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Steam News29 May 20251y ago

Update 2.0.6

Card changes Upheaval damage is now 15 from 14 (just to have a rounded total number...

Full notes

Full Hunt the Pale Gods update

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What changed

1 fix2 additions0 changes0 removals
  • Balance
  • UI and audio
  • Gameplay
addedCard changesUpheaval damage is now 15 from 14 (just to have a rounded total number...) - Walk on Embers now also self Ignites for 1, both nerf and trigger for certain curios - Primordial Blood and Bloody Trail now add a Hemorrhage in your DRAW PILE instead of costing HP. see notes - Dark Below: Now just consumes random shadows and monoliths, super powered Strength gains - Soul Shatter: Normal damage is now 3x3, Arcane damage is 2x4 - Waking the Fallen: Base damage per 2 shadows is 10 (was 8) - Void Lance: Enhance 5 from 6. No longer needs to consume a shadow, instead it always adds a Photasthenia. See notes
fixedOtherFixed enhance weird sfx - Fixed a bug where Fractured Mind exile would keep growing (sorry!) - Fixed some effect behavior related to turn end flow (permafrost, grand scheme)
addedOtherNotes: Some cards where adjusted to add ANATHEMA instead of directly causing an effect. Generally this makes them stronger in shorter fights but more painful in longer fights. Additionally extra ANATHEMA related synergies are a bit more widely available outside of EYE / YELLOW.

Hunt the Pale Gods changes

addedUpheaval damage is now 15 from 14 (just to have a rounded total number...) - Walk on Embers now also self Ignites for 1, both nerf and trigger for certain curios - Primordial Blood and Bloody Trail now add a Hemorrhage in your DRAW PILE instead of costing HP. see notes - Dark Below: Now just consumes random shadows and monoliths, super powered Strength gains - Soul Shatter: Normal damage is now 3x3, Arcane damage is 2x4 - Waking the Fallen: Base damage per 2 shadows is 10 (was 8) - Void Lance: Enhance 5 from 6. No longer needs to consume a shadow, instead it always adds a Photasthenia. See notes
fixedFixed enhance weird sfx - Fixed a bug where Fractured Mind exile would keep growing (sorry!) - Fixed some effect behavior related to turn end flow (permafrost, grand scheme)
addedNotes: Some cards where adjusted to add ANATHEMA instead of directly causing an effect. Generally this makes them stronger in shorter fights but more painful in longer fights. Additionally extra ANATHEMA related synergies are a bit more widely available outside of EYE / YELLOW.

Card changes

  • Upheaval damage is now 15 from 14 (just to have a rounded total number...) - Walk on Embers now also self Ignites for 1, both nerf and trigger for certain curios - Primordial Blood and Bloody Trail now add a Hemorrhage in your DRAW PILE instead of costing HP. see notes - Dark Below: Now just consumes random shadows and monoliths, super powered Strength gains - Soul Shatter: Normal damage is now 3x3, Arcane damage is 2x4 - Waking the Fallen: Base damage per 2 shadows is 10 (was 8) - Void Lance: Enhance 5 from 6. No longer needs to consume a shadow, instead it always adds a Photasthenia. See notes

Other

  • Fixed enhance weird sfx - Fixed a bug where Fractured Mind exile would keep growing (sorry!) - Fixed some effect behavior related to turn end flow (permafrost, grand scheme)

Notes: Some cards where adjusted to add ANATHEMA instead of directly causing an effect. Generally this makes them stronger in shorter fights but more painful in longer fights. Additionally extra ANATHEMA related synergies are a bit more widely available outside of EYE / YELLOW.

Source

Steam News / 29 May 2025

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