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Steam News13 March 20263mo ago

Major Update 1.1.0 - Worlds Ascension

Major Update 1.1.0 - Worlds Ascension Porting to Unity version 6.3 From version 2022.

In this update15

Full notes

Full Rogue : Genesia update

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

What changed

30 fixes43 additions86 changes20 removals
  • Balance
  • Maps
  • Performance
  • Gameplay
  • Events
  • UI and audio
addedMajor FeatureRun 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 Soulcoin 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 usefull 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 FeatureEnd 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 FeatureS-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 FeatureZone 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 FeatureChange 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 FeatureReworked 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 Soulcoin 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 usefull 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)

Major Update 1.1.0 - Worlds Ascension

Porting to Unity version 6.3

From version 2022.3

Major Feature

  • 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 Soulcoin 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 usefull 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 textfield 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 equipement

  • 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)

Zone Modifiers

  • Gilded - Positive Increase gold gain by 25%

  • Treasure Trove - Positive Chest are much more likely to be generated

  • Crafty - Positive Equipment efficiency is increased by 10% Increase equipment quality by 2

  • Holy - Positive Increase Base Purification by 10

  • Monster Civilization - Neutral Increase monster level by 50%

  • Swarmed - Neutral Increase Enemies Count and Stage requirements by 30%

  • Noblility - Negative All normal stage are replaced with Elite stage

  • Dangerous - Negative Increased chance for elite stage to appear

  • Evil - Negative Purification is capped at 0.25

New Stats

  • Defense Cap Increase the maximum amount of damage that can be blocked by your defense (default at 75% like before)

  • Talent Power Improve effects of Active talents in various ways Usualy, talent damages are increase by square root of it value, and some other effect scale based on it log10

  • Player Size Change size of player (and hitbox) Also slightly affect camera zoom

  • DoT Damage Multiplier to all Damage over Time Damages (like fire spirit)

  • DoT Duration Multiplier to all Damage over Time Duration

New Artifacts

  • Circle of Protection + 25% Defense Multiplier + 25% Damage mitigation + 25% Health Regen + 25% Pick-up Distance

  • Enchantment Barrier Increase your base defence based on your total item ranking

  • Evergrowth Armor Each elite killed increase your defence

  • Heavy shelter Greatly increase your defense and Damage migitation Reduce your attack speed and movement speed

  • Leathery skin Reduce your defense and maximum health Increase your defense based on your maxium health

  • Lunar Blessing Total card level with moon tag increase your defense cap

  • Midas Plate Increase your defense multiplier based on your current gold

  • Patchwork blockade Increase defense and defense piercing for each level in a weapon or card with metal tag

  • VIP Card Increase defense based on how much gold you have spent in shop during the run

  • Fidelity Cuppon Increase defense by 12.5% for each shop your visited, and 25% for each Blacksmith you have visited

  • Spellbound shield Increase your Final defense based on your item ranking

  • Tethered Bulwark Gain defense for each defense in a stage Greatly reduce your health regen

  • God Statuette Obtainable from the Young Sculptor event, it now provide a much greater boost to tag (x2) The permanent boost to one tag (from event) is now reduced from x2 to x1.5

  • 5 "song" artifact They can be obtained from the bard event, they have various effect, and they strength depend how how great of a tales you shared with the bard in previous runs

New Challenges

  • Kill Them Up - C-rank Survivors Challenge The game will auto-scroll to the right, the scroll will slowly speed up as time goes on

  • Infinite Descent - A-rank Survivors Challenge Disable Anachronistic Increase timer speed Increase monster speed Final damage applied to enemies exponent is ^0.9 Final damage applied to player exponent is ^1.1 Experience gain is reduced by ^0.75 Equipment efficiency of tier above infinity is reduced by ^0.75

  • Proving Ground - B-rank Hardmode Challenge Cannot Swap Equipment Enemies are faster Enemies health and damage scale with your total item ranking Challenge soulcoin gain is greatly reduced, but scale with corruption and looping Banished cards: Blade skin, Evasion, Eyes of truth, Spike boots & Vine of time Removed Artifact: Sage's leaf, Luna's cross, Phoenix totem & Ouroboros Necklace

  • Level Scaling - S-rank Challenge Enemies level scale with player's card level Enemies exp drop no longer scale with their level Boss Health, damage and Defense scale by 10% per level

  • Amnesia - S-rank Challenge Exp gain exponent is reduce to ^0.5 You lose 10% of your experience to next level per seconds (scale with timescale) Exp cannot be negative No shop appears

  • Tabula Rasa - S-rank Hardmode Challenge You lose 10% of your experience to next level per seconds, You lose level if it become negative Upon losing level, you lose a level in a random-soulcard (weapon are excluded) If you are at level 0, you stay at level 0, but will still lose a random card.

New Talents

  • Passive talent for Gunslinger - Revolver Increase reload speed

  • Passive talent for Gunslinger - SMG Upon using active talent, increase timescale for a short duration

  • Passive talent for Gunslinger - Shotgun Projectiles size increase defense piercing to enemies based on how close they are

  • Passive talent for Gunslinger - Bolt-Action Overkill increase your critical damage

  • Passive talent for Gunslinger - Rifle Gain bonus ammo

  • Passive talent for Gunslinger - Auto-Shotgun Projectiles speed increase defense piercing

  • Passive talent for Gunslinger - Sniper Greatly increase critical hit to enemies that are far from you

  • Passive talent for Gunslinger - HMG Increase your weapon base damage based on your ammo

  • Passive talent for Gunslinger - Scattergun Projectiles count increase defense shredding to enemies based

  • Passive talent for Gunslinger - Railgun Upon using active talent, you are unable to move for a certain duration, at the end of this duration, you gain a huge buff to power, crit chance, defense piercing and damage shredding

  • Passive talent for Gunslinger - Dual Gatling Your attack speed above your cap increase your defence piercing scaling multiplier

  • Passive talent for Gunslinger - Flamethrower Your attack increase Fire DoT of enemies by a small duration

New Equipment Modifier

  • Rare Negative Modifier - Reduced Food drop chance For gloves and accessories

  • Legendary Negative modifier - Reduce Food healing For gloves and accessories

New Unique Equipment

  • Hands of the Guilty - dropped from Blood-Handed Reduce Corruption and Purification Gain Corruption for every elite killed

  • Wanderstriders - dropped from Pacifist Ending a challenge with this item equiped will be registered in the item Starting a run with this item will activate the challenge registered in it Once a challenge has been registered in the item, you can only increase its level.

  • Roots of Endless Growth - dropped from Rooted Overkilling elites increase your players levels (used for card/equipment effect formula), Doesn't grant bonus cards

  • Hypercube Manifold - dropped from Rooted level 100+ Increase/decrease effective Tier of equipment in different slots

  • Cloak of Worship - dropped from Soul-less Champion Increase a Tag drop multiplier Increase soulcoin gain based on your related tag multiplier

  • Sights of the Specialist - dropped from Vanilla Weapon specialist talent is active while this item is equiped

  • Blood Seal - dropped from Blood Bath Corruption increase drop chance of Unique item

  • Wraps of the Humble - dropped from Purist Empty passive talent slot increase your global stats

  • The Tesseract - dropped from Rooted-Cubed Increase/decrease equipment minimum efficiency of differents slots

  • Recursive Polychoron - dropped from Rooted-Cubed Level 100+ Increase/decrease maximum level of random cards

  • Monk Robe - dropped from everywhere Increase your damage if you have only one weapon

  • Monocle of Revelation - dropped from Amnesia

    Reduce Quality of equipment

Changes

  • You now have an option to invest 10% of your actual gold to the shop-keeper if your gold is greater than 1e8 gold Option is disabled if you did the Wander Trick

  • Equipment that cannot be equipped on the current avatar are 90% less likely to be dropped

  • All equipment modifier of Common rarity are learned by default So modifier crafting can be used much earlier

  • Removed "[Experimental] Enemies scaling" option This caused more issues that anything, and couldn't be balanced into having it's expected result.

  • Reaching a certain time in survivors also validate all lower difficulty

  • The game now differenciate between Manually banned card, and card banned by other card Manually tainted banned card will no longer be unbanned if no card are available anymore

  • Picking a Manually banished card in Blackmarket will unbanish said card

  • Added a third accessory slot to Summoner

  • Removed Legging and Boots slot to Summoner

  • Added a second glove slot to Summoner and Duelist

  • Immortality Shard now greatly increase player Size but also Instantly kill all normal and Elite enemies that touch you

  • Bright crystal now require Heavy pickaxe to drop

  • Ice Spirit is now a Boreal forest exclusive card

  • Heavy SoulCard now increase Base Damage by 0.75 instead of 0.5, but also increase player size by 7%

  • Light Weight SoulCard - now also Reduce Player Size by 5%

  • Quick SoulCard - now also Reduce Player Size by 2%

  • Gigantification - now also Increase Player Size by 3%

  • Colossal Strength - now also Increase Player Size by 2%

  • Ash now increase DoTs Damage instead of Power

  • Volcanic Fury now also increase DoTs Damages

  • Protective field now reduce Talent charge rate by 99% (instead of 50%)

  • Evasion now increase Dash charge delay by 5%

  • Enabling cheatmode now prevent item from droping

  • Reduced Timer objectives for non-elite stage This should help the "Survive" object to not feel as long as before and slightly reduce run length. Formula reduced from: 60 + 3x[Stage] + 10x[Zone] to 45 + 2x[Stage] + 5x[Zone] seconds

  • Blood transmutation Nerf Health Conversion is now capped by Power value (before transmutation) This can be reverted by obtaining Blood Synthesis card

  • Adventurer Licence now greatly increase chance for card that belong to other avatar to appear (x3) in black market

  • Tweaked many card from Ember Dune to orient them more toward a Power build (in opposition to Behemoth graveyard that is more oriented toward defense):

  • Ancient Clothe Changed tag from Moon to Fire Now increase Power Multiplier by 5% instead of Defense by 3.5%

  • Mummy Curse Now reduce base defense by 5 (instead of adding 5) Also increase Power Multiplier by 10% No longer has the Moon Tag

  • Scented Jar No longer Increase Base defense by 3 Now Increase Base Power by 4 instead of 1 No longer has the Moon Tag

  • Reworked Ashes Now provide Increased Fire tag drop-rate by 5%, No longer reduce defense No longer increase base Power Increase DoT damage by 10% Exclusive to Scorched Plateau

  • Sand Armor is now a Behemoth Graveyard exclusive card (instead of Ember Dune)

  • Unlocking A-rank now require completion of 15 challenges (instead of 20)

  • Notice board event can now happen once every loop (only once per run before)

  • Increased number of statuette choice offered by the young sculptor (they can also be rerolled for money)

  • Reworked "Cursed" challenges Removed all previous effect An Unkillable, unstoppable ghost always spawn at the start of a stage, slowly moving toward you, you quickly lose a lot of health on contact For every level-up, you gain a random cursed card, Each cursed card increase the ghost movement speed Bonfire event now has an option to transform cursed card into tainted card

  • Boiling blood and Blood transmutation are now mutually exclusive

  • Death aura talent now also slighty increase Damage when active (15% per level)

  • Most active talents now slightly increase the damage of the projectile spawned by the talent

  • Eyes of truth reworked: Required to unlock the "Break Mirror" option in Magic mirror eventIncrease max level of all soulcard by 1 per loop now only disable banishment from card and won't affect card that player did manually banish itself

  • Gluttony rework Gluttony no longer provide temporary bonus Instead, each food consumed provide a 0.75% (+0.25% per card level) bonus max health The higher the bonus from food consumed, the lower the drop-rate of food will be

  • Training gloves Now properly apply to weapon you choose Apply to ALL starting weapon (you can stack the effect on Talent and Knight Pendant weapon) When activated, the equipment is now force-locked and cannot be removed/swapped until the end of the run Slightly improve the formula for minimum Efficiency increase formula to allow a very small improvement from low level challenges

New Cards

  • Cursed Sigil - Weapon modifier - Cursed Require to have one level of each Curse and more than 9999 Corruption Increase the weapon damage based on cumulated level of cursed cards Can only be obtained from event when obtaining cursed card Unlocked by completing the Cursed Challenge

  • Combustion - Tainted Increase DoT Damages

  • Immolation - Tainted Increase DoT Duration

  • Eternal Fire - Tainted GREATLY increase DoT Duration Require both Immolation and Combustion to be max level +2 Only appear in loop 1+

  • Fulfilment - Tainted Increase most of your stats based on how few artifact you own Only appear in loop 1+

  • Hoarder - Tainted Increase your Post Power based on your current help coin Only appear in loop 1+

  • Minimalism - Tainted Increase your soul-coin gain based on how few card you own Only appear in loop 1+

  • Pocket Sand - Common Increase Power Exclusive to Ember Dunes

  • Hemalith - Common Increase Base power by 1.5 Decrease Base Health regen by 0.1 Exclusive to Manor of Evelasting memories

  • Etherealium - Common Increase Base Power by 2.0 Decrease Base Pickup range by 0.15 Exclusive to Void Planes

  • Cinerite - Common Increase Base Power by 1.0 Decrease Base Defense by 1.0 Exclusive to Scorched Plateau

  • Blood Crystal - Uncommon Increase Max Health Exclusive to Crystal Depth

  • Devil Crystal - Uncommon Increase Corruption Exclusive to Crystal Depth

  • Mana Crystal - Uncommon Slightly increase Power, Defense and XP-Gain Exclusive to Crystal Depth

  • Reverse Blade - Uncommon Increase Base Defense piercing by 10

  • Double Tip - Rare Increase Defense Piercing Multiplier by 15% Increase Critical Damage Multiplier by 10% Increase Base Piercing Scaling by 1%

  • Ancient Cloth - Uncommon Increase Defense Multiplier Exclusive to Ember Dunes

  • Treasure Jar - Uncommon Increase Gold Gain Exclusive to Ember Dunes

  • Power Charge - Uncommon Increase Talent Charge cost by 25% Increaser Talent Power by 20% (Compound)

  • Iron Spirit - Rare Increase Max Talent charge by 25% Increase Defense by 5% Only found in Behemot Graveyard

  • Convergence - Rare - Only appear in Void Increase Base Power by 4.0 Increase Power Multiplier by 5% Increase Critical Damage by 2% Decrease projectile size by 5% Decrease area size by 5%

  • Brittle - Weapon Modifier - Epic Projectiles is destroy on the first hit Increase projectiles damage by 5% for each piercing of the projectiles

  • Power Pressure - Epic Decrease Talent Charge cost by 25% Increase Talent Power by 100% Decrease Max Talent Charge by 50% Decrease Talent Charge Rate by 50% Increase Power by 4% (compound) Only found in Ember Dunes

  • Wide Strike - Epic Increase Defense shredding Multiplier by 100% Decrease Defense piercing Multiplier by 40%

  • Super Charge - Heroic Increase Talent Charge cost by 900% Multiply Talent Power by 10 Reduce Talent Charge Rate by 25%

  • Blood Charge - Heroic Upong killing an enemies, Gain equivalent to 0.1 seconds of talent charging.

  • Defensive Tactics - Heroic Reduce your Power multiplier by 90% Your final Defense is multiplied by your Base Power

  • Blood Burst - Heroic Increase Talent Charge rate by 5% Increase Health Regen by 10% Increase Talent Charge cost by 10% Increase Talent Power by 25%

  • Fire Cloth - Heroic Increase your Power Multiplier based on total Fire card level Exclusive to Ember Dunes

  • Outer forces - Heroic Increase Power Multiplier by 50% Increase Base Corruption by 20 Decrease Max Health by 10% Exclusive to Void Planes

  • Mummy's Cruse - Synergy Synergy of Ankh, Ancient Cloth, Scented Jar and Treasure Jar Increase Base Power, Base Defense and Movespeed, but also Corruption and player size Exclusive to Ember Dunes

  • Prismatic Crystal - Synergy Synergy of Blood, Bright, Devil and Mana Crystal Increase their maximum level and effects. Drop rate of this card is reduced as it level up Exclusive to Crystal Depth

  • Fairy Blood - Synergy Synergy of Fairy in a bottle, boiling blood and Blood transmutation Increase effect of blood transmutation based on how much of your max health you regenerate each seconds Exclusive to Dawn Forest

  • Blood sigil - Synergy Synergy of Dash Delay and Love&Hate If your health is greater than 50%, consuming a dash charge remove 15% of your Max Health instead

  • Hemotempora - Synergy Synergy of Boiling blood and Temporal Lens Each % of health lost, increase your timescale

  • Hemostasis - Synergy Synergy of Hemotempora and Wormhole Remove Wormhole on pick-up In addition to Wormhole effect, activate anachronistic and provide invinicibility for 2 seconds

  • Armor Breaker - Weapon Modifier - Ascended On hit, Increase current enemy defence loss by 1/2/3/4% Effect is capped to x50/200/800/3200

  • Acidic Blood - Ascended On Take Damage, Increase current enemy defence loss by 35/40/45/50%

  • Death door mastery - Ascended Death door no longer prevent anachronistic from being used Increase cost of anachronistic Exclusive to Duelist

  • Carbyne Skin - Ascended Disable active talent Defense is multiplied by your Current Talent Charge Reduce Talent charge rate by 99% Lose 10% of your talent charge when taking damage Banish (and remove) "Divine Blood" and "Spirit Ascension"

  • Divine Blood - Ascended Disable active talent Power is multiplied by your Current Talent Charge Reduce Talent charge rate by 99% Lose 1% of your talent charge each seconds Banish (and remove) "Adamantium Mind" and "Spirit Ascension"

  • Spirit Ascension - Ascended Final Talent Power is squared Multiply Max Talent Charge by 10 Multiply Talent Charge Rate by 10 Banish (and remove) "Adamantium Mind" and "Divine Blood"

  • Dual Mind - Ascended Automatically cast your active talent when you talent charge is greater than 3 time your talent casting cost (this effect is disabled if all weapon are disabled) has a 1s cooldown between casting

  • Blood Synthesis - Ascended Uncap Blood transmutation Exclusive to Scorched Plateau

  • Waste - Ascended Increase max level of "Average" by 1 for every 5 level in card with the "hunt" tag

  • Inate Talent - Ascended Increase Attackspeed by 11% Increase Power Multiplier by 25%

New Achievements

  • Improving your talent - Reach 2 or more Talent Power Unlock Power Pressure

  • Talent Overload - Reach 10 or more Talent Power Unlock Super-Charge

  • Limitless talents - Reach 100 or more Talent Power Unlock Spirit Ascension

  • Changing priorities - Reach 25K Defense Unlock Defensive Tactics

  • Intensifying Fire - Get Fire Spirit to level 1 Unlock Combustion

  • Melted Flesh - Kill 500 elites Unlock Flesh Candle

  • Anti-Armor - Have 50% or more Defense Shredding Unlock Wide Strike

  • Blacksmith's headache - have 10K or more Defense Piercing Unlock Armor Breaker

  • Recycling is important - Reach Level 250 Unlock Waste

  • Level can get really high - Reach Level 500 Unlock Blood Charge

  • +44 Other achievements... I won't spoil them all :)

New Event

  • Cursed Village Has a chance to replace normal villager event if you have 100 corruption or more, chance increased based on your purified corruption You have 3 choice, either Escaping the cursed village, obtaining 1 cursed card, stopping to get heroic tier card, but obtaining 2 cursed card, or search for a random artifact and obtaining 3 cursed cards Can only appear after killing villagers at least once in your save file

  • Magic Ore mine Can appear in Crystal Depth Can mine magic ore to obtain gold, Gold collected scale with the level of Heavy Pickaxe Can also mine Cursed Ore if you have 10 or more corruption, allow more gold than magic ore, and also scale with Necrotic Bone If you don't own, or have Crystal Sword level lower than 7, Craft Crystal Sword at level 7, this i the new way to obtain crystal sword (instead of killing golem enemies)

  • Elemental Shrine Similar than Shrine of Order, but applied to card tag instead of the card rarity If a card has multiple tags, a random one is selected, weapon are not affected

  • Priest You can Give money to the priest for a permanent increase to soul-coin gain (After completing descent into hell) randomly give out one of your artifact, permanently increase your starting purification Cleanse your cursed card - Cleanse up to 5 cursed card into tainted card in echange for gold, consecutive cleanse cost more and more

  • Training Ground You can pay the trainer to increase your xp gain permanently You can train one of you stats, also making innate talent gain a permanent bonus to this specifics stats Buy a training set from the trainer, Which increase Practice maximum level to 99, but also make it double any level it gain when picking it up

  • Banker Allow to deposit or withdraw gold to the vault Gold put in the vault don't reset between run, however, you can only deposit/withdraw up to 5000 Gold (+5000 per zone completed)

  • Wandering Caravan You can interact with them to open a shop menu You can decide to steal a completely random artifact (even boss one) and a bit of gold. you receive one cursed card. In certain situation, they will offer you to open a black market (require to have invested enough gold to the shop-keeper and having Black market unlocked)

  • Bard You can tell about your adventure, each stats allowing to affect a different song. You can then in future run (or later during the run) listen about your adventure and gain buff based on different stats. The buff only last for the current run, but the score is permanent and can benefit future runs

  • Rogue Goblin Upon meeting them ,you can choose to subjugate them, or if the requirement are fulfilled, hire them, giving you an artifact that summon 2 goblin and 1 goblin mage at the start of each stage, with stats scaling from the player's stats

  • God Stelle You find a Stelle from one of the god, allowing you to either pray, give an offering, or destroy it, having effect on the related card tag drop-rate, and various other effects

  • Soul-Forge Allow to melt down any weapon for "Ember Shards" Then, Ember shards can be used to level-up any weapon (once per weapon per event)

  • Cursed Village Rare variant of the Save villager event (that has some specifics requirement to appear) Grant crused card Possibility to obtain heroic card or a Boss pool artifact

New Soul-shop Upgrade

  • S-rank - Closest Shrine tracker Point toward the closest active shrine

  • S-rank Inventory page upgrades

    Can add up to 10 page at max level, it should be enough for most of your weird shenanigans with equipments

New Weapons

  • Ascended Evolution Weapon - Reality Rifter Charge and fire a powerful ray splitting reality in half, Any non-boss enemies to side of the rift are pulled at high speed, Damage GREATLY increase during prolonged exposure to the rift

Fixes

  • Damage number scaling issues (and a few other issues related to damage numbers)

  • Hero mode no longer prevent equipped item from being hovered

  • Rooted damage modifier not being reflected on DPS stats of weapon (they would display unscaled damages)

  • Interdimensional Rose and Rift being applied on the player in case of self damages

  • "Continue" button not being selectable with gamepad in reward screen without picking up every reward

  • Escaping from the modifier crafting menu (with B-button or escape) no longer return you to the main menu, but to the equipment menu as it should

  • Material colour not fitting the equivalent Equipment tier colour after S tier

  • Purification description being inaccurate at value lower than 1

  • Roots of endless growth working for normal enemies

  • Hemo-Tempora scaling based on flat health and not normalised health

  • Silkskin wing not applying its stat properly

  • Holy Conversion not applying its stats properly

  • Silk Edge wasn't properly update its value when power value is modified

  • Challenge being directly available at super high level when unlocking them

  • Fog quality being different when set via the general setting or with Custom quality set on

  • Depth of field inconsistency between different camera mode/Zoom level, now the blur always start the same height of the screen whatever the zoom or camera perspective is

  • Shopkeeper avatar level-up remaining UI not displayed

  • Weapon modifier not being properly removed from weapons when card is removed

  • Item Name in rewards when artifact pool is empty

  • Tooltip sometime not disappearing during profile creation

  • Rare bug where duplicated artifact could spawn as reward

  • Damage mitigation value being wrong in equipment tooltip

  • Gunslinger having weapon cap in challenges

  • Reward scroll being at the bottom of selection

  • Material list in Modifier crafting missing the last material

  • Item tooltip overlapping each other for item comparison on reward screen (also made them behave in a more intuitive way when reaching the screen border)

  • Ankh and Volcanic fury not properly displaying value for level above 1

  • Some boss related enemies counting as boss kill for Blood bath and Blood handed

  • Bow talent damage not properly scaling as said

  • Crystal sword talent not properly applying the bonus from talent on the slash

  • "Worm gland" and "Fire Ring" Active talent description not working

  • Secondary modifier not gaining bonus drop chance when not learned yet

Optimisation

  • Loading run with a lot of card/artifact now take very low amount of time (from 5seconds to about 1)

  • Touching a shrine while having a lot of card should no longer freeze the game (at least not nearly as much)

  • Reduced enemies count in Manor by 60% (also reduced objectives kill requirement) to improve performance

  • Reduced enemies count in Void Plane by 30% (also reduced objectives kill requirement) to improve performance

Modding

  • Custom card now should properly support empty card requirement without causing errors

New Command

  • Stat Breakdown {StatName} Display in depth everything that affect a stat value, should greatly help with bug reporting

Source

Steam News / 13 March 2026

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