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Patch notes · published by the developer

Patch Notes 09/13/2026

On Steam

MAGEGAME — 48-Hour Dev Update | Sept. 12–14

Big couple of days. Quests, bosses, spells, AI, extraction, combat, UI, audio, and controller support all got major upgrades.

📜 Quest Campaigns

Completely rebuilt Helen’s 7-chapter rescue campaign with investigations, ambushes, caves, castle encounters, Charlie’s rescue, and an escort escape.
Rebuilt Ronald’s 6-chapter Unbroken Team campaign with new encounters, dialogue, Rowan escort sections, and a playable evacuation.
Added two new bosses: Silas the Underwriter and the vampire’s Blood-Shadow, both with telegraphed attacks and more aggressive low-health phases.
Improved companion navigation, checkpoints, markers, multiplayer quest progress, and reconnect syncing.
Existing saves and completed quests are preserved.

🔥 Flame Thrower

Now available across all 5 rarities and in shops.
Hold to channel, release to stop — 3 mana/sec, with longer casts at higher levels.
Burns enemies, trees, barrels, and crates with lingering fire damage.
New flowing flame effects, smoke, audio, direction indicator, wall collision, and multiplayer improvements.

⚡ Blinding Descent

Faster, longer-range blinks with new audio.
Levels 3 & 5 add extra jumps, up to 3 total blinks.
You can re-aim between each blink before the final damaging strike.

⚖️ Balance & Combat

Reduced excessive mana regeneration across 25 scrolls and doubled Legendary scroll shop prices.
Fixed spells sometimes failing to damage CPU mages.
Fixed numerous summon, ownership, slow, poison, burn, and damage-number issues.
Invisibility now properly hides you from enemy players, while teammates see a faded version of you.
Completed broader spell, equipment, progression, and full-loadout balance passes.

🤖 Smarter CPU Mages
CPU mages now have much better aiming, spacing, strafing, retreating, target searching, mana usage, potion timing, Reflect usage, and realistic sprint/stamina management.

They can also mistime or overcharge Shock instead of playing perfectly every time.

🌀 Extraction Overhaul
Portal encounters now scale with party size:

Solo: 10–15 enemies
Duo: 20–30
Trio: 30–45
Four players: 40–60

Enemies now attack from both sides of the portal, and permanent, dynamic, and paid portals all use the same improved system.

🌎 World & Movement

Fixed enemies spawning inside or phasing through buildings.
Improved Grapple, Gravity Well, knockback, projectile collision, and loot placement.
Fixed attacks passing through thin walls.
Zombie stop-and-stare screams are back and more frequent. 👀

📋 UI & Controls

Added a live quest tracker showing objectives, counts, destinations, and companion guidance.
Added full scroll inspection with Right Click / Controller Y.
Improved controller navigation throughout the loadout editor and menus.
Fixed edge-clipped tooltips, chat/map conflicts, camera zoom while chatting, and lingering multiplayer timers.

🎙️ Audio & Controller

Added optional Toggle Microphone mode — press K / D-Pad Up to toggle your mic instead of holding PTT.
Increased voice-chat volume and proximity range.
Added positional zipline audio.
Rebalanced several spell sounds and refreshed Time Fracture, Shock Wave, Gravity Well, and Siphon visuals.
Expanded controller vibration across spells, charging, hits, doors, gates, ziplines, and major events.

Also added more automated tests covering quests, combat, portals, building boundaries, voice, controllers, and balance.

A lot more is coming, but the game already feels significantly better after this pass.

Keep the bug reports and balance feedback coming! 🧙‍♂️⚔️

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