Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Spire of AshNewsPatch 1.0.8 - Major Performance
Game update

Patch 1.0.8 - Major Performance

Spire of Ash · published 17 Mar 2026, 08:50 UTC

All newsPlayers around this dateRead on Steam

## HIGHLIGHTS

- **Loot Filter Studio Expanded** - Added preset-based strictness controls, quick toggles, deeper rule editing, profile management, and better hidden-loot visibility controls.
- **Rare Drops Upgraded** - Rare items can now roll as Greater or Perfect rares, with stronger top-end affix guarantees and distinct ground-label, card, and tooltip treatment.
- **Combat Presentation Pass** - Babylon locomotion, action presentation, enemy attack reads, and VFX behavior all received another polish and performance pass for cleaner fights.
- **Aether Card Refresh** - Official Aether art coverage expanded again, with 100 card art files touched in this local update alone (66 new, 34 refreshed), plus clearer element-driven card presentation.
- **Steam-First Web Refresh** - Landing/download flow, site icons, manifest metadata, and social preview assets were refreshed around the current Steam-facing presentation.

---

## COMBAT AND ITEMIZATION

### Rare Item Tiers

- Rare drops can now roll as **regular**, **Greater**, or **Perfect** rares.
- Greater and Perfect rares guarantee more high-end affix quality when they drop.
- Greater and Perfect rares now show distinct visual treatment in ground labels, item cards, and full item tooltips.

### Affix And Drop Quality

- Affix tier rolling now favors better unlocked tiers more aggressively, especially on higher-level and rarer drops.
- Rare item generation and rare-tier enforcement were tightened so top-end rare drops land more consistently.
- Spire affix values were rebalanced across damage, flat damage, speed, crit, ailment, conditional, and utility families.
- More weapon-facing affixes now unlock meaningful tiers earlier in the midgame instead of bunching too much power at the top end.
- Some multiplier-style item stats now apply correctly on equipped characters instead of behaving like flat additive bonuses.

### Runtime Combat Feel

- Combat world-state and render-entity syncing were tightened for more consistent runtime playback.
- Presented unit positions and follow behavior were tuned to reduce jitter and keep movement reads cleaner.
- Ranged enemy basic attacks now render as projectile-style attacks when their weapon family calls for it, instead of reading like generic melee hits.

---

## LOOT, UI, AND RUN FLOW

### Loot Filter Studio

- Added quick strictness presets from Very Soft through Uber Strict.
- Added quick toggles for normal items, magic items, all magic items, and low-value currency cleanup.
- Added better profile controls for creating, renaming, duplicating, switching, and deleting loot-filter profiles.
- Expanded the rule editor and added a coverage preview so you can see how much of the current sample pool stays visible.
- Added a persistent "show hidden in panel" style workflow so hidden drops are easier to inspect without fully turning the filter off.

### Loot Panel And Shell

- Loot panel flow was reworked so the meters view behaves more like a dedicated flyout instead of a cramped third tab.
- Hidden ground-loot counts and reveal controls are surfaced more clearly in the unlooted panel.
- Gold rows are consolidated more cleanly in the loot panel.
- Runtime shell panels, roster views, combat stats views, and meter surfaces all received another layout/presentation pass.

### Landing And Download UX

- The landing page now leads with Steam as the primary acquisition path and moves standalone desktop downloads into a clearer secondary lane.
- Download copy, release links, and storefront framing were refreshed to match the current release posture.
- Added new favicon, apple-touch, Android, and social-preview assets plus updated site metadata and manifest text.

---

## ANIMATION, VFX, AND PERFORMANCE FEEL

### Motion And Animation

- Locomotion pacing, facing resolution, and shared motion presentation were tuned again to reduce sliding, awkward turn snaps, and unstable action transitions.
- VAT enemy animation state handling was refined so enemy motion reads more cleanly in combat.
- Contact-shadow transforms and presented-motion tracking were optimized to reduce per-frame churn while keeping movement readable.

### VFX Coverage And Readability

- Skill motif coverage was expanded across a much larger set of hero skills, giving more characters clearer visual identity.
- Added more particle texture variety and shape coverage for crystals, arcs, swirls, starbursts, energy wisps, bubbles, and other motif-driven effects.
- Projectile and impact phrases were updated for richer trail, burst, and follow-up behavior.
- Enemy melee VFX now branch into projectile-style presentation for ranged weapon families where appropriate.

### Long-Session Stability

- VFX budgets were tightened across quality tiers to reduce runaway effect load during heavy fights.
- Stale transient and persistent VFX are swept more aggressively.
- Orphaned sub-emitter meshes are explicitly cleaned up to avoid long-session scene buildup.
- Loot-label projection, world overlay drawing, and runtime-shell rendering paths received more memoization, pooling, and cleanup work for smoother sustained combat.

---

## AETHER DECK AND CARD ART

### Official Card Art Refresh

- Added **66** new official Aether card art files.
- Refreshed **34** existing official Aether card art files.
- Direct official art coverage now replaces more fallback alias usage for cards that were previously pointing at placeholder or borrowed art.

### Card Presentation

- Aether cards now use element-driven overlays and border glows based on card tags, making elemental identity easier to read at a glance.
- Card readability and typography behavior received another pass to keep dense rules text cleaner.

### Recommendation Tuning

- Hero card recommendation presets were retuned across the roster so offense, defense, and support recommendations line up better with each hero's actual role and tag profile.

More from Spire of Ash

Other announcements

All news
Community29 Mar 2026Spire of Ash v1.1.8: Boss Rush Fix, Bulk Salvage & Chinese LocalizationSpire of Ash v1.1.8 (Build 98) This update fixes a boss rush stability issue, adds quality-of-life for salvaging and pack opening, and brings full Chinese localization to items, currency tooltips, and inventory search. Boss Rush Stability Fix · Fixed a race condition where Auto-Run boss rush could declare victory after boss 2 instead of continuing to boss 3 (~50% chance to trigger). · Boss rush…Community28 Mar 2026Spire of Ash v1.1.7: Auto-Run Filters, Combat Balance, and Lighting OverhaulSpire of Ash v1.1.7 (Build 97) This update focuses on giving Auto-Run more control, correcting two combat balance issues, improving dungeon atmosphere, and polishing search, crafting, and performance across the board. Auto-Run Queue Upgrades · Filter queued keys by key type and rarity so you can target exactly the runs you want. · Sort keys by level for easier queue planning. · Drag-to-repositi…Community28 Mar 2026Thank You — And a Major Upgrade Is ComingTo every single person who has purchased, played, and believed in Spire of Ash — thank you. From the bottom of my heart. When I started this project, it was a small personal experiment. I've been a web developer for eight years, and JavaScript is the only language I've ever really worked with. So the entire game you're playing right now — every system, every battle, every screen — is built in J…