Full notes
Full Eclipse Breaker update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- UI and audio
- Events
- Fixes
- Workshop
We’ve been hard at work refining the demo to make sure it feels smoother, clearer, and more rewarding to play. This update focuses on quality-of-life improvements, balance adjustments, and key bug fixes, so every run feels tighter, fairer, and easier to read.
Highlights
- Sharper combat readabilityreduced light spam, clearer targeting, and consistent red tells for unblockables/unparryables.
All attacks can now be dodged.
Ultimates are now infinite range.
Rewards, UI, and progression tuned for smoother runs.
Multiple quality-of-life fixes and polish passes.
Full Changelog
Visuals & Readability
Updated art and VFX across the demo.
Reduced excess VFX light spam.
Improved visuals for targeted enemies and when enemies are out of range.
Unblockable attacks now show a red telegraph.
Unparryable attacks now show a red telegraph with a white pattern.
Abilities & Progression
Revised and tuned most of the game’s abilities and progression systems.
All attacks can now be dodged.
All ultimate abilities now have infinite range.
Increased rewards for Parry Prima and most Parry equipment by ~33%.
UI & Quality of Life
Added a warning if you try to depart without assigning all augments.
Radiance stacks are now displayed under the health bar.
Added option to abandon runs.
Fixes
Fixed pressing Escape on the reset confirm screen in Settings causing a soft lock.
Fixed occasions where Radiance would apply to dead characters or linger after death.
Thanks for checking out the demo and sharing your feedback, it’s been hugely helpful in shaping these updates. We’ll keep polishing and tuning so every run feels better than the last... and don't worry, there's definitely more to come!
Thanks again!
The Lunar Workshop Team
Source
Changelog.gg summarizes and formats this update. How we read updates.
