
We've overhauled our hero metaprogression from a linear track of rewards to a series of hero-specific talent trees.
Each talent tree consists of 25 rewards that you unlock over time, and offer a mix of variety upgrades (adds more content to pools) and power upgrades (gives you a leg up on future runs). You must play a hero in at least one run to unlock their talent tree.
Each time you level up a hero, you'll gain a talent point, which can then be spent on any node you have access to in any hero's talent tree.
For this initial launch, we pushed out a version where talent points earned are for general use: you can spend talent points earned on, say, Berserker runs on buffing up your Pyro instead, for example.
Enjoy this while it lasts--we'll be moving to hero-specific talent point accrual and spending in a future update 😈
We've taken this opportunity to also shake up several parts of the game: most spell upgrades are now no longer locked behind hero metaprogression (giving earlier runs more tactical depth), rerolls are now only accessed through hero talent tree unlocks (don't worry, gold will return in the future), and you can even unlock a return to having three options on your room rewards choice screen...if you have enough talent points paid.
We hope that talent trees give players a better sense for what they unlock for their heroes, and a stronger agency in developing their hero run-over-run. We look forward to your feedback on the system, its rewards, and the funny little shapes we picked for each hero's tree.
KNOWN BUG: There is a single node in each hero's talent tree that currently gives no reward. Please look forward to a unique reward type in a future update.
Runes have been renamed to Talismans.
A new reward type has been added, Talisman Upgrades! In Acts 2 and 3, you can now upgrade the Talismans you've already received, significantly punching up your current kit. (Some Talisman Upgrades are still WIP)
The new Lava Biome joins the rotation, bringing new environmental hazards, fresh monster mechanics, and high-intensity board management to Act 2.
Biome Hazard
Tectonic: At the end of each round, 3 Lava tiles spawn randomly on hexes adjacent to existing Lava.
Monster #1: Golem
Passive — Steam Roll: At the end of its turn, if the Golem is standing on Lava, it absorbs that Lava and gains +1 Charge on its next turn.
Spell — Rock-n-Roll
The first of its kind, this little ball of rock-and-lava uses charge as its primary movement. Watch where you end your turn, because you definitely don't want to be in its path when it takes off!
Note: Golem is using a temporary 3D model which will be changed in due course.
Monster #2: Ogre
Passive — Firewalker: At the end of its turn, the Ogre absorbs all Lava within Range 1 and gains Haste 1 for each absorbed tile.
Spell — Trailblazer
Having mastered the element of its harsh environment, the Ogre actively spawns Lava that it and its allies can consume for massive boosts.
Monster #3: Rampager
Passive — Irritated: Whenever the Rampager takes damage while inflicted with any debuff, it gains Strength 1.
Spell — Rumble
Powered by overwhelming brute force, the Rampager's strikes split the earth to create more Lava while throwing heroes into terrible positions.
You have been witnessed. You have been judged. You have been deemed wanting.
Heya all!
We've added the Challenge system to the game! Unlocked after beating the Act 3 Boss once, Challenges add some very unique modifier sets to your next run that will guarantee a different and more difficult play experience.
Challenges come off as singleton sets as well as a sequenced chain of Challenges called "The Assessment" which hearkens to other difficulty systems you may be familiar with in the genre.
We're still working on developing the rewards system/content for Challenges to really make beating them feel good, but we wanted to put the bulk of the system in front of y'all to play with! Give these Challenges your best shot and definitely share with us your builds in the Discord if you beat them!
The Challenges System has been added to the game.
Added a new Quest "Freedom?" which will unlock Challenges.
6 initial Challenges have been added.
Rewards Screen
Congrats, you've been rewarded!
Players can now see all their rewards from completed quests and level ups at the end of a run.
Visuals and assets are currently temp but we will be rolling out a polish pass next patch.
The "Haunted" Corruption Consequence has been removed.
The "Greed" Bargain has been disabled temporarily until a system requiring Gold is enabled.
Assassin
We've made some tweaks to Assassin to get their damage ramping faster and allow for them to more reliably use their passive to escape from danger, if working with an ally.
Passive: Bounty Hunter
Bounty Threshold reduced from 3 to 2
Bounty Max increased from 9 to 10
"Get in, Get Out" Teleport now allows Assassin to teleport to a hex adjacent to any other Hero
Thousand Cuts
Now caps its maximum repeat attacks at 5 and base level and 10 at level 1
These Assassin Spells have had their base damage increased:
Flank
You're Already Dead
Isolate
Fear Closing In (Has received an attack action)
Thousand Cuts
These Assassin and Rogue Cards have had their base movement increased:
Thousand Cuts
Easy Target
Fear of Death
Cut and Run
Smoke and Mirrors
Loose Pockets
Soulthieve
Fixed an issue where the game could freeze when a hero used a potion during another hero's turn.
Fixed an issue on the Sand Biome where two actors could occupy the same hex after being displaced by Quicksand.
Fixed an issue where a specific room configuration in the Lab Stronghold biome incorrectly separated a single hero from the rest of the party and skewed the difficulty too high.
Fixed an issue where Vines created from Ranger's "Rampant Roots" spell card were stomping over existing ground objects.
Fixed an issue where additional fires that were not in adjacent hexes were being created when leaping using Pyromancer's "Meteor Crash" spell card.
Fixed an issue with Assassin's "Thousand Cuts" spell card where it was unintendedly triggering multiple attacks when paired with Curse status effect.
Fixed the 3rd upgrade of Witch's "Plume of Purplest" spell card not showing the correct number of target mushrooms.
Fixed an issue where activating the Witch passive on the final action of a player turn could lead to some buttons not working.
Fixed an issue where heroes were creating Vines after being downed whilst using a specific talisman.
Changed the Spore Flower tile emission color to avoid confusion with other area effects.