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  • 20 hours ago
  • 9 min read

0.5 brings a playable demo to Steam with a big balance update, new art, new music and new features.

Patch Notes

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16 July 2026

We couldn't be more excited after 6 months of weekly updates with our community to release a demo on Steam today. Big thank you again to each and everyone of you.


We have lots to cover, so let's get right into it.


As always, "⭐" means this change was suggested by our community.



HIGH LEVEL OVERVIEW OF CHANGES

  • Narrative Comics

  • New music

  • Big balance update

  • 11 new event artworks

  • The star system: Earn 3 stars with every hero by winning runs with each of their specializations

  • Meta progression


VISUAL & AUDIO UPDATES

  • New Features:

    • Warning/ability icon for enemies that immediately jump on the start of the battle

    • Compendium Lore page

    • Lore comics:

      • Introduction to the game

      • Guild signing up comic

      • Defeat comic

  • New Event images:

    • The Etched Path

    • The Guild Banner

    • Void Beast

    • Reflecting Pool

    • Strange Fruits

    • Trial: Single Combat

    • Curse of the Kiss

    • Slumbering Beast

    • The Fairy Ring

    • Abandoned Camp

    • The Altar

  • New Music

    • Auction House

    • Full-Length Combat Music (extended from 30s to 3 minutes)

    • Music for the intro comic

  • New Sound Effects

    • Portal SFX

    • New UI Sounds

    • Improved Mixing in combat

  • New Main Menu illustration

  • New boss token sprite

  • New UI Vfx for when Auto changes the battle speed

  • Icon updates:

    • Fixed wrong colored item and relics icon, such as e.g. Duelist Crest

    • Added missing item and relic icons, such as

      • The Debtor Relic

      • Hasty Sword

  • Update on Compendium appearance:

    • Locked heroes full size portraits now desaturate

    • Minor change on stars sprite

    • When mastery is unlocked, it does not longer say “Mastery Available” anymore; just the star

  • Added scrolling to Event choices and Event outcomes

  • Minor UI tweaks for localization


UNLOCKS AND PROGRESSION

Unlock new Heroes, items, relics, and start-of-game rewards by winning fights and defeating bosses in the rift.


Exp values:

  • 10 exp per fight win after the first

  • 30 exp for defeating the Act 1 Boss

  • 60 exp for defeating the Act 2 Boss

  • 200 total exp for winning a run


Note for our alpha players: We unfortunately had to reset all progression for those who participated in the alpha, as their was no easy fix around this. Your difficulty progression carries over though. Thanks for you understanding.



BUG FIXES

  • Fixed hero portrait not being true to rank

  • Fixed cropped endless hero summary

  • Fixed inconsistent stat given by items before the fight (is some cases you'd have to re-equip some items to see their full effect, but it would be correct in the fight)

  • Fixed Warrior's Greataxe triggering even if the hero didn't survive the fight

  • Fixed Power Crystals resetting when being unequipped

  • Fixed a bug when dying to 2nd act boss would increase Red Rift score

  • Fixed end sequence for failing a challenge in Red Rift mode

  • Defeating the 2nd act boss no longer grants an additional token

  • Fixed a bug when pressing ESC would not close settings window




BALANCE CHANGES

By Aleco, Lead Game Designer on Guildrun

With the big demo patch, I did my best to go through everything I possibly could with a fine-tooth comb, and in particular make adjustments to try and improve SSS, RR, and Endless Mode. Tons of little changes to go over, so here we go:


Endless Mode


  • ⬆️Increased the starting stats of enemies.

    • I set out to make the first cycle of Endless Mode easier with my recent changes, but I may have taken that goal a bit too far. The winrate for the first two cycles is currently sitting at almost 100%, so I’ve adjusted the stats in cycle 1 to be something between that of the old cycle 2 and 3.

    • This means that enemies will scale up a little more quickly, and that the difficulty of floors 20-30 in particular will feel a bit higher than they did previously.

  • ⬆️Adjusted Slimes to be harder.

    • The difficulty of the Poison and Mushroom fights equalized nicely, but Slimes were left behind and clearly became the easiest of the 3 fights. The scaling values of the Slimes have been adjusted to equalize their difficulty with the other 2 fights.


Difficulty Adjustments


  • 🔄Swapped B difficulty (Get 1 fewer Shard per surviving Hero) and A difficulty (Enemies have increased durability).

    • Increased enemy durability has proven to be a bigger challenge for players than the reduced Shard income, so our goal with this change is to present players with a slightly bigger challenge earlier on in the difficulty progression.

  • ⬆️Dragon Act 2 Bosses

    • Slightly increased the durability of various Dragons across all difficulties, with the goal of evening out their win rates per difficulty.


Events

Challenge Fights

Act 1

  • ⬆️Pain

    • Max HP damage per second: 2.5% -> 2.75%

  • Act 2

    • ⬆️Steady Growth

      • Stat increase: 50% -> 55%


Fight Events

  • Act 1

    • Demolition

      • ⬆️Slightly increased difficulty.

    • Endurance

      • ⬆️Slightly increased difficulty.

  • Act 2

    • Single Combat

      • ⬇️Slightly decreased difficulty.


Event Effects

  • The Ringing Fall

    • ⬆️Cost of Knowledge basic stat decrease: 15% -> 20%

  • The Nest

    • ⬆️Hunted Defense % decreased: 33% -> 50%

  • Strange Fruits

    • ⬆️Strange Yellow Fruit stun duration: 5 -> 6


Class Modifiers


Most of these changes are targeted at the highest and lowest performing Class Modifiers in Endless Mode.


  • Critical Offense Growth

    • ⬇️Permanent Attack and Magic gained: 2 -> 1

  • Critical Attack Growth

    • ⬇️Permanent Attack gained: 3 -> 2

  • Critical Invigoration

    • ⬇️Healing on Crit: 100% of Crit -> 50% of Crit

    • ⬇️Mana gained on Crit: 5 -> 3

  • Second Wind

    • ⬇️Stall Duration: 25 -> 35

    • ⬇️Defense gained: 25% -> 20%

  • Sideline Empowerment

    • ⬆️Mana Regen per rank: 2 -> 4

    • ⬆️Attack per rank: 15 -> 25

    • ⬆️Magic per rank: 15 -> 25

  • Sideline Support

    • ⬆️Shields given: 334 base + 333 per rank -> 500 base + 500 per rank

  • Aggressive Presence

    • ⬆️Attack given: 25 base + 25 per rank -> 40 base + 40 per rank

  • Burning Attacks

    • ⬆️Attack Speed threshold: 50 -> 40

  • Poisonous Attacks

    • ⬆️Attack Speed threshold: 200 -> 120

  • Spiked

    • ⬆️Damage dealt: 33% of Defense -> 50% of Defense

  • Critical Attacks

    • ⬆️Crit gained: 100 -> 150

  • Poisonous Eye

    • ⬆️Base Poison inflicted: 1 -> 10

  • Mage Armor

    • ⬆️Armor gained: 75% of Magic -> 100% of Magic

  • Freezing Absorption

    • ⬆️Frost Threshold: 6 -> 5

  • Burning Absorption

    • ⬆️Burn Threshold: 9 -> 8

  • Poisonous Restoration

    • ⬇️HP/S gained: 4 -> 2

  • Freezing Restoration

    • ⬇️HP/S gained: 4 -> 2

  • Burning Restoration

    • ⬇️HP/S gained: 2 -> 1


Items


  • Enlarging Vest

    • ⬇️Max HP increase: 25% -> 20%

  • Hourglass

    • ⬇️Stall duration: 15 -> 30


Heroes


  • Aria

    • Notes: Aria is still a huge outlier after the bug fixes to her active ability, boasting nearly a 10% higher winrate on SSS than any other Hero.

    • Requiem Barrage (Active Ability)

      • ⬇️Magic scaling: 125% -> 100%

      • ⬇️Base damage per tick: 20 -> 15

  • Kai

    • Notes: The recent buffs to Kai’s Shield scaling values have made all 3 of his specs playable and strong, which is a great sign that the changes were directionally correct. He’s currently outperforming other Warriors, so I’m just toning down his scaling slightly to even out the playing field.

    • Resolute Strike (Active Ability)

      • ⬇️Base shields: 350 -> 300

      • ⬇️Shield Attack scaling: 500% -> 400%

      • ⬇️Bonus damage Attack scaling: 150% -> 100%


  • Grace

    • Notes: Grace is in a very healthy spot overall, but has a bit of room to equalize the power of her 3 specs. I hope these changes encourage her to be used a little more on board and a little less for her powerful Backup effects. 

    • The Selfless

      • ⬆️First stall duration (targets all allies): 15 -> 10

      • ⬇️Second stall duration (shields allies, backup only): 15 -> 20

      • ⬇️Third stall duration (shields allies, backup only): 30 -> 40

    • The Benevolent

      • ⬆️Stall duration: 30 -> 20

  • Niklas

    • Notes: Despite being his most popular spec by a decent margin, The Dealer has been performing a bit worse than Niklas’s other two specs in higher difficulties.

    • The Dealer

      • ⬆️Base damage: 100 -> 175

    • The Executive

      • ⬇️Rush duration: 20 -> 15

  • Yuuna

    • Notes: Patch over patch buffs to The Shadow have finally gone too far, with the most recent changes landing it as Yuuna’s top spec every in mode. I’m also making a small adjustment to The Nightshade to make the choice between keeping Yuuna on board or in the reserves a little more interesting.

    • The Nightshade

      • ⬆️Shuriken Crit bonus against Poisoned enemies: 100% -> 150%

    • The Shadow

      • ⬇️Stealth duration: 5 -> 4

      • ⬇️Mana gained: 75 -> 30

  • Sal

    • Notes: Repeated buffs to Sal and The Brisk finally tipped her over the edge (and then some) with The Briks’s most recent buff spiking its winrate to the top overall spec in the game. Since adding base Frost per Crit seems to be off limits, I’m reverting that change and buffing the scaling on cast to compensate a bit.

    • Base Stats

      • ⬇️-5 Starting Mana

      • ⬇️-.01 Base Attack Speed

    • The Brisk

      • ⬇️Frost inflicted per Crit: 2 base + 1 per rank -> 1 base + 1 per rank.

      • ⬆️Crit gained on cast: 30% of Attack and 15% of Magic: 33% of Attack and 33% of Magic

  • Gustav

    • Notes: Gustav is currently a top Hero in SSS, RR, and is even starting to top the leaderboards in Endless Mode thanks to the recent changes to his Glacier spec. I’m reducing the permascaling on his Glacier spec slightly to tone him down for Endless runs, and reducing the base Shields per tick on his active ability to make him slightly less potent in the early game.

    • Blizzard (Active Ability)

      • ⬇️Base Shields applied per tick: 20 -> 10

    • The Glacier

      • ⬇️Permanent Defense gained at Stall 25 and 50: 3 base + 3 per rank -> 2 base + 2 per rank

  • Skorn

    • Note: I’ve been thrilled to see that the change which added Shields to Winter’s Bite has transformed the spec from Skorn’s worst performing and least popular to arguably his best performing and most popular (depending on the mode). It became his top performing spec in Endless Mode and SSS by a decent margin, so I’m dialing back the buffs a bit to get in line with the other specs. The last nerf to Bristleguard also went a bit too far, so I’m adding back some of its scaling power.

    • The Winter’s Bite

      • ⬇️Shields gained on Frost inflicted: 5 base + 15 per rank -> 0 base + 10 per rank.

    • The Bristleguard

      • ⬆️Poison inflicted per Tank: 8 base + 7 per rank - > 5 base + 10 per rank

      • ⬆️Defense gained per Tank: 8 base + 7 per rank - > 5 base + 10 per rank

  • Pollen

    • Notes: A bit too much of Pollen’s power budget is currently in The Fae’s Kiss, which is her top performing spec in SSS, RR, and Endless Mode.

    • Base Stats

      • ⬆️+.02 Base Attack Speed

    • Fae’s Kiss

      • ⬇️Debuff increase on all enemies: 50% base + 50% per rank -> 33% base + 33% per rank

  • Tilly

    • Notes: Adjustments to The Sharp have been going in the right direction but haven’t quite hit the target yet, as the spec continues to be a top performer in SSS and deep Endless runs. The Elegant is one of the top specs in RR, and is getting a small nudge as well.

    • The Sharp

      • ⬇️Attack and Attack speed bonus: 10% base + 10% per rank -> 8% base + 8% per rank

      • ⬇️Crit bonus: 5% base + 5% per rank -> 4% base + 4% per rank

    • The Elegant (Active Ability)

      • ⬇️Crit and Omnivamp gained on cast: 5 base + 5 per rank - > 4 base + 4 per rank

  • Logan

    • Notes: The last buff to The Juggernaut made it Logan’s best spec by far. I’m toning down some of its initial power, but adding in rank-based scaling so it can still pop off in the late game.

    • The Juggernaut

      • 🔄⬇️Shields gained: 200% of damage -> 75% base + 50% per rank

  • Ratna

    • Notes: Now that Magnanimous triggers an additional time per combat (and can get even more kills), it no longer needs as much Crit permascaling.

    • The Magnanimous

      • ⬇️Crit permanently gained per rank: 4 -> 3

  • Fiona

    • Notes: Fiona is a good spot from a balance perspective, boasting healthy winrates across all modes. That said, her Lustrous spec is a clear standout in SSS and Endless Mode.

    • The Lustrous

      • ⬇️Burn per Shield removed threshold: 15 -> 20

  • Irini

    • Notes: Irini is currently the top performer in RR in addition to being in the top tier of Heroes in SSS. Her 3 specs are all equally viable, so I’m just trimming a bit of her base stats to get her more in line with other damage dealers.

    • Base Stats

      • ⬇️-.01 Base Attack Speed

      • ⬇️-1 Base Attack Damage

  • Karsu

    • Notes: Despite being Karsu’s statistically strongest spec, The Falling Snow has been her least picked for many patches now. I’m trying out a change which hopefully raises its excitement level without affecting its power level too much.

    • The Falling Snow

      • ⬆️Bonus arrows: 4 -> 5

      • ⬇️Bonus Crit per Arrow on Stall: 50 base + 50 per rank -> 25 base + 25 per rank

  • Nyx

    • Notes: Nyx’s Spark spec was performing a bit too well in RR. 

    • The Spark

      • ⬇️Burn Attack Speed threshold: 20 -> 30

      • ⬇️Frost Attack Speed threshold: 30 -> 40

      • ⬇️Poison Attack Speed threshold: 40 -> 50


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