
Rift Reborn Update 14/04/2026
Version Number: 0.4.18
Hello heroes!
This week's update is a smaller one, focused on visual polish and localization work happening in the background.
Visual Changes
-
Simplified basic attack visuals for better readability during fights
-
New visual effects for Irini: Zeus's Thunder aura and her Active ability
-
New visual effects for Sal: Active ability aura
-
New visual effects for Ratna: Active ability
-
Further refined trails and missiles for improved fight clarity

Rift Reborn Hotfix 09/04/2026
Version Number: 0.4.17.366
-
Fix items disappearing in certain cases when swapping items between heroes
-
Fix heroes disappearing from the board when you drag them to their own portrait in the bottom bar
-
Fix relics Rush Escalation and Debuff Amplifier not working correctly

Rift Reborn Hotfix 08/04/2026
Version Number: 0.4.17.365
Enemies
-
The stats of Act 2 Bosses have slightly increased at all difficulties.
-
The defensive stat scaling of enemies in Act 1 is slightly increased at A difficulty.
-
The offensive stat scaling of enemies in Act 1 is slightly increased at SS difficulty.
Heroes
Pimenta:
-
Pepper Spray (Signature Active Ability):
-
Base HP/S gain reduced from 5 to 3.
-
Base damage per tick reduced from 8 to 5.
-
Nyx:
-
Base Stats:
-
+2 Defense
-
Karsu:
-
Snowpiercer (Signature Active Ability):
-
Frost inflicted per arrow increased from 1 per 15 Attack Speed to 1 per 10 Attack Speed.
-
This is a revert of a previous nerf.
-
-

Rift Reborn Update 7 April 2026
Version Number: 0.4.17
Hello heroes!
This week’s update is a smaller one, focused on UI improvements, visual clarity, and a few bug fixes and balance adjustments.
Improvements
-
Heroes can now be dragged to and from the Reserves directly from the bottom bar
-
Items can now be reordered within a Hero’s equipment or Reserve slots
-
General UI improvements across the game
Visual Changes
-
Updated Main Menu
-
Improved projectiles for better visual clarity
-
Updated the Challenge Room relic choice UI
-
Added new visual feedback to Event buttons and Crossroads
-
Post-processing changes for improved overall presentation
Bugfixes
-
Fixed relic status damage being counted twice in the Combat Tracker
-
Fixed the Shard Power Extraction relic not dealing damage

Rift Reborn Hotfix 02/04/2026
Version Number: 0.4.16.358
Hello friends! Our normal hotfix was delayed slightly this week, but we’re back today with a juicier one than normal to make up for it.
One of the more consistent pieces of feedback we’ve been receiving from our community is that the impact of ranking up Heroes - especially in act 1 - is a bit too big. Players have been saying that runs can feel too hard if you don’t find your rankups or B-Rank Heroes in the shop early enough, and too easy if you do find them. There are a few changes in this patch meant to help with these issues, as well as a few other quality of life improvements.
Gameplay Updates:
-
Hero Rankup Stat Changes
-
The total amount of stats that Heroes gain per rank up has been decreased by ~15% per rank.
-
The specific stats that a Hero gains from each rank up are more well-rounded and less weighted towards the class’s primary stat (such as Crit for Assassins). Each Class now provides the Hero with additional defensive stats (either Max HP or Defense) per rank up.
-
-
Enemy stats have been adjusted down across the board to compensate for this.
-
The max number of times that a unit can attack per second has been reduced from 5 to 4.
-
The pools of relics which are given to the player during endless mode events have been curated to remove a number of relics which are less useful without access to the shop.
-
The Riftbreaker has been updated to be much Rift-breakier in the endless mode. It now deals damage based on the enemy’s Max HP instead of flat damage, and deals a bigger burst of damage with its first tick.
-
The Quantity over Quality starting bonus now also comes with the downside “The Shard Stabilizer starts with 15 less Shards”. It was a wee bit too good before.
Bug Fixes:
-
Challenge Fight rewards will no longer offer you relics that you already own.
-
Fixed a number of situations where the endless crossroads would always provide the same options as the previous crossroad.
-
Fixed the event in the endless mode which gave you a random S-Rank Hero to ensure it doesn’t give you a Hero if you are already full or if you already own that Hero.
Hero Balance Changes:
-
Gustav
-
Notes: Gustav is performing a little too well across all 3 specs since his last buff. I’m toning down his Frost application to get him more in line with other Heroes.
-
Blizzard (Signature Active Ability):
-
Base Frost inflicted per tick: 2->1
-
-
-
Logan
-
Notes: Logan seems to be overperforming on the whole, which is surprising given that most other scaling characters have gotten a bit worse since the difficulty changes.
-
Execution (Signature Active Ability):
-
Crit earned at 25k damage: 40->30
-
Omnivamp earned at 25k damage: 20->10
-
-
-
Tilly
-
Notes: The base stat increases for Tilly had a much larger effect on her winrate than I expected - launching her from middle of the pack to one of the top performers. This is just a gentle nudge to normalize that a bit.
-
Base Stats:
-
-25 Max HP
-
-
-
Pimenta
-
Notes: Pimenta’s overall winrate is looking great after some of her recent changes, with her Seasoned spec standing out in particular.
-
Pepper Spray (Signature Active Ability):
-
HP/S per Magic: 33%->25%.
-
Base damage per tick: 10->8.
-
-
The Seasoned
-
Reworked Defense boost to Tanks and Mages from 50% of Pimenta’s Magic to 30 per Rank.
-
-
-
Rip
-
Notes: Getting the numbers right on Rip is tricky! He might not look like it, but he’s a very sensitive lad.
-
The Glutton:
-
Max HP per stack: 33->30
-
-
The Brute:
-
Base HP stolen per Crit: 0->10
-
-
-
Assassins
-
Notes: The winrate of all Assassins took a surprising hit after the difficulty changes. For Yuuna and Hoyoung in particular, their winrates for 3 all specs are nicely grouped together but are just too low across the board. Zuri seems to be in a decent spot still, while Dragomir has one spec that appears to be dragging his winrate down.
-
All Assassins start with +100 Crit at rank C (40->50).
-
-
Dragomir
-
The Stalker:
-
Mana gain on kill: 30->40.
-
This will give him full mana!
-
-

Rift Reborn Hotfix 01/04/2026
Version Number: 0.4.16.354
Fixes:
-
Fix accidental hero selection when scrolling through starting relic description
-
Fix tooltips not showing up properly in Relic choice of Challenge Fight rewards
-
Fix Bonus Tokens being enabled when replaying the tutorial
-
Fix Shop items and relics not showing tooltip when hovering over the icons
-
Fix enemy abilities not showing tooltips when hovered
-
Fix initial selection relics not showing tooltip with Extra Information
Improvements
-
Only truncate relic descriptions when there's more than one relic in the shop

Rift Reborn Update 31 March 2026
Version Number: 0.4.16
Hello heroes! This week’s update builds on the recent introduction of Difficulty tiers with a couple of long-awaited gameplay additions. We’re adding more variety to the start of each run with Starting Bonuses, bringing new decisions into Endless Mode with Endless Crossroads, and continuing to tune balance across Heroes, Relics, and Difficulty modifiers. Alongside that, we’ve also made several UI improvements and visual updates.
Here’s a quick overview.
Gameplay
-
Introduced Starting Bonuses, a new system that lets players begin runs with Hero and bonus bundles by spending Bonus Tokens earned from boss progression
-
Added Endless Crossroads, bringing new powerful choices every 3 stages in Endless Mode
-
Adjusted the early-game Shard economy to support Starting Bonuses, including changes to starting Shards and turtle rewards
-
Made further Difficulty adjustments, including modifier changes, leaderboard updates, and tuning to challenge fights and debuff-based Rank Modifiers
-
Applied a new round of Hero balance changes, especially focused on how specs are performing under the new higher difficulty levels
-
Adjusted a small number of Relics, including nerfs to class-based Boost relics and a redesign of Scarcity Vessel
(Find all the detailed notes on gameplay changes in the notes below, written by Aleco, our Game Designer)
Visual Changes
-
Updated the Condensed Hero Card
-
Updated the Class Icons
-
Updated the Game Logo
-
Added VFX improvements for Tilly
Gameplay Notes by Aleco, Game Designer
Greetings! Building on last week’s big patch, which introduced difficulty levels to the game, today’s patch adds a couple of new (and, to some, long-awaited!) gameplay features.
The first new feature I’d like to introduce to you all is Starting Bonuses. Whenever you reach a boss (Act 1 or Act 2) at any difficulty, you acquire one Bonus Token. At the start of each run, if you have any Bonus Tokens, one of them is automatically consumed to bundle the three starting Hero choices with three unique bonuses you will start your run with. If you have any additional Bonus Tokens remaining, you can spend one of them to re-roll all 3 of the starting Hero/Bonus bundles. You can bank up to 4 Bonus Tokens at a time, so use them wisely!
The next new feature we’re adding in today’s patch is Endless Crossroads. After each cycle of 3 stages in Endless Mode, you’ll now be greeted with a crossroads with 3 powerful options. We hope these crossroads will introduce some interesting choices and bring a bit more excitement to Endless Mode, and I’m very excited to hear what players think of them.
Gameplay Changes
-
Due to the introduction of Starting Bonuses, we’ve rearranged a few things about how early-game Shards work.
-
Players now start with 15 Shards. Some Starting Bonuses will increase or decrease this amount.
-
Players now earn 15 Shards for defeating the turtle (previously, they earned 30 Shards).
-
Players no longer earn Shards for their Hero surviving the turtle fight.
-
-
Difficulty Adjustments
-
Note: The changes to B-rank Hero odds made the game more difficult in act 1, and players have been indicating that the higher difficulties have been feeling a bit too difficult as well. These changes are intended to correct for both factors, bringing the overall difficulty of the game more in line.
-
The modifier for Difficulty C has been reduced from “Heroes take 20% damage at the start of each fight” to “Heroes take 10% damage at the start of each fight”.
-
The modifier for Difficulty B has been changed from “Re-rolls cost 1 more” to “The Shard Stabilizer starts with 10 fewer Shards.”
-
Difficulty A (enemies are more durable) has been reduced in difficulty.
-
Difficulty SS (enemies are deadlier) has been reduced in difficulty.
-
-
All of the Leaderboards before SSS rank have been combined into a single leaderboard. Each difficulty above the base difficulty gives +3 endless mode score per difficulty level.
-
The duration of the Immunity challenge has been increased to 10 seconds in both Act 1 and Act 2.
-
All Rank Modifiers that give Heroes stats per Debuff (such as Burning Haste) have been adjusted to give fewer stats per Debuff.
Relics
-
The common “Boost” relics, which give stats to Heroes of a specific class, have been nerfed. They each provide 1 common item worth of stats instead of 1.5 common items worth of stats.
-
The common quest relic Scarcity Vessel (win a fight with 2 or fewer Heroes) has been redesigned into Victory Vessel (win 3 fights).
For balance:
-
Players are overpicking scaling stuff, which is higher risk at higher difficulties. I’m trying not to overadjust based on the much lower win rates due to higher difficulties in the game. Rip’s Glutton and Irini’s Olympic are good examples of specs that are harder to pull off at higher difficulties.
Hero Balance Adjustments
The introduction of difficulty levels to the game had a huge impact on the balance of Heroes and their specializations. The biggest impact from the increased difficulties could be felt on scaling/late-game-focused specs, which saw a notable decline in win rate across the board. Specs which previously may have had enough time to consistently scale (such as Irini’s Olympic spec) are now being pressured more quickly at higher difficulty levels, which means scaling specs are now less likely to be the “correct” choice at higher difficulties than players might expect.
Interesting risk/reward choices are a huge part of what makes roguelike and autobattler games so fun, and I personally love to see that higher difficulties have transformed previously medium-risk/high-reward choices into high-risk/high-reward ones. Though I’ll be closely monitoring the win rates of scaling specs in the upcoming weeks, my initial instinct is to take a “wait and see” approach on these specs before making any adjustments. I suspect that, as players learn to manage the pressure of higher difficulties, they’ll also get better at knowing when the right moments are to opt into these slower-scaling specs, and that we’ll see a natural bump in their win rates without the need for balance adjustments.
⬆️Sal
-
Notes: Sal’s overall win rate was a bit too low this past patch, suggesting my preemptive nerf to her ability due to the Crit changes went a bit too far. I gave her a few boosts to her base kit, and also changed her Brisk spec to scale the Frost application based on Rank. The goal with that change is to balance out its power curve a bit more, making it stronger early and a bit less crazy late.
-
⬆️Stat Changes
-
+3 Defense
-
+50 Max HP
-
-
⬆️Cold Snap (Signature Active Ability)
-
Magic damage ratio: 33% -> 40%
-
Base damage: 5 -> 8
-
-
🔄The Brisk
-
Frost application now scales at 3 per rank instead of 10% of Crit.
-
⬆️Reyna
-
Notes: Reyna is a character whose win rate dipped much more than I would have expected with the difficulty changes. I’m giving her weakest specs by win rate a bit of a boost to try and help her out a bit.
-
⬆️The Brawler
-
Max Attack bonus: 20% of Max HP -> 25% of Max HP
-
Shield damage percent: 66% -> 70%
-
-
⬆️The Boxer
-
Base damage: 25 -> 40
-
-
⬆️Base Stats
-
+1 Defense
-
⬇️Pollen
-
Notes: Pollen, conversely, seemed to weather the storm of the difficulty changes in a way that no other character could manage. Just some simple changes to her base kit to bring her more in line with other Mystics.
-
⬇️Base Stats:
-
-0.02 Base Attack Speed
-
-5 Starting mana
-
⬆️Kai
-
Notes: Kai’s in a fine state right now, but his pick rate and win rate could use a bit of a bump.
-
⬆️Charge Attack (Signature Active Ability)
-
+100 base Shields
-
🔄Rip
-
Notes: Rip had the single largest gap in win rate between his top-performing and bottom-performing spec last patch. And that’s mostly my fault. The patch notes said that his Glutton spec should provide 33 Max HP per stack, but that change didn’t seem to make it in on the backend. I’ve fixed the spec to now correctly provide 33 HP, and toned down his Brute spec, which was one of the top-performing specs in the game.
-
⬆️The Glutton
-
Bug fix: Now correctly provides 33 Max HP per stack.
-
-
⬇️The Brute
-
Max HP steal Crit percent: 66% -> 60%
-
⬆️Fiona
-
Notes: Fiona was slightly underperforming compared to the other Mystics.
-
⬆️Vault Spark (Signature Active Ability):
-
Allies’ Shielding per MR: 1 per 10 MR -> 1 per 9 MR
-
Starting Mana: 25 -> 30
-
⬆️Tilly
-
Notes: Some small increases to Tilly’s durability, who seems to be getting hit harder on the higher difficulty levels than other characters.
-
⬆️Base Stats:
-
+2 Defense
-
+50 Max HP
-
🔄Ratna
-
Notes: A small change to Ratna’s strongest spec in order to balance out its performance.
-
🔄The Magnanimous
-
Reworked to no longer scale with Rush, but to scale by Rank.
-

Rift Reborn Hotfix 25/03/2026
Version Number: 0.4.15.339
-
Fix missing enemy in first stage in act 2, causing runs to be completely blocked
-
Fix enemy cards only showing either an active or a passive ability
-
Fix performance issues from new health bars in late endless stages
-
Fix shards generated outside of the battle (Niklas passive, some relics) not properly accounting to total generated shards counters
-
Fix Rank Modifier tooltips with broken formatting in the shop
-
Fix tooltips within Hero Card not displaying quest progress numbers (most notable in Logan's active ability)
-
Fix wrong item frame scaling
-
Added small improvements to scrolling area and animations for the compendium
-
Updated the design on Mystic Barrier relic so that it targets lowest-health allies. It was previously bugged, and this updated design should be better/not bugged
Today’s hotfix is a bit juicier than normal, as it includes some system-level changes which we didn’t quite have time to get into yesterday’s patch. All AoE abilities can now deal Crit damage! In working on these changes we also noticed some behaviors in the way that damage was being calculated which weren’t meeting our expectations, and have made adjustments to these as well. I expect these Crit changes will have a decent impact on the overall balance of characters with AoE effects, and have made some pre-emptive balance adjustments to these characters to compensate for this.
System Changes:
-
Effect damage can now Crit.
-
This includes all AoE effects (Gustav’s Blizzard, Kai’s Active) as well as the bonus damage from Sal’s bonus Active Ability. In a future patch I will likely give a few more passive abilities and rank modifiers the ability to deal crit damage.
-
-
Effect damage no longer ignores Defense.
-
This is a big one! While we were looking at the way that damage was being calculated we noticed that damage from effects (such as AoE damage and damage from relics) was incorrectly ignoring Defense. Have you ever felt like the Mushroom Mages were dealing too much damage? This is why! Overall this should be a small buff to the player pre-endless mode, as the vast majority of enemies before endless do not have any Defense.
-
-
Difficulty
-
Increased the overall difficulty of act 2.
-
Updated bosses to use scaling and be more difficult
-
All bosses were using flat values in their active and passive abilities. Now that we introduced difficulty tiers and bosses can gain stats, their abilities weren’t scaling in effectiveness like the rest of the enemies in the game were.
-
The abilities on the Act 2 Dragons were all adjusted to be more deadly. They inflict more of their debuffs per attack and ability activation, and deal slightly more damage.
-
-
Hero Balance Changes:
-
⬇️Pollen
-
Notes: All 3 of Pollen’s specs are currently overperforming, an indicator that her base kit is a bit too strong.
-
⬇️ Sanctuary of Bloom (Signature Active Ability):
-
Base healing and Shielding per tick: 15->10.
-
-
-
⬇️Rowan
-
Notes: Yesterday’s buff to The Friend went way harder than I anticipated. Hopefully this change strikes a middle ground. Adjusting down his Earthquake damage as well now that it can Crit.
-
⬇️The Friend:
-
HP Per Stall Trigger: 30->20.
-
-
🔀The Earthquake (Active):
-
Magic Damage Ratio: 200%->100%.
-
-
-
🔀Zuri
-
Notes: Yesterday’s nerf to Blade Master did… basically nothing. Adjusting down the scaling ratios a bit here. Also buffing The Cruel (her least popular spec) to make her kit more well rounded.
-
⬇️The Blade Master:
-
Magic and Defense Scaling Ratio: 100%->66%.
-
-
⬆️The Cruel (Active Ability):
-
Added a 200% Crit ratio to the damage component.
-
Base Poison: 5->10.
-
-
-
⬇️Karsu
-
Notes: Karsu’s kit is overperforming on the whole.
-
⬇️Snowpiercer (Signature Active Ability):
-
Starting Mana: 20->0.
-
Frost per Attack Speed: 10->15.
-
-
-
⬇️Yuuna
-
Notes: Yuuna’s base kit appears to be in a solid spot now after her buffs yesterday. Her Nightshade appeared way too strong in the data, and I noticed a bug where it was giving 1 Crit per Poison instead of 3 Crit per Poison (as it says in the ability text). I expect that fixing this bug will get this spec’s winrate into the right place. I’m also shaving a teeny bit of power off her Hired Killer spec, which looks to be a bit too strong.
-
⬇️The Nightshade
-
Now correctly give her 1 Crit per 3 Poison.
-
-
⬇️The Hired Killer
-
Starting Shard gain: 3->2.
-
-
-
⬆️Pimenta
-
Notes: Pimenta’s overall winrate is a bit lower than I’d like to see, and her Spicy spec appears to be her least picked by far.
-
⬆️Pepper Spray (Signature Active Ability):
-
Base damage per tick: 5->10.
-
Base Poison per tick: 1->2.
-
-
⬆️The Spicy:
-
Stacks inflicted per attack: 1+1 per rank -> 2+1 per rank.
-
Damage per Debuff Attack Speed ratio: 33%->100%
-
-
-
⬆️Nyx
-
Notes: The Spark is Nyx’s most picked spec by far, and also their weakest. Buffing it a bit to bring it in line with the other specs.
-
⬆️The Spark:
-
Burn per Attack Speed: 25->20
-
Freeze per Attack Speed: 33->30
-
Poison per Attack Speed: 50->40
-
-
-
⬆️Kai
-
Notes: Kai’s Dauntless spec is slightly underperforming compared to his others. His ability can deal crit damage now, but I didn’t adjust its values and am just letting the buff land for now.
-
⬆️The Dauntless:
-
Defense Reduction: 2+2 per rank -> 3+2 per rank.
-
-
-
⬆️Sal
-
Notes: I adjusted Sal’s active so that the bonus damage can Crit. This change will hopefully make her Brisk spec much more appealing, which has been very low pickrate since the rework. I also added a Warrior Backup effect to this spec to further increase its appeal and pickability.
-
🔀Cold Snap (Signature Active Ability):
-
Magic damage ratio: 50%->33%
-
-
⬆️The Brisk:
-
The ability now applies frost whenever a Warrior a Crits, and has backup.
-
-
-
⬆️Gustav
-
Notes: Gustav’s overall winrate is being dragged up significantly by his overperforming Compounder spec, while the rest of his kit is struggling a bit. His ability damage can Crit now as well, but I didn’t adjust it down to compensate for that.
-
⬆️Blizzard (Signature Active Ability):
-
Frost per MR threshold: 5->3
-
-
⬇️The Compounder:
-
MR gain per cast: 2->1.
-
Magic gain per cast: 10->12.
-
-
⬆️Base Stats:
-
+5 Defense
-
-
-
🔀Aria
-
Notes: Pre-emptive nerf now that that AoE on her ability can crit.
-
🔀Requiem Barrage (Signature Active Ability):
-
Base Damage per tick: 45->35
-
-
-
🔀Logan
-
Notes: Small pre-emptive nerf now that the AoE on the final form of his ability can crit.
-
🔀Execution (Signature Active Ability):
-
Attack Scaling % at C|B|A|S rank: 100|250|450|750->100|200|400|600
-
Magic Scaling: 200%->100%
-
-
-
🔀Logan
-
Notes: Small pre-emptive nerf now that the AoE on her active ability can crit.
-
🔀Pirouette (The Elegant Active ability):
-
Attack Speed Scaling: 200%->150%
-
Magic Scaling: 200%->100%
-
-
Aleco Pors, Game Designer

Rift Reborn Update 24 March 2026
Version Number: 0.4.15
Hello heroes! This week’s update introduces one of our biggest gameplay patches so far, with the arrival of Difficulty tiers, the removal of the Stability system, new fight reward rules, and a broad balance pass across Heroes, Items, and Relics. Alongside that, we’ve continued improving clarity, UI readability, and a tutorial for new players.
Here’s a quick overview.
Gameplay
-
Introduced 7 Difficulty tiers, each with its own modifier and Endless leaderboard
-
Removed the Hero Stability/Banish System and replaced it with a Surviving Hero Shard Bonus
-
Updated baseline fight rules, including ties now counting as wins and the Storm starting later
-
Broad balance pass across Heroes, Items, and Relics
-
Added a small number of new relics and items, including more Reserve-focused content
-
Adjusted Events and Challenge Fights to fit the new systems and overall game balance
(Find all the detailed notes on gameplay changes in the notes below, written by Aleco, our Game Designer)
Visual Changes
-
Hero Cards now show Tags/Class text
-
Added Archetype Icons
-
Updated the Currency Icon and Rift Stabilizer visuals
-
Reworked Health Bars for improved readability
-
Integrated Event Images
-
Improved fight clarity with activation feedback of relics and items
Gameplay Notes by Aleco, Game Designer
Hello everyone! I’m incredibly excited to be sharing all of the gameplay changes from today’s update, as it is perhaps our biggest patch ever for gameplay. Some of the highlights include:
-
The introduction of Difficulties. There are now 7 difficulties in the game, starting at the base difficulty and climbing all the way up to SSS difficulty.
-
The removal of the Hero Stability/Banish system, which has been replaced by a “Surviving Hero Shard Bonus”.
-
A small number of brand new relics and items.
-
Hero balance updates.
-
A few changes to baseline fight rules (ties, the storm).
Before we dive into the patch notes I’d like to make a quick request of the RR community. Your feedback is incredibly important to us all at Leyline, and I use it every day to guide the choices I make when putting together patches like this one. The removal of Hero Stability was driven primarily by feedback from players like you, patch-note-reader! As we approach some upcoming deadlines, your feedback on new systems and features like the game difficulties is more important than ever. If you have any feedback on the new difficulties this week I would deeply appreciate it if you could take the time to leave some feedback in our Discord. Did you enjoy the new challenges? Were you frustrated by them? Did you find them too easy or hard? Please let me know!
Removal of the Stability System
The Stability System (the system where Heroes could become Unstable or Banished after dying) has been completely removed from the game. All events which interact with the Stability System have been adjusted.
We made the decision to remove the Stability System based largely on feedback from our community, which continues to play an instrumental role making RR a better and better game each week. If you are interested in learning more about why this system was removed, how it came to be, and what the original goals for it were, you can check out this article I wrote on the topic.
Surviving Hero Bonuses
-
Players now receive 2 Shards per surviving Hero at the end of each fight.
-
Difficulty SS reduces this bonus from 2 Shards per Hero to 1 Shard per Hero.
-
All fight victories now reward 5 fewer Shards per fight (25->20 in Act 1, 30->25 in Act 2) to compensate for this.
-
Depending on the feedback we receive on this new system, we may introduce some new content (such as relics or events) which interact further with it.
Difficulty Tiers
At long last, higher difficulties are here!
If you’re like me, one of the biggest things that keeps me coming back to strategy Roguelike games like RR is the challenge and feeling of accomplishment I get from overcoming higher and higher difficulties. Up until this patch we’ve been focused on the “base” difficulty of the game, or the first difficulty players will encounter when they load up RR for the first time. Today we’re introducing 6 new difficulty levels to the game, each one introducing their own unique challenge and coming with their own Endless mode leaderboard. In order to unlock each difficulty you’ll need to defeat the previous one.
Difficulty Levels:
-
Base Difficulty: Play without difficulty modifiers.
-
Difficulty C: Heroes take 20% Max HP damage at the start of each fight.
-
Difficulty B: Re-rolls cost 1 more.
-
Details: This impacts both the normal shop and the super shop.
-
-
Difficulty A: Enemies are more durable.
-
Details: Enemies have more defensive stats.
-
-
Difficulty S: Earn 1 fewer Shard per surviving Hero at the end of each fight.
-
Difficulty SS: Enemies are deadlier.
-
Details: Enemies have more offensive stats.
-
-
Difficulty SSS: Heroes can only equip 1 item per rank.
-
Details: C-rank Heroes can only equip 1 item to start. B-rank Heroes can equip 2, A-Rank can equip 3, and S-Rank 4. Effects which allow Heroes to equip additional items still work as normal.
-
Along with the introduction of these difficulty levels, we made a few adjustments which have impacted the overall difficulty of the game.
Difficulty Changes:
-
Challenge Fights:
-
Adjusted the difficulty of many challenges to make them easier.
-
Replaced the challenge which reduced the status stacks applied by Heroes with a challenge which gives damage immunity to enemies.
-
-
Final Boss Difficulty Increased
-
The relative stats of act 2 boss have been increased.
-
Notes: One thing I would love feedback on players this week is how often they are losing to the final boss! With the new difficulties and increased act 2 boss stats, are the dragons feeling like a real challenge now? Let me know in Discord!
-
Fight Rule Changes
-
Fights that result in a tie now count as wins for the player. Previously, these would result in a loss for the player.
-
The Storm starts 5 seconds later (45->50 seconds).
Events
-
Removed the option from the Campfire to gain stats, and replaced it with an option to rest your Heroes for a temporary stat boost.
-
All Events which had choices related to the Stability System have been adjusted.
Relics
-
Added a small number of new legendary and epic relics. Many of these relics have a focus on the Hero Reserve.
-
Assassin’s Supremacy
-
Now gives Stealth to your Assassins. The duration of the Rush was shortened to compensate for this.
-
-
Frost Catalyst
-
Added Stall (45)
-
-
Burn Catalyst
-
Burn bonus damage reduced from 100% to 50%
-
-
The rare relics which give stats to all Heroes in the front/back row were nerfed from providing 2.5 common items of stats to 2 common items of stats.
Items
-
Squire’s Sword and Helm now both trigger if there is one unit in front of the holder.
-
Note: also fixed a bug where Squire's Sword was not correctly applying stats.
-
-
Whetstone was redesigned to Onyx Gem, an item which gives the holder Stealth with Stall.
-
Investor’s Crown was redesigned to Rogue’s Cowl, an item which gives the holder Stealth with Rush.
-
Note: I picked these 2 items to redesign because they were among the lowest picked items in the game.
Heroes
-
Rowan
-
Notes: A quick glance at the winrates of Rowan’s 3 specs tells the story of these changes.
-
The Protector:
-
Shields per Attack: 2% of Max HP-> 3%.
-
-
The Friend:
-
25 Max HP and 2 Defense per stack -> 30 Max HP and 3 Defense per stack.
-
-
The Earthquake:
-
Starting Mana: 45 -> 30
-
Defense and Magic damage scaling: 250->200
-
-
-
Kai
-
Notes: Kai has been quite powerful for a while now, but his pick rate has remained one of the lowest in the game. None of his specs stand out in the data as more OP or highly picked than the others , which indicates that his core design just wasn’t exciting enough. This change tries to spice up his Signature Active Ability by adding a new Crit-based hook to it which will hopefully enable some exciting new builds.
-
Charge Attack (Signature Active Ability):
-
The ability now deals damage equal to a percent of the Shields he has at the end of 2 seconds, which scales with his Crit.
-
The ability applies more Shields than it did previously, and no longer deals flat bonus damage.
-
-
-
Funke
-
Notes: Very similar Situation to Kai. Funke’s winrate is great but his pickrate does not reflect an exciting hero. I’m simplifying his kit a bit to enable more big AoE moments with the hope that this increases his overall appeal.
-
Fire Blast (Signature Active Ability):
-
Removed Rush. The ability now always hits all enemies in his attack range.
-
Decreased the damage and Magic scaling to compensate. (175->150 base damage, 250% Magic->200% Magic scaling).
-
-
-
Yuuna
-
Notes: Now that Stealth is actually an effect worth pursuing, I’m tuning up her Shadow spec to work better with other Stealth-granting effects. I’m also giving her a little more power in her base kit to up that winrate a tad.
-
The Shadow:
-
Now triggers when she gains Stealth from any source.
-
Mana Gain per trigger nerfed from 50->20 (trust me bro, this spec is good).
-
-
Phantom Kunai Drop (Signature Active Ability):
-
Crit threshold per Shuriken: 60->50
-
-
Base Stats:
-
Mana lock time: 1->.75
-
+25 Max HP
-
-
-
Nyx
-
Notes: A popular Hero who could use a small winrate bump.
-
Base Stats:
-
+25 Max HP
-
-
-
Ratna
-
Notes: One of the new UI features we added this week was a tag system for displaying all of the keyworded effects (Rush, Shields, Poison, etc) that each Hero hooks into. In going through these tags, Ratna was the only hero in the game which at Rank C did not hook into any of RR’s many keywords. She’s also had a surprisingly low pick rate for a while, despite being a scaling-based Hero (which are usually quite popular). Much like with Kai, my hope with this change to her Active is that players will be excited by the new possibilities it opens up and that her pickrate will climb.
-
Magical Blast (Signature Active Ability):
-
Added “On Crit: Stun all enemies for .5 seconds per rank”.
-
-
The Ostentatious
-
On Cast Magic gain: 33%->50%
-
-
The Magnanimous
-
Rush 15->10
-
On Kill Crit Gain: 1 per rank->2 per rank
-
Stealth 4->3 seconds
-
-
-
Rip
-
Notes: I’m happy with Rip’s overall spot, but there was a bug where the Rush on his signature passive ability was triggering too many times per fight. This is simply a compensation buff to his most popular spec for that bug fix.
-
The Glutton
-
Max HP per Rush trigger: 25->33
-
-
-
Ming
-
Notes: Ming good! His 3 specs are almost identical in winrate, so I’m lowering his baseline effectiveness to bring him more in line with other Heroes.
-
Inner Flame (Signature Passive Ability):
-
Burn per Max HP: 1/500 -> 1/600
-
-
Base Stats:
-
+2 Defense
-
- .03 Base attack speed
-
+1 Base attack damage
-
-
-
Karsu
-
Notes: She still has one clear winrate outlier in her Storm spec. Everything else about Karsu is looking solid right now.
-
The Storm:
-
1st arrow Frost per Attack Speed: 1+1/75 -> 0+1/66
-
2nd arrow base damage %: 15->5
-
-
-
Reyna
-
Notes: Her whole kit is slightly overperforming right now, with her Brawler spec as a slight standout.
-
The Brawler:
-
Attack gain per Shields: 10->12
-
-
Base Stats:
-
-2 Defense
-
-.02 Base attack speed
-
+25 Max HP
-
-
-
Logan
-
Notes: Juggernaut good.
-
The Juggernaut:
-
Shield damage percent: 66%->50%
-
-
-
Pollen
-
Notes: Earth’s child is her most popular and strong spec by a good margin. I’m toning it down slightly to open up the other options a bit.
-
Earth’s Child:
-
Frost per tick: 1/20 Magic->1/25 Magic
-
Burn per tick: 1/15 Magic->1/20 Magic
-
-
-
Sal
-
Notes: Her Infectious spec is a major standout in the winrate column. So is her Brisk spec, but in the wrong direction.
-
The Infectious:
-
Bonus attack speed from Poison/Frost/Burn: 2/4/6->3/6/9
-
-
The Brisk
-
Added 10% Magic scaling to the Crit gain per cast.
-
-
Base Stats:
-
-.02 Base Attack Speed
-
-
-
Tilly
-
Notes: Her base kit is just a wee bit too good right now.
-
Base Stats:
-
-2 Defense
-
-1 Base Attack Damage
-
-
-
Hoyoung
-
Notes: Hoyoung’s overall winrate is a bit too low; especially his Sniper spec.
-
Charged Shot (Signature Active Ability):
-
Base damage: 200->225
-
-
The Sniper:
-
Attack per hex: 10->12
-
Crit per hex: 5->6
-
-
Base Stats:
-
Mana lock time 1->.75
-
-
-
Niklas
-
Notes: It looks like Niklas is finally starting to stabilize?! I think he just needs a bit of a buff to his most-picked (and lowest winrate) spec.
-
The Dealer:
-
Ability base damage: 75->100
-
Attack scaling percent: 150->200
-
-
-
Zuri
-
Notes: I overshot on the Blade Master buffs in the last patch - my bad!
-
The Blade Master:
-
Base damage and healing per attack: 10->0
-
-

Hotfix 18 March 2026
(Written by Aleco, Game Designer)
Firstly, thank you so much to all of the players who reported bugs they’ve been catching! All of the bugs on this list are ones that were reported to us either through Discord or with the in-game reporting tool, and are immensely helpful to us.
In addition to the bug fixes I made a modest number of balance adjustments to Heroes and specs which were clear outliers in the data. I also added Stealth to the kits of a few Assassins, as the changes to how Stealth worked in the previous patch appear to have accomplished their goals!
Bugs
-
Added a toggle to disable voice-overs.
-
Fixed a bug where Rush/Stall duration modification effects were not being consistently applied before Rush/Stall effects actually executed.
-
This should fix most of the recently reported cases where Ming's Damage Immunity is ending too soon.
-
We are aware that there might be a separate bug which is causing Damage Immunity effects to end too soon - if you encounter this, please report it to us with as much detail as possible!
-
-
Fixed an invalid check which was not allowing players to sell reserve Heroes if they only had one hero on the board.
-
Fixed an exception where Shards generated outside of battle could cause an error.
-
This should fix the bug where Generation Conduit was breaking the game.
-
-
Fixed a bug where Grace's Bless ability would target dead allies before her stall was ready to revive them.
-
Fixed a bug where many effects which targeted the closest ally/enemy were not always being correctly triggered.
-
Fixed a visual glitch on the Hero Card.
-
Zuri’s Blade Master spec will now correctly heal her and damage the enemy when its Stall is triggered.
-
Reyna’s Boxer spec will now correctly Burn the enemy.
-
Fixed the text on the Burning Casts Rank Modifier.
Hero Buffs
The following Heroes have been adjusted to increase their power level.
-
⬆️Niklas
-
Notes: Some simple buffs to help out with the experimentation phase as players explore his new abilities.
-
⬆️Red Hot Deals (Signature Passive Ability):
-
Base Burn on attack per item: 0 → 1
-
Common Item Consumption Shard Gain: 2 → 3
-
Rare Item Consumption Shard Gain: 7 → 10
-
EpicItem Consumption Shard Gain: 12 → 16
-
-
🔄⬆️The Executive
-
Now a Rush effect.
-
Shielding per item: 25% of Max HP → 33% of Max HP
-
-
⬆️The Dealer
-
Ability Base Damage: 50→75
-
Ability Damage Attack and Magic Scaling: 100 → 150
-
-
-
⬆️Rowan
-
Notes: Rowan’s protector spec has been struggling a bit compared to his others. This mini rework should result in higher average bonus damage per attack than before.
-
⬆️🔄The Protector
-
Now scales the % of Shield damage from his Attack stat.
-
-
-
⬆️Sal
-
Notes: Sal’s fresh-out–the-oven spec came in a bit undercooked. Hopefully this rework makes it more exciting!
-
⬆️🔄The Brisk
-
Reworked. Now in-fight scales her Crit and inflicts Frost based on her Crit.
-
-
-
⬆️Funke
-
Notes: Just a simple buff to his least picked spec.
-
⬆️The Detonator
-
Stall Length: 20 → 15
-
-
-
⬆️Fiona
-
Notes: Just a simple buff to her most picked spec, which looks a bit weak in the data.
-
⬆️The Right Hand
-
Base Shard Gain: 1 → 2
-
-
Hero Nerfs
The following Heroes have been adjusted to decrease their power level.
-
⬇️Ming
-
Notes: Ming’s relatively new Enlightened spec remains his most-picked by an overwhelming margin even after the previous nerfs. I’m still very happy to see the amount of experimentation and excitement around it, but will likely need to continue bringing its power level down until it's more in-line with his other specs.
-
⬇️The Enlightened
-
Base Rush Duration: 1 → 0
-
-
-
⬇️Logan
-
Notes: The buff to the amount of Crit Logan earned on tier 2 of his active ability ended up having a much higher impact than expected. These might seem like a lot of nerfs, but his current winrate is the highest I’ve seen since we started tracking data.
-
⬇️Execution (Signature Active Ability):
-
Tier 2 Boost: 50 Crit and 25 Omnivamp → 40 Crit and 20 Omnivamp
-
Starting Mana: 15 → 10
-
-
⬇️Stats
-
-.02 Base Attack Speed
-
-
-
⬇️Karsu
-
Notes: Karsu’s Storm spec is vastly outperforming her other ones.
-
⬇️The Storm
-
Second arrow damage %: 25%+33% Attack → 20%+20% Attack.
-
-
-
⬇️Kai
-
Notes: Kai is really good. As noted in the last patch notes, I’ll be exploring some bigger changes to Kai in next week’s patch in order to up his excitement level a bit.
-
⬇️Stats
-
-.02 Base Attack Speed
-
-2 Base Attack Damage
-
+5 Max Mana
-
-
-
⬇️Irini
-
Notes: Irini is overall in a great spot - just a small nudge to get her more in line with other ranged damage dealers.
-
⬇️Stats
-
-.02 Base Attack Speed
-
-
-
⬇️Reyna
-
Notes: Following up on the previous nerfs, Reyna is still slightly overperforming. Her Brawler spec is the main culprit, but her kit on the whole is also strong at the moment.
-
⬇️The Brawler
-
Attack per Shield Max: 25% → 20%
-
-
⬇️Stats
-
-.03 Base Attack Speed
-
-
-
⬇️Gustav
-
Notes: Gustav on the whole is a good spot, but his Compounder spec was performing quite a bit better than his other ones.
-
⬇️The Compounder
-
Magic gained on Shard Generation: 20 → 10
-
-
Stealth Additions (Buffs!)
The early data overwhelmingly indicates that the recent update to Stealth - it is no longer removed when the Hero attacks or casts - was a massive boost to its effectiveness and playability. Now that Stealth has some real value to it, I’m starting out by adding it to a few Assassin specs and will follow up next week by making some Stealth-focused items and relics.
-
⬆️ Dragomir
-
⬆️The Stalker
-
Now gives Stealth for 4 seconds on kill
-
-
-
⬆️Ratna
-
⬆️🔄The Magnanimous
-
Now has Rush 15 and gives Stealth for 4 seconds on kill.
-
-
⬆️The Ostentatious
-
Backup magic gain: 33% → 50%
-
-
-
⬆️Hoyoung
-
⬆️The Patient
-
Now gives Stealth on kill for 4 seconds.
-
-

Rift Reborn Update 17 March 2026
Version Number: 0.4.14
Hello heroes!
This week’s update focuses on overall game balance, with a deep pass on Heroes, Items, Relics, and Rank Modifiers, alongside a few core system changes and some player-facing UI improvements. Here’s a quick overview.
⭐ = Community Suggestion
Gameplay
-
Major balance pass across Heroes, Specializations, Items, Relics, and Rank Modifiers
-
Continued expansion of Backup effects and broader build variety across the roster
-
System changes to the shop, Stealth, Crit value, Starting Mana, and percentage-based scaling
-
Additional tuning to improve underperforming content while toning down dominant strategies
-
Ongoing work on fight clarity, including Rush and Stall timers on the HUD during battle
-
⭐ Improved pathfinding and targeting for heroes and enemies
-
(Find all the detailed notes on gameplay changes in the notes below, written by Aleco, our Game Designer)
Visual Changes
-
Updated UI
-
Major update to Hero Cards
-
Font improvements for better readability
-
New Hero portraits for Kai and Grace
-
Animation updates for Rip, Sal, Ratna and Logan
-
Hero Cards now hide the Mana bar when a Hero has no Active Ability
Bugfixes
-
⭐ Fixed Critical Ascendancy triggering on Zeus’ Thunder instead of only on the first auto attack
-
⭐ Fixed Challenge Fights offering relics you already own
-
A number of effects which dealt damage based off of a Hero’s stat (such as Intimidating Bulk) were incorrectly looking at the enemy’s stats instead of the Hero’s stats. These effects should now correctly look at the Hero’s stats (and deal far less damage in Endless mode).
Gameplay Changes (By Aleco, Game Designer)
My big focus for this week’s patch was game balance. I did a deep dive on all of the win rates and pick rates for everything I could find in Rift Reborn - including Heroes, Specializations, Items, and Relics - while mainly hunting for anything in the data which stood out as either too unpopular or too weak. By elevating the least-picked and least-winning content in the game my goal is to see the number of viable strategies and builds (and hopefully, the amount of fun you can have!) in Rift Reborn climb higher and higher. For this reason, I also ended up nerfing some of the most dominant content in the game, such as Ming’s Enlightened Specialization and the Boots of Speed item. With some of the most powerful content toned down, I hope that players will feel like there are a wider variety of strategies which are capable of grabbing the top scores on our Endless Mode leaderboard.
We also made some changes to a few core systems this week - including the shop, the Stealth keyword, and a few of our game’s stats. You can read about these individual changes more in the “System Changes” section below.
System Changes
-
Items in the Shop:
-
The number of Items in the shop was reduced to 1 item per shop in Act 1. The number of items per shop in Act 2 remains at 2.
-
Notes: We are likely to continue to play around with the number of items/relics in the shop as we introduce more content in the future.
-
-
Stealth:
-
Stealth no longer disappears after the unit with Stealth attacks or uses their active ability. Instead, Stealthed Heroes will remain Stealthed until the timer expires.
-
Notes: Stealth has been an underwhelming keyword for a while now, and was in need of a serious upgrade. If this change lands well with players I’ll likely create some more content which hooks into Stealth in future patches!
-
-
Crit Value per Shard:
-
The amount of Crit provided by things such as Items and Relics was increased from a rough value of 10 Crit per 5 Shards to 15 Crit per 5 Shards. For example, the Gem common item now provides 15 Crit instead of 10 Crit.
-
This change affected almost everything which gives Crit. Most Crit-granting Relics, Items, and Rank Modifiers had the amount of Crit they provide increased by 50% or more.
-
Notes: Crit is a very valuable stat in RR, since it functionally acts as a percentage-based increase to all damage from attacks and active abilities. There comes a time for any attacker or caster where adding Crit becomes more valuable than adding extra Attack or Magic, and we think the challenge of figuring out when that moment comes along is an interesting one for players to navigate. However, in looking at the data it was abundantly clear that Crit was priced at too high of a premium, with Crit-based items frequently appearing among the lowest pick and win rate in their category. This change should hopefully make Crit feel like an equally valuable stat to all of the other stats in the game.
-
-
Starting Mana per Shard:
-
The amount of Starting Mana per item increased from 15 per 5 Shards to 20 per 5 Shards. For example, the Crystal common item now provides 20 Starting Mana instead of 15.
-
Notes: More or less the same story as Crit, here. Items with this stat weren’t being picked very frequently, and we hope this change will make them a bit more appealing.
-
-
Move Speed:
-
Thanks to some of the changes we’ve made to pathfinding, Move Speed is now a stat which can be modified on Heroes. So far I’ve only added it to the “Boots of Speed” item (a natural fit, no?) but am planning to add it to more things in future patches. Let me know which things you think should provide Move Speed in our Discord!
-
-
Percentage-Based Scaling:
-
Percentage-based scaling has been removed from all rare items and rare relics.
-
Notes: The amount of effects which offered percentage-based scaling on stats climbed a bit too high, especially after the addition of a number of backup effects which give big percentage-based bonuses to Heroes of various classes. I’d like these effects to be a bit more exclusive, and may continue to trim percentage-based scaling from various places in future patches.
-
-
Rank Modifiers:
-
I did a big pass on Rank Modifiers this week, changing too many to list out individually. My main goal was to add Backup to a few Rank Modifiers per class, but I also buffed a number of the weaker modifiers and redesigned a few of the lowest pick rate ones.
-
Individual Hero Adjustments:
⬇️ = nerf ⬆️= buff 🔄 = adjusted
⬆️🔄Niklas:
-
Notes: Niklas has been in an awkward spot for the past few patches, struggling both in win rate and in pick rate. He has one of the most unique Signature abilities in the game, but that ability was clearly lacking in the “gameplay hooks” department. There weren’t enough ways to get creative and combine Niklas with other Heroes, so I set out this week to make Niklas do what every other Hero in the game already did (except for Tilly, more on her later) which is have him scale his signature ability with the core stat of his class. These changes are intended to make Niklas more flexible, stronger, and more pickable if you don’t find him early in your run.
-
Signature Passive Ability:
-
Renamed from “Black Market Trading” to “Red Hot Deals”.
-
Now has a Rush effect which inflicts Burn with each attack, scaling based on Niklas’s Max HP and the number of items he has equipped.
-
Decreased the amount of Shards gained per item consumption to both increase the clarity of the ability and compensate for the increase in power from the new effect.
-
-
The Executive:
-
Fully redesigned. No longer makes Niklas a Warrior, or scales stats based off Shards generated this game (this effect was moved to The Hoarder).
-
Now allows Niklas to equip 2 additional items and grants him shields per equipped item at start of combat.
-
-
The Dealer:
-
20% chance to make an item -> 25% chance to make an item.
-
Max Health damage scaling 20%->25%.
-
-
The Hoarder:
-
Fully redesigned. No longer cares about the number of items Niklas has consumed with his signature ability.
-
Now has a Stall ability which allows all Tanks and Vanguards to deal damage to enemies whenever they are attacked, based on the number of shards you’ve generated this game. This ability has backup.
-
⬆️Tilly:
-
Notes: Tilly has been one of the most beloved and highly picked Heroes in the game since her last major update, despite a relatively low win rate for the past few patches. These changes are in no way meant to get in the way of what makes Tilly exciting (she prints Shards!), but along the same lines as the Niklas changes are intended to add scalings to her signature ability while increasing her power level a tad. In order to make room in her passive ability’s text box for her new scalings I moved her “can equip an additional item” effect to her Stylish spec, which was struggling in winrate compared to her other specs.
-
Luxurious (Signature Passive Ability):
-
Tilly now gains a persistent boost to her Attack Speed based on how much Attack she has, and a persistent boost to her Attack based on how much Attack Speed she has.
-
Now grants 2 Shards per Rank every 25 attacks (was 1 Shard per rank every 12 attacks).
-
No longer allow her to equip an additional item.
-
-
The Stylish:
-
Allows Tilly to equip an additional item.
-
⬇️ Ming:
-
Notes: Ming had some big changes in the last patch, and I was very happy to see how much excitement and experimentation these changes generated. Ming was far and away the most popular Hero last week, and it was very clear from the data that he was a bit too strong.
-
Base Stats:
-
-50 Max HP.
-
-1 Base Attack Damage.
-
-
The Enlightened:
-
+2 Rush duration per rank -> +1 Rush duration per rank.
-
Rush (0) -> Rush (1).
-
⬇️ Reyna:
-
Notes: Similar to Ming, I was also very happy to see how much experimentation the changes to Reyna generated. Her popularity and win rate spiked dramatically from the previous patch, landing her right next to Ming as one of the top Heroes in the game. These are simply some adjustments to get her power level right. I also added some love to her Boxer spec too, which was low pick/winrate.
-
Flurry of Blows (Signature Active Ability):
-
Shielding: 50% of damage dealt->33%.
-
Attack % scaling: 100->75%.
-
-
The Fury:
-
Rush (12) -> Rush (9).
-
-
The Brawler:
-
Active Ability shield bonus: 100%->66%.
-
-
The Boxer:
-
Attack Damage scaling: 100% ->150%.
-
Burn per attack: 1+1 per 8 Attack Speed -> 2 + 1 per 8 Attack Speed.
-
⬇️ Skorn:
-
Notes: His winrate was just a bit too high last patch, mostly off the back of one clear standout spec.
-
The Haughty:
-
Base shield scaling: 150 Defense and 300 Magic-> 100 Defense and 200 Magic.
-
Bonus Shields per Stall: 25->20.
-
⬇️ Kai:
-
Notes: Kai is in a tough spot. He is one of our least picked Heroes despite having one of the top winrates. I might explore bigger changes to him in the next patch, but this week I only had time for some minor adjustments. He has one clearly overpowered spec, so I’m nerfing that one a tad in order to increase the viability of others (tip for players: Defense reduction is REALLY good!)
-
The Dauntless:
-
Defense reduction per rank: 3 -> 2.
-
⬇️ Karsu:
-
Notes: She’s both popular and strong right now, with one spec that's picked and wins a little too much. I’m pretty happy with the overall state of Karsu, so these changes are minor.
-
The Storm:
-
2nd arrow base damage: 33%->25%.
-
🔄 Zuri:
-
Notes: Before Zuri’s recent adjustments only one spec (Blade Master) saw any play. Her adjustments successfully elevated the popularity and power of her other specs, but they also made Blade Master a bit too weak.
-
The Blade Master:
-
Rush and Stall base damage 0->10.
-
Rush Magic scaling 50->100.
-
Stall Defense scaling 50->100.
-
-
The Poisonous:
-
Base Poison on attack 1->0.
-
⬆️Pimenta:
-
Notes: Pimenta’s specs are looking quite balanced overall, but her winrate last patch was a bit too low. This indicates her base kit itself is a bit too weak.
-
Base Stats:
-
+.02 Base Attack Speed,
-
+25 Max HP
-
-5 Max Mana (she will cast more frequently).
-
⬆️Yuuna:
-
Notes: After removing the permascaling on Hired Killer, the spec went from her far and away best to far and away worst. I’m adding back a bit of combat power to it so that she can start to scale her Shard gain. I’m also hoping that the changes to the Stealth mechanic will make her Shadow spec feel much more exciting.
-
The Hired Killer:
-
Makes her active ability fire an additional shuriken.
-
🔄Hoyoung:
-
Notes: Hoyoung had a clear power outlier in his Sniper spec, while the rest of his kit projected as a bit weak. I’m elevating his base stats and signature ability while nerfing that Sniper spec to balance things out.
-
Charred Shot (Signature Active Ability):
-
+25 base Crit.
-
-
The Sniper:
-
+5% Attack and +5% Crit per hex -> flat 10 Attack and 5 Crit per hex.
-
⬆️Rowan:
-
Notes: Rowan was underperforming slightly in the data. Just a little nudge.
-
Regeneration (Signature Passive):
-
+2 base HP/S.
-
🔄Fiona:
-
Notes: Similar to Hoyoung, Fiona was underperforming overall while having a clear standout spec in Lustrous.
-
Vault Spark (Signature Active Ability):
-
+10 Starting Mana
-
-
The Lustrous:
-
1 Burn per 5 Shields removed -> 1 Burn per 8 Shields removed.
-
-
The Right Hand:
-
Now additionally generates 1 Shard per rank when it triggers.
-
🔄Sal:
-
Notes: While reworking Niklas, I saw a cool opportunity to create a class pairing which previously didn’t exist (Mage/Warrior) by moving Warrior from Niklas to Sal. Her Brisk spec was redesigned to match the new class she can earn.
-
The Brisk:
-
Now makes her a Warrior and makes her active ability scale with Attack.
-
⬆️Ratna:
-
Notes: Ratna has been lower on the winrate and pickrate list than I would like to see, and I’ll likely need to explore some larger changes to her in a future patch. For now, I reworked her worst-performing spec to give her a bit of a boost.
-
The Fashionable:
-
Now gives Mana Regen per item instead of Defense.
-
Now Gives 40 Magic per item level (up from 25)
-
Reduced the number of additional items this spec provides from 2 to 1.
-
🔄Grace:
-
Notes: Something I’d like to do over time is make more backup effects scale with the Rank of the hero instead of their stats. This change to the Grace’s Generous spec is the first of those changes.
-
The Generous:
-
The size of the Shield/Heal now scales with her Rank instead of her stats.
-
⬆️Logan:
-
Notes: As part of the Crit-boosting changes, I added some Crit to the 2nd tier on Logan’s active ability scaling.
-
Execution (Signature Active Ability):
-
Gives +25 Crit on tier 2.
-
Individual Item Changes:
-
Searing/Frost/Toxic Contract: 20->25% debuff stack increase.
-
Sword of the Spark/Amulet of Winter/Ring of Plague: 40->50% debuff stack increase.
-
Boots of Speed: Now gives 50 Attack Speed on Rush 8 instead of +25% Attack Speed on Rush 10. Now also gives the character doubled Move Speed.
-
Doomsday Clock: 33->50% basic stats.
-
Adrenal Eye: 33->50% basic stats.
-
Adaptive Sword: No longer gives Attack and Magic as base stats. Instead, it gives Attack Speed, Crit, and Omnivamp.
-
Catalyst of Patience/Haste: Updated to care about triggers “this game” instead of triggers since acquiring the item.
-
Cleansing Charm: every 10 seconds remove 50% -> every 5 seconds remove 33% of debuffs.
-
Cleric’s Circlet: Heal for 33% of Shields applied -> Heal for 50% of Shields applied.
-
Duelist Foil: Every 12 attacks -> Every 15 attacks.
-
Runic Buckler: 500% of Defense -> 400% of Defense.
-
Mystic’s Orb: +1 Mana Regen per 8 legacy stacks -> +1 Mana Regen per 10 legacy stacks.
Individual Relic Changes:
-
Arcane/Critical/Defensive Amplifier: These relics no longer grant percentage-based stat increase. Instead, they provide a large flat stat increase to their respective classes.
-
Frontline Embiggener/Frontline Barricader/Backline Sharpener/Backline Quickener: These relics no longer grant percentage-based stat increase. Instead, they provide a large flat stat increase to Heroes which start in the front/back row.
-
Generation Conduit: No longer increases basic stats by %. It now gives Crit and Shields to all Heroes.
-
Unity/Divergence/Scarcity Vessel: 20->25 Shards for completion.
-
Common “Boost” Relics: Increase stats provided by ~50%.
-
Venom Collapse: 2% max hp damage -> 4% max hp damage.
-
Assassin Perfect Ambush: Removed the 4 hex restriction. Increased Poison % from 200->250.
-
Mage Transmutation: Reworked to deal bonus damage per attack, as opposed to scaling the base attack damage.
-
Mage’s Execution: Reworked to remove Stall.
-
Stall Corruption: Stall times adjusted from 20/40 to 15/30.
-
Mystic’s Prosperity: 100% -> 200% stat buff.
-
Glacial Guard: 5 ->10 Shields.
-
Rush Immolation: 15->20 Burn.
-
Mage Nanner: 20-> 30 Frost.
-
Tank Banner: 10->15 Poison.
-
Vanguard Banner: 30->45 Burn.
-
Assassin Banner: 3->4 Shards.
-
Warrior Banner: Rush boost increased from 1->2 seconds.
-
Duelist Banner: Stall decrease improved from 3-> 4 seconds.
-
Mystic Banner: 15->25% Shields.
-
Frost Catalyst: Stall times adjusted from 20/40->15/30.
Bugs:
-
A number of effects which dealt damage based off of a Hero’s stat (such as Intimidating Bulk) were incorrectly looking at the enemy’s stats instead of the Hero’s stats. These effects should now correctly look at the Hero’s stats (and deal far less damage in Endless mode).

Rift Reborn Update 10 March 2026
Version Number: 0.4.13
Hello Heroes!
This week’s update focuses on a major redesign pass for Heroes and Specializations, with further expansion of the Backup mechanic, adjustments to Shard-generation builds, and several stability and quality-of-life improvements.
Here’s a quick overview.
Gameplay
-
Major Hero and Specialization design pass across the full roster
-
Expanded Backup system to make Reserve Heroes more impactful
-
Rebalanced Shard-generation builds and related scaling effects
-
Difficulty, mana-casting, and gameplay flow improvements across the board
-
Revamped Battle Stats screen with new info like total run time
-
⭐ Rework when mana gets consumed for each active ability to address issues like stun eating up abilities
(Find all the detailed notes on gameplay changes in the notes below, written by @aleco)
Art
-
Added new visual effects, animations, and models for:
-
Kai
-
Grace
-
Gustav
-
-
Implemented a major UI update
-
More detailed battle result panel
-
Changed battle speed slider to buttons
-
-
Increased overall text readability and consistency
-
Updated the health bars size
-
-
Added visual feedback for damage immunity
-
Fixed the damage tracker toggling for better readability
Audio
-
Fixed the rankup sequence audio
-
Fixed the crossroad audio
-
Implement new sound effects for Pimenta and the turtle
Bugfixes & Improvements
-
⭐ Fixed banished heroes not being returnable in events (in most cases)
-
⭐ Improved memory management to address recent crashes
-
⭐ Fixed certain relics (like Unity Mandate) not working with crests and glyphs under
-
⭐ Added a warning that save games are not implemented yet before leaving an unfinished run
-
Added a first performance pass which should improve framerates
-
General stability improvements
In-Depth Gameplay Patch Notes:
By Aleco, Lead Game Designer
My mission for this patch was to do a major design pass over all of RR’s Heroes and their Specializations. Every Hero in the game received some kind of update this week (too many to list in the normal “Heroes” section of the patch notes!) so instead of listing out all of the changes individually I decided to talk about my goals for this pass so that players can better understand how and why things got changed.
Hero Excitement + Balance Changes
The first thing I did before making any changes this week was a deep dive on the data, taking a close look at every Hero and all of their Specializations. My goal was to redesign, tune-up, or otherwise buff all of the lowest pickrate and winrate Heroes and Specializations in the game while making as few changes as possible to the things which were already exciting and highly picked. This deep dive resulted in changes to roughly half of all of the Specializations in the game, as well as a few changes to the signature abilities on a couple of RR’s less popular Heroes. A few standout Heroes and Specializations did end up getting nerfed this patch (especially ones related to Shard generation), but these changes were made with an eye towards opening up other options while preserving their excitement as much as possible.
Backup and Permascaling
Last week we introduced the Backup keyword to the game, and the feedback we’ve received on it so far has been amazing. I love how Backup opens up so many new possibilities while making Heroes in the Reserves feel much more impactful, so one of my big goals this week was to give every Hero a Specialization with the keyword.
Many of the new Backup effects in the game can be found on specs with permascaling. When I look at the pickrates of all of the different Specializations in RR it is incredibly clear that players are excited by permascaling effects, but a common issue which can occur with permascaling effects is that once you start scaling a Hero it can feel really bad to transition or pivot out of that Hero. Some of the most fun, interesting, and skill-testing moments in Autobattlers like RR occur when something exciting gets thrown your way which begs the question, “should I pivot?”, so I decided to leverage the Backup mechanic as a tool for players to be able to preserve their hard-earned scaling when those pivot moments present themselves.
Let’s take Zuri, one of RR’s marquee permascaling Heroes, as a quick example here. Her Stone Skin passive permanently scales her Defense and Magic throughout the game whenever she Crits enemies. Her passive still works the same way it always did in this patch, except now it has the added bonus of “Backup: Your Assassins and Tanks gain Defense and Magic equal to Zuri's total bonus from this ability.” My hope with changes like this one is that when a cool pivot moment presents itself after you’ve spent the last 5 rounds scaling your Zuri, you’ll feel much better about picking up that new Hero with the knowledge that you can hold onto those stats through Backup.
Shard Generation
Speaking of popular Specializations, the list of the top 10 most-played specs in RR is full of effects which generate Shards. I think these effects are awesome and I love how much players are excited by them, but it was clear from their pickrates and winrates that these effects needed to strike a better balance between powerful for your economy and powerful for your board. I ended up adjusting all of the Shard-generating specs in this patch, keeping the marquee part (the Shard generation) while removing or toning down the other parts of the specs which were giving them too much combat power compared to the Hero’s other Specialization choices. Shard-generating effects are fun, but they need to come at a reasonable cost to combat power because Shards directly lead to combat power in future shops. For this reason, you can expect specs which focus on Shard-generation to feel a little weaker in fights this patch than they did in the previous ones.
Back-Looking Effects
Fortunately for Shard fans there’s also some good news for Generate builds this week!
Effects which give your Heroes power based on how many Shards you’ve generated have all been redesigned to “back look” at the number of Shards you’ve generated “this game”, as opposed to looking at the number of Shards you’ve generated since “acquiring this effect”. The same is true for a number of Stall and Rush-based scaling effects - you’ll now get an instant boost in power when picking up all of these effects, which will hopefully make them more interesting options if you pick them up later in the game.
Minor Gameplay Changes:
-
⭐ By popular demand, we’ve updated the way that active abilities interact with effects like Stun. An active ability will now only consume Mana after its effect has actually started, which means if your Hero gets Stunned while they are casting they will have a full Mana bar after they are no longer Stunned.
-
Enemies and Difficulty
-
The difficulty of Act 1 has been slightly decreased, while the difficulty of Act 2 has been slightly increased.
-
Mushroom Mages inflict more debuffs with their active ability than they did previously.
-
Plant monsters deal a little more damage this week - both with their ability and with their auto attacks.
-
-
The Campfire now has an option to re-roll a Hero’s modifier.
-
The Mana Lock times on Irini, Nyx, Logan, Ratna, Rip, and Dragomir have been decreased. Previously, all Heroes had the same 1 second timing window where they would not gain mana after casting their active ability.
-
This week, A number of minor changes have been made to items and relics. Back-looking effects have been added, stats have been adjusted, and for what I believe is the 3rd week in a row I’ve once again nerfed Stall Apotheosis 🙂