1.0.3 Available- Anomalies + balance pass.

Kleromancy · published · build 26345255

This update introduces Anomaly encounters, new faces with temporary bonuses, and balance changes that make difficulty less dependent on sudden damage spikes.

Anomalies: something is wrong with reality

  • After the first miniboss, some regular battles can transform into Anomalies. Easy and elite encounters keep their usual rewards.
  • Face groups of enemies from other biomes within your current surroundings. The map preview lets you check what awaits before entering.
  • Win to choose one of three Anomaly faces, distinguished by their purple aura. Their bonuses last for the current turn: +1 Entropy, +2 to the next attack from another face, or +3 to the next defense from another face.
  • Each face triggers its bonus once per turn. Up to two Anomalies can appear per run, with only one pending at a time.
  • Node transformations now feature visual interference and a new sound effect.

Better-balanced battles

  • Enemies can no longer land critical hits. Attack damage grows more slowly with level, particularly for bosses and minibosses, while health and defense progression remain intact.
  • In regular encounters with three enemies, at most two will perform direct-damage actions on the first turn. Later turns and elite encounters keep their existing rules.
  • Fixed Blue Ball Tank's scaling and reduced the Widow's damage spikes. Her puddle actions now create 2 Slow, 3 Poison or 3 Weakness puddles, depending on the attack.
  • Heart Hoarder uses three Prey puddles instead of Poison. Claimed Heart is explicitly displayed in its intent, including its icon and stacks.

Faces and consumables

  • Permanent Strength and Agility faces grant one less point. Common versions no longer appear; legendary versions retain their two uses.
  • Epic Parry has 1 charge and legendary Parry has 2. Permanent armor lasts for the current battle and is removed when combat ends.
  • Conversion consumes half your armor, rounded up, and calculates damage from the armor spent. Its description displays the current result; Retribution also shows its damage in real time.
  • Fixed Motor Armor when used with exactly three exhausted dice.
  • Consumables now have one variant per type: Strength and Agility grant +3, and Healing restores 10 health. You can carry only one of each type, and offers exclude those you already own. Consumables in existing saves are adapted to the new system.

Improvements and fixes

  • Auto-assignment prioritizes replacing basic attack or defense faces before special faces. When no basic faces remain, it looks for the lowest rarity, favoring a different family from the incoming face.
  • Bounce and Aerial Defense dice are easier to click. Antigravity no longer keeps dice spinning after combat ends.
  • Fewer duplicate enemy groups across map choices at the same depth, and fixed the Well Guardian's map preview image.
  • Improved ending dialogue, speaker identification and the confirmation before resetting progress.
  • Added checks to prevent mixing up demo and full-game builds.

Thanks for playing and sharing your feedback!

1.0.3 Available- Anomalies + balance pass. · Kleromancy patch notes · SteamPeaks