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Steam News24 June 20266d ago

Patch Notes: v2.0.0-beta.1804

──────────────────────── NEW FEATURES ──────────────────────── The Upgraded Ambition System This week marks another big step in the Class/Abilities/Synergies rework that I've been batching each week: Ambitions are now p

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Full Gargadusa's Tower update

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What changed

0 fixes10 additions5 changes6 removals
  • Gameplay
  • Events
  • Balance
  • Server
  • UI and audio
added──────────────────────── NEW FEATURES ────────────────────────
addedThe Upgraded Ambition SystemThis week marks another big step in the Class/Abilities/Synergies rework that I've been batching each week: Ambitions are now properly online. Long story short, focus on the individual adventurer is top priority for me currently (outside of Multiplayer yooooo) and I finally sat down to build the infrastructure I've been dreaming of for the Ambition System and it ties in beautifully with the new Ability pools and new Classes. (I also got all the goods up on the Wiki ).
addedThe Upgraded Ambition SystemCompleting the full journey grants an Ascension: an evolved class with a new ability kit, a prestige Title, and a permanent across-the-board stat buff that pushes past normal ceilings (+3 for an evolution, +4 for a Legend) — your hero comes out broadly stronger, every time.
addedThe Upgraded Ambition SystemLore Callings unspool a piece of canon into the Lore Archive when they ascend — eight new revelations tied to the Crown, the Temple, the Underworld, the Tower, and more.
addedMultiplayerHosts can now start a season early with the guildmasters who've shown up, instead of waiting forever on a friend who never joins — empty human slots are simply dropped.
removedMultiplayerIdle leagues no longer stall: once the turn timer runs out, the week advances on its own, and reloading mid-wait now catches your guild up automatically.

──────────────────────── NEW FEATURES ────────────────────────

The Upgraded Ambition System

This week marks another big step in the Class/Abilities/Synergies rework that I've been batching each week: Ambitions are now properly online. Long story short, focus on the individual adventurer is top priority for me currently (outside of Multiplayer yooooo) and I finally sat down to build the infrastructure I've been dreaming of for the Ambition System and it ties in beautifully with the new Ability pools and new Classes. (I also got all the goods up on the Wiki).

NOTE: This is just step one of many, so things will definitely change and evolve.

  • Every adventurer's path now stretches far beyond a single zodiac goal. Fulfilling their Drive brings them to a Crossroads, where you choose a Calling — a multi-year specialization that ends in either a class Evolution or the forging of a Legend.

  • To start, there are 48 Drives (two per zodiac sign), 7 classes evolution lineages with 14 forked roads, and 24 Legend archetypes spanning combat, character, and lore destinies. More will come in each category, I wanted to get these 7 out the door to get a feel for it and hear feedback from you guys.

  • Completing the full journey grants an Ascensionan evolved class with a new ability kit, a prestige Title, and a permanent across-the-board stat buff that pushes past normal ceilings (+3 for an evolution, +4 for a Legend) — your hero comes out broadly stronger, every time.
  • A hero's potential evolution roads are shown up front in their dossier, with live progress toward the deeds that unlock each one, so you can build toward a transformation from the very start.

  • Lore Callings unspool a piece of canon into the Lore Archive when they ascend — eight new revelations tied to the Crown, the Temple, the Underworld, the Tower, and more.

  • The journey has stakes: neglect a hero's active Calling and they grow restless, souring their mood and risking abandonment of the road. Abandon a Tier-2 Calling and they return to the Crossroads; falter at the Tier-3 Ascension and that road closes forever.

  • Two adventurers who have both walked the whole journey to Ascension form a distinct "Legends together" party bond.

  • Ascensions are celebrated as legendary moments in the Week Summary, and the journey's milestones, abandonments, and obsessions surface in the Live Feed as they happen.

Multiplayer

  • Hosts can now start a season early with the guildmasters who've shown up, instead of waiting forever on a friend who never joins — empty human slots are simply dropped.

  • Idle leagues no longer stall: once the turn timer runs out, the week advances on its own, and reloading mid-wait now catches your guild up automatically.

  • A new trade composer lets you offer materials, request anything from the catalog, and read a fairness meter so you're not negotiating blind. Incoming offers now show proper material names and icons instead of raw codes.

  • Scout your rivals: a fellow guildmaster's profile now shows their roster size, average power, and strongest adventurers by class — their full builds, equipment, and economy stay hidden behind the fog of war.

  • A season-ending victory ceremony now plays out as a cinematic with final standings, and founding or joining a league opens a styled welcome card that explains what's different in multiplayer.

──────────────────────── QUALITY OF LIFE ────────────────────────

  • League free-agent results — won, outbid, disqualified, or lapsed — now appear plainly in your Weekly Report, so a recruit no longer just silently vanishes from the shared pool.

  • The Gear screen's adventurer picker has two new filters: In Training and Locked Out, each with a live count.

  • Trade offers now stay off the Front Desk inbox by default, handled exclusively on the Markets tab so they no longer drown out faction, Crown, and Sage letters. You can opt them back in from the Trade Filters tab.

  • Trade Filters gain a value-ratio floor that auto-declines lowball material offers, and the Treasurer's auto-decline threshold can now be set above breakeven to discard marginal deals.

  • The Tower's Auto-Provision button gains an opt-in checkbox to also auto-source and select Feast Before Battle, with per-component craft/buy buttons.

  • "Don't ask again" on reversible confirmations now survives a reload, and clearing a party is now suppressible.

  • An adventurer with a pending Academy claim now shows a CLAIM badge, and the league trade-order count no longer includes invisible system orders.

──────────────────────── BALANCE ────────────────────────

  • The weekly Standing Bonus no longer hard-caps at 5,000 gold. Past the soft cap your renown keeps paying out on a 30% diminishing tail up to a 25,000-gold ceiling, so the late game's headline progression stat finally keeps rewarding you. Early and mid-game income is unchanged.

  • Buffed Rival Guilds a bit ;)

  • New Custom Difficulty sliders: Rival Activity (how many quests, raids, and tower runs rivals attempt each year, to keep the CCL competitive deeper into a run) and Passive Morale Drift (idle adventurers gain or lose morale each week).

  • Rival guilds now climb the Tower more reliably — capable mid-strength guilds actually attempt floors, and hard-won early progress holds longer between sporadic attempts.

  • Class evolution is now guaranteed to be a net power gain even on a fully-maxed hero, with the buff spilling onto stats that still have headroom.

──────────────────────── BUG FIXES ────────────────────────

  • Your guild's renown and CCL score no longer show stray decimals — raid-victory renown from quality-boosted buildings is now properly rounded everywhere it's displayed.

  • The Quartermaster's durability warning now triggers on the percentage of an item's max durability, so full-condition starter gear is no longer flagged as cracked — and gear is priced and labeled by condition correctly.

  • Party filters on the Training, Roster, and Leaders screens now correctly match the selected party again.

  • Counteroffers on material-for-gold trades now respond sensibly instead of demanding absurd amounts of materials.

  • The inventory-overflow warning now reads under an "Inventory" header instead of "Armory," clearing up the mistaken impression that a building was needed to scrap.

Source

Steam News / 24 June 2026

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