Ethereal: Clash of Souls
Steam News 17 April 20261mo ago

Combat Feel & Map Clarity

We just published a new dev blog focused on improving how the game feels to play and how clearly you can understand what’s happening during matches. This update is less about big flashy features and more about the momen…

Update log

Full Ethereal: Clash of Souls update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes3 additions6 changes1 removal
  • Gameplay
  • Balance
addedWe just published a new dev blog focused on improving how the game feels to play and how clearly you can understand what’s happening during matches.
addedWhat’s NewMelee Hitstop (Basic Attacks) We’ve added hitstop to melee basic attacks. When an attack connects, there’s a very slight pause to give the hit more impact.
changedWhat’s NewStill being tuned to avoid feeling slow or clunky
changedWhat’s NewWhat’s next: We’re working on improving how portals feel to travel through, with smoother transitions and less visual/movement friction.
removedWhat’s NewRemoved Spirits Ignite (E)
changedWhat’s NewMoved Spirit Pillar into her base kit

We just published a new dev blog focused on improving how the game feels to play and how clearly you can understand what’s happening during matches.

This update is less about big flashy features and more about the moment-to-moment experience.

What’s New

Melee Hitstop (Basic Attacks) We’ve added hitstop to melee basic attacks. When an attack connects, there’s a very slight pause to give the hit more impact.

  • Hits feel less floaty

  • Easier to tell when you land vs miss

  • Still being tuned to avoid feeling slow or clunky

Real-Time Portals (v1) You can now see what’s happening on the other side of a portal before going through it.

  • Check fights before committing

  • See enemy positioning

  • Make decisions with actual information instead of guessing

What’s next: We’re working on improving how portals feel to travel through, with smoother transitions and less visual/movement friction.

Kahlea Kit Changes We’ve made adjustments to better match her intended “hit-and-run” playstyle.

  • Removed Spirits Ignite (E)

  • Moved Spirit Pillar into her base kit

  • Ultimate moved to R

Damage Number Improvements

  • Updated styling for better readability

  • Added option for:

    • Individual damage numbers (every hit shown)

    • Stacked damage numbers (combined total for rapid hits)

Community Poll

We’re currently testing how invisible units should interact with towers and want your input.

Should towers reveal invisible units?

  • Always

  • Only when targeted

  • Never

Let us know what you think.

Full Dev Blog

If you want to see videos and a deeper breakdown of these changes:

https://etherealcos.com/news/animations-portals-and-invisibility

These changes are all part of a bigger goal: making the game feel responsive, readable, and intentional instead of chaotic.

We’ll keep iterating based on your feedback.

Source

Steam News / 17 April 2026

Open original