- 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 | | | 7 July 2026 |
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GAMEPLAY CHANGES
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VISUAL & AUDIO UPDATES
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BUG FIXES
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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:
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.
Events
Boss Difficulty Adjustments:
Challenge Fight Modifiers
Trial Events
Items
Heroes
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