Full notes
Full Leavers Rift update
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What changed
- Gameplay
- Balance
- Events
- Fixes
- Store
This final update for Leavers Rift brings together the largest content drop since Early Access began.
Alongside the new content, this update delivers balancing changes and multiple quality-of-life improvements to improve pacing, readability, and overall game flow — especially in the early chapters.
As with the previous update, several smaller roadmap updates have been bundled into this release. This approach allowed for faster iteration, more focused debugging, and a smoother development pace without compromising quality.
Thank you for playing Leavers Rift and for supporting the project through its final Early Access phase.
Major new features
New Hero: Soul Marionette
Experience the most unique hero in Leavers Rift. Your direct attacks and defenses are very limited, but your enemies will fear you. Create powerful connections to drain life or apply damage-over-time debuffs. Spawn soulless bodies to expand your marionette, and unleash your strongest spell — Unity — causing every connected target (enemy or body) to feel your full strength.
The Soul Marionette comes with 60 unique cards and 9 special relics.
To unlock the Soul Marionette, find her in the Forest of the Remembrance and feed her with 30 Depositions of the Mother or the Stranger.
3 New Chapters
Chapters 4–6 conclude the story of our heroes. What lies behind the Leavers Rift? What are the strange constructs? What is the true nature of the Life Stones? And will the heroes manage to traverse the Leavers Rift — or will they never leave it again?
Along the way, you will travel through 9 new hand-built game boards, spread across 3 new difficulty levels, putting all of your skills to the test.
New gameplay additions
New keyword: “Blinded” (Sun Mantis)
Blind your enemies, giving them a 33% chance to miss their attacks. 10 cards have been reworked to introduce the new Blinded keyword. This effect counts as a debuff and can be blocked by Protection.
New Sacura Upgrades
Increase max. health when resting.
Other adjustments
Upgrade costs for all skills and echoes have been adjusted to use the same resources as attacks and defenses, while still varying by rarity.
Adjusted some ingredient rewards.
Ores and crystals are now available in all chapters, making higher-rarity card upgrades possible in earlier chapters.
Removed segments from Chapter 1 game boards to reduce exploration pressure. A run should end at some point :P This also helps with overall balancing.
Balancing
Nerfs
Enemies in Region 1 felt overly tanky at times for the early game, while some of the new Monolith enemies were too powerful. These nerfs address both issues.
Defensive enemies (such as snails, golems, and Wingtails) now have either armor/barrier spells or caution spells — no longer both. This should improve the overall game flow, especially in Region 1.
Monolith Tanks now start with less Armor and generate less Armor overall.
Monolith Mages now shuffle blocking cards into your deck only on the first turn.
Buffs
Legionnaire:
I Am The Weapon now deals 5 damage (previously 1). This change was made to make the card viable in decks without Weapon Morphosis.
Bugs fixed:
The Fullgrown Snail’s mushroom head is now affected by character lighting.
Charms that interact with NPC combats now correctly trigger their effects.
Purchasing an item in Sacura’s shop no longer resets the scroll bar to the top.
Source
Changelog.gg summarizes and formats this update. How we read updates.
