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Gravebound RisingNewsLess guessing. More raising the dead. | Update 0.44.0
Game update

Less guessing. More raising the dead. | Update 0.44.0

Gravebound Rising · published 12 Oct 2026, 14:54 UTC · build 25875082

All newsPlayers around this dateRead on Steam

Hey everyone,

I watched where people were getting stuck and this update is about making the game easier to understand and better to play. Your Hero also needed a reminder that protecting you is his job.

Less guessing in the tutorial

  • Clearer directions and glowing buttons show what to press, what to buy, and where to close the screen afterward.
  • Fewer pauses, clearer Continue and Start Fight prompts, and a much bigger Tombstone defense countdown with a reminder to try 2x speed.
  • The tutorial reuses the fallen goblin's body instead of adding an extra recruit.
  • Ore and supplies are highlighted when you need them. Gathering by hand now shows what you picked up above your character.
  • Souls and Soul Sigils look different, and the Sigil menu explains how you earn them. Upgrade menus have less text thrown at you at once.
  • The ending reminds you that each settlement costs more. Be mindful of placement, and keep an eye out for infinite mines.

Auto upgrades that actually spread out

  • No more 1,000-soul fee to turn them on. Auto upgrades now cost 150 souls per rank, plus the upgrade's usual points and ore.
  • Enabled trees take turns, including Summoning. Each tree has its own ON/OFF toggle, with a quick toggle for the whole system.
  • Recommended Settlement AI works toward Autonomous Raids after the essentials.
  • Automatic spending waits until the tutorial is finished so your lesson points stay yours to spend.
  • Later Soul Sigil, Tactics, and Settlement Insight thresholds are 8% lower. Early progression stays the same; existing progress is kept.

Your Hero should have your back

  • Fixed situations where your Hero stopped fighting after his party died. Nearby threats and protecting you take priority.
  • Healing has its own cooldown so it no longer resets his attack cooldown. Your Hero focuses on fighting when needed and uses healing more carefully.
  • He watches approaching enemies while guarding you. His level is shown on his summon button, and his combat level limit is higher.
  • Bound troops regroup with you instead of hanging around a distant town.
  • Movement no longer overshoots its target, and stalled routes can refresh to help with stuck units and back-and-forth movement.

More control, less frustration

  • Added 0x speed so you can freeze the world and still see it. The old pause button now says MENU.
  • Settlements, mines, Provision Yards, and Watch Barracks show a placement ghost before you commit. Tombstones tell you when you're too far away.
  • Tombstone health now says HP. Summoning tells you when you're short on souls or your Bound army is full, and unavailable summon prompts stay out of the way.
  • Mines are usable from the start. Patient Hands improves ore yield as well as mining speed.
  • Ground supplies give a little more, and the camera can center you near the edge of the map.
  • Something hidden in the trees has a little more shine to it.


Thank you for playing and telling me what needs work. Keep the feedback coming. Now go build more than one settlement and get that dumb skeleton army into shape.

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