Shadow of the Wyrm, nee Savage Lands, started as a side-project in July, 2011.  Development was originally done with gcc/MinGW and a local Subversion server, before switching in early 2012 to Visual Studio and a Mercurial repository hosted at Bitbucket.
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The first release, as Savage Lands, was on August 31, 2015.  A re-release the next day (under the final name, Shadow of the Wyrm) was required due to a naming collision with another fantasy game with the same name.
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The following people have made bug reports, or had suggestions implemented - thank you!
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AgingMinotaur, barrabus, Faladrit, pat--, Aleksanderus, Jeremy Long, Sean McKeague, akeley, Kyzrati, Zirael, kraphead, Mateusz Lagowski, Lagi, Dave Keen, Darcy Faires, Anonymous, Legend, Avagart, Antonio Sabachini, kemcop, Alzrius, Larzid, Cheap Miami Records, mibert, The_Great_Goblin, Dallas Herrin, VedVid, Esran, Rob Ayres, kain, ssteam, Alan Charlesworth, Karagy, Troubler, introsp3ctive, Combat Eric, Blue, Timo, NoCreativeNames, Grond, Nules, Yan Zhang, Klapaucius, Twelve, Naughtyusername, TauReaver, JoeMaro, hapro, fiamma, Jay Ferro, IceBox, Valduk, hbholland, YARD, yarpblat, Josh Engdahl, Vestphiliac, Ben Parrish, Red, Gordon Overkill, Ezequiel Birman, Mythrrinthael, Poser Disposer, Meklon2007, KikuMorgana, ACID GRIND, Inkh-Su, krwak, Gokajern, Octogenarihexate, Wolpertinger, RelicWraith, Aura Triolo, oooby, JovanM, Cam, greeny, George Nelson White, Benjamin Derge, Dimm_ddr, Xvordan, Stephen Shaffer, Sofistico, Quartzartine, Paddy, Hems, dionje5, sr.mafioso, Paul Raymond-Robichaud, gghana2, sc95837, sxnwlfkk, Lustcrecia, Ewig Kaiwelo, grdlgrdl, stutonk, Krom, loren schmidt, Galacktic.
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Changes to allow building on Mac OS courtesy of alphabetr.
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The S-shaped Wyrm image and pixel art were designed by Federico Dalman.
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For years, Brian Jeffears nudged me to write music for the game.  It's thanks to him and people from the roguelikes Discord that I finally took that off my long-term to do list.  I owe each person who's pushed me on this a debt of gratitude for making the game that much more immersive and real.
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Localizations take a large amount of time and effort.  The Russian localization of an early version of the game was provided by Redfeek.
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Finally, SDL support wouldn't be possible without the excellent help and advice provided by people in #roguelike-help on the roguelikes Discord server - HexDecimal, Stof, Smartledore, and others.
