In this update15
Full notes
Full Blessed To Die update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Server
- UI and audio
- Performance
- Balance
Blessed To Die changes
Steam post image
This update introduces a brand new enemy prediction system, a new mission enemy set for The Dark, additional class cards, combat readability improvements, and several gameplay polish updates.
Biggest Changes
Improved Starting Recruits
The starting 6 recruits are now partially hand-crafted instead of being fully random.
Their stats and starting cards are now designed to ensure:
Ensured variety between recruits
More interesting early choices
Fewer underpowered starting parties
Blessings are still randomized, so each run should still feel different.
The goal here is simple: make the opening of the game more fun and less likely to create frustrating early runs.
New Enemy Prediction Mechanics
One thing we’ve been experimenting with internally is making enemy behavior more readable and learnable.
To support that, we added two new status effects:
Scouted
Reveals:
What action the enemy is taking
Who they are targeting
Observed
Reveals:
What type of action the enemy is taking
These effects are designed to reward planning, prediction, and tactical decision-making without completely removing uncertainty from combat.
New Content — The Dark
Added 11 new enemies to The Dark mission.
The theme of The Dark revolves around terrifying creatures lurking in endless night and shadow.
Some enemies you may encounter include:
Shadow Lurker
A shadowy creature that strikes from nowhere and spreads madness.
Echo Phantom
A phantom that mimics your tactics at reduced power.
Abyss Gazer
A floating mass of eyes that slows the party and erodes sanity.
The Lord of the Night
A major boss enemy with a deep pool of dangerous actions and abilities.
New Cards
Ranger
Scout Enemy — 0 AP, Common, applies Scouted to 1 enemy
Study Prey — 2 AP, Epic, applies 4 Observed to 1 enemy
Psychic
Read Mind — 0 AP, Rare, applies 2 Scouted to 1 enemy
Premonition — 1 AP, Common, applies 1 Observed to all enemies
Threads of Fate — 3 AP, Rare, applies 2 Scouted and 4 Observed to all enemies
Mind Probe — 1 AP, Legendary, applies 5 Scouted to 1 enemy, Exhausts after use
Assassin
Watch the Prey — 0 AP, Common, applies 2 Scouted to 1 enemy
Assassin’s Network — 2 AP, Rare, applies 2 Observed to all enemies, Exhausts after use
Witch
Cauldron Sight — 2 AP, Rare, applies 2 Observed to all enemies
Fate Whisper — 1 AP, Rare, applies 2 Observed to 1 enemy, Exhausts after use
UI & Combat Improvements
Hovering over a portrait in the character tracker now highlights the character below
Cards now visually indicate when you do not have enough AP to play them
AP costs now turn green when a character can play the card at a discounted AP cost
Improved scaling for cards in hand
Updated post-combat UI to better display character statistics
Fixed status effect panels displaying incorrect values
Additional tooltip fixes and readability improvements
Other Improvements
Performance updates across several systems
Born Magician now correctly only increases damage for magic spells
Developer Notes
This update is a pretty important one for the direction of combat.
A major goal for the game has always been learning enemy behavior patterns and making tactical decisions around prediction and risk. The new Scouted and Observed systems are the first major step toward expanding that idea in a more visible and interactive way.
We’re very interested in hearing how these new mechanics feel during real runs:
Are they fun?
Too strong?
Too weak?
Too confusing?
Worth building around?
As always, thank you for all the feedback and support so far. This is still our first Steam release, and player feedback continues to directly shape development.
Source
Changelog.gg summarizes and formats this update. How we read updates.
