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Full Restoration: Chronicles of Survival update
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What changed
- Balance
- Events
- Fixes
- Gameplay
- UI and audio
Restoration: Chronicles of Survival changes
The Endless Update — Raids Reborn
A big one. Raids are no longer something you "beat" — they're something you push. New endless depth, real combat mechanics, an elite difficulty tier, leaderboards, a reworked economy, and a long list of fixes from your feedback. Thank you — keep it coming.
⚔️ Endless Depth — push your raids
Every combat raid now has an Endless Depth ladder. Pick a depth before the raid: enemies scale up, loot gets better (higher item level + rewards), and you can only attempt one rung beyond your best clear. There's always a wall to push against.
Raids auto-scale to your power so a cleared raid never becomes a total faceroll — and the deeper you go, the more it demands.
🩸 Real combat mechanics (no more HP sponges)
Enemies — especially bosses and deep/elite content — now fight back with mechanics that scale with you, so even a tanky character has to react:
Enrage — attack ramps up over the fight, so you can't just outlast it
Boss phases — bosses go berserk at low HP
Shields — must be burst through before HP
Lifesteal & Regen — out-DPS them or they heal back up
Poison — damage over time that ignores armor
Thorns — reflects part of your hits back at you
12 flagship bosses got their own signature mechanics. Deep raids auto-layer these on as you climb.
🔥 Elite ("Mythic") raids, reworked
Elite is now a distinct harder tier, not just bigger numbers: tougher multipliers, and every elite enemy carries combat mechanics (bosses more).
Better rewards: +2 item levels on drops, a baked-in bonus affix chance, and 2.5× gold & XP.
Endless Elite — push depth on elite raids too, for the best gear in the game.
Fixed a bug where elite raids were dropping the normal loot table instead of the elite one (on some raids ~9× worse drops). Elite now drops what it should.
🏅 Leaderboards expanded
New Endless and Endless Elite leaderboards — a separate depth ranking for every dungeon, with your personal record always shown.
🎮 Combat quality of life
Ability hotkeys Q / W / E / R / T are now shown on the ability bar (WoW-style keybind badges).
Trials (pre-raid risk/reward modifiers) expanded with new mechanic-based mods (Bulwark, Vampiric, Berserk, Venomous, Nightmare and more).
Victory loot list now scrolls — a big haul can no longer push the exit button off-screen.
Tamed insane drop rates: drop bonuses are now multiplicative and capped, so rares stay rare instead of dumping the whole table.
💰 Economy & balance
Resources no longer drain on their own — removed a leftover survival mechanic that quietly ate your food/water/clothing.
Every resource now matters for gear: armor upgrades consume clothing, all gear upgrades consume a little food & water — so clothing/food/water are no longer dead weight.
- Market overhaulremoved redundant single-resource trades (the dynamic Exchange handles those), repriced the rest, and removed dead trades. The Exchange is now the place to buy/sell raw resources.
New market deals: Smelter (stone → iron), Apothecary (gold → potions), Blueprint Commission (gold + science → blueprint), and a Mystery Crate.
🐛 Fixes from your feedback
Gold pouches / tomes now work — they show a "Use" button instead of being stuck in the potion slot doing nothing.
Daily quests fixed — the combo quest (and the resource quests) were never tracking progress. They work now.
Character name now uses your Steam name instead of "Survivor"; class moved to the level line.
XP is now visible on the character screen (current / next, right on a thicker bar).
Fixed small stats showing as "+0.0" (e.g. +0.03 Atk Speed now displays correctly).
Wider Raids / Prestige / Leaderboard windows so nothing gets cut off.
🧹 Under the hood
Cleaned out a pile of dead code from the Early Access era, added save-load safety casts, and finished localization for new content across all 8 languages.
Source
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