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BreakEven - Idle DemoEventsBreakEven - Idle Patch 0.1.7
Game update

BreakEven - Idle Patch 0.1.7

BreakEven - Idle Demo · published 3 Sep 2026, 10:57 UTC · build 25099994

All eventsPlayers around this dateRead on Steam

Patch Notes v0.1.7 · The Darkness opens up

Dear Adventurers,

Two days built from your reports and reviews. The Darkness no longer belongs to one class, the goal tracker finally names the next zone, the upper trees pay like trees, and a dozen things that were true but invisible now say so on the spot. Nothing here needs a new save.

Balance

  • The Darkness is flatter from zone 2 on. Monster health beyond the first zone was compressed hard, the Void down to about a seventh. A mid-game Knight or Necromancer now farms zone 2 and the start of zone 3 instead of scraping one monster; the endgame Knight gains T10 drops in the Void.
  • Skills from powder no longer stack. Ironveil and Bastion count once, at your highest piece, so gear skills sit within the +5 headroom of the tree again. Sets still add on top.
  • The Manyeye Band counts resistance overcap only up to 300%. Two bands multiplied each other to +2291% Bonus Damage. Same rule the Coincursed Band got for Gold Find.
  • The Descent has a floor and a ceiling. Monster health keeps climbing per tier (it stopped above tier 23), gold is capped, and negative gold from a wrapped counter becomes the cap.
  • Tyrant gold is paid per second of the fight. 80% of what your own best Void farming spot earns, so a long hunt pays like a long farm. Uniques from Tyrants roll at the normal Unique chance on every kill, no first-kill guarantee.
  • Uniques drop nearly twice as often. 0.065% per kill instead of 0.036%.
  • '+N Skill' follows one rule. +1 below item level 99, +2 from 99, +3 only on Darkness drops from zone 4, +4 only from Ancient Chests. Never boosted, never raised by upgrades; re-rolls and contracts follow the item level.
  • Upper trees pay like trees. From Willow on, each felling drops far more logs (Elderheart 10 to 54, Sunspire 12 to 72) and sawing takes seconds instead of minutes. Log prices drop to match, so gold per hour is unchanged and what grows is material.
  • The Huntsman draws the bow again once his Marks are spent. A finisher that empties them puts him back at range until they are full, and the foe keeps swinging meanwhile. A gear bonus to all skills no longer picks his stance for him.

Quality of Life

  • The goal tracker names the next zone. 'Next zone: Void · Lv 83 / 90' sits at the top, then the next Darkness act, and the Descent and Tyrants take priority as soon as they unlock instead of at level 99. Achievements take one line, not three.
  • The Glassworks and the Athanor say what they are for. Cinders upgrade the furnace, Prisms buy permanent Skill Tree picks; every 1,000 best Seals add +1% Gold Find to the main game.
  • Wood says where it sells. The Logging tooltip names the Shop, the Contraband door and the Timber toggle, and the unlock condition while the door is locked. A growing tree says it can be uprooted with a right-click.
  • Auto-lock is yours to set. 'Auto-lock new Runes' and a new 'Auto-lock Descent prizes' toggle in the Filter & Auto-Sell panel.
  • The gold counter has a hover card like Diamonds and Gemstones.
  • The grey Re-Roll button on Uniques says why. 'Unique · never re-rolls' instead of a locked-looking action.
  • Zone resistances read as percent. '−30% on all resists' instead of points; the Darkness still shows its ×0.4 multiplier.
  • The Descent shows your effective dodge. 'Dodge 31.7% (17.4% in the Descent)'.
  • The Shade court shows each Shade's power, and the health bars step aside for the opened tab stacks.
  • Life steal heals at most 5% of your Max HP per hit. That was always true; now the handbook and the stat card say so.

Fixes

  • Above Descent tier 23 the monsters stopped gaining health. An Archer cleared 119 tiers and pushed gold past the counter.
  • Two Coincursed Bands inflated each other's Gold Find into ×2.4 damage. Gold Find counts up to 300% for that conversion.
  • The Item Workshop used its own names for stats. It says Precision, Elem Arrow Dmg, Finisher Damage, Potion Power and Gap Duration like the rest of the game.
  • The music player's Next and Previous shared their words with the tutorial button.

Localization

  • Two translator rounds are in and Chinese is complete again. 'Power' is one word everywhere, Major and Minor Rune are one word each, and the Contraband is named the same on the tooltip and the door.
  • Every new line of these two days ships in all ten languages.

Thank you for every report, every review and every screenshot. Keep them coming.

More from BreakEven - Idle Demo

Other announcements

All events
Game update6 Sep 2026BreakEven - Idle Patch 0.1.8Patch Notes v0.1.8 · The Forge learns its trade Dear Adventurers, Smithing is a craft with rules now, Power is a real fight instead of a formula, and eight Challenges wait behind the new Hub. Your save upgrades itself; read the notice at the end. New Content · Power is a tower fight. Your Power comes from a real simulated fight against the Darkness Gravemaw on a tower that gets tougher each flo…Game update2 Sep 2026BreakEven - Idle Patch 0.1.6Patch 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 fro…Game update30 Aug 2026BreakEven - Idle Patch 0.1.5v0.1.5 The Huntsman picks a stance The Huntsman stops being a pile of numbers. His four keystones are two stances now, and you choose one. Every quiver changes a rule about your Marks. And the Glassworks no longer goes quiet the moment the eighth board is sealed. The Huntsman · Four keystones, two stances, one choice. At Range (Deadwind, Phantom Veil) or In Blade Reach (Bladeflow, Ambush). Forg…