- Jun 2
- 6 min read

0.4.25 brings 20 new events, trial fights and new rankup animations,
Patch Notes | | | 2 June 2026 |
We’ve got a very eventful patch for you all today! We have added 20 brand new events to the game this week, including 4 combat-based events called “Trials”. We also added a new rankup animation sequence and Rip has found his voice.
⭐ = Community Suggestion
GAMEPLAY CHANGES (Highlights; more details below)
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VISUAL AND AUDIO UPDATES
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BUG FIXES
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GAMEPLAY UPDATES
– Aleco, Lead Designer
We have added 20 brand new events to the game this week, including 4 combat-based events called “Trials”. As part of an ongoing clarity and simplification pass, there are a large number of text updates to Heroes as well as handful ability updates focused on simplifying some of the game’s more complicated effects. Finally, we have a number of changes focused on improving the balance of challenge fights, SSS Boss Relics, and individual enemies/stages. Event Updates 20 new events have been added to the game this week. These events have replaced the old random events (though a few of them will be familiar to our long-time players), and occur at the same timings as the old events (after Fight #4 of Act 1, Fight #7 of Act 2, and Fight #10 of Act 2). At each crossroad players will be presented with 2 random events from a curated pool for each stage, as well as a third “Rest” event which gives Heroes +10% basic stats in the next fight. 4 of these new events are “Trial” events which place the player in a combat encounter with special rules. Trial events do not count as normal combats for the purposes of triggering the Shard Stabilizer or accumulating Hero deaths in RSP mode. Text Updates As we march closer and closer to our eventual public release, one of the major focuses of the design team has been to increase the clarity and readability of the various effects in the game. This week’s patch includes a large number of clarity-focused text changes to Hero passive and active abilities; the most important effects in the game. The majority of these changes did not impact the functionality of abilities, but a small number of changes were made to ability functionality for the sake of clarity and simplicity (more on these in the Hero Changes section). Players will likely notice that the new standards and formatting rules introduced in these Hero-focused changes have not yet made their way into the rest of the game’s content, such as Items, Relics, and Rank Modifiers. Text updates, balance changes, and clarity improvements to the remainder of the game’s content will be a major focus for our design team for next week’s patch. Difficulty Adjustments Challenge Fight Relics Note: The overall level of difficulty in challenge fights was in a decent place last patch, but the win rate spreads between different challenges were far too wide. The goal with these changes is to tighten that spread and make each modifier feel equally challenging to the others.
SSS Boss Relics Note: When looking at the data for Boss Relics, it was clear that their overall impact was too low. The SSS difficulty modifier is intended to be the spiciest and most challenging difficulty modifier of them all, so we’re taking a stab at increasing their impact across the board in this patch.
Enemy Adjustments
Stage Adjustments - Difficulty A and Up
Stage Adjustments - Difficulty SS and Up
Items Adjustments Note: These two items previously did not give any stats to the holder outside of their Rush and Stall triggers. This made the items appear to be bugged in the shop, where we prominently display each item’s stats.
Hero Changes
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