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Repel the Darkness PlaytestNewsGuiding Light
Game update

Guiding Light

Repel the Darkness Playtest · published 25 Jul 2026, 09:32 UTC

All newsPlayers around this dateRead on Steam

New Content

  • Added a new augment "Guiding Light" to the Base.

Monsters

  • Prevented a frustrating situation where one ranged Nightpiercer could make you lose your game. From now on, ranged monsters advance toward the base between attacks instead of standing still at maximum range forever. This way, instead of losing the match because of one Nightpiercer, the player only gets taxed a few attacks before the Nightpiercer walks into attack range.
  • Relentless and Unstoppable monsters now move relentlessly towards the base instead of getting body blocked by other monsters and units.

Quests

  • Reduced bad RNG where only Quests of the Tile category would spawn, leaving the player with no choice of placing units.
  • Subtly increased the probability that quest spawns while few open quests are on the board. This provides the player with more options and lowers the bad RNG situation where a tile can not be placed to fulfill a Quest.

UX & QoL

  • Added a "Back to Rewards" button which allows the player to change their reward choice for unit rewards.
  • Tooltips now get compacted and only display their title and status effect icons if the tooltip stack consists of at least four tooltips.
  • Added a dedicated lock tooltip with an explanation how to lock the tooltip (CTRL + click in the main menu, click in-game).
  • Made locks hover-proof: crossing other cards or entities no longer silently unpins a locked tooltip.
  • The tooltip of units now display their live unit count ("3 Units"), monster packs show remaining over wave size while one depletes ("3/4 Monsters"), and a next-wave spawn that has not emerged yet reads "0/2 Monsters" instead of a bare count.
  • Expanded the pause menu top chip to also display the act and level ("Act I · Level 1 · Round 1 / 7").
  • The Automaton tooltip now displays the units they spawn.
  • Reworked the pull animation from Vortex Snare. Vortex Snare now also interrupts monsters from attacking the base.

Bug Fixes

  • Fixed monsters deviating from their previewed path: monsters detoured around rivers beside a clear straight line, swimmers could cross one tile off the shown line.
  • Fixed the camera pan did get stuck when releasing the mouse over a Quest Display.
  • Fixed term tooltip chains in the main menu clipping off the screen edge. They now stack below instead of to the right side.
  • Fixed Automaton silently disabling the spawned unit's traits: March Order, Banner and Reposition on a Minion Guard now work as the player would assume.
  • Fixed permanent hover on and off tooltips when their hover source was behind the tooltip.
More from Repel the Darkness Playtest

Other announcements

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Game update16 Sep 2026SentinelNew Content · Added a new unit called Sentinel and three new augments for it. · Removed the unit Binder and its two augments. Units · Units now aim at monsters their hit would still affect. A unit whose damage a monster fully resists lets it walk past and picks another target in range instead of wasting its attacks. With no such target in range, it attacks anyway. · Melee units now no longer st…Game update6 Sep 2026More Relics and Satisfying Micro FeedbackNew Content · Added two new relics. · Added one new monster augment called Tough. Units · Ranged units now fire from the moment on a monster gets into their range. They no longer walk toward a monster first. · Increased the Guard's attack range 0.3 → 0.35. · Suppressor units now spread their shots across an arriving pack of monsters instead of all firing at its first monster. Tiles · Reworked P…Game update30 Aug 2026Absence of LightHighlights · Darkness: monsters can now darken your tiles. A Darkened tile has no effect until the Darkness is removed. · Illumination counters Darkness. Illuminated monsters cannot darken tiles. · Relics: On rare occasions a relic will spawn on the board. Place a tile next to it to find out what it does. · Placement previews now show exactly what a tile or unit placement would change as UI chi…