Full notes
Full Escape Ruin update
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What changed
- Gameplay
- Maps
- Balance
- Workshop
The ruins have grown.
What once seemed like the edge of the known depths has revealed itself to be only the beginning. Paths that were sealed have cracked open, old lairs have awakened, and darker powers now stir beneath the surface. Creatures long buried have begun to crawl back into the light, and they are not pleased to see visitors.
With this update, explorers will discover new floors beneath the existing descent, each filled with their own horrors, factions, and forgotten domains. The deeper you go, the more the world begins to resist you.
But the descent is not without aid.
The forge has finally begun to burn again, allowing weapons and techniques to be sharpened between expeditions. Meanwhile, a certain wandering Witch has decided that the chaos of the ruins is the perfect place to do business.
Whether her help is wise to accept remains to be seen.
Sharpen your blades. Stock your potions. And try not to listen too closely to the whispers coming from below. They’ve been waiting for you.
New Content
Two New Floors Added The descent continues. Two brand-new floors have been added to the game, each bringing new enemies, new dangers, and new lairs to explore. As players push deeper into the ruins, the world becomes darker, stranger, and significantly less interested in your survival.
New Lairs Both new floors feature distinct lairs, dangerous territories controlled by powerful creatures and factions.
Lair Effects Some lairs now feature special effects that change how combat works inside them. Expect enemy bonuses, battlefield hazards, and supernatural influences that force you to adapt your strategy.
The Blacksmith is Open Players can now spend Soul Slivers between runs to permanently upgrade cards.
Upgraded cards do not start in your deck automatically. Instead:
The upgraded version replaces the normal version in the card pool.
Whenever you find that card during a run, it will appear in its upgraded form.
The Witch Has Arrived A mysterious Witch has set up shop. In exchange for Soul Slivers, she offers permanent blessings that enhance your abilities across all runs. Stronger combat potential, improved survivability, and subtle advantages now await those willing to pay the price.
New Enemies Added
Alchemical Duo Two alchemists with a shared hobby: violating every safety regulation ever written. One throws explosives, the other experiments with poisons and “healing” vapors.
Anubar A divine judge from the sands of death itself. He believes combat is a trial of worthiness, and if your health drops too low he will happily conclude the trial permanently.
Blazeforge Warden A living furnace in armor. Likes long walks through burning cities and setting everything you own on fire.
Blighted Skirmisher A quick undead duelist that specializes in stab first, bleed later tactics.
Boneblade Champion A skeletal warrior that apparently remembers every sword lesson from life. Hits hard, swings harder, and somehow still has better posture than most living fighters.
The Boneblade (Three Thieves) The “professional” of the Greedy Three. Applies debuffs, steals gold, and fights dirty.
Carrion Seer A skull-obsessed prophet that whispers secrets of death. Unfortunately, those secrets usually translate to Weak, Frail, and a very bad day.
Corvus Hexer A crow that decided regular crow behavior wasn’t chaotic enough, so it learned curses and weapon combat.
Ember Acolyte A devoted member of the Cult of Flame. Their job is simple: protect allies and keep the fires burning, preferably with you inside them.
Eyegnaw No one knows what this creature is. It’s an eye. With teeth. And it seems very excited to meet you.
Infernal Hierophant A fire cult leader that believes the best sermons involve burning the audience alive. The longer the fight lasts, the hotter things get.
Ironjaw (Three Thieves) The muscle of the Greedy Three. Doesn’t just steal your gold, earns it through blunt trauma.
Knife Rat (Three Thieves) Fast, slippery, and absolutely obsessed with stealing money.
Legion A terrifying master of the dead who commands a growing army of souls. Ignore the spirits and things escalate quickly. Kill them, and he gets stronger.
Lureborn Drowner A deep-sea nightmare that uses hypnotic light to lure victims closer.
Malrith the Power Drunk A mage who discovered the limitless potential of magic and immediately abused it. More power, more strength, more explosions.
Phantom Knight A ghostly warrior that phases between realms mid-fight. Your attacks will feel amazing right up until they deal exactly one damage.
Rancid Maw A disgusting worm that exists purely to make your life worse. Kills easily. Explodes horribly.
Scorched Oracle A fire cult prophet who predicts the future. The prediction is usually “you’re about to burn.”
Smiler with a Mallet A disturbingly happy goblin with a large hammer. No one knows why it’s smiling. Everyone agrees it should stop smiling.
Soul Amalgamation A horrifying construct made from compressed screaming souls. Serves the Virulent Prophet and somehow counts as the merciful option in that fight.
Soul of Legion A bound spirit forced to serve Legion. Weak individually, but if too many gather, things go very badly.
Verdant Harvester A skeletal gardener of decay. Plants poison, harvests suffering, and leaves fertilizer made of adventurers.
Vespid Duelist A giant wasp that learned sword fighting. Fast, defensive, and extremely offended if you try to swat it.
Vespid Impaler Another giant wasp, but this one skipped the fencing lessons and went straight to “stab repeatedly.”
Virulent Prophet A plague alchemist who turned disease into a weapon. Stacks a terrifying mechanic called Plague that can instantly kill you if it grows too high. Also summons soul constructs because poison alone wasn’t cruel enough.
New Boss
The Virulent Prophet A plague-warped mastermind and one of the deadliest new threats lurking in the deeper ruins.
Final Words
Good luck on the deeper floors. You’ll need it.
Source
Changelog.gg summarizes and formats this update. How we read updates.
