Update log
Full Gold and Graves update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello!
Extracted changes
- Balance
- Gameplay
- Events
- Performance
In this update, we aimed to ease the difficulty in the early stages of the game, especially when players don’t yet have access to Capacity Relics. We have also added many new positive events for players, and adjusted the balance of underused cards (Burn, Wind, and Freeze attributes).
Balance Changes
Capacity Relics
Most Capacity Relics were previously distributed between tiers 4–6, which meant that early players often didn’t even know of their existence. We have redistributed some of them into lower tiers (1–3) so that players can encounter them earlier.
In addition, the relic Bloodstone became a factor that guaranteed profit for skilled players who already had enough relics, no matter how long they stayed in the dungeon—especially when they could stack multiple Bloodstones. To address this, its tier has been increased so it will appear less often inside the dungeon.
Some Capacity Relics: Tier 4–6 → Tier 1–3
Capacity Relics can now appear starting from unlock level 0
Bloodstone: Tier 4 → Tier 5
New Relics
There were 20 Capacity Relics in total, about 10% of all relics. Since the total number of relics has increased compared to the demo, we’ve added two more: one for advanced players (high capacity) and one for less experienced players (low tier).
Three-Leaf Clover: Gain +5 Max HP, Capacity +5
Pass Permit: Entering a dungeon starts you directly on Floor 2, Capacity +55
Additionally, when the player escapes on Floor 1 or climbs to a new floor, they now obtain the relic Beginner’s Luck.
Beginner’s Luck: Capacity +10
Difficulty adjustments:
Very Easy: Capacity ratio 60% → 80%
Easy: Capacity ratio 80% → 90%
Events
The “Damn Nuisance” event (where cards could be removed or transformed) was originally designed to check highly skilled players who stacked all their core cards early and then removed the rest for infinite combos. However, this event sometimes unfairly punished beginners by eating up a hard-earned high-rarity card.
A “Drive Away” option has been added. If you choose not to drive them away and instead hand over a card, you’ll now also receive gold.
We also received feedback that too many random events were overly negative, so we’ve added over 10 brand-new events that can only be positive for the player.
Additionally, gold-giving/taking events now scale their rewards and costs with the stage you are on.
Card & Relic Balance
Wind Attribute
In the demo, Wind builds were extremely powerful. But as HP inflation rose on Floors 2–3, Wind needed buffs again to remain viable. Several cards and relics have been improved.
Scar: Cost 1/0 → 0/0, Apply 2/2 → 2/3
Blessing of the Storm: Cost 2/1 → 1/1, Apply 1/1 → 1/2
Deep Cut: Apply Scar 3/5 → 4/6
Marked Execution: Apply Scar 5/8 → 10/15
Contract: Cost 3/2 → 2/1
(Relic) Warrior’s Sword: At the start of each turn, gain 1 → 2 stacks
(Relic) Lantern: Tier 4 → 2, Capacity 24 → 12
(Relic) Heart: Capacity 20 → 14
Exhumation: Apply 10/15 → 15/15, Cost 2/2 → 2/1
(Relic) Talisman of Wind: Capacity 12 → 8
(Relic) Broken Arrow: Reduce Sturdy 1 → 2
(Relic) Bow: Apply Scar 1 → 3
Fire Attribute
Fire decks become stronger the longer battles last. However, longer fights also mean taking more enemy damage, making Fire decks overly punishing. To compensate, Fire cards were buffed to provide more stability.
Blessing of Fire: Cost 3/2 → 2/1
Ignite: 5/7 → 7/9
- Mad Flame(Added) Draw 1 card, Apply 3/6 → 5/9
Fire Moth: Apply 1/1 → 2/2
Freeze
Source
