Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Golgothian PlaytestEventsGolgothian 5.0.0-beta — Full Rebalance and Class Identity Update
Game update

Golgothian 5.0.0-beta — Full Rebalance and Class Identity Update

Golgothian Playtest · published 28 Aug 2026, 11:20 UTC

All eventsPlayers around this dateRead on Steam

Rebuilt all 18 subclasses around clearer, more distinctive combat identities, signature resources, passive loops, starter decks, upgrade tracks, and Ultimate cards.
Added a dedicated Ultimate system for every subclass. Build Limit to 100 through subclass-specific play and universal combat contribution, then fire a zero-MP Ultimate from its own persistent battle slot.
Added full Ultimate presentation with card art, owner, exact gauge, locked/ready state, targeting, tooltip details, and resolution-safe layouts from 720p through 4K.
The Demo now includes the Ultimates for all three playable subclasses: Barbarian's Skullsplitter, Elementalist's Grand Convergence, and Divine Healer's Miracle Oath.
Replaced legacy exact-card combo requirements with 10 readable card families and 87 deterministic family recipes producing 73 combo results.
Added combo discovery, family glyphs, recipe details, planning-lock reservation, meld timing, save/load recovery, co-op synchronization, and replay-safe discovery.
Guaranteed multiple valid combo paths for every legal full-game starting-party combination, including duplicate-class parties, while keeping the Demo's recipe pool isolated to Demo content.
Reworked the bot planner to evaluate complete MP-legal action sequences instead of stopping at four cards.
Bots now account for survival, main-action reserves, card advantage, hand overflow, cleansing, combo outputs, subclass resources, lethal opportunities, and cross-party sequencing.
Increased the global MP ceiling to 10 and separated it from the maximum legal card cost.
Expanded starting hands to six cards and made planning limits resource-driven rather than governed by a hidden four-card cap.
Added precise target modes for chosen targets, independently random hits, and one randomly locked target.
Reworked Bless into a timed stacking effect and corrected its healing-trigger lifecycle.
Added authoritative real-time actor-state updates so MP, health, gauges, revives, resources, and other combat changes refresh consistently in local and co-op play.
Added three endless upgrade tracks for each of the 18 subclasses, with 54 named tracks, deterministic diminishing returns, persistent allocation, free out-of-run respec, active-run locking, save migration, networking, and a dedicated pre-run UI.
Rebuilt Samurai around Bushido Discipline and retired the old Iaijutsu identity while retaining save compatibility.
Reworked Ki Adept around Flowing Circuit, banked Ki, retained attacks, and resource-aware finishers.
Reworked Warden around Living Grove, independently tracking Root, Regen, and Thorns contributions.
Reworked Beastcaller so every Command produces a useful Pet Attack, with authored Beast riders and Bonded Command support.
Reworked Shapeshifter so every card remains usable without the correct Form while active Forms add owner-specific combat riders.
Added or completed distinct live loops for Barbarian Rage, Knight protection, Elementalist spell history, Warlock Corruption, Summoner companions, Divine Healer Grace, Crusader Zeal, Death Knight Soul, Ninja Vanish, Hunter Quarry/Traps, Bard Performance, Assassin Deathmark/Execute, Druid Forms, Beastcaller Beasts, Samurai Focus, Ki, and Warden Verdant.
Added a complete presentation taxonomy for capped resources, actor states, enemy-owned marks, named Songs and Invocations, Forms, active Beasts, Corruption decay, spell history, and next-card rotation.
Expanded the Basic card pool from 12 to 24 and added new systemic utility such as selective debuff removal and chosen-ally draw.
Expanded ordinary equipment from 61 to 180 pieces, including new stat, elemental, triggered, tradeoff, and unusual-effect families.
Retained all 144 Mythic equipment pieces across 18 subclass sets and updated affected descriptions and compatibility with the new class loops.
Expanded carried consumables from 14 to 36, with explicit inventory consumption, upgraded variants, Demo isolation, and new recovery and utility effects.
Expanded events from 21 to 120: 48 generic, 48 biome-specific, 12 class-reactive, and 12 rare events.
Added deterministic event eligibility, bounded variable rewards, same-run no-repeat protection, recent-run cooldowns, oldest-first fallback, terminal history, and save/co-op parity.
Added 90%-capped card pity, 30%-per-level catch-up XP, and explicit anti-farm factors across XP, gold, card unlocks, and ordinary equipment tier.
Added owner-visible reward breakdowns and non-blocking map warnings when progression modifiers are active.
Replaced the incomplete element lookup with the authored symmetric element pairs (Fire/Ice, Lightning/Dark, Holy/Poison, Arcane/Nature) and neutral cross-matchups, and added the complete table to the Bestiary.
Reworked Mythic reward scheduling across all 13 dungeons, including hidden-route and Hardcore modifiers, late guarantees, deterministic save/load behavior, and anti-farm ordering.
Rebuilt dungeon routes for Dungeons 1–13 with dungeon-scaled row counts, exact battle/elite/rest composition, bounded streaks, deterministic generation, and a mandatory Rest immediately before each boss.
Improved card-pack optical centering across animation frames and resolutions.
Fixed the Limit dock's wide-screen and compact-screen layout, card readability, header fit, and pointer ownership so it no longer obstructs party actors, action piles, previews, or enemy status interactions.
Fixed order-dependent battle UI failures caused by retained static event subscribers reaching destroyed scene objects.
Preserved old saves through append-only schemas, inert legacy serialized fields, deterministic migrations, canonical hashing, owner-private/public co-op state, and replay-safe reconstruction.
Strengthened Demo isolation across catalogs, runtime identity strings, generated payloads, staged builds, and Steam depots; the Demo contains exactly the three intended classes and their content.
Added 90 enemy-family assignments, mechanic tags, archetype metadata, authored-data audits, and player-facing taxonomy support.
Added extensive regression and content-contract coverage, activated the formerly inert current combo-family matrix, and completed a final 2,494-test non-balance release gate.
Added a complete balance-testing handoff, machine-readable manifest, authored-data JSON/CSV snapshots, and 11 paired Markdown/CSV analysis reports for future designer-led review.
Built and audited Windows, macOS, and Linux players from one immutable source for Demo, Playtest, and Main release lanes.
5.0.0-beta bug-fix pass
Reported presentation and flow fixes:

Moving the mouse now moves the card selection border. Pointer and controller focus stay in sync in combat and in the pre-run loadout.
Removed the stray separator bullet from Cleaving Arc's card text.
Elementalist Charge now reads as two equal stacked pills instead of one uneven pill.
The Fire Mite is now the same size in the Bestiary as it is in combat.
Fixed overlapping Bestiary text and matched its typography to the rest of the interface.
Removed the combat Limit panel. Ultimates now arrive as expiring cards in your hand, played like any other card.
Rageguard and Tactical Scan now stack instead of replacing each other, and Discard wording spells out what will be discarded.
The Red Drake is smaller and sits lower in its combat frame, clear of the intent and health bands.
Traveler's Hood now uses hood artwork instead of the unrelated demon art.
XP rewards read as plain numbers, with the full formulas moved into a tooltip.
Removed the dead pause at phase boundaries, so planning and execution hand over immediately.
Fixes found while verifying the above:

Dungeon routes could generate with only two ordinary battles and with two Rests back to back. Routes now carry their intended combat density, with three to four ordinary battles on a first-dungeon path.
Starting your first run with a subclass could leave Start Run unresponsive, because the pre-run offered three of the four authored cards and refused to auto-select an incomplete loadout. First runs now begin on the exact four cards authored for that subclass.
Eight subclass identity cards are now available at level 1, so Warlock, Death Knight, Ninja, Hunter, Bard, Shapeshifter and Beastcaller all start on their intended cards: Corruption Draw, Doom Tide, Midnight Wire, Weakpoint Arrow, Final Cadence, Pack Chase, Wild Guard and Call the Shot.
Bard's high-ceiling capstone is now Grand Crescendo, since Final Cadence became a starting card.
The Ultimate preview in Party Details rendered stretched into a landscape smear that grew wider with the window. It now keeps the card's shape at every resolution.
Keyword tooltips work again on your own starting cards. Hovering a keyword shows the keyword, rather than a hint about replacement cards.
Demo builds no longer carry any full-game card, subclass or follower identifiers.

More from Golgothian Playtest

Other announcements

All events
Golgothian PlaytestGame update5 May 2026Golgothian Demo 0.22.1-betaThis update polishes the demo flow ahead of wider testing: -Demo survivors now carry their names and character XP into future demo runs. -Demo character levels are capped at Lv.5, but extra XP is banked for the full game. -Demo gear carryover remains disabled. -Added clearer full-game wishlist prompts on title, pause, game over, and demo completion screens. -Refreshed the title screen art, icon…Golgothian PlaytestGame update3 May 2026Release 0.22.0 beta blocker fixes- First beta release: version is now 0.22.0-beta, with demo metadata at 0.22.0-beta-demo. - Updating to this version performs a full progression reset and turns tutorial mode back on. - Tutorial Mode On now respects completed one-shot tutorials, so map, legend, combat, reward, shop, deck info, and party setup tips should not repeat after dismissal. - Party setup tutorial now guides players to a…Golgothian PlaytestGame update3 May 2026Alpha 0.21.6 Update- Full demo progression reset so everyone starts fresh on the new baseline - Tutorial mode is restored to On after reset - Party setup tutorial now explains each hero needs 2 starting cards: 1 Primary action and 1 class action - Tutorial guidance highlights Auto-Select Starting Cards, then Start Run - Combat tutorial adds a clearer red reminder to cycle cards - Dungeon route selection better su…