
Hi 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.
Free Packs: fixed the counter that was including packs from schools not available yet. It now shows only the packs you can actually open in the current version.
Boss rewards: fixed the guaranteed drop of 1 scroll and 12 runestones. The fix also covers world bosses, the Sand Tomb guardians and the Hierophant in First Mercy. Caster bosses no longer grant a duplicate rune on top of that.
Ashes: added a shared counter below the souls counter, including while opening packs. It appears once you earn ashes for the first time, recognizes older saves with a positive balance, and stays visible after you spend down to zero.
Card forging: the counter now shows your real ash balance against the cost instead of capping the displayed value at the upgrade price.
Marrow Arsenal: volley damage rebalanced and excessive scaling at higher levels reined in. Regular damage, projectile count and cooldown upgrades still apply.
Survivor: after 15 minutes the late enemy pools stay in rotation and their health, damage and speed keep rising. The escalation continues past 30 minutes as well. Fixed the message showing time remaining until the portal opens.
Blood Magic: buffed the Blood Frenzy, Blood Pact and Blood Ritual bonuses so they pay off better for the health you sacrifice.
Blood upgrades: selecting an upgrade no longer charges HP a second time. Fixed Life Tap and Blood Pact durations, effect expiry on heroes, and the behaviour of cancelled casts.
Sanguine Burst: limited the runaway damage scaling on the evolved skill. Base cost is now 5% of max HP and the refund returns at most half of the sacrifice. Free casts and synergies are counted correctly.
Vein Rupture: weakened the hit against enemies without bleed while keeping the damage from consumed stacks. Fixed a bug where simply owning Hemorrhage inflated Vein Rupture bleed damage multiple times over.
Blood Magic descriptions: corrected the previews for bonuses, damage, HP costs and refunds, along with the matching card and Tome translations.
Survivor: Soul Nexus now uses the hall and set dressing from Story. Void Sanctum keeps its round arena but gets new monuments. Fixed missing decorations in Golden Rot and wrong objects on Road to Blood Bath.
Chapel of Perpetual Bloom: fixed being trapped by the spreading vegetation. The game now restores a path when the growth cuts off the way out, including during the boss fight and after the portal opens.
Card Library: larger cards with the artwork kept as a full background. Long descriptions get more room and can be scrolled, while the cost and the forge action stay reachable.
Library navigation: moved the side arrows below the cards so they no longer cover the text.
Progression tiles: bigger content area and reworked bottom buttons. Collection progress, mastery and the available-upgrade marker all fit inside the frame.
Foundations and Mortis: removed the opaque frame fragments covering the artwork.
Pack shop: fixed the missing visuals on first open.
Character stats: header, row backgrounds and separators now match the rest of the Character Hub.
Combat stats: the character portrait now has a frame matching the Character Hub.
Mode, map and difficulty selection: removed the brief flash of the old interface while the visuals load.
Menu scrolling: hovering with the mouse shows a preview without moving the list. Keyboard and controller still scroll to the selected entry. Fixed the character gallery and the Add Hero list jumping around.
Passive names: activation messages in combat now use the same translated names as the Character Hub and character selection.
Cursors: added stylized skeletal hands matching the pixel art of the menus. Clickable and unavailable elements, including locked heroes, are now marked consistently.
Blood Pulse: the heart effect is smaller, dimmed and moved below the characters. Range upgrades no longer scale the heart itself.
Blood Frenzy: the scream played during the skill was replaced with a heartbeat.
Spell icons: Jaw Strike and Gnashing Orbit now have distinct artwork.