Wraithbinder · beta, public · first seen
Fair tidings, Captain!
Wraithbinder v0.9.5 is here: Weapons, Wonders & Wilder Floors. Pick up a spear, mace or hammer and keep your weapon across runs. Find new items that hold your mana at maximum or protect your wraiths for a whole floor. Act I has a new floor art style, some connector floors are now procedurally generated, and the controls are snappier.
Some of you may know I'm a solo developer, which means I do all of Wraithbinder's code, artwork, music, story and business. I went through a challenging season in which I lost my job, my health and my love. But I promised I'd finish Wraithbinder, and I'm a man of my word. I'm back on my feet now. Wraithbinder is going to be freaking awesome.
Let's take a look at what's new.

One press, three quick strikes. Each strike lands a little lighter than the last, but together they often deal more damage than a single swing. The spear also has long reach, so you can hit a pack of enemies before they reach you. Pick it up when you want to hit first.

The mace swings like the sword, with a lot more weight behind it and much more knockback. Its signature: only the mace can knock enemies off a ledge to their death. Line them up against the sky and let gravity finish the job.

The hammer is the axe's bigger, angrier sibling. It hits for nearly twice the axe's damage, with even more knockback. The cost is time: the windup and the cooldown are much slower than any other weapon's. Every swing is a commitment, and when it lands, the room notices.
You unlock new weapons with ability keys at the start of a run: the axe costs 1 key, the knuckles 2, the spear 4, the mace 6 and the hammer 8.

You used to drop your weapon when you died and start over with a new one. Now you keep it across runs, the same way you keep your armor. At the start of each run you can stick with it, swap to a new one, or unlock the next.
Weapons now roll magical attributes, like armor: attack speed, critical chance and multiplier, stun chance and duration, HP and MP steal, and melee elemental damage. Swap to another weapon type and the roll comes with you, so a Rad Hammer of Infliction becomes Rad Knuckles of Infliction.

The weapons you find match the tier for your character's level, like armor. A weapon you carry keeps the tier it had when you found it, which is a good reason to keep looking. Before you pick one up, you see its full stats compared against the weapon in your hand: green is better, red is worse.
You can also power up your weapons at the Mystic with the new Weapons scroll, which costs 10 tears.
The Channeler holds your mana at maximum for 90 seconds. The Warder makes you invincible for 30 seconds. And the Wraith Warder makes your wraiths invincible for the rest of the floor. A little insurance for your borrowed army.
The Amplifier doubles the next healing item you pick up. There's also a tiny Red Orb that restores 2 HP, and an Exit Portal that sends you straight to the current floor's exit.
Experience Orbs now grant a percentage of the experience needed for your next level instead of a fixed amount. Chests also wait until you have the Mystic before dropping Light.
Act I has a new floor art style, and some connector floors are now procedurally generated instead of bespoke. Runner chests start running immediately. I also fixed a bug that could leave a floor without an exit.
Archers now show a slim warning along their line of fire, so you can see where the shot is coming from. Characters and item previews look better, particles jitter less, and the opening scene's mountains now catch shadows.
The renderer makes greater use of the GPU to improve performance. Sounds also keep playing correctly when the camera rotates.

Your character now speeds up twice as fast (from 0.26s to 0.12s) and turns instantly (the turning cooldown went from 0.2s to 0s). Gamepad input feels much more responsive.
There's also a new Dead Zone option in Settings -> Input. If you have a good controller, set it low and steer more finely.
Damage numbers now pop when you hit things. They're especially satisfying with the hammer.
Boss health bars now show the boss's name, and boss deaths land harder: a well-timed explosion, with the other audio silenced so you can hear it.
Relics and armor have a sweet new pickup animation, and the "got item" flourish now plays only for things you don't already have.
Melee, ranged, speed, explosive and jump abilities now unlock in a fixed order across runs.
I also fixed many, many mistranslated strings and added some missing Chinese ones.
When Wraithbinder launched into Early Access, the plan was to add online co-op during Early Access. That plan has changed. Online co-op is no longer a planned feature. Couch co-op is what Early Access will deliver.
Your characters are safe. You keep them through this update. Because Wraithbinder is in Early Access, items and stats can change as the game evolves, and this update changes a few.
Each armor slot now rolls its own kind of attribute. Rings roll ranged and elemental power, helmets roll ability cost and MP regen, cloaks roll movement and gold/light, and every armor piece can roll HP. Rings no longer roll crit, attack speed or stun; those moved to weapons.
Because of that, gear you already own re-rolls its attributes when you load, and some item names change (for example, "…of Efficiency").
Rolled attribute strength is cut from 40% to 10%, and how many attributes an item rolls now depends mostly on its kind, not your Mystic level.
Epic items no longer come from regular chests or the Blacksmith. Bosses are where you'll mostly find them now.
The Steam Deck controller issue that appeared around Patch #4 has been magically resolved. It started happening with a Steam update and then resolved itself with a later one.
Grab a spear, a mace or a hammer and see which one you keep. Then tell me how it went on Wraithbinder's Discord server. Your feedback helps make this game more awesome.
If you have a minute, please leave a Steam review. Whatever you think, it helps other players find Wraithbinder and helps me make it better.
Here's the full release notes for Wraithbinder's version 0.9.5, in case you want all the details:
v0.9.5 : November 6, 2026
Gameplay:
Balance:
Effects & Animations:
UI & UX:
Input:
Localization:
Bug Fixes:
Misc.:
Thanks for playing Wraithbinder!
Nat (the dev)
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