Gold and Graves
Steam News 12 July 202510mo ago

Gold and Graves 1.7.3.1 Demo Update

Hello, This update introduces several major changes aimed at improving late-game balance, including the addition of a difficulty selection system, a complete rework of gold income and the bank node, adjustments to relic…

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Full Gold and Graves update

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Repeated intro

Hello, This update introduces several major changes aimed at improving late-game balance, including the addition of a difficulty selection system, a complete rework of gold income and the bank node, adjustments to relic mechanics, and more. Please see the details below.

Extracted changes

1 fix3 additions8 changes1 removal
  • Balance
  • Gameplay
  • Events
changedHello, This update introduces several major changes aimed at improving late-game balance, including the addition of a difficulty selection system, a complete rework of gold income and the bank node, adjustments to relic mechanics, and more. Please see the details below.
addedGold System Rework Base interest is now capped per difficulty level at 20/18/16/14/12/10 gold. The old system where players could deposit gold into banks and receive compound interest has been removed. Banks now offer two new options in exchange for gold:
changedIncrease the interest rate (options vary depending on the situation). Relics such as “That’s an Investment,” “Silver Bar,” and “Gold Bar” now increase the interest cap instead of providing passive income. Some mercenaries on the first floor have had their hiring costs reduced. Starting gold has been adjusted based on difficulty: 65/60/55/50/45/40. If you load an old save where gold was deposited in a bank, the deposited amount will be returned to your inventory.
changedRelic Balance Adjustments
changedEssence of Blood : Now deals damage at the end of the enemy turn instead of the start of your turn. Damage per stack reduced from 2 to 1.
changedRed Potion : Effect now triggers up to 3 times per battle (previously once). Healing reduced from 6 to 5.
Damage per stack2 to 1Healing6 to 5Letter : Stack gain2 to 1

Difficulty Selection System You can now select a difficulty when entering a dungeon. Carry-out capacity after escape varies depending on the chosen difficulty, ranging from 75% to 200%. Higher difficulties increase the rate at which enemies scale and reduce the amount of base gold gained per battle. (11/10/9/8/7/6) Gold gained from danger level increases is not affected by difficulty. Existing save files will be automatically set to "Very Easy."

Gold System Rework Base interest is now capped per difficulty level at 20/18/16/14/12/10 gold. The old system where players could deposit gold into banks and receive compound interest has been removed. Banks now offer two new options in exchange for gold:

  • Raise the maximum interest cap: Spend 50/100/150/200 gold to increase it by +5/10/15/20 respectively.

  • Increase the interest rate (options vary depending on the situation). Relics such as “That’s an Investment,” “Silver Bar,” and “Gold Bar” now increase the interest cap instead of providing passive income. Some mercenaries on the first floor have had their hiring costs reduced. Starting gold has been adjusted based on difficulty: 65/60/55/50/45/40. If you load an old save where gold was deposited in a bank, the deposited amount will be returned to your inventory.

Relic Balance Adjustments

Nerfs

  • Essence of BloodNow deals damage at the end of the enemy turn instead of the start of your turn. Damage per stack reduced from 2 to 1.
  • Wanted Poster: Now gains stacks only when you directly kill a unit, instead of whenever any unit dies.

  • Cursed Grimoire: Now generates three 3-cost-or-higher cards (instead of four 4-cost-or-higher cards) when using a curse card.

  • Decay (curse card): Now costs 3 mana.

  • Red PotionEffect now triggers up to 3 times per battle (previously once). Healing reduced from 6 to 5.
  • LetterStack gain reduced from 2 to 1.
  • Gold Bracelet: Starts with 0 stacks when obtained (previously 2).

Other Adjustments

  • Gold-generating relics have had their rarity increased and some effects slightly reduced, in response to the new gold cap mechanics.

  • Relics that target friendly units have had some of their effects adjusted.

Relic Duplication Restriction You can no longer bring duplicate copies of the same relic into a dungeon. This is to prevent powerful relics—especially those that generate cards—from enabling intentional, game-breaking combos from the very start of a run.

However, for capacity-increasing relics, a different approach was taken. If duplicates were disallowed outright, players who had farmed these relics over time would be restricted in how much they can bring into dungeons. To address this, the capacity values of certain relics have been increased, and a wider variety of capacity relics has been added. It is now more important to collect different types of capacity-increasing relics, rather than stacking multiple copies of the same one.

Bug Fixes

  • Stealth and Taunt status effects now reduce their stacks at the end of the opponent’s turn.

  • When targeting an allied object using a movement card, all on-target relics and buff effects now trigger correctly.

  • Fixed an issue where deleting a card during an event would cause an increase in shop deletion costs.

Source

Steam News / 12 July 2025

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