- Fixed a bug that prevented game progress when receiving the "Hex Caster's Trial" reward.

Steam news
Full Steam announcements and update articles for this title.
Damage taken multiplier per fury level 10% -> 5%. At gate 9 this value went from 15% -> 10%.
Fixed a UI tooltip issue with gate 9.
Gate 10 Godborne health multiplier 50% -> 35%.
Gate 10 Godborne attack speed multiplier 25% -> 15%.
Gate 7 ELITE health multiplier 40% -> 30%
Please let me know how the difficulty feels for this patch in this thread:
https://steamcommunity.com/app/2870430/discussions/0/590685327346199951/
You are now offered an alternative to a neutral spell after defeating a Godborne. This can range from shop refreshes, experience, or a spell duplication effect unique to the Godborne.
The first resonance reward breakpoint now offers a direct upgrade of any tier 0 iron spell.
You will no longer be offered experience from resonance if you are max level.
Experience needed to reach level 7 increased by 20.
Experience needed to reach level 8 increased by 40.
You are now more likely to target Godborne in combat.
Fixed a visual bug with the "Emberstorm" Cosmic Huntress spell.
Fixed a bug with unlocking steam achievements.
The end game UI panel now correctly shows that gate number and frenzy level you're playing at.
Fixed a bug where Primordial Catalyst was granting 10 times more attack speed than intended at iron level.
Fixed a tooltip bug with "Summon Wasp" (Cosmic Huntress spell).
Fixed a bug where "Mezzik" (Mushroom Boss) clones were spawning with more health than intended at higher gate levels.
Fixed "Devotee's Favor" only giving 1 additional free shop refresh instead of 2.
Fixed a bug where the 2nd and 3rd breakpoints of the Cosmic Huntress' "Harbinger" trait would not grant any shield.
The Rise of the Godborne update is now live!
Highlights of today's update:
14 Godborne bosses to fight in arena combats.
30 new spells. These are "neutral" spells that you receive after defeating a Godborne.
The enemy spawning system has been reworked. You no longer teleport to a separate arena at the end of each zone.
A new "fury" mechanic has been added. This mechanic increases the amount of damage you take the further each combat lasts.
Various effects can now grant you spells from other Godslayers,
Further adjustments to trait breakpoints.
Before each arena combat, you'll now be choosing between one of two different Godborne to fight. In total, there are 14 different Godborne, and they all have unique combat effects. Each one has a different pool of unique spells that they drop.
As with the other selection based events that happen throughout your run, you can reroll the offered Godborne at the cost of one Fateweaver.
List of all Godborne:
Thal'rim, The Devastator
Combat Effect: Attacks deal bonus damage equal to a percentage of your maximum health.
Possible Rewards: Spells with attack damage synergies.
Nazin, The Commanding Hexgolem
Combat Effect: Guarded by hex casters.
Possible Rewards: Spells that summon minions.
Nero, The Elemental Warlord
Combat Effect: Casts elemental bursts, dealing damage, and reducing attack speed and mana generation.
Possible Rewards: Infernum, Electros, and Frostcraft spells.
Kairos, The Charged Trio
Combat Effect: Fights as a trio.
Possible Rewards: Spells with charge synergies.
Grom, The Corpse Eater
Combat Effect: Periodically creates corpses that deal damage, and reduce your shielding and regeneration effectiveness.
Possible Rewards: Spells with corpse synergies.
Valathos, The Patriarch
Combat Effect: Summons an army of underlings.
Possible Rewards: Spells that synergize with matching traits.
Mezzik, The Fungal Loop
Combat Effect: Spawns clones of itself as it takes damage.
Possible Rewards: Spells with refill synergies.
Drak, The Rising Swordmaster
Combat Effect: Gains attack speed per fury level.
Possible Rewards: Spells with martial synergies.
Malachi, The Ruptured Cataclysm
Combat Effect: ELITES explode on death, dealing damage to you. This is increased if you are shielded.
Possible Rewards: Spells with area synergies.
Morrigan, The Crimson Barrage
Combat Effect: Periodically launches a barrage of missiles, dealing damage and reducing your armor score.
Possible Rewards: Spells with projectile synergies.
Nomos, The Impenetrable
Combat Effect: Enrages in combat, healing and gaining attack speed.
Possible Rewards: Spells with defensive synergies.
Nalrang, The Arcane Husk
Combat Effect: Conjures additional hexes when attacking.
Possible Rewards: Twilight, Occult, and Shadowborne spells.
Vetho, The Gilded Lich
Combat Effect: Alternates between two forms. Death form grants damage reduction, while Greed form grants bonus damage.
Possible Rewards: Avaritia and Necroweave spells.
Torren, The Mana Titan
Combat Effect: While in combat, you generate more mana and take more damage.
Possible Rewards: Spells that generate additional mana.
Neutral spells are obtainable only through the Godborne system. After each arena, you'll randomly receive one of the many spells that a Godborne can drop.
These spells can only be upgraded through resonance rewards. However, you have a chance to obtain them at silver level. This chance increases the further into the run you are.
Fire Trap, the Cosmic Huntress Infernum/Spirit spell, is now a neutral spell. Pyroburst is a new spell that will be taking its place.
Pyroburst
Traits: Infernum, Spirit
Effect: Passive: Gain mana whenever you generate any charge.
Active: Fire an infernal laser towards your current target.
List of all neutral spells:
Convoke
Traits: Infernum, Twilight, Breaker
Effect: Summon a Magefire Elemental, dealing area damage as it arrives.
If you have at least 6 other spells with a matching trait, regenerate health.
Magefire Elemental
Deals 50% of its damage to nearby enemies.
Netherbolt
Traits: Twilight, Phantom, Enigma
Effect: Launch a projectile that deals damage.
Launch 1 additional projectile for every 10 attack damage you have.
Eternal Winter
Traits: Frostcraft, Eclipse, Doomquiver
Effect: Passive: Gain spellpower whenever you summon a minion. Gain mana whenever a minion expires.
Active: Launch 3 projectiles, each dealing damage.
Blight Battery
Traits: Necroweave, Syntek, Ward
Effect: Passive: The spell to the left has bonus spellpower for each charge you have.
Active: Spend all charges to gain shield per charge.
Hand of Lightning
Traits: Electros, Harbinger, Arcana
Effect: Passive: This has bonus area per attack damage you have.
Active: Deal damage in an area.
Refill 1.
Malediction
Traits: Occult, Reaver, Spirit
Effect: Combat start: Cast Sunbell.
Active: Deal damage in an area.
Martial 4.
(Fortune Spell) Sunbell: Gain resonance.
Remnant Mortar
Traits: Syntek, Deathblade, Arcana
Effect: Passive: Gain mana and regenerate health whenever you consume a corpse.
Active: Launch exploding projectiles, each dealing damage in an area.
Spend 2 Blitz Charges: Deal increased damage against ELITES.
Regal Fortune
Traits: Avaritia, Doomquiver, Harbinger
Effect: Passive: This gains martial 1 for every 4 fortune spells you've cast in this run.
Active: Launch 2 projectiles, each dealing damage.
Collector of Souls
Traits: Necroweave, Soulwalker, Seer
Effect: Passive: Gain mana whenever you cast any other spell with a matching trait.
Active: Launch 2 exploding projectiles, each dealing area damage. Corpses hit are consumed, granting you your Godslayer resource per corpse.
Outlash
Traits: Shadowborne, Bulwark, Reaver
Effect: Strike nearby enemies, dealing damage.
Strike once more for each time this has been cast in the current combat.
Primordial Catalyst
Traits: Infernum, Frostcraft, Electros
Effect: Combat Start: If you have at least 3 Infernum, Frostcraft, and Electros spells, transform into Elemental Avatar.
Active: Perform a random effect:
• Deal damage in an area.
• Gain shield.
• Gain attack speed for 4 seconds.
Elemental Avatar:
Passive: You have bonus attack damage.
Active: Deal damage in an area, gain shield, and gain attack speed for 4 seconds.
Kinetic Channel
Traits: Breaker, Enigma, Bulwark
Effect: Passive: Periodically gain mana as you move.
Active: Gain hex deflection score for 6 seconds.
Guard
Traits: Everlast, Breaker
Effect: Gain shield per attack damage you have.
Refill 3.
Lichfang
Traits: Necroweave, Syntek, Bulwark
Effect: Combat start: Transform adjacent spells into a copy of this spell.
Active: Deal damage to a nearby enemy, prioritizing the one with the most health.
100% lifesteal.
Prismatic Pummel
Traits: Everlast, Seer, Eclipse
Effect: Generate a random charge for every 15 attack damage you have.
Mimic Scroll
Traits: Reaver, Doomquiver, Harbinger
Effect: Combat start: Transform into a copy of the closest attack spell.
Reprieve
Traits: Avaritia, Everlast, Spirit
Effect: Regenerate health.
If you have at least 4 martial spells equipped, also gain shield.
Barrier
Traits: Everlast, Enigma, Seer
Effect: Shield for each spell you have equipped that belongs to your mastery trait.
Summon Yeti
Traits: Frostcraft, Avaritia, Summoner
Effect: Passive: This has bonus spellpower for each Fortune Spell you've cast this game.
Active: Summon a Royal Yeti.
Murmurs of the Deep
Traits: Shadowborne, Everlast, Spirit
Effect: Grant all other refill spells mana over 2 seconds.
Ashen Revenant
Traits: Infernum, Necroweave, Eclipse
Effect: Passive: You have increased attack damage.
Active: Gain attack speed for 4 seconds. For each energy charge you have, gain shield.
Tempo
Traits: Avaritia, Soulwalker, Ward
Effect: Passive: Autocast this whenever you cast any other spell with a matching trait.
Active: Gain attack speed for 3 seconds.
Ionize
Traits: Electros, Deathblade, Phantom
Effect: Passive: Autocast this whenever you generate a charge.
Active: Summon a Shockling minion.
Summon Deadman
Traits: Shadowborne, Summoner, Phantom
Effect: Passive: Autocast this spell whenever your mana orb skips over a manablocked spell.
Active: Consume 3 nearby corpses, each one spawning a Deadman minion.
Leg Weights
Traits: Everlast
Effect: On discard: Cast Unbound Strength.
No active effect.
Unbound Strength
Permanently grant your spells spellpower for each combat with Leg Weights equipped.
Summon Sapper
Traits: Deathblade, Harbinger, Summoner
Effect: Active: Summon a Sapper.
Refill 1
Sapper
Has 50% lifesteal if you have at least 6 spells of your mastery trait equipped.
Violet Mist
Traits: Twilight, Soulwalker, Bulwark
Effect: Conjure 2 mist clouds that deal damage over time.
If you have at least 6 spells of your mastery trait equipped, conjure 1 more.
Ritual
Traits: Occult, Syntek, Eclipse
Effect: Passive: The closest attack spell gains martial for each active trait you have.
Active: Autocast the closest attack spell.
Amethyst Lance
Traits: Twilight, Seer, Arcana
Effect: Passive: Regenerate health whenever you cast another spell with a matching trait.
Active: Deal damage to 6 random enemies.
Refill 3.
The dungeon and enemy spawning systems have received a complete rework.
Previously, enemies spawned in a linear formation for non-arena combats, and they surrounded you in arenas. Today's update merges the two methods and shortens the dungeon layouts. Now you'll be making your way towards the next checkpoint, fight enemies along the way, and then fight a swarm of enemies to finish off.
These changes aim to smooth out the difficulty spikes between arenas and non-arenas.
Another major change to enemy difficulty is the fury system.
This system increases the damage you take as combat progresses, resetting in between combats. The goal here is to encourage clearing dungeons as quickly as possible. This discourages builds that aim strictly for defenses without enough offensive power.
Enemy scaling has been completely redone to accommodate for the fury mechanic, so there won't be a direct comparison to the old system. Overall, the difficulty should feel similar in the earlier stages, but a bit more difficulty in the later stages (rounds 15 to 25).
A few of the gate modifiers have been changed to interact with the fury mechanic (see misc. changes below for further details).
The new difficulty is something I'm keeping a close eye on so please let me know how it feels!
You can now receive spells from other Godslayers through mechanics like Fortune Spells and Favors.
This should make some of your runs feel much more unique when you land on a spell that perfectly fits your build.
Note: You need to have the Godslayer unlocked to start receiving spells from their spell pool.
Due to the fact that you can now receive spells from other Godslayers, it is now much easier to have many spells of the same trait.
Following the changes to trait breakpoints in the 0.7 update, many traits have had their maximum trait thresholds reduced.
These changes aim to encourage much more flexibility and creativity in what spells you equip.
Infernum
Breakpoints changed from 2/4/6*/8*/9* to 2/4/5*/6*
Twilight
Breakpoints changed from 2/4/6*/8* to 2/4/5*/6*
Frostcraft
Breakpoints changed from 2/4/6*/8*/9* to 2/4/5*/6*
Necroweave
Breakpoints changed from 3/5/7*/9* to 2/4/5*/6*
Electros
Breakpoints changed from 2/4/6*/8* to 2/3/4*/6*
Deathblade
Breakpoints changed from 2/4/6*/8* to 2/4/6*
Harbinger
Breakpoints changed from 2/4/6*/8*/9* to 2/3/4*/6*
Summoner
Breakpoints changed from 2/4/6*/8* to 2/4/5*/6*
Spirit
Breakpoints changed from 2/4/5*/6* to 2/3/4*/5*
The Raging Bloodlord's Shapeshift spells have been removed from the game. I wasn't too happy with how these spells landed, and have decided to retire them. They were simply a bit too niche and weren't receiving much play.
The Oracle and Seer traits have been consolidated into the same trait.
New gate modifier 5: Fury level increases much faster.
New gate modifier 9: You take an additional 5% damage per fury level.
Fixed a bug where the reward for the Hex Beetle's trial was not being applied properly.
Fixed a bug where Umbral Tome was granting bonus spellpower to attack spells instead of only area spells.
Enemy models have received an update.
The location of the gem inventory has been moved towards the spell reserve.
General tutorial tweaks.
Fixed some edge cases with the following favors: Historian, Stonemason, Tinkerer.
Fixed some issues with the minion card hover UI.
Removed the notification that pops up when your spell bar size increases.
Hello hello everyone!
The Rise of the Godborne update is just around the corner! Here's the final preview of the upcoming Godborne spells. To recap:
Godborne bosses are new enemies that you'll be facing in arena combat. Defeating a Godborne grants you a unique neutral spell, and each of them has a unique pool of spells that they can drop.
These spells can be acquired by any Godslayer, but do they not appear in your spell shop and can only be upgraded through resonance rewards. They have a chance to appear as a silver level spell based on how far into the run you are.
Hello hello everyone!
I'm back with another preview of the upcoming Godborne spells. To recap:
Godborne bosses are new enemies that you'll be facing in arena combat. Defeating a Godborne grants you a unique neutral spell, and each of them has a unique pool of spells that they can drop.
These spells can be acquired by any Godslayer, but do they not appear in your spell shop and can only be upgraded through resonance rewards. They have a chance to appear as a silver level spell based on how far into the run you are.
Hello hello everyone!
I'd like to give you all a preview of some new spells coming soon in the Rise of the Godborne update.
Godborne bosses are new enemies that you'll be facing in arena combat. Defeating a Godborne grants you a unique neutral spell, and each of them has a unique pool of spells that they can drop.
These spells can be acquired by any Godslayer, but do they not appear in your spell shop and can only be upgraded through resonance rewards. They have a chance to appear as a silver level spell based on how far into the run you are.
Difficulty Adjustments
Difficulty is being tweaked at all gate levels to further compensate for the removal of curse modifiers.
Please let me know where the difficulty lands after this patch!
The modifiers for gate 1 and gate 5 have been swapped.
Gate 5 difficulty modifier - In non arena combats, you take 5% increased damage every 8 > 5 seconds.
Gate 1 difficulty modifier - Start with 1 > 2 less revives.
Slight increase to enemy damage scaling.
Minions now spawn much closer to your Godslayer.
Fixed an issue where spell level up notifiers were being blocked by Favor icons.
Fixed a bug that prevented Godshards from unlocking trait breakpoints when you reloaded a save.
Fixed an issue where “Planeshift” was granting the wrong spellpower values for its silver and gold fortune spell effect.
Fixed various issues with the “Duress” spell (from the “Harrowing Torment” Cosmic Huntress mastery).
The Champion's Favors major content patch is now live!
Champion’s Favors and Curse System RemovalThe curse system has now been completely replaced with the Champion’s Favors system.
At the end of each arena, instead of choosing a set of curses to apply to your run, you’ll now be offered a selection of Favors which grant various bonuses until the end of the next arena. Many of these Favors affect what spells appear in your shop, giving you some control over the randomness of spell acquisition.
In some cases, you’ll be given the option to participate in a trial instead. These trials increase the difficulty of the next zone in some way, but offer you greater rewards upon completion.
The rewards of these trials are currently placeholders, and will likely be getting replaced with more interesting rewards in the future.
Full list of Favors:
First King's Favor - Gain 1 additional free shop refresh per shop phase. The initial refresh of each shop phase contains only tier 1 spells. Whenever you acquire a tier 1 spell, permanently gain 20 health.
Second King's Favor - Gain 1 additional free shop refresh per shop phase. The initial refresh of each shop phase contains only tier 2 spells. Whenever you acquire a tier 2 spell, gain 20 resonance.
Third King's Favor - Tier 3 spells are more likely to appear in the shop. Whenever you acquire a tier 3 spell, gain 5 experience.
Fourth King's Favor - Tier 4 spells are more likely to appear in the shop. Whenever you acquire a tier 4 spell, gain 2 attack damage.
Fifth King's Favor - Tier 5 spells are more likely to appear in the shop. Whenever you acquire a tier 5 spell, gain 12 armor score.
Fortune Seeker's Favor - Spells with a fortune spell component appear more commonly. Fortune spells trigger 1 additional time.
Trait Seeker's Favor - Spells belonging to randomly selected traits appear more commonly. Permanently gain 20 health whenever you acquire a spell with either of these traits.
Scion's Favor - When the shop phase starts, gain 2 random spells that share a trait with your mastery trait. Whenever you discard a spell that shares a trait with your mastery trait, permanently gain health based on its level. Iron grants 25, silver grants 100, and gold grants 1000.
Mastery Seeker's Favor - Spells that belong to your mastery trait appear more commonly. Combat Start: Equipped spells that belong to your mastery trait permanently gain 5 spellpower.
Devotee's Favor - Gain 2 additional free shop refreshes per shop phase. The initial refresh of each shop phase contains at least 2 spells that belong to your mastery trait.
First Assassin's Favor - Gain 1 additional free shop refresh per shop phase. Tier 1 spells can no longer appear in the shop.
Second Assassin's Favor - Gain 1 additional free shop refresh per shop phase. Tier 2 spells can no longer appear in the shop.
Outcast's Favor - Gain 1 additional free shop refresh per shop phase. Spells that belong to your mastery trait can no longer appear in the shop.
Tinker's Favor - The first time you discard a spell each turn, immediately gain a random spell of the same tier and level. Afterwards, refresh your shop with spells of the same tier.
Historian's Favor - Gain 1 additional free shop refresh per shop phase. The initial refresh of each shop phase contains at least 2 spells that you equipped in the previous combat.
Silversmith's Favor - Gain 1 additional free shop refresh per shop phase. Spells which you have a silver copy of appear more commonly.
Spellwright's Favor - Gain 2 tier 1 spells at the end of each combat. At the start of each combat, permanently grant all equipped tier 1 spells martial 1.
Veteran's Favor - Gain 2 tier 2 spells at the end of each combat. At the start of each combat, permanently gain 20 health and 5 evasion score for each tier 2 spell you have equipped.
Treasurer's Favor - Gain 2 tier 3 spells at the end of each combat. At the start of each combat, gain 20 resonance for each tier 3 spell you have equipped.
Gambler's Favor - Whenever you refresh your shop without picking a spell, you have a 65% chance of gaining another shop refresh and 20 resonance.
Salvager's Favor - Whenever you discard a gold or silver level spell, gain 30 resonance and another spell one tier lower of the same level.
Stonemason's Favor - The first spell you discard each turn grants you permanent armor score based on its tier and level. Iron spells grant 5 per tier, silver grants 10 per tier, and gold grants 25 per tier.
Hoarder's Favor - You can now save your shop refreshes between shop phases. Shop phase start: For each shop refresh you have saved, gain 1 experience and permanently grant all attack spells 1 spellpower.
Transmuter's Favor - The first spell you acquire in each shop phase is immediately upgraded to silver.
Thief's Favor - You can select an additional spell from each shop.
Dealer's Favor - Gain 3 additional free shop refreshes per shop phase, but you no longer passively gain experience.
Replicator's Favor - Whenever a spell levels up, gain an iron level copy of the same spell.
Full list of Trials and their respective rewards:
Leech's Trial - You only recover 50% of your missing health after each combat.
75 health regeneration.
Silencer's Trial - Spells can not be autocasted.
15 shop refreshes.
Shredder's Trial - You have 50% reduced armor score.
200 experience.
Overlord's Trial - This zone spawns Overlords. Enemies near an Overlord take 75% reduced damage.
25 attack damage.
Disruptor's Trial - This zone spawns Disruptors. You generate 50% less mana while near a Disruptor.
1500 resonance.
Trapper's Trial - You have 25% reduced evasion and hex deflection score.
1000 resonance.
Aggressor's Trial - Enemies have 50% increased attack speed.
50% attack speed.
Caster's Trial - Hex casters cast {0}% more frequently.
Gain a silver level copy of any spell you're holding.
Sunderer's Trial - This zone spawns Sunderers. You take 40% increased damage while near a Sunderer.
80 armor score.
Inquisitor's Trial - This zone spawns Inquisitors. Inquisitor attacks can not be evaded.
120 experience.
Witherer's Trial - Spells with a gem equipped have 25% reduced mana generation.
80 experience.
Stifler's Trial - You generate 50% less of your Godslayer Resource.
600 resonance.
Witch's Trial - Hexes that get deflected have a 50% chance of immediately creating another hex.
750 health.
Beetle's Trial - This zone spawns Hex Beetles. Hex Beetles spawn a flurry of hexes on death.
80 hex deflection score.
Thrasher's Trial - This zone spawns Thrashers. Thrashers have 400% increased attack speed.
80 evasion score.
General System Changes
Enemies have received a small multiplier to their health and damage scaling to compensate for the removal of curses.
EXP required to reach level 5 lowered to 50 (from 60).
EXP required to reach level 6 increased to 110 (from 100).
Spells now appear slightly less commonly if you have a silver copy of it. Having 2 silver copies reduces the odds a little more.
Overlords no longer spawn by default.
Overlords no longer spawn additional enemies.
Due to their overlap with favor effects, charms (the first item you select on fight #3) have been removed.
The following changes have been made to the gate modifiers. Note that some of these are placeholders and further changes to gate modifiers are planned in future patches.
Gate 1 - In non-arena combats, you take 5% increased damage every 8 seconds.
Gate 5 - Start the game with 1 less revive.
Gate 7 - Your spells have 10% reduced spellpower.
Gate 10 - You have 10% reduced maximum health.
Raging Bloodlord Balance Changes
Tier 1
Planeshift
Damage 25/40/60 > 30/45/70
Cryostone
Mana cost 25 > 12
Iceshock Nova
Bonus damage to ELITES 25% > 75%.
Lightning Blast
Damage 20/30/45 > 30/40/55
Summon Wartoad
Now summons 1 additional wartoad.
Tier 2
Haunting Dash
Damage 35/50/75 > 25/40/60
Corpse Throw
Damage 25/45/70 > 40/60/90
Shockstone
Mana cost 30 > 25
Eye of Autumn
Damage 60/90/135 > 100/150/220
Heart of Gold
Damage 20/30/45 > 27/35/52
Tier 3
Necrobite
Base area increased by 50%.
Unearth
Corpses/projectiles launched 4 > 6
Glacial Step
Shield 60/90/135 > 120/180/270
Werewolf Form
Tier 4
Chains of Madness
Damage 60/90/135 > 70/105/155
Summon Horror
Projectiles launched 3 > 5
Mystic Path
Added the ward trait
Cosmic Huntress Balance Changes
Tier 1
Burning Arrow
Flat damage 25/37/55 > 35/50/75
Bonecrush
Damage 40/60/90 > 45/65/100
Ice Fairy
Shield 25/35/50 > 50/75/110
Call Spectre
Summons 2 additional random spectres.
Summon Panther
Damage 25/37/55 > 35/50/75
Tier 2
Fire Trap
Bonus armor gained 3/5/7 > 8/12/18
Summon Crab
Base lifetime 7s > 12s
Spellpower now scales minion damage instead of lifetime.
Parasitic Bloom
Healing 40/80/120 > 100/150/220
Tier 3
Summon Shield
Shield 125/180/300 > 180/270/400
Reanimate
Mana generated per attack 5 > 8
Lightning Pillar
Base area increased by 35%
Force Barrier
Healing on charge spent 20/25/35 > 40/60/90
Coin Toss
Damage 12/18/25 > 16/24/35
Enshroud
Shield 60/90/135 > 85/125/190
Tier 4
Summon Vulture
Minions spawned 3 > 4
Summon Wasp
Bonus regeneration equal to 150% > 300% of your minion count.
Rain of Arrows
Base area increased by 30%
Gloamstone
Pylon no longer grants passive stardust each second.
Pylon now increases the amount of stardust you generate by 40%.
Gem Changes
The "Tribute" gem has been removed.
Patch 0.8 (Champion’s Favors) will officially launch on June 01, but you can try out the experimental branch right now!
To access the experimental branch, right click on Godslayer Arena in your steam library, select “Properties”, and select “experimental” in “Game Versions and Betas”.
Before you play, I highly recommend that you back up your save file, located under “AppData > LocalLow > Hippo Rider Games > Godslayer Arena”.
Please leave your feedback under the pinned steam discussion forum here: https://steamcommunity.com/app/2870430/discussions/0/840629022687990437/
Champion’s Favors and Curse System RemovalThe curse system has now been completely replaced with the Champion’s Favors system.
At the end of each arena, instead of choosing a set of curses to apply to your run, you’ll now be offered a selection of Favors which grant various bonuses until the end of the next arena. Many of these Favors affect what spells appear in your shop, giving you some control over the randomness of spell acquisition.
In some cases, you’ll be given the option to participate in a trial instead. These trials increase the difficulty of the next zone in some way, but offer you greater rewards upon completion.
The rewards of these trials are currently placeholders, and will likely be getting replaced with more interesting rewards in the future.
Full list of Favors:
First King's Favor - Gain 1 additional free shop refresh per shop phase. The initial refresh of each shop phase contains only tier 1 spells. Whenever you acquire a tier 1 spell, permanently gain 20 health.
Second King's Favor - Gain 1 additional free shop refresh per shop phase. The initial refresh of each shop phase contains only tier 2 spells. Whenever you acquire a tier 2 spell, gain 20 resonance.
Third King's Favor - Tier 3 spells are more likely to appear in the shop. Whenever you acquire a tier 3 spell, gain 5 experience.
Fourth King's Favor - Tier 4 spells are more likely to appear in the shop. Whenever you acquire a tier 4 spell, gain 2 attack damage.
Fifth King's Favor - Tier 5 spells are more likely to appear in the shop. Whenever you acquire a tier 5 spell, gain 12 armor score.
Fortune Seeker's Favor - Spells with a fortune spell component appear more commonly. Fortune spells trigger 1 additional time.
Trait Seeker's Favor - Spells belonging to randomly selected traits appear more commonly. Permanently gain 20 health whenever you acquire a spell with either of these traits.
Scion's Favor - When the shop phase starts, gain 2 random spells that share a trait with your mastery trait. Whenever you discard a spell that shares a trait with your mastery trait, permanently gain health based on its level. Iron grants 25, silver grants 100, and gold grants 1000.
Mastery Seeker's Favor - Spells that belong to your mastery trait appear more commonly. Combat Start: Equipped spells that belong to your mastery trait permanently gain 5 spellpower.
Devotee's Favor - Gain 2 additional free shop refreshes per shop phase. The initial refresh of each shop phase contains at least 2 spells that belong to your mastery trait.
First Assassin's Favor - Gain 1 additional free shop refresh per shop phase. Tier 1 spells can no longer appear in the shop.
Second Assassin's Favor - Gain 1 additional free shop refresh per shop phase. Tier 2 spells can no longer appear in the shop.
Outcast's Favor - Gain 1 additional free shop refresh per shop phase. Spells that belong to your mastery trait can no longer appear in the shop.
Tinker's Favor - The first time you discard a spell each turn, immediately gain a random spell of the same tier and level. Afterwards, refresh your shop with spells of the same tier.
Historian's Favor - Gain 1 additional free shop refresh per shop phase. The initial refresh of each shop phase contains at least 2 spells that you equipped in the previous combat.
Silversmith's Favor - Gain 1 additional free shop refresh per shop phase. Spells which you have a silver copy of appear more commonly.
Spellwright's Favor - Gain 2 tier 1 spells at the end of each combat. At the start of each combat, permanently grant all equipped tier 1 spells martial 1.
Veteran's Favor - Gain 2 tier 2 spells at the end of each combat. At the start of each combat, permanently gain 20 health and 5 evasion score for each tier 2 spell you have equipped.
Treasurer's Favor - Gain 2 tier 3 spells at the end of each combat. At the start of each combat, gain 20 resonance for each tier 3 spell you have equipped.
Gambler's Favor - Whenever you refresh your shop without picking a spell, you have a 65% chance of gaining another shop refresh and 20 resonance.
Salvager's Favor - Whenever you discard a gold or silver level spell, gain 30 resonance and another spell one tier lower of the same level.
Stonemason's Favor - The first spell you discard each turn grants you permanent armor score based on its tier and level. Iron spells grant 5 per tier, silver grants 10 per tier, and gold grants 25 per tier.
Hoarder's Favor - You can now save your shop refreshes between shop phases. Shop phase start: For each shop refresh you have saved, gain 1 experience and permanently grant all attack spells 1 spellpower.
Transmuter's Favor - The first spell you acquire in each shop phase is immediately upgraded to silver.
Thief's Favor - You can select an additional spell from each shop.
Dealer's Favor - Gain 3 additional free shop refreshes per shop phase, but you no longer passively gain experience.
Replicator's Favor - Whenever a spell levels up, gain an iron level copy of the same spell.
Full list of Trials and their respective rewards:
Leech's Trial - You only recover 50% of your missing health after each combat.
75 health regeneration.
Silencer's Trial - Spells can not be autocasted.
15 shop refreshes.
Shredder's Trial - You have 50% reduced armor score.
200 experience.
Overlord's Trial - This zone spawns Overlords. Enemies near an Overlord take 75% reduced damage.
25 attack damage.
Disruptor's Trial - This zone spawns Disruptors. You generate 50% less mana while near a Disruptor.
1500 resonance.
Trapper's Trial - You have 25% reduced evasion and hex deflection score.
1000 resonance.
Aggressor's Trial - Enemies have 50% increased attack speed.
50% attack speed.
Caster's Trial - Hex casters cast {0}% more frequently.
Gain a silver level copy of any spell you're holding.
Sunderer's Trial - This zone spawns Sunderers. You take 40% increased damage while near a Sunderer.
80 armor score.
Inquisitor's Trial - This zone spawns Inquisitors. Inquisitor attacks can not be evaded.
120 experience.
Witherer's Trial - Spells with a gem equipped have 25% reduced mana generation.
80 experience.
Stifler's Trial - You generate 50% less of your Godslayer Resource.
600 resonance.
Witch's Trial - Hexes that get deflected have a 50% chance of immediately creating another hex.
750 health.
Beetle's Trial - This zone spawns Hex Beetles. Hex Beetles spawn a flurry of hexes on death.
80 hex deflection score.
Thrasher's Trial - This zone spawns Thrashers. Thrashers have 400% increased attack speed.
80 evasion score.
General System Changes
Enemies have received a small multiplier to their health and damage scaling to compensate for the removal of curses.
EXP required to reach level 5 lowered to 50 (from 60).
EXP required to reach level 6 increased to 110 (from 100).
Spells now appear slightly less commonly if you have a silver copy of it. Having 2 silver copies reduces the odds a little more.
Overlords no longer spawn by default.
Overlords no longer spawn additional enemies.
Due to their overlap with favor effects, charms (the first item you select on fight #3) have been removed.
The following changes have been made to the gate modifiers. Note that some of these are placeholders and further changes to gate modifiers are planned in future patches.
Gate 1 - In non-arena combats, you take 5% increased damage every 8 seconds.
Gate 5 - Start the game with 1 less revive.
Gate 7 - Your spells have 10% reduced spellpower.
Gate 10 - You have 10% reduced maximum health.
Raging Bloodlord Balance Changes
Tier 1
Planeshift
Damage 25/40/60 > 30/45/70
Cryostone
Mana cost 25 > 12
Iceshock Nova
Bonus damage to ELITES 25% > 75%.
Lightning Blast
Damage 20/30/45 > 30/40/55
Summon Wartoad
Now summons 1 additional wartoad.
Tier 2
Haunting Dash
Damage 35/50/75 > 25/40/60
Corpse Throw
Damage 25/45/70 > 40/60/90
Shockstone
Mana cost 30 > 25
Eye of Autumn
Damage 60/90/135 > 100/150/220
Heart of Gold
Damage 20/30/45 > 27/35/52
Tier 3
Necrobite
Base area increased by 50%.
Unearth
Corpses/projectiles launched 4 > 6
Glacial Step
Shield 60/90/135 > 120/180/270
Werewolf Form
Tier 4
Chains of Madness
Damage 60/90/135 > 70/105/155
Summon Horror
Projectiles launched 3 > 5
Mystic Path
Added the ward trait
Cosmic Huntress Balance Changes
Tier 1
Burning Arrow
Flat damage 25/37/55 > 35/50/75
Bonecrush
Damage 40/60/90 > 45/65/100
Ice Fairy
Shield 25/35/50 > 50/75/110
Call Spectre
Summons 2 additional random spectres.
Summon Panther
Damage 25/37/55 > 35/50/75
Tier 2
Fire Trap
Bonus armor gained 3/5/7 > 8/12/18
Summon Crab
Base lifetime 7s > 12s
Spellpower now scales minion damage instead of lifetime.
Parasitic Bloom
Healing 40/80/120 > 100/150/220
Tier 3
Summon Shield
Shield 125/180/300 > 180/270/400
Reanimate
Mana generated per attack 5 > 8
Lightning Pillar
Base area increased by 35%
Force Barrier
Healing on charge spent 20/25/35 > 40/60/90
Coin Toss
Damage 12/18/25 > 16/24/35
Enshroud
Shield 60/90/135 > 85/125/190
Tier 4
Summon Vulture
Minions spawned 3 > 4
Summon Wasp
Bonus regeneration equal to 150% > 300% of your minion count.
Rain of Arrows
Base area increased by 30%
Fixed a bug where loading a run with Infernado in your reserve or main bar would break the game.
Fixed a bug where fortune spells would retrigger when loading a run.
Fixed a bug where acquiring a silver spell through methods other than directly from the shop would trigger that spell’s iron and silver fortune spells.
Fixed an issue where some item descriptions would get blocked by spell card popups when hovering over the item.
Fix a bug where pylons summoned from “Ragestone” were not properly applying rage or bonus damage.
Fixed a tooltip bug with the “Empower” spell.
Increased the visibility on the spell reserve’s auto sort button.
Fixed a bug preventing the “Aeon Garden” mastery spell from casting.
Fixed a bug where the “Summon Puresoul” spell would not spawn additional minions from bonus projectiles.
Fixed a bug preventing the gold level “Summon Ice Knight” spell from casting its Fortune Spell.
Fixed an issue where enemy models would not change after each new zone.
Slightly changed the text on the “Flame Pact” spell.
Fixed a tooltip issue with the Feral upgrade of the “Zenith” (Huntress Doomquiver mastery) spell.
Added an icon signaling acquire/discard Fortune Spells on spell shop buttons. This icon is replacing the mana cost visual.
Fixed a bug where helmet “The Vagrant” would autocast 2 spells instead of 1.
Corrected some tags on the “Doomblast” Bloodlord spell.
Fixed a bug that made enemies take damage from certain spells even if they weren’t in range.
Fixed a bug where traits would not fully unlock when reloading runs.
The highlights of today’s major content patch for Godslayer Arena include a new class of spells called “Fortune Spells”, core changes and major rebalancing to trait breakpoints, and changes to when you select your mastery spell.
At the core of today’s patch is the new fortune spell system. Fortune spells are a new type of spell that automatically cast when you acquire or discard certain spells. For example, when you acquire the “Summon Flame Wyrm” spell, “Fervor” will automatically cast and permanently grant your attack spells bonus spellpower.
Most fortune spells grant you a permanent bonus in some way. These are designed to make certain spells more valuable when they appear in the spell shop, even if they’re not directly a part of your core build. Ideally they should make it so that more shop refreshes will offer you something that benefits you in some way.
In total there are 28 different fortune spells. Some spells can appear in multiple Godslayers’ decks. Read below to find all the affected spells.
Tier 1
Planeshift
New effect: On acquire, cast Harden (Permanently grant your defensive spells 4/10/30 spellpower).
Cryostone
Removed passive. (Gain 50 health. Whenever you deflect a hex, consume a corpse to summon an ice pylon).
Active now consumes 2 corpses to spawn 2 ice pylons.
New effect: On acquire, cast Bulk Up (Permanently gain 25/100/400 health).
Iceshock Nova
New effect: If this spell has a gem equipped on combat start, cast Embody (Permanently grant a random adjacent spell martial 1).
Summon Wartoad
New effect: On discard, cast Aureate (Permanently gain 4/15/45 armor score. 10/35/100% chance to also gain 5 refreshes).
Tier 2
Haunting Dash
New effect: On discard, cast Respite (Gain 150/500/2000 health for the rest of the stage).
Cutthroat Strike
New effect: On acquire, cast Dilate (Permanently grant your area spells 4/10/30 spellpower).
Minotaur Form
New effect: On acquire, cast Anoint (Permanently grant your buff spells (4/10/30) spellpower).
Tier 3
Infernado
New effect: On acquire, cast Whisper (Gain 20/100/300 resonance and a random iron/silver/gold level tier 1 spell).
Summon Greatsword
New effect: On discard, cast Bladesong (Permanently gain 1/5/10 attack damage. If this spell is gold level, permanently grant all attack spells martial 3).
Summon: Ice Knight
New effect: If this spell is manablocked on combat start, cast Temper (Permanently gain 5/12/35 armor score).
Necrobite
New effect: On acquire, cast Hone (Permanently grant all martial spells 4/10/30 spellpower).
Glacial Step
New effect: On discard, cast Unseal (Gain 5/20/100 experience)
Tier 4
Summon Flame Wyrm
New effect: On acquire, cast Fervor (Permanently grant your attack spells 4/10/30 spellpower).
Chains of Madness
New effect: On acquire, cast Surge (Permanently grant all charges 4/10/30 effectiveness).
Summon Horror
New effect: Combat start, cast Grace (Permanently gain 3/10/20 evasion and hex deflection score).
Witherstone
New effect: On acquire, cast Glint (Permanently grant all projectiles spells 4/10/30 spellpower).
Innate Ability
Stardust required for companion transformations 80 > 60.
Companion bear form healing 20% > 25%.
Companion transformation is now more likely to be bear form if you are below 25% health.
Companion transformation will no longer select bear form if you are above 90% health.
Companion phoenix form now autocasts 3 random attack spells instead of your highest cost attack spell.
Companion phoenix form autocast effectiveness 300% > 100%.
Companion wolf form basic attack bonus projectiles 2 > 4.
Companion wolf form empowered basic attacks 10 > 7.
Tier 1
Magic Missiles
Removed the movement aspect of the spell.
Base projectiles launched 12 > 6.
Bonus projectile multiplier 3 > 1.
Mana cost 20 > 15.
Added refill 1.
New effect: On acquire, cast Recursion (Permanently grant your refill spells 4/10/30 spellpower).
Soulsteal
New effect: On discard, cast Recycle (Gain a random iron/silver/gold level tier 1 spell. If this spell is gold level, also gain 5 shop refreshes).
Hexcharged Bomb
New effect: If this spell has a gem equipped on combat start, cast Sunbell (Gain 15/40/75 resonance).
Heaven Piercer
New effect: On acquire, cast Glint (Permanently grant all projectile spells 4/10/30 spellpower).
Tier 2
Summon Crab
New effect: On acquire, cast Anoint (Permanently grant your buff spells (4/10/30) spellpower.
Shockwave
Removed the movement aspect from the charged spell effect.
Charge effect now spawns 2 additional shockwaves.
Charge effect now costs 2 vitality charges (up from 1).
New effect: On acquire, cast Fervor (Permanently grant your attack spells 4/10/30 spellpower).
Supernova
New effect: On discard, cast Unseal (Gain 5/20/100 experience)
Tier 3
Cindered Stars
Converted passive into a new Fortune spell (If you deflect at least 30 hexes in a fight, gain 1/2/3 shop refreshes (up from 1/1/1)).
Arctic Dominion
Minion damage 15/22/35 > 12/18/27
Minion range increased by ~35%
Removed old passive (Gain 1 attack damage. If this spell is manablocked on combat start, increase this bonus by 1).
New effect: If this spell is manablocked on combat start, cast Zeal (Permanently gain 1/3/6 attack damage).
Lightning Pillar
New effect: On acquire, cast Dilate (Permanently grant your area spells 4/10/30 spellpower).
Time Bubble
Removed the movement aspect of the spell.
Minion is now spawned directly on top of a nearby enemy.
Coin Toss
New effect: On acquire, cast Surge (Permanently grant all charges 4/10/30 effectiveness).
Anima Passage
Reduced movement distance by 50%.
New effect: On acquire, cast Crystalize (Permanently gain 5/12/35 armor score).
Tier 4
Volcanic Fissure
New effect: On discard, cast Respite (Gain 150/500/2000 health for the rest of the stage).
Summon Vulture
New effect: On acquire, cast Slipstream (Permanently gain 4/10/30 evasion and hex deflection score).
Empyrean Laser
New effect: On discard, cast Epiphany (Gain 30/200/1000 resonance and a random iron/silver/gold tier 3 spell).
Last Dance
New effect: On acquire, cast Bulk Up (Permanently gain 25/100/400 health).
Masteries
Phoenix Call (Infernum)
Removed portion of the passive that forced phoenix form to prioritize the closest attack spell.
Summon Gorilla (Summoner)
New effect: Combat start, cast Bellow (Permanently gain 20 max health for each equipped refill spell).
Dark Matter (Eclipse)
New effect: Combat start, cast Accretion (Permanently gain 20 max health for each equipped charge spender).
Entropy Mirror (Ward)
New effect: Combat start, cast Refraction (Permanently gain 50 max health for each manablocked spell).
Nebula Binding (Bulwark)
Converted passive into a Fortune Spell with the same effect.
Major changes have been made to trait breakpoints. By default, most traits will now cap out at 4 or 5 spells equipped. Most traits that started at 3 spells have now been lowered to start at 2 spells. However, masteries and Godshard weapons will now unlock extra breakpoints, giving you the option to fully invest in these traits.
Previously, many of the strongest builds were the ones that utilized a mix of spells from many traits in order to have well rounded offensive and defensive power. These changes aim to further support that playstyle and encourage more varied builds, while still allowing you to fully invest in a trait if you get the mastery or Godshard for it.
Additionally, many traits have been reworked with more powerful defensive effects. If you choose to fully invest into one of your unlocked traits, you should no longer be sacrificing your defenses for it. Since higher trait breakpoints are rarer and can’t be acquired every game, that also allows for those breakpoints to be more powerful than they were before.
All changes below apply to both the Raging Bloodlord and the Cosmic Huntress, unless otherwise stated. Breakpoints marked with an asterisk* require a Godshard or a Mastery spell.
Infernum
Breakpoints have been changed to 2/4/6*/8*/9* (from 3/5/7/9).
Spellpower 40/75/140/200 > 25/60/120/175/200
Healing when you cast your rightmost ignited spell has been changed to based on your maximum health instead of a flat 120.
5%/5%/5%/7%/10%
New effect: Both ignited spells now gain bonus damage and healing at Infernum 6/8/9.
New effect: All infernum spells now gain 25%/50% reduced mana cost at Infernum 8/9.
Twilight
Breakpoints have been changed to 2/4/6*/8* (from 2/4/6/8).
Bloodlord spellpower per cast 5/10/8/10 > 5/10/10/10
Huntress spellpower per cast 5/10/5/10 > 5/10/6/10
Chance to enchant all Twilight spells 0%/0%/25%/50%
New effect: Enchanting all Twilight spells now also grants 0/0/225/300 shield.
Frostcraft
Breakpoints have been changed to 2/4/6*/8*/9 (from 3/5/7/9).
Bloodlord autocast effectiveness 110%/150%/240% > 75%/125%/180%/225%/250%.
Huntress autocast effectiveness 100%/150%/240% > 75%/125%/180%/225%/250%.
New effect: Gain 35/50/60/80/100 health whenever Frostcraft’s autocast triggers.
Necroweave
Shield on bone ritual 120/120/120/120 > 120/150/250/400
Electros
Removed max health damage on first Electros bolt hit.
New effect: Electros bolts deal 0%/0%/300%/600% damage against ELITES.
New effect: Gain 2/5/10/20 evasion and hex deflection score whenever an Electros spell is cast or autocast.
Soulwalker
Bloodlord breakpoints changed to 2/3/4*/6* (from 2/4/6).
Bloodlord rage generation bonus 20%/50%/80% > 20%/35%/50%/80%.
Bloodlord max spellpower bonus 40/80/140 > 40/60/100/140.
Huntress breakpoints changed to 2/3/4*/6* (from 2/4/6/8).
Huntress stardust generation bonus 20%/40%/60%/80% 20%/35%/50%/80%.
Huntress max spellpower bonus 40/80/120/160 > 40/60/100/140.
Shadowborne
Breakpoints changed to 2/4/6* (from 2/4/6).
Reaver 劫掠
Breakpoints changed to 2/3/4/5 (from 2/4/6/8).
Stacking area on empowered cast 5%/8%/12%/20% > 5%/7%/9%/12%.
Bonus spellpower value for empowered casts 30/60/80/135 > 40/50/65/80.
Doomquiver
Breakpoints changed to 2/3/4*/5* (from 2/4/6/8).
Bonus projectiles 1/3/6/10 > 1/2/3/5.
Deathblade
Bloodlord breakpoints changed to 2/4/6*/8* (from 3/5/7).
Bloodlord martial bonus 5/8/12 > 4/6/9/12.
Bloodlord attack damage 10/20/40 > 5/15/30/45
Huntress breakpoints changed to 2/4/6*/8* (from 2/4/6).
Huntress martial bonus 4/6/9 > 4/6/9/12.
Huntress attack damage 5/15/30 > 5/15/30/45
New effect: Deathblade spells have 0%/0%/5%/7% lifesteal.
Seer/Oracle
Breakpoints changed to 2/3/4*/5* (from 2/3/4/5).
Harbinger
Breakpoints changed to 2/4/6*/8*/9 (from 3/5/7).
Autocast effectiveness 40%/80%/140% > 30%/60%/100%/150%/200%.
New effect: Gain 75/150/250/350/400 shield after every 5 Harbinger casts or autocasts.
Arcana
Breakpoints changed to 2/3/4*/5* (from 2/4/6/8).
Bonus spellpower granted to adjacent spells 20/40/70/100 > 20/30/45/60.
Summoner
Bloodlord breakpoints changed to 3/5/7*/9* (from 3/5/7/9).
Huntress breakpoints changed to 2/4/6*/8* (from 2/4/6/8).
New effect: Casting a summoner spell has a 5%/25%/50%/50% chance to summon 1/1/1/2 regeneration spectres.
Eclipse
Bloodlord breakpoints changed to 2/4/6* (from 2/4/6)
Huntress breakpoints changed to 2/4/6* (from 3/5/7).
Huntress bonus mana generation 40% > 30%
Huntress bonus damage 40% > 30%.
Huntress bonus spellpower 70 > 60.
Ward
Breakpoints changed to 2/4/5*/6* (from 2/4/6).
Hex deflection score 100/300/700 > 100/300/450/700.
Bonus damage on hex deflect 0%/0%/2% > 0%/0%/2%/3%.
Phantom
Breakpoints changed to 2/4/5*/6* (from 2/4/6).
Evasion score 100/300/700 > 100/300/450/700.
Max spellpower 40/70/120 > 40/70/100/120
Spirit
Bloodlord breakpoints changed to 2/4/5*/6* (from 3/5/7).
Huntress breakpoints changed to 2/4/5*/6* (from 2/4).
Bloodlord bonus spellpower per health regenerated 2/5/8 > 2/4/6/8.
Huntress bonus spellpower per health regenerated 2/5 > 2/4/6/8.
Bonus health regeneration per equipped Spirit spell 8 > 12.
Max spellpower stacks 50 > 20.
The following changes to the mastery system should alleviate some of the RNG related frustrations with the system. Please let me know how it feels and I can make further adjustments.
You now select your mastery during the 4th planning phase.
Rerolling masteries now rerolls all offered masteries at the cost of 2 fateweavers.
One additional demigod now spawns in the first arena combat to offset the power spike granted by your mastery.
The charm selection event, which was previously in the 4th planning phase, has been moved to the 3rd planning phase.
You can now purchase spells even if your reserve is full, as long as you have space in your active spell bar (this will not work if a copy of the spell you’re trying to purchase is already on your active spell bar).
Added a visual effect to the spell shop buttons signaling when acquiring a spell would result in a level up for that spell.
Icons for certain stats have now been implemented directly onto the descriptions of spells, traits, items, and gems.
Reworked which stats are shown around your health globe.
Added an auto sort button to the spell reserve, allowing you to automatically neatly sort your spells.
Added icons directly onto spells if it’s a charge spender, showing what specific charges it requires for bonus effects.
Added a visual cue directly onto refill spells showing their current refill value.
Added a page system to the left side trait tracker, allowing you to see more traits than the previous maximum amount.
You can no longer discard the first spell you acquire on the first planning phase.
The post-run build viewer now displays spell, item, and gem names below their icons.
Fixed issues with spell card colors when viewing minions or transformed spells.
Enemies in the second arena now spawn slightly slower.
Fixed some issues with lighting on the low quality setting.
Fixed an issue where the bloodlord would step towards enemies right after attacking them.
Hello hello everyone.
In today’s dev update for Godslayer Arena, I will be going over the Early Access roadmap to give you all some insight on what new features and reworks will be added.
The very first of the major updates releases today, so please make sure to check it out and let me know what you think of the changes.
Read below the roadmap graphic for further details!
Patch 0.7 releases today, and if you’d like to see all the changes make sure to check out the patch notes.
To recap, this update introduces a new class of spells called “Fortune Spells”. These spells are automatically cast whenever you acquire or discard certain spells. The effects of fortune spells vary, but most of them give you a permanent bonus in some way.
These are designed to make certain spells more valuable when they appear in the spell shop, even if they’re not directly a part of your core build. Ideally, they should make it so that more shop refreshes will offer you something that benefits you in some way.
The next major change in today’s patch is the trait breakpoint update.
By default, most traits will now cap out at 4 or 5 spells equipped. Most traits that started at 3 spells have now been lowered to start at 2 spells. However, masteries and Godshard weapons will now unlock extra breakpoints, giving you the option to fully invest in these traits.
Previously, many of the strongest builds were the ones that utilized a mix of spells from many traits in order to have well-rounded offensive and defensive power. These changes aim to further support that playstyle and encourage more varied builds, while still allowing you to fully invest in a trait if you get the mastery or Godshard for it.
Additionally, many traits have been reworked with more powerful defensive effects. If you choose to fully invest into one of your unlocked traits, you should no longer be sacrificing your defenses for it. Since higher trait breakpoints are rarer and can’t be acquired every game, that also allows for those breakpoints to be more powerful than they were before.
Finally, the mastery selection event has been moved to the 4th planning phase. You can now reroll all 3 mastery options at the cost of 2 fateweavers.
This should hopefully alleviate some of the rng related frustrations with the mastery system.
In patch 0.8, the curse system will be completely scrapped. Nerfing your own builds proved to just be a bad idea all around. There wasn’t anything fun at all about forcing players to choose a set of debuffs to apply to themselves, especially when the system was extremely rng based. I’ve learned now that difficulty feels a lot better when enemies are the ones getting the buffs.
The replacement for the curse system is going to be the favor system.
At the end of each arena combat, instead of choosing a set of curses, you’ll now have the choice of a few “favors” that apply various bonuses until you select a new favor. Many favors will affect what type of spells appear in your shop. This means you now have a bit of control over the rng aspect of the spell acquisition.
Here are some example favors that you might be offered. Keep in mind that nothing is finalized yet:
Tier 3 spells are more likely to appear in the shop. Whenever you acquire a tier 3 spell, gain 3 experience.
Spells that share a trait with your mastery are more likely to appear in the shop. Combat start: Spells that share a trait with your mastery permanently gain 5 spellpower.
Whenever you refresh your shop without taking a spell, you have a 50% chance of gaining another shop refresh and 10 resonance.
Combat start: Silver and gold level spells permanently gain martial 1.
You no longer gain a free shop refresh at the start of each planning phase. Instead, gain bonus experience and resonance.
Some favors will come in the form of a “trial.” Trials turn up the difficulty of the upcoming zone by adding in new enemy types or buffing enemies in some way. You’ll receive an extra powerful reward for your troubles.
Trials will always be optional, and you’ll always be offered at least one other non-Trial option. As with all events of this kind, you’ll be able to use Fateweavers to reroll the favors you’re offered.
Bosses will be introduced to arena combats in this update. Much of the design for this update is still in the early phases, but it will probably resemble the following.
Right before you enter each arena, you’ll have the option of selecting which boss to fight. Each boss will have a unique ability or aura that affects all enemies for that arena combat. Many of these abilities and auras are expected to be somewhat simple effects.
What makes each boss unique is that they will reward you with spells specific to bosses. These spells are only going to be obtainable through these boss drops, and they can only be upgraded through resonance rewards. These spells will have traits attached to them like normal spells.
Each boss will have a different pool of spells they can drop. Oftentimes, you’ll be receiving a spell that doesn’t fit into your build, but receiving one that does fit should allow for more interesting and varied runs. These spells should also provide an incentive to change your build halfway through your run if you get a desirable boss drop.
Aside from bosses, the dungeon system will be receiving some changes as well.
In the current version of the game, arena combats spawn enemies that surround you, whereas non-arena combats spawn enemies in a linear fashion. Arena combats are much more difficult as a result. Certain spells may thrive in non-arena combats but fall apart in arenas, making it difficult to assess how strong your build truly is.
My plan is to combine the two spawning methods. Each combat will now have you start by making your way through a linear chamber, and at the end of that a few more enemies will spawn surrounding you.
Normalizing the spawning method of arenas and non-arenas should lower the massive difficulty spikes between the two and allow you to judge your build better before boss battles.
Finally, I plan to introduce an enrage mechanic to combat.
A timer will tick down once combat starts, periodically increasing the damage enemies do.
By encouraging players to clear combat as quickly as possible, the enrage mechanic should make encounters more engaging.
Resonance will no longer be offered through tiered level breakpoints. Instead, during the planning phase, you’ll be offered the option of taking a resonance reward at the cost of some resonance. This resonance reward will take the same place as selecting shop refreshes or experience, so you can only choose one of the three.
The resonance reward you’re offered will change each time it’s offered and will scale based on how much resonance you’re currently holding.
More resonance rewards will be implemented alongside these changes.
This is a relatively small change overall, but it should make the process of selecting resonance rewards flow more naturally.
One other thing this update will introduce will be methods of obtaining spells from other Godslayers, allowing for even more build diversity!
The final major content patch for Early Access will be for the third Godslayer. It’s still a work in progress, but as soon as I have something to share, I will let you all know!
Endless mode will come with the full 1.0 release of the game. I also plan on reworking the tutorial at this point.
I want to take a moment to address the long silence of these past few months. Shortly after the last update, I hit a wall of extreme burnout coupled with some significant challenges in my personal life. I was in a bad place mentally for a while and I wasn’t able to give Godslayer Arena and the community the energy it deserved.
I’m sorry for the radio silence and I’m truly thankful for those of you who stuck around, especially for the people worried about my physical wellbeing. I’m happy to report that I’m doing much better now and that I’m very excited to be working on Godslayer Arena again. My long term vision has never felt more clear than it does now and I hope that today’s update and roadmap can show a bit of that.
Thank you all!
-Paolo
Cosmic Huntress
Tier 1
Soulsteal
Fixed an issue where the minion would not grow in size after each attack.
Tier 2
Flame Pact
Fixed silver and gold level requiring 3 blitz charges for companion shapeshift instead of 2.
Bug Fixes
Fixed issues with Frenzy mode scaling.
General performance tweaks.
Raging Bloodlord
Tier 1
Summon Staff 召唤法杖
Fixed a bug causing the summoner trait to grant its damage bonus to the minion twice.
Tier 2
Haunting Dash 萦绕猛冲
Fixed a bug causing the summoner trait to grant its damage bonus to the minion twice.
Attack speed 1.5 > 2.5
Cosmic Huntress
Tier 4
Blazing Focus 炽燃聚焦
Fixed a bug where upgrading to silver and gold level had no functional effect.
Bug Fixes
Fixed Boundless gem not granting any bonus area.
Combat now ends correctly after losing all of your lives.
Fixed a bug where selecting the resonance reward that grants a specific tier of spell would break the game if there were no available spells of that tier.
Hello hello everyone!
This week’s patch focuses on balance changes and some bug fixes. These changes are mostly focused on number tweaks, and bigger reworks and functionality changes are planned in the future after I’m able to implement the curse system rework.
One quick note, if you run into the bug with minions failing to despawn on this patch please let me know over on discord or the steam discussion forums. Thank you!
General Balance Changes
Gate 5 and gate 6, which spawn bonus Overlords and Demigods in arenas, spawn 1 less of each on the very first arena.
Attack speed reduction curse 50% > 25%
Attack damage reduction curse 50% > 25%
Raging Bloodlord Balance Changes
Tier 1
Fireball
Added the Phantom trait.
Ignition Axe
Removed the Phantom trait.
Damage 35/50/70 > 20/30/45
Fixed a bug where spellpower did not affect the damage value
Planeshift
Reduced the teleport animation time by ~50%
Lightning Blast
Removed refill 1
Summon Wartoad
Spellpower now scales damage instead of lifetime
Wartoad attack speed 2.25 > 2.75
Now spawns directly onto an enemy rather than a random nearby position.
Summon Staff
Refill 1 > 2
Mana cost 25 > 16
Nocturne
Fixed a bug where the chance to launch axes was 33% instead of 25%.
Active bonus spellpower 25% > 35% of max mana
Bear Form
Charge effectiveness reduction 50% > 25%
Bonus armor per charge generated 10/15/20 > 20/30/40
Tier 2
Eye of Autumn
Attack area size increased by ~40%
Damage tooltip fix 135/135/135 > 60/90/135
Cutthroat Strike
Damage 45/65/100 > 60/90/135
Heart of Gold
Passive autocast value 40% > 75%
Empower
Attack damage bonus 10/15/25 > 4/8/12
Tier 3
Summon Ice Knight
Added the Phantom trait.
Necrobite
Base area increased by ~15%
Refill 1 > 2
Mana cost 16 > 12
Discharge
Passive charge generation chance 10%/10%/10% > 15%/15%/15%
Opulent Sun
Removed the Phantom trait.
Unmaker
Mana cost 15 > 22
Martial 8 > 3
Eye of Summer
Shield value 400%/400%/400% > 250%/375%/525%
Werewolf Form
Howl mana cost 60 > 20
Tier 4
Summon Flame Wyrm
Spellpower now scales damage instead of lifetime
Health per minion summoned 5/7/10 > 8/12/18
Chains of Madness
Damage 55/80/120 > 60/90/135
Summon Horror
Damage 40/60/90 > 50/75/120
Projectile travel range increased by 50%
Spellpower now scales damage instead of lifetime
Eternal Crown
Mana cost 10 > 20
Masteries
Blood Boil (Infernum)
Bloodstained ring of fire damage bonus 50% > 100%
Essence Drain (Twilight)
Bloodstained mana cost 15 > 10
Frost Elemental (Frostcraft)
Minion damage 75 > 65
Enraged hex deflection bonus 60 > 110
Hemoglobe (Enigma)
Fixed a tooltip bug saying each corpse healed for 40 instead of 25
Blood Bolt (Harbinger)
Enraged martial bonus 8 > 15
Bloodletting (Ward)
Minion attack speed 1.5 > 1.85
Fixed a bug where the spell was only healing for 100% of rage consumed rather than the intended 200%.
Blood Rush (Spirit)
Spellpower bonus per charge 2 > 1
Bloodstained blitz charges generated 3 > 2
Enraged rage generation 35 > 45
Enraged bonus charge effectiveness while berserking 50 > 75
Cosmic Huntress Balance Changes
General
Base attack speed 1.2 > 1.35
Companion wolf 4 extra arrows for 4 attacks > 2 extra arrows for 10 attacks.
Companion bear healing 10% max HP > 20% max HP
Companion mini monkey duration 8s > 14s
Tier 1
Burning Arrow
Flat damage 20/30/45 > 25/37/55
Burn damage over time 20/30/45 > 30/45/70
Projectile travel distance increased by 10%
Magic Missiles
Damage 12/18/27 > 15/22/33
Base projectile count 10 > 13
Mana cost 40 > 20
Travel distance reduced by 50%
Bonecrush
Corpses consumed needed to trigger passive 10 > 6
Vitality charge effectiveness increase per passive trigger 5 > 1
Base area increased by 15%
Ice Fairy
Removed the Breaker trait
Shield 20/30/45 > 25/35/50
Mana cost 18 > 15
Soulsteal
Improved the minion’s movement system
Spellpower now scales damage instead of lifetime
Damage 10/15/22 > 20/30/45
Base lifetime 5 > 8
Marrow Mending
Removed the Bulwark trait.
Added the Breaker trait.
Hexcharged Bomb
Damage 25/40/60 > 27/44/66
Heaven Piercer
Mana cost 17 > 10
Starshard Arrows
Active blitz charge effectiveness 10/15/22 > 2/4/8
Active bonus spellpower per cast 20 > 12
Call Spectre
Added the Bulwark trait
Summon Panther
Adding the missing charge spender tab
Umbral Tome
Mana cost 30 > 15
Base area increased by 100%
Tier 2
Fire Trap
Each cast now grants you 3/5/7 armor score for the duration of combat.
Now counts as a defensive spell.
Flame Pact
Required blitz charges for companion bear shapeshift 3 > 2
Base area increased by 20%
Faceless Covenant
Damage 12/18/27 > 14/21/32
Passive chance to spawn deflection spectre 5% > 8%
Summon Crab
Minion damage 40/60/90 > 50/75/110
Energize
Fixed tooltip - Buff duration 6 > 4
Refill 3 > 2
Parasitic Bloom
No longer grants a random energy charge if you have at least 4 defensive spells equipped.
Healing 20/60/100 > 40/80/120
Cultist Gaze
Mana cost 12 > 18
Summon Leech
Fixed a bug where each attack was applying damage twice.
Damage 40/60/90 > 25/37/50
Passive autocast spellpower 50% > 0%.
Spellpower now scales lifesteal value instead of lifetime.
Base lifetime 6s > 8s.
Base lifesteal 10% > 50%
Base attack speed .75 > .85
Now spawns directly next to an enemy.
Reduced minion sizes
Gilded Feast
Damage 70/105/150 > 75/115/160
Supernova
Corpses consumed and additional novas 2 > 3
Void Gates
Projectiles now spawn more closely to their intended target.
Tier 3
Cindered Stars
Bonus stardust generated per hex deflected 5/5/5 > 1/1/2
Base stardust generated 30/45/70 > 35/50/75
Duskbullet
Damage 55/80/120 > 40/60/90
Shield per ELITE hit 15/20/30 > 22/33/44
Arctic Dominion
Increased minion projectile distance by 25%
Death Howl
Damage 30/45/70 > 42/63/95
Base area increased by 15%
Reanimate
Fixed tooltip error (mana on attack 6 > 5)
Lightning Pillar
Base area increased by 10%
Mana cost 25 > 20
Fractured Mirage
Clone attack speed .8/1.2/1.8 > .7/1.05/1.6
Time Bubble 时间泡影
Mana cost 20 > 30
Coin Toss
Damage 10/15/22 > 12/18/25
Anima Passage
Added the Bulwark trait
Damage 18/27/40 > 20/30/45
Enshroud
Shield value 20/30/45 > 60/90/135
Passive autocast effectiveness 250% > 125%
Tier 4
Volcanic Fissure
Damage 90/135/200 > 120/180/265
Bonus spellpower with a gem equipped 25% > 35%
Greater armor spectres spawned without a gem equipped 3 > 5
Summon Wasp
Bonus regeneration 50% > 150% of active minion count
Corpsefall
Damage 45/67/100 > 60/90/135
Empyrean Laser
Laser damage 80/120/180 > 160/240/360
ELITE explosion damage 25/37/60 > 50/75/120
Last Dance
Base area increased by 15%
Reduced ability animation time by 25%
Tier 5
Deathblossom
Base area increased by 20%
Damage 30/45/70 > 35/50/75
Masteries
Astral Connections (Soulwalker)
Beastcaller autocast effectiveness 25% > 200%
Fixed a bug where the feral version of the minion had 200 damage
Ravage (Reaver)
Fixed a bug where the base and feral versions were triggering companion bear form shapeshift every 7 casts/autocasts instead of 12.
On The Hunt (Breaker)
Fixed a bug where the passive damage bonus to elites was being applied multiple times,
Summon Gorilla (Summoner)
Mana cost 25 > 15
Dark Matter (Eclipse)
Base heal value 20 > 40
Starshot heal value 40 > 80
Entropy Mirror (Ward)
Mana cost 30 > 18
Base shield value 60 > 100
Hex deflections per autocast 3 > 2
Traits
Everlast
Fixed a bug where the health bonus wasn’t being applied.
Iron level health 100 > 300
Silver level health 300 > 600
Gold level health 600 > 1500
Infernum
Rightmost spell healing 60 > 120
Necroweave
Shield on bone ritual 40 > 120
Occult
Huntress
Bonus mana generation per transformed spell 10% > 2%
Syntek
Mastery bonus health per active trait 100 > 300
Soulwalker
Bloodlord
Bonus rage generation 30%/50%/80% > 20%/50%/80%
Fixed a tooltip error at Soulwalker 4. Correct value is 4 (from 3).
Fixed a tooltip error at Soulwalker 6. Correct value is 7 (from 6).
Summoner
Bloodlord
Damage 30%/50%/75%/110% > 40%/70%/120%/200%
Huntress
Damage 20%/30%/65%/100% > 30%/60%/100%/180%
Mastery chance to summon a spectre on refill cast 50% > 75%
Eclipse
Mastery trait effect reduction 50% > 25%
Spirit
Regeneration per equipped Spirit spell 6 > 8
UI Adjustments
Added back the button to go to the escape menu.
Enlarged the hoverable icon for general stats that can be opened during certain events like gem and item selection.
Other
Minor performance tweaks.
Bug Fixes
Fixed a bug where Axiom was only giving 5 spellpower per manablocked spell instead of 30.
Fixed some typos.
Fixed a bug where you could gain multiple gems by clicking the gem selection button really quickly.
Fixed a bug where pressing escape while the game was loading into the main menu would prevent finishing the loading process.
Fixed a bug where the curse that reduced projectile count would reduce it to below 1 on some spells like dark gambit.
Hello hello everyone!
Paolo here and I'd like to let you know what's next for Godslayer Arena. Before I get into that though, I just want to thank each and every one of you for supporting the game and for leaving so much valuable feedback. It really means a lot to me to see so many people playing through the game and I feel more motivated than ever to keep improving it. From the bottom of my heart thank you to everyone of you!
This post will be a bit disorganized and I do not have any concrete dates for any of the changes I'm about to list, but I just want to keep you all in the loop for what I'm working on at the moment. Keep in mind that these are all subject to change, and if you all have any other suggestions please feel free to let me know!
Many of you are expressing that the Huntress currently feels very underpowered when compared to the Bloodlord. I will be releasing a patch very soon to address her strength. This patch will focus mostly on number adjustments, and once time permits I will look into making more functional adjustments as necessary.
There is currently a game breaking bug where minions fail to despawn. This results in them attacking for the rest of the run and will eventually cause intense lag. Until I can get this figured out I recommend completely quitting out of the game and continuing your run from where you left off.
I am also currently working on performance improvements to the game.
The very first arena can feel impossible to pass without losing a life on the higher difficulties and will address this alongside the upcoming balance patch.
The current curse system is a poorly designed system that feels very frustrating and not fun at all. I will be scrapping the system entirely and replacing it with something completely new. While I can't say the specifics yet, This new system will have true bosses that are not just elites, and is focused more on empowering enemies rather than debuffing your build.
The mastery spell system will receive the following adjustments:
Introduce a preferred mastery system that allows you to select 4 or more masteries before you start each run. One of your initially offered masteries will always be a preferred mastery.
Move the mastery selection to right after the first arena, and move the first gem selection to where the mastery selection currently is.
Use 2 fateweavers to reroll all 3 mastery options, compared to the current system that uses 1 fateweaver to reroll 1 option.
The non-arena combats will get some new mechanics to make them more in line with the strength of arena combats. The goal will be to make them more engaging and be a better test of your build strength before you enter the arena.
Many people are leaving feedback that the run lengths are too long for their tastes, so the run lengths will be reduced 25 combats down to 20 combats.
I will also adjust the econ, exp, and all relevant shop values to make sure you still get to the same power level, just in a shorter amount of time.
After receiving feedback on this I have decided to explore other options instead. Maybe only gate 0 will have 20 combats and gate 1 increases it to 25 to ensure new players aren't spending too long in their introductory run.
Once you all feel that the base game is in a good state, I'd love to try out some alternate game modes. I'm still in the process of designing what these new modes will look like, but if you have any ideas I'm all ears!
The third Godslayer will arrive after the base game's experience has been settled and after the new game modes are implemented.
New items and gems will also be added to the game! If you all feel that adding new items and gems dilutes the pool too much then I have no problem with adding a system to allow you to pick which gems and items can show up in your runs.
Sometime during Early Access I will be implementing a proper tutorial experience that slowly introduces the game's mechanics rather than the current system that shows a short text summary every few combats.
There will also be the usual balancing, bug fixing, and polish passes that you can expect throughout Early Access.
That's it for this update. If you have a second to leave a review that would go a long way to help support the game. Thank you all again!
-Paolo
Reduced the effect of spell shop weights. Weighting is now only applied after wave 12.
The main menu panel animation has been changed to a sliding animation.
The open codex button has been moved to the pause menu.
Fateweaver and curse modifier panel now only appear after the first combat.
The damage tracker panel has been redesigned.
The equipment panel has been removed. You can now always see your equipment at the top left.
The level and resonance panel has been redesigned.
The gem inventory now only appears if you have an unequipped gem or if you are currently moving a gem.
The spell card has been redesigned.
The main menu hero selector buttons have been redesigned.
Added a tooltip to clarify that pets are purely cosmetic.
Changed the Chinese font.
Selecting a pet type now automatically selects the highest variant of that pet you have unlocked.
Fixed a bug where the axiom gem would cause extreme lag after having it equipped for a few combats.
Fixed the number of pets that are tracked on the main menu pet counter.
Fixed the summon wasp tooltips.
Fixed the hemoglobe enraged upgrade to accurately show that it grants 2 rage instead of 8.
Fixed a bug where Shapeshift and Everlast would not count as an activated trait.
Fixed a bug where certain mastery spell upgraded transformations would not apply correctly.
The spell shop now offers you 5 spells per refresh instead of 3.,
The spell shop is now slightly weighted to make it more likely that you find spells you have the traits for. Spell weights Increase based on how many of their traits you have active (up to 2 traits). Breaker, enigma, and bulwark traits need 2 spells equipped for it to count as a weighted trait.,
The shop tiering has been modified to accomodate the changes to the spell shop.,
Increased the overall volume of the game.
Hello hello everyone!
Godslayer Arena is out now in early access! It's been an amazing journey creating this game and I'm so excited to finally be able to share it with you all.
The game is available for $14.99 with a launch discount of 10% off for the next 2 weeks. Your feedback is very important to me so please leave an honest review.
If you have any questions or run into any issues please let me know over on the steam discussions and I'll try to help out as soon as I can! Thank you all for your support and I hope you all have fun with the game!
-Paolo
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Godslayer Arena, 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 Godslayer Arena 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.
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