09.09.2026 - Patch

Ascension Trail · published · build 25197802

Balance Pass

  • Floors set the difficulty, not the clock. Monster health and damage scale with depth. Floors 1-3 are gentler; floor 5 onward lands where it always did. Lingering on a floor no longer buffs its monsters - the shard light is the only timer.
  • Two armor brackets. Floors 2-5: a light plate that breaks in a few hits. Floor 6+: the heavy plate, elites always wear it. Earth, fire, lightning and poison still shred it fastest.
  • Weapon tiers are a real step - tier I ~1.1x, tier II ~1.4x, tier III ~1.8x - with new Tempered tier II versions of every weapon. Only tier I drops before the first boss; tier III comes from boss chests only until floor 10 and is never sold in camp. The shop and gamble shrine stock tier II once you have reached floor 5.
  • Class DPS retuned. Sword unchanged. Bow shoots faster, softer per arrow. Elemental and bolt staves roughly doubled. Storm Caller's ball lightning pulse finally hurts.
  • Elements. Burn stacks to three; dark curses one stack per proc (three on bosses); explosion 2x (was 3x); wind marks targets for +15% damage taken; holy beam procs heal 5%. New element upgrade lines at level-up, only for elements you hold.
  • Mana. Smooth 1%/s regen; every weapon gains 2 mana per hit (capped 8/s); each special has its own cost and follows the weapon in hand. Fire beam: 4 s cooldown, charge-scaled. Tornado and poison cloud tick correctly on enemies walking in and out. Overload scales with your damage. Cooldown reduction applies to every special.

Dungeon

  • Trap rooms now cover the whole room wall to wall, with a safe island in the middle. Three patterns: wide diagonal stripes, a big plus alternating with its corners, or a wave sweeping the room - step in behind it and follow.
  • Wall decorations: cave, ice on floors 6-10, lava on floors 12-16.
  • Challenge room mobs wear a gold rim so the room's objective stands apart from a roaming horde.
  • Hordes that chase you into a room no longer jam on a sealed door or freeze mid-room.
  • A mob knocked out of its room slides back in instead of teleporting; nothing gets stuck mid-charge, mid-death or mid-grab.

Visual

  • Death aura, quicksand, bubble shield and wind blades redrawn.
  • Consumables pop with a burst and a flash when used.
  • Projectiles burst in their element's own way when they hit a wall or expire.
  • Ice ball shard storms have a new crystalline look.

Fixes

  • Delete Save wipes progression only - settings and controls stay, and the first run after a delete no longer loses its progress on the next launch.
  • The Shard champion no longer grows forever while chasing you.
  • Skuleroz blobs and Georg's lightning balls stop at walls again.