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Full Steam announcements and update articles for this title.
New Content Multiple command cards that can trigger mercenary actions have been added. Ascension 8, 9, and 10 have been added.
System Improvements Relics that have already been registered in advance are now displayed in the UI when selecting a relic after elite battles. A delay has been added before the button can be pressed again after turn transition to prevent the issue where rapidly pressing the battle start button would immediately end the turn. The capacity of low-tier mercenaries at 6 stars has been reduced.
Bug Fixes Fixed an issue where the relic Murky Crystal did not activate. Fixed an issue where the relic Eye would instead decrease Strength, Arcane, and Sturdy.
System Changes The speed of some effects — including card alignment effects, buff relic activation effects, and overall combat progression — has been increased by approximately 1.5× to 2×. The speed of event animations and card enhancement animations has also been increased by approximately 1.5× to 2×.
Bug Fixes Fixed a bug where the relic Essence of Blood could gain an abnormally high number of stacks.
Fixed an issue where random attacks would incorrectly trigger on the selected target when using a targeting card.
Update Notice
This update includes a new class, class-specific exclusive cards, improvements to many high-tier cards that were rarely used, UI improvements, as well as new cards and relics.
Black Mage
A class specialized in sacrificing Health to summon minions and weaken enemies by applying curses.
New Class-Exclusive Cards
Each class now has exclusive X Cards that can only be obtained inside dungeons.
X Cards have a higher appearance rate than normal cards. (They are especially more likely to appear in the first shop before rerolling.)
X Cards cannot be taken outside the dungeon.
X Cards are designed to synergize strongly with their respective class and are more powerful than normal cards.
X Cards are visually distinguished from normal cards in the UI.
Card Adjustments
Some high-tier cards have been improved to make them more usable.
Heaven’s Wrath: Deals damage to a target area. (Added) Arcane effects are applied at 3x / 4x effectiveness.
Thunderbolt: Deals damage to a random enemy. (Added) Arcane effects are applied at 5x / 7x effectiveness.
Death Ray: Deals damage to a target area. (Added) Can now be upgraded up to +5. Cost 3/2 → 3/3
Doom: Deals damage to a target area. (Added) Cost is reduced by 1 for this battle.
Meteor Crash: Deals damage to a target area. (Added) Damage increases each time you perform a Sacrifice this battle.
Torrent: Deals damage to all enemies. (Added) Can now be upgraded infinitely during battle.
Tsunami: Previously: Deals damage to all enemies within 5 tiles in front of the caster and applies Wet. Now: Deals damage to all enemies and moves all enemies to an adjacent rear tile.
Flame Branch: Deals damage to a target area. (Added) Damage increases each time a Fire-element card is used during this battle.
Earth Split: Deals damage to all enemies in the front row. (Added) Damage increases each time you perform a Sacrifice this battle. Cost 2/1 → 3/2
Bloodstorm: Previously: Deals 4/6 damage 5 times and applies Wound. Cost 2/1 Now: Deals 6/8 damage 5 times. Cost is reduced by 1 during this battle. Cost 3/3
Flash Strike: Deals damage 7/8 times. (Added) Gain 6 Mana.
Flame Breath: Deals damage to all enemies in front. (Added) Damage increases each time a Fire-element card is used during this battle. Cost 2/2 → 3/3
Heat Resistance: Grants 3 Spirit Form. (Added) Applies 30 Burn.
Brand: Previously: Applies 10/10 Vulnerable, 10/10 Rupture, and 1/99 Brand Now: Applies 2/3 Vulnerable, 2/3 Rupture, and 1/2 Brand Cost 0/0 → 1/0
Bottom Deal: (Added) Exhaust Nature’s Cycle: (Added) Exhaust
Impenetrable Armor (Normal → Earth): Efficiency 3/3 → 6/9 \ now grants Defense when you perform a \ instead of when drawing a card.
Icicle: Damage based on target’s Freeze stacks × 3/5 → 4/7. (Added) Consumes the target’s Freeze stacks.
Shatter: Damage based on target’s Freeze stacks × 4/7 → 5/8. (Added) Consumes the target’s Freeze stacks.
Formula change for both cards: Old: Freeze stacks × (n + Arcane bonuses, etc.) New: (Freeze stacks + bonuses) × n
Chilling Aura: Previously: Deal 8 damage. If target is Frozen, deal an additional 8 damage. Now: If the target is Frozen, remove 1 random beneficial effect from them.
Ice Shield: Previously: Apply 20 Freeze and gain 40 Defense. Now: Consume Freeze on the enemy and gain Defense equal to 2x/3x that amount.
New Cards
Reverse Flow: Removes 1 harmful effect from the target.
Reload: Adds a Magic Bullet card to your deck.
Magic Bullet (Generated): (Cast on Draw) Deals damage to a random enemy. Damage increases each time you draw a card during this game.
Stacking Dummy: Adds a Dummy card to your deck.
Dummy (Generated): Draw 1 card.
Relic Changes
Witch’s Cauldron: Previously: Gain 1 Arcane whenever you draw a Cast-on-Draw card. Now: After using 3 Cast-on-Draw cards, draw 1 card.
10+ new relics have also been added.
Boss Changes
The final boss’s Doom value has been reduced from 6 → 4.
System Changes
Ascension 7 has been added.
Beneficial effects are now shown in green, harmful effects in red.
Spirit Form now decreases after all start-of-turn effects are processed.
When hovering over a unit, if it has too many effects, they are shown in a condensed form. Press Tab to see details.
If battle effects last too long, the game speed will gradually accelerate.
Preset Feature
You can now use presets for cards and relics.
Up to 6 presets can be saved.
Card and relic presets are stored separately.
Cards/relics you do not currently own are excluded when applying a preset (shown in blue).
Presets cannot be applied if capacity is insufficient.
Presets can be used via the top button in the Storage and Forge.
Before entering a dungeon, you can preview the cards, relics, and mercenaries you will bring.
Museum & UI Improvements
Search function added to the Museum.
Mercenary promotion stats can now always be viewed in the Museum.
You can view the icons of unowned relics (functionality and crafting are still restricted).
Mercenary search function added.
Cards, relics, and mercenaries are sorted alphabetically when searched in town.
Tooltips added to the UI sorting buttons.
Values that require in-battle information to display correctly are now shown as “X” in lists.
Bug Fixes
Fixed an issue where 6-star mercenary buff values were displayed incorrectly in the details window.
Fixed an issue where the number of collectible cards was displayed as 2 more than the actual amount.
Randomly generated “Cast on Draw” cards that grant Arcane, Strength, or Fortify now apply their effects to all allies.
“Frostbite” (deal damage equal to each enemy’s Frozen stacks) has been added to the random generation pool.
All generated cards now scale more strongly when upgraded, and can be enhanced up to +99.
Base cards now gain higher bonus values after +1, except Chant and Devotion, which no longer scale further.
Additional effects added to base cards now scale more significantly with upgrade levels.
Forge: Upgrade all cards in your hand. (Cost 3/2)
Temper: Return all cards in your graveyard to your deck, then upgrade every card in your deck. (Cost 2/1)
Saw: At the end of your turn, upgrade all cards in your deck.
Plank: Every time you play 7 cards, upgrade all cards in your deck.
Fixed an issue where card names would stop displaying after using a certain number of cards in Simplified Chinese or Japanese language settings.
Improved unclear or unintuitive wording in several boss reward descriptions.
Fixed an issue where boss rewards would fail to grant the correct relic.
Fixed an issue where the Ash Witch’s unique ability would continue increasing after reconnecting if upgraded with Silver Coins.
Fixed incorrect tooltip text for upgrading the Tree Knight; it now correctly states that the unique ability is being upgraded.
Hello. In this update, as previously announced, we are introducing the new Permanent Growth system, the 6-Star tier that makes low-tier mercenaries viable, and several additional changes and improvements.
Silver Coins can now be obtained after battles, after boss fights, or through certain events. (In general, clearing up to the 3rd-floor boss will yield at least 50+ coins.)
Silver Coins can be used to permanently increase max HP, gold, capacity, and other stats.
You can unlock each hero’s base abilities and unique relic using Silver Coins.
Before entering a dungeon, you can add customized effects to your starting cards using Silver Coins.
Starting cards can now be upgraded up to level 99.
Cards and relics you have previously obtained can be recreated in town by spending Silver Coins.
Mercenaries can now be upgraded to 6-Star.
6-Star units are marked with a red star in battle. At this tier, all units—from 1st-floor to 3rd-floor sources—reach comparable levels of power.
Low-tier units (1st–2nd floor) gain a drastically increased stat boost when promoted from 5-Star to 6-Star. High-tier units gain power as well but with a smaller relative increase.
The lower the original tier of the unit, the more capacity it will require once promoted to 6-Star.
Promotion to 6-Star is available only under the following condition:
When clearing the final boss on Ascension 2 or higher, one of your 5-Star mercenaries is randomly promoted to 6-Star.
Defeating a boss can now grant one of the following rewards:
Promote a random ally by +1 Star
Remove Danger (Threat level)
Obtain a high-tier relic (The 1st-floor boss grants the hero’s unique relic once unlocked.)
Obtain Silver Coins
※ Due to the strengthened boss rewards, the base Danger reduction options have been decreased.
Lucky Break: Capacity 12 → 70
Cheating: Capacity 12 → 60
Ethereal Shield: Capacity 12 → 60
Water Drop Bomb: Capacity 8 → 30
Ember Scatter: Capacity 6 → 20
Unfair Advantage: Capacity 12 → 50
Some units that apply buffs or debuffs now target areas instead of single targets.
Assassinate
\ 10/15 → 5/7
Draw 2/3 cards → 1/2 cards
Shield Slam / Shield Push
Damage 1/2 times → 1/1 time
Cost 1/1 → 2/1
Third Hand
Cost 1/1 → 2/2
The granted \ no longer gives Armor to the player.
Echo of Prayer
\ 2/3 → 1/1
Cost 2/1 → 3/2
The frequency of enemy nodes has been increased to prevent excessive appearances of upgrades, engravings, and bank nodes.
Ascension 6 unlocked
New mercenaries added
New unique relics added
Fixed an issue where units would not die at 0 HP when affected by “Mortal.”
Fixed an issue where the capture cost of 1-Star and 2-Star units differed by a factor of two.
We also planned to add two new classes and additional Silver Coin growth features, but continuous bugs during development prevented them from being included in this update. They will be added soon in a follow-up update.
Thank you.
Fixed a bug where a hero’s unique relic could appear as a reward from defeating regular elites.
Due to a bug, the “detailed view” toggle in the relic selection UI will be temporarily disabled.
Fixed an issue where clearing the tutorial did not unlock progression and the game would freeze instead of ending properly.
\
Fixed an issue where exiting the game or using the “Save and Quit” function before finishing the starting event after entering a dungeon would cause the adventure not to be saved and reset. → The game now saves automatically right after starting.
Fixed an issue where, if a loading bug or crash occurred during dungeon entry, forcing the game to close and reopening it would result in lost resources without a saved adventure. → Now, town resources will only be consumed after successfully entering the dungeon.
Fixed several incorrect or awkward Chinese translations.
Fixed an issue where “Honor Medal” was being granted on Very Hard difficulty and “Conqueror’s Emblem” on Nightmare or above. → The correct behavior is: “Conqueror’s Emblem” is granted on Very Hard, and both “Honor Medal” and “Conqueror’s Emblem” are granted on Nightmare or higher difficulties.
Fixed inconsistencies between some tooltips/descriptions and their actual effects.
\ This update is a hotfix patch addressing reported bugs and is not a full content update.
The next major update is planned for late October or early November, and will include:
Usable currencies and permanent progression features in town
Customization options for base cards
A completely new mercenary tier
UI improvements and additional changes based on player feedback
Thank you for your continued support and feedback!
Our game has been updated today to the latest Unity version that addresses the recently raised security vulnerability. Along with this update, several recently reported bugs have also been fixed.
Thank you!
Hello everyone, In this update, we’ve implemented system changes, a new difficulty mode, mercenary enhancements, card and relic rebalancing, and several new content additions based on your feedback. The introduction of Ascension Mode, the new star-rank system for monsters, and major adjustments to cards and relics will give you more strategic choices and a refreshed gameplay experience.
(New) Ascension Mode is now available after clearing Nightmare difficulty! Ascension has 5 levels in total, with stronger enemies and additional penalties applied to players.
Players who have already cleared Nightmare and possess the “Medal of Honor” relic will automatically unlock Ascension 1 upon logging in.
Sleep debuff has been adjusted:
High-tier monsters (appearing from floor 3 onward, e.g., Earthshaker Giant, Court Knight, Fire Dragon) now start with 1 stack of Sleep from floor 1.
All other mercenaries are no longer affected by Sleep. (e.g., Centipede, Witch, Demon are now free from Sleep.)
Monsters can now spawn with star ranks.
On Nightmare and below: very low chance for 1-star monsters.
From Ascension: monsters may spawn with 0–5 stars depending on stage.
When captured, monsters lose 1 star (1-star monsters remain 1 star).
Capture cost = star rank × base cost (doubled for Elites).
Monsters can be upgraded in the Engraving Shop by spending gold.
Upgrade cost = star rank × base cost ÷ 2.
Higher star rank permanently increases base pattern stats and passive stacks. (Elites gain additional stacks.)
Cycle of Life: Max HP 9/15 → All allies gain 2/3 HP.
Creation – Wisdom: Gain 6/8 Arcane → All allies gain 3/4 Arcane.
Creation – Cunning: Gain 5/7 Mana → Gain 5/6 Mana.
Tome of Knowledge: Gain 2/3 Arcane → All allies gain 1/2 Arcane.
Clear Mind: Gain 5/10 Meditation → Backline allies gain 3/4 Meditation.
World Tree Leaf: Grant 5/8 Earth’s Blessing → Frontline allies gain 2/3 Earth’s Blessing.
Boost Vitality: Grant 2/3 Taunt, 5/7 Strength → Frontline allies gain 1/2 Taunt, 2/3 Strength.
Hero’s Legacy: Grant 3/5 Arcane, Strength, Sturdy and 10/15 Block → Frontline allies gain 1/2 Strength, 1/2 Sturdy, 2/3 Taunt. Backline allies gain 2/4 Arcane, 1/2 Stealth.
Wreathe in Flame: Target ally gains Block equal to Burn stacks → All allies gain Block equal to Burn stacks.
Consecration: Grant 2/3 Arcane and draw 1 → Target row gains 3/4 Arcane.
Cost 1/1 → 2/1.
Berserk: Grant 5/8 Strength and draw 2 → Target row gains 4/7 Strength.
Snowflake: Apply 9/14 Freeze → Target area (circle) receives 9/14 Freeze.
Resolute Heart: Grant 3/5 Sturdy and draw 1 → Target row gains 2/3 Sturdy.
Stroke of Luck: Gain 1/2 Mana and draw 2 → Gain 1 Mana and draw 1/2.
Note: Stroke of Luck and other draw-on-cast cards were overwhelmingly optimal, so their efficiency has been reduced.
(New) Palisade: Frontline allies gain 2 Taunt and 2/3 Sturdy.
Dark Horn: Grant 3 → 4 Arcane to stealthed units.
Charged Necklace: Previously dealt 10 damage per Lightning ally if 2+ present → Now grants Overvoltage 1 to all allies if 3+ Lightning allies present.
Thorned Vines: Apply 3 → 4 Wound.
Bloodied Claws: Previously healed based on stacks → Now, at battle start, all Wind allies gain 2 Pierce.
Pyramid of Charge: Previously gained Arcane from stacks → Now, all Lightning allies gain 1 Calm at battle start.
Diamond: Previously added Block + Undying → Now, all Earth allies gain Block equal to max HP at battle start.
(New) Glove
(New) Banner of Victory
(New) Crystal Staff
(New) Fang of Lightning
(New) Lightning Wand
(New) Crow
(New) Beast Skull
(New) Claw
(New) Lava Arm
(New) Hammer
Chest
Old: Every 3 battles, gold compounded by 50% (25–38× final growth).
New: Gain 1 stack when visiting Bank. At 4 stacks, consume them to gain bonus gold equal to current holdings.
Wanted Poster: Gain 4 gold per kill → Mercenaries can now trigger this as well.
Letter: Gain 1 stack per kill → 2.
Storage: Fixed bug where stacks reset after 10 kills.
Gold Bracelet: At battle end, gain 2 stacks; receive gold equal to stacks. (Added: starts with 2 stacks.)
(New) Golden Crown
(New) VIP Ticket
(New) Golden Rice
(New) Golden Egg
Relics that trigger “on visit” effects now work even when not equipped.
Tutorial now explains Bank, Inn, and Engraving Shop.
Black Blessing now scales properly with stacks.
Fixed Contract relic activation issues.
Fixed Rift events preventing mercenary exchange.
On Nightmare and below, stair/boss nodes now have Risk reduced by 16/20
Ash Witch’s unique ability can no longer target herself.
Added confirmation prompt when deleting save data.
Orc, Raider, and Elf Horde events now only appear above certain Risk thresholds.
Improved overall UI design.
Buff and relic highlight effect speed improved: 0.05s → 0.02s.
You can now bring only up to 3 copies of the same card into the dungeon.
That’s all for this update! In the next patch, we’ll continue addressing remaining feedback and deliver further improvements.
Hello!
In this update, we aimed to ease the difficulty in the early stages of the game, especially when players don’t yet have access to Capacity Relics. We have also added many new positive events for players, and adjusted the balance of underused cards (Burn, Wind, and Freeze attributes).
Most Capacity Relics were previously distributed between tiers 4–6, which meant that early players often didn’t even know of their existence. We have redistributed some of them into lower tiers (1–3) so that players can encounter them earlier.
In addition, the relic Bloodstone became a factor that guaranteed profit for skilled players who already had enough relics, no matter how long they stayed in the dungeon—especially when they could stack multiple Bloodstones. To address this, its tier has been increased so it will appear less often inside the dungeon.
Some Capacity Relics: Tier 4–6 → Tier 1–3
Capacity Relics can now appear starting from unlock level 0
Bloodstone: Tier 4 → Tier 5
There were 20 Capacity Relics in total, about 10% of all relics. Since the total number of relics has increased compared to the demo, we’ve added two more: one for advanced players (high capacity) and one for less experienced players (low tier).
Three-Leaf Clover: Gain +5 Max HP, Capacity +5
Pass Permit: Entering a dungeon starts you directly on Floor 2, Capacity +55
Additionally, when the player escapes on Floor 1 or climbs to a new floor, they now obtain the relic Beginner’s Luck.
Beginner’s Luck: Capacity +10
Difficulty adjustments:
Very Easy: Capacity ratio 60% → 80%
Easy: Capacity ratio 80% → 90%
The “Damn Nuisance” event (where cards could be removed or transformed) was originally designed to check highly skilled players who stacked all their core cards early and then removed the rest for infinite combos. However, this event sometimes unfairly punished beginners by eating up a hard-earned high-rarity card.
A “Drive Away” option has been added. If you choose not to drive them away and instead hand over a card, you’ll now also receive gold.
We also received feedback that too many random events were overly negative, so we’ve added over 10 brand-new events that can only be positive for the player.
Additionally, gold-giving/taking events now scale their rewards and costs with the stage you are on.
In the demo, Wind builds were extremely powerful. But as HP inflation rose on Floors 2–3, Wind needed buffs again to remain viable. Several cards and relics have been improved.
Scar: Cost 1/0 → 0/0, Apply 2/2 → 2/3
Blessing of the Storm: Cost 2/1 → 1/1, Apply 1/1 → 1/2
Deep Cut: Apply Scar 3/5 → 4/6
Marked Execution: Apply Scar 5/8 → 10/15
Contract: Cost 3/2 → 2/1
(Relic) Warrior’s Sword: At the start of each turn, gain 1 → 2 stacks
(Relic) Lantern: Tier 4 → 2, Capacity 24 → 12
(Relic) Heart: Capacity 20 → 14
Exhumation: Apply 10/15 → 15/15, Cost 2/2 → 2/1
(Relic) Talisman of Wind: Capacity 12 → 8
(Relic) Broken Arrow: Reduce Sturdy 1 → 2
(Relic) Bow: Apply Scar 1 → 3
Fire decks become stronger the longer battles last. However, longer fights also mean taking more enemy damage, making Fire decks overly punishing. To compensate, Fire cards were buffed to provide more stability.
Blessing of Fire: Cost 3/2 → 2/1
Ignite: 5/7 → 7/9
Mad Flame: (Added) Draw 1 card, Apply 3/6 → 5/9
Fire Moth: Apply 1/1 → 2/2
Even after building around Freeze, its damage potential was lacking compared to other attributes. Worse, Freeze often required forcing the enemy to move. These cards have been buffed accordingly.
Freeze: Apply 8/13 → 10/15
Slip: Cost 1/0 → 0/0, Apply 10/12 → 12/15
Great Wave: Apply 6/10 → 10/15
Icicle: Cost 1/1 → 0/0
Shatter: Multiplier 4/5 → 4/7
Complete Oppression: Tier 4 → 3
Currently, the Cycle of Life card and Flesh Lump relic are near-mandatory when attempting Floor 3. With their ability to increase Max HP every turn at no risk, they let players cruise to the boss too safely. This runs counter to the spirit of deckbuilding.
We have nerfed Max HP gain cards, while buffing alternatives like Stealth, Taunt, and Blur to promote other survival strategies.
Eyes in the Bush: Cost 4/3 → 3/2
Battle Cry: (Added) Draw 1 card
Perfect Assassination
Cost: 2/1 → 3/2
(Added) Can no longer be used on Bosses
Cycle of Life: Cost 1/1 → 2/2, Max HP +10/15 → +9/13
Flicker Sword (Wind melee) and Flicker (Lightning) were designed as core build-around cards. However, when combined with many Capacity Relics, skilled players could safely stack them from the very start—snowballing into one-card victories in the late game.
Flicker Blade: Cost 1/1 → 2/2, On kill stacks +3/5 → +1/2, Base Damage 6/8 → 5/6
Her innate ability gave immense value to skilled players but felt weak to beginners who couldn’t stack early. To close this gap, base damage has been increased, but stacking per kill has been reduced.
Fireball: Base Damage 3/4 → 6/8, On kill stacks +2/3 → +1/2
Earth builds could become nearly untouchable, with enough parts to one-shot the final boss and shrug off all attacks. This was overtuned, so we applied small nerfs.
Shield Slam: (Removed) Draw a card
Shield Push: (Removed) Draw a card
Gold-generating relics made runs significantly easier, but some were too strong and mandatory. These have been nerfed.
Chest: Every 3 battles, double gold → only half gold
Wanted Poster: On kill 5 gold → 4
Skilled players could reliably perform first-turn kills if they had enough mana. While first-turn kills can be exciting, they were becoming too easy and trivializing runs.
Red Flower: Gain 4 mana on first turn → 3 mana
Cheese: Gain 2 mana on first turn → 1 mana
Blood Chalice: On kill gain 3 → 1 mana, Draw 3 → 2 cards
Blood Talisman: On kill gain 2 → 1 mana
Meat: At turn start, gain 2 mana/cards → 1
In the early game, each relic and card feels precious. Losing everything from a sudden hit without even escaping was overly punishing.
We considered a system where players could keep some Capacity even after death, but rejected it as it contradicted our core design (undermining the strategic choice of whether to escape or continue).
Instead:
Every floor now has two exits.
Stashes now spawn closer to the starting node.
Stash nodes no longer vanish if skipped; they remain until used. (But once used, they disappear.)
Relic Essence of Blood effect streamlined.
Buff highlight time reduced from 0.1s → 0.05s.
If extreme stacking still causes delays, we will add more improvements in future patches.
Fixed issue where card/relic count at the bottom was hidden.
Added sorting options for owned cards, relics, and mercenaries.
Fixed bug where Capacity could become negative in town before dungeon entry.
That’s it for this update. Ideally, instead of restricting card and relic usage to balance the game, we would prefer to enhance other aspects. However, with so many pressing issues, we first applied broad mana-related nerfs and, in exchange, buffed other attribute-based builds significantly.
In the next update, we plan to add growth systems for mercenaries, so that even skilled players will find mercenary-focused play efficient and rewarding. We also intend to address resolution options, further UI improvements, and monster pattern adjustments.
Thank you!
(Updated) Flicker Blade:: Cost 2/2 → 1/1
Base Damage 5/6 → 4/5
(Added) Fixed an issue where the game would freeze if an enemy was defeated while attacking an ally while the player had the Thorny Vines relic equipped.
Hello everyone,
In this update, we have added new features based on the UI-related feedback we’ve been receiving.
In the town, duplicate relics and cards are now displayed as a single icon, with the quantity shown at the bottom of the icon (e.g., 5/5).
You can now use the search function in the town to quickly find the relics or cards you need.
Fixed an issue where relic effects were triggered even if the mercenary equipped with the relic had not been deployed in battle.
Fixed an issue where, if a mercenary equipped with a relic was removed from the team by means other than being defeated, the relic would remain and be inherited by newly hired mercenaries.
Fixed an issue where the game would no longer progress when using the storage.
We will continue working to incorporate more of your feedback as quickly as possible. Thank you always for your interest and support!
Hello everyone,
In this update, we addressed frequent feedback such as: “It’s impossible to know what traits a mercenary has, either in-game or in town.” We have now added a feature that allows you to check mercenary information.
Mercenary Information Feature
In the Museum, clicking on a mercenary will now show their action patterns and order.
Inside dungeons, clicking on a mercenary in the upper-right mercenary panel will display their action patterns, order, HP, attributes, passives, equipped relics, and their effects.
Blood Bowl: Fixed an issue where it granted 25 mana instead of 1 after conditions were met.
Certain Cards: Fixed an issue where the text before and after upgrading appeared identical.
Dark Blessing: Fixed an issue where it did not apply Decay at all.
Originally, we also planned to add a feature allowing players to rearrange monster action orders, but since we prioritized bug fixes, only the mercenary information feature has been included this time. The action order feature will be added in a future update.
Thank you always for your feedback!
Hello everyone!
It’s been about 25 hours since launch. Even though it’s only the first day, over 330 copies have already been sold, and I sincerely thank you for that. I have also been carefully reviewing all of the feedback you’ve shared so far.
Mercenary Capacity The most urgent issue has been mercenary capacity. All Tier 5 or higher mercenaries (which begin appearing from Stage 2) will now have their total capacity reduced by 60%. Previously, values ranged from 40–90, but they have now been adjusted to 20–50.
Permanent Relics for Mercenaries When you engrave a relic onto a mercenary, it will now remain permanently even if you bring that mercenary out upon escape. Engraving a relic will never increase the mercenary’s capacity. From the player’s perspective, this will always result in a permanent benefit.
Card Capacity The capacity of all cards has been reduced: 3/4/6/9/12/15 → 3/4/6/8/10/12. While this makes it somewhat easier to build infinite combos early on, it also addresses feedback that players were unable to extract as many desired cards in the early stages, which forced repetitive runs.
Node Visit Bonus The bonus for visiting non-empty nodes per stage has been adjusted from 10/20/30 → 12/24/32. Originally, this system was intended to reduce the time it took to clear a dungeon (which could stretch to 2–3 hours) by rewarding thorough farming before moving to the next stage. However, as feedback pointed out that this encouraged excessive repetition in the early farming phase, it has been relaxed.
Danger Level Adjustments Previously, the difficulty spiked sharply starting at Danger 20. After review, we concluded that node visit bonuses and adjustments at stair and boss encounters were sufficient to prevent excessively drawn-out runs. As a result, the danger thresholds have been changed from 5/10/15/20 → 5/10/15/25, with the difficulty at 25 also being slightly reduced.
Fixed an issue where a relic engraved on a mercenary would disappear if the mercenary was picked up and redeployed in the field.
Improvements to UI and insufficient explanations are planned.
We are also preparing adjustments to reduce the excessive stress caused when the player fails.
We have significantly adjusted what we believe to be the most critical issues raised in your feedback: capacity and difficulty. We will continue to make improvements going forward. Thank you very much for playing, and please keep sharing your valuable feedback!
Additional Patch We have slightly nerfed an infinite combo that could be executed with too little difficulty. Our compliments go to the players who discovered this strategy! While we did not intend to completely remove infinite combos, we had not realized that such a simple method could so easily defeat the final boss. As we believe it is not desirable for the game to collapse so easily, we have made partial adjustments to this infinite combo.
Fixed an issue where the effect of the legendary card Purification was not triggering.
Fixed a bug where the game would freeze when starting a battle with a mercenary equipped with the relic Iron Armor.
Hello!
We have been carefully reviewing all the feedback shared through reviews and various channels since launch.
In particular, regarding the issue where the mercenaries’ capacity is excessively high, forcing repetitive gameplay in the early stages, we plan to release a fix in an upcoming update soon.
We are also taking all other feedback seriously and will actively reflect it in future balance adjustments and improvements.
We sincerely thank everyone who has played the game and shared valuable feedback. Please continue to share your thoughts—we are always listening.
Hello everyone!
At long last, Gold and Graves has officially launched today.
This game is the result of a full year of trials and iteration, and it has finally come together as a roguelike deckbuilding game. Explore dungeons, collect cards, gather relics, and even bribe enemies to fight as mercenaries. Your choices will completely change how you survive and how you fight — this is the core of the game.
Release Time: Sunday, September 7, 2025 – 10:00 AM PDT
Price: $5.99 (launch discount available)
Supported Languages: Korean, English, Japanese, Simplified Chinese
We are deeply grateful for all the feedback and reviews you shared during the demo period. Special thanks to the community members who reported bugs and shared strategies along the way.
All cards and relics can now be unlocked.
You can challenge the deepest parts of the dungeon and defeat the final boss.
Two additional playable characters are now available.
Danger level increase thresholds are now 5/10/15/20.
Average number of nodes on the map reduced from 70 → 55.
Staying too long in a dungeon will reduce the rewards you can bring back.
Defeating elite enemies now guarantees higher-tier card rewards.
Gold rewards from battles have been significantly increased.
These changes were made because in the demo version, it took too long to reach and challenge the final boss. We’ve streamlined the playtime for a tighter, more fast-paced, and more exciting experience.
We hope you enjoy playing Gold and Graves!
Hello everyone! The official release date for Gold and Graves has been confirmed!
Pacific Daylight Time (PDT): September 7, 2025, 10:00 AM
The original release date was August 29, but due to overlapping festival participation and discount scheduling, the launch has been delayed by one week. This extra time will be used to improve stability, balance, and bug fixes so that we can deliver a more polished version at release.
You can now skip card rewards without picking one. Instead, the cost of card removal has been greatly increased, and if your deck has 6 cards or fewer, card removal options in shops and events are disabled. (Certain events remain an exception.)
You can now hire up to 8 mercenaries. Deployment in battle is still limited to 6.
Clicking on a distant node now automatically moves along the shortest path through adjacent nodes. (Can be changed in settings.)
The game can now be played at 2x speed. (Can be changed in settings.)
The cost of increasing the bank’s interest cap has been halved.
All enemies can now be recruited at a 100% success rate. However, the guaranteed HP thresholds have been lowered: normal monsters 20% → 10%, elite monsters 5%. Recruitment costs for elites have also been adjusted: lower-tier mercenaries are more expensive, while higher-tier mercenaries are cheaper.
Mid-boss nodes have been added to each floor. In the demo, you can now face the Floor 1 boss.
When dungeon risk level reaches the final stage, difficulty now increases further. (Adjusted to reflect main game balance.)
The 3 cards offered as a choice will no longer include duplicates.
Fixed an issue where rapidly clicking during card discovery could grant multiple copies.
Fixed an issue where re-entering a dungeon after saving on an empty node restarted from the wrong node.
Fixed an issue where predicted damage remained after dragging an area-targeting card to an empty space.
Hello,
We've fixed a freezing issue that occurred when entering an elite monster battle after today's patch.
Hello!
This update reflects feedback received from previous players and includes the following changes:
Events have been added that allow players to sacrifice allied mercenaries for benefits, or to enhance mercenaries through various means.
A new event, the Engraving Chamber, has been added, allowing mercenaries to equip relics. Equipped relics grant their effects to the mercenary for the duration of the game, but the relic is consumed in the process.
Relics are now categorized by tier, making it easier to distinguish their rarity and strength.
New relics that can permanently enhance mercenaries have been added.
Visual effects related to blurring and buffs have been added and improved.
With this update, development on the demo version will be paused. The next update will be the official release, currently planned for August 29!
Hello, This update includes the following changes:
Relic duplication rule adjusted Some relics, including capacity-increasing relics, can now be acquired multiple times.
New relics added Several new relics have been added that synergize with mercenaries.
Healing event improvements Certain healing events now apply to all allies, not just the player.
Elite mercenary hiring added Elite mercenaries can now be hired in their elite state. Their cost is more than double that of normal mercenaries, and the hire chance can be boosted up to 100%. The higher the chance, the higher the cost. Elite mercenaries' HP and buff stacking have also been adjusted.
Bug fixes
Fixed an issue where enhanced cards lost their upgrade levels when brought outside the dungeon.
Fixed an issue where the Fruit Basket relic did not actually restore HP.
Hello, This update introduces several major changes aimed at improving late-game balance, including the addition of a difficulty selection system, a complete rework of gold income and the bank node, adjustments to relic mechanics, and more. Please see the details below.
Difficulty Selection System You can now select a difficulty when entering a dungeon. Carry-out capacity after escape varies depending on the chosen difficulty, ranging from 75% to 200%. Higher difficulties increase the rate at which enemies scale and reduce the amount of base gold gained per battle. (11/10/9/8/7/6) Gold gained from danger level increases is not affected by difficulty. Existing save files will be automatically set to "Very Easy."
Gold System Rework Base interest is now capped per difficulty level at 20/18/16/14/12/10 gold. The old system where players could deposit gold into banks and receive compound interest has been removed. Banks now offer two new options in exchange for gold:
Raise the maximum interest cap: Spend 50/100/150/200 gold to increase it by +5/10/15/20 respectively.
Increase the interest rate (options vary depending on the situation). Relics such as “That’s an Investment,” “Silver Bar,” and “Gold Bar” now increase the interest cap instead of providing passive income. Some mercenaries on the first floor have had their hiring costs reduced. Starting gold has been adjusted based on difficulty: 65/60/55/50/45/40. If you load an old save where gold was deposited in a bank, the deposited amount will be returned to your inventory.
Relic Balance Adjustments
Nerfs
Essence of Blood: Now deals damage at the end of the enemy turn instead of the start of your turn. Damage per stack reduced from 2 to 1.
Wanted Poster: Now gains stacks only when you directly kill a unit, instead of whenever any unit dies.
Cursed Grimoire: Now generates three 3-cost-or-higher cards (instead of four 4-cost-or-higher cards) when using a curse card.
Decay (curse card): Now costs 3 mana.
Red Potion: Effect now triggers up to 3 times per battle (previously once). Healing reduced from 6 to 5.
Letter: Stack gain reduced from 2 to 1.
Gold Bracelet: Starts with 0 stacks when obtained (previously 2).
Other Adjustments
Gold-generating relics have had their rarity increased and some effects slightly reduced, in response to the new gold cap mechanics.
Relics that target friendly units have had some of their effects adjusted.
Relic Duplication Restriction You can no longer bring duplicate copies of the same relic into a dungeon. This is to prevent powerful relics—especially those that generate cards—from enabling intentional, game-breaking combos from the very start of a run.
However, for capacity-increasing relics, a different approach was taken. If duplicates were disallowed outright, players who had farmed these relics over time would be restricted in how much they can bring into dungeons. To address this, the capacity values of certain relics have been increased, and a wider variety of capacity relics has been added. It is now more important to collect different types of capacity-increasing relics, rather than stacking multiple copies of the same one.
Bug Fixes
Stealth and Taunt status effects now reduce their stacks at the end of the opponent’s turn.
When targeting an allied object using a movement card, all on-target relics and buff effects now trigger correctly.
Fixed an issue where deleting a card during an event would cause an increase in shop deletion costs.
Node Generation System Overhaul
This update brings a complete overhaul of the map’s node generation system.
Maps now generate with a higher probability of including loop-shaped paths. Previously, fully random generation often created inefficient branches that forced players to step through multiple empty tiles just to return, increasing risk without meaningful choices.
With this change, nodes are more likely to be placed inside structured loops, reducing unnecessary backtracking. This adjustment reflects feedback we received such as: "It feels unfair that I have to retrace my steps and still gain risk."
However, we are aware that this change may unintentionally increase or decrease overall difficulty, or result in large variations depending on map layout. We will be monitoring these effects carefully and continue to improve the system over time.
Closed loops are not guaranteed every time. We intentionally preserve a degree of randomness to ensure players still face meaningful choices and risks.
Branch Paths and Node Placement
Isolated branches may still appear. These always contain a Stair, Exit, or Stash node at the end to reward exploration.
In contrast, safe loop paths now have a lower chance to contain such high-value nodes. Additionally, the probability of ambush events triggering on empty tiles has been doubled.
Inn Event Adjustments
Inns now appear less frequently on the map.
Effects have been modified:
Reduce Risk by 4
Restore 20% of allies’ HP
These adjustments help maintain challenge as loop-style maps become more common. In extremely rare cases where the map contains no loops at all (fully isolated terrain), an inn is guaranteed to appear mid-route.
Bug Fixes
Fixed an issue where the game could freeze at the end of battle if the player had the Fruit Basket equipped. As a temporary solution, it now restores HP at the start of battle instead. (Special thanks to the player who reported this!)
Hello, This update reflects feedback we've received so far and includes new relics that synergize more strongly with mercenaries.
Fixed an issue where nodes appeared enlarged and the game could not proceed when continuing a dungeon run after changing resolution.
Card removal costs now persist properly after saving and restarting the game.
The default setting for mercenary auto-movement is now disabled. (Can still be toggled in the settings menu.)
A new option has been added to the “Foolish Orc” event.
Inns now also restore the health of your mercenaries.
Fixed mismatches between some card descriptions and their actual effects.
Improved readability and usability of certain UI elements.
Reduced the effects of certain overpowered relics.
Added several new relics that synergize strongly with specific attribute pieces.
Modified some existing relics to better synergize with attribute-based pieces.
▼ Relics with changed effects: Slime Lump, Golden Horn, Button, Hellfire Scroll, Scaled Hide, Fruit, Mushroom
▼ Newly added relics: Pearl, Fruit Basket, Capacitor Necklace, Heart of Fire, Darkhorn, Rage Virus, Key, Basket, Wallet
Thank you for your continued feedback. We will keep improving the game based on your valuable input.
Hello.
Fixed an issue where the game became unplayable when holding more than 28 relics.
Fixed a bug where players could not select more than 30 cards, relics, or mercenaries in the village.
We sincerely apologize to any players who experienced inconvenience due to these bugs. Your feedback is always welcome.
Hello.
This update brings improvements to various aspects of the game, including the card extraction system, dungeon difficulty, and combat interface.
The key changes are as follows:
Card Extraction System Improvements
* When escaping the dungeon, all 'extractable' cards in your possession are now listed.
* To prevent players from reusing fully built decks from previous runs, the capacity cost of all cards has increased by 1.
(Before: 3/4/5/6/7/8 → After: 4/5/6/7/8/9)
* The base capacity limit has been increased by 5, bringing the total to 25.
As a result, carrying 5 or fewer cards will consume the same amount of capacity as before.
Dungeon Danger Level Adjustment
* Danger level thresholds have been changed from 4/10/18/30 to 6/12/20/32.
* Overall difficulty by danger level has been reduced and now increases more gradually.
Card Upgrade Effect Fixes
* Fixed some cards whose upgraded versions were nearly identical to their base versions.
Event Text Display Improvements
* Event text now appears faster based on the number of characters.
* Clicking the text box during output will now display the entire text immediately.
Combat Damage Prediction Feature
* During your turn, a button at the top of the screen will show the total predicted damage for both allies and enemies.
* This prediction is a simple sum and does not account for chained effects, special passives, or advanced interactions.
* Damage predictions with buffs are calculated using weighted averages, showing the average strength of buffs rather than raw totals.
Buff UI and Unit UI Improvements
* Buff icons applied to units are now always visible without needing to hover.
* Buff UI has been moved to the bottom of each unit.
* Some unnecessary unit UI elements have been removed.
Card/Negotiation Drag Targeting Improvements
* When dragging a card or negotiation button, targeting now works by hovering over the unit, not just the cell below.
* However, unit placement still occurs via cells only.
We will continue to incorporate feedback and improve the game’s overall quality.
Thank you.
Hello. Based on continued feedback about the difficulty, we've significantly lowered the early-game difficulty even further.
The maximum risk level has been increased to 40.
The difficulty of enemies appearing per risk level has been reduced.
Risk level thresholds have been adjusted from 4 / 10 / 18 / 28 to 4 / 10 / 18 / 30.
Difficulty has been lowered in the 4 and 10 ranges, and increased in the 18 and 30 ranges.
Earth and Flame attribute cards have been generally buffed.
Relic: Damage per stack of Lantern has been reduced from 2 to 1.
Risk level has been increased for groups with many low-tier monsters, and high-tier monsters now appear more frequently.
The inn event option is now improved to “Recover 35 HP / Reduce risk by 6”.
The cost of rerolling is now reduced to 2, but the maximum number of rerolls is reduced to 4.
Your feedback is always welcome.
Hello. In this update, we’ve made improvements based on recent feedback.
The 'Blur' buff now decreases in value at the end of the opponent's turn, relative to the buff holder.
Slightly reduced the difficulty for risk levels up to 17.
Fixed some tooltip descriptions that did not match actual effects.
Fixed an issue where areas beyond the background were visible on 21:9 widescreen monitors.
Thank you for all your feedback, any suggestions or comments are always welcome.
Fixed an issue where enemies would sometimes spawn with abnormally high strength.
Fixed an issue where clicking an enemy node immediately after restarting the game could cause abnormally weak enemies to appear.
Hello. In this update, we have improved bugs and significantly increased the dungeon difficulty based on the feedback we’ve received so far.
Fixed an issue where relic stacks were reset after entering a dungeon from a saved game.
Fixed an issue where the scroll bar did not work properly when exiting a dungeon with more than 16 relics.
Fixed an issue where the scroll would start from the bottom when first opening certain panels.
Fixed some relic effects that were not working as described.
You can now check your currently owned mercenaries using the mercenary button at the top.
When hovering over mercenaries at the inn before entering a dungeon, their initial buff tooltips will now be displayed. We also plan to add the ability to view mercenary action patterns when clicking on the mercenary panel.
Player and mercenary placement will now be retained when loading from a save.
Some overly powerful Water attribute cards have been adjusted.
Some monster stats have been updated.
Certain monsters will now always appear in groups instead of alone. (For example, totems will no longer spawn solo due to their weakness when alone.)
Dungeon difficulty now scales up more aggressively with risk level, and the overall difficulty has been increased.
Enemy group difficulty within the same risk level is now more consistent.
In the demo version, the maximum risk level has been increased to 30.
Thank you always for your valuable feedback. We will continue to improve the game going forward.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Gold and Graves, 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 Gold and Graves 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.