月之冕 · published
With this update, we've moved the game from an older engine version to a new 2026 release. We've also upgraded core systems, including the rendering pipeline, asset loading, and input handling, laying the groundwork for further visual improvements, performance optimizations, and new features.
Full save compatibility: You can continue playing with your existing saves, and Steam Cloud syncing works as usual.
We've optimized combat, inventory, saving and loading, and startup, and fixed several memory usage issues.
This is a substantial upgrade to the game's underlying systems. If you encounter visual glitches, stuttering, or controller issues, please let us know through the community so we can address them as soon as possible.
The 3D Model option in Settings is still in development and testing. Please leave it disabled for now.
Following the engine upgrade, we carried out another round of performance improvements. On our test PC at the highest graphics settings, average frame rates increased by more than 50% in most areas. In scenes with many lights, and when looking out over the city from high up on the capital's walls, frame rates improved by around 70%. Actual gains will vary depending on your hardware.
There are too many underlying improvements to list individually. Some visual effects may look different from before as a result.
Less stuttering: The game now prepares rendering resources during loading, significantly reducing stutters when you first enter a new area or see a skill effect for the first time. On your first launch after the update, you may see a shader compilation message on the loading screen. Please allow a few seconds for it to finish.
Improved stability: Fixed crashes caused by insufficient memory on some PCs when teleporting or changing areas.
Combat, inventory, and saving and loading have all been optimized, and the game now starts up faster.
New area: The upper floors of Duke's Manor are now open.
New area: Morgan Academy is now open.
Updates to some NPC side quests and endings.
New boss encounters are now available.
We've redesigned almost the entire interface for a more consistent look, while expanding controller navigation and button support across more screens.
New UI Scale setting (100%–130%): In combat, this enlarges only the cards in your hand. In menus and dialogue, it enlarges only the text. Tooltips and similar pop-ups scale proportionally.
The entrance is in the graveyard to the right of Moonseek. It appears once you've defeated at least one boss on your current save. For now, only Rematch: Foes of Old is available.
There is no penalty for defeat, and no rewards are awarded in this version.
At a Crystal, you can save your entire current build as a Brand and switch back to it later with a single click. Brands unlock after you complete a class advancement with any class; the Brands option will then appear in the Crystal menu.
Saved in a Brand: Class, allocated attribute points, weapon, helmet, armor, deck (including enchanted cards), Inspiration, Marks, and Incense.
Not saved in a Brand: Echoes, permanent bonuses gained from draining fruit, level, and inventory contents.
Slots: You can unlock up to 10 slots. The first is free; additional slots must be unlocked in order using materials, with each successive slot costing more. Once a slot is unlocked, saving, overwriting, switching, renaming, and deleting Brands are all free.
Allocating remaining points: When you switch to a Brand saved at a lower level than your current one, you'll need to allocate the extra attribute points. If you have unspent points, an Allocate Attribute Points button will appear. Allocate all remaining points before continuing to manage your Brands.
Fixed effects that trigger on Energy changes activating even when Energy had not actually changed.
Fixed Esc and the controller's cancel button not responding in the shop, weapon upgrade, lantern upgrade, and attribute reset screens.
Fixed occasional falls into the void after teleporting, and an issue where save corruption following a power outage could leave the game stuck on the loading screen.
Combat visual effects: Reworked and refined the visual effects and combat animations for a range of card skills, including melee attacks, defensive counters, elemental spells, and blood magic.
Melee skills: Updated the animations and effects for skills such as Shield Counter, Spear Thrust, and Flying Sword Art, and refined the petal effects for Third Form Falling Petals.
Spell effects: Updated the visual effects and animations for skills such as Fireball, Ice Spike, Magic Missile, Elemental Storm, and Blood Arrow.