Hey, friends!
Thank you to everyone who has joined the 8 More Lives playtest!
Your feedback, bug reports, and videos have already been incredibly helpful. Thanks to you, I can see what needs more work—and today, I’m releasing a new patch!
What’s New?
Gameplay
- Added Force Projection to Arcanist: +1 melee range. Available upgrades grant +3 Intelligence and +5% melee damage.
- Added Illusory Mark to Arcanist: unlocks an ability that reduces all defences of enemies in the target area by 0.25% per point of the caster’s Intelligence, lasting until the end of each affected enemy’s turn. Available upgrades grant +3 Intelligence and +20% vision.

- Added Freight Golem to Scholars company mastery: +25% inventory capacity and +5% company movement speed.
- Added Travel Light to Explorers company mastery: +25% company movement speed and −50% inventory capacity.
- The unit landing a killing blow now receives 35% of the defeated enemy’s experience directly, up from 20%. The remaining experience is shared.
- Increased Golem base health from 400 to 600 and strengthened Clay Shell.
- Status effects now scale from the unit that applied them, while affecting the recipient.
- Necromancers now flee when their remaining company consists only of necromancers and fleeing units.
- Ghouls now wait for their company to engage before approaching enemies.
- Escape tiles inside the battlefield must now directly border an escape tile on the map’s outer edge.
UI and QoL
- Added configurable keyboard and mouse bindings, including an AZERTY preset. Control hints now reflect your selected bindings.
- Added a confirmation before cancelling a contract. (juicycrab28)
- Updated interface fonts, character-sheet artwork, defence bars, and achievement icons.
- Improved window layouts, scrolling, and item-comparison alignment.
- Ability and status tooltips now show calculated effect values, with formulas available in the expanded view. Rally and Howl also display their morale effects more clearly.
- Stat tooltips now group repeated item bonuses, such as Rosary x2, and show their combined calculations.
- Improved global-map rendering performance, camera movement, and tile reveals.
Bug fixes
- Fixed several causes of event choices becoming unclickable and leaving the game stuck. (Classy Mushroom, Mark10293, GW, oltopetish, Sala2124, OliverAudio, 로그라이커, Just Bullet, MayDay, Kurutsumo, Petitpoils, LittleBelchonok, jaioji3)
- Fixed battle-map generation failures that could prevent combat from starting, and improved battlefield connectivity for large units. (Padda)
- Restored natural noise-based terrain and feature placement on both maps, fixing bushes and other features appearing in rows.
- Improved settlement distribution and initial map reveals.
- Fixed camps and enemy companies getting stuck partially faded or restarting their fade after rotating the map. Visible companies near the visibility boundary now correctly respond to hovering.
- Fixed loading-screen flickering during deployment and zoom transitions.
- Fixed Perfect Defence calculations omitting defensive advantage bonuses, including when a scattered shot hits a covering unit.
- Fixed individual item tooltips incorrectly showing bonuses stacked across multiple equipped items, and missing item contributions in stat tooltips.
- Fixed the victory inventory briefly resizing after appearing and opening at the wrong scroll position.
- Fixed misleading “Stackable” labels on statuses whose effect applies only once, and removed the “Locked:” prefix from unacquired mastery abilities.
- Fixed event-start saves and bug-report attachments so reports submitted from an event use the save captured when that event began.
- Fixed inventory displays failing to refresh after camping repairs.
- Fixed errors affecting settings, inventory input, company-window controls, and global-map visuals.
- Fixed finished battles retaining unnecessary data in memory, reducing memory buildup during longer sessions.
- Other minor fixes. (Werner, RPG World)
A huge thank-you to everyone helping me improve the game. Keep playing, invite your friends, and please continue sharing your feedback!
See you in the game!
How you can help development
- Wishlist the game
- Sign up for the playtest
- Join our Discord
- Subscribe to our YouTube channel
- Tell your favorite influencer about the game in their comments