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WonderiaNewsv0.5.13.2208 Hotfix | Shields & Rolls Buffed!
Game update

v0.5.13.2208 Hotfix | Shields & Rolls Buffed!

Wonderia · published 2 Aug 2026, 14:45 UTC · build 24519439

All newsPlayers around this dateRead on Steam

Hello everyone! The focus of this update is to give players more active ways to deal with tough enemies.

Based on your feedback about mid-to-late-game combat difficulty, we’ve adjusted the fundamental mechanics of rolls, shields, and perfect blocks. When facing high-damage enemies or groups of attackers, we hope players can respond not only by improving equipment stats, but also through positioning, directional awareness, and well-timed actions.

First Round of Improvements to Rolls & Shields

Rolls & Invincibility

  • Rolling can now grant invincibility, allowing you to avoid attacks just before they connect.

  • A quick tip: a blue “Roll” indicates an invincible roll, while a white “Roll” indicates a normal roll.

  • An invincible roll consumes 30 Spirit. You can still roll without enough Spirit, but the roll will not grant invincibility.

Shields & Perfect Blocks

  • For a brief period after raising your shield, incoming attacks will trigger a perfect block and deal no damage!

  • Successfully performing a perfect block with the Spider Shield will also stun the enemy.

  • Outside the perfect block window, raising your shield will still block a portion of incoming frontal damage:

    • Hardwood Shield: 40%

    • Turtle Shield: 50%

    • Spider Shield: 60%

    • Bombproof Shield: 70%

  • We’ve also widened the shield’s defensive angle, making its detection more forgiving than in the previous version.

  • Normal blocks display “Clack,” while perfect blocks display “Great,” allowing you to quickly identify the result.

  • Each point of damage prevented consumes 1 Spirit. Even after Spirit is depleted, you can still raise your shield and block 20% of frontal damage.

About This Combat Update

These values and mechanics are only the first version, not the final answer.

We still want different effects to involve meaningful choices—for example, saving Spirit for an invincible roll or using it to support shield damage reduction when attacked. However, we don’t want the resource cost itself to overshadow the benefits of good play, so this update prioritizes making the effects and feedback of each action clearer.

We also don’t believe that one set of rules will naturally suit every player. This is a sincere foundational framework that the team has built around our own play experience. Our current approach is to establish solid core mechanics first, then gradually consider adding more adjustable parameters so different players can shape the experience to better suit their preferred playstyle.

After trying the changes, please let us know if the Spirit costs, damage reduction values, perfect block window, or action feedback feel inappropriate—whether they seem too strong or too weak.

Collection & Acquisition Adjustments

  • We’ve added additional ways to obtain desert insects. Fire Bats, Red Slimes, and Rock Monsters now have a chance to drop their corresponding desert insects.

  • Bomb Beetles are designed as mutated wormlings, so we’ve added related drops:

    • Bomb Beetles now drop Worm Fragments.

    • Starred Bomb Beetles also drop the Wormling Trophy and have a chance to drop Turtle Returns Issue 3.

  • We’re still discussing a better respawn system for rare monsters that become difficult to find repeatedly later in the game. This work is not yet complete, but we hope to share further progress soon.

  • Once again fixed an issue where some recipes sold in Luban’s shop could not be crafted correctly.

  • Red-Star Chests can now be properly reclaimed, and acquisition-source information has been added for the Cavern Red-Star Chest.

  • Fixed an issue where the “Unusual TV” could be destroyed before its reward was collected.

UI & Control Improvements Based on Community Feedback

Based on suggestions from the community, we’ve made a focused set of improvements to chests, shops, the map, and item descriptions:

  • Chests still retain all four actions: “Quick Stack,” “Restock,” “Deposit All,” and “Loot All.” As an experiment, we’ve removed the dedicated keybinds for “Restock” and “Deposit All,” while keeping single-key bindings for the more commonly used “Quick Stack” and “Loot All.” Both bindings can be changed in the settings. We hope this makes chest management more convenient, and we welcome your feedback after trying it.

  • Recipes in NPC shops now indicate whether they are new recipes not yet unlocked in the current world. Recipes that have already been unlocked also display their corresponding crafting location.

  • Improved map marker information. Challenge entrances now display their specific challenge names, while unlock status and distance are shown more clearly. Minimap status text has also been simplified, with improved background readability.

  • Improved descriptions for grappling hooks and certain special weapons, adding details about effects such as pulling, piercing, ricocheting, and burst fire.

  • The quest panel will no longer open while the player is moving, reducing input conflicts.

Bug Fixes

  • Fixed an issue in multiplayer where an undonatable “Braveheart” Worm Pearl could drop. If you already received one, we’ve confirmed that it will not affect your ability to obtain other Worm Pearls normally. This is a prototype Worm Pearl, so it cannot be added to any museum collection, but you may keep it as a decoration.

We’d Still Love Your Suggestions

Besides the existing “Drop Backpack on Death” and “Friendly Fire” settings, what other options would you like to see supported through world customization?

We’d also like to hear about any items that feel too weak, difficult to use, or unable to fulfill their intended role—and which ones you hope to see improved in future updates.

Whether it concerns combat mechanics, values, world rules, or individual items, your honest experience after playing is extremely important to us. We’ll continue reading, organizing, and evaluating every piece of feedback.


If you encounter any other issues or have suggestions for the game, please join us on Wonderia Discord.

Thank you again for your feedback, patience, and support! 🪐🫶

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