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Steam News29 April 20262mo ago

v1.0.2

All of your feedback is heard and constructive items are slowly getting pushed to the game. In talks with folks on Upwork to get some new art and animations.

In this update2

Full notes

Full Sanctum Ruins update

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

What changed

3 fixes1 addition5 changes1 removal
  • Gameplay
  • Performance
  • Events
  • UI and audio
  • Balance
  • Fixes
addedAll of your feedback is heard and constructive items are slowly getting pushed to the game. In talks with folks on Upwork to get some new art and animations.
changedGameplay changesUpgrades: Biggest gameplay change today is in card upgrades - the number of upgrades a card can have is now uncapped , allowing you to improve specific builds after every fight. Upgrade preview : The upgrade window now shows current and projected values in-line (e.g. "6 → 9" ) along with the level in the card title, so the gain is visible and less mental math is required. You could theoretically take a card to "+50" base values or more. Reward screen: Card names render with their current level inline. Starter cards are available targets for upgrade . (Still looking into upgrade paths for non-damaging/non-healing cards.)
removedGameplay changesCampfire: The upgrade option is always offered when the deck contains at least one card (which should be always unless you intentionally remove all of your cards). Campfires also allow you to move on with no reward.
changedGameplay changesESC key will open the options menu by default.
changedGameplay changesCleric's Devotion mechanic has been reworked from a passive stack to an active spend. It will no longer stack indefinitely through a battle. Heal cards now consume all accumulated Devotion for a boost, but resets the pool to zero. You can also spend it as a temporary value for some other cards.
changedGameplay changesDungeon Knight will be the default starting class.
"69" increased, buff

Sanctum Ruins changes

addedAll of your feedback is heard and constructive items are slowly getting pushed to the game. In talks with folks on Upwork to get some new art and animations.
changedUpgrades: Biggest gameplay change today is in card upgrades - the number of upgrades a card can have is now uncapped , allowing you to improve specific builds after every fight. Upgrade preview : The upgrade window now shows current and projected values in-line (e.g. "6 → 9" ) along with the level in the card title, so the gain is visible and less mental math is required. You could theoretically take a card to "+50" base values or more. Reward screen: Card names render with their current level inline. Starter cards are available targets for upgrade . (Still looking into upgrade paths for non-damaging/non-healing cards.)
removedCampfire: The upgrade option is always offered when the deck contains at least one card (which should be always unless you intentionally remove all of your cards). Campfires also allow you to move on with no reward.
changedESC key will open the options menu by default.
changedCleric's Devotion mechanic has been reworked from a passive stack to an active spend. It will no longer stack indefinitely through a battle. Heal cards now consume all accumulated Devotion for a boost, but resets the pool to zero. You can also spend it as a temporary value for some other cards.

All of your feedback is heard and constructive items are slowly getting pushed to the game. In talks with folks on Upwork to get some new art and animations.

Gameplay changes

  • Upgrades: Biggest gameplay change today is in card upgrades - the number of upgrades a card can have is now uncapped, allowing you to improve specific builds after every fight.

    • Upgrade preview: The upgrade window now shows current and projected values in-line (e.g."6 → 9") along with the level in the card title, so the gain is visible and less mental math is required. You could theoretically take a card to "+50" base values or more.

    • Reward screenCard names render with their current level inline. Starter cards are available targets for upgrade . (Still looking into upgrade paths for non-damaging/non-healing cards.)
  • Campfire: The upgrade option is always offered when the deck contains at least one card (which should be always unless you intentionally remove all of your cards). Campfires also allow you to move on with no reward.

  • ESC key will open the options menu by default.

  • Cleric's Devotion mechanic has been reworked from a passive stack to an active spend. It will no longer stack indefinitely through a battle. Heal cards now consume all accumulated Devotion for a boost, but resets the pool to zero. You can also spend it as a temporary value for some other cards.

  • Dungeon Knight will be the default starting class.

  • Chomp timer - Certain bosses will now eat the cards out of your hand.

Bug fixes

  • Some older saves missing a specific field crashed on run end. The field is now applied with defaults.

  • Final screen text clipped on small windows. Victory and defeat screens were getting pushed above the viewport at narrow heights, so layout should be corrected. There are so many resolutions out there, so let me know if there are issues.

As always, thanks for all feedback!

Source

Steam News / 29 April 2026

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