Gold and Graves
Steam News 8 September 20258mo ago

Gold and Graves 1.7.5.3 Update

Hello everyone! It’s been about 25 hours since launch. Even though it’s only the first day, over 330 copies have already been sold, and I sincerely thank you for that. I have also been carefully reviewing all of the fee…

Update log

Full Gold and Graves update

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

Repeated intro

Hello everyone!

Extracted changes

3 fixes1 addition6 changes0 removals
  • Balance
  • Fixes
  • UI and audio
  • Gameplay
addedMajor Balance AdjustmentsMercenary Capacity The most urgent issue has been mercenary capacity. All Tier 5 or higher mercenaries (which begin appearing from Stage 2) will now have their total capacity reduced by 60% . Previously, values ranged from 40–90, but they have now been adjusted to 20–50 .
changedMajor Balance AdjustmentsPermanent Relics for Mercenaries When you engrave a relic onto a mercenary, it will now remain permanently even if you bring that mercenary out upon escape. Engraving a relic will never increase the mercenary’s capacity. From the player’s perspective, this will always result in a permanent benefit.
changedMajor Balance AdjustmentsCard Capacity The capacity of all cards has been reduced: 3/4/6/9/12/15 → 3/4/6/8/10/12 . While this makes it somewhat easier to build infinite combos early on, it also addresses feedback that players were unable to extract as many desired cards in the early stages, which forced repetitive runs.
changedMajor Balance AdjustmentsNode Visit Bonus The bonus for visiting non-empty nodes per stage has been adjusted from 10/20/30 → 12/24/32 . Originally, this system was intended to reduce the time it took to clear a dungeon (which could stretch to 2–3 hours) by rewarding thorough farming before moving to the next stage. However, as feedback pointed out that this encouraged excessive repetition in the early farming phase, it has been relaxed.
changedMajor Balance AdjustmentsDanger Level Adjustments Previously, the difficulty spiked sharply starting at Danger 20. After review, we concluded that node visit bonuses and adjustments at stair and boss encounters were sufficient to prevent excessively drawn-out runs. As a result, the danger thresholds have been changed from 5/10/15/20 → 5/10/15/25 , with the difficulty at 25 also being slightly reduced.
fixedBug FixesFixed an issue where a relic engraved on a mercenary would disappear if the mercenary was picked up and redeployed in the field.
Card Capacity The capacity of all cards has been reduced:3/4/6/9/12/15 to 3/4/6/8/10/12Node Visit Bonus The bonus for visiting non-empty nodes per stage has been10/20/30 to 12/24/32As a result, the danger thresholds have been5/10/15/20 to 5/10/15/25

It’s been about 25 hours since launch. Even though it’s only the first day, over 330 copies have already been sold, and I sincerely thank you for that. I have also been carefully reviewing all of the feedback you’ve shared so far.

Major Balance Adjustments

  • Mercenary Capacity The most urgent issue has been mercenary capacity. All Tier 5 or higher mercenaries (which begin appearing from Stage 2) will now have their total capacity reduced by 60%. Previously, values ranged from 40–90, but they have now been adjusted to 20–50.

  • Permanent Relics for Mercenaries When you engrave a relic onto a mercenary, it will now remain permanently even if you bring that mercenary out upon escape. Engraving a relic will never increase the mercenary’s capacity. From the player’s perspective, this will always result in a permanent benefit.

  • Card Capacity The capacity of all cards has been reduced: 3/4/6/9/12/15 → 3/4/6/8/10/12. While this makes it somewhat easier to build infinite combos early on, it also addresses feedback that players were unable to extract as many desired cards in the early stages, which forced repetitive runs.

  • Node Visit Bonus The bonus for visiting non-empty nodes per stage has been adjusted from 10/20/30 → 12/24/32. Originally, this system was intended to reduce the time it took to clear a dungeon (which could stretch to 2–3 hours) by rewarding thorough farming before moving to the next stage. However, as feedback pointed out that this encouraged excessive repetition in the early farming phase, it has been relaxed.

  • Danger Level Adjustments Previously, the difficulty spiked sharply starting at Danger 20. After review, we concluded that node visit bonuses and adjustments at stair and boss encounters were sufficient to prevent excessively drawn-out runs. As a result, the danger thresholds have been changed from 5/10/15/20 → 5/10/15/25, with the difficulty at 25 also being slightly reduced.

Bug Fixes

  • Fixed an issue where a relic engraved on a mercenary would disappear if the mercenary was picked up and redeployed in the field.

Future Plans

  • Improvements to UI and insufficient explanations are planned.

  • We are also preparing adjustments to reduce the excessive stress caused when the player fails.

Closing

We have significantly adjusted what we believe to be the most critical issues raised in your feedback: capacity and difficulty. We will continue to make improvements going forward. Thank you very much for playing, and please keep sharing your valuable feedback!

Additional Patch We have slightly nerfed an infinite combo that could be executed with too little difficulty. Our compliments go to the players who discovered this strategy! While we did not intend to completely remove infinite combos, we had not realized that such a simple method could so easily defeat the final boss. As we believe it is not desirable for the game to collapse so easily, we have made partial adjustments to this infinite combo.

  • Fixed an issue where the effect of the legendary card Purification was not triggering.

  • Fixed a bug where the game would freeze when starting a battle with a mercenary equipped with the relic Iron Armor.

Source

Steam News / 8 September 2025

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