Wolcen Status update: Gate of Fates, secondary areas, and style

Community translation: Deutsch - Français

Hello everyone!

It’s time for us to prepare for the last stretch leading us to the release of Wolcen, and we’re happy to announce that the game is shaping really well!

Currently, we’re working on a lot of things that will be available at the release, including polishing new skills and the additional modifiers for the current skills. We will share more information about this with you in later news.
We’ve also added a lot of other new things! And here are a few information about a few of them:

First of all, on an exploration note, secondary areas will be available again. Like in the Alpha, you will have the possibility to find them during your journey and achieve optional objectives, including meeting sub-bosses with special boss modifiers.
These are placed in new environments specially made for secondary areas and offer various rewards.



You can see on these screenshots that the HUD has been completely redesigned to integrate the Apocalyptic gauge(at the center) and the final available skill slots. You will have 4 slots for your skills during the campaign, and a 5th that you will be able to unlock in the endgame.

Difficulty modes are also confirmed for the campaign at the release of the game. You will have access to a Story mode allowing you to go through the campaign without worrying about the difficulty, and a Normal mode fitting our design for difficulty in Wolcen: Lords of Mayhem.


At the release, Wolcen will offer a very refined tinting system with at least 100 different dyes to loot with various rarities. This system will be available in the Cosmetic inventory where you will also be able to swap skin for each piece of armor.

Weapons will not be eligible for tinting, but you will be able to swap their skins with the same weapon type.


Among other things, the Gate of Fates class names have also been decided, and we would like to share a few information about the sub-classes and their associated gameplay fantasy. Keep in mind that the mechanics and values are still subject to change.


The flames of Fury scorch flesh raw, draw out the beast in a man, send him howling, thrashing, biting what he might once have loved.

Major node example:

When you hit an enemy who is burning, your hits have a chance to consume your burn stacks on the enemy and deal X% Damage bonus.


There is no adversary she hasn’t defeated, no weapon she hasn’t mastered, no technique she hasn’t learned and tossed aside; what is left to conquer when she’s made herself a mistress of war?

Major node example:

If you block, you immediately counter attack, dealing X% of your weapon damage.


Arrows break against his armor as he makes his slow advance into enemy fortifications, the juggernaut of the battlefield.

Major node example:

While stationary you gain a stack of Fortress every X seconds.
Each stack of Fortress gives you -X% Move Speed and +X% Damage.
Moving removes stacks of Fortress over time.


The impious cower beneath his holy light, striking at him in vain till he runs them through with his sword, the emblem of dawn burning inside them.

Major node example:

When your Health is under 20%, you pray.
Praying inspires your allies, giving gives them an X All Resistance bonus during X seconds. All allies who are Down raise again to resume battle.
Prayer has an X minutes cooldown.


The natural world used to be chaos. Only a true prophet can muster the elemental discord of those days gone by.

Major node example:

When you use Lightning Skills, you have X% chance to launch a lightning strike.
When you use Fire Skills, you have X% chance to launch a fire meteor.
When you use Frost Skills, you have X% chance to launch X frost lances in front of you.


Born in decay, he made rot his trade, trailing armies of undead behind him and drawing his power from the agony of the masses.

Major node example:

You share a part of your soul with your minions. You lose X% of your Health/Force Shield and your minions take X% less damage.


The Abyss is a noiseless, lightless void, hostile to the existence of all things, and she made it her ally, binding parties of demonic vessels and half breeds in contracts, blood pacts, and curses through the Abyss’ tendrils.

Major node example:

Every stackable Ailment you inflict is also inflicted to you.
Every time you reach 10 stacks, you are purged, removing the corresponding Ailment.
You and your allies gain a bonus depending on what Ailment you purged.
Stasis: +X% movement speed during X seconds
Curse: +X% All Resistance during X seconds
Weakness: +X% Damage during X seconds
Other (Burn, Shock, Bleed, Poison): Restore X Health and X Force Shield


The clock ticks. Soon, her younger self will make an irreparable mistake. The traveler must seize any tool to stop it, walking along multiple timelines in any direction she pleases to meet her own end.

Major node example:

When you hit an enemy affected by stasis, the damage you inflict echoes through time. After X seconds, X% of the hit is inflicted again to your enemy.


She dances on the breeze, blades spinning around her before she melts into smoky blackness, the shadow at the corner of your eye.

Major node example:

When you use an Active Dodge, you automatically attack everybody in the path and leave a decoy on your initial position.


He was raised into mechanical discipline as a Republic assassin, it only made sense to integrate mechanics into his body: bio-powered turrets, kinetic boosters, every step to eliminate his targets.

Major node example:

When you use an auto-attack, you get one charge of Focus that increases your damage. When you use a skill, it gains twice this bonus and you lose every charge.


Wandering through the tundra, he makes the ghosts of the battlefield manifest, bodies frozen in death by his heartless arrows.

Major node example:

The projectiles of your auto-attacks bounce to an additional target one time with an additional Frost Damage bonus.


Flintlock pistol in one hand, sanctified blade in the next, he has a banishing curse tattooed on his skin for every demon he’s ever met.

Major node example:

You have 5 Bullets that replenish after X seconds. You also replenish X Bullets when you use the Active Dodge.
For every active Bullet, you gain X% Projectile Damage.
For every inactive Bullet, you gain X% Melee Damage.

We hope that you appreciate this glimpse on the third ring sub-classes if you have any eedback we’ll be glad to read it!

Don’t forget that you can track our progression and what we’ve been working on on the Trello Roadmap. Although it’s difficult to update the entire panel because there are a lot of features and content, and it would quickly become messy, you can consult the weekly report on the right to see what we worked on during the past few weeks.

Thank you for your continued support and Happy Holidays!

Replies: 22

Created: 2 years, 9 months ago

Category: Announcements

Awesome! Great job guys!

Created: 2 years, 9 months ago

Awesome job guys really looking forward to release:)

(Edited 2 years, 9 months ago)

Created: 2 years, 9 months ago

cant wait for all those new passives! gonna have a blast making new builds hehe

Created: 2 years, 9 months ago

This is looking great folks!

This is the first game in a long time that I'm actually excited about it's release. All the info looks great.

I still have my concerns about skill and tree balance, damage scaling, and weapon/build diversity, but it's looking good, and if those issues are fleshed out, this is going to be a serious contender IMO.

Created: 2 years, 9 months ago

GG! Can't wait to run around on the apocalyptic form!

Created: 2 years, 9 months ago

Ok it looks great, can't wait .

Created: 2 years, 9 months ago

Amazing cant wait for this game

Created: 2 years, 9 months ago


Created: 2 years, 9 months ago

GG keep up the great work :)

Created: 2 years, 9 months ago


Created: 2 years, 9 months ago

The new UI looks good. Really clean !

Created: 2 years, 9 months ago

when this one comes out?

Created: 2 years, 9 months ago

Great news!

Created: 2 years, 9 months ago

Pretty disappointed you can only get 5 skills at endgame and4 for basically the whole game (most of the game is pre-end game)

There are many skills that you simply have to have which help with movement, so you basically get two attacks, and 2 movement skills.. then 1 more attack skill end game.

The beta you had 6 spots for abilities....

Most games you have 10, 15, 20 abilities.... so 4 for the entire game, and 1 more at the end... thats kinda boring.

Game was SUPER fun to play in beta though, looking forward to finishing it, just dont see much replayability when you can only cast 2 skills the entire time that do anything other than help you move around.

Created: 2 years, 9 months ago

Everything looks cool with me. I'm anticipating good vibes with the release. Very attractive. I'm excited!

Created: 2 years, 9 months ago

Im not sure is this right place to ask but can i run this game on windows without have to use steam ?

Created: 2 years, 9 months ago

Really hyped for the final release! Keep up the good work!

Created: 2 years, 9 months ago

Hype!! :) i want to play all soon :P

Created: 2 years, 9 months ago

Can't wait :D

Created: 2 years, 9 months ago

been with you since kickstarter, but as my grampa used to say if you are going to do anything you do it right and all good things comes to those that wait. which is this game, it is going to blow the socks off anything out there right now. just wondering i know release date is in jan 2020, however do you have the exact date the game will be released. i am very glad that you didnt rush tyhe game out others have did in the past and had to fix problems after it was out. great going on a fantasstic game, cant wait to play the released version when you guys are done polishing it up for us. once thanks for all your hard work on it.

Created: 2 years, 8 months ago

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