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Steam News28 February 20264mo ago

Version Update 2.1

Hey everyone! We are back to the regularly scheduled updates (at least for this one). I've decided to dedicate the 2.

In this update9

Full notes

Full Requiem For a Lost World update

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

Repeated intro

Hey everyone!

What changed

12 fixes9 additions21 changes2 removals
  • Gameplay
  • UI and audio
  • Store
  • Balance
  • Maps
  • Fixes
addedI've decided to dedicate the 2.X series of updates to enhancing existing systems rather than introducing brand-new features, but as you'll see below, these should still be sufficiently interesting in the grand scheme of things.
changedIn short, expect the game to change a lot in the coming updates, which will include: Relic System rework, Perk Tree rework, and Weapon/Item Upgrade rework. Each update will also weave in community-suggested improvements and adjustments to reworked systems based on feedback.
changedThis one is a bit short and mainly UI-focused.
changedRelic PagesIn earlier versions we migrated from Runes to Relics, which were mostly cosmetic changes. This is meant to be the finalization of that migration.
addedRelic PagesTo simplify the system, each character can now equip only 5 Relics (2 offensive, 2 defensive, and 1 utility).
changedRelic PagesAdditionally, I've moved the advanced filtering into the main interface, which means you can filter by rarity, type, and so on from right above the Relic Inventory without swapping back and forth.

Requiem For a Lost World changes

addedI've decided to dedicate the 2.X series of updates to enhancing existing systems rather than introducing brand-new features, but as you'll see below, these should still be sufficiently interesting in the grand scheme of things.
changedIn short, expect the game to change a lot in the coming updates, which will include: Relic System rework, Perk Tree rework, and Weapon/Item Upgrade rework. Each update will also weave in community-suggested improvements and adjustments to reworked systems based on feedback.
changedThis one is a bit short and mainly UI-focused.
changedIn earlier versions we migrated from Runes to Relics, which were mostly cosmetic changes. This is meant to be the finalization of that migration.
addedTo simplify the system, each character can now equip only 5 Relics (2 offensive, 2 defensive, and 1 utility).

We are back to the regularly scheduled updates (at least for this one).

I've decided to dedicate the 2.X series of updates to enhancing existing systems rather than introducing brand-new features, but as you'll see below, these should still be sufficiently interesting in the grand scheme of things.

In short, expect the game to change a lot in the coming updates, which will include: Relic System rework, Perk Tree rework, and Weapon/Item Upgrade rework. Each update will also weave in community-suggested improvements and adjustments to reworked systems based on feedback.

This one is a bit short and mainly UI-focused.

With that said, let me introduce the Relic System rework

New Relic System

Relic Sub-stats

I showcased this change as a possibility before version 1.9, and now it's finally happening thanks to the change in the next section!

Relic Pages

In earlier versions we migrated from Runes to Relics, which were mostly cosmetic changes. This is meant to be the finalization of that migration.

To simplify the system, each character can now equip only 5 Relics (2 offensive, 2 defensive, and 1 utility).

Additionally, I've moved the advanced filtering into the main interface, which means you can filter by rarity, type, and so on from right above the Relic Inventory without swapping back and forth.

Since characters can equip fewer Relics, each Relic will now provide significantly higher stat bonuses.

Reforge Changes

Relic reforging also works differently now. You still risk losing a Relic when reforging, but upon a successful reforge the Relic's roll value is guaranteed to increase (the increase may vary in strength). This also applies to sub-stats, with a 50% chance of increasing the roll value for each sub-stat. In addition, the higher the Relic's rarity while reforging, the higher the chance of obtaining a random sub-stat (up to 3).

Even if the Relic is destroyed, you'll receive Relic Pieces. More on that in a moment.

Discarding Changes

This mostly works the same, except now discarding Relics returns Relic Pieces. The amount returned depends on rarity, the number of sub-stats, and the combined roll values. Before discarding, you'll be shown the total amount of Relic Pieces you'll gain.

Relic Synthesizer

Relic Synthesizer has been completely changed.

This is where you spend your Relic Pieces. You can specify exactly which stats and rarity you want on your Relic by editing the values on the card.

If you don't remember how the old Synthesizer worked... good. If you do, I'm sure you'll appreciate the change!

Synthesized Relics appear with a blue sheen in the inventory.

They can be searched using the filtering options mentioned above.

Loadouts

Lastly, we have the Relic Loadouts Editor. Functionally it's similar to the old one, except the dedicated interface looks better. You can specify the main stat for each slot as well as sub-stat priority. Stats on the left have the highest priority, while stats on the right have the lowest priority.

The system will first match by the main stat and its roll value, which always takes priority. If two similar Relics exist, the final pick will depend on the roll values of each sub-stat.

This is the menu I expect will need some tweaking in the future, but for now it's very functional.

Each stat can be selected from a dedicated Relic Picker window, which can be filtered by text if needed.

Important Note

This rework, as well as future ones, won't be compatible with older versions of the game. That means Relic Pages and Loadouts will be erased and will have to be set up again.

Additionally, save files from 2.1 most likely won't load correctly in previous versions, so keep that in mind if you plan to go back to older version.

Sorry for the inconvenience!

Improved Level Up Screen

I've seen requests for an indicator showing whether a pick is an upgrade or a new unlock, and I thought it was a good idea, but I couldn't fit it into the old UI in a way that looked good while remaining visible.

I went with a more card-like design for the upgrades, and I think it turned out pretty nice. It displays all the info it used to, in addition to the indicator and a type (weapon or item). You can also hover over a card to dim the background and display more details.

UI Numbers

The in-game interface will now display the HP, shield, and stamina amounts in the UI.

A textual cooldown has also been added to the skill icon.

Maxed Out Indicator

When all upgrades for a weapon have been obtained, it will display a "Max" indicator instead of the max level.

Stamina Changes

There was a bug where holding the sprint button while stationary would still consume stamina - I fixed that, and I also took the opportunity to improve the system a bit.

Now the stamina regeneration cooldown will be shortened if the character isn't moving, and regeneration itself will be quicker while stationary.

Automatic Level-Up Selection

The automatic level-up option has been moved to Global Game Settings, so it can be toggled freely during gameplay.

As before, you can pick between automatically selecting everything or just late-game Components.

Additionally, automatic selection will now prioritize weapons and items specified in the Character Tuner if they appear as options.

Glowing Chests

Chests now emit a subtle glow, making them easier to spot in the dark.

Collection Text Filters

Following the recent addition of text filters, I've also added them to the Collection and Achievements screens.

The Collection screen will also hide headers that contain no elements.

In addition, there are a few minor changes as well:

  • When banning an item, the ban icon will also be displayed on the pop-up window.

  • You can now click on the achievement required to unlock an item to navigate straight to the Achievements list.

New Shop Tab

A new tab has been added to the shop, containing optional items that tie more directly to the game rather than characters themselves.

For now it contains two items:

Guiding Light

Enables a glow around the player character, helping to navigate dark areas such as Capital Undergrounds or Capital Outskirts at night. Once bought, the light can be toggled with the 'L' key and will automatically turn on/off depending on the day-night cycle.

Treasure Compass

Enables minimap markers pointing to special locations to be pinned to the side of the minimap. This keeps markers always visible, allowing players to navigate toward undiscovered locations more easily.

Shop Upgrades

Permanent upgrades bought from the shop will now display a total bonus.

Character Selection

The weapon visible on the character selection screen will now display basic information about its element and type.

Additionally, visible stats will now also include bonuses from equipped Relics, not just base character stats.

Capital Undergrounds Enlargement

I've also gone ahead and increased the scale of the Capital Undergrounds map. It was supposed to feel claustrophobic, but not to the point that it interferes with gameplay.

I took the easy route of scaling the whole thing up, so doorways and some objects are now disproportionate to the characters — but I might fix that later.

Minor Changes and Bug Fixes

  • Added additional restrictions to Clara's S5 → DoT retrigger is now restricted to Simple/Pierce damage with a 0.25 s cooldown.

  • Digital Arrow will no longer cast point lights onto the scene.

  • Attack Count upgrades are now treated as decimal values rounded down, which means the stat now scales with rarity. This behavior will be expanded to other similar stats in the future.

  • Banning an item via the modal popup did not refresh the modal state.

  • The music player couldn't be closed with the Escape key.

  • Holding the sprint button while standing still would consume stamina.

  • Arrow of Arcana was missing the numbered description.

  • Removed Abyssal and Void elements from filters in the Collection screen.

  • Fixed typo in Magic Ball description.

  • Fixed typo in Devouring Mist's upgrade Soul's Bane (I).

  • Fixed a bug that caused the skill cooldown overlay to freeze with a few pixels remaining.

  • Fixed scaling of the player marker.

  • Fixed inconsistent chest collider behavior.

  • Fixed an error caused by a missing weapon reference on the "First Flame" enemy in Capital Undergrounds.

Afterword

As mentioned at the start, I'll focus on these kinds of improvements for the 2.X update series. I may go on some side quests if I get tired of reworks, but for now that's the plan.

Perks will need revisiting since I haven't touched them since the hurried release.

Upgrades will also receive a major (I hope) update in the future; I went into more detail about what's planned on Discord.

Overall, I expect some tweaks will be required — whether to Relic balance or additional improvements — but I'm quite happy with how it turned out.

As usual, your feedback is much appreciated and largely shapes updates as they come (●'◡'●).

I can't promise the next update will come quickly, as the next set of changes will require more work. So—see you when I see you~

Source

Steam News / 28 February 2026

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