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Full Steam announcements and update articles for this title.
Hello Commanders, This is I M GAME.
Today, we’d like to inform you of the bug fixes and improvements included in the Patch 1.6.34.
Fixed a bug where the 'Bond Effect' was applied multiple times.
Fixed a bug where pieces with 'Dodge' could evade 'Lava' and avoid being defeated.
Fixed a bug where the trait 'Punishment' was triggered by attacks from 'Obstacle'.
Fixed a bug where the trait 'Master-at-Arms' did not trigger when a piece was defeated by a 'Tile Effect'.
Fixed a bug where the item description popup for choices in 'Card Event' was not displayed.
Adjusted the balance of 'Orc Warlock': Reduced its combat difficulty, which was excessively high compared to other bosses in the same region.
Thank you.
We hope you’ll continue to join us on the next journey of Master of Piece.
Hello Commanders, This is I M GAME.
Today, we’d like to inform you of the bug fixes and improvements included in the Patch 1.6.29.
Fixed an issue where content would not unlock properly if the player had already reached the relevant Commander level range before the level requirement was lowered.
Fixed a bug where mercenaries could have duplicate traits.
Fixed a bug where the Bond “Assasin” effect could still be applied after the deployment turn.
Fixed a bug where the trait “Prophecy” activated every round.
Changed the effect of the trait “Deathrattle.” (When deployed, gains Cannot Attack for 1 round. Upon death, deals 3 damage to the target that killed this piece.)
Changed the French tutorial description for the Gallows.
Thank you.
We hope you’ll continue to join us on the next journey of Master of Piece.
Hello Commanders, This is I M GAME.
Today, we’d like to inform you of the bug fixes and improvements included in the Patch 1.6.27.
Fixed some French translation issues.
Fixed an issue where the names of some records in the Archive were blank.
Fixed an issue where the effect of the Bond “Knight” was applied multiple times.
Fixed an issue where enemies could occasionally gain traits from the player’s mercenaries when receiving additional traits at Ordeal Level 5.
We hope you’ll continue to join us on the next journey of Master of Piece.
Hello, Commanders.
This is I M GAME.
The Steam Summer Sale begins tomorrow at 2 AM!
Until July 10, Master of Piece will be available at 10% off.
The new bosses and Elite Battles we previously introduced have been added with Patch 1.6.26, and you can play them now.
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Removed the status effect “Disarmed” from the terrain feature “Podium.”
Added new enemies and bosses to all regions.
Added a “Garrison” area before the Departure Grounds to separate the journey starting area.
Improved enemy movement/deployment AI in battle events.
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Fixed a bug where on-death traits would not activate when a piece died due to the terrain feature “Fissure.”
Fixed an intermittent bug where, when a trait that creates a copy on death activated, the copied piece would immediately die.
Thank you.
Hello, Commanders. This is I M GAME.
Today, we’d like to share a preview of four new bosses, one of our Early Access Q3 milestones.
A new boss will appear in each region to stand in the way of your expedition. With mechanics and battle patterns that differ from existing bosses, we hope they will bring new challenges and fresh ways to enjoy the game.
Heavy Ballista
At the end of each round, designate 1 random column. When attacking, fires an arrow along the designated column, dealing damage to the first allied or enemy target hit along its path.
Bullseye
If the arrow hits the enemy Commander, Heavy Ballista designates 1 additional column next round.
Dragon Cult Watcher:
Leap: Before the allied Boss is attacked through an empty lane, moves in front of the enemy piece attacking the Boss and gains Dodge for 1 round. Activates once per battle.
Dragon Cult Sentinel:
Readiness: Upon surviving a hit, gains Attack +1 and moves to a random adjacent tile if possible.
Unlike the Dragon Cult Leader, who unleashes wide-area attacks, the Siege Captain loads and fires a fearsome heavy ballista to strike a single target with precision within a narrow range. The ballista fires along the designated column and hits the first target in its path. Even if one of his own minions fails to move out of the way, the Siege Captain will fire without hesitation.
Since enemy pieces can also be hit, you might think, “Then I can just keep making enemies take the shot instead.” However, the Siege Captain’s minions move sideways when they are hit. Even if you place an allied piece behind an enemy piece to avoid the ballista, once combat begins, that enemy may slip to the side and leave your ally exposed to the shot.
If the Siege Captain’s ballista hits the Commander, one more arrow will be loaded for the next round. Taking one hit just because the Commander has enough HP may lead to a much stronger attack that cuts down your mercenaries like fallen leaves.
Sand Illusion
Upon surviving a hit, summons 2 allied pieces on random tiles. The summoned pieces gain additional HP equal to the damage taken by the boss.
Solar Gaze
At the end of each round, designates the enemy Commander as the attack target. The designation is removed upon taking damage.
The Mesmerist of the Sun has no separate minions. But be careful. If you underestimate him because he stands alone, your mercenaries may be worn down by countless Sand Specters and fall one by one.
When you attack the Mesmerist, he summons Sand Specters on empty tiles. These Sand Specters gain additional HP equal to the damage dealt to the boss. You may feel satisfied after raising an ace mercenary and landing a powerful blow, but soon after, Sand Specters just as sturdy as that attack was powerful will appear and form a wall in front of the Mesmerist. If the attack was a critical hit, the situation becomes even more terrifying.
Once these Sand Specters become a shield, it becomes increasingly difficult for the player to damage the Mesmerist. Meanwhile, while the expedition is distracted by the illusions, the Mesmerist directly attacks the Commander. If you cannot deal with the illusions quickly, the Commander may fall before your mercenaries do.
Mind Control
At the end of each round, takes control of the enemy piece that attacked this unit most recently during the previous round, turning it into an ally. If the controlled piece is defeated, it returns to the enemy reserves.
Synchronization
If there is a controlled piece on the battlefield, attack the enemy Commander directly.
Orc Fanatic
Follower: While on the battlefield, gains Attack +1 and Speed +1 for each piece controlled by the Boss.
Orc Disruptor
Distortion: While on the battlefield, pieces that attack this unit attack the Boss instead. Activates once per battle.
The familiar mechanic seen in many films, comics, and animations — controlling allies and turning them against you — is coming to Master of Piece. The Orc Warlock enchants the mercenary that attacked him and turns that piece to his side. Your allied mercenary becomes the Warlock’s puppet, raising their blade toward the Commander against their own will.
The Orc Warlock absorbs power from the pieces under his control and prepares a powerful attack. If one of your allies is controlled, you will need to deal with them quickly. If there are allies being controlled, the Orc Warlock gathers the absorbed power and directly strikes the Commander, making the battle even more difficult.
Fortunately, controlled allies do not permanently die when defeated. Instead, they return to your reserves. There is no need to hesitate. Keep your strongest, most developed key pieces from falling under his control, and suppress any controlled allies as quickly as possible.
A new boss has appeared in Ember Chasm as well.
However, this being does not reveal itself easily. Commanders confident enough to venture deep into Ember Chasm are encouraged to seek it out and face the challenge directly.
That said, this boss fights with an extremely aggressive combat style, so even a small mistake can lead to heavy damage. Stay alert, and do not let your guard down.
The four new bosses introduced today are not simply enemies with high HP and Attack. They are being designed to reshape the battle experience of each region.
Please note that everything introduced today is still in development, and some details, values, or effects may change by the time the update goes live. We will continue to introduce the new content included in the Q3 update step by step.
We look forward to your interest and feedback.
Thank you.
Hello, Commanders. This is I M GAME.
The Steam Summer Sale is almost here!
From June 25 to July 9, Master of Piece will be available at 10% off.
Alongside the sale, we will also be releasing a new update. This summer sale update will add new Elite Battle enemies and bosses. In today’s preview, we would like to introduce the new Elite Battle enemies first.
Since the May update, Elite Battles are no longer mandatory encounters during your journey in Master of Piece.
Previously, certain nodes on the journey map were fixed as Elite Battles no matter which route you chose. Now, instead of being fixed to specific nodes, Elite Battles appear randomly across the journey map, offering Commanders a high-risk, high-reward choice.
The rewards for Elite Battles have also changed.
Previously, Elite Battles rewarded Relics. Now, Trait Upgrades, which were previously rewards from boss battles, will appear as Elite Battle rewards.
This means Commanders can now obtain more Traits through battles, not only through building events, and enhance those Traits through Elite Battles to maximize synergies between mercenary Traits.
You can enter up to two Elite Battles per region. However, Elite Battles feature enemies with much stronger stats and Traits than regular battles. If you rush into an Elite Battle blinded by the promise of better rewards, your journey may end right there.
Now, it will be important to accurately judge how much damage your Commander can endure, and whether your allied pieces can defeat the enemies before that damage becomes too much.
With that said, let us introduce the new Elite Battle enemies coming in the next update.
Dragon Cult Judge
Verdict: Upon surviving a hit, grant Vulnerable to the piece that attacked it.
Dragon Cult Executioner
Sentence: While on the battlefield, gain Rooted. On its turn, attack a random enemy piece. If there is an enemy piece with Vulnerable, attack that piece first.
If you try to defeat the Dragon Cult Judge first, the allied piece that attacked it will be left Vulnerable and may be struck down by the Executioner’s counterattack.
Neither enemy has extremely high Attack, but damage is doubled while a piece is Vulnerable. In Region 1, where your mercenaries do not yet have much HP, the Executioner’s attack can be quite dangerous.
Fortunately, the Dragon Cult Judge itself does not hit very hard. The key will be to avoid fighting the Judge as much as possible, or accept a certain amount of damage, while taking down the Dragon Cult Executioner first to protect your allied pieces.
Soul Eater of the Sun
Sunward Guard: Protects and takes damage dealt to allied pieces around it.
Hunter of the Sun
Solar Mark: If there is a Soul Eater of the Sun around it, gain Attack+1.
In this battle, it is more important to quickly defeat the Soul Eater of the Sun with overwhelming firepower than to drag the fight out.
Even if you attack the Hunter of the Sun, the Soul Eater will take the damage instead when protecting nearby allies. Because of this, simply choosing a better attack target or position may not be enough to solve the fight.
Prioritize placing pieces with high Attack, eliminate the Soul Eater of the Sun quickly, and cut off the source of the Hunters’ buffs.
Orc Sentinel
Moving Bulwark: While on the battlefield, every time this piece or an allied piece moves, gain HP+1.
Orc Assasin
Shadow Assasin: After attacking an enemy piece, swap positions with an allied piece with the highest HP.
The Orc Assasin swaps positions with the allied piece that has the highest HP whenever it attacks. Even if you try to defeat the Assasin first, its position will keep changing, and each swap will allow the Orc Sentinel to keep gaining HP.
The longer this battle goes on, the more HP the Sentinel will accumulate, making the fight increasingly difficult.
Use pieces with area attacks or ranged attacks to pressure the Orc Assasin first, and break the enemy formation before the Sentinel’s HP grows out of control.
Drakin Summoner
Warrior Call: At the end of the round, summon 1 Drakin Warrior.
Drakin Warrior
Warband: While on the battlefield, gain Attack and Speed equal to the number of other Drakin Warriors.
The Elite Battle in Ember Chasm is defined by sheer numbers.
If you cannot defeat the Drakin Summoner quickly, more Drakin Warriors will continue to join the battlefield. And the more Drakin Warriors there are, the more Attack and Speed each one gains.
Before long, the battlefield may be filled with empowered Drakin Warriors, and your expedition may face a counterattack that is almost impossible to withstand.
Keep the number of Drakin Warriors under control before they become unmanageable, and focus your attacks on the Drakin Summoner to cut off the source of the enemy’s strength.
The new Elite Battle enemies will be available in the next update.
Each region’s Elite Battle will now feature clearer combat patterns and more distinct threats. Will you take the risk for greater rewards, or continue your journey safely?
Your choice will decide the fate of your expedition.
Thank you.
Hello Commanders, This is I M GAME.
Today, we’d like to inform you of the bug fixes and improvements included in the Patch 1.6.23.
Fixed a bug where the game could occasionally freeze when a mercenary targeted by the boss died.
Fixed a bug where a mercenary duplicated by the relic “Violet Mirror” could occasionally trigger its death animation.
We hope you’ll continue to join us on the next journey of Master of Piece.
Hello Commanders, This is I M GAME.
Today, we’d like to inform you of the bug fixes and improvements included in the Patch 1.6.21.
Fixed an issue where items obtained through ‘Grimoire of Creation’ during battle could not be canceled.
Fixed an issue where mercenary deployment could not be canceled after using the item ‘Grimoire of Liberation’.
Fixed an issue where mercenaries copied by the obstacle ‘Rippling Crystal’ would have their Speed copied as 1 if their Speed was 0.
Fixed an issue where the enhanced version of the trait ‘Shockwave’ did not grant Health.
Fixed an issue where “&hls” appeared in the enhanced description of the relic ‘Eagle Badge’.
Fixed an issue where the boss’s indicating effect would not reactivate when canceling a mercenary movement with right-click.
Fixed an issue where the additional attack triggered by the relic ‘Keen Shears’ would cause the trait ‘Tornado’ to react and trigger again.
Fixed an issue where the activation notification UI for the trait ‘Offering’ was displayed twice.
Updated the text for the achievement ‘Flawless’.
Changed the effect of the ‘Cleric’ 6-combination bonus, which grants Attack equal to the increased Health, so that it only activates during battle.
Changed mercenary duplication on the battlefield so that status effects gained from Tile Effects are removed when a mercenary is copied.
Attack gained from critical hits is now displayed in the mercenary detail window.
Added a motion when upgrading facilities at the Outpost.
The demo version has been updated to 1.5.20. This update includes Bonds of the Battlefield and all updates currently applied to the full game.
Gameplay remains the same as before, allowing players to play up to Region 2.
Hello Commanders, This is I M GAME.
Today, we’d like to inform you of the bug fixes and improvements included in the Patch 1.6.18.
Fixed a bug where the game would freeze when an enemy mercenary moved from one Tile Effect, ‘Puddle of Water,’ to another ‘Puddle of Water.’
We hope you’ll continue to join us on the next journey of Master of Piece.
Hello Commanders,
This is I M GAME.
Master of Piece will be participating in PlayX4,
held from Thursday, May 21 to Sunday, May 24
at KINTEX Exhibition Center 1 in Ilsan.
At our booth, we’ll be hosting an event where visitors can try the game and receive a Master of Piece keyring.
If you’re planning to visit the event, be sure to stop by Booth C54.
We’re looking forward to meeting you in person and talking with you there.
See you at PlayX4!
Hello Commanders, This is I M GAME.
Today, we’d like to inform you of the bug fixes and improvements included in the Patch 1.6.13.
Fixed a bug where the Violet Mirror relic also worked on enemies.
Fixed a bug where, when entering a boss battle, relic effects that restored the Commander’s HP were not reflected in the value displayed in the upper-left corner.
Fixed a bug where Dodge was not removed when taking damage that was not caused by being hit.
Fixed a bug where the record for highest single-hit damage was sometimes not updated.
Fixed a bug where traits that activate on deployment sometimes did not trigger.
Fixed a bug where canceling the upgraded version of the Coercion trait only removed the Vulnerable status effect, while the Disarm status effect remained.Thank you.
We hope you’ll continue to join us on the next journey of Master of Piece.
Hello Commanders, This is I M GAME.
Today, we’d like to inform you of the bug fixes and improvements included in the Patch 1.6.12.
Fixed an issue where, in some cases, players could select a card event reward that removes Rumor even when there were no mercenaries with Rumor.
Thank you.
We hope you’ll continue to join us on the next journey of Master of Piece.
Hello Commanders, This is I M GAME.
Today, we’d like to inform you of the bug fixes and improvements included in the Patch 1.6.11.
Fixed an issue where the Ensnare trait could also trigger on allies.
Fixed an issue so that the Settings menu can still be accessed if a bug occurs when combat ends.
Thank you.
We hope you’ll continue to join us on the next journey of Master of Piece.
Hello Commanders, This is I M GAME.
Today, we’d like to inform you of the bug fixes and improvements included in the Patch 1.6.10.
Fixed a bug where the Commander ability Swift Sword could be used on enemies with 0 Speed.
Changed the Commander ability Swift Sword so that it can no longer be canceled.
Fixed a bug where the Prophecy trait, which activates “when surviving for 1 round,” was incorrectly displayed as activating “on deployment.”
Fixed a bug where the Maneuver trait would intermittently fail to activate during boss battles.
Fixed a bug where enhancement rewards could still be selected in card events even when all mercenaries had reached the maximum enhancement level.
Thank you.
We hope you’ll continue to join us on the next journey of Master of Piece.
Hello Commanders, This is I M GAME.
Today, we’d like to inform you of the bug fixes and improvements included in the Patch 1.6.8.
Fixed a bug where the game could crash when duplicating a Cleric mercenary at the third bond of Cleric.
Fixed a bug where upgrading relics that increase Bond values would not apply the effect immediately.
Fixed a bug where the Unholy Light trait could conflict with the Drum of Farewell relic.
Thank you.
We hope you’ll continue to join us on the next journey of Master of Piece.
Hello Commanders, This is I M GAME.
Today, we’d like to inform you of the bug fixes and improvements included in the Patch 1.6.7
fixed a bug where the game would freeze on a black screen after the intro when starting a new slot.
Thank you.
We hope you’ll continue to join us on the next journey of Master of Piece.
Hello Commanders, This is I M GAME.
Today, we’d like to inform you of the bug fixes and improvements included in the Patch 1.6.6.
Fixed a bug where, when cloning a dead Mercenary, the cloned Mercenary could not be moved.
Fixed a bug where ‘Sharp Chain’ from ‘Orc Decimator’ did not prioritize the last deployed Mercenary when multiple Mercenaries had the same Health.
Fixed an intermittent bug that occurred when changing the Commander in the Guild.
Fixed a bug where, upon entering the Commander's ability upgrade reward event, the Health displayed in the top-left corner differed from the Health shown in the brief info panel.
Fixed a bug where the effect received by a Mercenary with the ‘Speed Enchant’ trait remained even after deploying and then canceling that Mercenary.
Thank you.
We hope you’ll continue to join us on the next journey of Master of Piece.
Hello Commanders,
This is I M GAME.
Steam Deckbuilders Fest is on!
Please refer to our previous Update Previews for details of the update.
Today, we’d like to inform you of the bug fixes and improvements included in the Patch 1.6.5.
Added the Tile Effect system to combat events.
Added the Bond Effect system between mercenaries.
The existing allied flag has been changed to the Commander, and unique Commander traits have been added.
Added the building event ‘Field Infirmary’.
Elite battle victory rewards have been changed to the ‘Trait Reinforcement’ reward event. If there are no mercenaries that can be reinforced, this will be replaced with obtaining a relic.
Added the ‘Commander Ability Enhancement’ reward event upon winning a boss battle.
Added 16 new items.
Added 34 new relics.
Added 20 new mercenaries. (10 for Sigmund / 10 for Livius)
Fixed an issue where the effect range of the trait ‘Speech’ was functioning abnormally.
Fixed an issue where the effect of the relic ‘Candelabrum of Vengeance’ did not activate when repositioned.
This update marks the first step toward greatly expanding the combat structure and strategic depth of Master of Piece.
We will continue to gradually add new battles, Commanders, content, challenge elements, and more as we further improve the game throughout Early Access.
You can check the image below to see the main update directions we are preparing for the rest of 2026.
Please note that some items included in the roadmap are still in development or under review, and their release timing or details may change depending on the development status.
We hope you enjoy developing your own strategies on the newly transformed battlefield introduced in this update. Thank you.
Commander, greetings,
This is I M GAME.
Today, we’d like to introduce the third preview of the update: The Commander Joins the Battle.
Alongside the previously introduced Tile Effects and Bond system, this is a major change that significantly impacts gameplay.
The flag will no longer appear in combat. Instead, Sigmund and Livius will directly participate in battle as Commanders.
Unlike other pieces, the Commander does not initiate attacks. However, when attacked, they will counterattack, dealing damage equal to their Attack, and trigger effects based on their traits.
Sigmund – Riposte: When hit, counterattacks the piece that dealt damage to him.
Livius – Punishment: At the end of each round, attacks all pieces that dealt damage to him that round and applies Cannot Attack for 1 round.
The core rule of Master of Piece remains the same. Just as the journey ended when the flag’s HP reached 0, the expedition will now fail if the Commander’s HP reaches 0.
However, unlike the previous version where the flag had only 8 HP, the Commander now has 20 HP, allowing for more flexible and forgiving combat management.
With the Commander’s increased HP, players can now choose to sacrifice the Commander’s health in battle to keep their pieces alive.
However, this also means the Commander will take damage more frequently, and there will be moments where their survival becomes uncertain.
To make the Commander’s HP a meaningful resource, we’ve added a new building event: the Infirmary.
At the Infirmary, you can restore the Commander’s HP or increase their maximum HP.
If your Commander’s health has been worn down through repeated battles, consider visiting the Infirmary to prepare for what lies ahead.
Previously, Master of Piece had a structure where the combat experience varied greatly depending on player skill.
Experienced players could clear battles consistently with minimal damage to the flag, while less experienced players often saw their runs end abruptly once the flow of combat turned against them.
As a result, the experience could feel too easy for some, and too punishing for others.
The Commander system was introduced to address this issue.
Now, even when taking damage in battle, it doesn’t immediately lead to defeat. The Commander can endure, retaliate, and allow the fight to continue.
Even if players fall behind early, they can recover through the Commander’s counterattacks, creating an experience of “surviving through the battle” rather than outright failure.
That said, this change is not simply about lowering difficulty.
Damage taken in combat accumulates as a loss of the Commander’s HP, affecting the rest of the journey.
Skilled players will be able to manage their HP efficiently and push further, while less experienced players may overcome individual battles but face increasing pressure later due to accumulated losses.
With this in mind, the overall difficulty of the journey has also been adjusted.
What we aim for is a shift in how defeat feels—from a “sudden, immediate loss” to the “result of accumulated decisions.”
If you had preserved a bit more HP in earlier battles, chosen to recover at the right moment, or taken a different path, the outcome might have been different.
We want players to reflect on their decisions and approach the next run with better judgment—naturally leading to the motivation of “one more try.”
Beyond what we’ve introduced in these previews, there are many more improvements aimed at enhancing the overall gameplay experience.
New relics, items, and traits have been added, and both balance and level design have been refined.
The update arrives next week—we hope you’re looking forward to it.
After playing, we’d greatly appreciate it if you could leave us your honest feedback. It helps us a lot.
Hello Commanders,
This is I M GAME.
Today, we would like to introduce the new Bond system coming in the upcoming update.
The Bond system activates special effects when you recruit mercenaries that share the same Bond.
Each mercenary has one Bond, and when you recruit a certain number of mercenaries with the same Bond, its effect is activated.
Previously, team compositions focused mainly on individual mercenary abilities and traits.
Now, choosing which Bond to build your expedition around has become an important strategic decision.
Bond effects go beyond simple stat bonuses and are designed to influence the flow of battle.
Players can focus on completing a specific Bond or combine multiple Bonds to create various strategies.
Specialist
At 2 units: All Specialists gain Attack+1.
At 4 units: All Specialists gain Attack+1. When a Specialist is deployed, grant nearby allied mercenaries Attack+1.
At 6 units: All Specialists gain Attack+2. When a Specialist is deployed, grant nearby allied mercenaries Attack+2.
This Bond pairs well with mercenaries that have a high critical strike chance.
Guardian
At 3 units: 1 round after deploying a Guardian, apply Vulnerable to all enemy mercenaries on the battlefield. Gain HP+1 for each application.
At 5 units: 1 round after deploying a Guardian, apply Vulnerable to all enemy mercenaries on the battlefield. Gain HP+2 for each application.
A reliable Bond that both protects allies and provides support.
With this update, we hope to provide more meaningful choices during both combat and deployment.
Find the Bond that best fits your composition and unleash its full potential.
Previously, strategies heavily revolved around empowering a single mercenary or combining individual traits.
The Bond system was introduced to add another layer of decision-making.
Rather than simply choosing strong mercenaries, we wanted outcomes to change depending on how mercenaries are used together.
Most Bonds are designed to activate during combat,
ensuring that meaningful decisions occur not only during team building but also during battle.
Through this system, we aim to encourage players to explore diverse builds and discover new ways to approach each fight.
This major update will introduce a wide range of changes across both the journey and the battlefield.
While the new flow may feel unfamiliar at first, it also brings new strategic possibilities and choices.
We will continue improving the system while preserving the unique identity of Master of Piece, so that more players can enjoy a better experience.
Please share your feedback through Discord and the Steam discussion boards, and continue this journey with us.
Thank you.
Hello Commanders,
This is I M GAME.
Update
Enjoy 20% discount during the Deckbuilding Fest (May 4–11)
Tile Effects: Special terrain effects will appear on neutral tiles across the battlefield
??? (To be revealed next week!)
New Mercenaries & Traits
New Relics
New Items
Experience Master of Piece with a whole new layer of strategy at our highest discount yet.
We’ll be revealing more update details through upcoming developer notes, so stay tuned.
Today, we’d like to introduce one of the key features of this update: Tile Effects.
Tile Effects are special tiles that are randomly generated on neutral tiles at the start of battle.
Each region features different Tile Effects, and units standing on these tiles will gain various effects.
Carefully reading the battlefield and making the most of these Tile Effects will be key to optimizing your strategy.
In this developer note, we’ll introduce just one Tile Effect per region. Be sure to discover the rest in-game after the update.
The piece on this tile gains Dodge. This tile effect will be removed once the piece on this tile gets attacked. The tile effect will be respawned after 2 rounds.
This allows for the kind of “bush play” that many players enjoy in other games to be used in Master of Piece as well. Although the effect itself is simple, it grants the powerful benefit of dodge, so claiming it quickly before the enemy can make use of it will likely be very important.
At the end of each round, the piece on this tile moves to the other side of the tunnel. If there is a piece on the other side, pieces will swap places.
This can be used to reposition allies when Action Points are limited, or as a way to escape dangerous enemies. Since the effect applies to both allies and enemies, it also opens up opportunities to disrupt enemy positioning and turn the tide of battle.
After 2 rounds, the tile collapses and the piece on the tile is executed. Then this tile effect will respawn on a random tile.
As the name suggests, the ground gives way beneath the unit, causing it to fall and be eliminated.
Starting from the third region, more hazardous tile effects begin to appear. Avoid putting your units at risk, while guiding enemies into these tiles to gain an advantage.
Erupts after 3 rounds and executes 3 pieces on 3 random tiles. Then this tile effect will be respawned on a random tile.
This Tile Effect erupts at a fixed timing. You will need to pay close attention to both deployment timing and positioning so that your strongest pieces do not get taken out by an eruption before they have a chance to shine.
As we mentioned before when talking about the earlier history of Master of Piece, Tile Effects also existed in past versions of the game.
For example, the GIF above shows the old Mist Tile Effect from the Hill of Sunshine, which reduced the Speed of the piece standing on that tile to 0.
Like the current version, the old Tile Effects were meant to add variety to battles and keep combat from feeling repetitive. However, most of them were designed in ways that affected the player negatively. Whether they would trigger, when they would trigger, and even which tile they would move to were all random, so players often had to deal with frustrating situations where mist would suddenly appear on a tile occupied by an allied piece in the middle of battle and inflict an unavoidable penalty.
At that time, there was also no Action Point system, and allied pieces could not be moved. If a piece got caught in the mist, there was no way to save it, and players simply had to sit there helplessly and watch it get slaughtered by enemies.
RNG elements have many strengths when it comes to adding variety and freshness to gameplay, but this was also the moment we realized that RNG the player has no control over can easily create a sense of helplessness.
That is why, when reworking the Tile Effect system this time, our top priority was to make sure players could check these random effects in advance and prepare for them.
Instead of having Tile Effects suddenly rise up in the middle of battle, we changed the system so that the information is provided from the very start of combat. We also made sure that their major effects do not trigger right at the beginning of battle, but only several turns later, so that players have room to anticipate and respond.
In other words, we wanted Tile Effects to become more than just disruptive elements in battle. Our goal was for them to serve as a new strategic layer that players can plan around, manage, and turn to their advantage.
Of course, we do not think the system is perfect yet. How it feels in actual gameplay, and which kinds of Tile Effects create the most interesting decisions, are things that will become clearer through your feedback.
Once the update is live, we hope you’ll try out the new Tile Effects for yourselves and let us know what you think, whether it’s a clever use you enjoyed or something that felt lacking. Your feedback will be a huge help as we continue refining and improving the system.
We’ll continue introducing the rest of the update content one by one through future developer notes, so please look forward to it.
See you on the battlefield on May 5.
Hello, Commanders,
This is I M GAME.
In Part 1 of our previous Developer’s Note, we looked back on how Master of Piece evolved from its early prototypes and mobile version into a game that eventually shifted toward the PC platform.
In this post, we would like to continue that story by revisiting the period in which Master of Piece came even closer to its current form through offline exhibitions, the release of the demo, and preparations for Early Access.
Looking back, this period was not simply about adding more content. It was also a process of examining the game’s structure through the reactions of real players, and more clearly determining what should remain and what needed to change.
So now, let us begin from the BIC exhibition.
(2024년 8월)
After about four months of incorporating feedback gathered through CBT and porting the game to PC, we participated in our first offline exhibition.
We thought we had prepared as thoroughly as we could, but since it was our first exhibition, there were still many areas where we were inexperienced.
Among them, the most critical issue was that the game had no in-game tutorial.
We had to personally explain everything to each visitor who came to try the game: how mercenaries moved and fought, what traits were, and even what the numbers attached to each mercenary meant.
As the exhibition went on, repeating the same explanations over and over became quite exhausting, and at one point we even wondered whether we should at least prepare a simple printed guide.
Still, because of that experience, we were able to clearly identify which explanations were truly necessary and which parts first-time players struggled with the most. As a result, when we later created the tutorial, we were able to extract only the essential information and put it together relatively quickly.
There were also several parts of the game system that were quite different from what players see now.
At the time, bosses were placed directly on the battlefield just like regular mercenaries, and battles progressed while they moved left and right. There was even a mechanic where two bosses would appear in a single battle and switch positions as they fought.
However, this structure came with a number of problems.
Since the player’s mercenaries could not move at the time, it became excessively difficult to deal damage to the boss if it kept shifting left and right. Even if the player had deployed mercenaries with strong trait synergies, there were many cases where the boss would simply move aside, leaving no chance to make proper use of those traits.
There was also an issue with clarity. In normal battles, victory was achieved by destroying the enemy flag, but boss battles changed that condition so that players had to defeat the boss directly. This often caused confusion about the win condition itself.
As a result, the boss was reworked into a form that effectively replaced the role of the enemy flag, which eventually led to the current boss structure: one that performs pattern-based attacks at specific moments.
(March 2025)
Even after BIC, as we continued participating in several more exhibitions, we came to realize that the fastest and most effective way to evaluate the elements we had planned and built internally was, in the end, player feedback.
From the CBT we held in 2024 through BIC, it was the first time we had begun receiving direct feedback from a broad range of players, and each time we could clearly feel the game’s level of polish improving in noticeable ways.
Because of that, we began actively organizing a clearer development and release schedule for the demo, which until then had not been fully locked in, and ultimately released it in March 2025.
The major changes made during this period were as follows.
The original name, Masterpiece, was chosen to carry several meanings inspired by the idea of leading pieces on a journey, such as “master of the pieces,” “the final piece,” and “a masterpiece.”
However, because many other works used the same title, it was disadvantageous in terms of search visibility. In the end, we changed the name to Master of Piece, which felt somewhat familiar to existing players while also being easier to search for.
In fact, even while we were still using the name Masterpiece, some people told us it was hard to search for and felt too common as a word. On the other hand, some found it amusing and said things like, “Calling your own game a masterpiece is pretty bold.”
When we were changing the title, we considered many candidates, and even asked foreigners near our office for their opinions in order to find a name that would not sound grammatically awkward to North American players while still fitting the tone of the game.
Previously, players could play a simple minigame in the Casino and receive various rewards depending on the result.
At the highest reward tier, it was even possible to recruit Wild Mercenaries, who were stronger than normal mercenaries.
However, much like the card events, the Casino felt somewhat disconnected from the core gameplay. We felt that if left in place, it could blur the game’s central focus, so we decided to remove it.
In the past, the Shaman’s Hut had a rather brutal system: if upgrades failed, the mercenary being upgraded would be destroyed.
To be honest, we do not remember exactly why we implemented that structure in the first place, but since the game was heavily inspired by Inscryption at the time, we believe we partially borrowed that kind of upgrade concept from it.
However, Inscryption places heavy emphasis on experiencing its narrative and presentation, so even negative events can feel justified within its context.
Master of Piece, on the other hand, is a game much more focused on strategic decision-making and building up a run, and we had not fully accounted for that difference.
In a game where players are expected to keep growing their core mercenaries throughout an expedition, losing a key unit entirely because of a failed upgrade often caused the run itself to collapse. Unsurprisingly, player frustration with this was very high.
As a result, the Shaman’s House was changed into an upgrade-focused building event that grants either Attack or Health with a 100% success rate.
The Rumor system also used to contain both positive and negative rumors.
When players visited the tavern and applied a rumor, one would be assigned at random, which meant that players sometimes entered hoping to strengthen a mercenary only to end up with a strange negative rumor instead. It almost felt as if the mercenary had gone into the tavern and caused trouble on the way out.
This caused problems similar to those of the Shaman’s House. Players would enter expecting improvement, only to continue their expedition with a weakened unit instead. In the end, all negative rumors were removed, and the system was changed so that players could choose one of three positive rumors instead.
After that, up until the release of Early Access, we continued developing the game while gradually expanding the demo version and preparing for launch.
After releasing the Prologue in July, we also participated in exhibitions such as Gamescom and PAX West, where the game received a great deal of interest and positive responses. Many indie game YouTubers also played our demo during this time.
If the basic structure and systems of the game were largely established through the demo, then during the period leading up to Early Access, the major task became securing enough content volume.
After most of our exhibition schedule wrapped up in the second half of the year, with Tokyo Game Show serving as the final stop, we focused on developing Regions 3 and 4, along with a new Commander, Livius.
Duskwind Plains
Ember Chasm
Like Slay the Spire, Master of Piece was planned around having a total of three Commanders, allowing players to enjoy strategic variety by approaching the same journey with different playstyles.
Because of that, when designing the second Commander, our goal was to create someone who would offer an experience distinct from Sigmund while also appealing to more hardcore players with a higher level of difficulty.
At first, we designed the concept around an ability called “Persona” which allowed players to dynamically lead battles by switching between offensive and defensive modes.
However, through actual development and testing, we found that this structure created too steep a learning curve and far too much complexity.
In the end, in order to preserve the depth we originally intended while establishing a clearer direction, we fully reworked the idea. The result was the current concept for Livius, a Commander who activates mercenary traits using a unique resource called Resolve.
At present, based on feedback and data from each Commander, we are also preparing a new Commander that we hope to introduce by the time of full release.
After securing enough content volume and going through sufficient QA, Master of Piece was released into Early Access on February 4.
Since then, we have continued identifying and improving the game’s problems based on the feedback left by many players, and we are still developing toward full release.
In this post, we looked back on the changes that took place from the BIC exhibition through the demo release and the preparations for Early Access.
Through this process, Master of Piece was able to refine its structure and move in a clearer direction through player feedback.
And that momentum still continues today.
Alongside the teaser video that will be revealed soon, we hope to show you an even more expanded version of Master of Piece through the update scheduled for May 5.
As a small preview, we are sharing a few simple screenshots from the next update. We hope you look forward to it.
Hello, Commanders,
This is I M GAME.
In today’s Developer’s Note, rather than introducing newly updated content, we would like to look back on the journey of how Master of Piece has been developed so far.
Master of Piece was not a game that began development with every part of its design already finalized. Rather, it is a game that has gradually taken shape over the course of about three years, through countless revisions and experiments in many different directions.
So in this post, instead of simply listing changes, we wanted to first talk about the thoughts, decisions, and turning points that led us to where the game is today.
For us, this record is not only a way of organizing the path we have taken so far, but also a way of showing what kind of mindset we have as we continue working toward completing Master of Piece.
By sharing the long process of trial and error, the many changes we made along the way, and the direction we held onto throughout it all, we hoped to convey our sincere desire to make this game into something even better.
It was around three years ago that Master of Piece truly began development in earnest.
At the time, we were planning to make a mobile game rather than a PC game, and the genre we had in mind was also far more casual than it is now.
In the early stages, with only a small team, we tried out many different ideas and gradually refined the direction around the ones we believed were fun.
As that process continued, both the platform and the genre changed as well, and the current Master of Piece was built through the accumulation of those decisions.
Now, let us take a look back at the major versions in chronological order and talk through the changes one by one.
(March 2023)
The version from this period was being developed under the name Swipe Match.
There was also an even earlier Swipe Match prototype before the one shown here—a casual game where, much like 2048, you would swipe blocks left and right to build up strength and consume red enemy blocks.
At that stage, we set aside the game’s worldbuilding and detailed setting for later, and focused instead on verifying whether the core structure itself was fun.
So, with only left-and-right movement and the bare minimum of stats implemented, we first tested a system where blocks were placed and then fought against other blocks in the same row.
Once we felt that this structure had potential, we began gradually adding elements such as obstacles and special abilities.
Looking back from today’s perspective, those special abilities can be seen as the earliest form of what would later become the mercenary traits in the current game.
(2023년 5월 ~ 2024년 4월)
This version was the stage where we took the framework of the prototype introduced earlier and began building on it in earnest by adding a medieval fantasy setting and the premise of hiring mercenaries to embark on an expedition.
From the footage alone, it may not look drastically different aside from the improved visuals, but in reality, many of its systems were quite different from those of the current Master of Piece.
At the time, we had come up with the title Masterpiece, inspired by the idea of leading pieces on a journey, while also carrying layered meanings such as “master of the pieces,” “the final piece,” and “a masterpiece.”
The basic rule—destroy the enemy flag to win—was the same as it is now.
However, back then every battle had an 8-turn limit, and if neither flag had been destroyed by the end of turn 8, the side with the higher remaining flag HP would be declared the winner.
At the time, there were three expedition resources: Fame, Morale and Silver.
These resources could be gained or spent through content similar to the current building events and card events, and they always had to be maintained above a certain level. If even one of the three dropped to 0, the expedition would fail.
As shown in the footage, during this period the game switched between a top-down view during preparation phases and a quarter view during battle.
Looking back now, it was quite an inconvenient choice.
At the time, we believed that a top-down view would feel more comfortable during deployment, much like when playing chess or janggi, while a quarter view during combat would better showcase the field and the design of the pieces, adding more visual appeal than a flat top-down presentation.
It sounded reasonable at the planning stage, but in practice it turned out to be a poor decision both from the player experience side and from the development side.
From the gameplay perspective, constantly switching perspectives during battle made the experience more confusing and harder to focus on.
If we had to compare it to something, it felt a bit like trying to play chess while someone next to you keeps grabbing the board and changing the view angle every ten seconds.
From the development side, it was also a major issue.
Whenever we added combat effects such as attacks, hit reactions, or death animations, we had to make them work for both perspectives at once. And the overlap between “visually interesting” and “natural from both angles” was far smaller than we had expected.
In the end, we decided to keep only the quarter view, and the top-down view remains only as a record in this Developer’s Note.
(May 2024)
After about a year of development, once we had a playable build ready, we ran a CBT with volunteers from the gaming community.
Many of the improvements mentioned above were refined through the feedback we received during this period.
Around this time, there was also a tile effect system in the game, separate from the current obstacle system, designed to introduce additional variables into combat.
(Tornadoes on the tiles were the tile effects back then.)
This system was mostly designed around negative effects for the player, and not only was the tile on which it activated random, but the tile it moved to over time was random as well.
However, through CBT we received a great deal of feedback that this heavy RNG element created frustration. We continued revising and trying to improve it even into the demo stage, but ultimately the system was removed.
For example, it included effects such as:
Fog: Mercenaries affected by Fog lose 1 Speed.
Sandstorm: Mercenaries affected by Sandstorm become Vulnerable.
Lightning Strike: At the start of the round, lightning strikes the tile and Stuns the mercenary on it for 1 turn.
(This idea was later reworked in a different direction into the Terrain system, a gimmick that players can actively make use of. We will be sharing more details on this in next week’s update preview.)
The most important conclusion we gained through the CBT was that this game fit PC far better than mobile.
Internally, we had already been concerned that on mobile it would be difficult to design a business model around free-to-play monetization, while at the same time we did not believe the game had strong market potential as a premium mobile title.
On top of that, many CBT participants also told us that the game seemed much better suited to PC than to mobile.
We also believed that deckbuilding strategy was a genre with clear demand on PC, while the supply remained relatively limited, and with that in mind, we made the bold decision to shift the platform to PC.
In this post, we first looked back on how Master of Piece began and what changes it went through before becoming the game it is today.
Looking back, this stage of development was not only about building something up, but also about learning what needed to be removed and which direction we should choose.
By today’s standards, many of those earlier elements may feel unfamiliar or unfinished. But we believe that it was precisely because of those experiments and failures that our current direction was able to become clearer little by little.
In the next Developer’s Note, we will continue from the point where the game transitioned to PC, and talk about how the structure that more closely resembles the current Master of Piece gradually came into place.
Hello Commanders, This is I M GAME.
Today, we’d like to inform you of the bug fixes and improvements included in the Patch 1.5.64.
We have fixed an issue where an error in saved data during combat would prevent further progress; you can now restart the battle from the beginning.
Thank you.
We hope you’ll continue to join us on the next journey of Master of Piece.
Hello Commanders, This is I M GAME.
Today, we’d like to inform you of the bug fixes and improvements included in the Patch 1.5.63.
Fixed an issue where Critical Hit gets occasionally applied to enemy units.
Thank you.
We hope you’ll continue to join us on the next journey of Master of Piece.
Hello Commanders, This is I M GAME.
Today, we’d like to inform you of the bug fixes and improvements included in the Patch 1.5.62.
Fixed an issue where not all pieces could be selected in the Mercenary Selection popup.
Fixed an issue where the popup would not close when returning to the main menu from the Mercenary Selection screen.
Fixed an issue where mercenaries would occasionally spawn when the boss attacked during boss battles.
Thank you.
We hope you’ll continue to join us on the next journey of Master of Piece.
Hello Commanders, This is I M GAME.
Today, we’d like to inform you of the bug fixes and improvements included in the Patch 1.5.61.
Adjusted the range of the motion that occurs when a mercenary takes damage.
Slightly adjusted the stats of enemy mercenaries appearing in Enemy Battle.
Rebalanced the Flag Durability and boss HP, which had become too high.
Thank you.
We hope you’ll continue to join us on the next journey of Master of Piece.
Hello Commanders, This is I M GAME.
It has already been one month since our game launched in Early Access. We sincerely thank you for enjoying the game and for leaving so many reviews and feedback.
Even though the game is still in Early Access, your trust and support in purchasing it have become a major driving force that allows us to continue our journey toward full release.
We deeply value all the feedback you have passionately shared with us since launch, and we are reviewing it with great care. Based on the current development status and gameplay issues, we are actively prioritizing and implementing changes, so please continue to share your feedback with us. It truly helps us make the game better.
On March 17, we will be releasing the first major update since Early Access launch alongside the upcoming Spring Sale.
During the Spring Sale, the game will be available at a 10% discount, so we hope you take this opportunity to experience Master of Piece, now even richer with new systems and improved visuals.
Check out the video below to see what has changed in this update! You can find the full details in the update notes below.
To introduce more positive variables into combat and provide the thrill of dealing powerful damage at unexpected moments, we have experimented with adding a Critical Hit system. Our goal is to prevent battles from always playing out the same way, while still allowing players to feel tension and reward during moment-to-moment gameplay.
We fully understand the concerns about introducing random elements (RNG) into a pure strategy game like ours. For that reason, this system is designed as a "strategic critical hit" mechanic, differentiated from the typical random critical hits seen in other games.
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Critical activation: At the end of each round, every mercenary gains the Critical status based on their individual critical chance.
Effect: A mercenary with the Critical status gains 1.5× Attack Power for the next round.
Strategic usage: Before the next round begins, players can check which units gained Critical, and decide in advance how to reposition them and which enemies to target.
The base critical chance for mercenaries is 20%, and increases by +10% when Attack or Speed is upgraded. (Maximum critical chance: 40%)
Rather than forcing players to accept a random result, this system is designed as a controllable strategic element, allowing players to decide how to make use of the triggered effect, and we hope it will create a more engaging combat experience.
Previously, Action Points were only consumed when deploying or moving mercenaries, which made the range of strategic choices available in a turn feel somewhat limited. To address this, we have added Action Point costs to drawing and Commander abilities as well, while increasing the base Action Points granted each turn from 2 to 3.
At the start of combat, you are given 5 Action Points, and afterwards you receive 3 Action Points per turn. Drawing once consumes 1 Action Point, and using a Commander ability also consumes 1 Action Point.
(The Action Point cost for deploying and moving mercenaries remains unchanged.)
You can now check the new “Remaining Enemies” UI near the enemy flag. This UI displays the number of mercenaries left in the enemy deck, as well as the next 2 mercenaries that will be deployed.
Below is the battle screen featuring the new UI and the updated Cost system!
To help players immediately feel the impact of how much their mercenaries have grown, we added different combat motions depending on the amount of damage dealt.
In addition, when a mercenary dies, it will now be knocked backward with physics-based force and interact with other objects. We hope this makes combat feel more impactful and visually satisfying.
Damage Effects for 1–3 Damage
Damage Effects for 4–6 Damage
Damage Effects for 7+ Damage
To better match each mercenary’s name and appearance, we have separated their attack effects into physical and magical attack visuals.
Physical Attack (Sword)
Physical Attack (Spear)
Physical Attack (Bow)
Magical Attack
The strategic fun of Master of Piece comes not only from combining traits to create powerful pieces, but also from minimizing damage and gaining the upper hand in battle through careful positioning and movement.
However, in many battles so far, especially boss battles, there were numerous area-wide and board-wide attack patterns that could not be avoided no matter what choices the player made. As a result, players often had to endure damage regardless of skill, which reduced the enjoyment of strategic decision-making and frequently led to situations where the only viable option was to stack as much Health as possible and simply “tank” the attacks.
With this update, we have adjusted these unfair patterns so that the thought and care players put into each turn will feel meaningful, and so that strategic decisions can genuinely contribute to overcoming boss fights.
Sharp Chain
Before: At the start of battle and the end of each round, mark the furthest enemy piece and 2 random enemy pieces in different rows.
After: At the end of each round, Targets 1 enemy piece with the highest HP in each row. Retargets if positions change. If there are units with the same HP, the piece deployed last will be targeted.
Ravenous Chain
Before: On its turn, it throws a chain at the designated pieces to attack them. It deals damage twice to all enemy pieces except the furthest one.
After: When attacking, throws chains at the targeted pieces to attack them.
Previously, Orc Decimator always attacked random mercenaries in each row, which often resulted in low-HP mercenaries being eliminated too easily in ways that felt unfair.
To address this, the target selection has been changed from random to the mercenary with the highest current HP. In addition, its attack has been adjusted from dealing damage twice to all enemy mercenaries except the farthest target, to dealing damage only once instead.
Through this change, we aimed to reduce situations where important pieces are unfairly eliminated regardless of player strategy or skill, and to allow players to overcome the boss through more strategic positioning that distributes damage across different pieces.
Divine Verdict
Before: If Knowledge is 5 or higher at the end of the round, targets all tiles. Upon attacking, consumes all Knowledge to attack all enemy pieces on targeted tiles.
After: If Knowledge is 5 or higher at the end of the round, targets 6 random tiles. Upon attacking, consumes all Knowledge to attack all enemy pieces on targeted tiles.
Previously, Leader of the Sun repeatedly used unavoidable attacks that targeted the entire battlefield, often creating situations where players had no way to negate. This structure frequently resulted in the unfair feeling of “unavoidable death.”
To address this, the attack has been changed from targeting every tile to striking several randomly designated tiles instead. This allows players to reduce incoming damage through repositioning.
Breath of Fire
Before: Prepare a fire breath for 2 rounds. Upon attacking, breathe out the fire to attack enemy pieces on all tiles.
After: At the end of each round, targets 2 random tiles. If there are Pillar of Fire obstacles on the battlefield, designates additional tiles equal to the number of obstacles.
Pillar of Fire
Before: Mark 2 random tiles while preparing for an attack. Upon attacking, attack the marked tiles with a pillar of fire.
After: Attacks the targeted tile on its turn, and if the tile is an empty neutral tile, summons a Pillar of Fire obstacle. Only 1 obstacle can be summoned per round.
Previously, Flame Dragon had a pattern that attacked the entire battlefield every 2 turns, which repeatedly created situations where players lost mercenaries without having any meaningful way to respond.
To reduce this experience of “unavoidable damage,” we reworked the overall logic of the boss fight and changed it to allow for more strategic counterplay through its new patterns.
We hope this update helps you experience the changes in battle and the new fun they bring more clearly.
We will continue listening closely to your valuable feedback and keep improving Master of Piece into a more fun and polished game.
Thank you, as always, for staying with us and supporting us. We hope you enjoy the updated journey of Master of Piece together with the upcoming Spring Sale.
Hello Commanders, This is I M GAME.
Today, we’d like to inform you of the bug fixes and improvements included in the Patch 1.5.55.
Fixed a bug where detailed status effect descriptions were missing from items in the “Collection.”
Fixed a bug where the “View Upgrades” button was shown for traits that do not have an upgraded version.
Thank you.
We hope you’ll continue to join us on the next journey of Master of Piece.
Hello Commanders, This is I M GAME.
Today, we’d like to inform you of the bug fixes and improvements included in the Patch 1.5.54.
Fixed a bug where the effect of the ‘Candelabrum of Vengeance’ relic was applied infinitely.
Fixed a bug where players could not click the desired location when submitting a bug report.
Fixed a bug where the ‘Combat Readiness’ trait did not activate for mercenaries revived by the ‘Grimoire of Resurrection’ item.
Changed the display in the Trait Upgrade reward event to clearly indicate when there are no traits available to upgrade.
Added a mute function to the audio settings.
Thank you as always, and we hope you’ll continue to join us on the next journey of Master of Piece.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Master of Piece, 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 Master of Piece 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.