
The clock was always counting down. Now you get to find out what happens when it reaches zero — and it isn't a game over screen. This is our biggest update yet: a whole new nightfall phase, a rebuilt Invasion mode, the first chapter of Thull'noss' story, and an updated HUD/UI.
When the dungeon clock runs out, the run doesn't end. Night falls.
Every enemy in the dungeon transforms. Violet eyes open in the dark and bodies lift off the ground. They become 3 times more lethal.
Ennemies' health and armor merge into a single Night Pool.
The night drains you. Your life ticks away second by second while you're down there. Every second you stay is a choice.
The loot is worth it. Drops multiply while night is active.
Invasion has been torn down and rebuilt around waves instead of a timer.
Choose a card every waves you clear. A pool of 38 upgrades, curses and pacts — the dangerous ones tell you exactly what they'll cost you before you take them.
Elemental totems. Plant totems next to your defences and they take on the element. Chill, burn, freeze, poison and shock now read clearly on every enemy you apply them to.
Smarter enemies. They no longer run laps around your walls. If your line seals a route, they commit and break through it — and they spread along the wall instead of piling into one door.
A real build phase. Placement grid, turret range rings, free rotation, refusal feedback when a spot won't take, and a warm-up panel that starts the wave when you're ready — not before.
A full prologue. The village before the massacre, the people in it, and the night everything stopped. The HUD assembles itself piece by piece as you learn the game.
A brand new dialogue system. Written, staged and shot.
Thul'Noss. The god at the other end of the clock now has scenes of his own, and the gifts he hands you come from his mouth, not a menu.
The Void. Rebuilt as a place — glass and aura tiles, floating stone paths that rise out of nothing, ripples under your feet, mirages that reveal themselves as you approach.
Travel that feels like travel. Portals now swallow the screen and spit you out somewhere else. Death sends you falling backwards through a rewind tunnel and you wake up in bed.
Quest markers that actually find their target, on-screen and in the world.
Rebuilt from scratch: new health and potion cluster, equipment cluster, resource rail, Call of the Void charge, spell slots, and a timer ring that empties like a maze.
New enemy, boss and altar health bars — cleaner, readable at a glance, with boss names front and centre.
HUD Size slider in Display settings, for big screens and handhelds alike.
Redesigned end-of-run screen — tabbed, with a full run breakdown, everything you picked up, and what the night took from you.
New save slots showing your run at a glance.
The pool has been cleaned out and rebuilt — dead weight removed, 18 new Echoes added, and everything that made the cut has been re-tested.
Echoes that need a partner to work are now hidden until you own the partner. No more dead picks.
A new dodge pillar and the Grain of Evasion.
The praying altar is now Thul'Noss' statue — and it turns to stone once you've taken what it offers.
Every biome has been relit with its own direction: the Swamp as a canopy cathedral, the Village in warm afternoon light, the Invasion in war smoke where fire is the only warm colour, the Void in cold blue and violet.
The village is alive. Villagers walk their own routes, stop at their work, and turn to look at you when you get close.
New enemies and gear: the Cultist boss reworked with a new sword kit, the Bubble Squid's kamikaze lunge and new stylized swords.
Interface sound now has its own volume slider, separate from effects.
All volume sliders now default to 50% — including for existing saves, so nobody gets their ears blasted on first launch.
Music muffles when you pause and stays muffled through the sub-menus.
New sound throughout: ghoul flinches and deaths, portal warps, clock-piece pickups, stun impacts, spinning blades, the Hourglass menu, and the echo statue.
Dialogue text speed is now a setting.
Fixed Echoes and upgrades surviving death in some cases — a death is a death again.
Fixed the 18 newest Echoes never appearing at the altar.
Fixed Invasion wave 1 occasionally closing on a boss far above its weight class.
Fixed quests not registering things you'd already interacted with.
Fixed several conversation soft-locks in the prologue.
Fixed old saves being stranded on a quest step that no longer exists.
Fixed clock-piece pickups playing no sound.
Removed a looping sound effect in the Invasion arena that ignored your volume settings.
Fixed missing hit feedback on the Spinning Blade.
Thank you for playing, and for every bug report — a good chunk of this list came straight from your feedback. We hope you enjoy this major update and we can't wait to share more about the next update coming up! See you after dark. The Rever Games Team