▸ All 84 monsters re-tiered into nine speed tiers, from super-heavy tanks to suicide bombers
▸ Want to finish off a fleeing hero? Leave room in your deck for fast monsters
▸ The spread between the slowest and fastest hero widened from 1.19x to 1.42x
▸ Dire Wolf, Inferno Wolf and Orc Wolf Rider got their speed back
▸ Bestiary SPD is now real SPD — the hidden internal multiplier is gone
▸ Everything has inertia: heavy units accelerate slowly and can't stop on a dime, assassins turn instantly
▸ Cavalry charge rebuilt: wind-up tell → high-speed lance through the hero → one passing strike and knockback
▸ Footstep rate follows actual speed, and stops when the unit stops
▸ Crowd jitter greatly reduced
▸ Hero dodge rolls are about 3x longer
▸ Hero ultimates no longer get interrupted by their own basic attacks
▸ Heroes no longer run in place during the level intro
▸ Six hero ultimates differentiated — no longer the same move reskinned
▸ Buff-type monsters no longer stack infinitely (the stacking was a bug)
▸ The "spam collectors" degenerate strategy is closed
▸ "SPD Boost" enhancement changed from a flat +1 speed to +2%
▸ Hero ability cooldowns now actually apply — no more infinite ultimate spam (affects all 10 heroes)
▸ Guard and Fortress stances actually reduce damage
▸ Leaf Ranger's poison arrow deals damage over time; entangle arrow actually slows
▸ Wyrmlings no longer incinerate nearby allies
▸ Charging cavalry no longer deals damage 60 times per second
▸ Orc Shaman no longer punches heroes across the map
▸ Heroes below half health now dodge roll
▸ Hero cooldowns keep ticking during stuns
▸ 18 ranged monsters were misclassified as melee and had the wrong speed
▸ First launch now follows your system language
The demo covers the first two stages, three Avatars and Tier 1-3 monsters. Feedback is welcome in the discussions.
The full version is in development. Wishlist it to hear when it launches.