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BreakEven - Idle DemoEventsBreakEven - Idle Patch 0.1.6
Game update

BreakEven - Idle Patch 0.1.6

BreakEven - Idle Demo · published 2 Sep 2026, 02:42 UTC · build 25071256

All eventsPlayers around this dateRead on Steam

Patch Notes v0.1.6 · A Shared Chest for all your heroes

Dear Adventurers,

Six days of work in one build. Your heroes share a chest at last, every locked system tells you how to open it, the loot filter became a rulebook, and a Tyrant hunt no longer pays a hundred times what the Void pays. Underneath, all twenty-nine monsters and the Darkness were rebuilt, and a handful of long-standing bugs from your reports are gone.

New Content

  • A Shared Chest for all your heroes. 600 slots on the Inventory tab, owned by your account and carried by the Steam Cloud. Click or drag to store, click or drag to take back, and nothing inside is ever auto-sold. Every hero earns the key by slaying the Golem in the Coast, and a hero may only take out what their own zones would drop.
  • Locked systems are visible now and say what opens them. Stronghold, Apocalypse, Ancient Stash, The Void, Theorycraft, Test build and Contraband show a lock, the condition, and a taste of what waits behind it. Loadout slots two and three are trophies for your first Tyrant and your first Ordeal tier.
  • Contraband opens earlier. After the blacksmith's commission and a single wager instead of three. The Fence's Case unlocks with the alchemist's wager.
  • The loot filter is a rulebook. Filter and Auto-Sell share one card. Any filter becomes a Sell or Keep rule, rules can be paused or deleted, and the export code carries all of it. Set pieces got their own rarity threshold, and new Runes arrive locked.
  • Resources on the Inventory tab. Spoils, Powders, Marks and Skulls with their stock, and hovering tells you where each one comes from.
  • Auto-Hunt for the Tyrants. With the switch on, a won hunt starts the next one, and the hunt keeps going while you are away. The Welcome Back card reports the night, and says why if your hero fell.
  • The Glassworks and the Athanor work while you are away. Every save gets a base share, and the upgrades raise it from there instead of gating it.
  • Blacksmith commissions in bulk. 1, 5, 10 or 25 at a time, and the chain stops when the materials run out.
  • The Apocalypse is a war room. All four riders side by side, the picker stays as the curtain.
  • Every zone's last enemy has a signature. The Dwarf evades, life steal finds nothing on the Werewolf, the Golem shrugs off critical hits, the Minotaur enrages below half health, the three-headed hound of the Frostpeaks cannot be evaded, and the Demon never lands a weak blow. Seven lifeless enemies are immune to life steal.
  • Schematics come in two tiers. Tier two rolls twice the range, and both fall from the last enemy of a zone.
  • The header is sorted into four groups. Combat, Hero, Work and Town, with your level under the XP bar.
  • Simulate asks how many monsters to run. 250 up to 5,000, or any number you type.
  • The goal list knows the endgame. At the level cap it points at the Tyrants and the Descent instead of mining.
  • The Bestiary names each monster's family and the material it drops. The Shade court names the family too.

Balance

  • Tyrant loot is no longer a hundred times the Void. Gold per kill is divided by a hundred, a repeat Unique falls at 0.01% and a repeat Key at 0.5%. The first kill of every Tyrant still guarantees its drop. A hunt is a fight, not a farm.
  • All twenty-nine monsters were rebuilt. Health, damage, defense, XP and gold follow one curve, every monster has 6% base dodge and the Dwarf 35%. Set pieces drop per monster: each monster of a zone carries its own pieces, the last one carries all five, and the drop chance is a flat 50%.
  • The Darkness got its own values. Every monster carries two resistances of its own instead of a curve, and critical hits are no longer resisted there.
  • A critical hit is a critical hit for the Mage. The detonation crits with the rest of the strike, and an evaded detonation deals no damage at all.
  • Venom counts in the DPS preview. The burst is part of the measurement now, and the tier 9 and 10 ceilings came down to 24% and 28%. Items you already own keep their roll.

Fixes

  • An enchantment on a Rune never worked and showed as inactive. It works now, nothing to rebuy.
  • Freshly forged tools were sold on the spot once the bag held 550 items.
  • The DPS preview on item tooltips compared against a stale base and could promise a gain from a worse item.
  • "+1 to all skills" on gear lit the Huntsman's quenched stance keystones and switched the stance for you.
  • Clicking the Mastery chip in the loot filter crashed the game.
  • The exp/h and gold/h lines jumped between builds without a change. They were a sample, not a formula. The lines show their measured range now.
  • The Void boots had no monster to drop them. The Horseman carries them now.
  • The Holdfast wrote gold as a bare "g". It is the gold icon everywhere now.
  • The Chinese class descriptions on the character select ran out of their card.
  • A 0.01% chance in the Tyrant reward table was rounded to 0%.

Localization

  • Twelve Chinese terms shared one word for two things. Legendary and Unique, Strength and Power, Forge and Furnace, Re-Roll and Reset are told apart again.
  • Four translator rounds are in. All ten languages are complete, and "Crowns" became "Gold" everywhere in the Holdfast.
  • The Credits got a Translation section.

Notice

  • Saves written by this version cannot be opened by older builds. The save format was stamped to protect your loot filter rules.
  • Heroes who have already slain the Golem receive the Shared Chest key the first time they log in.

Thank you.
The BreakEven Team

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