In this update6
Full notes
Full CODEX MORTIS update
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What changed
- Gameplay
- Performance
- Balance
- Maps
- UI and audio
CODEX MORTIS changes
Bug Fixes
Level-up golden wave particles are visible again. A skipped system registration caused the entire particle system update to never run, which silently broke level-up VFX, allowed "zombie" particles to accumulate, and suppressed secondary burst effects.
Fixed a memory leak caused by world-pickable spawn attempts. Tome pages, artifacts, urns, and scrolls could burn up to 180 entity IDs per spawn attempt when positions were rejected. Long runs with frequent pickups (e.g. Soul Harvest builds) eventually crashed with max entities reached.
Fixed a memory leak in Corpse Explosion. Each explosion left behind a non-recycled VFX marker. Builds that chained many corpse detonations over a run could hit the entity cap and crash.
Fixed a memory leak in Crimson Rain. Every cast created a permanent rain-controller entity. Spammy casts over a long session contributed to the entity cap crash.
Fixed a memory leak in spell entities. Scroll pickups and spell swaps permanently burned entity IDs instead of recycling them — the effect compounded over many scroll pickups.
Reduced stale state carrying over between runs. Spell-system bookkeeping now fully clears on game shutdown so old entity references can't affect a freshly started run.
Increased the level-up particle budget so rapid, back-to-back level-ups no longer run out of golden burst particles mid-celebration.
New Spell: Malediction Seed
A new cursed projectile spell joins the Curses school!
Malediction Seed
Curse category — fires a homing cursed seed at a random enemy within range
On impact, plants a Malediction Circle — a persistent AoE field that corrodes all enemies caught inside with damage-over-time ticks
Circle has three visual phases: prewarm (growing summon), active (full damage), rest (fadeout)
Base stats: 24 damage per tick, 140 radius, 5s duration, 2.8s cooldown, 500 range
Smart active-cap system prevents map spam when cooldown drops to zero — new casts are gated by how many Circles are active near you
Upgrades
Damage / Cooldown / Radius — standard tuning
Circle Duration — extends how long each Circle stays active
Max Active Circles — raises the cap on simultaneous Circles near you
7 Synergies
Status synergies (Malediction Circle ticks apply effects):
Burning Malediction (+ Soul Burn) — ticks apply Soul Burn, +15% damage
Bleeding Malediction (+ Hemorrhage) — ticks apply Hemorrhage, +20% damage
Weakening Malediction (+ Weaken) — 20% chance to Weaken, +1 active Circle
Icy Malediction (+ Slow) — 20% chance to Slow, +1 active Circle
Terrifying Malediction (+ Terror) — 20% chance to Terrify, +1 active Circle
Confusing Malediction (+ Confusion) — Confuses enemies, +1 active Circle
Unique synergy:
Armored Malediction (+ Bone Armor) — each active Bone Armor orb raises the Circle cap by 1 and adds +15% damage
Fully translated into all 28 supported languages.
New Spell: Vein Whip Shot
A new active spell joins the Blood Magic school!
Vein Whip Shot
Vein Whip Shot is a fast, agile sibling of Tentacle Lash. Instead of an alternating left/right sweep, it lashes a sanguine tendril in your current movement direction — each shot retargets to where you're headed and adds a slight random spread so no two strikes land identically. Shots also overlap: the next lash begins while the previous one is still mid-swing, giving a rapid, flowing combo rather than a slow windup.
Highlights
New active spell in the Blood Magic category
Attacks in your latest movement direction — sweeps stay in sync with how you're playing
Overlapping cadence: each sweep starts before the previous finishes
±12° random spread per sweep for satisfying variance
Roughly one-third the size of Tentacle Lash, but quicker and more nimble
Custom sprite, skill icon, and cast SFX
Full localization across all 28 supported languages
Dedicated Vein Size upgrade parameter
Synergies
Pairs with status-effect spells exactly like Tentacle Lash:
Burning Vein (+ Soul Burn) — applies burn, +15% damage
Bleeding Vein (+ Hemorrhage) — applies bleed, +20% damage
Weakening Vein (+ Weaken) — 20% chance to weaken, +1 sweep per cast
Icy Vein (+ Slow) — 20% chance to slow, +1 sweep per cast
Terrifying Vein (+ Terror) — 20% chance to fear, +1 sweep per cast
Confusing Vein (+ Confusion) — 20% chance to confuse, +1 sweep per cast
Unlock it from the Blood Magic school.
The dead god watches. Death awaits. — GROLAF & CRUNCHFEST
Source
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