Sollervir
Playing now
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0.0%of peak
All-time peak
49 Sep 2026
Playing now
0+0 vs. yesterday
All-time peak
49 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | [sep 5] Update Sollervir acbf01e — Merged the Grade Upgrade and Grade Awakening shops into one panel, in response to player feedback that the game is fun but feels complex. They used to be separate buttons and separate overlays even though both do the same thing (make a grade stronger) — now each grade's card shows its gold level-up (this run only) and its two Golden Carrot awakenings (attack/speed, permanent… | — | |
| Game update | [sep 4] Update Sollervir 3c3926e — Fixed a real bug: units on the y=228 row of the build grid (slots 13-16) were 104px from the enemy path, 1px beyond a level-2 unit's old 103px range, so any level-2 unit placed there (e.g. Special Forces) could never attack; base range was raised from 90 to 110px so every level reaches every slot, with a new regression test guarding it. Summon Boss failure penalty changed ag… | — | |
| Game update | [sep 4] Update Sollervir caf8e97 — Sealed Gate door HP now scales exactly +15% per chapter (was uneven due to ramp/mercy curve interaction); mob-overflow death-count is now a 10s grace timer that fully restores once enemy count drops back under the threshold, instead of permanently decrementing; treasure chest costs changed to 50/250/500 gold (was 100/500/2000) with odds Basic 45% / Intermediate 40% / Advance… | — | |
| Game update | [Sep 3] Update — Chapter 1-2 Pacing Overhaul - Chapter 1's wave interval shortened from 60s to 40s, and Chapter 2's from 60s to 50s (Chapter 3 onward unchanged) - Auto-advance is now ON by default in Chapters 1-2: clear the field and the next wave starts right away instead of waiting out the timer. Hold the Next Wave button for 1s anytime to turn it off - Chapter 1's wave-10 boss now guarantees a grade-5 unit, and the wave-20 boss a grade… | — | |
| Game update | [Sep 3] Update — Every Chapter's Monsters Now Have Names - All 1,700 monster sprites across Chapters 1-20 now show an individual name on the in-battle monster card (previously only Chapter 1's 70 monsters had this — the rest showed a generic label) - Fixed 26 monster names that accidentally collided during that pass, so every name is now unique - The battle tutorial now explains why you lost a run and adds a step covering the sealed gate - The "Next… | — | |
| Game update | Sep 2 Balance Patch — Difficulty System Overhaul Monster Balance · Removed the enemy armor cap. Previously armor stopped rising after a certain wave, making late waves relatively easier — now armor keeps climbing every wave. · Increased boss HP growth (Chapter 1 wave10→70 scaling: 6.6x → 8x). · Shell-type monsters now take the same armor-based damage reduction on magic/pierce attacks as physical (previously they fully ignored armor for those)… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.