Patch notes¶
From src/shared/PatchNotes.luau, newest first.
Oct 30¶
Added
- A new item kind, Modifier: items that change how the game is played. Skyborn Sash (Tier 3) lets you attack while airborne. Blink Stone, Fortune Die, Perpetual Barrel, Noob Starter Pack, Fisheye Lens, Dueling Oath and Tunnel Vision are Modifiers too
- Breeze, Pebble and Dusk Charms (Tier 1): wind, earth and dark hits, with a little resistance to them
Changed
- Tier 4 items are mysteries now: a name and a riddle, and you find out what they do by playing
- Fewer overlapping defence items: Deflector Plate is part of Iron Plating, Padded Vest is part of Tough Bark, and the Tier 1 Warding Charm is gone (your saved copies turn into their replacements)
- Renamed: the Tier 2 Warding Charm is Blast Ward, Prism Core is Prism Heart
- Perpetual Barrel and Noob Starter Pack now cost max health; Dueling Oath gives +60% damage instead of +80%
Oct 29, night¶
Added
- Main menu: continue your saved run or start a new one, how to play, and options (effects volume, less shake and flashes) with rebindable keys. Your settings are saved. The patch notes are in the menu too, marked NEW when there's an update
- The Ascended Court has its own music
- Little friends hang out on the loading bar, a different scene each time
Changed
- Burn, Chill, Shock and Poison look livelier: flames lick up, frost glints fall, poison bubbles and shocked foes crackle with lightning. Elemental hits now have a chance to leave their status
- A melee swing's warning is a soft-edged crescent on the ground
- The Yeti's Frost Roar and the Gale Heron's Cyclone Beam can no longer be parried
- The controls hint only shows on your first run and goes away with a click
- Only things above your head fade out to show you; the ground and islands you stand on no longer do
- Saves are safer: a save that couldn't be read is never overwritten
- Fixes: key labels after rebinding, long names in the player list, text on store and loot cards, boss items no longer show a stat cap
Oct 29, later¶
Added
- Unparriable boss attacks: some boss moves can only be dodged. Their warning is violet, no parry tick sounds (a low thud does) and a parry does nothing against them. Every other move can still be parried
- Boss leaps: the Elder Shroomtoad, the Yeti (phase two) and the Gale Heron jump across the arena in an arc and land as a slam on the circle that chased you
- Prospector's Pick (Uncommon): 40% more damage to strongboxes and crystals. Strongboxes and crystals now also feel Windrunner Sash, War Drum, Umbral Mantle and crits, and explosions break them
- Summoner wisps: click empty ground to send them to guard that spot (they attack what comes near and break crates and chests there). Wisps deal your latest attunement's element
Changed
- The store has a new look: a detail bar shows what a card does when you point at it, with the same cards in the scrapper, printers, cleanser and market. Panels slide in
- The scrapper can scrap an Enhanced card on its own: one copy is scrapped and the rest stay as plain copies
- Boss rewards: you only get a boss's trophy once. While you hold it, killing that boss offers normal loot cards instead. Boss items no longer drop when you die
- Melee follows your mouse while it winds up and locks on just before the strike. A melee hit shakes the screen harder, and your swing is timed to land with its impact on high ping
- Other players' shots are drawn leaving them where you see them, then slide onto their real path
- Elder Shroomtoad shot volleys have a little more time between waves so each one can be parried
- Sounds are loaded while the game loads, so the first hits and parries are no longer silent
Oct 29¶
Added
- Elements: every enemy and boss now has an element, and the elements form a ring: fire beats frost, frost beats wind, wind beats earth, earth beats shock, shock beats poison, poison beats dark, dark beats fire. Hit an enemy's weakness for 50% more damage; its own element only does half. Enemy attacks deal their element too (claws, stomps and charges stay physical), and damage numbers take the element's colour with an arrow for a weak or resisted hit
- New element items: seven attunements (Emberheart, Rimeheart, Galeheart, Stoneheart, Stormheart, Venomheart, Voidheart: 30% more damage with that element and 30% less taken from it), Prism Lens (25% more damage on weakness hits), Warding Mantle (8% less damage from every element) and the Tier 4 Turncoat (everything you hit is struck by the element it is weakest to). Boss items also boost and resist their boss's element by 20%
- Prestige: at level 30 you reach The Ascended Court, a quiet hub where nobody can be hurt. Use the monument to restart your run at level 1 for a permanent +10% XP and +10% Rubi per prestige, with no limit. Your prestige shows as an emblem and coloured name on name plates, the player list and the killfeed
- Killing another player pays off: a random 5-15% of their Rubi spills where they fell (anyone can grab it), about 10% of their permanent powerups (Might, Haste...) drop as gems, a small powerup may drop, you get 4 seconds of War Drum damage and a 10% heal (double with Bloodlust), and your attack, melee and parry are ready at once
- A second Forge in the mysterious portal: 5 Tier 2 items become a Tier 3 item
- Parry a lightning bolt in the rain and it strikes the enemy or breakable nearest your cursor: normal enemies are destroyed, bosses lose 30% of their health
- A Controls panel (next to Options) lists every key, and opens by itself for a few seconds when you join
Changed
- Melee now rewards aim: the centre of the swing does 2x damage, easing down to 1.3x at the edges, and the slash is tinted red to amber to show it
- Melee is reworked: your arm draws back, then holds with a red glow and a rising tone before the strike (about 0.9 s in all). You are slowed while winding up, but the hit does more damage and shoves harder, and it turns toward a target that drifts just outside the swing
- Parrying is reworked: one press answers one attack, so a 3-shot volley takes 3 parries. Every parry cue (shots, slams, melee) now gives the same time to react, a missed parry puts it on cooldown, and a successful one lets you parry again almost right away
- Iron Plating now only reduces physical hits
- Bosses no longer heal when they lose track of you
- Air style ends if you hang still in the air for half a second
- Frostbloom Hollow and Windswept Cliffs have rebuilt scenery, with new ambient and water effects
- Performance: enemies, wisps, lighting and grass do less work each frame, so busy arenas run smoother
Oct 28¶
Added
- The mysterious portal: every 10-14 minutes a blue portal opens at a random spot in every arena for 3 minutes (the killfeed announces it). Step in for a place of its own, a floating room with its own night sky where nobody can be hurt: a Cleanser (remove a cursed item for 300 Rubi), a Forge (5 Tier 3 items become a Tier 4 item you do not have yet) and a Market with 5 cursed items for sale (450 Rubi each, new ones every time the portal opens). An arrow points you to the portal. Everyone inside is protected, you can leave to your plaza through the glowing ring whenever you like, and you are sent back when it closes
- Weather: rain falls on the Verdant Grove now and then (shock hits harder, fire burns weaker, the ground is slick, lightning strikes near players and shatters breakables), and a blizzard sweeps Frostbloom Hollow (low visibility, a steady wind, faster and tougher enemies and bosses, more Rubi from breakables).
- Crystal clusters in Frostbloom Hollow can be broken: they take many more hits than a strongbox and drop 2 permanent buffs. Breakables now come back sooner the smaller they are (pots 15 s, barrels 20 s, crates 25 s, strongboxes 90 s, crystals 180 s), and break into pieces that match them (ice shards, snowballs). Snowballs roll around Frostbloom Hollow for enemies to play with
- Arena 2, Frostbloom Hollow: reach level 10 and you move on to a new arena (every 10 levels is a new one). A big snowy valley with a frozen lake and lodge, a Frosty Village, an ice fort and a ski lift, sled ramps that fling you across the map, and slippery ice. Snowpuffs, Brrrbears and the Frostbloom Yeti live here: at half health the Yeti freezes its arena into a slippery ice floor and starts charging
- Arena 3, Windswept Cliffs, is open at level 20: a cloud garden of floating islands with wind updrafts and catapults. Pollen Puffs, Cloud Gardeners and the Gale Heron fight with petals, thorns, pollen clouds and wind that shoves you around. Fall off an island and a bounce cloud throws you back up (it puffs away for 14 s), then you glide down. Bounces count for air style, more for height and chaining clouds. Six outer islands (catapult links), a cloud reef of ledges to drop onto, and three sky islets (ride a tall gust up) hold extra chests and breakables. Each reef ledge has a boost pad in the middle that flings you back up to the island above
- Frostbloom enemies fight their own way: Snowpuffs curl up and roll through you, Brrrbears claw you cold (slowed) and raise lines of ice spikes, and the Yeti rolls giant snowballs, rains ice around you and sweeps long spike lines. In phase two it charges across the ice floor, fans spikes out and lays down a tight barrage
- Loading screen with the Rubicon logo: the game now waits for the map and its textures before you play
- Two new Boss items: the Yeti's Frostcrest (take 10% less damage from enemies) and the Gustwing Feather (+1.5 move speed, dash 4 studs farther)
- Run summary: when you die, a card shows your run: time alive, level, enemies and bosses defeated, breakables broken, items and Rubi
- Shroomlings replace the Thornbacks in the Verdant Grove: small mushroom kids with big caps. They bonk you with their cap, puff slow floating spores you can dodge or parry, and lob mushrooms that pop out of the ground where they land
- Pets: a new Pets tab in the store. Buy the Stormlamb (600 Rubi, charges up a lightning arc that jumps between foes) or the Prismcat (1000 Rubi, pounces and fires a rainbow beam through everything in line). Pets are yours for good, up to 3 follow you at once, and they fight for you like wisps but cannot be hurt
- Air style: stay off the ground (a launch, a fling, a long fall) and a style counter racks up points. Touching anything solid counts as a bounce, and bounces, speed and height all raise the multiplier; boosts and big bounces add bonus points. Rank names climb from NICE to LEGENDARY, and once you have been up for 1.5 seconds the points pay XP as you go, with no limit on the air time. The multiplier only partly raises the XP, so it cannot be farmed
- A big bouncy ball in the Verdant Grove that never breaks. Walk into it, swing at it or shoot it to send it flying. Grove enemies with nobody to fight run over and kick it to each other
- Longwick Candle (Tier 2): active items last 10% longer, up to 50%. Extra copies stack
- Admins can add or remove Rubi in the admin panel
Changed
- Shots now start where you are on high ping or while rolling and flying (they could spawn behind you), and your own shots are drawn where they really are
- Rubi, buffs and dropped items now disappear sooner (Rubi 20 s, buffs 15 s, items 60 s) to keep the arenas clear. Arena 3: bounce clouds now ring the islands instead of sitting under them, so you are no longer thrown into an island's underside
- Summoner: wisps no longer attack through walls (they stop at them), and enemies now go after them: a wisp in range draws an enemy away from you, and enemy attacks can kill wisps (they respawn). Wisps are little winged spirits now
- Windswept Cliffs: catapults are rebuilt (the arm pulls back and snaps you off, you no longer get knocked flat on landing) and the wind gusts are spinning bands of wind with petals instead of plain cylinders
- Levelling slows down in later arenas, Rubi drops are lower, and the scrapper lets you scrap 4 items per 2 minutes. Walking on rocks and other objects in Frostbloom Hollow now pushes you off, and melee swings and blasts no longer hit enemies through walls
- Both arenas have new trees, rocks, bushes and crystals. Your run is now saved more reliably when you close the game out of combat (it retries, waits for the save on shutdown and autosaves every minute)
- Powerups are now called Buffs, and they drop less often
- Luck now also makes item effects proc more (up to double) and adds crit chance, not only better cards
- Enhanced cards now change how their item works: each counts as 2 more copies, and has a modifier by category (Damage: Overcharged, 50% bigger effect; Hex: Echo, on-hit elements roll twice; Vitality: Lasting, effect can grow 3x past its limit; Speed: Lucky, Luck helps it twice as much)
- Extra copies of an active item add 25% to its effect and cut its cooldown more
- Plinko costs 750 and lasts 4s (was 3s)
- Pets cost more: Stormlamb 600 Rubi, Prismcat 1000 Rubi
- Air style now counts touching the invisible walls round the arena as a bounce
- Campfires can be walked over; the Grove ball comes back if it ever goes missing
- Removed the "until you die" wording: it is implied
- Rubi are now little living rubies: a chubby cut gem with big blinking eyes, rosy cheeks, tiny arms and feet. When one sees you (from farther away than before) it squeaks, hops, waves and runs to you, giggling. Rubi belong to nobody: each runs to whoever is closest, and whoever reaches it gets it
- The Rubi icon in the HUD is now a simple gem with the Rubi's eyes and a twinkle, and your count reads "12 Rubi"
- The bottom-left HUD is redesigned: a level badge with wider health and XP bars, an ability bar with a drawn icon, key and cooldown sweep for each ability (hover one to see what it does), and small pills for your run timer and combat state
- The admin panel has a tab on its edge that slides it away without closing it, so it no longer covers the item bar
- Plinko keeps all your momentum through bounces (you come back up as high as you came down), and is now on a 60 second cooldown (was 25)
- Time alive now carries over when you leave and rejoin: it is how long this run has lasted, not how long your session has
- Enhanced cards from the Wildcard now look as special as the ones in level-ups (gold ribbon, shimmering border, stars), and Enhanced cards no longer say they count as 3 copies: they are a foil version of the card
- Luck is a little weaker
- Breakable outlines fade in and out smoothly as you get near them, and leave room for the highlights on enemies
- Fixed: rejoining no longer refills your Blink charges. You keep the charges you left with
Oct 26¶
Added
- 18 new items. Tier 2: Counterweight (a parry resets your attacks and powers the next one), Longblade, Wave Cleaver, Duelist's Sash, Merchant's Ledger (cheaper store), Midas Charm (more Gold). Tier 3: Plague Bearer, Shatterglass. Store actives: Smoke Bomb, Decoy, Magnetic Pulse, Shadowstep. Tier 4: Riposte Blade, Gravity Well, Timekeeper's Watch. Cursed: Dueling Oath, Hunger Pact, Volatile Core
Changed
- Trading posts are replaced by printers: 2 sit far apart in each arena and each shows a Tier 1-3 item (and a countdown) above it. Give one item of the same tier to print it, up to 3 times each per player while it shows that item. Printers never check if the item suits you, and they take Scrap first. Every 5 minutes, for the whole server, all printers change what they print. The Grove also has a Scrapper that turns any Tier 1-3 item into Scrap
- Items now make their own sound when they proc (Ember, Rime, Viper, Coil, Brand, Wave Cleaver, Reaper's Eye). Wave Cleaver's shockwave is much smaller
- Store actives have their own effects too: Healing Rite (a rite circle with rising plus-signs), War Drum (a floating drum and beat shockwaves), Thornshell (a ring of thorns), Unstoppable (golden plates and pillars), Frost Grenade (a thrown ice crystal and bursting spires), Smoke Bomb, Decoy (call-out rings), Magnetic Pulse (collapsing red and blue rings) and Shadowstep (an ink streak)
- Blink Stone reworked: Blink is now a two-step ability: press E to see a ring of how far you can go (only you see it), then click where you want to land. A 0.6 second channel follows (a stun interrupts it) with a ghost of you showing where you will land, reaches 40 studs over trees and rocks, shows a ghost of your body where you will land, and gives a 15% health barrier for 3 seconds when you arrive. You hold 2 charges, each blink uses one, and they only come back when you pick up another Blink Stone. A charge bar under the Blink chip shows what you have left
- Fixed enemies sometimes being invisible, or their bodies staying behind, for the first moments after you join: they now load in whole
- Plague Bearer now spreads Poison whenever you hit a poisoned foe (it used to need you to kill one), so it works with Viper Glands
- Gold comes in at 40% of your XP (it was 100%), so the store takes longer to afford
- Every level up now adds 4 max health and 2% damage
- Springroot gives +1 dash distance per copy (was 1.5) but stacks up to +12 (was +8)
- Every character now weighs and slides the same, so being thrown by physics (rolling into an object) sends everyone the same distance
- A thrown or flung player is now always knocked down, and stunned players have little stars circling their head
- Boss ground slams can now be parried reliably: the warning sound plays earlier and the impact shows when it lands
- Fixed a second Wildcard cancelling the first one's reel when you had two level-ups
- The Wildcard is the place to chase Tier 4: its chance is about 1.4% (was 0.2%), and the Wildcard card now highlights it with a pulsing TIER 4 badge
- Your character now always turns to face your cursor
- A melee warning on the ground is now a cone, the swing's real shape, instead of a full circle
- Powerups are consolidated: Edge, Tempo and Stride did exactly what Might, Frenzy and Haste do, so they are gone. The four kinds left (Might, Frenzy, Haste, Vigor) can all drop from strongboxes, chests and bosses
- The items you drop when you die can now be picked up by you as well: run back for them (they last 2 minutes)
- Melee is back to its original quick swing; its warning arc now only appears just before the hit lands, and the swing keeps up with you when you attack while moving
- Every player is now converted to the same R15 rig (R6 avatars too) while keeping their own look, so hitboxes, speed, knockback and animations are identical for everyone
- Arena 1 has quiet background music that fades in slowly; the new Options button (top left) turns it off or changes its volume
- Parrying is reliable: enemy shots now sound a parry cue just before they reach you, and pressing parry the moment you hear any cue always works, because your parry now stays up until the attack that sounded it has landed (and it covers every attack that sounded together). The parry window is longer (0.3s to 0.45s) and the cooldown shorter (1.5s to 1.2s)
- No more camping on rooftops: standing on a high roof for a few seconds throws you off it. Being in the air now counts as being in combat (30 seconds after a hit too), so glitching into mid-air cannot be used to leave safely
- Spinning your mouse no longer makes you slide further when you stop, and picking up a powerup (or getting stunned or slowed) while shrunk no longer gives you double speed
- New player list at the top right replaces Roblox's leaderboard: each player's name, level and arena. Hover a player to see their class, kills this life, how long they have been alive and every item they hold, so you can plan counters. The killfeed now also shows how long the player who died had been alive
- New stats panel (the Stats button at the top left, or T): every ability and active item with its cooldown and charges (Overcharge Signet and Blink included), your build meters, and every stat with each modifier that makes it up (class, weapon, items, powerups, levels, build bonus). The three build meters moved off the bottom-left card into it
- Item effects are more see-through, and much more so around you in Tunnel Vision (first person), so the pillars and plates of an active no longer hide the view
- Unstoppable is now Not Quite Stoppable, and costs 1000 Gold in the store (was 200)
- Blink Stone changes: you can hold only one, it is lost when you die instead of dropping, and its description is just 'Unlocks Blink (E). Holds 2 charges.' You start with 2 charges, and the store sells more (a Blink Charge, 150 Gold each, in the Speed tab, up to 2 held)
- Might no longer snowballs: each pickup adds 2% of your base damage in a straight line (100 pickups is +200%, it used to compound to +624%). Frenzy still compounds, because attack speed has to
- Smoother levelling: the first level takes 30 XP (was 14) and every level asks a steady bit more (+6 each, plus a gentle curve) instead of 25% more, so early levels no longer fly by and later ones no longer take forever (level 10: 90 XP, level 50: about 516, level 99: about 1386). Level 100 is the last and shows as MAX LVL
- Combat rules: you can no longer attack (shoot, drain, melee) while in the air or rolling. Getting knocked down is rarer (a longer airtime or harder landing is needed, it lasts 1.5s instead of 2, and you cannot be knocked down again for 2 seconds after getting up). Higher speed caps: Hair Trigger up to 45% faster, Fleetfoot Moss up to +8 and Gale Boots up to +6 move speed, and the overall move speed limit is 60. Your shots now fly faster the faster you move, so you cannot outrun your own bullets
- Luck: a new stat (shown in the Stats panel) tilts every level-up card and Wildcard toward better tiers and Enhanced cards, or toward cursed ones when it is negative. Raise it with the Four-Leaf Clover and Rabbit's Foot; the cursed Black Cat and Cracked Mirror lower it
- Enhanced cards are bolder and stronger: each is a special foil version that gives a perk by its category and some Luck. They glow, shimmer and show a ribbon on the card and in the top bar. The Wildcard has a much better Enhanced chance (the boss one better still)
- The Wildcard card is a slot machine: three spinning reels, and one glowing number, its Enhanced chance. Hover it for the full odds
- Level-up cards arrive with a sound and a burst that grow with their rarity, from a soft tick for Tier 1 to a big shimmering boom for Tier 4
- Grimoire is reworked: putting a second element on a foe sets off a reaction, a blast of hex damage around it
- You can walk over the stones around the ponds now (nothing else). Standing on an object for about 2 seconds pushes you off, and anything too tall to climb throws you straight back down. The brick wall at the wizard tower entrance is gone
- Cursed items stack (Perpetual Barrel, Noob Starter Pack and Fisheye Lens too: more copies widen the view further). Soulpiercer Round now empowers every shot of the volley, including Splitting Seed's side shots and Echo Chamber's copy, on every class
- Flinging across the map no longer stops you and sends you back when you get high: the roof is now far higher
- The edge of the map now bounces you back inside, off the walls and the roof, instead of teleporting you
- Turning to face the cursor is instant again, and spinning the mouse gives you its sliding speed boost back
- Passive Tier 4 items can now be found again and stack, instead of being limited to one copy
- Enhanced cards: any Tier 1-4 card from a level-up or the Wildcard has a 1% chance to be an Enhanced version. It is a foil version of the card with a golden look, and sits in its own tile next to the plain item in the top bar
- Safe leaving: stay out of combat for 30 seconds and you can leave without losing your run. Rejoining puts you in the plaza with spawn protection and everything you had. Leaving in combat loses the run. The bottom-left card, next to your run timer, and a banner in the Esc menu show whether leaving is safe
- Gold is now Rubi: living little rubies that scatter from what you defeat, break or open (no longer a share of XP). They wait for you and run to you when you come close; collecting them plays a happy chime that climbs with a streak. Its icon shows in the HUD
- Printers have no menu: use one to print its item, paid with your scrap of that tier first, then a random item of that tier. Every arena has a scrapper and at least two printers
- Less text: class blurbs, powerups, the store, printers and notices are cut down to the point
- Admins can set any metric (damage, vitality, luck, hex, speed, crit and more) to an exact value in the admin panel
- Admins can toggle No cooldowns in the admin panel: every ability and active item is ready again at once
- Crates, barrels, strongboxes and chests near you get a soft golden outline, so you can tell what can be broken
- New items: Skewer Rounds (shots pass through one more foe), Plinko (an active that makes you very bouncy for 3s, and immune to stuns and knockdowns for 2s longer, and it can be used while you are stunned or knocked down (you stay that way, but bounce): bounce off the ground, walls, trees and rocks, with a plinking tune). Phoenix Feather brings you back at full health with a rebirth animation
- More cursed items: Perpetual Barrel is now cursed, Noob Starter Pack (+20% damage, and you become a classic noob with a classic gun and sword) and Fisheye Lens (a much wider view, 20% less damage). New classic coils: Speed Coil, Gravity Coil, Regeneration Coil and the Tier 3 Fusion Coil
- Resistances: new items (Deflector Plate, Padded Vest, Warding Charm, Spirit Veil) and powerups (Bulwark, Ward, Cushion, Hexguard) cut the damage you take from shots and melee, from enemies and the world, from items and explosions, or from elements and hex attacks, up to 75%
- Rebalances: Brittle Hourglass also shortens active item cooldowns. Gambler's Coin is now Fortune Die, a Tier 3 item with no downside (and a new icon). The Lich turns attack speed from items into extra drain healing
- Item descriptions are shorter and no longer list every interaction or stacking cap: work out how items combine by playing
- Prism Core supercharges the Lich: its drain becomes a wide rainbow beam that does double damage or more, like a Last Prism
- Your body shows in first person (Tunnel Vision) when you look down and fades out when you look ahead so it never blocks your view; it turns with you, arms included. Every class now has an attack animation: rifle and sidearm kick, Drifter throws, Summoner points, Lich reaches out while draining
- Passive item procs (Ember, Rime, Viper, Coil, Brand, Wave Cleaver, Reaper's Eye) show a small ring and sparks where they land. Soulpiercer, Aegis Cloak, Gravity Well and Wellspring Idol show a countdown on their icon
- Killing a boss now offers its trophy or a Boss Wildcard (better odds than the normal Wildcard), instead of the trophy plus normal cards
- Item cards pop in one after another, and hovering one lights its border by tier and shows its tier title above it. New Fast Wildcard option (Options panel) makes the Wildcard spin much shorter
- New damage types: Sharpshooter and Drifter scale with Damage (bullets), Lich and Summoner with the new Hex stat (drain, wisps). Element damage, explosions and other magic or ability effects use Hex for everyone (including Frost Grenade, Volatile Core and Stormsliders), while Damage is your raw weapon output. Hex is a new fourth build meter. Damage items, cursed damage items, the Might powerup and level-ups raise your class's own damage, so they work for all four classes. Three new Hex items: Runestone, Etched Sigil and Grimoire (they boost element and magic damage for any class). Every shot item now also works for the Lich and Summoner: Spyglass (longer drain, wider wisp reach), Splitting Seed (extra drained foes, hits that spread), Blasting Powder (bursts), Seeker Moth (the drain sticks to its foe, faster wisps), Choke Ring (focused hits), Soulpiercer Round (a big bonus hit every few seconds), Perpetual Barrel (rapid ticks that roll items more often) and Echo Chamber (every drain tick and wisp hit repeats). New Wisp is now Wisp Companion
- UI overlap fixes: a waiting pick no longer shows under the Wildcard reel (it appears when the reel is done), and the item banner sits below the item bar instead of covering its last row
- Fixed being able to leave the map: anyone who clips through a wall or the ground, or gets flung too high, is put back where they last stood. The arena walls are slick so you cannot hang on to them, and both arenas have an invisible floor below them
- Tier 4 items are twice as likely: about 1 in 500 on a level-up card or Wildcard roll
- Tier 4 items have their own effects now, built from real moving pieces instead of particle bursts: Gravity Well (a black hole with spinning discs), Timekeeper's Watch (a ground clock whose hands wind down), Riposte Blade (a bloom of blades), Silence Bell (a swinging bell and three waves), Prism Orbit (sweeping prism lasers), Aegis Cloak (a hexagon shield that shatters), Shrink Charm, Umbral Mantle and Wellspring Idol
- Hidden players are now completely invisible: no particles, fire, smoke, lights or trails from accessories show through
- Bridges have a small ramp at each end, so a shrunken character can get on them
- A Gold counter sits under the XP bar, and the Store button moved next to it
- Melee is a 100 degree arc in front of you that you have to aim. The windup shows its exact size on the ground and the swing slash fills the same area; Longblade widens it and reach items lengthen it
- You can no longer jump or climb anything
- Bug fixes: Shrink Charm no longer leaves you speedy or tiny afterwards; Soulpiercer's shot now pierces even with Blasting Powder; Halo of Blades no longer breaks Umbral Mantle's stealth; speed-ups and slows survive a level-up or pickup; Overcharge Signet now adds time to timed actives (War Drum, Thornshell, Unstoppable); Prism Orbit also stops stuns and slows; Silence Bell stuns bosses briefly
Oct 25 · 14:30 - 15:00¶
Added
- Item Store: press B or the Store button to buy items with Gold. Gold drops exactly like XP and is lost when you die. You can't move or attack while the store is open
- Active items (Healing Rite, War Drum, Thornshell, Frost Grenade, Unstoppable) are now sold in the store only and no longer drop. You can hold 3 (keys Z, C, V) and sell one back for half its price
- Two more Tier 4 items: Echo Chamber (every volley is repeated a split second later) and Halo of Blades (blades fly out by themselves at the nearest enemies around you)
- Eight more Tier 4 items: Perpetual Barrel, Stormsliders, Aegis Cloak, Umbral Mantle, Overcharge Signet, and three signature actives on key R (Prism Orbit, Silence Bell, Shrink Charm)
- A "time" timer in the bottom-left card shows how long your current life has lasted (it starts when you pick a class and restarts when you die)
- Tier 4 items exist: about a 1-in-1000 chance on a level-up card or Wildcard roll. Two so far: Soulpiercer Round and Wellspring Idol. Finding one is announced to the whole server
- New item: Choke Ring. It tightens your bullet spread (shot weapons only, stacks up to 75% tighter)
Changed
- Reworked every sound effect to hit harder and cleaner: sharper attacks, punchier thumps, shorter tails (less mush). Hits, kills, melee, parries, rolls and pickups all sound different now
- Melee overhaul: your character now winds back and cuts across with a real swing animation, the slash is a bright sweeping crescent, and a connecting hit shoves regular enemies back. The warning is a sweeping edge (strong for you and anyone in reach, faint for everyone else), with a rising charge sound as it winds up, a parry cue for anyone in the arc, a dull whiff when you hit nothing, and a heavier sound against bosses
- Cursed items are much rarer: about 4-5% of level-up offers contain one now (was 12%), and the Wildcard's cursed chance is 3% (was 5%)
- Player melee has a short windup (0.22s) with a red warning in front of the swinger, so it can be seen coming and parried
- Parrying an enemy's melee, slam, mortar or beam now stuns it and sends the attack flying back at it for 1.5x its damage (shots were already reflected)
- Parry fixes: every parried shot or hit keeps your parry open a moment longer, so a whole volley is reflected from one press; and shots that reach you now wait your ping before landing (like melee), so a parry that was on time on your screen no longer loses to lag
- Parry cue: a bright double tick plays as an enemy's windup ends, and the hit now lands a moment after it, so parrying on hearing it counts
- Enemy attack warnings now fill from the attacker outward to the end of the attack, instead of sweeping from one side to the other
- Every character now has the same default hitbox and collision box, whatever the avatar looks like (appearance is unchanged)
- Tidier HUD: every item is shown in the block at the top center (icons shrink as you collect more) with your powerups on a line under it; the bottom-left card stays small. Press I for the full inventory
- Fast players: shots and swings now start from where you are, not where the server last saw you, and bullets are drawn where they really are
- Your items now sit in a bar at the top center of the screen
- The Wildcard looks and pays better: glowing gold card, and Legendary odds up from 7% to 10% (5% cursed)
- Every boss and enemy attack can be parried now: slams, mortars and beams too (a parry stuns the attacker)
- Attacks hit exactly what their warning shows: no more getting hit just outside the red area
- The bigger powerups (Edge, Vigor, Tempo, Stride) have no cap either: every pickup is worth the same
- Small powerups are much stronger per pickup: Might +2% damage, Frenzy +1.5% attack speed, Haste +0.25 speed (still no cap)
- Melee hits for a third of what it did, so it's a close-range panic button and no longer beats your main attack (the Drifter's cleaver is unchanged)
- Parrying and dodging are fairer on a laggy connection: enemy hits wait a moment so an on-time parry counts
- Other players' health bars no longer go missing at random
- Only the Verdant Grove is open for now: levelling up no longer moves you to the next arena
- Night is brighter
- Attacks hold up better on a laggy connection (fewer missing or out-of-sync shots)
- Admin panel opens with F2, the ` key or an ADMIN button, and always targets the player you picked
Oct 25 · 14:00 - 14:30¶
Added
- New class icons: a scoped rifle, a wanderer's hat over crossed blades, a hooded skull and a wisp with its companions
Changed
- Sharpshooter is now a gun class: Rifle instead of Longbow, and Armor-Piercing Rounds
- Berserker is now the Drifter
- Hidden players are still visible to anyone inside the same bush
Oct 25 · 12:30 - 13:50¶
Added
- 5 new items: Hunter's Mark, Spur Boots, Mirror Shard, Rending Thorn, Cinder Heart
- Item icons for the new items, crit items and Summon cards
- Patch notes screen (this one)
Changed
- Small powerups (Might, Frenzy, Haste) are permanent, stack with no cap, and show tooltips on hover
- Stuns: enemies can't be stun-locked (short immunity after a stun, bosses much longer)
- Balance: Summoner wisp cards capped, Bramble/Thornshell reflect capped, Bark/Ward/Boots now have a ceiling
- Active items: extra copies can't push cooldowns below 40%
- Ancient Bloom no longer spams explosions; Wisp Lantern chains only once; Tunnel Vision gives +15% crit
- Lich Hand is a constant beam that shows its effect on the target
- Melee swings in a rhythm with a heavier hit sound; every weapon got more impact and muzzle effects
- Arena 1 enemies attack slower and hit softer, with longer warnings
- Classes get a trait instead of a starter item
Removed
- Small powerups no longer expire
- Spirit Jar (Summoners get a class-only card each level-up instead)
Oct 25 · 00:30 - 03:00¶
Added
- Day and night cycle, the same for everyone
- Bushes you can hide in
- Water that slows you and makes you wade
- Game feel pass: screen shake, hit pauses, damage numbers, kill effects, item light beams
- Crits: Focusing Lens, Honed Edge and Reaper's Eye
- Summoner Summon cards: wisp count, might, tempo and vigor
Changed
- Rebuilt the Grove arena by hand: softer ground, a new sky, low-poly foliage, a dedicated boss area
- Arena 1 enemies and boss are tougher
- Fences keep enemies in their camps
- Camera look-around is gentler
Removed
- Hit combo counter
- Cubes outside the play area
Oct 24 · 18:40 - 23:50¶
Added
- Admin panel (F2) for admins
- Killfeed next to the player list
- Cute critter models and item icons
- Attack warnings before enemies strike; status labels for stuns and elements
- Invisible walls around arenas
Changed
- Item stacks are exponential; item tiers replace rarity names (80% Tier 1)
- Trading posts rebuilt: no more endless trades, and no lost items
- Wisps respawn instead of losing the item; they move at your speed
- Enemies are named singularly (Mossling, not the camp name)
- Players can't push each other
Removed
- Boosting off crates and barrels to leave the arena
- Item duplication bugs on death and trading
Oct 23 · 12:20 - 21:00¶
Added
- Elemental items: Burn, Chill, Shock and Poison
- Counter items: elemental resistance, flat damage reduction, stun resistance
- You can see whose wisp is whose, and wisps can be killed
- Cursed items stay until you die
Changed
- Classes simplified; Summoner got a melee attack
- Dying in combat sends you back one or more arenas
- New kill sounds, pitched lower
- Loot pool: less filler, better level-up odds, offers fit your class
- Your own dropped loot is faded out until others can take it
Oct 22 · 12:55 - 21:20¶
Added
- The first playable version: arenas with camps, respawn timers and farmable crates and barrels
- Health and damage meters, arena title screens, item tooltips
- Classes with their own weapons, including a melee class
- Roaming packs and ambient wildlife between camps
- One item system with boss items and cursed items
Changed
- Dash became a roll on Shift
- Progression slowed down a lot
- New UI layout, item images, and parry and melee effects
- Everything blocks movement, so you can't climb over scenery
Removed
- Jumping