In this update12
Full notes
Full Rite of Eris update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Events
- Gameplay
- Balance
- Maps
- Workshop
Rite of Eris changes
Rite of Eris — Update Notes
This update is a major overhaul of how a run works, how progression carries between runs, and how the UI presents all of it.
New run loop (survivor-style)
Each run is now built around surviving as long as you can while getting stronger over time:
Enemies drop XP gems — pick them up to gain XP and level up.
Kills also drop run gold — used during the run and banked afterward if you finish or extract cleanly.
A run timer and difficulty curve increase pressure over time.
Elite enemies spawn more often as the run goes on. They are larger, tougher, and worth more rewards.
Runs can end in victory (survive the full rite) or defeat (you die). Results are shown on a dedicated end screen.
Level-up upgrade draft
When you level up, the game pauses and offers a choice of upgrades (weapons, passives, stat boosts):
Pick 1 of 3 cards by default (more choices available through meta upgrades).
Cards have rarities: Common, Rare, Epic, Legendary.
Reroll replaces all current options with a new set (limited uses per run; extra rerolls available from meta upgrades).
Banish removes one card from the pool for the rest of that run (also limited per run; extra banishes available from meta upgrades).
Some rewards queue multiple drafts back-to-back (for example, from treasure chests).
Two-tier gold economy
Gold now works in two layers:
Run gold — earned during combat. Spent on in-run systems where applicable. Lost if you die before banking.
Banked gold — permanently saved when a run resolves. Used for long-term purchases.
Banked gold is spent at:
Altar of Power — permanent account-wide upgrades (health, move speed, XP gain, gold gain, pickup range, starting armor, starting gold, extra draft rerolls/banishes, extra draft choices, Phoenix revives, etc.).
Arsenal — permanent weapon unlocks per character. Unlocked weapons can appear in level-up drafts and are equipped at run start once owned.
Portal / level select — unlock additional maps/grounds using banked gold.
Weapons & loadouts
Every character now starts each run with a signature weapon (for example, Greystone starts with Hammer of Justice, Aurora with Frost Bolt).
You can collect more weapons during a run through level-up drafts.
The Arsenal lets you permanently unlock weapons for each character so they enter future runs stronger.
New weapons added include Meteor Shower, Magical Meteor Shower, Chaos Explosion, and Earth Explosion.
Pickups & elite rewards
New drops during runs:
Magnet — pulls nearby pickups to you.
Bomb — clears enemies around you.
Heal — restores a portion of health.
Gold Rain — grants a chunk of run gold.
Treasure chests — dropped by elites (and bosses); grant bonus upgrade drafts plus extra gold.
Normal enemies have a small chance to drop the special pickups above.
Phoenix revives
If you’ve purchased Phoenix ranks at the Altar, you can revive once per rank per run after dying, restored at half health. When it triggers, you get a clear on-screen notification.
Feats & lifetime stats
The game now tracks progress across all runs:
Lifetime stats — total kills, banked gold, runs played, victories, best times, etc.
Feats — achievement-style goals (examples: survive 5 minutes, reach level 10, wield 6 weapons at once, win a full run). Feats grant banked gold when unlocked.
View feats from the Hall of Feats (Sanctum, pause menu, or results screen).
Feats can unlock during a run with a toast notification, not only at the end.
UI overhaul
The old menu/HUD system has been replaced with a unified Slate UI:
Main menu, lobby, settings, pause, results, shops, and in-run HUD.
Sanctum overlay in the hub shows banked gold, altar progress, feat count, and a recap of your last run.
Level picker (Portal) — choose a map, see unlock costs, embark into a run.
In-run HUD — XP, level, gold, health, timer, milestone banners, feat toasts.
Pause menu — resume, settings, Hall of Feats, return to hub.
Results screen — win/loss summary, run stats, feats earned, restart or return to hub.
Shop hotkeys and vendor prompts in the hub were also cleaned up.
Lobby improvements
3D character preview in the lobby — orbit and zoom the model with the mouse.
Locked characters can be previewed before purchase/unlock.
Combat feel & performance
Added camera shake, hit-stop, and screen flash on impactful hits.
Enemies can be knocked back by strong hits (elites resist more).
Combat VFX fade out instead of lingering indefinitely.
Enemy movement and swarm performance improvements to handle larger hordes more reliably.
Loading screens now properly cover level transitions.
Bug fixes
Fixed mid-run soft-locks caused by old UI pauses and legacy chest interactions.
Fixed duplicate picks in the level-up draft.
Fixed runs starting without the character’s signature weapon.
Fixed lobby character preview not updating correctly.
Fixed a crash when building the lobby character roster.
Fixed the loading/travel screen staying visible after a level finished loading.
Rebalanced gold earnings/spending and improved level select UX.
Replaced legacy boss/field chest actors that could freeze the game with the new reward system.
Source
Changelog.gg summarizes and formats this update. How we read updates.
