Gold and Graves
Steam News 4 July 202510mo ago

Gold and Graves 1.7.3.0 Demo Update

Node Generation System Overhaul This update brings a complete overhaul of the map’s node generation system. Maps now generate with a higher probability of including loop-shaped paths. Previously, fully random generation…

Update log

Full Gold and Graves update

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

Extracted changes

1 fix1 addition7 changes0 removals
  • Maps
  • Events
  • Gameplay
  • Fixes
changedThis update brings a complete overhaul of the map’s node generation system.
changedMaps now generate with a higher probability of including loop-shaped paths. Previously, fully random generation often created inefficient branches that forced players to step through multiple empty tiles just to return, increasing risk without meaningful choices.
changedHowever, we are aware that this change may unintentionally increase or decrease overall difficulty, or result in large variations depending on map layout. We will be monitoring these effects carefully and continue to improve the system over time.
changedIsolated branches may still appear. These always contain a Stair, Exit, or Stash node at the end to reward exploration.
addedIn contrast, safe loop paths now have a lower chance to contain such high-value nodes. Additionally, the probability of ambush events triggering on empty tiles has been doubled.
changedInn Event Adjustments

Node Generation System Overhaul

This update brings a complete overhaul of the map’s node generation system.

Maps now generate with a higher probability of including loop-shaped paths. Previously, fully random generation often created inefficient branches that forced players to step through multiple empty tiles just to return, increasing risk without meaningful choices.

With this change, nodes are more likely to be placed inside structured loops, reducing unnecessary backtracking. This adjustment reflects feedback we received such as:"It feels unfair that I have to retrace my steps and still gain risk."

However, we are aware that this change may unintentionally increase or decrease overall difficulty, or result in large variations depending on map layout. We will be monitoring these effects carefully and continue to improve the system over time.

Closed loops are not guaranteed every time. We intentionally preserve a degree of randomness to ensure players still face meaningful choices and risks.

Branch Paths and Node Placement

Isolated branches may still appear. These always contain a Stair, Exit, or Stash node at the end to reward exploration.

In contrast, safe loop paths now have a lower chance to contain such high-value nodes. Additionally, the probability of ambush events triggering on empty tiles has been doubled.

Inn Event Adjustments

  • Inns now appear less frequently on the map.

  • Effects have been modified:

    • Reduce Risk by 4

    • Restore 20% of allies’ HP

These adjustments help maintain challenge as loop-style maps become more common. In extremely rare cases where the map contains no loops at all (fully isolated terrain), an inn is guaranteed to appear mid-route.

Bug Fixes

  • Fixed an issue where the game could freeze at the end of battle if the player had the Fruit Basket equipped. As a temporary solution, it now restores HP at the start of battle instead. (Special thanks to the player who reported this!)

Source

Steam News / 4 July 2025

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