Store data
- Store status
- Coming soon
- Scheduled release
- 4 November 2026
- Positive reviews
- —
- Total reviews
- —
- Release date
- 4 November 2026
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
Large battles now run more smoothly, with no reduction in enemy counts, effects or visual detail. {STEAM_CLAN_IMAGE}/46309120/bf8c2c7dd32813f1c4f89e5555bab1a1daa5c848.png RTX 4070 Ti · Identical large-wave stress test. Results vary by hardware. The demo has been updated, and the same improvements are included in the full-game build.
Read full update on Steam ↗Hi everyone! A player asked for the option to see upgrade cards immediately on every level-up. That sounded like a useful choice, so it is now available in the demo! New setting: Level-up popups Open Settings → Comfort → Level-up popups: Spaced out · 15 s — the default. Keeps the current interval between automatic upgrade choices. Immediate — upgrade cards open as soon as you level up. If you earn several levels at once, the choices appear one after another. You still choose each upgrade yourself. {STEAM_CLAN_IMAGE}/46309120/162162016b05ae5fc4fd1c9e7ddd34eef3d069fa.png The brief protection when returning to combat remains in both modes. The setting is available in all 12 supported languages. Thanks for suggesting this and for all the feedback on the latest update! Let Steam update your demo, give it a try, and let me know which mode you prefer. — Alex
Read full update on Steam ↗Hi everyone! The latest Wildixir demo update is live. I've been working through your feedback, especially the points about distracting particles, hard-to-see XP crystals, and confusing upgrade choices. Thank you for taking the time to explain what wasn't working — it really helps me improve the game. Clearer level-ups Ordinary upgrade choices now grant one level instead of two. New upgrades start at Level 1, and cards show your current level and the level you'll receive, alongside clearer stat changes. New weapons are labelled and show your weapon slots. Stackable rare rewards show how many you've taken and their accumulated effect; the build overview also makes these details easier to check. {STEAM_CLAN_IMAGE}/46309120/dd646bf99067875695cae4823011dffa6d9fb7e8.png A visible upgrade queue The 15-second interval between automatic upgrade windows remains, so gaining several levels quickl...
Read full update on Steam ↗Hey everyone, Thank you to everyone who has played the demo and shared feedback. This update brings clearer combat visuals and a more obvious way to jump into another run. Reworked ground fire Ground fire now uses uneven clusters of flames instead of a sharp circular outline. The effect fades smoothly and leaves the ground visible beneath it. {STEAM_CLAN_IMAGE}/46309120/4756bf9f87001011a799c0d734a0c2859b22b3ef.png A new look for the boss shield The bright ring around the boss has been replaced with thorny roots connected to its protective anchors. The boss HUD is simpler, too: a stable name and health bar, phase markers, and a short objective while the shield is active. {STEAM_CLAN_IMAGE}/46309120/62c3c5d8f497aab84e4303024e07f1a598efaed2.png Other improvements The option to start another run is now more prominent on the results screen. XP crystals have been redesigned to stand out fro...
Read full update on Steam ↗Hey everyone, The demo has a new update! I've spent today giving Wildixir's environments more character, making the interface easier to read, and working through your feedback from the latest runs. A clearer view, with new typography I've replaced the interface fonts with Alegreya and Alegreya Sans, giving headings, menus and descriptions a more distinctive feel. {STEAM_CLAN_IMAGE}/46309120/2b7c8009f90ce5e9b0f5b094f0ae7cc88ea0ed1c.png A redesigned HUD I've replaced the wide top bar with three compact displays: health and experience on the left, the expedition timer and current phase in the centre, and shrine progress on the right. This leaves more of the world visible during a run. {STEAM_CLAN_IMAGE}/46309120/2e6b60404de94298b41aff184e4801b11ba48e89.png A little more life in the world In the Enchanted Forest, trees now spread winding roots across the ground, with small leaves and subt...
Read full update on Steam ↗Hey everyone, The Wildixir demo has had a busy day! Today’s updates include quite a few visual improvements, clearer event instructions, and some fixes inspired by your feedback. Everything below is included in the latest demo build, v0.8.31. Characters and forest events Iva’s artwork has been refined, including her hands, staff grip, potion flask and satchel. Chests have a more detailed design. Once looted, they no longer keep glowing as though there’s still a reward inside. The wandering wisp is larger and easier to spot. A trail of softly glowing turquoise particles now leads towards its destination, replacing the straight line and yellow circles. The flower event and several other forest-event objects have received a visual touch-up. Floating labels now blend into the forest more naturally, without the solid black rectangles behind them. Clearer combat Player, elite and boss healt...
Read full update on Steam ↗Steam currently lists 4 Nov 2026 as the release date.
Large battles now run more smoothly, with no reduction in enemy counts, effects or visual detail. {STEAM_CLAN_IMAGE}/46309120/bf8c2c7dd32813f1c4f89e5555bab1a1daa5c848.png RTX 4070 Ti · Identical large-wave stress test…
Hi everyone! A player asked for the option to see upgrade cards immediately on every level-up. That sounded like a useful choice, so it is now available in the demo! New setting: Level-up popups Open Settings → Comfor…
Hi everyone! The latest Wildixir demo update is live. I've been working through your feedback, especially the points about distracting particles, hard-to-see XP crystals, and confusing upgrade choices. Thank you for t…
Hey everyone, Thank you to everyone who has played the demo and shared feedback. This update brings clearer combat visuals and a more obvious way to jump into another run. Reworked ground fire Ground fire now uses une…
Hey everyone, The demo has a new update! I've spent today giving Wildixir's environments more character, making the interface easier to read, and working through your feedback from the latest runs. A clearer view, wit…