The Drawn Hour · published · build 26290323
THE DRAWN HOUR — 1.1.6 "HOT WIRE"
This update is about choices: what you carry, which way you go, and how you answer when a warden starts to adapt. And there are more reasons to dive again tomorrow.
HOTFIXES (single-use items)
Carry up to three. Elites and wardens always drop one, other fights sometimes do, and every market stocks one. In a fight, press H and pick a slot.
- Power Spike: +2 Energy
- Med Script: heal 10 HP
- Ward Patch: 12 Block
- Static Wave: 10 Damage to ALL enemies
- Jam Signal: the biggest attacker skips its next move
- Cache Dump: draw 3
- Stim Script: +3 Strength
- Scrub: cleanse 20 Corruption
BOSS TURNING POINTS
The first time a warden drops to half HP, the fight stops and you choose how to answer: cut its HP but let it grow stronger, brace the whole party, overload on Energy, or trace it for Vulnerable at the cost of its Block. In co-op anyone can answer, and the first pick counts.
CARD PAIRS
Some cards are made to follow each other: Defrag → Strike, Lash → Rot, Ping → Loop, Patch In → Transfer, Ante → Double or Nothing and more. Play the partner right after its lead for +1 Energy. It glows gold in your hand when it's ready.
CHOOSE YOUR ROUTE (solo)
Before each chapter, take the HOT WIRE (two extra elites, +30% gold from fights) or the SAFE LINE (an extra safe node and market, -15% gold).
MERCHANT DEALS
Every Black Market now has one trade under the counter: a Glitch for a rare card, your newest relic for two upgrades, HP for gold, or a mystery box.
CHOICES THAT COME BACK (solo)
Some anomalies remember what you did. Spare a stray process or delete it. Take a loan that will be collected. Seal gold in a cache that opens chapters later.
OPERATOR STORIES
Every operator now has a three-part story of their own, told one part per run from Chapter 2. Each part leaves you something.
DAILY GOALS
Three new goals every day on the main menu, the same for everyone and counted across all your runs that day, solo or co-op. Finish 5 for the CONTRACTOR title and 25 for FIXER.
RIVAL GHOSTS
On the Daily and on typed seeds, the map shows where your last attempt fell, and where your Steam friends' daily runs ended. Get further than they did.
CO-OP
- Hand-off cards: three rare cards you can only play on a teammate. Care Package (they draw 2 and gain 2 Energy), Hot Swap (10 Block and 2 Strength) and Second Opinion (heal 6, draw 1).
- Last One on the Line: when everyone else is down, the last player standing gets +1 Energy and a turn where every card costs 0. Once per fight.
RUN HIGHLIGHT
The end-of-run screen now replays your run's best moment: your biggest hit, a fight you walked out of on almost no HP, or a last stand you won.
FIXES
- Winning with an upgraded card now counts toward that card's mastery, the same as the base card.
- Upgraded cards no longer show a doubled "+" in the run log.
Co-op note: everyone in a party needs to be on 1.1.6. Restart Steam if your game hasn't updated yet.
Thanks for playing, and for all the feedback. See you on the wire.