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Steam News9 June 202620d ago

Patch Notes: 2.0.0-beta.1761 (Beta)

Today is a feature-focused patch! This is something I've been looking forward to because it means there are now so few bugs that patches can expand scope to address the QoL and Balance things that have been driving me c

Full notes

Full Gargadusa's Tower update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

7 fixes1 addition5 changes1 removal
  • Balance
  • UI and audio
changedToday is a feature-focused patch! This is something I've been looking forward to because it means there are now so few bugs that patches can expand scope to address the QoL and Balance things that have been driving me crazy. On top of that, I have many features I still want to push, so I've been cooking.
changedClass & Synergy UpdateI am deep into upgrading Classes, Synergies, and Abilities. Today, I'm pushing a pass over the class system to make damage-type coverage more complete, give every damage dealer a synergy that rewards its element, and make rarer heroes genuinely more valuable to build around.
changedNew Party SynergiesFour new synergies join the roster, all aimed at the rarer classes that previously had fewer ways to combo: Astral Sight Oracle · Chronomancer · Geomancer · Totem Shaman +4% / +7% result floor (more consistent outcomes — softens bad luck) Apex Predators Northern Ranger · Beast Master · Hexblade · Dragoon · Blood Knight +4% / +6% critical success chance Living Legends Oath Paladin · Drunken Monk · Berserker · Aegis Warden · Hexblade +4% / +7% party morale Verdant Wardens Stone Druid · Warden · Tide Shaman · Beast Master · Harmony Druid +4% / +7% injury reduction
fixedDamage-Type Coverage FixesSome classes had no synergy that actually rewarded the damage they deal. Fixed:
fixedDamage-Type Coverage FixesFrost Mage now wields Ice and Arcane — opening up Ice+Arcane parties for the first time, and tapping the Arcane synergies its frost magic always should have.
fixedDamage-Type Coverage FixesRogue & Assassin finally count toward Shadow Cabal — the iconic shadow killers now benefit from a Shadow-damage synergy.

Today is a feature-focused patch! This is something I've been looking forward to because it means there are now so few bugs that patches can expand scope to address the QoL and Balance things that have been driving me crazy. On top of that, I have many features I still want to push, so I've been cooking.

Class & Synergy Update

I am deep into upgrading Classes, Synergies, and Abilities. Today, I'm pushing a pass over the class system to make damage-type coverage more complete, give every damage dealer a synergy that rewards its element, and make rarer heroes genuinely more valuable to build around.

I'll be pushing more updates like this over the next week or two as I finish up expanding the Class systems ;)

New Party Synergies

Four new synergies join the roster, all aimed at the rarer classes that previously had fewer ways to combo: Astral Sight Oracle · Chronomancer · Geomancer · Totem Shaman +4% / +7% result floor (more consistent outcomes — softens bad luck) Apex Predators Northern Ranger · Beast Master · Hexblade · Dragoon · Blood Knight +4% / +6% critical success chance Living Legends Oath Paladin · Drunken Monk · Berserker · Aegis Warden · Hexblade +4% / +7% party morale Verdant Wardens Stone Druid · Warden · Tide Shaman · Beast Master · Harmony Druid +4% / +7% injury reduction

Damage-Type Coverage Fixes

Some classes had no synergy that actually rewarded the damage they deal. Fixed:

  • Frost Mage now wields Ice and Arcane — opening up Ice+Arcane parties for the first time, and tapping the Arcane synergies its frost magic always should have.

  • Rogue & Assassin finally count toward Shadow Cabal — the iconic shadow killers now benefit from a Shadow-damage synergy.

  • Totem Shaman now routes into Arcane Mastery (alongside Geomancer).

  • Ranger now joins Spirit Bond for a proper Nature-damage route.

Rarity Rebalance: your rare heroes pull more weight

Previously every class had roughly the same number of synergies regardless of rarity, so a couple of common staples dominated team-building. Now the rarer the class, the more synergies it tends to anchor:

  • Commons trimmed slightly so they're no longer the densest nodes on the board — Knight steps out of a healing synergy, Warrior out of a morale synergy. They're still strong, just no longer outshining everything.

  • Rare, Ultra-Rare and Legendary classes get more combo routes, via the new synergies above plus expanded membership for Berserker, Geomancer, Oracle, Chronomancer, Arch Priest, Summoner, Holy Knight, Balance Monk, Bard, and the legendary Aegis Warden.

Net effect: building around a marquee hero like Hexblade, Northern Ranger, Oath Paladin or Aegis Warden now opens up noticeably more synergy potential. No class was left behind — every hero still has multiple viable synergy routes.

Fixes

  • Prophetic Freeze (Frost Mage + Oracle → +7% result floor) now displays its proper translated name everywhere instead of a placeholder in some languages.

  • All synergy names and descriptions are fully localized across every supported language.

Source

Steam News / 9 June 2026

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