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Beatrix DemoEventsDemo Patch Notes: v0.02.07
Game update

Demo Patch Notes: v0.02.07

Beatrix Demo · published 28 Mar 2026, 17:41 UTC

All eventsPlayers around this dateRead on Steam

Patch Notes: v0.02.07 - Tutorial Fixes & Demo Content

Hi everyone,

The last few days have been a whirlwind. Seeing people actually playing the demo and breaking our systems has been both terrifying and amazing.

We’ve been reading every bit of feedback, and one thing became clear immediately: our tutorial was failing you. Specifically, the "drag to sacrifice" part. We saw players getting stuck, thinking the game was broken when, in reality, we just hadn't explained the action well enough. We’ve added further guidance to that section in this build to make sure the sacrificial area is actually clear.

Beyond the tutorial, we've focused this update on visual clarity and interface reliability. We want the descent into Hell to feel as smooth as possible.

What’s Changed (v0.02.03 to v0.02.07)

  • Tutorial (Drag to Sacrifice): We added further guidance to that section to make the requested action and mechanic clearer.

  • Pull Rates & Variety: We updated the pull rates for Canones and Reliquiae to ensure more variety between your runs.

  • Edit Regiones Fix: Resolved several bugs that were preventing the Edit Regiones screen from functioning correctly. You should now be able to organize your descent without fighting with the UI.

  • Demo Progress Bar: We added a bar at the end of the run to show how much of the total demo content you have seen so far. This is to let you know there is more to discover beyond a single run.

  • Text & Localization: Added a toggle for Latin terms in the options. We've also started refining the keyword colors/bolding to make the UI less cluttered (though we're still hunting down a few stray bold tags!).

  • Audio & Atmosphere: Added new audio cues for Canones and fixed a bug where dialogue audio would loop indefinitely after closing an event.

  • Mist Behavior: We’ve refined the rules for how the Mist appears on the battlefield.

  • Visuals & Polish: Added a new "Descent into Limbo" animation for the start of a run, updated the Canon entry animations, and fixed the failure animation for Canones. We also updated several icons for Reliquiae, refreshed the game logo, and cleaned up various UI popups.

  • Technical Fixes: We fixed a bug where spamming the "Skip" button on dialogue caused issues, and your settings/options will now actually save between sessions.

We also added direct buttons for our Discord and Wishlist to the home screen. If you find a bug or just want to tell us that a specific Enemy is ruining your life, come hang out with us there.

Known Issues (We're on it!)

We’re currently tracking a few issues that we hope to squash in the next build:

  • Reliquia Behavior: Some Reliquiae aren't behaving exactly as their descriptions suggest, and a few are appearing twice in a single run.

  • Visual Glitches: You might notice some minor flickering (like a brief multiplier on enemy cards), Canones glitch in the Edit Regiones screen, or UI frames with tiny pixel offsets.

  • The Ugolino Event: Still some layering issues with empty Regiones that need sorting.

What’s Next?

While we polish the current demo, the team is already hard at work on the next circle of development. Here is what you can expect soon:

  • Smarter Suffering: We are currently overhauling the Enemy AI and difficulty scaling to ensure the challenge feels fair but punishing.

  • The Post-Mortem: We're building a proper End Run Screen that will feature a full recap and detailed stats of your journey through the abyss.

  • Localization & Balance: We are preparing to bring the game to more languages! Alongside this, we are re-evaluating the power levels of various Canones and Reliquiae while deepening the narrative keypoints throughout the run.

  • Lower Circles: Deep in the workshop, we are already crafting the future layers of Hell. We'll have more to share on these new environments in future updates.

Building this with you all is already making the game better. Seriously, thank you for the notes, that’s exactly the kind of stuff we need to hear.

Catch you in Hell,

The Team

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