
Steam news
Full Steam announcements and update articles for this title.
This week, we've continued working on the new playable character, the new class, Phase IV content, and various system improvements. Here's a quick look at our recent progress.
The Void class is still under development. This week, we've completed several new cards and core mechanics, including:
Prepare keyword mechanic
Dragon's Roar
Molten Flames
Deep Breath
Cataclysm
We've also completed the unlock flow for the Void / Neutral class and improved how available classes are displayed between the Steam Beta and default branches.
Continued development of the Death Knight Phase III elite encounter
Added new death effects for the Malice enemy
Updated Purple's default appearance
Changed the Black and White class card pools to draw from all class sources
This week also included several bug fixes and quality-of-life improvements:
Added the new relic Dragon Scale
Fixed a soft-lock that could occur at Rest Sites under specific conditions
Fixed several skill preview issues
Fixed localization spreadsheet synchronization
Added additional developer debug commands
Thank you, as always, for your continued support!
We're continuing development on Version 1.07 and look forward to sharing more with you soon.
If you have any ideas for new characters, class mechanics, or future updates, we'd love to hear them. Feel free to leave a comment or join our Discord community.
Discord:
Thank you for your continued support of Rainbow Legends.
Version 1.06 introduces our biggest combat update since launch: Phase IV.
Once you've cleared all difficulty levels, a new gate will open.
What awaits beyond isn't just another boss battle.
It refuses to stay defeated, and it never fights the same way twice.
Every defeat marks the beginning of another battle.
Enemies you've encountered throughout your journey may return in ways you never expected.
If you've mastered the combat of Rainbow Legends, it's time to face the game's ultimate trial.
In addition to Phase IV, this update also includes:
Expanded Colorless Card pool with new deck-building possibilities
New Relics
Expanded Character Pool
Combat balance adjustments
Performance and stability improvements
We'll continue improving the game based on community feedback and bring even more content in future updates.
With Version 1.06 now live, we're excited to share the development roadmap for Rainbow Legends.
Over the coming months, we'll introduce new playable characters, expand deck-building options, add more enemies and random events, and continue improving both gameplay and the overall player experience.
Phase IV Challenge
New Boss Battle
New Combat Mechanics
Expanded Colorless Card Pool
New Relics
Expanded Character Pool
System & Balance Improvements
New Playable Character: Purple (Free Update)
New playable character
Purple-exclusive deck
Additional deck expansion
Expanded Character Pool
Improved tutorial
More puzzle stages
Gameplay improvements
Mid-Content Update
Expanded enemy pool (new enemies and encounters)
New Relics and random events
More deck expansions for deeper build variety
UI improvements
Enhanced combat presentation
Difficulty curve and overall balance adjustments
DLC "???"
? New playable character(s)
New character deck and build combinations
Expanded Character Pool
New dialogue and story content
Final chapter presentation
A more complete story experience
We'll continue working on:
Gameplay balance adjustments
More cards and deck-building options
Additional characters and Character Pool expansions
System improvements and quality-of-life updates
More exploration content within stages
Thank you again for supporting Rainbow Legends.
If you have any suggestions or feedback, feel free to leave a comment or join our Discord community. We'd love to hear from you!
Join our Discord:
— Rainbow Legends Team
Hello everyone, here’s this week’s update!
This June 6 update mainly includes bug fixes, feature additions, and some advanced adjustments.
Details below:
\
Fixed an issue with “Hold the Line” where multiple enemies with the same intent could occupy the same row, causing subsequent intents to fail
Fixed an issue where locked classes could still be previewed despite being grayed out on the character selection screen
Fixed a race condition between room loading and save data when loading a game, which could cause room state inconsistencies
Fixed a null reference crash in the relic panel within the history summary
\
Added run seed display on the result screen (from defaultRng.seed, either input during character selection or randomly generated)
New setting: “Fast Mode”
Speeds up enemy intents and card animations to 0.01s
Requires manual Toggle binding in the SettingPanel prefab
\
Dilemma
“Original Sin” replaced with “Unbreakable”
Enemy core durability +1 (harder to destroy quickly)
Apocalypse
Enemies no longer have cores
→ Replaced with: “Cheval de Frise” damage-over-time now takes 4 turns to be removed (duration increased)
No Man’s Land
Territory damage at the start of enemy turns has been replaced with “Malicious Spread”
Final Boss unlocked
\
We can share a bit about the upcoming Final Boss:
It will not fall so easily.
Each time it is “defeated,” it is merely the end of a phase. It will return—taking on forms you have already faced before, but stronger… and far more dangerous.
——
We will continue to optimize and adjust based on your feedback. Thank you for your support!
— Rainbow Legends Team
Hello everyone,
Here’s this week’s update (May 29)!
This is a routine minor update focused on bug fixes and overall improvements, along with ongoing development of upcoming content.
Patch Notes:
\
Fixed an issue with “Jiangyong”
Fixed a bug with “Swift Shadow”
Fixed an issue where unclaimed Boss relics would carry over to the next floor
Fixed a targeting issue with “Imperial Jade Elixir”
Fixed an issue where the “Extermination” achievement could not be obtained in Simple Mode
\
The final Boss of Phase 4 is nearing completion. Stay tuned!
——
We will continue to optimize and improve the game based on your feedback.
Thank you for your support!
— Rainbow Legends Team
Hello everyone,
This is a routine minor update, focusing on bug fixes, balance adjustments, and overall gameplay improvements.
Update details:
Bug Fixes
Fixed incorrect translation of “Foundation”
Fixed overlap issue between “Reforge” and “Royal Court Elixir”
Fixed issue where “Prismatic Seal” upgrade had no effect
Fixed issue where “Seven-Colored Flower” (Refinement) did not display deployment
Mechanics Fix
Fixed an issue in Puzzle Mode where chain explosions could become unsolvable under certain RNG conditions
Balance Changes
Reduced HP of the Act 3 final boss → Eases late-game pressure
Adjusted values of “Sweep the Army”
Adjusted “Withering Chalice” → Now removes all cards with range below 9
Build Improvements
Added more interesting starting decks for “Spellblade” and “Puppeteer” → Improves early build experience
——
We will continue to improve the game based on your feedback.
Thank you for your support.
— Rainbow Legends Team
Hey everyone,
We’ve received a lot of feedback recently, and we truly appreciate all the time you’ve spent playing and sharing your thoughts.
Whether positive or critical, we’ve been carefully reading everything. It has helped us clearly identify the current issues.
Main topics raised by players:
Game pacing
Difficulty & balance
Certain mechanics causing frustration
We understand that some players enjoy the current challenge, while others would prefer a smoother experience.
We’ll handle this carefully.
Our goal is to gradually improve the game without compromising its core experience, rather than making drastic or reactionary changes.
Just like in the game itself, decisions driven by emotion are rarely optimal—and the same applies to development.
This game may not be for everyone, but we hope to make it enjoyable and comfortable for as many players as possible.
That’s the direction we’re moving toward.
This update focuses on:
• Gameplay Improvements • Pacing & Balance Adjustments • Build Consistency • Stability Fixes
Spirit Puzzle (Temporary Removal)
Removed from Layers 2 & 3
Related events adjusted → Will return after improvements (was disrupting mid-late game pacing)
Void Lord Rework
No longer converts territory into void
Rebalanced combat values → Less irreversible punishment, more strategic control
Figurine Mechanic
Simplified mechanics
Improved clarity → Easier to understand and use
Enemy Raid
You can now retreat → Cost: Gain 1 “Injury”
White Hole
Fixed missing description → Added occupation range details
Improved overall difficulty curve
Smoothed early-game spikes
Better mid-to-late game flow
Reduced strength of certain enemies
Build System
Improved build consistency
Adjusted availability rates → Less frustration from missing key components
Advancement System (Major Change)
Unlock condition simplified → Pick ANY one advancement to unlock the next tier → More freedom, less restriction
Starting Deck Buff
Increased defense values → Better early-game survivability
Reduced pressure for “Gunner” at high difficulty
Updated “Injury” description & effect
Relic Buff – Prismatic Shield
Damage to your own territory → converted into durability → Significantly stronger defensive option
Game now runs when window is unfocused
One-click card upgrade preview
Game pauses properly (time no longer progresses)
Improved UI clarity and layout
Critical Fixes
Fixed save loss on result screen
Fixed save loading display issues
Fixed map refresh freeze
Combat & Systems
Fixed elite intent duplication
Fixed combat visual issues
Fixed Puppet Master bugs
UI & Misc
Fixed tutorial overlap
Fixed Endless Mode display
Fixed campfire crash
Fixed “Bloodthirsty Heart” healing
Fixed “Arcanist” portrait issue
Other
Supporter Pack now appears correctly in root directory
Cloud Save Support
Automatic sync & backup
Reduces risk of save loss
FPS capped at 120 (custom options coming later)
Screen flash now fully removed when disabled
Added missing tooltips & descriptions
We are continuing to focus on:
Pacing conflicts between systems
Build depth vs randomness
Player decision-making experience
We are currently investigating:
Rare save issues (backup system added)
Performance/display issues on certain devices
If you encounter any issues, please let us know.
This is just the beginning.
We’ll continue updating frequently and improving the overall experience.
If you have feedback, feel free to share it—we’re always listening.
https://docs.google.com/forms/d/e/1FAIpQLSd-as3kept0tJdSM03YoEXAQiA2UxPvNXdspe_LnVhIkCmLIQ/viewform
Thanks again for playing our game.
—Rainbow Legends Team
Thank you for your continued feedback and support!
This update focuses on usability improvements, balance adjustments, and bug fixes.
Quality of Life
Added an option to keep the game running when the window is out of focus → Improves multitasking experience and prevents issues like input interruption or invisible cursor
Improved card upgrade preview → You can now preview upgraded cards for the entire deck with one click, instead of checking them individually
Stage & Mechanic Fixes
Fixed an issue in Stage 14 that relied too heavily on RNG → The stage is now more consistent and no longer luck-dependent
Balance
Reduced the pressure of the Gunner in higher advancement difficulties → Improves class performance in high-difficulty scenarios
“Self-Mutilation” remains unchanged (no nerf applied)
Bug Fixes
Fixed an issue where “Bloodthirsty Heart” did not restore health properly
Fixed an issue where the Arcanist portrait would incorrectly display as the Merchant after restarting the game
If you have any suggestions, feel free to submit feedback via the forms below: EN Form:
https://docs.google.com/forms/d/e/1FAIpQLSd-as3kept0tJdSM03YoEXAQiA2UxPvNXdspe_LnVhIkCmLIQ/viewform
You are also welcome to leave comments. We will continue to review feedback and improve the game.
Thank you again for your support.
Thank you for your continued feedback and support.
Following the Day 2 update, we have further optimized several aspects of the game based on player experience, including system complexity, balance pressure, and overall stability.
This update focuses on simplifying mechanics, improving progression experience, and fixing key issues.
Mechanics
Simplified the “Figurine” system → Reduced complexity and improved clarity
Progression
Relaxed advancement unlock requirements → Unlocking any advancement now grants access to the next tier
→ This change is intended to reduce build restrictions, increase flexibility, and improve pacing
Balance
Reduced the strength of certain normal enemies in higher difficulty advancements → Aimed at smoothing out excessive difficulty spikes
Bug Fixes
Fixed an issue where Puppeteer summons could behave incorrectly or fail to generate
Fixed a rare crash that could occur when upgrading cards at the campfire
UI
Adjusted UI layering in several interfaces → Improved clarity and interaction experience
If you have any suggestions, feel free to submit feedback via the questionnaire:
https://docs.google.com/forms/d/e/1FAIpQLSd-as3kept0tJdSM03YoEXAQiA2UxPvNXdspe_LnVhIkCmLIQ/viewform
You are also welcome to leave comments. We will continue to review feedback and make improvements as quickly as possible.
Thank you again for your support. We will continue updating and refining the game experience.
Thank you all for your continued feedback and support. Following the issues raised after the Day 1 update, we have conducted further analysis and implemented a new round of adjustments in this Day 2 major update.
This update focuses on reducing system pressure, improving game pacing, and enhancing build consistency, with the goal of addressing the most critical gameplay issues.
Gameplay & System Adjustments:
Temporarily removed “Spirit Puzzle” content from Floors 2 and 3, with related events reworked → This feature was disrupting mid-to-late game pacing, so it has been taken offline and will return in a more refined form
“Void Lord” boss mechanics adjusted: → Removed the territory-to-void conversion mechanic → Rebalanced values to emphasize strategic gameplay over unavoidable pressure
Pacing & Difficulty Adjustments:
Optimized overall difficulty curve across stage routes → Smoothed out early-game difficulty spikes → Improved pacing consistency in mid-to-late stages
Build & Progression Adjustments:
Adjusted stability and probability of build acquisition across all classes → Reduced frustration caused by missing key components → Improved consistency and viability of different builds → Will continue to be refined based on data
Bug Fixes:
Fixed an issue where elite enemy intents could generate twice
Fixed a freeze issue when refreshing the map
Fixed various combat and visual bugs
Future Improvements:
We are continuing to focus on:
Pacing conflicts between gameplay systems
Balance between randomness and build depth
Player decision-making experience at different stages
Some systems (such as “Spirit Puzzle”) will be reintroduced only after thorough redesign and validation.
Feedback survey:
https://docs.google.com/forms/d/e/1FAIpQLSd-as3kept0tJdSM03YoEXAQiA2UxPvNXdspe_LnVhIkCmLIQ/viewform
Thank you again for your support—we will continue improving the game step by step.
Thank you to all players for your continued feedback and support. Our team is currently working hard on fixing issues and improving overall performance. We are carefully recording and addressing the problems encountered during your gameplay experience, and we truly appreciate your patience and understanding.
Fixed an issue where multiple UI screens overlapped during the tutorial
Fixed display errors in “Endless Mode” of Puzzle Mode
Fixed an issue that could cause save data loss on the results screen
Fixed display abnormalities when loading save files
We will be adding more data collection points in the game to better analyze pacing and balance. Our goal is to allow different playstyles to shine without creating a single “optimal solution” that dominates all others.
We’ve received a lot of feedback regarding the “Spirit Puzzle” and “Void Lord” mechanics. At present, these features are not yet fully polished in terms of pacing, feedback, and strategic depth. We will continue to improve them and may implement structural redesigns if necessary, rather than only making superficial numerical adjustments. Our aim is to ensure these mechanics feel unique without becoming a burden to the overall experience.
We are a relatively small team, and during early development, some ideas were prioritized over practical implementation. As a result, certain issues only became apparent after being put into the game. This is why there are currently many areas that need adjustment and optimization. Player feedback is extremely valuable to us—it not only highlights problems but also helps us refine the game. Moving forward, we will focus more on:
Validating whether core gameplay is genuinely fun at an early stage
Reducing complexity and lowering the learning curve
Improving synergy between systems rather than having them operate in isolation
The issue with the Supporter Pack file location has been fixed. It can now be accessed properly in the game’s root directory.
If you have any suggestions, please feel free to submit them through the questionnaire:
Once again, thank you for your understanding and support. We will continue to deliver more updates and improvements to make the game better step by step.
To all colorists! Chromatic Legends 1.0 is now live! To celebrate the launch, enjoy a 15% discount during the first two weeks.
Full progression unlocked: Village → Town → Void All main character storylines are now fully implemented
500+ cards
100+ relics
25+ puzzle stages
New powerful foes appear:
Grand General · Demon · Spellblade
Missionary · Tyrant · Bounty Hunter
White Hole Empress · Void Lord · Black Hole King
Overall balance adjustments
UI improvements
Finally, check out the amazing bundle collections from our fellow developers! If you already own Chromatic Legends, you can grab extra discounts through the bundles below (more being added!).
We carefully read all feedback on Steam, Discord, and in the comments.
Thank you for being part of this journey! — Rainbow Legends Team
Dear Colorists,
The wait is over—
Rainbow Legends will officially launch on Steam on May 6, 2026!
Release Date: May 6, 2026
Platform: Steam (PC)
Price: $12.99
Launch Discount: 15% off for the first two weeks
The most direct way to support us: please try our Steam Demo and leave your feedback!
Thank you for being part of this journey.
— Rainbow Legends Team
Offcial Discord Gourp:https://discord.gg/qPKRbsHs6h
Hey Colorists!
During Steam Next Fest, we crossed 10,000 wishlists.
We genuinely didn’t expect to hit that milestone this soon. Thank you to everyone who downloaded the demo, left a review, shared feedback, or told a friend about the game. It means a lot to us.
The Next Fest demo will remain available until March 16.
After March 16, we’ll take the demo down and focus fully on polish. We plan to run additional demos and playtests as we get closer to launch.
A lot of your feedback is already shaping updates.
Here are a few things in progress:
• “Lust” Card Expansion When enemies reach low HP, you’ll be able to activate a new “Flirt” option. You can either continue the fight or end it early in exchange for a character-specific reward (Relic / Card / Tarot). This turns Lust into a risk-reward branching system instead of just a negative status.
• New Finisher Animations You’ll be able to spend Color Energy to trigger more stylized finishing moves.
• Low-HP Enemy Illustrations Enemies will trigger unique damaged visuals when they enter a critical state. (Streaming Mode will still allow players to disable related content.)
As shown above, if you’ve already tried the demo, we’d greatly appreciate more of your thoughts, including but not limited to:
Suggestions on current mechanics, balance, and pacing
Expectations for the full release
Any “This would be even more fun if you added…” ideas
Every review left on the Steam Demo page will serve as an important reference for our future iterations.
Once again, thank you all for playing and supporting us.
— Rainbow Legends Team
Offcial Discord Gourp:https://discord.gg/qPKRbsHs6h
Hello, Colorists!
(February 23 – March 2, 10:00 AM PT)
Thank you all for your feedback and support following our previous Demo update.
Based on your suggestions, we’ve prepared a special version of the Demo for this Next Fest, now live on Steam. We warmly invite you to try it out!
Remember the coloring widget from before? This time, we’ve fully expanded and upgraded it!
Meet specific objectives when clearing a stage to earn additional Pigment rewards
Conditions and reward amounts are clearly displayed on the results screen
Pigment can be used for out-of-run cosmetic draws
Obtain same-color skins and accessories to customize your character
More importantly — drawing certain characters unlocks exclusive starting decks
— This system is currently in testing. Values and progression pacing are still being optimized.
29 new challenging achievements added
Based on feedback, adjustments have been made to the strength, cost, and effects of selected Blue and Pink cards
Visual assets fully updated across all stages
All placeholders have been replaced
Chapter One now features complete visual presentation
If you have played — or plan to play — the Demo, we would love to hear your honest thoughts:
Feedback on current mechanics, balance, and pacing
Expectations and suggestions for the full release
Any ideas that could make the experience even more interesting
The most direct way: please leave a review on the Steam Demo page.
We read every comment carefully and use them as important references for iteration. Every piece of feedback helps this niche project move forward.
Steam Demo: Rainbow Legends Demo
Whether on Steam, Discord, or in the comments section, we’ll be paying close attention.
Official Discord Server
— Rainbow Legends Team
A while back, we received an official invitation email from Indie Fan Fest, confirming that Rainbow Legends has been selected for this showcase lineup.
Indie Fan Fest is jointly hosted by The MIX and Digital Bandidos, dedicated to providing exposure for unreleased indie games that will feature playable demos during the upcoming Steam Next Fest. The event kicks off on Thursday, February 19 at 10:00 AM Pacific Time, with an estimated duration of 90–120 minutes.
The showcase will be broadcast simultaneously across multiple platforms, including IGN's YouTube channel and other partner channels. Our game will appear in the program through a new trailer or gameplay demo footage, introducing this roguelike card game that blends territory-painting mechanics with deck-building gameplay to a global audience.
Live Stream Link:
(Feel free to follow the channel in advance, or catch the full replay after the broadcast ends.)
If you've already tried the Demo, we warmly welcome you to share:
Feedback on the current version
Expectations for the full release
Or any ideas like “it would feel even better if this feature was added”
Whether on Steam, Discord, or in the comments section—we read every single one carefully. Thank you so much!
Join our Discord group for more discussions and updates: https://discord.gg/qZESP9BWVD
— Rainbow Legends Team
Hello, Colorists!
After the previous Demo update, we received a large amount of feedback regarding gameplay experience, text clarity, and system details. Based on your suggestions, we’ve rolled out a small but important update to the Demo—and we also have an upcoming event to share with you!
Complete English and Japanese localizations are now live
We warmly welcome international players (and bilingual players!) to help us check translation quality and context
If you notice anything that feels awkward or hard to understand, please don’t hesitate to let us know!
Fixed several known issues affecting combat and game flow
Overall stability and gameplay experience have been further improved
Simplified and rewritten some overly long or complex card descriptions
Core mechanics remain unchanged, but readability and clarity are improved
Yes… we noticed how fast you’re filling the canvas
So we decided to make some changes:
Expanded Coloring Map
Canvas size increased from 48×48 to 64×64
Updated Coloring Rules
Clearing a run while meeting specific objectives will now grant additional paint rewards
Details and reward amounts will be clearly shown on the run completion screen
We’re still (slightly nervously) excited to see what this shared canvas eventually turns into ovo
Rainbow Legends will be featured on the official Indie Fan Fest livestream!
Date & Time: February 19th, 10:00 AM (Pacific Time)
The stream will include gameplay showcases—feel free to drop by, chat with us, and… maybe leave some comment! 👀
The Playtest will also officially close when this announcement is published,all future testing and adjustments will be carried out within the Demo version
If you’ve already played the Demo, we’d love to hear from you:
Your feedback on the current version
What you’re hoping to see in the full release
Or any “this would be really cool if…” ide
You can share your thoughts on Steam, Discord, or in the comments—we read everything.Discord link:https://discord.gg/2ykBSU54DS
Thank you all for your continued support!
— Rainbow Legends Team
Hello, Colorists!
After a period of closed development and a lot of valuable feedback from our Playtest players, we’re excited to finally announce that the new Demo for Rainbow Legends is now live!
This update isn’t just a small content drop — it’s a major milestone version.
Many of the core systems are now much closer to their final form, and the overall amount of content and polish has increased significantly compared to previous builds.
In this Demo, you’ll be able to experience:
The full first chapter
New and experimental events, relics, and enemies
Updated board mechanics and character systems
And one… system that we already suspect might get completely abused by players
Enough rambling — here are the highlights:
A spellcaster focused on duplication, chaining, and multi-hit attacks.
In this update, the Blue Mage remains our recommended starting class for new players.
We’ve made some adjustments to card descriptions and numbers, but the overall playstyle remains the same.
Converts mana into sustained damage
Triggers card effects multiple times for massive scaling
Perfect for players who enjoy “doing the math” and watching numbers explode
For this update, we’ve reworked the Tyrant’s visuals to better reflect her playstyle —
wide-area attacks, rapid territory control, and extreme use of military units.
Deploys “Units” to unlock special mechanics
Can sacrifice troops for devastating attacks
A high-risk, high-reward class built around hard decisions
She’s very powerful, but every move requires careful planning.
The Demo now includes the full first chapter, featuring:
Complete stage progression
New enemies, events, and relics
Brand-new elite encounters
Card balance changes based on Playtest feedback
Overall pacing is now much smoother and closer to our vision for the final game.
Completing a full run with the Blue unlocks exclusive narrative content
Grants access to class-specific cards and a unique relic (may differ from the final release)
High-difficulty challenge mode
Puzzle Mode
Game Seed
Leaderboards
Completion collection
Yes, this is real.you’ll find a widget in the bottom-left corner of the main menu
Clear runs to earn more paint
All Demo players draw on the same shared canvas
To be honest, we have no idea what it will eventually turn into.But that uncertainty is kind of the point ovo
Thank you to everyone who has played the demo, left feedback, or shared their thoughts with us. Every suggestion you make genuinely helps shape the future of Rainbow Legends.
If you have ideas or feedback, feel free to share them on Steam, Discord, or in the comments.
We’ll keep polishing the game and pushing it forward!
— Rainbow Legends Team
Hey, Colorers!
The WePlay Game Expo is just around the corner, and we’ll be showcasing the latest version of our content at the event.
Booth: A54 – A55 Date: November 22–23, 2025 Location: Hall H3, Shanghai World Expo Exhibition & Convention Center
This will be the first public reveal of:
New level maps (we urgently need your feedback!!)
Core mechanics for the four main characters
Phase-based adjustments to gameplay and balance
Various art asset improvements
All of the above content is now also available in the online playtest—so players who can’t attend the event can still experience it right away!
Feel free to discuss anything in the group, and don’t hesitate to send us your questions, suggestions, or bug reports. And of course, you’re all welcome to come “arrest” our dev team members at the booth (
Hey, Colorizers!
We noticed that many players are eager to try the speedrun challenge early, so—
The Color Wars Demo Speedrun Challenge will start on October 1st and run until October 25th!
Finally, if you enjoy this game, please add Rainbow Legends to your Steam wishlist, and feel free to share this news with your friends so more people can join the battlefield!
Hello everyone, this is the Rainbow Legends team!
We are very excited to announce that Rainbow Legends has been selected as a finalist for the
Game Connection × ChinaJoy 2025 Indie Game Awards, receiving a nomination for Best
Rogue Game. This is an important recognition of our game design philosophy and overall
quality, and we sincerely thank everyone for your attention and feedback!
At the same time, we will be exhibiting at this year’s ChinaJoy event, offering a hands-on
demo experience on site — with booth support kindly provided by TapTap (Haoyou Kuaibao)!
Exhibition details:
Date: August 1 ‒ August 4, 2025
Location: Shanghai New International Expo Center, BTOC Area
Booth: N1-G601-1 (TapTap Indie Booth)We will have the latest version of the game available for play at the booth, and we warmly
welcome everyone to come by, try it out, and share your thoughts!
Additionally, Rainbow Legends will participate in the official finalist showcase and awards
ceremony:
•
Finalist Showcase: August 1 (14:30 ‒ 16:00)
•
Awards Ceremony: August 2
•
Location: ChinaJoy Hall W4, Indie Game Zone
The game is still in active development. We continue focusing on refining gameplay, deepening
strategy, and improving overall systems, aiming to deliver a unique and replayable roguelike
deckbuilder experience.
Thanks again to all the players and partners who have supported Rainbow Legends. We look
forward to meeting you in person at ChinaJoy!
— The Rainbow Legends Team
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Rainbow Legends, 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 Rainbow Legends 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.