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Steam News15 May 20261mo ago

Fixes & Balancing

Thank you to everyone for supporting and allowing me some time to get through the updates.

Full notes

Full Melovar's Tale update

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

What changed

4 fixes6 additions34 changes2 removals
  • Fixes
  • UI and audio
  • Performance
  • Gameplay
  • Balance
fixedThank you to everyone for supporting and allowing me some time to get through the updates. This is my first Solo Dev project so I am trying my best :D I've put some big changes down to balancing to make the game a little harder and fixed a few known issues. But please continue to report ANY major or minor issues you see so I can continue to provide quicker updates!
changedAudio/Visual Settings Persistence
addedMusic volume and SFX volume settings are now saved globally via localStorage and persist across sessions, game resets, and new runs.
changedBoss Performance
changedSet videoLoop: false on all 19 boss and ascended boss enemies to reduce GPU memory pressure from continuous video decoding during extended fights.
fixedFixed a critical softlock where the card reorder modal's "Confirm" button was rendered off-screen, trapping players in the selection UI with no way to proceed into combat.
Scry depth510Scry depth increased, buffMax HP:290355Max HP: increased, buffMax HP:390560Max HP: increased, buffPrimary attack:1514Primary attack: decreased, nerf

Thank you to everyone for supporting and allowing me some time to get through the updates. This is my first Solo Dev project so I am trying my best :D I've put some big changes down to balancing to make the game a little harder and fixed a few known issues. But please continue to report ANY major or minor issues you see so I can continue to provide quicker updates!

🎮 Quality of Life

Audio/Visual Settings Persistence

  • Music volume and SFX volume settings are now saved globally via localStorage and persist across sessions, game resets, and new runs.

Boss Performance

  • Set videoLoop: false on all 19 boss and ascended boss enemies to reduce GPU memory pressure from continuous video decoding during extended fights.

🔮 Relic Fixes & Reworks

Fate Weaver's Loom — Complete Overhaul

  • Fixed a critical softlock where the card reorder modal's "Confirm" button was rendered off-screen, trapping players in the selection UI with no way to proceed into combat.

  • Scry depth increased from 5 → 10 cards. With the default 5-card hand draw (and heroes like Ranger Fenriel drawing 7), scrying only 5 cards was functionally useless — the player would draw all of them regardless of order. Now seeing 10 cards gives meaningful agency over the opening hand.

  • Modal UI rebuilt from scratch:

    • Cards are now caled down from their native resolution to prevent visual overlap.

    • The confirm button is always visible within the viewport, with a scrollable layout fallback for smaller screens.

  • Updated description:"At the start of each combat, view and rearrange the top 10 cards of your draw pile."

Void Shard — Turn 1 Penalty Fix

  • Fixed: The "+1 cost to all cards on turn 1" penalty was not applying during the initial combat draw. The turn-1 cost increase now correctly fires during both the normal draw path and the Fate Weaver's Loom deferred draw path.

  • Execution order corrected: The cost increase now runs before the random zero-cost card selection, so the free card isn't immediately reinflated.

⚔️ Enemy Balance Pass

Bosses

Lich King, Ezekiel

  • Max HP: 290 → 355

Corrupted Blood Knight, Draefus

  • Max HP: 390 → 560

  • Primary attack: 15 → 14 base damage

  • Heavy strike: 22/8 scaling → 20 base / 6 scaling per 4 turns

  • Phase 2 — Reworked:

    • Main attack split into two 8-damage hits (was single 18) + 12 block (down from 14), all scaling +2/3 turns

    • Blight debuff reduced6 → 3 stacks, but now also grants 3 Resolute + 8 Thorns (new defensive combo)
    • Galvanize buff now scales

    • Enrage phaseMight reduced 20 → 12 , Galvanize increased 10 → 18
  • Phase 3 — Reworked:

    • Removed power up + Fading Resolve curse affliction move

    • Replaced with triple 6 damage attacks scaling attacks

Blade Crafter, Zoros

  • Max HP: 230 → 475 (major increase — intended as late-game wall)

  • Triple-strike: 3 → 4 base per hit, scaling 1 → 2 per 4 turns

  • Heavy slash: 14 → 16 base, scaling 3 → 8 per 4 turns

  • Heal/Defend: now both scale +4 per cycle (was flat 12)

  • Phase 1 threshold: 65% → 70% HP

  • Phase 1 devastating strike: 25 → 35 base (pierce)

  • Phase 1 lifesteal scaling frequency: 3 → 4 turns

  • Phase 1 defend scaling: 5/3 → 3/4 turns

  • Phase 1 attack scaling frequency: 3 → 4 turns

  • Phase 1 defensive move reworked: Replaced Defend 10 + Evasion 3 with Resolute 3 (scaling +5/4) + Evasion 3 (scaling +1/4) + Might 4 (flat)

  • New Phase 1 move: Triple 6 damage attacks, each scaling +2/4 turns

  • Phase transition regen: 8 → 10

Ancient Wolf, Frostfang

  • Max HP: 236 → 249

  • Bite combo: 2 → 3 base per hit, scaling 1 → 3 per 4 turns

  • Venom stacks: 2 → 3 per application

  • Ablaze stacks: 2 → 3 per application

  • Pierce attack: 5 → 10 base, scaling 1 → 4 per 4 turns

  • Defend: 5 → 10 base, scaling 1 → 4 per 4 turns

  • Regen: 3 → 5 stacks

  • Negate and Forcefield buffs now scale (+1/4 turns each, was flat)

  • Heavy attack: 14 → 16 base, scaling 2 → 4 per 4 turns

  • Shock debuff: 2 → 1 (less oppressive)

  • Phase transition Might buff: 4 → 6

Parallax, Scourge of the Plains

  • Max HP: 300 → 398

  • All DoT debuffs (Frostbite, Venom, Ablaze, Brittle): scaling 1 → 2 per 3 turns

  • Regen: 4 → 6 stacks, now scales +3/3 turns (was flat)

  • Defend: 12 → 18 base, now scales +3/3 turns (was flat)

  • Blood Tithe curse affliction now scales (+1/3 turns)

Infernal Dragon, Melastraza

  • Max HP: 270 → 330

  • Ablaze debuff: 4 → 8 stacks, scaling 2 → 4 per 4 turns

  • Attack: 14 → 16 base, scaling 2 → 3 per 4 turns

  • Defend scaling: 2 → 3 per 4 turns

  • Frail debuff: 2 → 3 stacks

  • Immolated self-buff: 3 → 4 stacks

  • Cleanse: 2 → 4 value

  • Dispel: 2 → 3 value

  • Regen: 4 → 6 stacks, scaling 1 → 4 per 8 turns

  • Phase transition threshold: 30% → 40% HP (earlier summon)

  • Summoned units now use global scaling (if you encounter at a later act, the summons should be stronger than a base Act 1 version).

Omnimicron, King of Greed

  • Max HP: 300 → 350

  • Primary attack scaling: 3 → 4 per 4 turns

  • Secondary attack scaling: 2 → 4 per 4 turns

  • Phase 2 threshold: 50% → 40% HP

  • Phase 2 attack: 7 → 10 base, scaling 3/1 → 2/2 turns

  • Phase 2 defend: 7 → 10 base, scaling 1 → 2 per 2 turns

  • Phase 2 cleanse move replaced with AoE Might buff (+2 to all allies, scaling +1/2 turns)

Beowulf, Champion of Eodolas

  • Max HP: 300 → 375

  • Voidmare curse affliction: 3 → 4 curses

  • Phase 2 Shock debuff: 2 → 1 (less oppressive)

  • Phase 2 heavy attack: 12 → 14 base, scaling 2 → 7 per 3 turns

  • Phase 3 devastation attack scaling: 4 → 10 per 3 turns

  • Phase 3 now grants 2 Negate alongside Might buff

  • Removed redundant power up move from Phase 3

  • Final slam scaling frequency: 3 → 2 turns

Shield of Draefus

  • Max HP: 150 → 220

  • Support buff changed from Fortified → Might (3 stacks, +1/3 turns to all allies)

  • Attack: 8 → 7 base, scaling 1 → 2 per 3 turns

  • Defend: 8 → 7 base, scaling 1 → 2 per 3 turns

  • Foresight buff: 8 → 10 stacks, now scales +2/3 turns

  • New: Grants 3 Impenetrable (scaling +1/3 turns)

Sword of Draefus

  • Max HP: 136 → 156

  • Primary attack: 6 → 18 base damage

  • Secondary attack: 10 → 12 base, scaling 2 → 4 per 4 turns

  • New: Secondary attack also applies 4 Venom (scaling +3/4 turns)

  • Power Up value: 5 → 1

  • Multi-attack: scaling 2 → 3 per 4 turns

  • Dispel: 2 → 3 stacks, now scales +1/4 turns (was flat)

Normal Enemies:

Rebalancing of Various Normal Enemies

Source

Steam News / 15 May 2026

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