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  • Jul 7
  • 6 min read

0.4.30 brings a run-save system, a reworked balance for endless mode and a new boss environment.

Patch Notes

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7 July 2026


⭐ = Community Suggestion



GAMEPLAY CHANGES

  • Endless Balance rework (more details below)

  • Improved saves

    • Run saves: you can now save and resume your runs

    • Cloud saves have also been reinstated and should work again across different machines

  • New battle Speed: “Auto”, which starts each combat at medium speed, and speeds up after 20 seconds of combat

  • New "Friends" tab in the Leaderboards

  • Further balance updates to difficulties, heroes and items (more details below)


VISUAL & AUDIO UPDATES

  • Characters now turn grey when they die

  • New Event images

  • New battle-end sequence:

    • Upon ending the battle, characters now revive back to life

    • Applied delay before the result panel shows

  • New stage environment for Dragon boss stage 

  • Heroes have a chance to play a Voice Over when casting their abilities

  • Overall UI touch-up for localization

  • Minor UI layout and font size pass for consistency

  • Added Zeus Thunder preview for Irini's The Olympic specialization

BUG FIXES

  • Video settings should be properly persisting from now on. Fixed a bunch of issues within video settings UI.

  • Fixed exceptions caused by double clicking proceed button after combats without shop

  • Fixed game using localizations that were not implemented

  • Fixed error message in Red Rift leaderboard

  • Fixed incorrect item slot count for higher rank heroes that were obtained without ranking them up

  • Fixed enemy inspection card not updating during battle

  • Removed duplicated Stall Certainty in compendium

  • Fixed number formatting in quest tooltips




BALANCE CHANGES

By Aleco, Lead Game Designer on Guildrun

The primary focus of this week’s balance changes is Endless Mode. In addition to a number of balance changes specifically targeted at top Endless Mode builds, we also made some core adjustments to the scaling of enemies in Endless mode itself. We’ll be paying very close attention to player feedback, internal data, and the overall impact of these changes over the next few days, and will follow up with additional adjustments to Endless Mode in a hotfix patch if necessary.


Endless Mode


The top scores on the Endless Mode leaderboard over the past few patches have centralized a few popular builds (especially Rush/Warrior comps), which have been putting up scores in the 40s, 50s, and even occasionally in the 60s! Many of the balance changes you’ll see in these patch notes are targeted at these top performing Endless builds, including a suite of changes to effects which alter the duration of Rush and Stall abilities.


In addition to these balance changes, we made some adjustments to the scaling of enemies in endless mode in order to make scores in the 40s and higher a bit harder to reach. There’s a sweet spot for how long Endless Mode runs should go on, and our old scaling values were resulting in runs which were taking a bit too much time to complete (especially at the high end). Our goal for these scaling changes is to make the first few floors feel slightly easier, to keep things at roughly the same level of difficulty until floor ~20, then ramp up the level of challenge from there. The hope is that these changes will have a minimal impact on average Endless runs, but will result in top weekly leaderboard scores in the 30s and 40s instead of 40s and 50s.


Our final goal with these changes was to equalize the challenge level of the three fights (Mushroom, Slimes, Poison) as much as possible. Though the challenge of each fight can vary heavily from build to build, players often reported that the Slimes were consistently more challenging than other fights. We have made adjustments to try and bring the challenge level of the Slimes closer to that of the other two fights, as well as adjustments to the Mushroom and Poison fights to give them clearer strengths and weaknesses.


Endless Mode Adjustments:

  • Adjusted the base stats and scaling values of all enemies in Endless Mode.

  • Adjusted the overall scaling with the following targets:

    • ⬇️Slightly decrease the difficulty of floors 1-6.

    • Maintain a similar level of difficulty for floors 7-20.

    • ⬆️Increase the level of difficulty beyond floor 20.

  • Adjusted the relative difficulty level of the 3 fights to make them feel closer in difficulty to one another.

    • ⬇️Made adjustments to the Slime fight to make it easier and to establish it as the most “durable” of the 3 fights.

    • ⬆️Made adjustments to the Poison fight to make it slightly harder, and the most “deadly” of the 3 fights.

    • Made adjustments to the Mushroom fight to make them the most “balanced” of the 3 fights.


Rush/Stall Duration Changes

Note: The top performing builds in Endless Mode consistently feature Rush and Stall duration modifiers. These effects exist in a few different places (items, relics, and rank modifiers), but they weren’t always providing consistent amounts of duration change. On the whole we’re toning these duration modifiers down slightly, while better aligning their outputs to be a bit more consistent.

  • Rank Modifiers

    • Rush Overdrive

      • ⬇️Rush duration increase: 4 -> 3

    • Stall Certainty

      • ⬇️Stall duration decrease: 8 -> 6

  • Relics

    • Deceleration Conduit

      • ⬆️Stall duration decrease: 5 -> 6

    • Deceleration Ascendancy

      • ⬇️Stall duration decrease: 10 -> 9

    • Deceleration Ascendancy

      • ⬇️Rush duration increase: 5 -> 4

  • Items

    • Temporal Accelerator:

      • ⬇️Rush duration increase: 6 -> 5


Events


  • 🔄Rest

    • Removed the “Rest” event from random crossroads.

    • Added a Rest option to The Void Beast, The Curse of the Kiss, and Strange Fruits events.

    • Adjusted the basic stat bonus for resting from 20% to 10%.

  • Guild Master’s Gift

    • Starter Kit: Instant Shards

      • ⬇️Shards: 8 -> 7


Boss Difficulty Adjustments:

  • Base Difficulty -> A Difficulty

    • Poison Dragon Act 2 Boss

      • ⬆️Slightly increased offense.

    • Frost Dragon Act 2 Boss

      • ⬆️Slightly increased offense.

  • A+ Difficulty

    • Poison Dragon Act 2 Boss

      • ⬆️⬆️Increased durability.

    • Frost Dragon Act 2 Boss

      • ⬆️Slightly increased durability.


Challenge Fight Modifiers

  • Act 2

    • Improvidence

      • ⬆️Enemy healing: 4% -> 5%

    • Pain

      • ⬆️Hero damage per second: 7.5% of Max HP -> 8% of Max HP


Trial Events

  • Act 1

    • Single Combat

      • ⬇️⬇️Decreased difficulty.

    • Endurance

      • ⬆️Slightly increased difficulty.

  • Act 2

    • Endurance

      • ⬇️Slightly decreased difficulty.

    • Demolition

      • ⬇️Slightly decreased difficulty.

    • Single Combat

      • ⬆️Slightly increased difficulty.


Items

  • Epic

    • Note: We got an excellent recommendation from the community this week, which pointed out that too few epic items offered Starting Mana. These adjustments are all targeted at rectifying that problem.

    • Scroll of Enlightenment

      • 🔄 -15 Crit, +25 Starting Mana

    • Amulet of Storms

      • 🔄-15 Magic, -2 Mana Regen, +25 Starting Mana

    •  Polymath’s Prism

      • ⬆️+25 Starting Mana


Heroes

  • Aria

    • Note: Thanks to some bug fixes to Aria which enabled her to deal damage to enemies near her (especially jumpy Lizards), her winrate catapulted up to the top performing Hero in higher difficulties… by a wide margin. These changes are hoping to bring that winrate back down closer to where it was.

    • Requiem Barrage (Active Ability)

      • ⬇️Base damage per tick: 25 -> 20

      • ⬇️Magic damage scaling: 150% -> 125%

  • Sal

    • Permafrost (Active Ability)

      • ⬆️Base damage: 5 -> 10

    • The Brisk

      • ⬆️Attack gained on acquire: 25 -> 50

  • Hoyoung

    • The Sniper

      • ⬆️Attack gained on Acquire: 25 -> 50

      • ⬆️Crit per hex per rank: 2 -> 3

    • The Conduit

      • ⬆️Mana Regen gained on Acquire: 4 -> 6

  • Gustav

    • Base Stats

      • ⬇️-.02 Base Attack Speed

    • The Glacier

      • 🔄Redesigned. Now makes Blizzard apply additional Shields from Gustav’s Defense, and gives him permanent Defense on Stall 25 and 50.

    • The Investor

      • ⬇️Shard cashout: 30 -> 25

  • Reyna

    • Note: Reyna, and especially her Champion spec, has consistently been one of the top performers in Endless Mode for the past few patches. These changes are primarily targeted at her top end Endless Mode performance, and will hopefully have minimal impact on her power level in other places.

    • Triple Threat (Active Ability)

      • ⬇️Added a max damage modifier of 1000%.

    • The Champion

      • ⬇️Rush duration: 7 -> 5

  • Tilly

    • Note: Tilly’s Sharp spec has been a key part of the Rush/Warrior package. We’re going with a gentle touch The Sharp this week as we are making quite a few other changes to this build.

    • The Sharp

      • ⬇️Stats granted per rank: 8% -> 7%

  • Grace

    • The Radiant

      • ⬆️Attack and Magic given: 4 base + 4 per rank -> 5 base + 5 per rank

    • The Selfless

      • ⬇️Backup Shields per rank: 400 -> 333

  • Skorn

    • Note: The Haughty has been a top performer in late Endless Mode runs. We hope these changes will make it a bit less powerful in Endless without having a big impact in other places.

    • The Haughty

      • ⬇️Base shields per Stall trigger: 20 -> 5

    • The Winter’s Bite

      • ⬆️Now also gives Skorn Shields whenever he inflicts Frost.

    • The Bristleguard

      • ⬇️Defense given: 10 base + 10 per rank -> 8 base + 8 per rank

  • Pollen

    • Note: Another top performing spec in Endless Mode, we’ll be monitoring the impact of these changes closely over the next few days.

    • The Fae’s Kiss

      • ⬇️First Stall duration: 15 -> 20

      • ⬇️Second Stall duration: 30 -> 40

  • Logan

    • The Iron

      • ⬇️Fixed a bug where the backup effect was applying too many stats.

    • The Juggernaut

      • ⬆️Shields gained: 100% of damage -> 200% of damage

  • Kai

    • Resolute Strike (Active Ability)

      • ⬆️Shield Attack scaling: 250% -> 500%

    • The Bold

      • ⬆️Shield Defense scaling: 250% -> 500%

  • Yuuna

    • The Shadow

      • ⬆️Crit gained: 4 base + 4 per rank -> 5 base + 5 per rank

  • Ming

    • The Searing

      • ⬆️Stun duration: 2.5 -> 3

      • ⬆️Max Health damage scaling: 20% -> 25%

    • The Tempered

      • ⬇️Max Health given to Vanguards: 30% per rank -> 25% per rank

  • Fiona

    • Vault Spark (Active Ability)

      • ⬆️Base Shields: 225 -> 250

  • Niklas

    • Red Hot Deals

      • ⬆️Rush duration: 12 -> 14


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