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Steam News27 July 202625d ago

v0.16.0 MAJOR UPDATE — Ashes Remade: Save Your Run, 56 New Cards, etc.

ASHES REMADE — MAJOR UPDATE 0.16.0 The kingdom has been rebuilt from the sprite up.

In this update11

Full notes

Full Kingdom of Ashes - Fallen Era update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

8 fixes7 additions25 changes3 removals
  • Gameplay
  • Performance
  • Maps
  • UI and audio
  • Balance
  • Events
addedASHES REMADE — MAJOR UPDATE 0.16.0The kingdom has been rebuilt from the sprite up. This is everything since the Day & Night DLC in one patch: a run you can walk away from, 56 new cards, twenty heroes whose traits finally do what the card text promised, and a top-to-bottom art and effects rework.
removed💾 Save Your Run — Quit Anywhere, Come BackRuns no longer die when you close the game.
removed💾 Save Your Run — Quit Anywhere, Come BackOne auto slot , written continuously as you play, and one manual slot you can save from the map screen. A crash, a reboot, or a Steam restart no longer costs you a run.
changed💾 Save Your Run — Quit Anywhere, Come BackContinue rows on the title screen — hover one for hero, mastery and ascension tier, floor and map row, current node, HP, gold, deck and relic counts, and how long ago it was written.
added💾 Save Your Run — Quit Anywhere, Come BackA save whose DLC you no longer have enabled says exactly which one is missing instead of failing quietly.
added🃏 56 New Cards36 new base-game cards across all eight elements — every one with its own art, an upgrade path and full localization.
Every hero's Day & Night pool goes3043Every hero's Day & Night pool goes increased, buff

Kingdom of Ashes - Fallen Era changes

addedThe kingdom has been rebuilt from the sprite up. This is everything since the Day & Night DLC in one patch: a run you can walk away from, 56 new cards, twenty heroes whose traits finally do what the card text promised, and a top-to-bottom art and effects rework.
removedRuns no longer die when you close the game.
removedOne auto slot , written continuously as you play, and one manual slot you can save from the map screen. A crash, a reboot, or a Steam restart no longer costs you a run.
changedContinue rows on the title screen — hover one for hero, mastery and ascension tier, floor and map row, current node, HP, gold, deck and relic counts, and how long ago it was written.
addedA save whose DLC you no longer have enabled says exactly which one is missing instead of failing quietly.

ASHES REMADE — MAJOR UPDATE 0.16.0

The kingdom has been rebuilt from the sprite up. This is everything since the Day & Night DLC in one patch: a run you can walk away from, 56 new cards, twenty heroes whose traits finally do what the card text promised, and a top-to-bottom art and effects rework.

💾 Save Your Run — Quit Anywhere, Come Back

Runs no longer die when you close the game.

  • One auto slot, written continuously as you play, and one manual slot you can save from the map screen. A crash, a reboot, or a Steam restart no longer costs you a run.

  • Continue rows on the title screen — hover one for hero, mastery and ascension tier, floor and map row, current node, HP, gold, deck and relic counts, and how long ago it was written.

  • Saves ride Steam Cloud for free, so a run started on one machine finishes on another.

  • A save whose DLC you no longer have enabled says exactly which one is missing instead of failing quietly.

Also for your hands: press 1 9 to play the matching card in hand, with a number badge on every card. How to Play now opens itself once on your first visit. The hero panel shows a one-line playstyle archetype and a Signature Cards row before you commit.

🃏 56 New Cards

36 new base-game cards across all eight elements — every one with its own art, an upgrade path and full localization.

  • Fire — Cinder Volley · Backfire · Wildfire · Immolation Pact · Firestorm · Overkill

  • Ice — Frost Nip · Rimeguard · Deep Freeze · Glacial Wall · Winter's Grasp

  • Lightning — Arc Cascade · Conduit · Tempest Crown · Echo Strike

  • Nature — Regrowth · Toxic Bloom · Bramble Armor · Heart of the Wild

  • Blood — Nick · Crimson Draw · Bloodrush · Sanguine Ward · Crimson Apotheosis

  • Holy — Reckoning · Martyr

  • Shadow — Fade · Cheap Shot · Bloodhunt · Death's Shadow · Mirror Step

  • Neutral — Steady Hand · Whetstone · Second Wind · Gambit · Time Slip

Five of those carry a mechanic nothing else in the game does:

  • Overkill — banks the lethal overflow of its killing blow and carries it onto the next enemy. Built for army and multi-wave nodes. New ExcessDamage keyword.

  • Echo Strike — replays the last card you played this turn, for free.

  • Martyr — the next enemy attack heals you instead of hitting you.

  • Mirror Step — the next enemy attack is reflected straight back; you take none.

  • Time Slip — +1 energy next turn only.

Plus 20 Day & Night cards — 6 shared, 7 locked to Dawnbringer Sol, 7 to Duskblade Vesper. Every hero's Day & Night pool goes 30 → 43. Vesper had no Light source of her own and Sol had exactly one Dark source, which meant the Eclipse bridge both heroes were designed around barely existed; each now has four. Three new keywords replace prose with icons: each turn start, next turn, Echo. Steam post image

⚔️ Every Hero Trait Now Fires

This is the big one. Most heroes' Pro/Con mechanics were printed on the hero card but weren't actually running — you were picking between twenty stat sticks. All 20 heroes have their trait back:

  • Knight and Inquisitor's shield bonus · Pyromancer's Backdraft · Cryomancer's ice shielding and halved healing · Stormcaller's Storm Chase · Nightblade's lifesteal and Voidsick · Bloodseer's low-HP Blood surge · Paladin's heal-smite and the extra damage he takes · Druid's carried Thorns · Runecaster's poly-mana · Stormpriest's Unjudged Wrath · Bloodsworn's blood pact · Voidpriest's weave.

  • Sol and Vesper had no live trait at all — not even the clamps that define them. Sol's Light→Protection conversion and reflect wall, Vesper's discounted opener and Cull scaling, both restored.

  • Mastery Lv12 / Lv14 perks apply again on every hero.

Five heroes traded a flat off-element tax for a real drawback:

  • Mireh — Withering Hunger. A rolling two-turn window; go dry and she burns, escalating 2 / 4 / 6. Ships with her printed 30% Fire/Shadow lifesteal restored.

  • Sylven — Frozen Ground. Hand limit 7 → 6, paid for by the full Dormancy kit: cards held at end of turn gain stacks that Ice, Nature and Neutral cards each spend differently.

  • Maris — Sunless Depths. Aqua reservoir cap 13 → 18. Bigger Floods, fewer of them.

  • Tephra — Brittle Ground. Lose 1 HP per 4 Lava still held at end of turn. Hoarding for one giant Erupt now costs something.

  • Yara — Divided Current. Reservoirs more than 2 apart both drain. Costs no HP; costs the convergence she's built around.

Card offers follow your hero again. Draft and reward picks now weight by your hero's own element affinity. Measured over 20,000 simulated drafts: single-element heroes went from ~3 on-element cards out of 10 picks to ~6; dual-element from ~5 to ~9. The chance of drafting zero on-element cards is now zero. Rune Chain exists. Runecaster's signature mechanic — element diversity tiers instead of same-type Resonance — was fully built and unreachable. Her starting core is rebuilt around three elements out of the gate, and she moves to 75 HP / 4 mana, because four distinct types in one turn simply cannot happen on three.

⟡ Essence Just For Playing

30 Essence every 20 minutes the game is open — any screen, title and menus included, even minimized. A running total and countdown sit top-left on every screen; hover for the exact time to the next grant and today's counted minutes. Capped at 6 credited hours a day. Essence unlocks legendary cards in the Card Sanctum, so the meta-progression grind no longer demands you keep clearing runs.

🩸 Breaking a Curse Now Pays

Cleansing a curse grants a boon that mirrors what that curse stole from you. Greed took gold, so breaking Greed pays gold back. Hex ate 6 HP, so breaking Hex adds max HP. All 19 curses have one, and the boon is shown before you pay — on the shop tile, in its tooltip, and in the Codex. Cleanse price is now tiered: 40 gold common, 60 rare.

🔥 Ten Elements, Ten Different Impacts

Every element's impact effect was one of four shared placeholder styles. All ten are now hand-authored, 36 frames at 256px, each with its own motion language:

  • Fire rises and vanishes — layered flame lobes, flicker tongues, ember spray. Its projectile is a comet now.

  • Lava is heavy — a sagging molten mound, globs on ballistic arcs that cool white → orange → dark crust in flight.

  • Blood is a ragged splat with ligaments that thin and snap, and drips that run down off it.

  • Ice stabs 12 faceted spikes outward, holds, then breaks into tumbling fragments.

  • Shadow genuinely occludes the enemy instead of glowing over it — that's what darkness needed all along.

  • Holy is ordered and vertical — a shaft falling from above, halo rings spreading across the impact plane, motes drifting up.

  • Nature grows instead of exploding — seven thorned vines uncoil and wrap the target, a bloom opens and withers.

  • Aqua is a splash crown off a water rim, with a rebound column that pinches off a bead.

  • Lightning strobes rather than fades — forked arcs creeping and branching frame to frame.

  • Neutral sells force: impact star, nine racing cracks, ballistic debris, dust that hangs after everything else has gone.

Cast and impact were also running on two different clocks — neutral's hit, burst and damage number all fired a full second before the projectile landed. They're the same number by construction now. The shield barrier was rebuilt as a curved hex lattice with a sweeping energy band, and the enemy claw strike was pulled back so it stops covering your screen in blood. Steam post image

🎨 Redrawn

  • 225 card faces regenerated at a uniform 512×512 — the whole base-game pool plus the Scorching, Overflow and Day & Night sets.

  • All 58 enemy sprites redrawn. The tone moved from horror to villainy — evil, not scary. Gore is gone; the menace isn't. Skeletons keep their skulls and beasts keep their teeth.

  • All 20 hero portraits regenerated.

  • Five screen backdrops rebuilt at 2560×1440, each on one concrete idea instead of generic ruin: a roofless throne with ash falling upward out of the split seat · hollow armour at attention with one votive candle per plinth · a crucible of melted-down weapons with hilts still standing in the slag · a reliquary prison with one alcove blown open from the inside · faceless ancestor stones ringing a used killing ground.

  • Ascension finally has its own backdrop — a basalt stair climbing into a bleeding vortex, braziers dead at the base and roaring at the summit.

  • The battle line-up faces itself. Heroes and enemies were all drawn front-facing at the camera. They look at each other now.

  • 15 drawn-but-unused icons put on screen — a glyph on every shrine result, the reroll and dice icons on their buttons, XP and ash on the reward rows, and more.

🖥️ Interface

  • Title screen art pass — ember and ash fields drift behind the menu, a hearth glow breathes along the bottom edge, and the wordmark reads as lit metal instead of muddy brown. Menus, DLC toggles and save slots all share one dark-iron-and-gold material.

  • Ascension relaid out as two columns with the hero portrait centred, and your hero's Pro/Con trait icons now flank their name — the last screen before a run started was showing you nothing about the trait you were about to play.

  • Victory and Defeat screens redesigned — a two-column panel with hero art and flavour on the left, run summary, rewards and leaderboard on the right. Rewards read as a payout row instead of dashed lines.

  • Abandon Run redesigned, and the cost now scales with how far you got — see Balance below.

  • How to Play rewritten. It was teaching a build that doesn't existit told you to "Gather Mana", a mechanic not in the game, and never documented Mark , which is on the button bar. It now distinguishes Shield from Protection, covers Super Resonance, and gained a whole new Cards & Deck tab for the opening 10-pick draft, Merge, Scriptorium, curse cleansing, Exhaust, relic slots and potions — none of which were documented anywhere.
  • Progression screen fixes — three map-node kinds never had a tile, and every denominator counted DLC content you'd switched off (relics read x/43 when only 27 were reachable). Both fixed.

  • Relic tooltips are readable. They were rendering at the wrong scale in dark grey-brown on a near-black panel. Relic slots are now tinted by tier and the hover card shows the relic's art, so it reads as an item card.

⚖️ Balance

  • Super Resonance (×4) trimmed ~10% across all eight base elements. The engine payouts had drifted above what the resonance panel and card preview showed you; both now tell the truth.

  • Abandoning a run is cheaper the further you got — full mastery cost on the first row, up to 60% off at the boss row, shown as a "Depth relief" chip on the dialog.

  • Playtime Essence trimmed so idle income doesn't outrun the per-kill drops it was meant to supplement.

  • Steamweaver gains ×1.2 on both Aqua and Lava — it was the only hero carrying a penalty element with no affinity element to pay for it.

  • Overflow heroes now treat Neutral like every other hero does.

  • Several heroes get materially harder in this patch — Nightblade's Voidsick, Paladin's extra damage taken, Cryomancer's halved healing and Druid's turn-1 draw penalty were all printed and inert. This is intended. The card text has been promising it all along.

🐛 Notable Fixes

  • Screen backdrops zoomed and cropped themselves on large displays — only 44% of the image was visible at 4K. Framing is now identical at every window size.

  • "Save the Kingdom" was pinned to the bottom-right corner of the Ascension screen, 780px from where it belonged.

  • The first hero pick of a session cross-faded into an empty screen and sat there for a second before the screen appeared.

  • Sprite-sheet impacts could render nothing at all.

  • French and Russian showed two Progression tabs with the identical label.

  • Japanese and Chinese keyword phrasing had no separator before the following number, which silently broke the keyword icons.

  • Aqua and Lava resonances were tracked but never displayed on the mastery chart.

📌 Note on in-progress runs

Save slots are versioned and are not migrated across a patch this size — a run in progress from before 0.16.0 won't load. Nothing in your meta-progression is affected: ash, mastery, ascension, forge and Card Sanctum unlocks all carry over untouched.

Localized in English, Korean, Japanese, Chinese, French, German and Russian. Thank you for playing Kingdom of Ashes.

Source

Steam News / 27 July 2026

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