Raise, Rise & Die · published · build 26363611
⚠️ Beta players: Arena tiers and threats now unlock per hero, so that progression starts over. Unlocked stigmata and defeated Guardians are kept.
On every assault card, the fighter now charges at the opponent and strikes at contact, instead of swinging from their spot. A hit that lands strikes each soul in turn, then the fighter steps back once the cascade is over. A blocked or countered hit connects, gets pushed back, and the attacker returns to their place.
The pace of the fight doesn't change: the charge is timed so the first blow falls on the first soul.
Nothing gets in the way: the struck card shatters to the side, and the big cards in the centre step aside during the charge.
With "Reduced visual effects" on, fighters keep the old on-the-spot motion.
Slow motion when an attack lands, stronger on the flash of the hit, with a light zoom on the target.
One number per hit, growing on the body of the fighter who takes it. The consumed soul grows as it leaves.
"Bleed +N" and "Poison +N" show on the target; heals are easier to see.
A one-line summary after each hit ("X loses N HP, a harvest of K souls").
Secondary effects (heal, poison, bleed, transcendence…) wait a beat when they land on a hit, so you can read them.
A reading pause when a card is played and at the end of a cascade; numbers stay on screen longer.
Cascade burns consume souls one by one, each with its slash, number and slow motion.
Sacrifices are visible: the card lifts, flies to the Void, and its value joins your reserve.
On by default.
The part of a card that applies lights up: immediate, main or transcended effect. It stays underlined and its text floats for a moment.
Orb numbers bounce and roll toward the cost actually paid and the damage actually dealt.
The opponent's card is revealed and keywords flash (Cascade Burn, uncounterable, unblockable…).
Text shakes on impact. A crack appears on hover and breaks under the blow: an X on a big hit, a web on the attacker when countered.
The Link icon breathes when you can pay it, and a burning card keeps its text readable to the end.
Wherever the game asks you to act on a card, you now see the actual cards, not just a name on a button: Link discard, Abyssal Visitor, Hypnotic Submission (discard and recovery), Rise Up (choice and confirmation), Relentless Lacerations, placing an item when your slots are full, Ekareth, Link Accumulator, EN distribution and infusion placement.
These windows are bigger, their text is larger, and nothing bites into the borders any more.
A new combat intro: a swirl and mosaic, or shattering glass against mythics and Guardians. The encounter card shows while the fight sets up, then a pixelated reveal.
Arena: the Solo / Coop screen opens in under a second; the fight now prepares in the background.
A single painted bottom panel, with embers that flare on big hits, and new grass.
A new player health bar: orange liquid, with a redder Top Soul.
A new end-of-fight box: the banner unrolls, the frame catches fire on a victory, icons appear one by one, and the completed challenge and the Mist you loot show as icons with tooltips.
Tidier Alert log.
Fewer stutters, effects preloaded during the intro (no more freeze on the first impact), and card corners rounded the same way everywhere.
The tier screen is now a vertical tree: medallions with the Guardians' heads, chains on locked tiers, five threat flames per tier, a tree that catches fire up to the tier you reached, and an animated unlock with its own sounds.
Hero, weapon and opponent choice: the frame now sits over the card, and your selection glows green.
The mystery monster has its own art.
Hover the loot icons on a monster card to see the Shard: icon, name and effect.
New frames in the menus and at rest, sharper in 1080p.
The bottom bar is reorganised into four groups, with a new health bar, Deck and Mist on their own plaques, and animated info bubbles when you hover the Mist and your HP.
The deck manager becomes The Choir of Souls: its own panel, breakdown by type, HP bar, "Add to deck" under each card outside your deck, "Absorb" with the soul icon, and a preview of the hovered card on the right.
Catastrophe: the cards to discard are shown big, one click each.
The rest log and the Merchant panel get their frames; the Shards and Remnants windows are fixed.
The coop rest screen now matches the solo one: same bottom bar, same deck manager, same text sizes, sharp cards.
When choosing a monster, your partner's wish shows in a panel under the card they want, with their face and message.
The Log button is bigger.
A new look: navigation bar, tabs with type bubbles, "In the deck" (with the deck breakdown) and "Sidedeck" banners, a highlighted Save button, a gold outline on hover, sharper cards, and a preview that no longer hides the card you hover.
The AI no longer counters uncounterable assaults (Seal of the River, Treacherous Bite), in solo and in coop.
Relentless Lacerations: a second copy in hand can now be sacrificed to pay for it (two in hand with a short reserve offered nothing).
The Lost Soul now plays its attack animation when its cards take down souls.
Burn card bubbles: the value orb keeps its number.
Text spilling out of its frames; font sizes matched between solo and coop at rest.
The Main menu button stays available after a Catastrophe is settled.
Behind the scenes, the Adventure mode is taking shape. More very soon.
Thanks again to everyone who took part in the Next Fest contest!
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