Update log
Full Gold and Graves update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello everyone! The official release date for Gold and Graves has been confirmed!
Extracted changes
- Performance
- Gameplay
- Balance
- Fixes
Release Date
Pacific Daylight Time (PDT): September 7, 2025, 10:00 AM
The original release date was August 29, but due to overlapping festival participation and discount scheduling, the launch has been delayed by one week. This extra time will be used to improve stability, balance, and bug fixes so that we can deliver a more polished version at release.
Demo Update Included with This Announcement
You can now skip card rewards without picking one. Instead, the cost of card removal has been greatly increased, and if your deck has 6 cards or fewer, card removal options in shops and events are disabled. (Certain events remain an exception.)
You can now hire up to 8 mercenaries. Deployment in battle is still limited to 6.
Clicking on a distant node now automatically moves along the shortest path through adjacent nodes. (Can be changed in settings.)
The game can now be played at 2x speed. (Can be changed in settings.)
The cost of increasing the bank’s interest cap has been halved.
All enemies can now be recruited at a 100% success rate. However, the guaranteed HP thresholds have been lowered: normal monsters 20% → 10%, elite monsters 5%. Recruitment costs for elites have also been adjusted: lower-tier mercenaries are more expensive, while higher-tier mercenaries are cheaper.
Mid-boss nodes have been added to each floor. In the demo, you can now face the Floor 1 boss.
When dungeon risk level reaches the final stage, difficulty now increases further. (Adjusted to reflect main game balance.)
The 3 cards offered as a choice will no longer include duplicates.
Bug Fixes
Fixed an issue where rapidly clicking during card discovery could grant multiple copies.
Fixed an issue where re-entering a dungeon after saving on an empty node restarted from the wrong node.
Fixed an issue where predicted damage remained after dragging an area-targeting card to an empty space.
Source
