About the Game
IMPORTANT: This game is ACTUALLY different!
Get ready to re-learn how to fight. This game features a physics based combat system with directional attacks. It'll take time to master! Don't worry, gladiators exist to be sacrificed. You control your character fully, at all times, based on complex inputs - you will never sit there while an animation plays.
This game's combat will take practice: at first you will find it hard to even hit anything properly. To win and master combat you will have to slow down and pay attention, pressing random buttons in a panic will only send your gladiator to an even earlier grave. You will learn how to move, how to use momentum to hit HARD, how to hit targeted weak spots and eventually, you will make up your own moves and fight in your own style.
An unforgiving Gladiator Roguelite experience.
Take control of a gladiator with a single life, that you lead to an inevitable dea-- I mean, to victory and glory! Fight from the Pits to the Arena into the Stadium, pleasing larger and larger crowds until you finally become a legend of the Grand Stadium.
Each run is totally unique!
There are many roads to becoming champion. Try different approaches and improvise through the randomisation to survive in the long run.
Strategise your way to victory - combat skills alone are not enough!
Deal with random events, choose your next matches, please the rich patrons, please the crowds, expand your school, setup your training regime, bribe for information, hire professional help... and much more!
Fully modular equipment system!
Progress and purchase/loot weapons and armor. Master 8 weapon classes that all play differently. Spend hard earned gold and influence and outfit your character piece-by-piece.
Welcome to Terantia: the city of games!
Step into over a dozen arenas of different sizes and styles, each with random variations.
Fight in group battles or take on tense one-on-one duels that test your skills. How long can you last before your inevitable glorious death?
Other features include:
Starting backstories with different traits and goals
Permanent bonuses for each backstory's victory
Dynamic audiences that respond to your actions. Don't just win: entertain!
A ranking system with rewards (levelling up)
Character skills that grow as you perform the relevant actions
And much, much more!
Now into the arena, Aspirant!
To those who are about to die, I salute you!
Jordy

Screenshots
8 images
Version Information
Steam Patch Notes
Official update history
AVE ASPIRANTS!
WWAATD Patch v0.88 is out now!
[img src="{STEAM_CLAN_IMAGE}/36402388/0da879dde9d11df4ccbf87a958d47c4fd05ed92a.gif"]
Changelog - Balancing
Doubled Max Stamina Recovery (When you take damage, your Max Stamina also goes down, but recovers over time - twice as fast now)
Minimum Stamina from Max Stamina damage changed to 60 (from 50)
Slightly reduced the effects of character body physical animation (creating more stability)
Adjusted camera height up a bit (and fixed bugs related to camera height on Vertically Challengd & Giant)
Adjusted camera pivot (aiming up towards the head should be easier and feel more natural now)
Made the AI transition from entering the arena to fighting more smoothly
Improved lighting on Inner City - Market
Bugfixes
Fixed a bug where characters didn't properly enter the battlefield on Draft
Fixed a bug that caused Draft variations / daytime conditions to not trigger (Rain, Sunset)
Fixed a bug that would cause some dialog events with multiple outcomes to not match your choice to the outcome correctly
Fixed a bug where on the Trait Reward (after Elite Fight or Tournament) would have tooltips below the UI instead of on top on Gamepad
Fixed a bug where on the Trait Reward (after Elite Fight or Tournament) you could lose focus with Gamepad
Replaced Zoomin and ZoomOut for gamepad with a ZoomCycle input action (DPAD-UP).
Added missing SwitchStance input action on gamepad (DPAD-DOWN).
Fixed UI glitch where you could not equip a 2h weapon from the aux-slots when you also had a shield equipped.
Fixed various glitches in the career menu with regards to alt-tabbing away from the game.
Shield slots is now marked as unavailable when a 2H weapon is equipped
Award text on victory screen realigned to prevent text overflowing
Battle Panel menu fight button now has correct color on Elite Fights
Fixed Valerius Festival Event giving 0 gold on coin pouch pickup
Fixed Picked up 0 Hanian Callae message
Fixed Reveal All Matches button greying out when it shouldn't
Joridus event option to expand inventory with max inventory slots no longer selectable
Fixed bug where keyrebinds on gamepad didn't show on the gamepad controls overview panel
Fixed a few gamepad navigation issues on the character traits overview panel
Fixed mislabelling on the UI for gamepad legend on the career menu
Fixed a bug causing tooltips to not appear on equipment slots on Gamepad
Fixed a bug causing "item preview" to trigger while on an equipment slot on Gamepad
Fixed a bug causing matches to break during the fight after valerius' gold-pouches event
If you like what we're doing, please consider sharing this update and the game with your friends: we still rely on word of mouth more than anything.
As always,
We who are about to die salute you!
Jordy Lakiere
AVE ASPIRANTS!
[img src="{STEAM_CLAN_IMAGE}/36402388/867ee47ab069b6a0f190cc2c7251eae6b743756d.jpg"]
V0.87 is OUT NOW!
v0.87 is primarily another balancing patch but we also addressed some of the more pressing bugs.
From our testing, the difficulty and general flow of the new AI is in a much better spot now. We've added breathing room, new attack movement logic, and custom code to improve flow of 1vsMany situations and reduce team damage. Additionally, Commoner, Gladiator and Lionslayer now all feel very distinct and the pressure ramps up dramatically as we've scaled the AI's abilities more based on the difficulty setting.
Give it a go and let us know if you agree it's playing better! Best place to do so is on Aegic's Discord (though I regularly read Steam discussions and comments as well!)
AI behavior and Combat balancing changes
AI now hangs back a bit and moves in to attack instead of being in melee range all the time.
Melee range itself is a tad further out, adding breathing space
When not attacking, the AI will default to a slow circling mode
Retreating distance is clamped to max 5 meters from theoretically infinite (just timed out, but sometimes they could retreat very far as there's randomness involved)
In any very assymetrical fights in Gladiator difficulty, usually only two enemies will be "on" you now (previously 3-4). Any more than that will enter "defensive circling", hanging back waiting for their turn
On Lionslayer difficulty it's 3, on Commoner difficulty its now 1 at a time
The turn taking is based on Stamina. Tired characters will fall back and a more energised one will take his place.
The distance at which they defensive circle is reduced to 3.5 meters from 6. They hang around close but not too far (we call this the "Kung Fu circle")
In assymetrical fights the AI has increasingly more bias towards Overhead and Stabs to reduce team damage. Even more bias against left and right slashes (the widest one)
The emergent AI really wanted to surround the player "optimally" on the left and right side, sometimes even wrapping behind, which didn't feel fun. In the most common case of 2 enemies attacking, they will stay more in front of the player now, making it much nicer to fight
With 3 or more on you, the AI will circle you as before, including hard flanks. Lionslayer players beware!
Reduced AI maximum max stamina from 200 to 180. (Player remains at 200.)
Further damage model balancing. Note: AI and player have the exact same damage model (on the normal "Gladiator" mode)
Reduced influence of Stamina on damage output (meaning more damage when tired)
Increased influence of velocity of attack on damage output (More damage at higher skill & raw velocity)
[img src="{STEAM_CLAN_IMAGE}/36402388/b95dcc8dcacfb88e8d221ee139a8e763dee1bab0.png"]
Career & Balancing
Redesigned the Character Trait Collector. Players will gain +100 fame per week per matching Attribute among owned equipment + a -25% Shop Rerolls base cost.
Map generation has been rebalanced. Quite a few small changes but generally speaking, there will be less Inner City maps (Slums, Plaza, Market, Terraces) and more of the others for added variety. Ultra late game maps will also bias more towards middle or later game maps with a small chance to still roll early game maps
Slightly reduced Audience Favor gravitation to "neutral" (meaning actions that give positive or negative audience favor are a bit stickier over time.)
Slight damage nerf on Dormori Daka (primarily with Draft in mind)
Elite Cultivator Cren now has 1 less minion, moved spawning around so he spawns alone at the last wave
Coin King Elite Fight now has 2 less minions in total, removed from his own wave
Rebalanced wooden weapons (the starting / training ones) - generally they have more damage and less durability now
Bugfixes
Fixed a bug where corpses would still animate sometimes
Fixed bug where the new trait Traditionalist would not always run a new culture each run
Fixed a gamepad issue where focus was lost in certain cases after returning from a fight
Fixed an issue for gamepad where the focus was set incorrectly after pressing 'Hide' on the Rank Up reward
Resolved an issue where, after an unexpected exit, returning to an ambush would incorrectly load a standard fight instead of the ambush event.
(Probably) fixed an AI bug on Draft, causing them to pass each other oddly at the start.
(Probably) fixed a bug where on Survival in City Center, some enemies could spawn in the floor and get stuck, never entering the arena
Fixed some missing options when using Reset To Defaults in Game Options
Slight improvement on physics of the Cloak accesory
If you like what we're doing, please consider sharing this update and the game with your friends: we still rely on word of mouth more than anything.
As always,
We who are about to die salute you!
Jordy Lakiere
AVE ASPIRANTS!
[img src="{STEAM_CLAN_IMAGE}/36402388/dd356b6d8e700e78599282642da8dd9dd8d3cb1b.gif"]
1 day 1 patch! The Anniversary Update was released yesterday and met with a lot of kind words and valid feedback - thank you!
On Difficulty
I've been rebalancing the game (trying to avoid resorting to dumbing down the AI) to match the added difficulty, this patch continues that.
First - I want WWAATD to be a challenging game, it's part of the DNA of the game - but it has to be hard in a fun way, and not feel 'just unfair', of course. The previous version had the AI very passive and static, so this is definitely an improvement, we just have to finetune it.
There's 3 pretty fundamentally different difficulty modes and a very detailed Sandbox Mode for you to tailor your experience as well. Everyone has different skill levels, time-in-the-game, preferences and so on, so I figure more options helps as we refine the "base game".
New Combat Changes
Balancing a physics based animation driven combat game with a complex damage model is a bit like defusing a bomb, and with a total AI rework, it's like we threw a live grenade into the mix. In many ways we are balancing from scratch so needing a patch (or a few) makes sense - bear with us and keep giving feedback as we finetune!
So tl;dr today I injected some coffee into my veins and got to work to bring you a first patch. Let me know your thoughts on how these changes feel so we can keep making the game better. Best place to do so is in the game's Discord, link at the bottom of thist post (and every post!)
Changelog - Balancing
Impactful
Rebalanced damage model for more consistent damage
Less penalty for bad hit contact point, short hold-time, stamina state and "fumbles" (hitting with back of the weapon etc), damage should overall be closer to stats on each hit
Exact Impact point now counts a bit less vs overall weapon velocity for damage calculation (from 50% to 30%) - this should especially help shorter weapons
Note: the AI has the same changes, as they have the exact same damage model as the player
Increased backwards speed for player a tad
AI movement skill/speed reduced across the board
Light weight status now also gives +10 Stamina skill (along side Dashing and Movement previously)
This should make early game less of a Stamina pain, while also making sure Stamina management is still a part of the game if you equip heavier gear
AI spends a lower extent of time in "retreat" mode recovering Stamina
Reduced the character physics body layer intensity (Should reduce some floppiness, jank, buggy movement, ...)
Weapon weight has a bit less impact on Stamina Cost of attacks - should primarily make heavier weapons (polearms etc) less of a brutal Stamina drain
Increased stamina recovery from receiving damage to 1.5x the damage (from 1x)
Subtle
Increased player base attack speed slightly
Increased camera zoom-out max
Equipment Weight affects AI the same as Player now (was off by a tiny bit)
Rebalanced weight impact so the Stam Regen numbers and color coding UI make more sense
Counters by the AI (when you hit them, usually when they're tired) will now more often be regular attacks vs double attack or dash attacks, to reduce them getting stuck in low stamina as you hit them & reduce glitchy movement
Bugfixes
Clamped the maximum knockback on characters to reduce crazy knockbacks
(Probably) Fixed a bug causing Multicultural to stack up Patron Favor penalties across multiple characters (this will require a new character to take effect)
[img src="{STEAM_CLAN_IMAGE}/36402388/0a00cf97885af2a5fa71fc9e20db34dc2070ac68.jpg"]If you like what we're doing, please consider sharing this update and the game with your friends: we still rely on word of mouth more than anything.
As always,
We who are about to die salute you!
Jordy Lakiere
A patch with bugfixes and optimisations!
[img src="{STEAM_CLAN_IMAGE}/36402388/867ee47ab069b6a0f190cc2c7251eae6b743756d.jpg"]
V0.81 out now!
v0.81 is primarily a bugfix patch, but we also wanted to reintroduce the teeth in the game a bit: Blood & Sand made things a bit too easy!
Aside from a small army of bugfixes, in this patch, the AI is generally more competent and active, stamina has been rebalanced and Controller controls have gotten some upgrades.
AI behavior and combat improvements
AI now attacks more frequently, is generally more active.
Fixed a bug that prevented AI from throwing weapons or taunting
Fixed a bug that made AI dashes basically have no effect, reintroducing dash avoids and dash-attacks
Increased chance for AI to throw weapons. (AI now also has a chance to throw and pick up weapons of one tier lower)
Improved AI behavior to reduce erratic switching between blocking and dropping block
AI now has different behaviors to recover from low stamina (less stuck at 0 stamina/gassed out)
Stamina regen is now also based on movement, standing still recovers stamina faster than in movement
Improved Combat controls for gamepad:
Camera movement locks during attacks and eases back in afterward which allows the player to be more in control when locking in an attack
Quick flicks with the Right-joy button (R3) in combination with the Right Trigger (R2) now correctly register the attack direction. Remember that pressing R2 first and R3 second will give you control on the Attack Direction widget
In Classic Mode, we fixed an issue where the player twisted away from enemies when attacking
Improved spear handling a little bit (AI and player)
Improved lighting and reflections on some maps (Some arenas were really dark - may still get improved in some ninja-patches the coming weeks)
Items thrown in the arena are now limited to Sandbox item selection as intended
Bugfixes
Critical
Fixed a crash that occurred when rerolling many times or quickly. We've optimised the system so rerolling is now smoother/faster and more reliable than ever
Fixed a memory leak / increasing lag related to rerolling characters (and possibly long game session)
Fixed an issue where unlocks and permanent buffs reset after reloading the game
Resolved a bug where a difficulty run was replaced by the sandbox default profile
Resolved an issue where abandoning a sandbox run let players access the Sandbox Editor for that profile
Fixed issue where players could abandon a run and still ESC out of the paused menu with the abandon prompt open.
Fixed Unique items and Destructibles (Fancy Bottles etc) having 0 gold value
Fixed broken UI due to localisation on the Dialog Events
Other
Resolved an issue where item icons got stuck to the mouse cursor in Career Menu
Fixed a Gamepad issue preventing navigation to some inventory slots
Fixed an issue where Weekly Report notifications stacked and appeared multiple times
Fixed an issue where Character Trait tooltips wouldn’t disappear.
Optimized tooltip placement for gamepad (Steam Deck esp.)
Resolved a bug where players received the one-armed trait visual after certain rerolls
Fixed extreme physics behavior when standing on the edge of a rotating platform
Finally (hopefully) fixed the issue in Draft fights where veggies were thrown due to the Villain trait
Fixed bugs on The Advantian Arena and Lion’s Roar maps where players could enter the arena early
Item droppers now properly track sandbox item overrides
Fixed the Character Overview screen showing a different backstory icon than the Utility Menu Backstory tab
Fixed a UI bug where hovering over "Allow anonymous gameplay data collection" displayed the wrong tooltip
Fixed a bug where the double dash setting did not save correctly
Fixed a bug where players couldn’t reopen the Trait Overview window multiple times from the Utility menu
Fixed an issue where some destructible items no longer had a shop value
Fixed Alluora's Boy character trait
Fixed issue where certain events had extra line breaks and hidden buttons
Resolved various impossible bets and small bugs related to the new betting system
Fixed/improved physics on Long Cloak and Halfcloak
Fixed the Dormorii Scale shirt, which incorrectly had Hanian properties
Corrected the Raider Chaka, which was incorrectly listed as a polearm instead of a two-handed axe
Many many more, but why waste time keeping track when you can spend that time fixing bugs?
We who are about to die salute you,
Lino & Jordy
[img src="{STEAM_CLAN_IMAGE}/36402388/0da879dde9d11df4ccbf87a958d47c4fd05ed92a.gif"]
Gladiator's Revenge v0.71 changelog
Ave Aspirants,
0.71 is here: a small bug-fixing patch!
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Bugfixes
- Fixed an issue where players saw a debug backstory
- Fixed issue where you couldn't claim victory on Condemned after your target week has passed
- Fixed an issue where passing Baegar as Veteran Aspirant without defeating him would trigger victory condition
- Fixed an issue where you could roll Condemned and switch to a lower difficulty mode
- Fixed an issue where item rank-up rewards could fail
- Fixed incorrect sounds on bronze scale arms & leg armor
- Fixed an issue where windows would jump when navigating from options to start in the main menu.
- Resolved an issue allowing the pause menu to open during loading tips and the game to continue.
- Corrected a problem where the HUD did not automatically set gamepad icon keys.
- Adjusted the loading screen to prevent showing the key-formatting when using a gamepad.
- Fixed an issue where the music from credits would continue playing when closing it rapidly after opening
- Disabled trap movements during intro sequences to avoid navigation issues. Should be a step closer to fixing the issue of enemies waiting at their gates
- Fixed the "Hold loading screen until key pressed" option automatically re-checking itself
- Resolved the issue of being able to skip the loading screen before the continued message appeared
- Fixed the issue where ballistae did not deal damage anymore
- Fixed issue on Impatient Crowd 4 minutes. 'Crowd wants to go home' msg appeared at the start of the fight
- Fixed an issue with bribing which mixed up the Patron's favor being used + made the chance estimation more logical
- Balancing: Quelli Daka got a small damage buff
- Fixed Scollo upgrades scale issue (flickering)
- Fixed Veteran Aspirant subclass traits listed as 'nan'
- Probably missed a few!
We who are about to die salute you,
Jordy
Champion's Journey v0.63 changelog
A patch with some bugfixing to hold us over untill the anniversary of the game! (Nov 14th!)
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Bugfixes
- Fixed players sometimes losing shields after a Spoils match
- Fixed a cause of NPCs bumping into their attack target, in particular at high speed
- The ranges of certain breakable objects that were missing new range calculations have been updated. This should reduce some NPC bumping.
- NPCs will no longer continuously bump into their target after breaking their weapon after the first attack of a "double attack" move
- Added that unique weapons wielded by Elites or their minions in elite fights can't be destroyed anymore
- Reduced the amount and randomness of slow motion in the game. Now it only occurs on player kills and scales with damage.
- Character re-roll no longer activates the "Skip completed backstories" checkbox
- Fixed an issue with loaded trait activation, which solves the problem with Villain not working properly.
- Fixed an issue where the red cross on locked slots would disappear when comparing items in the shop.
- Fixed an issue where some end of match logic was delayed (causing things like the Sick character trait to still activate shortly after the fight ends)
- Resolved a glitch with the Machismo trait and gamepad that allowed players to gain infinite gold.
- Adjusted the Level-up reward system to prevent incompatible skills from being rolled when certain traits are present.
- Multiple prompts triggered during fights are now properly layered
- Late game rare fights now actually match the ones shown in the Calendar
- Fixed an issue where some helmets did not visually break
- Fixed a bug where, if the player waited at the spawn point for 15 seconds, they would spawn into the arena with allies and enemies stuck behind closed gates.
- Addressed the issue where players get vegetables thrown at them during draft and ambush with the Villain trait
- Resolved an issue where decorations in the career menu occasionally failed to display during a special week.
Balancing
- Increased the Speed of the Owakhan Spears (the Unique twin spear, as well as the regular one)
- Increased AI aggression slightly
- Increased rotation freeze on AI attacks slightly to help with flanking. Shields weight in particular has a higher impact now.
Trait Balancing
- Born Leader: Now also makes Entourage 50% cheaper and more common.
- Giant: Reduced damage buff to 10% (down from 15%). Reduced weight treshold increase to 15 (down from 20)
- Joridus Apprentice: Max skill buff reduced to 25% (down from 35%)
- Clairvoyance: Chance to reveal increased to 50% (up from 33%)
- Sharpener: Damage buff increased to 15% (up from 10%)
- Bloodlust: Stamina gain reduced to 50% (down from 100%)
- 1H Weapon Expert: Damage buffs reduced to 3 and 6 (down from 5 and 10)
- 2H Weapon Expert: Damage buffs reduced to 4 and 8 (down from 5 and 10)
- One-Handed: Shops won't offer shields anymore
- Vertically Challenged: Reduced damage buff to 10% (down from 15%). Reduced weight treshold increase to 15 (down from 20)
- Careless: percentage durability damage reduced to 3 (down from 5)
- Sick: damage received reduced to 4 (down from 5)
- Hammer Time: Damage buff and debuff reduced to 15% (down from 25%)
- Frenzied: Damage dealt and received buffs reduced to 20% (down from 25%)
- Villain: Damage buff is now 75% (down from 100%) of your negative fame multiplier
- Unloveable: the player has a -33% fame deduction after all fame reward calculations are done on Victory, and this is shown more clearly
Content / UI
- Added the game's logo to the intro cinematic
- Added match information when using the Toggle Ingame Items Tooltips during fights
We who are about to die salute you,
Jordy
Champion's Journey v0.62 changelog
Another small patch with some minor bugfixes!
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Bugfixes
- Fixed issue where enemies would get stuck at one of the entrances in The Great Pit
- Fixed issue where enemies didn't drop their weapon when it breaks, preventing weapons from disappearing during or after a fight
- Fixed a bug that allowed 1h characters to briefly pick up 2h weapons and keep them by quitting to the career menu
- Fixed wrong pose displaying in career menu when holding spears with new 1h-only mode
- Fixed an issue where some map selections were disrupted for 1v1 fights
- Fixed an issue preventing the selection of trait rewards via their icons
- Fixed navigation issues on the Spike Trap in the Grand Stadium causing odd rerouting
- Fixed issue where players could get stuck at the Inner City gate when moving all the way to the right
- The intro message and loading screen now only appear when launching the game
- Fixed issue where Mazza's Trait info-text was not always visible in the Utility menu
- Fixed issue where audience members appeared with bare torsos
We who are about to die salute you,
Jordy
Champion's Journey v0.61 changelog
A small patch with some minor tweaks and bugfixes!
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Tweaks
- Removed certain cases where the Backstory Character Trait set would contain many Minor Traits
- Added the possibility of receiving 2 Neutral traits alongside a set of Minor or Major Positive and Negative Traits
- Added exclusion of 2h weapon (skill) buffing Traits with the One-Handed Trait and of Dashing buffing traits with the Peg Leg Trait
- Reduced physics impact on characters
- Trait reward widget now shows tooltip when hovering the entire button and the trait card doesn't block the button
- The following spears now act as "1H" even without shield (no more polearm mode): Fishing Stacca, All Tridi, All linolian stacca
- Timeline animation has been sped up a bit
- the trait Sick no longer causes interrupts or full damage reaction on the player
- When you had a bet open and start a Draft fight, you get refunded and a message appears saying so
- Apples and Rocks now have the Projectile trait
Bugfixes
- Fixed investments not triggering properly
- Fixed a rare crash related to the Ambush event
- Fixed max HP (level up reward) not saving and loading properly
- Fixed issue where "missing icon" would appear on the timeline
- Fixed bug where the game would repair items when coming from main menu
- Fixed bug where the game would execute a shop hold when coming from main menu
- Fixed a bug where you couldn't access scollo upgrades with gamepad after an upgrade
- Fixed default string on Unforeseen Damage event
- Fixed a battle reroll crash related to the calendar
- Fixed payout on Ambush for slave backstory
- Fixed missing impatient crowd description
- Fixed issue where Omniscient would only reveal all battle panels after a battle reroll
We who are about to die salute you,
Jordy
The Spectacles Update v0.47 changelog
An unexpected, short but sweet patch today:
- Fixed (or at least drastically improved) a bug in melee weapon collision detection. Weapon attack collision should be more consistent now, eg. attacks phasing through shields and weapon blocks failing.
It took a long time to find, but ladies and gentlemen, we got 'em.
{STEAM_CLAN_IMAGE}/36402388/50c1225875ee1895682d6e0472b2a1ce6f923f3f.gif
We who are about to die salute you,
Jordy
The Spectacles Update v0.46 changelog
Another patch! Mostly fixing bugs but also more balancing changes.
Bugfixes
- (Hopefully) fixed issue where a reinforcement soldier could get stuck in the rocks, and would not resolve to victory. *
- Fixed issue where your weapon would get destroyed in career menu if you weapon broke in Draft
- Fixed issue where Classic aiming didn't work (esp Up/Down aiming) on Draft and Linolian Theatre. (Your character would be locked looking up most of the time) **
- Fixed bug where skills didn't train properly
- Fixed attacks over 10 damage never interrupted the AI while attacking
- Fixed issue where your gearset was indestructible on Uniformed (incl Draft)
- Fixed issue where your gearset inherited your real career menu gear's durability on Uniformed (incl Draft)
- Fixed issue where AI had too low attack-distance and would run into you constantly
- Fixed issue where named Elite's got a randomly generated name
- Fixed a case where your spear could flip after attacking over-arm
- Fixed UNI_ showing up on the unit names for Uniformed matches
Balancing/Other
- Introduced some difficulty back through many tiny tweaks. EG: AI attack a bit more, chase a bit more, predict location better (meaning its harder to backtrack). Player movement has been further tweaked
- Damaging AI now has a scaling chance to interrupt them during attack, 0% chance at 5 damage and 80% at 30+ damage.
- Proximity Tooltips (third person mainly) now show up on the bottom right of the screen in the same spot
- Pressing ALT to stab now instantly locks your attack
- Elites have slightly less armor durability (-10%)
- Khunda the Pillager now spawns 3-3-1 minion waves.
- Small nerfs to Survival, 1vsMany and Rabble payouts
- Hid the unecessary audience engagement value. Just says "bored", "ecstatic" etc now
- Small visual changes to Inner City
*if it still occurs, you can force close the game and replay the match, it is fairly rare so second time should work.
** If there are other instances of this please let us know, it is related to map so include a name of the map or screenshot!
{STEAM_CLAN_IMAGE}/36402388/9021c19b2e617df5e81d5aa0aec15760a21ee27d.gif
We who are about to die salute you,
Jordy
The Spectacles Update v0.43 changelog
3 days, 3 patches!
- Fixed issue where dialog events would have unselectable options on Gamepad, sometimes locking the game
- Minor tweaks on Draft ballistae (range, ammo)
- Changed some of the music on Draft
- Minor graphics and UI fixes
{STEAM_CLAN_IMAGE}/36402388/09381bd26f2c1b243854925e69eacca149bc1c40.gif
We who are about to die salute you,
Jordy
The Spectacles Update v0.42 changelog
2 days, 2 patches!
- Fixed erratic physics flailing on distant characters
- Fixed issue where Steam did not close the game down fully/properly
- Many fixes on AI navigation: should be less issues with AI not entering the arena (but probably not 100% fixed)
- Fixed issue where AI would run off very far distances to grab shields, especially on Draft
Spear combat: - Fixed the up/down aiming curve on Classic Mode, it was aiming too much "up" on the flat section. Especially affected spears stabbing up & being hard to aim
- Fixed additive animations being too strong during readying attack, especially spears. Now weapons will be more steady during attacks
Minor: - Fixed the stamina bar sometimes not visually updating
- Fixed instances of kicking sometimes resulting in a full stamina drain
- Fixed armor durability damage despite Insurance or Uniformed traits being active
- Fixed reverse material colors on the Spiked Mala's
- Senator Elite's minions now always have different weapons from each other
- Fixed gamepad tooltips not appearing on elite / tournament battle panel
- Fixed light baking issue on market cloth in Lion's Roar
- Fixed 2H offhand arm being stretched out / not holding weapon on distant characters
Primary:
If we broke anything please join our Discord and report!
- DISCORD
{STEAM_CLAN_IMAGE}/36402388/e6ac70e65e7832b52e852646fc2ab0a77469a57c.png
We who are about to die salute you,
Jordy
Current Release
21216966
Uploaded May 04, 2026
System Requirements
How to Install
WWAATD.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
6.5 GB
21216966
9DE56240
a852058d7fd83ea2796006bcd2d7d6767f8aaef5358e108264371c5d6c4d2f0e
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View AllDownload We Who Are About To Die for PC with a direct link or via torrent. Get the full version of We Who Are About To Die for free. We Who Are About To Die is a Action released by Jordy Lakiere.