Demo 1.06: the Mage's powers come into their own

The Scratcher · published

A balance and quality-of-life update, after your feedback on 1.05. Your saves are kept.

Balance

  • The Mage's powers are finally worth upgrading: on Ember, Silt, Spring, Zephyr, Athanor and Breach, some Silver or Gold ranks gave no more than Bronze, for a higher cost. Every rank now gains something. Whirling Zephyr Gold 2 now drains only 1 scratch per turn instead of 2.

  • The Cauldron gives more tokens: about 2 tokens per cell at Bronze instead of 1.25, and its higher ranks rise accordingly.

  • Symbiosis now gives one token per cell instead of 2, at every rank. It was still too strong after the 1.05 change.

  • Events pay better in gold: an outcome that only gives gold now pays at least 12 gold in the Shantytown and the Sewers, 15 in Market Square, 18 in the Royal Palace.

  • What dies to the same blow dies together: when a Sweep, a Lightning or poison kills several enemies at once, the survivors react after the blow, and an enemy falling to that same blow no longer reacts to another's death.

Interface

  • The Catalyst has its own icon; it used to wear the Horseshoe's.

  • Powers limited per turn now show how many triggers they have left, and dim once used up. The Catalyst also dims once used this turn.

  • Your HP at the top of the screen follows the fight live, instead of waiting for it to end.

  • A text too long for its space now ends with "[…]": hover it to read it in full.

  • An achievement notification keeps its whole condition.

  • When upgrading a power that gains a drain, "What changes" now says "New drain".

  • The token tooltip of a booster no longer presents Double or Nothing's Half and Doubler as tokens to drag into your queue.

  • And many small defects.


The full game launches on November 16, 2026. Add it to your wishlist so you don't miss it!