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Steam News12 March 20263mo ago

Worlds Ascension - Partial Patchnote

Hey, Sharing a part of the upcoming patch note for 1.1 Update is coming tomorrow 13th March at 6 PM CET Major Features Run Difficulty You can now choose between different run difficulty, those modify the game to become

In this update5

Full notes

Full Rogue : Genesia update

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

What changed

0 fixes32 additions10 changes2 removals
  • Balance
  • Maps
  • Performance
  • Gameplay
  • Events
  • UI and audio
addedMajor FeaturesRun Difficulty You can now choose between different run difficulty, those modify the game to become harder, but grant better soul-coin reward. There is some ideas to make higher difficulty more rewarding to players that could come in the future like special version of equipment, or other unique interesting mechanics. There is 4 Different Run Difficulty available: Normal Mode - The default difficulty of the game, nothing change from how the game were used to be Maximum Gear tier: Infinity + 99 Expert Mode - An noticeable increase in Difficulty, Unlocked after you start completing challenges, This can serve to give a bit more of difficulty to player that find the vanilla game too easy from E-rank to A-rank Increase player's move speed Multiplier by 25% Increase Post Pick-up radius by 2 The Damage receive increased with corruption Enable Overkill Mechanic Enemies now has Health regen, scale with corruption Enemies projectile are 50% faster Enemies are 50% Faster Enemies health is doubled Enemies Damage is multiplied by 4 Experience gain exponent is 0.85 Double Soul-coin Gain Maximum Gear tier: Infinity + 499 Mythic Mode - Serious increase in Difficulty, Only recommended after you really master most of the game mechanics and have good gears, and only really useful when you start to seriously grind ultra-high equipment quality Increase player's move speed Multiplier by 30% Increase Post Corruption by 50 Player's Health Exponent is ^0.85 The Damage receive increased with corruption Reduce Overkill mechanic Threshold Enable Ultra-Overkill Mechanic Enemies projectile are 75% faster, speed also scale with corruption Enemies are 75% Faster Enemies health is multiplied by 5 Enemies Damage is multiplied by 10 Enemies Defense is multiplied by 20 Damages received by enemies exponent is ^0.85 Experience gain exponent is ^0.85 Effective equipment tier exponent is ^0.9 Each tier has a tier (F = 1, A = 6, Infinity+1 = 15) This value is exponented by ^0.9 and then ceiled This mean that is only start affected gear at S-tier, and the effect slightly increase as you get higher tier, Infinity +499 gear would become about Infinity ~+250 for the duration of the run Soulcoin gain is multiplied by 10 Soulcoin gain is further multiplied by 1.25 per loop Found equipment quality is multiplied by 1.02 per loop Maximum Gear tier: Infinity + 999 Ascended Mode - Good luck... Increase player's move speed Multiplier by 35% Increase Post Corruption by 500 Player's Health Exponent is ^0.85 The Damage receive increased with corruption Player's Damage receive Exponent is ^1.5 Further Reduce Overkill mechanic Threshold Reduce Ultra-Overkill Mechanic Threshold Enemies projectile are 100% faster, (still scale with corruption) Enemies are 100% Faster Enemies health Exponent is ^1.5 Enemies Defense Exponent is ^1.5 Enemies Damage mitigation scale with Corruption Damages received by enemies exponent is ^0.75 Experience gain exponent is ^0.75 Effective equipment tier exponent is ^0.75 Soulcoin gain is multiplied by 1.5 per loop Soulcoin gain Exponent is ^1.25 Found equipment quality is multiplied by 1.05 per loop Maximum Gear tier: No limits
addedMajor FeaturesEnd of Stage Event Stage now has a 10% chance to have an event on completion. This will allow an increase of importance to players choices The last stage before boss have 20% chance to be a bonfire event (but cannot have other event) To compensate this, event have a 30% less common as a stage type
changedMajor FeaturesS-Rank World Provide a completely different level of difficulty, with a much more aggressive scaling of enemies health and damage over the run as well as a few minor change to some bosses I know it going to be completely destroyed by veteran, but it should still prove a huge increase in difficulty to most player that finished with A-rank Require the completion of 20 challenges
changedMajor FeaturesZone Modifier Zone have a chance to have modifiers (both positive and negative) First loop always have one zone choice that won't have any modifiers (except in S-rank) The higher you are in loops, the more modifiers (both positive and negative) can appear
addedMajor FeaturesChange to camera perspective This is a change I made to gain quality on Volumetric like without having to increase it's performance cost This technically doesn't change angle or how much thing is display on screen, but it definitely make the game look different I know some player won't like the new camera, so there is a game option to revert back to the old camera perspective (Game Option > Visual > Camera)
changedMajor FeaturesReworked Infinite Material progression Infinite material tier is now set-up in 4 tier, each fitting to a range of equipment tiers: Tier 1 is used for equipment from infinite +1 to infinite +99 Tier 2 is used for equipment from infinite +100 to +499 (can only be obtained in Expert mode) Tier 3 is used for equipment from infinite +500 to +999 (can only be obtained in Mythic mode) Last tier is used for equipment above Infinite +1000 (can only be obtained in Ascended mode)
Duelist rework Increase base health60100Duelist rework Increase base health increased, buff

Rogue : Genesia changes

addedRun Difficulty You can now choose between different run difficulty, those modify the game to become harder, but grant better soul-coin reward. There is some ideas to make higher difficulty more rewarding to players that could come in the future like special version of equipment, or other unique interesting mechanics. There is 4 Different Run Difficulty available: Normal Mode - The default difficulty of the game, nothing change from how the game were used to be Maximum Gear tier: Infinity + 99 Expert Mode - An noticeable increase in Difficulty, Unlocked after you start completing challenges, This can serve to give a bit more of difficulty to player that find the vanilla game too easy from E-rank to A-rank Increase player's move speed Multiplier by 25% Increase Post Pick-up radius by 2 The Damage receive increased with corruption Enable Overkill Mechanic Enemies now has Health regen, scale with corruption Enemies projectile are 50% faster Enemies are 50% Faster Enemies health is doubled Enemies Damage is multiplied by 4 Experience gain exponent is 0.85 Double Soul-coin Gain Maximum Gear tier: Infinity + 499 Mythic Mode - Serious increase in Difficulty, Only recommended after you really master most of the game mechanics and have good gears, and only really useful when you start to seriously grind ultra-high equipment quality Increase player's move speed Multiplier by 30% Increase Post Corruption by 50 Player's Health Exponent is ^0.85 The Damage receive increased with corruption Reduce Overkill mechanic Threshold Enable Ultra-Overkill Mechanic Enemies projectile are 75% faster, speed also scale with corruption Enemies are 75% Faster Enemies health is multiplied by 5 Enemies Damage is multiplied by 10 Enemies Defense is multiplied by 20 Damages received by enemies exponent is ^0.85 Experience gain exponent is ^0.85 Effective equipment tier exponent is ^0.9 Each tier has a tier (F = 1, A = 6, Infinity+1 = 15) This value is exponented by ^0.9 and then ceiled This mean that is only start affected gear at S-tier, and the effect slightly increase as you get higher tier, Infinity +499 gear would become about Infinity ~+250 for the duration of the run Soulcoin gain is multiplied by 10 Soulcoin gain is further multiplied by 1.25 per loop Found equipment quality is multiplied by 1.02 per loop Maximum Gear tier: Infinity + 999 Ascended Mode - Good luck... Increase player's move speed Multiplier by 35% Increase Post Corruption by 500 Player's Health Exponent is ^0.85 The Damage receive increased with corruption Player's Damage receive Exponent is ^1.5 Further Reduce Overkill mechanic Threshold Reduce Ultra-Overkill Mechanic Threshold Enemies projectile are 100% faster, (still scale with corruption) Enemies are 100% Faster Enemies health Exponent is ^1.5 Enemies Defense Exponent is ^1.5 Enemies Damage mitigation scale with Corruption Damages received by enemies exponent is ^0.75 Experience gain exponent is ^0.75 Effective equipment tier exponent is ^0.75 Soulcoin gain is multiplied by 1.5 per loop Soulcoin gain Exponent is ^1.25 Found equipment quality is multiplied by 1.05 per loop Maximum Gear tier: No limits
addedEnd of Stage Event Stage now has a 10% chance to have an event on completion. This will allow an increase of importance to players choices The last stage before boss have 20% chance to be a bonfire event (but cannot have other event) To compensate this, event have a 30% less common as a stage type
changedS-Rank World Provide a completely different level of difficulty, with a much more aggressive scaling of enemies health and damage over the run as well as a few minor change to some bosses I know it going to be completely destroyed by veteran, but it should still prove a huge increase in difficulty to most player that finished with A-rank Require the completion of 20 challenges
changedZone Modifier Zone have a chance to have modifiers (both positive and negative) First loop always have one zone choice that won't have any modifiers (except in S-rank) The higher you are in loops, the more modifiers (both positive and negative) can appear
addedChange to camera perspective This is a change I made to gain quality on Volumetric like without having to increase it's performance cost This technically doesn't change angle or how much thing is display on screen, but it definitely make the game look different I know some player won't like the new camera, so there is a game option to revert back to the old camera perspective (Game Option > Visual > Camera)

Hey,

Sharing a part of the upcoming patch note for 1.1 Update is coming tomorrow 13th March at 6 PM CET

Major Features

  • Run Difficulty You can now choose between different run difficulty, those modify the game to become harder, but grant better soul-coin reward. There is some ideas to make higher difficulty more rewarding to players that could come in the future like special version of equipment, or other unique interesting mechanics. There is 4 Different Run Difficulty available:

    • Normal Mode - The default difficulty of the game, nothing change from how the game were used to be

      • Maximum Gear tier: Infinity + 99

    • Expert Mode - An noticeable increase in Difficulty, Unlocked after you start completing challenges, This can serve to give a bit more of difficulty to player that find the vanilla game too easy from E-rank to A-rank

      • Increase player's move speed Multiplier by 25%

      • Increase Post Pick-up radius by 2

      • The Damage receive increased with corruption

      • Enable Overkill Mechanic

      • Enemies now has Health regen, scale with corruption

      • Enemies projectile are 50% faster

      • Enemies are 50% Faster

      • Enemies health is doubled

      • Enemies Damage is multiplied by 4

      • Experience gain exponent is 0.85

      • Double Soul-coin Gain

      • Maximum Gear tier: Infinity + 499

    • Mythic Mode - Serious increase in Difficulty, Only recommended after you really master most of the game mechanics and have good gears, and only really useful when you start to seriously grind ultra-high equipment quality

      • Increase player's move speed Multiplier by 30%

      • Increase Post Corruption by 50

      • Player's Health Exponent is ^0.85

      • The Damage receive increased with corruption

      • Reduce Overkill mechanic Threshold

      • Enable Ultra-Overkill Mechanic

      • Enemies projectile are 75% faster, speed also scale with corruption

      • Enemies are 75% Faster

      • Enemies health is multiplied by 5

      • Enemies Damage is multiplied by 10

      • Enemies Defense is multiplied by 20

      • Damages received by enemies exponent is ^0.85

      • Experience gain exponent is ^0.85

      • Effective equipment tier exponent is ^0.9 Each tier has a tier (F = 1, A = 6, Infinity+1 = 15) This value is exponented by ^0.9 and then ceiled This mean that is only start affected gear at S-tier, and the effect slightly increase as you get higher tier, Infinity +499 gear would become about Infinity ~+250 for the duration of the run

      • Soulcoin gain is multiplied by 10

      • Soulcoin gain is further multiplied by 1.25 per loop

      • Found equipment quality is multiplied by 1.02 per loop

      • Maximum Gear tier: Infinity + 999

    • Ascended Mode - Good luck...

      • Increase player's move speed Multiplier by 35%

      • Increase Post Corruption by 500

      • Player's Health Exponent is ^0.85

      • The Damage receive increased with corruption

      • Player's Damage receive Exponent is ^1.5

      • Further Reduce Overkill mechanic Threshold

      • Reduce Ultra-Overkill Mechanic Threshold

      • Enemies projectile are 100% faster, (still scale with corruption)

      • Enemies are 100% Faster

      • Enemies health Exponent is ^1.5

      • Enemies Defense Exponent is ^1.5

      • Enemies Damage mitigation scale with Corruption

      • Damages received by enemies exponent is ^0.75

      • Experience gain exponent is ^0.75

      • Effective equipment tier exponent is ^0.75

      • Soulcoin gain is multiplied by 1.5 per loop

      • Soulcoin gain Exponent is ^1.25

      • Found equipment quality is multiplied by 1.05 per loop

      • Maximum Gear tier: No limits

  • End of Stage Event Stage now has a 10% chance to have an event on completion. This will allow an increase of importance to players choices The last stage before boss have 20% chance to be a bonfire event (but cannot have other event) To compensate this, event have a 30% less common as a stage type

  • S-Rank World Provide a completely different level of difficulty, with a much more aggressive scaling of enemies health and damage over the run as well as a few minor change to some bosses I know it going to be completely destroyed by veteran, but it should still prove a huge increase in difficulty to most player that finished with A-rank Require the completion of 20 challenges

  • Zone Modifier Zone have a chance to have modifiers (both positive and negative) First loop always have one zone choice that won't have any modifiers (except in S-rank) The higher you are in loops, the more modifiers (both positive and negative) can appear

  • Change to camera perspective This is a change I made to gain quality on Volumetric like without having to increase it's performance cost

    This technically doesn't change angle or how much thing is display on screen, but it definitely make the game look different I know some player won't like the new camera, so there is a game option to revert back to the old camera perspective (Game Option > Visual > Camera)

  • Reworked Infinite Material progression Infinite material tier is now set-up in 4 tier, each fitting to a range of equipment tiers:

    • Tier 1 is used for equipment from infinite +1 to infinite +99

    • Tier 2 is used for equipment from infinite +100 to +499 (can only be obtained in Expert mode)

    • Tier 3 is used for equipment from infinite +500 to +999 (can only be obtained in Mythic mode)

    • Last tier is used for equipment above Infinite +1000 (can only be obtained in Ascended mode)

  • Added a new mechanics of "Over-Killing" to player (only enabled in Expert Mode and above) When you receive damage (after defence and damage mitigation and all damage reduction effect) multiple order of magnitude above your max health, you are instantly killed, ignoring all damage dodging mechanics (and evasion damage capping) In Mythic and Ascended, you can get "Ultra-Overkilled", which also completely ignore all death dodging mechanics, but OoM requirement is significantly higher

  • Duelist rework

    • Increase base health from 60 to 100

    • Reduced Defense cap of Duelist from 75% to 50%

    • Duelist no longer start with -10 defense, but -2 base defense and x0.5 defense multiplier

    • Duelist now gain 5% damage scaling from power every time her Death door ability is used until the end of the run

    • Death door ability disable anachronistic during the debuff duration

  • Black Market

    Black market is a very rare variant of shop, that allow player to obtain card that they shouldn't be able to obtain at the moment

    • It can range from banished card, to card that you are still missing the requirement, or ever card exclusive to other avatars !

    • There is also a rare chance of the shop offering you an evolution for cards that you don't even own yet !

    • However, price in the black-market scale with the gold you already own !

    • Unlocked by Investing 10 million gold coin to the shop keeper Once unlocked, normal shop have 1% chance to be replaced by a blackmarket (+0.2% * log1e7( Investment))

    • (Black-market has an additional discount equal to log10x(Investment/1e7)x0.01 up to 1e32 gold invested)

    • Above that, the formula is 0.25 + log10x(Investment/1e32)x0.0025 The discount is multiplicative to the discount of normal shop; Black Market also have much lower chance to appear at lower world rank)

  • Huge refactoring of statistics Game now support any number of calculation step, called Layers

  • There is still the default steps"Base/Multiplier/Post", but also Late Multiplier (inserted after Multiplier and before Post), and Conversion (Added after Post) that allow conversion card to use effect of non-conversion post cards

Major QoL

  • Ability to pin card in the encyclopedia during a run with Right click Pinned card will be put forward in card selection, as well as the required card to obtain it

  • Added Talent loadout Similarly to equipment loadout, you can now swap between multiple custom loadout for talents

  • Some challenge now add rain in game

  • Added search field for modifiers crafting

  • Custom Game Setting You can now modify many setting related to your game (unlocked after completing A-rank) Some setting disable rewards (like starting gold, challenge Game rules or custom stat value) Settings are ordering in category,

    • First is simple On/off toggle you can find in some challenge

    • Second are number value you can find in some challenges

    • Third are challenges modifier that level can be set (yes you can stack any leveled challenges as you wish)

    • Last category allow you to edit your default stats

  • Recursive tooltip (finally) Hovering for long enough or clicking a keyword now lock the tooltip menu, allowing to over keyword in the same tooltip.

  • Timing can be modified in options

QoL

  • Forge Menu improvement The forge now display the player's equipment on the left side, with a button allowing to switch with the inventory The loadout dropdown only affect the forge equipment and is not applied. Depending on feedback I can easily change this behaviours

  • Many improvement to visual and diversity of Dawn Forest

    • Added Flowers patch, that have a chance to contain a random crate

    • Added Wheat patch that often contain a random crate

    • Added Large tree that have a chance to have crate and shrine nearby

    • Added large Wheat field that contain numerous crate hidden all over

  • Slight Bestiary rework Made the kill milestone easier to understand on how they work Slightly moved stuff to have more information and better separate them reworded bestiary completion to milestones completion

  • Added a slider for maximum enemy count in option

  • Equipment system can now also be unlocked by completing any challenge for the first time

  • Equipment button is no longer hidden on new profiles (but greyed out)

  • Equipment tooltip now add a small warning alongside level requirement if the item is not equippable on the current avatar

  • Added custom Damage number for infinite damage

  • Added some additional visual change on stage selection based on which challenge you are playing

  • Added chain Visuals to item that are locked (cannot be removed/replaced during the run)

  • Added a Key bind to swap auto-leveling up mode

  • Unique items that you already obtained are highlighted in yellow in challenge tooltip (instead of being white; this only apply if you currently have them in your inventory or equipped)

  • Key binds can now be unbinded

  • Equipping item action now try to find a free slot before replacing the first slot available (notably for accessories)

  • Card boosted by Pouch of greed are now displayed as a message at the bottom of screen

  • All infinity +X equipment now has proper coloring variation

  • All Material now has their own name up to ZZZ-tier

  • Material at Infinity +X tier now have a related name

  • Challenge button now specify the current gamemode, this should make it more obvious for new player that survivors and rog mode have different challenges

  • Added animation to button/slider and text-field when hovering/selecting them The intensity can be changed in games options (visual > UI)

  • Added animation to soulcards when hovering them (animation speed can be modified in options

  • Added sound when hovering cards

  • You can now search for specific weapon name when crafting Knight Pendant modifier

  • Many new icons for equipment

  • Added missing icons for talents

  • Greatly improved colors for Infinity tier items making tier of an item easier to recognize from a glance

  • Added an option to ignore recycling confirmation windows in reward screen

  • Equipment tooltip now display comparison with currently equipped item in the same slot

  • Added a small FX when enemies would spawn

  • Highest and lowest ever reached value of stats are now stored for achievements check (this mean that reaching a stats value and then losing it before an achievements check no longer prevent you from unlocking said achievement)

  • New Experimental option - Progressive Equipment level requirement When enabled, Equipment are instantly Active even when you don't have the level requirement, but their efficiency slowly increase to 100% as you reach their level requirement (I am not sure how much of a change it would bring into equipment balancing, so I keep it disabled by default)

That about one third of the patchnote, but should give you a preview of what's coming

Source

Steam News / 12 March 2026

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