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Full Steam announcements and update articles for this title.
Greetings, young warriors! A special event for fans ofMartial Artists games has arrived! The 2026 Martial Artists Game Week has officially begun, and Backpack Jianghu will be participating in this event, simultaneously launching a limited-time 15% discount. This event brings together numerous works with Eastern themes, covering wuxia, xianxia, strategy, role-playing and other different genres. Whether you enjoy tales of vengeance and camaraderie in the jianghu, or prefer studying martial arts techniques, equipment and lineup combinations, you can take advantage of this event to discover more games with Oriental characteristics.
Event time: Beijing time July 24, 2026, 1:00 AM — July 31, 2026, 1:00 AM During the event, players can browse the works participating inMartial Artists Game Week on the relevant Steam event page, learning about the gameplay features, worldviews and event information of different games. It should be noted that the display period of Oriental Xia Ying Game Week does not completely align with the discount end time of Backpack Jianghu. Although Martial Artists Game Week will end at 1:00 AM on July 31, the discount for Backpack Jianghu will continue for some additional time.
To coincide with this Martial Artists Xia Ying Game Week, Backpack Jianghu has now launched a limited-time discount. Original price: 46 yuan Event discount: -15% Discounted price: 39.1 yuan Discount end time: August 2, 2026, 1:00 AM In other words, even after the Martial Artists Game Week event page ends on July 31, young warriors can still purchase the game at the price of 39.1 yuan before 1:00 AM on August 2. Players who are still on the fence, preparing to jump in, or have previously added the game to their wishlist can take advantage of this discount to enter the jianghu.
Martial Artists Game Week is not just a discount event, but also a focused showcase of Oriental-themed games. In recent years, more and more games have begun trying to combine Oriental cultural elements such as wuxia, xianxia, sects, martial arts techniques and jianghu adventures with different gameplay genres. Some works focus more on storyline and character development, some emphasize action combat, and others blend Oriental themes with strategy building, simulation management, roguelike, card games and other gameplay. The direction chosen by Backpack Jianghu is to combine the familiar wuxia sects, martial arts techniques, internal cultivation and equipment systems with backpack management, item synthesis and strategy building gameplay. Players not only need to choose sects and martial arts techniques, but also constantly adjust the position of items in the backpack, plan synthesis routes, and build their own lineup based on the equipment currently obtained.
Backpack Jianghu is a wuxia game that integrates backpack management, item synthesis, sect cultivation and strategy building. In the game, young warriors will start from a basic backpack and gradually improve their combat system by purchasing, synthesizing and placing different items. Your backpack is not just a warehouse for simply storing items, but the core of your entire lineup. Different items influence each other. Some equipment needs to be placed in specific positions, some martial arts techniques receive bonuses from surrounding items, and some items can be upgraded through synthesis to obtain more powerful effects. How to utilize limited backpack space, how to decide the order of item placement, and how to make trade-offs in the current shop will all directly affect the final combat result.
The game currently features multiple wuxia sects with distinct characteristics. Different sects have their own core martial arts techniques, internal cultivation systems and combat mechanics, and the suitable equipment combinations also differ. Even choosing the same sect, you can build completely different playstyles around different core martial arts techniques and equipment. You can choose mature and stable mainstream lineups, or try some bolder combinations. Every shop refresh, every item synthesis and every backpack adjustment may change the development direction of the entire lineup.
In Backpack Jianghu, young warriors can encounter many different types of items, including: Weapons, martial arts techniques, internal cultivation, food, accessories, helmets, armor and various special jianghu items. Different items are not completely independent of each other. Some martial arts techniques require specific weapons to achieve stronger effects, some internal cultivation methods can strengthen the sect's core mechanics, and food may provide healing, buffs or other special abilities. Some lineups revolve around a single core piece of equipment, while others require multiple items to work together to form a complete combat cycle. Players need to constantly judge based on sect characteristics, shop situations and opponent lineups: For this run, should I prioritize purchasing core martial arts techniques, or first supplement defensive equipment? Should I synthesize advanced items as soon as possible, or first use lower-tier equipment to maintain combat strength? When backpack space is insufficient, which items must be kept and which items can be temporarily abandoned? These choices together constitute the strategic fun of Backpack Jianghu.
Since the items refreshed in the shop are different, the equipment and building routes players obtain in each run will also vary. You might get key martial arts techniques in the early stage and quickly determine the direction of your lineup; or you might not find core equipment for a long time and have to use existing items to get by. Sometimes, an originally planned lineup will change due to the appearance of a new item; other times, a seemingly ordinary piece of equipment can become an important part of the entire build when paired correctly. Therefore, Backpack Jianghu is not simply about purchasing items according to fixed answers, but requires flexibly adjusting your approach based on each run's situation. From early-stage transitions to mid-stage formation and late-stage lineup refinement, each stage has different goals and choices.
Young warriors who enjoy the following content can try Backpack Jianghu during this discount: Players who enjoy studying lineups, equipment combinations and stat interactions; Players who enjoy backpack management, item synthesis and spatial planning gameplay; Players who enjoy Eastern themes such as wuxia sects, martial arts techniques and internal cultivation; Players who enjoy strategy building where every run has different development routes; Players who enjoy sharing lineup codes, studying playstyles and challenging different combinations. Whether you're encountering backpack-building games for the first time, or already very familiar with this type of gameplay, you can find a rhythm that suits you in the game. New players can start with simple, stable sect playstyles and gradually become familiar with item synthesis and backpack mechanics; after becoming familiar with the game, they can continue to try more complex lineups and study the interaction effects between different items.
If you're already following Backpack Jianghu, you can complete the following preparations during this event: Add the game to your Steam wishlist for timely access to discounts and subsequent updates; Follow the Steam store page and community announcements to stay informed about events and version information; Check out related game guides to learn about sects, martial arts techniques and lineup building in advance; Join the player communication group to discuss lineup combinations with other young warriors; After experiencing the game, share your sect choices, lineup codes and gameplay impressions. We will also continue to release more version updates, playstyle recommendations, lineup analyses and event content through Steam announcements, Xiaoheihe, Bilibili and player communities. Head to Steam now and search for 《Backpack Jianghu》, and begin your jianghu journey with the limited-time 15% discount!
Thousand Cups Sober: Every 3 seconds, purify 1 layer of Cold Poison ——> If Wine reaches 4, 40% chance to resist debuff status.
Strike Ox Through Mountain (Reworked): Every 2 seconds: apply 1 layer of Hidden Injury. On ★ move hit: detonate 1 layer of Hidden Injury, dealing 30 Internal Force damage.
Slow Aim: ★ moves: Crit Damage +30%, Speed -20% ——> Crit Rate +15%, Crit Damage +30%, Speed -20%
Hidden Weapon Maniac: ★ Hidden Weapons: Damage +10% ——> +25%
Purple Qi Return to Origin (Reworked from Qi-Breaking Stance): Every 3 seconds: gain 1 point of Yang Qi. Upon accumulating 50 points of Yang Qi: Max HP +500 (one time only).
Vajra Mercy: During Fury: Lifesteal +10% ——> Attack +30, Lifesteal +10%
Guard Against Pride and Impatience (Reworked from Slow Is Fast): Every 2 seconds: gain 1 layer of Preparation. Before ★ move attack: consume all Preparation, each layer consumed adds +50 damage to this attack.
Yin-Yang Harmony: Changed to a universal talent.
Qi Transforms to Force (New, replaces Yin-Yang Harmony as Wudang sect talent): ★ Heart-Guard Mirror: can also block Internal Force damage.
Facing Death to Live: When HP first drops below 35%: next move Lifesteal +50% ——> Crit Rate +20%, Lifesteal +50%.
Unite as One: If the number of Heroes reaches 3, all Heroes Speed +25% ——> Speed +35%, Damage +35%.
Big Belly: On ★ Food trigger: Max HP +5 ——> Max HP +10, Damage Taken -1% (up to 20%). New effect: all Food Speed +10%. ★ range increased.
Poison-Shielded Body (Reworked): Every 4 seconds: apply 1 layer of Poison. After using any move: for each layer of Poison on the opponent, restore 5 HP (up to 60).
Strike Through the Gap: New effect: opponent's Heart-Guard Mirror block value -50%.
Taixu Meridian-Protecting Robe: For every 100 Shield gained, Internal Force damage taken -10% (up to -50%).
Low/Mid/High/Blood Hell Asura Seal (Reworked): When not critting: Crit Rate +40% (stackable, removed after crit). On crit: apply 4/5/6/7 layers of Bleed, and add External Force damage equal to 0/6/6/8 times the opponent's current Bleed. (Blood Hell Asura Seal exclusive) For each layer of Bleed applied, ★ move Crit Damage +3% (up to +60%).
Fixed an issue where the damage reduction value of the Sunshade Straw Hat did not match its description.
Fixed an issue where the talent Facing Death to Live only applied to a single hit instead of the entire move.
To help improve Backpack Brawl Jianghu, we kindly ask players to fill out our survey. Thank you. The entry is via the \ button in the top right of the game's main interface, or open the survey link directly: https://wj.qq.com/s2/27379508/7c64/
The July 23 official server update for Backpack Brawl Jianghu is now live. This update adjusts and reworks several items and talents, and also fixes some known issues. Every optimization and growth of the game is inseparable from the support and feedback of all young heroes. If you enjoy Backpack Brawl Jianghu, or approve of our recent updates and improvements, we welcome you to visit the Steam store page and leave a positive review. Every one of your reviews is important encouragement for us to continue updating and refining the game! If you encounter any issues while playing, or have new suggestions about version content, please let us know through the player group, community comments, or the in-game survey. We will carefully review everyone's feedback and continue working hard to bring all young heroes a better Jianghu experience. Thank you all for your ongoing companionship and support. The road of Jianghu is long — let us continue forward together!
Greetings, heroes!
To further optimize the new player tutorial, rule explanations, class build system and overall gameplay experience of Backpack Wanderers: Jianghu in future updates, we have prepared this survey to collect your genuine thoughts and suggestions based on your actual playtime.
All responses are anonymous, and the survey will take approximately 5–8 minutes to complete.
Whether you are a newcomer just stepping into the jianghu, or a veteran player with plenty of hours in-game, we welcome you to share your honest experience.
Thank you for taking the time to participate. Every piece of your feedback will serve as a vital reference for us to polish future updates of Backpack Wanderers: Jianghu!
Survey Link:
https://wj.qq.com/s2/27379508/7c64/
Deadline: Aug 9, 2026
Updated the log system to now cover a more comprehensive range of records, helping reduce doubts about "whether an effect has triggered." Including but not limited to: ——Increased skill damage values, such as: Five Peaks Supreme Sword, Extermination Flying Immortal Sword ——Timed attribute increases/decreases, such as: Sunflower Shadow Flash Art, Sunshade Straw Hat ——Conditional attribute increases/decreases, such as: Immortal Prayer Beads, Soul-Locking Belt
Fixed the issue where damage from 【HP-related, unaffected by damage increase/decrease】 (Mighty Vajra Palm, Nine Heavens Thunderclap Blade, Dragon-Subduing Sky-Questioning Palm, Blood Drop · Thousand Mechanism Killing Art, Beheading Decree, Bagua Yin-Yang Fish) could not trigger 【Per XX damage dealt】 effects in Enlightenment (Sturdy, Toxic, Thorns, Meridian Shock, Acupoint Strike, See-Through, Extreme Cold).
Fixed the issue where Enlightenment effects were visible in exported lineup codes (though not actually taking effect).
Fixed the issue where on-screen blood effects were misaligned in certain situations.
Warriors, thanks for waiting! The 7.10 version update is now live! In response to long-standing feedback on buff effects and martial arts Enlightenment failing to trigger, we have re-fixed mechanism bugs across various palm techniques, blade techniques, and hidden weapons, and patched numerous detail display issues. Our team has been diligently collecting every player suggestion and carefully optimizing combat value transparency. If this update makes your loadouts and battles clearer, please leave us a five-star review—your recognition will support us in continuously polishing a better martial world. We will carefully record and follow up on all feedback!
Sharp
Damage +50%.
Fatal
Critical Rate +40%.
Life Steal
Lifesteal rate +30%.
Gale
Speed +70%.
Sturdy
For every 50 damage dealt, gain 10 Shield (not affected by other effects).
Deadly Venom
For every 20 damage dealt, apply 1 layer of Poison.
Thorns
For every 20 damage dealt, apply 1 layer of Bleed.
Shock Pulse
For every 20 damage dealt, apply 1 layer of Internal injury.
Acupoint
For every 20 damage dealt, apply 1 layer of Seal.
See Through
For every 50 damage dealt, apply 1 layer of Flaw.
Extreme Cold
For every 50 damage dealt, apply 1 layer of Cold.
Free
Gain Unconstrain.
Surprise Attack
Cannot be Shocked, cannot be blocked by Chest Shield.
Sure Hit
Cannot be dodged.
Heart Strike
After using a skill: deal damage equal to 15% of the enemy's Current HP (not affected by damage increase/decrease).
Momentum
After using a skill: fast-forward this skill's CD by 70% (only once).
Selfless
MP consumption -100%.
Item
Original Cooldown
Current Cooldown
Jianghu Swordplay
5.2
5
Beggar's Fist
5.5
5
Wild Brawl Fist
8
7
Flying Dagger Art
4.7
4
Gale Swordplay
4.5
5
Mountain-Crushing Fist
7.4
7
Daigo Staff Technique
5.2
5
Bloodstained Blade Art
6.1
6
Counter-Shock Fist
7.2
7
Five Venoms Palm
6.7
6
Evil-Warding Invincible Slash
5.8
5
Hundred Flavors Soul-Charming Palm
6.5
6
Jade Mince Exquisite Hand
6.9
7
Li's Flying Dagger
4.8
5
Sunflower Acupoint Hand
5.5
5
Heavenly Yin Demon Claw
7.2
6
Jianghu Blade Art
5.8
6
Blood River Blade Art
6.7
6
Blazing Sun Blade Art
5.5
5
One-Finger Zen
4.8
5
Pure Yang Finger
6.6
6
Six Meridians Burst
5.9
5
Gentleman's Swordplay
5.8
5
Life-Reaping Chain Sword
5.2
5
Mighty Vajra Palm
7.1
7
Bone-Melting Soft Palm
5.8
5
Mystic Yin Divine Palm
4.9
5
Yin-Yang Duality Sword
6.5
6
Drunken Fist
6.5
6
Dragon-Subduing Palm
5.5
5
Ruffian's Slingshot
4.5
4
Black Moon Divine Needle
4.7
4
Judgment Blade Art
6.7
6
Apprehension Staff Art
6.7
7
Longevity Swordplay
5.8
6
Flower-Plucking Palm
7.4
7
Mara Serpent Mother Staff
6.5
6
Bagua Soft Palm
4.2
5
Tai Chi Sword
6.5
6
Five Peaks Supreme Sword
6.3
6
Nine Forms: Invincible Sword Verse
5.8
6
Iron Crutch Stun Strike
4.6
4
Spider Shadow Myriad Venom Hand
7.1
7
Blood-Drinking Frenzy Blade
5.3
5
Dragon-Subduing Heaven-Questioning Palm
5.5
5
Dog-Beating Staff Technique
4.6
4
Life-and-Death Finger
4.7
4
Six Yang Meridian Palm
4.6
5
Execute on Sight
6.7
6
Pacify the Eight Directions
7.6
7
Evil-Warding Righteous Robe
5.5
6
Black Iron Armor
5.9
5
Night Bamboo Hat
4.6
4
Minor Poison Vial
4.6
4
Myriad Phantom Puppet
4.2
4
Great Treasure
4.5
5
Cloud Heart Sword Jade
5.7
6
Myriad Venom Scorpion Gu
3.8
4
Venomous Scorpion Ring Pair
3.1
3
Coiled Serpent Ring Pair
5.2
5
Gu-Heart Medicine Cauldron
4.8
4
Bone-Piercing Flute
3.1
3
Severance Hairpin
4.9
5
Mercy Purifying Sachet
3.3
3
Secluded Orchid Basket
6.7
7
Braised Beef
7.2
6
Sorghum Liquor
5.1
5
Osmanthus Cake
5.6
5
Cold Plum Drunken Snow
5.4
5
Monkey Wine
6.7
6
Pepper Powder
4.2
4
Strong Rice Wine
4.2
4
Drunken Spicy Flame Drink
4.3
4
Leftover Rice
6.9
6
Shangqing Tofu
2.7
3
Snow Lotus Moonlight Soup
6.5
6
Floral Dew Sweet Jelly
4.9
4
Crimson Sun Manual
3.6
3
Mystic Yin Manual
3.6
3
Hundred Meridians Reverse Flow Art
2.5
3
Northern Abyss Qi-Dispersing Manual
3.5
3
Heart-Clearing Manual
3.6
4
Primal Transformation Art
3.1
3
Heavenly Yin Complete Scripture: Reverse
4.5
5
Thousand Cups Sober
2.7
3
Hearty Feast
3.6
3
Knowledge from Books
5
4
Offense as Defense
7.7
7
Improvised Alchemy
5.2
5
Little Beggar
7.1
6
Beggars' Sect Elder
7.9
7
Hong the Beggar Lord
6.9
7
Jianghu Rising Star
5.7
5
Blacksmith
5.5
5
Guo Pengju
4.8
5
Puppet
6.6
6
Heavenly Craft Puppet
6.6
6
Constable
5.5
5
Hello, heroes!
The Backpack Hero: Jianghu Player Experience Survey has entered its final day!
Since the survey opened, we have received many thoughtful responses from players. Some shared their overall experience with the current version, some gave feedback on the balance of newly added items, and many also talked about faction experience, the difficulty of Challenge Mode, build ideas, and what kind of official content they would like to see in the future.
We have been reading all of this feedback carefully, and we sincerely appreciate everyone who took the time to share their honest thoughts with us.
This survey is not just a simple opinion collection. We hope to use it as a more systematic way to understand everyone’s real experience in the current version. For example: which parts feel smoother to play, which areas still need improvement, which new items have created fresh build ideas, which items may need further balance observation, whether the difficulty of Challenge Mode feels appropriate, whether the rewards match the challenge, and what kind of official content you would like to see next — such as guides, build recommendations, tournament events, version previews, or developer communication.
If you have not filled out the survey yet, today is your last chance!
This survey mainly focuses on the following areas:
Overall experience with the current version Including faction balance, combat experience, equipment combinations, and more.
Feedback on new items Are the new items useful? Is their strength reasonable? Are any items too strong or too weak? Have they created new build possibilities?
Challenge Mode experience Is the difficulty appropriate? Is the challenge process enjoyable? Are there any stages that feel too difficult or stressful?
Expectations for future official content What kind of official content would you like to see more of? For example, faction guides, equipment analysis, build code recommendations, player-submitted build analysis, tournament events, version update explanations, and more.
Every piece of feedback matters to us.
If you feel that a certain faction does not play smoothly enough, a new item feels too powerful, or some equipment combinations still have more potential to explore, please feel free to tell us in the survey. If you have a strong build code, a niche but practical build idea, or your own understanding of the current version, you are also welcome to share it with us.
We will continue to organize and review the issues that players mention most often, and use them to improve the direction of future content. For valuable ideas, gameplay insights, and build concepts, we will also seriously consider them and may turn them into official content in the future, so more players can see your understanding of the Jianghu.
The Jianghu is not shaped by the official team alone. It is built together by every hero who participates, discusses, and gives feedback.
Your suggestions may influence future optimization directions. Your ideas may become inspiration for the next guide. Your feedback may also help more new players better understand this Jianghu.
So before the survey closes, we welcome you to leave your final thoughts.
Survey deadline: Today at 0:00 Survey link:
https://wj.qq.com/s2/26842017/777a/
If you have already completed the survey, you are also welcome to continue sharing your thoughts in the comments. If you would like to discuss more with other players, you can also join our official QQ groups:
764935479 / 1094791088
Join the group to discuss builds, report feedback, and share your lineups with more heroes.
Thank you all for your support, participation, and feedback over the past week. We will carefully read every suggestion and continue working hard to make this Jianghu even better.
On the final day, feel free to say whatever you want to say. Your voice matters, and we are listening.
Added Enhanced Mode. The original game mode has been renamed to Classic Mode. Differences between Enhanced Mode and Classic Mode:
There are 4 maps: Sect Training (new) — Open World (original Classic Mode map) — Climbing Huashan (new) — Huashan Summit (original Huashan Summit Challenge). The strongholds on each map differ from Classic Mode:
The Talent Shop and Sub-class Shop only appear on the Sect Training map
The Open World map has no Talent Shop, Sub-class Shop, Find money, or BOSS strongholds
After entering Enhanced Mode, there are three special map rules that rotate periodically. The current rules are:
Right Now Immediately: Pre-Synth is completely free
Lucky YES: On Map 1, enemies, treasure chests, and merchants all drop lucky bags. Everything depends on luck. (Only while this rule is active, items obtained from lucky bags are not affected by Itempedia adjustments)
Hide Your Wealth: For every 5 copper coins you have, enemies gain a 1% damage bonus
Optimized the sound effect when dodge is triggered.
Added sound effects and special effect indicators when Chest Shield block is triggered.
Optimized the performance and log mechanism when Focus is triggered:
Logs are only recorded when Shield is reduced, and the actual reduced value is displayed in the log
Floating text only appears on the battlefield when Shield is successfully reduced, and shows the actual reduced value
Stars shift seasons change (General skill): Imitate the last skill used by the enemy. Formless Emptiness (General skill): Imitate a random skill from the enemy's backpack. After imitating 5 times, replay all skills imitated by this item in order. Imitate mechanic: Deals 50%~150% variable damage. The damage type (inner/outer) follows this item (e.g., Stars shift seasons change). All buff effects gained while imitating (e.g., damage boost from the Five Sacred Mountains Sword) are recorded on this item and do not disappear, and will still apply during subsequent imitations.
Fixed the issue where battles became laggy and extremely slow when many Knights were on the field.
Fixed the issue where the following items had no CD trigger effects but were affected by acceleration effects and could be mistakenly charged by the Donation box: Ascetic cassock, Extremely cold divine, Pursuit, Tenacious resistance
Fixed the issue where Coarse shirt was not affected by acceleration effects or progress advancement effects.
Fixed the issue where the MP recovery value displayed by Fragrant chicken was incorrect. The actual recovery value is 20 points.
Fixed the issue where, in some cases, Power damage was incorrectly displayed as Inner floating text.
The recycling price of legacy items has been adjusted to 25% of the original price, rounded up, with a minimum of 1. Since the recycling price has become unscrupulous, the recycling merchant's image has been changed to a profiteer.
Continue to increase the difficulty of high-rank matchmaking, reducing the appearance of unformed, low-round, and low-rank mirror matches.
Optimized the item moving and box-selection operation mechanism, attempting to fix the "double-click" issue (i.e., when intending to drag but it becomes a box-selection operation).
Blood Droplet (Tangmen Skills): Inner Hidden Weapon, deals additional Inner damage based on a percentage of the enemy's Max HP. Slow speed, advanced via other Hidden Weapons/puppets.
Crude glass (General Accessory) Before taking a single high damage, breaks and grants a Shield.
Glass Chest Shield (General Chest Shield) Before taking a single high damage, breaks and grants immunity to this damage.
Sealing Meridian Poison (General Elixir) Consumes and greatly increases the MP cost of the enemy's next skill.
Star Absorbing (General Inner way) Absorbs the enemy's Max MP and deals damage based on its own Max MP.
Taixu Protective Robe (General Armor) Increases Inner damage reduction based on the number of Inner ways.
Lucky red envelope: Adjusted so the drop rate cannot be modified.
Anyway could win: MP cost 100 -> 40. Removed the \ effect, can now be paired with cooldown advancement effects (e.g., Two hands fist).
Thousand spider claw (Effect Reworked): After an attack hits: Consumes 3 Yin Qi, for every 3 stacks of Poison on the enemy, apply 1 stack of Poison. (i.e., apply Poison equal to 1/3 of the enemy's current Poison stacks.) ★ items have a fixed 30% chance to apply double Poison. (i.e., the original on-hit effect is changed to a permanent passive effect)
All puppet items: Self-destruct trigger requirement changed from 4 attacks -> 3 attacks.
Courage Chest Shield: Removed the battle start effect. Blocks damage and gains Strong -> Blocks damage and increases the Critical Rate of the next skill by 10%, up to +20%. (Multiple can stack)
Coarse shirt: New effect: Gains 1 stack of Protect every 8 seconds.
Black iron armor: Gains 1 stack of Protect every 8 seconds -> 5.9 seconds. ★ chest shield's block value +25% -> 50%.
Wards off evil shirt: Removed the effect of dispelling debuffs at 50% HP. Every 3.5 seconds: dispel 1 stack of debuff -> Every 5.5 seconds: dispel half the stacks of the debuff with the highest current stack count.
Doom Chest shield: Single trigger probability reduction 5% -> 10%, trigger probability reduction cap 50% -> 30%.
Prajna fist: For each stack of Strong consumed, damage +25 -> +35. For each point of remaining MP consumed, damage +2 -> +4.
Fixed the display issue of the rank progress bar on the main interface.
Fixed the issue where the Yang Qi gained from Extreme-Yang divine was below expectations.
Fixed the issue where, when using Prajna fist for the second time and beyond, remaining MP did not provide a damage bonus.
In the following items containing "deals X% Max HP damage" or "X% lost HP damage" functions, the Power/Inner attribute of the damage has been clearly marked: Mighty Vajra Fist, Thunderclap Blade, Bagua two fishes, Dragon subduing palm, Execution.
1. In the lineup record, you can filter the list by sect and collection status.
2. Provided in-battle shortcuts: pause/resume battle (default: spacebar).
Resuming from pause restores the previous speed instead of defaulting to 1x speed.
3. Provided in-battle shortcuts: slow down/speed up battle (default: left arrow/right arrow).
Single press adjusts speed by 0.1; long press enables rapid adjustment.
4. Removed occlusion that blocks enemy visibility on the map.
5. Upon entering the map, spawn points are randomized among the original spawn points of all sects.
6. Increased the strength of mirror data; the higher the rank, the greater the enhancement.
7. The function where item values are affected in real-time by placement results has also been implemented in systems such as viewing the Record and challenging the champion.
8. You can now directly view Buff/Debuff effect and suggestion descriptions by hovering over items in the Itempedia.
1. Adjusted the execution mechanism of the 'Battle Start' effect: all 'Ban' effects from both sides will now be completed first before any other effects are executed. Therefore, the priority of 'Ban' effects will no longer depend on the left or right positioning of the lineup.
1. Fixed an issue where existing loot schemes for a small subset of players were ineffective or malfunctioning.
2. Fixed an issue where items could be lost after applying multiple filters in the Itempedia.
3. Fixed an issue where modifying Others' remarks in the Record did not function properly.
4. Fixed an issue where, when multiple Northern darkness skills are active simultaneously, each point of Yang Qi was repeatedly converted into Yin Qi.
5. Fixed an issue where probability-triggered backpacks (Sturdy backpack, Poisonous backpack, Poisoned Box) showed a probability of 0 upon entering combat; this was a display issue and the actual effect remained functional.
Fixed an issue where the Suppression staff was not affected by probability bonuses.
7. Fixed an issue where buffs or debuffs gained while banned occasionally failed to enhance the following skills: Landslide fist, Mighty Vajra Fist, Sunflower finger, Extreme-Yin white-bone claw, Deadly chain sword, Extremely cold palm, Longevity Sword, Tai Chi Sword, and Suppression staff
1. Arena champion selection rules updated: lineups will now be manually created and released by the development team. Feel free to give the team your feedback.
2. Champion rotation times have been shifted by 12 hours, now taking place once at noon on Friday and once at noon on Monday (GMT+8 timezone; overseas players please adjust accordingly).
3. When leaving a scene, any items that cannot be carried will be automatically sold for copper coins at half their original price (same as selling to merchants) instead of disappearing.
1. Adjusted loot mechanics for the following items to prevent drops from being overly concentrated on a few rare items (such as the Five Mountains Supreme Sword):
Migrants Treasure Map, Nobility Treasure Map, Rebel King's Treasure, Treasure bags.
1. Fixed an issue where the Transformation puppet's acceleration effect was stronger than intended.
2. Fixed an issue where the damage increase effects from Heroic sword, Heroic knife, Heroic fist, and Heroic staff could trigger multiple times but failed to stack correctly. Now, damage increase values properly stack and are consumed together when activated.
1. Key settings now support mouse side buttons and middle mouse button.
2. The Itempedia now supports a “Highlight this item and its components” feature. When enabled, using the current loot scheme will highlight related items in-game to facilitate locating target items.
3. It is not possible to modify the currently ongoing game or the loot probability scheme in use. All players will receive 6 gold as compensation.
4. Arena champions receive one reroll every Friday at 0:00.
1. Treasure Map items no longer grant copper coins upon sale.
2. The value of items obtained from Migrants Treasure Maps has been adjusted from 10 to 8.
1. Fixed the issue where the Ingenious hourglass did not affect inner way items.
2. Fixed the incorrect activation rate of the Stinger mechanism.
3. Fixed an issue where the Flying Immortal Sword's pursuit effect would fail to trigger in certain situations.
4. Fixed an issue where the Meteorite iron sword's MP substitution effect incorrectly applied to non-skill items (e.g., Extreme-Yin divine: Reverse).
5. Fixed an issue where the dodge pursuit of Lonely nine swords could trigger while stunned and could trigger multiple times.
6. Fixed a display issue in battle where some enemy item information (such as cooldown time and probability) on the right side did not update promptly (display only, no impact on functionality).
7. Fixed a display issue in battle where, after enemy Unlucky Dice and Doom Chest shield took effect, the probability data of my item information did not update promptly (display only, no impact on functionality).
8. Fixed an issue where some data in item information did not refresh promptly during Single Battle and Arena modes (display issue only, no functional impact).
9. Fixed the rank display issue on the main interface.
10. Fixed the problem where the clickable area of the Quit button at the bottom right corner was too small at certain resolutions.
We’re adding new sections to our update notes where we’ll tease upcoming content.It’s not as official as a ‘roadmap,’ but it’s way more flexible (and maybe sometimes a bit of pie in the sky). We’ll do our best to share future plans that we’re pretty sure about.
Boosting old class items worked great and unlocked tons of fresh ways to play. Next up, we’ll gradually strengthen inner way, food, accessories, armor, and other item types.These tweaks often bring some crazy power spikes and balance shakeups. We’ll jump in fast with adjustments to keep things fun and fair, making sure the new playstyles fit smoothly into the game’s existing numbers.
We’re just starting to plan some new game modes, like a crazier, fun mode (working title), and a Hall of Fame where anyone can be the champ (also a working title).
If I didn’t mention something, it doesn’t mean it’s not coming — maybe it’s not locked down yet, or you’ve already brought it up somewhere I missed. Just @ me in the community to make sure I see it and get back to you!
The number of loot schemes in the Itempedia has been increased to 20.
Both the Leave option on the main interface and the Leave Challenge option in Huashan now include a secondary confirmation step.
Added the Remain in Place function. When hovering the mouse over your character, a button appears on the right. This can be used up to 3 times per game.
Optimized the Collect icon in the Record.
When hovering the mouse over the rank icon on the main interface, it shows the specific points required to advance to the next stage.
In item descriptions, the bottom section now displays which Backpacks and which items currently enhance this item (only passive attribute effects are displayed). This feature is enabled by default and can be disabled in Settings.
During the out-of-combat adjustment phase, item descriptions now directly reflect attribute changes from inventory management. (Only supports common attributes: CD, MP cost, Critical Rate, Shield value, Block value, Probability, Batter limit)
Added price display to item descriptions.
Total price updates in real time when items are added or removed.
Healing and lifesteal effects now have a guaranteed minimum value of 20%, even when affected by healing reduction.
Increased Max HP provided by certain Inner ways. The more grid slots the Inner way occupies, the greater the increase (4-slot Peerless Inner way: +160 Max HP).
Added the \ mechanism: This item resists Ban effects and is unaffected by CD Time acceleration or knockback.
This mechanism currently applies to: Anyway could win, Thunderclap Blade, and Technique Hourglass.
Increased the combo probability of the following Skills to 70%: Wind sword, Drunken Fist, Five Peaks Supreme Sword, Dragon subduing palm, Dog-beating staff, and Dragon-Capturing Palm.
Optimized the ★ activation rules for items such as Extreme-Yin divine: Reverse and Sword jade. Skills without an 'on attack hit' effect (e.g., Dragon subduing palm) can no longer activate these items' ★, providing clearer indication to players whether a Skill can be affected by their bonuses.
Modify the price of the following items to 15 copper coins: Thunderclap Blade, Snowshoes, Enchanting Belt, White Holy Decree.
Change the acceleration effect activation timing for the following items from \ to default activation: Straw Sandals, Heavy Iron Shoes, Wolf Boots.
Sword Jade: Changed from a 30% fixed Probability trigger to always triggers.
Medicine Pot: CD reduced from 6.5 seconds to 4.8 seconds.
Jade-Sashimi Fist: CD reduced from 8.5 seconds to 6.9 seconds; Yang Qi consumption reduced from 10 to 8.
Transformation Puppet: Speed bonus changed from +6% to a range of +5% to +15%.
Two Hands Fist: CD reduction increased from 10% → 15%.
Destructive Hairpin: Converts highest Debuff stack from 1 → 2; ★'s Skill damage bonus increased from +100 → +125.
Illumination Lamp: Critical Rate bonus per stack increased from +1% (max 20%) → +4% (max 40%); Critical hits grant Heal stacks increased from 1 → 2.
Brass Knuckles: Combat start: ★'s Skill damage +25 → Reworked: ★'s Skill hit: Damage +20 (stacking per battle).
Asura Seal:
Critical hits inflict Bleed: 1/1/1/2 → 2/2/3/4
Critical Rate: 10% → 15%
Critical Damage: 0%/10%/20%/20% → 0%/20%/20%/30%
Piercing Nail: ★ Skills Hit: Transfer Debuff → Reworked to: ★ Skills Hit: Deal Inner damage equal to 3 times current Yin Qi (max 60).
Jade Long Staff: Recover Life 30 → 20.
Flower Jelly: Armor gained per Heal stack: 1 → 2.
True Flavor Stove: Food repeat trigger probability 20% → 50%.
Fire Jade Ring: Damage +3% → 8%.
Fire jade chain: damage increased from 6% to 16%.
Fixed an issue where items were indicated on the ground even when none were present.
Fixed issues preventing the completion of the following achievements: 'Bleed 100', 'Poison 100', 'Seal 100', 'Internal injury 100', 'Cold 100', 'Flaw 100'.
Fixed an issue where the Seal effect's MP reduction did not activate at lower stacks.
Fixed an issue where Extreme-Yin divine: Reverse, when used with Prajna Fist, would drain all Strong and MP.
Fixed an issue where Extreme-Yin divine: Positive/Reverse would additionally trigger the Batter effect of the following Skills: Dragon-Capturing Palm, Dragon Subduing Palm, Dog-Beating Staff.
Fixed an issue where the Wind flute's speed boost incorrectly affected all items.
Fixed an issue where the Destructive hairpin consumed 2 stacks of all active Buffs.
Fixed an issue where the speed bonus from wholeheartedly triggered even when conditions weren't met.
Fixed a frequent issue where clicking 'Go' prompted about uncollected items when none existed.
Fixed an occasional issue where items disappeared after crafting (they were actually under the Backpack).
Optimized translation issues in some language versions.
1. Added the feature to view the total value of items. In battle, hover over a name to view: View directly in lineup Records and Huashan Peak opponents:
1. Fixed an issue that prevented some achievements from completing on Huashan Peak. 2. Fixed an issue where high ranks occasionally appeared as Newbie rank when entering the game. 3. Fixed an issue where \ failed to retrigger the attack hit effect on CritRate when combined with \. 4. Corrected the description of the 'Divine Eagle Hero' achievement: now requires possession of Divine eagle's feather, Meteorite iron sword, and Extreme-Yin divine: Positive simultaneously. 5. Fixed an issue where background music would occasionally be lost.
In the Itempedia, click the gold coin icon at the top-left to view the sources and uses of gold.
Greatly increased the drop rate boost for an item after multiple rerolls of the Merchant without that item appearing.
Optimized enemy AI on the world map: when approaching a fork, if the player is located on one branch, the enemy will move toward the player. This increases encounter frequency and player economy.
Adjusted the minor visual effect indicating the direction of enhancement in item synthesis; the effect now ends at the main item among the synthesized parts. When synthesizing three or more items, all component items must be placed adjacent to the main item.
Fire jade chain: To avoid icon similarity with Muscle-strengthening prayer beads, the Fire jade chain item image has been updated.
Extreme-Yin divine: Reverse: Modified synthesis logic to treat Hot-Yang and Cold-Yin as the primary items, resolving the issue where placing Extreme-Yin: Foundation Chapter and Extreme-Yin: Skills Chapter together would prevent synthesizing Extreme-Yin divine: Reverse.
Yin-Yang sword: Simplified synthesis recipe — Essence sword + Recover powder.
Ingenious hourglass: Added effect — This skill is no longer affected by cooldown acceleration or knockback.
Fixed an issue where shop reroll occasionally appeared to cost 1 copper coin but actually charged 2 copper coins.
Fixed an issue in certain scenarios (such as Beggar siege) where characters were knocked back and rapidly drifted, causing the battle to freeze.
Fixed a probability issue with Black Moon needle and Thug slingshot that caused the battle to freeze.
Fixed occasional misalignment and overlap of knights in the backpack (for affected cases, rearranging by dragging the position resolves the issue).
Fixed an issue where damage from a skill was still recorded in the log after the knight was defeated before the skill was executed.
Fixed inaccurate description of True flavor stove: 20% probability updated to 20% fixed probability.
Fixed damage value description errors for Weaken powder and Potent weaken powder.
Fixed issue where Sudden illness lit the ★ on Thousand spider claw.
Fixed issue where Nine-bag command stick could not light the ★ on Sitting in lotus.
Fixed issue where Stinger mechanism could not light the ★ on Heaven chance staff; clarified that its probability is affected by other items.
Fixed issue where the ★ on Death talisman could not be lit by Skills.
Fixed translation errors in some other languages.
Automatically complete all "Unlock Faction-related" achievements.
Lowered the unlock requirement for the item drop rate adjustment function in the encyclopedia from 3 gold coins to 1 gold coin.
Added a shortcut key (P) to drop all items in the combat inventory (excluding the inventory itself) into an empty area for easier item organization. The shortcut key can be changed in the settings.
Other shortcut operations are also provided:
Left-click and drag the mouse to select multiple items, including the inventory. Selected items can be moved, rotated, or dropped into an empty area.
Right-click and drag the mouse to select multiple items, excluding the inventory. Selected items can be moved, rotated, or dropped into an empty area.
Clicking "Inventory Priority" below will only adjust the inventory without selecting or changing items at the top.
Added adjustment to the skill voice volume in the settings. Different quality levels can be individually toggled on/off (checked for on, unchecked for off).
Increased the number of enemies in a single game from 63 to 80. Increased the starting health of both players and enemies from 3 to 4. With more enemies and later eliminations, there will be more opportunities for combat and growth, making each game longer.
Because the lineups stored in the lineup code are already generated at the time of the leaderboard update, to avoid the misunderstanding that "adjusted lineups in the Summit of Mount Hua are not saved to the lineup code," enemies will no longer drop loot after being defeated in the Summit of Mount Hua. Pack adjustments made during this stage will also not be saved to the lineup code.
Fixed the issue of encountering enemies in the Summit of Mount Hua that were too weak or whose inventory was not full. Previously, when not finding an equally matched enemy, it would search for a substitute from the "All" pool, resulting in an overly weak enemy. Now, it will search for enemies of slightly lower strength, ensuring that enemy abilities are as similar as possible.
Fixed the issue in the Summit of Mount Hua where the observed enemy lineup and the lineup entered into battle might be inconsistent.
Optimized the path experience in the Six Doors area, adding branching paths and increasing the chance of encountering enemies.
Fixed an issue where Six Doors might miss a shop.
Treasure Bag, Bandit Treasure Map, Brocade Robber's Secret Treasure Map, and King Chuang's Treasure Map: Reduced the chance of repeatedly obtaining the same items, increased variety, and the total value remained unchanged.
Wild Fist: Experience required to upgrade to level 10 decreased from 61 to 36, approximately the experience required for level 7.
Dragon Subduing Palm: Power increased from 38%~42% to 41%~46%, the 4th hit, Flying Dragon in the Sky, adds the effect of +5% critical hit rate.
Six Meridians Inspiration: Damage multiplier increased from 30% to 35%.
Rain of Pear Blossom Needles: Damage multiplier increased from 33%~38% to 39%~44%.
Tai Chi Fist: Steel Scale Gauntlets in the crafting recipe → Iron Bone Pill.
Six Yang Meridians Palm: Base cooldown increased from 6 seconds to 4.6 seconds.
Life and Death Finger: Removed effect: Increases the refill of ★ hidden weapons by 2. New effects: ★ Skill hits: This skill's stacks +1. New effects: After an attack hits, apply 1 stack of Frostbite. Base cooldown 6.6 seconds → 4.7 seconds.
Box of Life and Death: New effect: For each stack of Frostbite on the opponent, own damage +1% (maximum 25%).
Western Regions Blessing Grass: The probability of the target item appearing is slightly increased.
Fixed an issue where item cooldown would stall when the Frost Poison stacks were high.
Fixed an issue where the Gu Heart Cauldron would not trigger ★ pills.
Fixed an issue where the damage values were incorrect when the Void-Riding Powder and Bone-Eating Void-Riding Powder were repeatedly triggered by the Gu Heart Cauldron.
Fixed an issue where the Bone-Piercing Flute was not affected by probability amplification.
(Thanks YueTzuyu)
Important Announcement First:
After months of updates and polish, we have finally completed the official release content of the game.
In addition to the four existing sects (Huashan, Wudang, Shaolin, and Wudu), we have added six new sects: Xuedao, Gaibang, Xiaoyao, Tangmen, Liushanmen, and Emei—bringing the total to 10 sects.
Beyond the code battles, a new Arena mode has been added. A new Arena Champion will be crowned weekly, and defeating them will reward you with trophies.
Acting on player feedback, we have given ranks and trophies practical utility—they can be converted into "Gold Coins". In the Collection System, Gold Coins are used to increase or decrease the appearance rate of items. As the game progresses, more and more items are unlocked in the pool, making it harder to get the ones you want. This feature directly addresses this issue.
You can refer to the image below to see the differences between the demo and the official version:
I fully acknowledge that the game’s simplistic art style and borrowed core mechanics are unavoidable shortcomings. However, we have actively integrated innovations into map gameplay, maintained a high update frequency and quality, and carefully listened to player feedback while conducting thorough testing—these are our strengths. We compensate for creative limitations with diligence.
After the official launch, we will continue to actively listen to player suggestions for improvements. You can provide feedback by joining our Discord. If I don’t meet your expectations, you are also welcome to give "passionate" feedback through Steam reviews—I’m an avid internet user and will read all comments and suggestions. As long as the game’s finances remain healthy, we will continue to update map modes, sects, etc., but this cannot be considered a formal promise. Potential players are advised to evaluate the game’s worth based solely on the official version content and the current price, not on future expectations. Regardless of the volume of updates, this game is positioned as a roguelike "power fantasy"—with free build customization and satisfying numerical progression as its core experience. We will never do anything unreasonable like mindlessly nerfing strong builds or overly buffing enemies. Please feel free to dive in!
Fixed a rare issue where the image layer of upgraded items would occasionally display beneath the Backpack.
Fixed an issue causing character idle animations to freeze in the Merchant and Treasure Chest interfaces.
Fixed an inaccuracy in the description of the item \: changed '★ Skills hit' to '★ Skills after hitting'.
Greatly reduced the delay in updating the copper coin count when acquiring copper coins.
Due to potential unknown risks, the Itempedia and Settings interface buttons have been disabled during combat.
As pressing ESC to open the Settings interface may cause unexpected interruptions, this function has been temporarily disabled. It will be restored promptly after improvements are made.
《背包闯江湖》x《灵兽江湖》史诗级联动捆绑包确认!
各位少侠,今天是个好天气,我们俩兄弟带来好消息:
《背包闯江湖》x《灵兽江湖》“双江湖”联动捆绑包即将重磅上线!
一边是运筹帷幄、把绝世武学和神兵利器塞满背包,在华山之巅大杀四方的背包管理肉鸽爽游;另一边是在百万字非线性剧情中自由探索的开放世界!
一个江湖装不下所有快意恩仇?那就两个一起打包带走!
我们相信,江湖从来不止一种模样。 有人喜欢在背包里构筑最强套路,有人偏爱在高自由度剧情里走出自己的路—— 而这次,你不需要二选一;不试试,怎知不是绝配?
所以我们和《灵兽江湖》的兄弟们一拍即合,就一句话: “江湖这么大,两个一起逛才够本。”
今天行走于江湖,如果有人跟你说“只花10铜钱就登顶华山了”,你可以不信。
但如果有人说“两个江湖一次性打包带走”——
请一定相信!
《背包闯江湖》x《灵兽江湖》捆绑包即将上线,具体时间请关注商店页面和社区动态,我们会第一时间通知大家~
江湖之中,结伴同行
《背包闯江湖》将于4月3日正式在Steam平台发售。感兴趣的盒友可以关注游戏并加入愿望单,发售当日便可收到提醒。期待在《背包闯江湖》看见你的身影!
欢迎大家加入QQ玩家群:1094791088
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Backpack Jianghu, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Backpack Jianghu statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.