In this update10
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Full Vilde update
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Repeated intro
Hello everyone! We are thrilled to present a new update bringing a massive amount of changes to the game: from a complete AI overhaul and a brand-new interface to deep global systems like Amulets and Starshards... And of course, optimization! We have done a huge amount of work, and the game's performance has become significantly better on all systems.
What changed
- Performance
- Gameplay
- UI and audio
- Balance
- Fixes
Vilde changes
Global Features & Reworks
New Progression & Talent System Progression has been reworked to introduce new tools gradually. Enemies not only get tankier but also become more complex in behavior, gaining new abilities as difficulty scales. The character upgrade tree has been completely redesigned. Weapons & Soul Seals Weapons now drop with dynamic stats based on their rarity. Rare and Epic weapons can acquire a Soul Seal — random stat effects applied on top of their base stats.
UI 2.0 & Immersion
We have completely overhauled the visual style of the interface, moving away from basic minimalism to an atmospheric and immersive design that deeply connects with the game's world.
The new inventory, store, and talent screens (featuring stylized ice, wood, and runes) look like a true part of the world while remaining clean and readable.
Important events are now prominently displayed on your HUD.
We added new markers signaling potential enemy attacks and abilities. Combat feels much fairer now since you can clearly see incoming threats amidst the chaos.
We want you to clearly see your achievements! Brand new unlock screens show exactly what you've earned, whether it's new difficulty tiers, harder enemies, boss modifiers, or newly unlocked weapons and abilities.
Weapon stats, active abilities, elemental effects, and crafting requirements now feature comprehensive, stylized tooltips. No more guessing what a specific item does!
Boss Trials
Steam post image We've introduced a system of random boss modifiers to spice up your runs!
Each boss has a random modifier that either makes them stronger or weakens some of the player's features.
You are warned about the modifier at the start of the location so they can prepare the proper gear.
This feature unlocks on the HARD difficulty, allowing you to get used to regular boss fights first.
Amulets (Class System) Steam post image
A passive effect you choose before a run, unlocking them by completing challenges and upgrading them over time. We want to encourage specific playstyles! Here are some examples:
Valkyrie's Sight (Sniper) — Significantly increases damage at distances over 30m. Upgrading it allows headshots to heal you and deal massive bonus damage.
Berserker Fang (Melee) — Grants stacking attack speed and damage buffs for melee kills. Fully upgraded, it reduces your dash cooldown and provides constant healing.
Moon Crystal (Caster) — Casting active abilities buffs your weapon damage and accelerates the overall cooldowns of skills.
Ninefold Aegis (Tank / Armor) — Increases your armor cap. Grants a damage buff while at full armor, and releases a powerful devastating AoE shockwave when it is lost.
Runic Purse (Gold) — Start runs with extra gold, increases drop chances, and heals you when picking up coins. At max level, it grants a damage buff based on the accumulated money in your pocket.
Yggdrasil Bud (Sap) — Significantly increases sap drops but makes enemies tankier. Grants a percentage damage buff (up to 25%) based on the sap collected during the run.
Starshards (Ultimates) Steam post image
Powerful ultimate abilities that you select before starting a run. Forged at the Upgrade Table using a new currency — Star Dust (drops from elite enemies). Shards do not take up regular ability slots!
Polar Night Dance (Superdashes) — Grants +2 dash charges and reduces dash cooldown by 50%. Every dash deals AoE damage. Aggressive playstyle allows you to recharge the ultimate even faster (kills in storm mode reduce cooldown).
Pulsar (Fire Rate) — For 7 seconds, increases fire rate by 50% and removes ammo consumption, but reduces accuracy by 30%. Kills during this window extend the effect. Perfect for maximum DPS, but requires recoil control.
Yggdrasil's Seed (Buff Totem) — Places a totem for 8 seconds: while inside, you take -50% incoming damage, gain +25% attack speed and damage, and regenerate HP. However, damage taken outside the totem increases by 50%. Forces you to choose between safety and chasing enemies.
Horn of Plenty (Drop) — Summons a Runic Beacon for 60 seconds. All enemies killed within its radius drop extra gold and sap. Forces the player to lead hordes of enemies into the active zone for farming.
Northern Beast (Rage) — 8 seconds of berserker mode: +80% melee damage and massive lifesteal. An extremely aggressive playstyle, but it's easy to die if you miscalculate the timing.
Loki's Luck (Random) — Activation grants a random "joker buff": crazy speed and fire rate (with terrible accuracy), insane damage (but you take just as much in return), or a lot of gold for every kill. Unpredictable, as each variant comes with a serious drawback!
And also
Weapons & Balance
Complete rebalance of stats, damage, and cooldowns for all weapons and abilities.
Adjusted bullet spread for all types of guns.
Improved shooting animations for weapons: Elder's Echo, Arctic Huntress, Frostbite, Fogfang, Runestrike.
Shard and weapon availability now depends on the selected difficulty level.
Updated chest item drop chances depending on their rarity tier.
Added HP restoration cauldrons across the levels.
AI & Enemies
Global AI overhaul for all enemies (forest mobs, melee and ranged draugrs).
Improved attack telegraphing for ranged enemies. Added new markers for fairer and more readable combat.
Improved hitboxes and hit reactions for regular mobs and elites.
UI & UX
Added new menu layouts: run completion screen, amulet selection, hub upgrade menu, and talent window.
Updated status effect icons.
Added new tutorial screens and detailed tooltips for talents and amulets.
Improved marker display on the compass.
Updated loading screens, key art, and victory and defeat screens.
Added a pleasant "unlock" animation for new UI elements.
Added indication for enemy abilities location and casting, receiving damage, and exits to the next arena.
VFX, Audio & Environments
Migrated to Unreal Engine 5.6.
Updated and added new VFX for Super-shards (Loki's Luck, Pulsar, Polar Night, etc.), traps, and status effects.
Added new enemy death sounds.
Added sounds for arena condition appearances and new audio effects for ultimates.
Fixed water flickering, updated waterfall materials.
Improved lighting in the hub and forest levels. Removed excessive foliage on forest arenas for better mob visibility.
Added decorative details to the Outer Temple locations, and updated tree and hill sprites in the hub.
Fixed environmental and player collision issues across all levels, improved collisions on ramps and slopes.
Bug Fixes
Fixed interaction logic when picking up weapons and items in the arena.
Fixed an in-game timer bug and run completion time calculation.
Fixed the unlocking logic for some achievements.
Fixed issues with run restarts and the intro cinematic.
Source
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