HomeGamesUpdatesPricingMethodology
Steam News16 February 20264mo ago

Demo 2.6 Release!

Balancing and Update: Balancing Stage difficulty is now easier in the early game and harder in the late game. On Normal difficulty, the enemy level in Stage 1 has been reduced from Lv1–120 to Lv1–100.

In this update1

Full notes

Full 異世界港V update

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

What changed

3 fixes5 additions31 changes1 removal
  • Maps
  • Balance
  • Gameplay
  • UI and audio
  • Fixes
changedBalancing and Update:Stage difficulty is now easier in the early game and harder in the late game.
changedBalancing and Update:On Normal difficulty, the enemy level in Stage 1 has been reduced from Lv1–120 to Lv1–100. In subsequent loops, enemy levels are calculated as the previous stage’s max level ×3. That means in Loop 2, enemies go from Lv120–240 to Lv100–300; Loop 3: Lv300–900; Loop 4: Lv900–2700; and so on.
changedBalancing and Update:Elite enemy spawn chance reduced from 7% to 5%.
changedBalancing and Update:Maximum simultaneous elites reduced from 50 to 35.
changedBalancing and Update:[Dev’s note: Regular enemies will now be much more lethal and powerful in the late game, so the number of elites is slightly reduced.]
changedBalancing and Update:Enemy attack interval increased from 0.2s to 0.3s.
Elite enemy spawn chance7%5%Elite enemy spawn chance decreased, nerfMaximum simultaneous elites5035Maximum simultaneous elites decreased, nerfEnemy attack interval0.2s0.3sEnemy attack interval increased, buffProjectiles gained per level-up+1+0.5Projectiles gained per level-up decreased, nerf

異世界港V changes

changedStage difficulty is now easier in the early game and harder in the late game.
changedOn Normal difficulty, the enemy level in Stage 1 has been reduced from Lv1–120 to Lv1–100. In subsequent loops, enemy levels are calculated as the previous stage’s max level ×3. That means in Loop 2, enemies go from Lv120–240 to Lv100–300; Loop 3: Lv300–900; Loop 4: Lv900–2700; and so on.
changedElite enemy spawn chance reduced from 7% to 5%.
changedMaximum simultaneous elites reduced from 50 to 35.
changed[Dev’s note: Regular enemies will now be much more lethal and powerful in the late game, so the number of elites is slightly reduced.]

Balancing and Update:

Balancing

Stage difficulty is now easier in the early game and harder in the late game.

On Normal difficulty, the enemy level in Stage 1 has been reduced from Lv1–120 to Lv1–100. In subsequent loops, enemy levels are calculated as the previous stage’s max level ×3. That means in Loop 2, enemies go from Lv120–240 to Lv100–300; Loop 3: Lv300–900; Loop 4: Lv900–2700; and so on.

On Hard difficulty, enemy level increases by ×4 each loop, and in Abyss by ×5.

Elite enemy spawn chance reduced from 7% to 5%.

Maximum simultaneous elites reduced from 50 to 35.

[Dev’s note: Regular enemies will now be much more lethal and powerful in the late game, so the number of elites is slightly reduced.]

Enemy attack interval increased from 0.2s to 0.3s.

Demon Blade

Projectiles gained per level-up reduced from +1 to +0.5, but now each level also increases fire rate by 5%. 🔧Balance🔧

Upgrade threshold for lifesteal increased from 6 points to 12 points. 🔻Nerf🔻

Sound effects optimized.

Reina’s Staff

Upgrade threshold increased from +25 crit damage to +50 crit damage. 🔻Nerf🔻

Projectiles gained per level-up reduced from +1 to +0.2. 🔻Nerf🔻

Items

“British Hunt Proliferation Talisman” (kill-based HP bonus) changed from +5% max HP per elite kill to +0.5%. 🔻Nerf🔻

Hoiting innate skills: “Blazing Hoiting Flying Kick EX” and “Ultimate Chuunibyou” adjusted. 🔧Balance🔧

Blazing Hoiting Flying Kick EX: instead of increasing explosion radius, it now triggers 30 small explosions on activation, each dealing 2500% damage.

Ultimate Chuunibyou: the previous design was a bit strange and too strong (it could trigger infinitely). It should now feel more balanced.

Hoiting's attack pattern upgrade requirement increased from 50 partner damage to 60. 🔻Nerf🔻

Hoiting innate skill upgrade requirements for each tier (A, S, SS, SSS) reduced by about 30–80 points. 🟢Buff🟢

New / Removed:

Effect transparency setting added.

[Dev’s note: Late-game stages had too many visual effects, making it hard to see. This feature completely solves that problem!]

Special enemy: Goblin Healer.

New minibosses: “Super Mochi Snow” (Ice Nation Elite) & “Super Citizen” (Empress Elite).

Completely removed: partners being able to use magic learned by the player.

[Dev’s note: Partner attack patterns are now rich enough. If partners could also use same-element magic, it would restrict the player’s magic choices.]

Bug Fixes:

Fixed an issue where upon returning to a checkpoint, magic level was always displayed incorrectly as Lv5.

Fixed Kobayashi Aisu partner’s Ultimate Ice Arrow incorrectly generating infinite ice pillars.

Fixed a bug where learning magic or obtaining an item would create a save point; under normal conditions, a save point should only be created after defeating the final boss.

Additional Notes:

Partner Innate Skills (Demo 2.5)

Hoiting

B-tier Innate Skill – Soul of Chuunibyou:

When the player or partner hits an enemy, gain 1 stack of “Soul of Chuunibyou,” each stack increasing base damage by 0.1%. At 500 stacks, gain “Chuunibyou Mode”: mist of “Flame of Chuunibyou” appears around the p layer, dealing 100% damage per second to enemies for 5 seconds, then stacks are reset.

A-tier Innate Skill – Deadly Soul of Chuunibyou:

When dealing damage equal to or greater than 200% of your base damage to an enemy, gain 5 stacks of “Soul of Chuunibyou.”

S-tier Innate Skill – Blazing Hoiting Flying Kick EX: (Demo 2.6 NEW!!!)

“Soul of Chuunibyou” max stacks increased from 500 to 1000. When stacks reach 1000, your next jump slam is empowered, dealing 3000% damage and creating small explosions upon landing, each dealing 2500% damage.

SS-tier Innate Skill – Flame of Chuunibyou EX:

Damage dealt by “Flame of Chuunibyou” increased from 100% to 200%.

SSS-tier Innate Skill – Ultimate Chuunibyou: (Demo 2.6 NEW!!!)

“Flame of Chuunibyou” becomes permanent. When “Soul of Chuunibyou” reaches max stacks, small explosions are generated along a line from the partner to the strongest enemy, each dealing 1000% damage, then stacks are immediately reset.

Kobayashi Aisu

B-tier Innate Skill – Ice Pillar Generation:

When the player or partner hits an enemy, there is a 20% chance to generate an ice pillar that deals 100% AoE damage (ice pillar damage does not trigger this chance).

A-tier Innate Skill – Freeze Trigger:

Whenever an enemy is frozen, an ice pillar is guaranteed to be generated.

S-tier Innate Skill – Ice Pillar Explosion:

When an ice pillar disappears, it explodes, dealing 300% damage to nearby enemies and slowing them.

SS-tier Innate Skill – Frostburst Seal:

Every 10 seconds, a Frostburst Seal is triggered centered on the player, dealing 1000% of the player’s base damage in a large area and freezing all enemies.

SSS-tier Innate Skill – Ultimate Ice Arrow:

Each time an ice pillar is generated, 1 Ultimate Piercing Ice Arrow is fired, targeting the strongest enemy near the player and dealing 500% base damage along its path while slowing them.

Empress Reina

B-tier Innate Skill – Reina Beam!:

When the player or partner deals damage, there is a 20% chance for the Empress to briefly fire a laser at the target, then refract it to another target.

A-tier Innate Skill – Reina’s Law of Optics:

When a laser hits a “time-stopped” target, that laser’s damage is doubled and it refracts one additional time.

S-tier Innate Skill – Authority of the Spacetime Empress:

When a laser hits an enemy, there is a 30% chance to create a spacetime vortex that slows enemies and deals 50% damage every 0.5 seconds.

SS-tier Innate Skill – Nationalization:

When killing an enemy, there is a 5% chance to convert it into a Citizen (max 10). Citizens will follow the Empress and simultaneously fire small lasers at random targets.

SSS-tier Innate Skill – Spacetime Empress Empire:

Nationalization chance increased to 12% (max 15 Citizens). Citizen lasers’ duration increased to 2 seconds, will lock onto the strongest enemy, and can pierce all targets.

Source

Steam News / 16 February 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.