Update log
Full Cinderia update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Performance
- Balance
- Server
- Fixes
[Update Notes]
1. Advancement System
Advancement System is now unlocked after defeating the Witch. Players can select modifiers to enhance their progression.
This system is still under development. More features will be added in future updates (such as new enemy types). It is currently available in a basic form for early access.
2. New Boss
Added a new random boss to Chapter 1 — Bone Devourer.
A bloodthirsty creature created through the cult’s dark experiments, attacking any living being it encounters.
3. System & Mechanics Adjustments
Bosses will no longer idle when the player enters stealth; they will now attack in random directions.
Ability and Magic Card refreshes are now more likely to offer options not previously seen.
4. Performance Optimization
Added a frame rate cap to prevent excessive GPU usage on high-end systems.
5. Rue Balance Changes & Reworks
Shadow Lock
Hitting enemies with throwing knives now summons a shadow that performs an additional spinning slash, dealing 32 damage (1.75s cooldown).
New Ability: Shadow Reap
Shadows deal +60% damage to enemies below 50% HP.
Shadow Clone
Cooldown increased from 7s → 8s
Fixed an issue where Shadow Guard damage numbers had no color.
Improved the feel of Shadow Assassination.
Fixed an issue where Shadow Combo had incorrect trigger rates when hitting multiple enemies.
Shadow Assassination
Damage increased from 36 → 42
Shadow Explosion
Fear chance reduced from 40% → 32%
Shadow Combo
Trigger chance increased from 15% → 24%
No longer triggered by throwing knives
Afterimage
Corruption reduced from 45 → 30
Shadow Clone – Attack Speed Bonus
Bonus attack speed reduced from 50% → 35%
New Ability: Judgment
All Cross Slashes now always crit, but deal 30% reduced damage
Reworks
Blood Frenzy
Dealing damage with Slash to wounded enemies grants +8% stacking attack speed for 4.5s (max 5 stacks).
Rend
Cross Slash now applies 3 stacks of Wound.
Blood Cross
Final combo Cross Slash is faster and deals 36×2 base damage.
Weak Point Strike
Slash gains +3% crit chance.
20% chance to apply Armor Break for 6s on hit.
Dash Combo
Dash attacks have a 38% chance to become a double-hit Cross Slash (32 damage each).
Bloody Dash+
Dash attacks now apply 2 stacks of Wound.
Stat Adjustments
Base energy regen: 0.85/s → 1/s
Throwing knife cooldown: 0.7s → 0.4s
Charged Throw
Knives: 6 → 4
Gather
Bonus damage: 25% → 12%
Poison Blade Rain
Energy cost: 2 → 3
Wound Duration
5s → 6s
Severe Wound
Bonus duration: 5s → 4s
Open Flesh
Damage: 80 → 65
Chain System
Damage transfer: 40% → 75%
Visual effects reworked
Chains now automatically reconnect if briefly broken between linked enemies
New Ability: Curse Chain
Deals 95 damage when the link ends
New Ability: Tight Binding
Linked enemies take +35% damage from direct attacks
Fixed an issue where thrown chains could hit the same target multiple times
Chain Throw
Damage: 20 → 35
Duration: 3s → 1.8s
Grapple Line
Duration: 6s → 3s
Hook Bind
Duration: 3.5s → 1.5s
Soul Transfer
Damage transfer: 20% → 55%
Stealth System
New Ability: Knife Ambush
Exiting stealth throws 8 knives (12 damage each).
New Ability: Patience
Damage multiplier on stealth attack scales with stealth duration (up to ×2 at 2.5s).
Heavy Strike
Damage: 35 → 40
Blade Bloom (Rework)
Every 2.5s, first combo hit becomes a double Cross Slash (32
Source
