Update 01.09.2026 - Resonance & Green Update

Defend The Obelisk Playtest · published

New

  • Added **Green** as a third card color, focused on Max Mana, Seeds, growing damage, Block and Barrier.
  • Added **Resonance**: your rune loadout now determines which cards can appear and be played. Hybrid cards require resonance in both colors.
  • Added 15 starting runes, evenly split between Red, Blue and Green. More runes unlock through themed achievements.
  • Added new RGB cards, hybrid cards and temporary reserve cards, expanding the active card pool to 90 cards.
  • Added new encounters, elites and bosses for Weeks 4–5, with stronger enemy identities and scaling difficulty.

Improvements

  • Reworked Red, Blue and Green card identities to make each color play more distinctly.
  • Added clearer card-color, resonance and playability indicators, plus improved card text, keywords and tooltips.
  • Improved Retain and Exhaust: retained cards stay in hand, while temporary cards are cleaned up correctly after combat.
  • Improved combat feedback for Block, Barrier, Freeze, status effects, card draw and card exhaustion.
  • Improved calendar, reward and boss-choice screens, including better enemy intents and week progression readability.

Fixes

  • Fixed card frames and tooltips clipping or drifting during hover and layout changes.
  • Fixed Flow and Freeze state handling between turns and after their effects are consumed.
  • Fixed temporary/token cards leaking into later combats or failing to restore correctly from a saved run.
  • Fixed Retain + Exhaust cards being discarded or removed at the wrong time.
  • Fixed stale hover poses, projectile gates and other combat/UI state left behind after scene or turn transitions.