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
Spirefall DemoNewsDay 3 Demo Patch: Tully Finds His Timing
In-game event

Day 3 Demo Patch: Tully Finds His Timing

Spirefall Demo · published 8 Aug 2026, 22:36 UTC

All newsPlayers around this dateRead on Steam

Tutorial voice & pacing

  • One voice, one role. While Tully is coaching, nothing else speaks with his voice — the few announcer calls that play during the tutorial come from a different announcer until coaching ends.
  • Advancing a tutorial step now waits a beat before the voice line starts. Clicking through quickly no longer piles lines on top of each other — only the step you land on speaks.
  • Sound effects no longer cut off a voice line in progress; the line finishes first.
  • The ten longest tutorial lines were re-recorded at roughly half their length. Same lessons, less lecture.
  • Turning the coach off is now a full stop: no queued tutorial voice plays afterwards.

Honest combat information

  • The block-phase death forecast now accounts for shields. A shielded unit that would survive no longer shows DIES — shields absorb before HP, exactly like resolution.
  • Stun now says exactly what it does, everywhere it appears: cannot attack, block, or use activated abilities, and Guild Coins are locked. The codex, tooltips, and card badges all agreed to agree.
  • Fatigue text answers the "-1 ATK?!" question: stats can go negative, but an attack below 0 deals 0 damage — it never heals the target.
  • Abilities whose cost escalates per use (+3 per use this turn) now show the live price even while you can't afford it or it's not your turn — no more printed 3 when the next activation costs 6.
  • Bards instrument abilities now spell out all three branches in the rules text — no more "resolves the branch matching the instrument" with no hint of what each instrument actually does.

Fortress HP

  • Fixed health bars reading like a typo ("14 / 8"). Fortress max HP now follows the encounter's actual health, and gauntlet runs show carried damage against the run's true maximum ("14 / 20").

Settings no longer cost you the match

  • Opening the full settings screen mid-fight and coming back no longer reloads the table. The match suspends in place and resumes exactly where you left it — a volume tweak shouldn't cost you a boss run.

Readability

  • The event log got a full pass: larger text, better contrast per event type, alternating row shading, and a divider above each turn so rounds read as sections. The drawer and scrollbar grew to match.
  • Wide boards stopped clipping. Crowded unit rows compress card frames instead of overflowing, and the economy row shrinks its cards down to chips based on the space it actually has — 12-wide Tavern Keep openings included.

Know your enemy

  • The "Known to play" cards on a patron's table card — and their page in Tully's Journal — now show the full card on hover. Scout the matchup before you sit down.


Keep the reports coming — the last two patches were built almost entirely from
them. If the demo is treating you well (or not), a review helps more than you
think.

Cecilda holds off on her assassins, for now! We must keep her at bay :)

More from Spirefall Demo

Other announcements

All news
Major update14 Sep 2026September Major Update - New Region!Three weeks since the Kraken. This one is bigger. The Journey Map has been promising a second tavern since Day 9. It's open. Take the Antiok node and you go down a stair, not into a taproom: the Undercroft is the stone cellar under the Grand Cathedral where the Church drinks after vespers, and the Church does not think you should be there. The Undercroft · Beat Tully's Ale Haus Tavern Keeper on…Community24 Aug 2026Spirefall on Steam Deck - Native, Full Controller SupportSpirefall runs natively on Steam Deck The Spirefall demo ships a native Linux/SteamOS build — no Proton, no compatibility layer. Steam picks it automatically on Deck and on desktop Linux, and it runs in the Steam Linux Runtime, so there is nothing to configure: install and play. Here's exactly what that means, and what we tested. Full controller support Every screen in the game — menus, the tav…Major update24 Aug 2026August 2026 Major UpdateNine days since the last patch, and the tavern got rowdier. The Tavern Keeper stopped hiding her difficulty inside the AI and put it on the table where you can fight it. The Bards hired thieves. A merchant lord bought a blimp. And the whole game now runs natively on Steam Deck (and Linux, for that matter), full controller support, top to bottom. Fair warning about the headliner: there is a krak…