I set out to make the most fun PvP auto battler Steam has to offer and I will continue to update, polish and improve until it meets players standards. Gigantic thank you to my over 100 unique players who are enjoying the game!
Battles should now be easier to follow and considerably more satisfying to watch.
Battles now last 45 seconds before Overtime begins.
The final combat second automatically slows to 0.5× so the deciding actions are readable.
A new slow-motion sound marks the transition.
Slow-motion endings can be disabled in Settings.
Killing-blow messages remain visible for a full real-time second.
Finish callouts identify the item, status effect, or Sudden Death damage responsible for the knockout.
Simultaneous knockouts now identify both fatal causes.
Every knockout also receives a stronger audiovisual finish:
Red-and-gold energy pulses across defeated towers.
Health bars burst apart.
A heavier stone-cracking impact plays.
Camera shake gives the final blow more weight.
Simultaneous defeats trigger the effect on both towers together.
Tower condition is now much easier to read at a glance.
Health-bar frames visibly crack below 50% Health.
They become heavily damaged below 30%.
The frame collapses completely at 0 Health.
Damage completely absorbed by Ward now splashes against a large barrier.
The blocked damage number appears outside the shield, showing exactly what was prevented.
Item tags now form clean rectangular strips.
Related tags have been recolored for better visual distinction.
The Reroll rarity tooltip opens to the left of the cursor and no longer obscures shop offers.
Totem of Unity’s identical row and column effects are now presented as one concise Row/Column Aura bonus.
The Settings menu has been expanded to accommodate the new Slow-Motion Ending option.
The trophy counter waits until the results screen before revealing a victory, preventing it from spoiling the fight.
Shock durations now stack correctly.
Power Crystal’s temporary Power disappears from the live tooltip as soon as the affected item spends it.
Windowed launches now correctly center on the operating system’s primary monitor.
Physical Stone once again grants +20% Life Steal to every Physical item, including Dark-primary hybrid items carrying the Physical tag.
Ranked recovery can now discard an irrecoverable old result instead of leaving the Ready button permanently blocked.
Guests now always see the completed battle and results screen before the next Day event opens.
Both players can interact with shared events.
The host retains authority over the final choice and reward.
The second player can make a visible suggestion and revise it before the host decides.
Day 6 now shows both players the same chest-opening and item-reveal sequence.
Personal shops, gold, income, rerolls, and frozen offers remain separate while the tower, inventory, XP, and level remain shared.
Previously granted the item below permanent +1 Bleed and conditional permanent +5% Power.
Now grants the item below +2 Bleed and +10% Power for the current battle.
This provides a much stronger immediate payoff without permanent stat inflation.
The item to its right now gains +3 Bleed for the current battle.
If that item is a Weapon, it gains another +3 Bleed.
These bonuses no longer persist between battles.
Now gains +2 Thorns for the current battle whenever an adjacent item grants Ward.
Previously gained permanent +1 Thorns.
Right item gains +6 Burn per cast this battle
Gains another +6 Burn if it is a Creature per cast this battle.
Burn granted to adjacent Creatures increased from +4 to +6.
Its Row I Poison bonus increased from +5 to +10.
Now gains +2 Thorns for the current battle after attacking.
Previously gained permanent +1 Thorns.
Its extra projectile at 10 Thorns remains fixed at +1.
Now gains +3 Poison for the current battle whenever it casts.
Previously gained +1 Poison after hitting.
The new timing allows the increased Poison to contribute to the attack that triggered it.
This is just the beginning.
I’m continuing to watch matches, read feedback, improve balance, and polish the game wherever it needs attention. Thank you again to everyone who has supported Wizard Tournament so far.
I hope you enjoy the new items—and I’m especially interested to see what combinations you create with them.