Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
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
NewsSteam's own announcements 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 festsUpcomingPatchesNewsRecordsTrendingSignals
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
CODEX MORTISNewsChangelog: Bug Fixes, Malediction Seed & Vein Whip Shot
In-game event

Changelog: Bug Fixes, Malediction Seed & Vein Whip Shot

CODEX MORTIS · published 19 Apr 2026, 19:33 UTC

All newsPlayers around this dateRead on Steam

Bug Fixes

  • Level-up golden wave particles are visible again. A skipped system registration caused the entire particle system update to never run, which silently broke level-up VFX, allowed "zombie" particles to accumulate, and suppressed secondary burst effects.
  • Fixed a memory leak caused by world-pickable spawn attempts. Tome pages, artifacts, urns, and scrolls could burn up to 180 entity IDs per spawn attempt when positions were rejected. Long runs with frequent pickups (e.g. Soul Harvest builds) eventually crashed with max entities reached.
  • Fixed a memory leak in Corpse Explosion. Each explosion left behind a non-recycled VFX marker. Builds that chained many corpse detonations over a run could hit the entity cap and crash.
  • Fixed a memory leak in Crimson Rain. Every cast created a permanent rain-controller entity. Spammy casts over a long session contributed to the entity cap crash.
  • Fixed a memory leak in spell entities. Scroll pickups and spell swaps permanently burned entity IDs instead of recycling them — the effect compounded over many scroll pickups.
  • Reduced stale state carrying over between runs. Spell-system bookkeeping now fully clears on game shutdown so old entity references can't affect a freshly started run.
  • Increased the level-up particle budget so rapid, back-to-back level-ups no longer run out of golden burst particles mid-celebration.

New Spell: Malediction Seed

A new cursed projectile spell joins the Curses school!

Malediction Seed

  • Curse category — fires a homing cursed seed at a random enemy within range
  • On impact, plants a Malediction Circle — a persistent AoE field that corrodes all enemies caught inside with damage-over-time ticks
  • Circle has three visual phases: prewarm (growing summon), active (full damage), rest (fadeout)
  • Base stats: 24 damage per tick, 140 radius, 5s duration, 2.8s cooldown, 500 range
  • Smart active-cap system prevents map spam when cooldown drops to zero — new casts are gated by how many Circles are active near you

Upgrades

  • Damage / Cooldown / Radius — standard tuning
  • Circle Duration — extends how long each Circle stays active
  • Max Active Circles — raises the cap on simultaneous Circles near you

7 Synergies

Status synergies (Malediction Circle ticks apply effects):

  • Burning Malediction (+ Soul Burn) — ticks apply Soul Burn, +15% damage
  • Bleeding Malediction (+ Hemorrhage) — ticks apply Hemorrhage, +20% damage
  • Weakening Malediction (+ Weaken) — 20% chance to Weaken, +1 active Circle
  • Icy Malediction (+ Slow) — 20% chance to Slow, +1 active Circle
  • Terrifying Malediction (+ Terror) — 20% chance to Terrify, +1 active Circle
  • Confusing Malediction (+ Confusion) — Confuses enemies, +1 active Circle

Unique synergy:

  • Armored Malediction (+ Bone Armor) — each active Bone Armor orb raises the Circle cap by 1 and adds +15% damage

Fully translated into all 28 supported languages.

New Spell: Vein Whip Shot

A new active spell joins the Blood Magic school!

Vein Whip Shot

Vein Whip Shot is a fast, agile sibling of Tentacle Lash. Instead of an alternating left/right sweep, it lashes a sanguine tendril in your current movement direction — each shot retargets to where you're headed and adds a slight random spread so no two strikes land identically. Shots also overlap: the next lash begins while the previous one is still mid-swing, giving a rapid, flowing combo rather than a slow windup.

Highlights

  • New active spell in the Blood Magic category
  • Attacks in your latest movement direction — sweeps stay in sync with how you're playing
  • Overlapping cadence: each sweep starts before the previous finishes
  • ±12° random spread per sweep for satisfying variance
  • Roughly one-third the size of Tentacle Lash, but quicker and more nimble
  • Custom sprite, skill icon, and cast SFX
  • Full localization across all 28 supported languages
  • Dedicated Vein Size upgrade parameter

Synergies

Pairs with status-effect spells exactly like Tentacle Lash:

  • Burning Vein (+ Soul Burn) — applies burn, +15% damage
  • Bleeding Vein (+ Hemorrhage) — applies bleed, +20% damage
  • Weakening Vein (+ Weaken) — 20% chance to weaken, +1 sweep per cast
  • Icy Vein (+ Slow) — 20% chance to slow, +1 sweep per cast
  • Terrifying Vein (+ Terror) — 20% chance to fear, +1 sweep per cast
  • Confusing Vein (+ Confusion) — 20% chance to confuse, +1 sweep per cast

Unlock it from the Blood Magic school.

The dead god watches. Death awaits.
— GROLAF & CRUNCHFEST

More from CODEX MORTIS

Other announcements

All news
Game update15 Sep 2026Patch Notes: Fixes and BalanceHi everyone! This update collects fixes and balance changes for the last Early Access patch, the one that brought the deckbuilder and the isometric view. Most of it comes from your reports, so thank you for sending them in. Quick Reminder: CODEX MORTIS leaves Early Access on September 24, 2026 at 10:00 AM PST. Progression & Rewards · Free Packs: fixed the counter that was including packs from s…Major update10 Sep 2026New Update Is Live, and Codex Mortis Full Release Arrives 09.24.2026Hi Necromancers! This is the last Early Access update for Codex Mortis. It is live today, and the full 1.0 release follows on September 24, 2026 at 10:00 AM PST . We prepared a short teaser that shows both changes in motion. Watch it below, then read on for the detail. Build your deck We rebuilt the way a build comes together. You assemble your own deck of cards (skills and spells) and carry it…Sale2 Sep 2026Full Release Is Close, Codex Mortis Is 20% Off!Hi Necromancers! Full release is getting close, so if you have been waiting to pick up Codex Mortis, we started a 20% off sale today. What is coming in the full release: · Every map is isometric now · We are adding more heroes · More skills, so there is more to combine and more room to build around a specific destruction plan. · More Apocrypha levels The biggest change is that, in the full vers…