The wandering merchant's ship stayed away too long. When it finally came, the shelf held things you already owned, and paying quest points to swap the display left half of it exactly as it was. And if two wares caught your eye, you could still take only one.
All of it is fixed.
An extra purchase does not touch the display. If you want two things, buying one should not blow the other away — so it is kept separate from swapping the stock.
Contract rewards from Grade 5 onward are raised. Floors 5–6 go from 3 to 5 per contract, floor 7 from 4 to 6, and floor 8 from 5 to 8.
Relics like the Spare Heart and The Last Bone were eating one of your accessory slots. What you wore in order not to die permanently occupied a place another relic could have taken — a standing tax, in practice.
They now have a dedicated slot. Both accessory slots are yours again.
These relics also break the moment they save you. But nothing on screen said so, and it was easy to walk into the next fight without knowing the net was gone.
Now the survival relic you carry is always visible on the HUD. When the slot is empty it is not hidden — it reads "None" instead. A slot that vanishes entirely makes it hard to notice anything changed at all.
Springing a Fated Trap dropped you to 1 health. In many places that meant the next blow ended the run with nothing you could do.
It now stops at 150. If you are already below 150, it takes nothing more. It still hurts — it just no longer ends you.
We issued public coupons, but nowhere in the game said where to get one. One past coupon was redeemed zero times after release — which is only natural when no one could find it.
The coupon window now has a "View Coupon List" button. It opens a public page that needs no login.
HOLYFAVOR2026 — the Holy Favor coupon.
The pilgrimage to the Heart continues.