This is Milestone 4 out of 9! Check out our Road to 1.0 post for info on planned updates and schedule!
🖼️ Beastie Art Updates
- Waglash: Animation COMPLETE!
- Riplash: Animation COMPLETE!
- Leobro: Animation COMPLETE!
- Broslidon: Animation COMPLETE!
- Turtaneer: Animation COMPLETE!
- Tortanchor: Animation COMPLETE!
- Xiphosaur: Animation COMPLETE!
- Skiffrig: Animation COMPLETE!
- Petula: Animation COMPLETE!
- Orgella: Animation COMPLETE! (*With some tweaks to the base design)
- Flowish: Poses + Move animation added!
- Gullit: Bonus animation added!

The number of Beasties marked as complete has gone from 50 to 60. We can now officially say the majority of Beasties are fully animated!
⭐New Stuff
- NEW STORY CONTENT
- You can now max out your hearts with Sunsoo.
Environmental improvementsAdded new details and models to towns in Chroma Sea, namely Chartreuse, Gamboge and BerylLook out for Gullits on the roofs of seaside towns!Added more detailed models for islands when sailingAdded flying cars to Geo CityNEW BGM: Coquelicot VillagePlayers who have already passed their point the story will have the new songs available in Music Setup.The OST is updated on Steam and Bandcamp!Approx. 25 new unlockable Team Titles added!The game is now fully playable in Spanish!✨Major changes and improvements
- Huge Lighting and Rendering update!
- Added SSAO, chromatic aberration, and many other hand-designed lighting and color improvements across every area of the game
- The game's 3D world is now much more rich and detailed feeling!
- *Certain effects are disabled on Mac due to graphics issues we're still resolving. We will update Mac with fixes at a later date!
- Note that the addition of new effects means performance settings will be reset on bootup so the game can auto-calibrate to its new performance benchmarks.
Plays that can be tutored at Beastieball Academy have had their price reduced across the board, roughly 33% on averageWe originally set prices to make it relatively cheap to build a team from scratch. But we didn't fully consider the flexibility players would want to experiment with different plays before locking in their team. This reduced price should make it a lot easier to try lots of plays on your Beasties, not just the final ones you go with!
Recruit Streak adjustmentsWhen you get 5 Recruit Streaks in a row, the payout is now x10 instead of x7. This is called a "Streak Clear" instead of a "MAX Streak," to better communicate that it resets after reaching this milestone.We don't want Recruit Streaks to be something players mindlessly grind through for hours to accrue resources. They're intended to be a short and sweet challenge that's very rewarding when players are able to clear them. The payout from 1 Streak Clear should usually be enough to cover most of the cost of building a new team.Gain Social Battery by defeating wandering Beasties!Wandering Beasties can appear from Mountai Expeditions or from Indie tracking Raremorphs.This feature allows you to choose to abandon a wandering Beastie, so you can remove them from your map without having to recruit them.This does come with a corresponding change to Indie's Raremorph tracking, namely that she will only ever track one raremorph of every given Beastie specie once, at most. Just note if you abandon the Raremorph she tracks, she won't ever find one like it again!Beasties on your Away Team now appear in your Reserves, to reduce confusion especially when returning to the game after a prolonged break.Changed wild Beastie AI so that they never MOVE during DefenseThis is a seemingly obscure change, but it just makes targeting, researching and recruiting way less frustrating by removing the element of chance that an opponent will randomly empty a lane and throw the game, or fill a lane and block an intended fee point.
Overhauled playbook and encounter designs across the game to account for balance changes and new traits, including/especially for procedurally-generated teams (Random teams + Tower Tourney).
🎁 New Bundle! Get CASSETTE BEASTS x BEASTIEBALL!

We're teaming up with our favorite indie creature-collecting RPG, Cassette Beasts! It features a digital world to explore, crazy strategic type interactions, and your Beasts can fuse in the middle of battle! If you like Beastieball and want more like it, you can't go wrong with this one!
🌕 Upcoming Bash

BIGMOON BASH: KING OF THE OCEAN!
A Bigmoon Bash is coming this weekend! This one is a contest between ocean Beasties. Jump into the game next weekend and challenge coaches around the world to help your favorite Beastie win the event!
🔧 Balance Changes
This patch employs very few nerfs but a lot of strategically employed buffs. We aren't seeing many or any Beasties who are overly dominating the meta, which is great! We took the opportunity to fine-tune a few highly-used Beasties, while adding some fun new flavor and tools to lesser-appreciated Beasties. ⚙️ General Mechanics Changes
🛡️ TOUGH
We've added one new bit or errata to the effects of TOUGH: A TOUGH Beastie can't change the target of a ball attack.
After testing this condition on traits Decoy and Watchtower and seeing it well received, we've decided to extend this condition to all target-changing effects, most notably NOISY. Although it is generally difficult to combine NOISY and TOUGH, and fun to find combinations that enable it, the situations where it did come up would be uninteractive to play into without meaningfully advancing the game. Ultimately this change will have a negligible effect on what is currently in the game, but it's something we've seen players bristle against and we can see how the game may be healthier without this combination being possible. It means we can now remove wordy errata from traits like Decoy and Watchtower.
✋ Interaction of BLOCKED with flat damage
Previously, damage reduction from an attacker being BLOCKED would be applied before any flat damage adjustments, such as the additional damage added by the Rally field effect or the Cheerleader trait. This order is now adjusted so that BLOCK applies afterward. This means that BLOCK is more effective at curbing damage from these sources, and also makes damage calculation a little bit easier for players to do on the fly.
👨👨👧👧 Rally
When RALLY is active, SPIRIT attacks do +20 damage (from +15)
In the previous balance patch, Rally was changed from +50% to +15 damage. This change combined with the BLOCK change now brings Rally's overall power level very close on average to where it was at +50%. The main difference is its impact at the extreme ends of offense; it's much harder to convert a powerful attack into a guaranteed one-hit kill with +20 than it was with +50%, so this is still a healthy mitigation of the dominance Rally had in past seasons. We hope this tweak makes Rally more fun to play, both for its wielders and opponents.
🥱 Receive Weariness
Once a Beastie begins taking bonus damage from Receive Weariness, TOUGH loses its ability to sustain their STAMINA at 1.
Receive Weariness almost NEVER comes up in a match, and this is by design. (For those who may not know what it does; after a Beastie receives 7 attacks in the same point, they begin taking bonus damage from successive attacks). This mechanic only exists to ensure that all games end eventually, and this change is implemented only to support that goal. In general we don't want this to ever interfere with a legitimate match. If it was made more relevant by activating sooner, for example, then it could easily risk becoming a new win condition for players to strive for, which ultimately would be monotonous and unfun.
🍄 Traits
- (NEW!) Synchronize: On TAG IN, copies BOOSTs from their ally
- 🔄 Given to Crabaret in place of Agile
- (Also, updated Crabaret's recruit condition to something less confusing.)