New
- Added lore to some items missing lore text.
Fixes
- Corrected some reported typos.
- Fixed bug causing dice in dice game to sometimes fly off and never return (lol)
- Fixed some pathing oddities on the Meadow Isles

Steam news
Full Steam announcements and update articles for this title.
This week's patch reworks the world map art for the Meadow Isles, the day 1 islands that the demo takes place on. This was to better match it with the art in the full game for the other map areas. There have also been a small number of fixes for issues that were found. I hope everyone enjoys this update, and I'll have more soon! Take care!
Added lore text to some of the items missing lore text
Reworked world map art for the Meadow Isles
Fixed a few different issues where the battle screen would get stuck due to an enemy killing itself mid-action
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Pillar of Salt, 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 Pillar of Salt statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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Small patch addressing some outstanding issues. I've also included some more quality of life improvements and balance changes. This will likely be the last patch for a while as I prep for Steam Next Fest.
Added help glossary items for self targeting and the 5 elemental subtypes
Added tooltip on mouse hover for boss descriptions
Added player stat tooltip to battle screen on mouse hover
Added tooltip on mouse over of attacking styles in inventory screen
Removed class and character title from inventory screen
Replaced mousing over class to see attacking styles to simply displaying them at all times. Way too many players had issues with finding the tooltip for it
Reworked Might's reduction to armor encumbrance to be more generous. Now wearing medium and heavy armor will not negatively impact character's ability power % as much when you have a high Might stat
Increased player base ability power for damage over time abilities
Fixed issue where game over would crash the game (oops!)
Fixed issue where elemental damage from a single attack would remove a second charge of taunt
Fixed issue where combat text wouldn't report to the correct target
Fixed issue where Rustic enemies would report their natural regen after death
This week's update adds the new Elemental Incarnation system you can read about below. It also focuses heavily on general improvements as well as a large revamp to the ability system. Now abilities should be more valuable to use, but at a higher price to match. The goal is reducing the need to constantly spam abilities and create more variety in player choice's mid-combat. This should also make using abilities more useful for characters that aren't already heavily invested in using abilities.
I'm working on one more patch for the demo that will address some outstanding issues, which will be out soon. I hope you enjoy these updates. I'll be back with more soon!
Added new Elemental Incarnation system to enemies. All normal enemies in the game can now spawn as any of 5 elemental subtypes, which comes with special additional effects as well as being worth more gold and experience to kill.
Gains an additional melee attack per round
20% of melee damage is done as Fire.
Increased Fire ability power and AC.
Reduced Cold ability power and AC.
Increased base AC
20% of melee damage is done as Cold.
Increased Cold ability power and AC.
Reduced Fire ability power and AC.
Heals 10% of base health at the end of each combat round
20% of melee damage is done as Nature.
Increased Nature ability power and AC.
Reduced Holy ability power and AC.
Reduced Dark ability power and AC.
Increased ability AC to all types
20% of melee damage is done as Holy.
Increased Holy ability power and AC.
Reduced Nature ability power and AC.
Reduced Dark ability power and AC.
Lifesteal on melee attacks
20% of melee damage is done as Dark.
Increased Dark ability power and AC.
Reduced Nature ability power and AC.
Reduced Holy ability power and AC.
You can mouse over enemies in combat to see what stats and effects they might have.
Combat text will now display a small icon of what kind of damage or effect it belongs to, improving visual clarity.
Standardized combat text coloring
Improved font readability across all screen resolutions
Now steals and other applied effects on hit will combine into a single message at the end of an attack action. This will help with those runs where you have area attacks spamming the screen with +1s.
Increased enemy base health growth per level
Reduced enemy base attack growth per level
Reduced AC across many items
Revamped player Ability AC system
Increased enemy instant ability damage by 20%
Increased Sovereign Orb effect chance to 60%
Increased Acid Spit base damage and mana cost by 50%
Increased Chill base damage and mana cost by 50%
Increased all instant ability damage by 75%
Increased player damage over time and healing over time base power by 50%
Increased base cost of Curse to 25
Reduced Forbidden Codex from +100% instant ability damage to +75%
Casting an ability as AREA now costs double their base mana cost (unless the ability is default AREA cast type).
Revamped ability cost calculation to more smoothly grow as a character's spell power increases
Reduced healing and damage over time stack decay rate to 10%
Fixed a few error cases with inventory stat arrows
Fixed bug where inventory tooltips would report incorrect crit values
Fixed bug where camera shake would become apocalyptic when party is hit particularly hard
Fixed bug where resurrected Bone Knight would double Paragon himself and lay waste to the party
Fixed bug where an enemy blocking would end a player's turn prematurely
Fixed issue where shrine item options could be unintentionally rerolled
Fixed bug where damage over time wouldn't count towards the run's maximum spell hit
Fixed bug where beneficial abilities would still remove taunt charges
This week's update is primarily some quality of life additions to help with the influx of new players. There is now a help glossary filled with entries that will hopefully answer some questions players might have, as well as more visual queues for various things throughout the game. The biggest balance change is damage over time and healing over time now decay at 20% of their total per round. I hope you enjoy these updates! I'll be back with more next week!
Added new battle scene for the Castle
Added note to inventory screen explaining the "empty slot" areas
Added help window (default mapped to Q key)
Added reminder to check help
Added stat arrows to inventory screen that highlight changes
Added crit and block to stat tooltips in inventory window
Added stat tooltips to character selection window
Changed Blacksmith to Armorsmith (to make it more clear they only deal with armor)
Card matching minigame now reveals the remaining cards after game over
Increased Taunt charges when Sovereign Orb applies its effect
All weapons in the game are now visible on characters when attacking
Updated Day 1 title at game start
Updated some sprite art
Mob ability power and AC generation is now much more complex (in a good way :) )
Ability AC system updated to more smoothly and predictably reduce incoming damage
Damage over time and healing over time stacks now naturally decay by 20% per round.
Standardized Ability Power term across tooltips
Fixed The Creator's Quill doing Blunt damage
Fixed issue where you could sometimes find the same legendary twice in a run
Slight reduction to the success rate at Armorsmith
This update is the last before the demo's official launch tomorrow! It includes several quality-of-life improvements and completes my move to standardize some of the mechanics in the game. For instance, all relics are now stackable. Also included are a lot of small and medium-sized adjustments I've made for balance. I hope you enjoy it, and I'll be back with more next week!
Added hotkey labels to UI buttons
Added hotkey labels to speed buttons in combat
Added character inventories to run history files (runs completed prior to build 0.1.2 will not have their items recorded)
Added wishlist button to main menu
Added reminder for players to equip their first item
Added duration and type to ability tooltips
Added lore text to most items in the game
Changed UI button icons
Experience gains reduced from all sources by roughly 30%
Enemy evasion formula rewritten (should result in a general reduction of growth rate)
Enemy area damage reduced
"???" nodes on map are now simply called "Minigame"
First step on the meadow map will always be a shrine now
Changed enemy melee damage calculation
Reduced attack on all weapons by 30%
Reduced player character attack growth per level
Reduced enemy hp growth by 20%
Reduced instant damage ability power growth per player level
Reduced the Scrivener's relic by 50%
Reduced Golden Stone reward and made it stackable
Reworked Anvil of the Dawn and reforged version to be stackable
Sovereign Orbs are now stackable
Buffed Soap Bubbles and reforged
Changed reforged Dark Jewel to be in line with its default version
Changed reforged Holy Jewel to be in line with its default version
Changed reforged Nature Jewel to be in line with its default version
Changed reforged Fire Jewel to be in line with its default version
Changed reforged Cold Jewel to be in line with its default version
Changed reforged Caltrops to be in line with its default version
Removed smithing rates when the item can no longer be smithed
Moved win rate history tracker to the run history screen
Reduced base gold amount most enemies reward
Increased effect of Red Candle and its reforge
Increased effect of Blue Candle and its reforge
Reworked Jester's Hat and its reforge
Reformatted ability tooltip for readability
Removed taunt charge limit
Fixed ability tooltip not adjusting correctly when you equip an item
Fixed bug with damage animations sometimes skipping frames
Fixed the bosses minions being resurrected with their old buffs and debuffs still applied
Hello Testers!
This update includes several changes to address the feedback I've received from you all. There is more to come as we approach Next Fest this Fall, and you can expect additional content shortly. Some of the changes in here will reflect a movement towards standardizing terminology in the game as well as expected interactions. The next patch will address this even more as I work to bring everything in line.
I want to say thank you again to every tester, your feedback is helping Pillar of Salt be the best I can make it. Please keep it coming!
Added a relic indicator to win screen to more easily reference what benefits that character is receiving
Added Mac version of game
Added WASD movement option for map. these keys are remappable in options
Added enemy stat tooltips when moused over in battle
Added 12 new relics
Added demo run attempt and win counts to progress screen
Added a run history screen. This will only record your completed runs (lost or won) from this patch on. restarting a run partway through won't record its stats
Added damage shield, lifesteal, and manasteal stats to the AC and attack tooltips in the inventory
Map point labels no longer show as you are dragging the camera around
Potion is now mana-only and stacks
Battle intros can now be sped up as well
Updated icon for Djinn's Gift
Updated icon for Potion
Mob early melee damage buffed
Nuke spell scaling buffed
Reduced the sound levels of Acid Spit ability
Slightly increased chance of shops, mystics, and blacksmiths spawning on map
Base mana cost of all abilities reduced by 20%
Base ability power of all instant spells increased by 20%
Changed low health target system to look for target with most missing health first and then lowest overall if no target is hurt
Lowered guaranteed bottom of mob ability resist calculation. This means ability damage will reliably get through for a bit more on everything
Slightly increased weapon, offhand, and ring drop rates
Several typo corrections
Saturnalia relic no longer reports "No Mana" when you try to cast something beneficial
Fixed bug causing logo in main menu to stop moving
Fixed speed control hotkeys not working until battle started
Fixed some issues causing health bars to report out-of-sync with character's actual stats
Fixed Jeweled Dirk incorrectly being blunt damage
Fixed overlapping issue with losing screen
Fixed issue of reforged relic not updating icon correctly
Fixed several map pathing option errors
Fixed recruitment box overlap issues in tavern
Fixed a bug causing the mouse not to re-center correctly on certain resolutions
Fixed bug where Paragon buff didn't always apply correctly for mobs
Fixed multiple melee swings not applying effects each time (area attacks still only count as 1 swing for effect application).