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BreakEven - Idle DemoEventsBreakEven - Idle Patch 0.1.8
Game update

BreakEven - Idle Patch 0.1.8

BreakEven - Idle Demo · published 6 Sep 2026, 16:48 UTC · build 25154241

All eventsPlayers around this dateRead on Steam

Patch 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 floor, no potions. The number changes for everyone.
  • The Hub. The Quest Board button opens a hub with four doors: Quests, Hunts, Challenges and Familiars.
  • Eight Challenges. Each one starts a fresh hero of your class in a hidden slot with one rule that changes the whole run: The Mirror, The Pilgrim, One Life, Own Forge, The Night, Dark Birth, The Pact, The Countdown. Your real hero waits untouched. Each pays a title and a small permanent gift.
  • The Blacksmith forges your pickaxes. Pickaxes are no longer items. After 'Prove Your Steel' he runs four quests, Bronze to Meteorite: bring ore, gold and Marks, and the tier unlocks for good with a fixed Mining Speed. The Smithing Hammer is gone; its job is now a rule of the tier.
  • Schematics can be commissioned. Every learned schematic has its own category on the Contract card, Masterwork included.
  • The Mage can Vent. Miasma has a second path next to Blast: Vent releases part of the charge and burns the stacks it releases, so the rest keeps building.
  • Reworked class nodes. New or ported effects across all four trees, from the Knight's Colossus rank 2 and Deathless, to the Necromancer's Deathmarch and a second power for the Ancient, to the Archer's Hunter's Resolve, Hamstring and Windrunner. Hover a node; every one says what it does.
  • Auto-Descent: Repeat and Climb. Climb starts at tier 1 and climbs until defeat, then restarts; rewards stay. The vault card names every floor's foe with its resists.
  • The Glassworks and the Athanor work while you are away. In steps, and the Welcome Back card reports it.
  • Theorycraft: Exalt in the editor. And a Unique from the catalogue arrives as a real drop with selectable bonus affixes.
  • The goal tracker names your class's Void step. With a bar, from an open Frostpeaks on.
  • A start boost at character creation. And 'Best Item' in the statistics is the best combat drop you ever found.

Balance

  • Tier sets a rarity floor. Forged gear and Darkness drops never roll below their tier's floor: no Normal from T4, Excellent or better from T6. Smithing luck climbs from T7, T10 scales harder. The 35% craft penalty is gone with the hammer.
  • Marks at the anvil. Random crafts from Steel on cost 1 to 5 Marks by the recipe's best ore; Copper, Bronze and Iron are free. Marks from hunts, ordeals, Tyrants, the Descent and the estate are tripled, and Smithing XP is doubled.
  • Masterwork guarantees Ultimate plus one chosen stat. (was two). The Workshop keeps the Stat, Range, Skill and Exalt re-rolls; Dual and Mastery re-rolls are gone.
  • Unique bonuses add up instead of multiplying. Every Unique still does what it says; stacking six of them no longer pays in the square. On top: the Manyeye Band counts once, Toll caps at +300%, combos ×2, the detonation soft-caps at 30 stacks.
  • Descent gold. The toll comes back ×1.5 instead of ×2, and the winnings stop growing past tier 23. Dying still forfeits the toll.
  • The Necromancer's court survives death. A death takes one Shade, the weakest first (Normal before Elite before Ancient); Essence and Shadowreign are still lost. Shades inherit their foe and can be hurt, and at a full court the mightier soul replaces the weakest.
  • Gold Hoarder counts every gold income. And its ladder is flatter from rank 10. The Athanor bridge pays +1% Gold Find per 5 Azoth, cap +20%.
  • Estate mines pay full Mining XP on claim. And late mine and pickaxe prices grow gentler from Tungsten on.
  • The Darkness drops both powders. Dark and normal, and the smuggler converts dark to normal at 1 to 2.
  • The Archer takes less damage per Leathershroud rank. And Marks brake the Gap.

Quality of Life

  • The Smithing header says what you craft and what comes next. And every recipe tooltip names the rarity floor, the Marks per craft and the Ultimate chance at your tier.
  • Two ring slots on the Inventory doll. 'Ring 1' and 'Ring 2'; the Rune took the old tool cell.
  • The Handbook fades between pages. Quest rows say 'Tithes claimed: 63 of 105', and the estate's mine button says what a mine yields per hour.
  • The Timber Sweep remembers its run. Across mode switches and restarts, and shows 'Sweep: 7 / 8' while it waits.
  • Ailment numbers show their decimals. And the Contraband card speaks all ten languages.

Fixes

  • Statistics took up to ten seconds to open with a full bag; it opens in milliseconds now.
  • A Mage with the five-attunement hat lost attunements four and five on every gear probe.
  • Items could roll another class's affixes after the ten-second save copy.
  • Codex textures were never released and stayed until the game closed.
  • The Descent's dodge and the zone signatures missed foe copies in the Darkness.

Localization

  • Translator rounds 20 and 21 are in, and every new line of this build ships in all ten languages.

Notice

  • Your save upgrades itself on first load: any pickaxe in your slot, bag or loadouts becomes the unlocked tier, hammers disappear, and the Blacksmith's pickaxe quests count as done for tiers you already own. The Power number changes for everyone. Older builds cannot read the new save.

Thank you.
The BreakEven Team

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