In this update12
Full notes
Full Blessed To Die update
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What changed
- UI and audio
- Gameplay
- Balance
- Events
- Performance
- Fixes
Blessed To Die changes
This update introduces the first draft of the game's story, along with a large number of balance changes, UI improvements, event adjustments, and bug fixes.
Story
The biggest addition in this update is the first full draft of the game's story.
There is now a complete story experience in the game from beginning to end. This is still an early version, and we plan to continue expanding, refining, and improving the writing and presentation over time.
Please note:
Story content is currently available in English only
Additional language support for story content is coming soon
The story will go through some revisions and expand
Balance Changes
Wizard
Arcane Burst now Exhausts after use
Arcane Burst rarity increased by 1 tier
Mana Flow now costs 2 AP (was 1 AP)
Monk
Chi Burst was heavily overperforming and was likely the biggest balance outlier in the game.
Changes:
Damage reduced from WIS x2 → WIS x1.5
AP cost increased to 3
Rarity increased by 1 tier
Please let us know how this feels after the update — whether it still feels too strong, too weak, or closer to balanced.
Additional Monk adjustments:
Pressure Strike increased from 1.15 → 1.25 DEX scaling
Sweeping Strike reduced from 0.58 → 0.5 DEX scaling
Armor Restrictions
Heavy Armor is now restricted to Warrior, Paladin, Antipaladin, Cleric, and Skald.
Light Armor is now restricted to Warrior, Paladin, Antipaladin, Cleric, Skald, Barbarian, Thief, Swashbuckler, Ranger, Druid, and Shaman.
Blessings
Heavy Burden now affects initiative order when moving rows instead of affecting AP
Event Improvements
Event rewards and penalties have been increased to make choices feel more meaningful
Fixed the Blind Priest event causing a crash
UI Improvements
A major focus of this update was improving the mission reward screens.
While reward contents are still intentionally hidden until a reward type is selected, the UI now provides much more information to help players make informed choices without feeling completely blind.
Additional UI improvements include:
Continued fixes for overlapping windows/modals
Added several missing graphics
Refreshed mission map backgrounds for Forest, Cave, and Hell
Improved how map routes are displayed
Updated the View Deck screen during combat
Improved nickname descriptions and requirement displays
Character & Party Info
Character sheets now include a Career section:
Missions survived
Fights won
Recruit survival tracking before promotion
Party and Veteran summaries now display Missions Survived instead of a generic mission count
Options Improvements
Added resolution settings
The game can now be muted/unmuted while running in the background
Bug Fixes
Numerous tooltip-related fixes
Trying a different render codec for the video since it wasn't viewable on some devices
Fixed issues where the party could fail to save if leaving during the intro mission
Fixed a bug where enemies with over 100 HP could prevent tooltips from appearing
Developer Notes
This update touches a lot of different areas of the game, but the biggest milestone for us is finally getting the first full version of the story implemented.
There’s still a lot we want to add and improve, but it feels great to finally have a complete narrative foundation in place while continuing to improve gameplay, balance, and overall polish.
As always, thank you for all the feedback and support. This is still our first Steam release, and community feedback continues to directly shape development.
We’d especially love feedback on:
Story and presentation
Balance changes
Reward screen clarity
Event rewards and difficulty
Source
Changelog.gg summarizes and formats this update. How we read updates.
