improvements to the inventory screen, along with our brand new combat music. Read More »


Greetings, Spellcasters! We’ve been burning the midnight oil working on the latest version of Fictorum, and we’re really looking forward to sharing our progress with you! Our quest system has gotten a facelift, which will provide a more interesting, varied, and tailored play experience for you. Additionally, our itemization is undergoing a bit of an overhaul, and we have been cooking up a special boss finale for those playing Fictorum Alpha.

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Hey spell-casters! We haven’t had as much time to work as we would’ve liked in the past two weeks; Labor Day weekend in the US coupled with family visits and following up on our physical rewards to Kickstarter backers slowed us down a bit, but that doesn’t mean we didn’t get another build out for all of our backers to enjoy! That said, we’ve been working on some really great stuff that is not quite ready to show off yet that will be making its appearance in-game soon, most likely by our next update.

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