
Three new relics turn Bomb Dice from a nice surprise into a strategy:
Blasting Powder - explosions from Bomb Dice have 50% greater range and force.
Booster Charge - Bomb Dice deal double damage.
Chain Detonator - when an explosion hits another Bomb Die, that one detonates too. Chain reactions across the whole board.
All three also work on Big Bada Boom.
Spring Coil II - merged dice jump even higher and are pulled toward their targets more strongly.
Spring Coil III - maximum jump height and maximum pull. The first tier III relic in the game.
Relief Rune - fully removes one random negative effect from your hero.
Retribution Censer (Paladin) - when your hero gains fire, the same amount of fire is applied to a random enemy.
New relics and the new rune are unlocked through play, like the rest.
Classic Hardcore rerolls are cheaper. Shop rerolls cost less across all three acts, and reward rerolls now match the costs used in regular Classic.
The bottom edge of the board is now a solid wall. Dice that reach it bounce off instead of being lost, exactly like the other three edges. With explosions throwing dice around, far too many runs were quietly losing dice off the bottom of the screen.
Merge physics: chain merges no longer freeze or veer off nearby dice you knocked on purpose. Only dice thrown outward by the merge itself get damped, so a deliberate bump keeps its trajectory.
Fixed a dead zone in board input - dice could not be thrown by clicking in the right part of the board, with a smaller unresponsive area on the left. The full board now responds.
Hard Mode completions now count as Normal Mode completions. No more clearing the same boss twice - the trophy tooltip also lists every class that beat that boss on Hard. Applies retroactively to your existing save, no new runs needed.
The location screen is now split into Adventures and Game Modes, so it stays readable as more ways to play arrive.
Goblin Warchief now has a chance to summon Archers instead of only melee units.
Bowman's Pauldron reworked - it now triggers whenever a Knockback Die hits an enemy with another enemy directly behind it, instead of requiring an actual push. It works on targets that cannot be pushed, such as a stunned boss. Each of the two enemies now takes damage equal to the other's attack value.
Phoenix Essence now reads correctly: the Healing Die fully removes one negative effect from the hero, rather than a single stack of it.
End Game Coins and End Game Healer no longer use the ambiguous word "discarded" - they now say plainly that each die left in the dice queue when combat ends grants a coin, or heals the hero for 1. Behaviour is unchanged.
Upgraded (II) relics now state "Replaces the base relic if you already have it."
The usage hint on every rune is shorter and clearer: "Drag onto the game field during combat to use."
Steam Deck: fixed a softlock when opening the in-game Settings menu at certain low resolutions.
Steam Deck: fixed black borders appearing after resolution settings synced over from PC via cloud save.
Steam Deck resolution no longer carries over to your PC - previously PC would pick up the Deck's resolution after you played there, forcing a manual reset each time.
Fixed attack counter for hero failing to reset after merging 'Inspiration' die with a non-attack die and activating 'Singular Focus' relic ability.
Found and fixed a couple more attack counter miscalculations.
Added a forced reset of the attack score at the end of the dice queue so it reliably shows 0 going into the next round.
Note: Attack counter display is still not fully accurate in most cases - it doesn't account for enemy count on AoE hits or relic damage modifiers yet