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UnderboardNewsPatch 1.2.4
Game update

Patch 1.2.4

Underboard · published 18 Aug 2026, 15:08 UTC

All newsPlayers around this dateRead on Steam

Endless Runs Changes

We want to have a difficulty cap in endless runs to serve as a benchmark for your teams and a good stopping point if you only care about beating the content. The thing is that some players want to keep going after that to min max their teams, but we felt the difficulty cap didn't provide enough increase in difficulty for those players.

Nerfing player power across the board in order to make the difficulty cap harder would make things too hard for new players, but we also didn't want to just make the difficulty cap harder without giving enough time for players to prepare their teams for the added difficulty, so we knew we had to extend the journey to reach the difficulty cap as well.

Endless runs still progress in difficulty the same way until map 16, where they reach a Zone Level Multiplier of 270%, but now that multiplier continues to increase up to map 32, reaching a Zone Level Multiplier of 1000% and serving as the new difficulty cap.

Notably, the masteries from the unique Zone Boss in endless runs can still be unlocked at map 16, and there is no added reward for beating the boss at map 32. The intention is that players can feel satisfied after getting the rewards from the boss and stop there if they don't care about min maxing their teams, but if they do the game now provides more progression towards the difficulty cap, making the experience more interesting to beat and more rewarding once you get there.

It's important to state that our intention with endless runs as the hardest content in the game, is that only above average teams should be able to beat the unique Zone Boss in map 16, which is the earliest you can fight him. And only the best teams in the game should be able to beat the boss a second time in map 32 at the new difficulty cap.

We also did a balance pass to prevent some enemy skills from scaling beyond intended numbers while playing with high Zone Level Multipliers:

  • Omen now only gains 5 Hidden Seconds with her Shadow Step skill (instead of scaling with her Skill Power).

  • Wendarko now only gains 5 Hidden Seconds with his Devouring Shadow skill (instead of scaling with his Skill Power).

  • Jespring now only gains 6 Sure Dodge with his Mad Twist skill (instead of scaling with his Skill Power).

  • Teankpot now only grants 5 Hidden Seconds with his Emergency Steam skill (instead of scaling with his Skill Power).

  • Spectracle now only gains 5 Hidden Seconds with his Escape Trick skill (instead of scaling with his Skill Power).

  • The Ninja in the Horizon boss now only gains 5 Hidden Seconds with his Hidden Blade skill (instead of scaling with his Skill Power).

We'll keep looking for any feedback regarding endless runs, their balance up to maps 16 and 32, and other enemy outliers like the previous ones.

Changes

  • Added a section in the collection for character passive skills. You can collect passives by picking a character with a passive you haven't picked before. Rerolling a character passive into one you haven't picked before also works.

  • Portals in endless runs now also show the Zone Level Multiplier of the next map.

  • Characters with higher Maximum Health now display their UI Health bars in a way that allows to see their block segments more clearly.

Fixes

  • Fixed enemy summons not gaining the Zone Level Multiplier and Zone Modifiers after spawning.

  • Fixed the Soul Fracture skill from Espirage not cloning evolved characters properly. The clones are now also evolved if the target was evolved, instead of the clone just being Level 3.

  • Fixed the trait Rebuke, the item Voodoo Doll, and the passive skill Shockwave not affecting hidden enemies.

Post Patch Update

  • Fixed combats being able to end in a tie. Now only the first team that kills all their enemies wins, be it your team or the enemy team. This was causing a few different bugs that all broke the normal flow of combats ending normally.

  • Fixed charmed enemies not ending the combat after they died and there was no other enemies to keep fighting. This was causing your characters to stay still indefinitely as the combat was still going but there was no way to end it. Now the combat ends if the only remaining enemy is charmed and dies.

More from Underboard

Other announcements

All news
Community14 Sep 2026Party-Based RPG FestThank you to Steam for organizing the Party-Based RPG Fest - September 14th - 21st Underboard recently released its 2nd major content update: The Endless (full patch notes) And we have big plans for where the game goes from here. So please be sure to add it to your Wishlist, and considering picking it up during a future sale!Game update26 Aug 2026Patch 1.2.5Endless Changes The Zone Level Multiplier in endless runs now starts scaling much faster after zone 4, but it still has the same cap at map 32. This is intended to have a more distinct separation between the early, mid and late parts of the progression curve in an endless run: · Zones 1-4 serve as the early part of the run where you should have plenty of time to build a starting team. · Zones 5…Game update13 Aug 2026Patch 1.2.3Changes · Items and spells in the collection now show their quality upgrades. · All maps now have 1 less normal combat and 1 more superior combat. Besides the additional difficulty, this also gives the first map more interesting navigation decisions and buffs how many consumables from superior combats you can get per map. · The mastery trait Mind now grants 30% Skill Resistance on its first bon…