色系战记
Steam News 8 May 202612d ago

Day 2 Patch Notes | Core Mechanics Adjustments & Overall Experience Improvements

Thank you all for your continued feedback and support. Following the issues raised after the Day 1 update, we have conducted further analysis and implemented a new round of adjustments in this Day 2 major update. This u…

Update log

Full 色系战记 update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

3 fixes1 addition7 changes2 removals
  • Gameplay
  • Balance
  • Performance
  • Fixes
  • Maps
addedThank you all for your continued feedback and support. Following the issues raised after the Day 1 update, we have conducted further analysis and implemented a new round of adjustments in this Day 2 major update.
changedThis update focuses on reducing system pressure, improving game pacing, and enhancing build consistency, with the goal of addressing the most critical gameplay issues.
changedGameplay & System Adjustments:
removedTemporarily removed “Spirit Puzzle” content from Floors 2 and 3, with related events reworked → This feature was disrupting mid-to-late game pacing, so it has been taken offline and will return in a more refined form
removed“Void Lord” boss mechanics adjusted: → Removed the territory-to-void conversion mechanic → Rebalanced values to emphasize strategic gameplay over unavoidable pressure
changedOptimized overall difficulty curve across stage routes → Smoothed out early-game difficulty spikes → Improved pacing consistency in mid-to-late stages

Thank you all for your continued feedback and support. Following the issues raised after the Day 1 update, we have conducted further analysis and implemented a new round of adjustments in this Day 2 major update.

This update focuses on reducing system pressure, improving game pacing, and enhancing build consistency, with the goal of addressing the most critical gameplay issues.

Gameplay & System Adjustments:

  • Temporarily removed “Spirit Puzzle” content from Floors 2 and 3, with related events reworked → This feature was disrupting mid-to-late game pacing, so it has been taken offline and will return in a more refined form

  • “Void Lord” boss mechanics adjusted→ Removed the territory-to-void conversion mechanic → Rebalanced values to emphasize strategic gameplay over unavoidable pressure

Pacing & Difficulty Adjustments:

  • Optimized overall difficulty curve across stage routes → Smoothed out early-game difficulty spikes → Improved pacing consistency in mid-to-late stages

Build & Progression Adjustments:

  • Adjusted stability and probability of build acquisition across all classes → Reduced frustration caused by missing key components → Improved consistency and viability of different builds → Will continue to be refined based on data

Bug Fixes:

  • Fixed an issue where elite enemy intents could generate twice

  • Fixed a freeze issue when refreshing the map

  • Fixed various combat and visual bugs

Future Improvements:

We are continuing to focus on:

  • Pacing conflicts between gameplay systems

  • Balance between randomness and build depth

  • Player decision-making experience at different stages

Some systems (such as “Spirit Puzzle”) will be reintroduced only after thorough redesign and validation.

Feedback survey:

https://docs.google.com/forms/d/e/1FAIpQLSd-as3kept0tJdSM03YoEXAQiA2UxPvNXdspe_LnVhIkCmLIQ/viewform

Thank you again for your support—we will continue improving the game step by step.

Source

Steam News / 8 May 2026

Open original