
Steam news
Full Steam announcements and update articles for this title.
Today we're pushing live a content update delivering a new high level Dragon Slayer's quest chain to the game.
Our intention with this update is to offer a quintessential medieval fantasy adventure, where you get to explore age-old ruins and delve down dark tombs, face classic RPG puzzles and challenges, uncover secrets that rewrite history and step into the boots of a brave knight set to challenge a great dragon in an epic battle!
To get started on the dragon slayer’s journey, approach Sara Croft in her ‘archaeological’ magic shop in the mountains, in the town of Bulwark Cliff. She will tell you of her interest in a ruined temple, from which she was chased away by undead monstrosities, though not before she had uncovered a curious stone ornament fashioned in the likeness of a dragon’s egg...
Starting Location - Town of Bulwark Cliff, Amarien's Foothills
Following through the conversation with her, she will grant you the quest ‘Secrets Lie in Ruins’, in which she expects you to investigate the temple on her behalf.
Along the journey you may find a number of new items and artifacts, including of course the Dragon Slayer's long lost weapons and armor, as well as high level trinkets and craftable throwing daggers for example.
You may also unlock a few special dragon slayer's abilities, or learn a fancy spell from a spellbook left behind by great wizard Merlinius!
This patch comes included with improvements on controller support. Namely...
Controller and WASD movement has been changed and should now feel much more responsive.
Controllers can now be used to navigate the dialogue interface.
Left Stick: Character movement
Right Stick: Camera rotation
Left Trigger / Right Trigger: Camera zoom
A: Interact with the nearest NPC or object
Right Bumper: Attack the nearest enemy
D-Pad: Open tabs such as Inventory, Equipment, and more
X: Open the action bar radial menu
B: Close windows
While these updates won't make the game fully controller supported, hopefully they will still markedly improve the experience.
We’re looking to collect free-form feedback from players who’ve had a chance to play the game for a while. Specifically, we’re interested in hearing what you may find most frustrating with the skill progression, overall balance or quality of life.
Are there skills that are too easy to level, and which feel the worst to progress? Have you discovered exploits that honestly feel like cheating? Which crafting materials feel too scarce, or too abundant, or are there otherwise dead spots within crafting skills you'd like fixed?
If you have thoughts you'd like to share and wouldn't mind spending a few minutes doing so, please use this Google Form to send us your feedback. Again, it's open format so if you'd prefer to just list bullet points, that's fine too.
The feedback gathered will hopefully help us target issues more relevant to the common player experience as we prepare fixes for future updates. We'll also continue reading our normal bug-reports, please use that channel, if you find something genuinely broken in the game.
Added 20% Magic Resistance to Amarien Armor, as it was previously lacking entirely.
Flaming Arrows fire damage now scales with either Alchemy or Archery, whichever skill is higher.
Spirit Heal is now affected by the Healing stat.
Added an option to lock the minimap so it always faces north.
Added an option for Dynamic resolution in graphics options
Items dropped on death will now try to return to their original inventory slots when looted. Equipped items will also be automatically re-equipped when possible.
The action bar now displays the correct keys if the default keybinds have been changed.
Varda’s Deadly Strikes, Wardane's Flight of Arrows and Yrdan’s Meditation now scale based on Sorcery level
The Inspect NPC interface now sorts stats into clearer categories: General, Damage, and Resistances.
Fixed the NPC duplication bug.
Improved Steam Cloud save handling, which should help resolve sync issues between devices. Please reach out if you continue to experience problems.
Fixed missing tree and terrain colliders in Winterpine Forests.
Fixed minimap movement path markers not drawing a consistent line.
Fixed a bug that caused the Bewitched Pumpkin to stop attacking after a while until dismissed and resummoned.
Fixed an issue where Cooked Clearwater Salmon could not be eaten.
Chatbox scroll view sometimes resetting when trying to scroll up to see older messages.
Added resistances to a few mountain creatures that were missing them.
Split some egregiously long dialogue nodes, will keep an eye out for more.
Resolved some bugginess related to the barbarian ambush encounter when first traveling to the mountains.
Cut down an awkwardly long item description on mountain strider's band.
Added a world map text for the Squallstone Keep.
Removed "The" from item names of Grim Talon and Crimson Talon so the name no longer looks strange if the item is exceptional.
Battlemaster's potion will now give the proper stat boosts as described, where it previously had not.
With that said, it's time to wish you good luck, Dragon Slayer, and happy gaming!
Pura
Greetings medieval adventurers!
The Black Grimoire: Cursebreaker is taking part in Steam Medieval Fest, starting April 20 at 10:00 AM PDT! If you’ve wishlisted the game, this will be a good time to step into the world.
We’re finally wrapping up the dragon slayer quest we’ve been developing for a while – only finishing touches remain – and will be pushing it into the game in the coming weeks. The update is something of a free DLC, aiming to provide our more enthusiastic players with an epic late-game challenge and a new adventure.
In case you wish to check that your character is up to scratch to face the dragon, the content will demand 75 skill levels in attack, archery and defence, and having 75 sorcery is also recommended. Skill-checks of similar level also apply for crafting skills (excluding cooking and alchemy), although these may be waived with a hefty sum of coins in the bag (specifically in the realm of 100Ks).
Once the content update is live, we'll continue looking into gameplay issues, QoL, skill leveling curve and combat balance, and general bugfixing. To that end, we're interested in receiving feedback to map out the most grating bits of jank that bring down the gameplay experience for you. Some of this we can read in our bug reports, but because of the high amount of noise we get through that system, we may also explore some better structured ways of receiving feedback, such as a feedback survey.
In any case, we'll post updates on this at a later date. For now, stay tuned for the dragon quest and happy medieval gaming!
Pura
Today's game update delivers a wide variety of quality of life changes, adjustments to gameplay and dialogue, and a host of bugfixes. Here are some highlights, with a full list further below:
New QoL Features - Bestiary & Action Bar
We've added a new search bar for looking up bestiary entries, and you may now cycle through your various action bars to change their priority.
Review of Main Quest Dialogue and Cinematics
As some of the earliest content created for the game, we've reviewed and edited the texts and cinematics of the main quest line; changes are mostly subtle and the core experience remains unaltered, only delivery of the dialogue has been smoothened or clarified in places for an improved experience.
Modding: File Overrides
Modders may now employ override files to make changes to the game without fear of those changes getting reset after every official update. More on that below.
Hostile NPC Changes and Adjustments
Many hostile npcs in the world had inconsistent or nominal combat stats, we've combed through those and applied stats in a way that follows a consistent logic. Fair warning, some encounters have become quite a bit more dangerous due to this, and future adjustments may still be warranted.
Additionally, we made adjustments to the bandit fortress in an effort to prevent respawns on top of players overwhelming them in a frustrating way.
Below is the comprehensive list of changes.
File Overrides
You can now override entries from the original XML files using additional XML files. This means you no longer have to modify the base game files, which get reset after every update.
Simply create a new XML file and copy the entry you want to modify (such as a weapon or item) using the same `id`, then adjust its stats or values. The new entry will automatically override the original one in-game.
Currently supported override files:
Items
Npcs
Quests
Shops
Harvestables
New Visual Copy Attributes
Added new attributes that let you reuse the visual appearance of another item or NPC.
In items and npcs XML files, you can now use the `model` attribute to copy another entry’s visuals.
For items, this copies the inventory icon and 3D model.
For npcs, this copies the visual appearance of the referenced NPC.
Reviewed and edited dialogue files and cinematics across the main quest line for a smoother experience.
Eloria no longer advises to seek a librarian that does not exist.
Adjusted combat stats on npcs across the main world / main quest line for a more consistent experience.
Addressed clipping/pathing issues inside etherlight dungeon, Mistywood scrying platform, Thornhill Dungeons and the Hallowed Cave.
Enemies in lower Thornhill Dungeons now spawn after Arren's quest too, to continue be farmable.
Fixed an issue in Arren summoning Eloria cinematic that caused a line of dialogue to not appear.
Fixed an issue that would leave Eloria at an odd location in dialogue when confronting Gabrius.
Foulvenom dagger now inflicts much more significant damage when paired with Eloria's weakness spell during the final encounter.
The Foulvenom dagger now comes with advice in its description on how it functions.
Fixed not being able to feed fish to Viola the cat in the prologue. We apologize for the inconvenience.
Negative stats on exceptional items (such as spell resistance on armor) are now correctly inverted, making exceptional items stronger rather than weaker.
Added a search function to the Bestiary.
Bestiary entries are now sorted alphabetically.
The Traits list is now sorted alphabetically.
Added buttons and keybinds to cycle action bar rows up or down.
Added keybinds to increase or decrease the number of visible action bar rows.
Adjusted Marauder Army Warrior respawns so they no longer appear too close to the player during the quest “Assault on the Bandit Fortress.”
Changed Wildgrowth and Ore Clusters to level 30 (down from 35), and adjusted their respective trait level requirements to 30 (down from 45).
Fixed Wildgrowth icons appearing on the minimap before unlocking the trait that allows detecting them.
Fixed items being lost when added to the last storage tab if that tab was full.
Changed the Defense level requirement to equip the Haywind Prison Guard Outfit in the quest “Prison Break” to 25 (up from 12) to better match the quest’s difficulty.
Potentially fixed an issue in the Mistywood fishing area where players would run away from the fishing cage and become unable to fish from it. We have not yet been able to reproduce this issue despite multiple reports, please submit an in-game bug report if it happens again.
Pressing F12 no longer opens the chat input box.
Reduced the attack time of Wrathful Torrent to 1s (down from 5s).
Fixed a bug causing the player to launch into outer space and become stuck when using Homecoming during a horse fast travel.
Improved save file backups: automatic backups now occur every 15 minutes for the last 2 hours, and hourly backups go back for up to one week.
Improved the healing amount of Elk Pottage.
The armor crate in Aercrest Manor now restores any missing armor pieces if you’ve lost them.
Fixed minimap icons not reappearing for harvestable resources when they respawned.
Removed an exploit when processing materials (such as refining ore or filleting fish), which allowed XP gain without consuming the material if it was dropped mid-process.
Fixed a section of the river north of Thornhill where players could walk underwater.
Fixed an issue in the quest “Battle of the Shearston Estate” where the Firestick Mixture could get stuck spinning in mid-air instead of igniting the target.
Fixed Cooked Clearwater Salmon not being edible.
Winterpine Log, Highland Cypress, Deadwood Yew, and Crystalbark Birch can now be used for canoe fast travel.
Winterpine offers the same distance as Oak.
Highland Cypress and Deadwood Yew offer increased distance.
Crystalbark Birch offers unlimited distance.
Fixed an instance where empty item would permanently block an inventory slot when added to storage bags.
Fixed Artisan Orders being inconsistent when offering mixed amounts of bank items, inventory items, and banknotes. Items can now only be traded from your inventory using items or banknotes.
Fixed frame rate affecting camera rotation speed when using the keyboard.
Fixed keybind changes sometimes resetting when the game reloaded.
Pressing ESC now closes the chat input box.
Fixed Cured Meat missing its buff icon and description for the physical damage boost.
Updated trait descriptions for Engraved Staff Handles and Smooth Bow Handles to specify that granted buffs are temporary.
Added a guidance message when attempting to climb over the brambles too early in the quest “Battle of the Shearston Estate.”
Removed a sheep stuck inside one of the buildings in Aercrest Manor.
Removed an unreachable bookshelf on the top floor of Aercrest Manor.
Fixed pathing to an unreachable area with crows in Grainwater.
Removed an unreachable Nature Golem in the Golemwoods.
Fixed the “Rural Village Work” achievement task description.
Fixed chicken kills in underground areas of Mistywood not counting towards the achievement kill count.
Number of other small adjustments and fixes for graphical glitches, missing colliders, NPC spawns, and unreachable objects.
The dragons are coming, they are on their way! To recap, here's what we're working on:
Free content update, delivering a longer quest chain to slay an ancient dragon!
Search the Tomb of the Dragon Slayer and discover a terrifying old secret...
Travel the world in search of the Trials of the Dragon Slayer.
Acquire a collection of the Dragon Slayer's armaments.
Breach the Dragon's Barrow and overcome it in a legendary battle requiring wit and skill!
That's all for now, happy gaming!
Updated Unity version (Security Update https://unity.com/security/sept-2025-01)
The mysterious infinitely duplicating villager in Timberwell has been quietly gotten rid of (we literally could not figure out what caused him to behave in such a way or how to fix him, he definitely must have consumed the power of some otherworldly grimoire).
Removed random interactable objects from places in prologue manor that couldn't be reached.
Sitting on benches in Haywind fort no longer causes you to sit facing the wall.
Spruce shade cemetery caretaker now has a few lines to call the player over.
Corrected the tooltip of Spellscroll: Weakness to indicate the real sorcery level required to use the item.
Fixed issues causing the quest locations for "Antique Wheels" and "The Squallstone Keep" to display at incorrect locations on the world map.
Depleted Imberite Ore incorrectly left behind the model of the veins while removing the model of the rock, this has now been fixed.
Tailfin Moss now correctly boosts experience gains while fishing Clearwater Salmon.
The game now recognizes Burned Skeletons, Spirit Horrors and Drawyn Spear as undead.
Adjusted combat stats for Timberwell cave trolls to be more in line with their indicated levels.
All Arakite in ratcliffe mines is now protected by a stone golem.
The ratcliffe stone golem combat stats are now much more appropriate for when the player encounters them.
Fixed a task icon remaining in place after completion in Ratcliffe village
Golem rock throw behavior was adjusted so that it happens more certainly when the player is at a distance from the golem, deals less damage, incapacitates for longer, and has a higher cooldown.
Mistywood Goblin combat stats were adjusted.
Bumped levels on some goblin item drops.
Fixed non-visible item descriptions on goblin craftables.
Few random typos in various quest dialogues were fixed.
Clipping/pathing issues around Haywind and Ratcliffe
Etherlight Ruins no longer walkthrough.
The journal entry for reforging the Dreamguard's armor should once again display correct information about the requirements for crafting the Dreamguard items.
Removed an odd, inaccessible spruce south of fenwater village.
Teleporters now have names for Etherlight Ruins, Forest's Heart, plus various others that were lacking them.
During the quest 'Historical Undertaking the II', quest related reply options now appear all throughout the dialogue of the shaman of prowler's thicket, instead of only when initiating conversation.
Eloria Mirvren was unintendedly still appearing atop the Silvermirror Throne after progressing her quest to the point where she teleports to the 'Hallowed Cave', this has now been fixed.
Applied a fix for quest marker for quest 'Something Suspicious' not appearing on the world map.
Adjusted combat stats on Tammi, the Forest's Heart.
Removed trees unnecessarily obscuring a path to the forest's heart after dealing with the roots obstacle.
Added an overview of Tammi's abilities into its inspect window.
Improved directions in some early quest journal entries.
This post doubles as a cross-promotion for the demo of our new game "Frost and Glory" and a bugfix update for Cursebreaker.
Continuing on what we posted last week, Frost and Glory demo is now live and free to play! It's another game we've been working on, which makes use of the bones of Cursebreaker, but stretches them to a slightly different gameplay experience.
Frost and Glory is a singleplayer open-world RPG, where you complete quests, fight your way through dungeon-like challenges and level up stats & abilities in a cheery winter-fantasy sports competition.
If you enjoyed your time in Cursebreaker, we think you'll like this too.
Give the demo a spin here:
Today we're pushing live a bugfix update for Cursebreaker. This update's quite important, as it patches the recently discovered security vulnerability on games built with Unity, which was quickly mitigated by Steam too, but through this update it's patched on our end as well. Due to the urgent need to deliver the security patch, we wrapped up work on a few fixes and rolled them into the update - you'll find the full patch notes below.
We'll continue looking at the list of bugs and issues in the game and apply fixes where we can. Additionally we'll get progressing on the much talked about Dragon Quest and we may post some teasers in the upcoming months as and when we get something cool to share.
Plans for the Dragon Quest currently consist of a longer quest chain that starts with the discovery of a threat from a terrifying old dragon, falsely believed to have been long since vanquished... The quests will have you traveling to various dungeons hidden all across the game map in search of the weapons and armor of the last Dragon Slayer.
Only after acquiring all the appropriate armaments of the Dragon Slayer will you finally be ready to face the ancient dragon itself! With the dragon encounter, we're aiming to create more of a fair, skill-based combat experience that couldn't so much be brute forced through high skill and gear levels.
As ever, the implementation of a new quest also brings with it new unique items and gear.
But that's all we have for today, more news to follow at a later date - happy gaming!
Updated Unity version (Security Update https://unity.com/security/sept-2025-01)
The mysterious infinitely duplicating villager in Timberwell has been quietly gotten rid of (we literally could not figure out what caused him to behave in such a way or how to fix him, he definitely must have consumed the power of some otherworldly grimoire).
Removed random interactable objects from places in prologue manor that couldn't be reached.
Sitting on benches in Haywind fort no longer causes you to sit facing the wall.
Spruce shade cemetery caretaker now has a few lines to call the player over.
Corrected the tooltip of Spellscroll: Weakness to indicate the real sorcery level required to use the item.
Fixed issues causing the quest locations for "Antique Wheels" and "The Squallstone Keep" to display at incorrect locations on the world map.
Depleted Imberite Ore incorrectly left behind the model of the veins while removing the model of the rock, this has now been fixed.
Tailfin Moss now correctly boosts experience gains while fishing Clearwater Salmon.
The game now recognizes Burned Skeletons, Spirit Horrors and Drawyn Spear as undead.
Adjusted combat stats for Timberwell cave trolls to be more in line with their indicated levels.
All Arakite in ratcliffe mines is now protected by a stone golem.
The ratcliffe stone golem combat stats are now much more appropriate for when the player encounters them.
Fixed a task icon remaining in place after completion in Ratcliffe village
Golem rock throw behavior was adjusted so that it happens more certainly when the player is at a distance from the golem, deals less damage, incapacitates for longer, and has a higher cooldown.
Mistywood Goblin combat stats were adjusted.
Bumped levels on some goblin item drops.
Fixed non-visible item descriptions on goblin craftables.
Few random typos in various quest dialogues were fixed.
Clipping/pathing issues around Haywind and Ratcliffe
Etherlight Ruins no longer walkthrough.
The journal entry for reforging the Dreamguard's armor should once again display correct information about the requirements for crafting the Dreamguard items.
Removed an odd, inaccessible spruce south of fenwater village.
Teleporters now have names for Etherlight Ruins, Forest's Heart, plus various others that were lacking them.
During the quest 'Historical Undertaking the II', quest related reply options now appear all throughout the dialogue of the shaman of prowler's thicket, instead of only when initiating conversation.
Eloria Mirvren was unintendedly still appearing atop the Silvermirror Throne after progressing her quest to the point where she teleports to the 'Hallowed Cave', this has now been fixed.
Applied a fix for quest marker for quest 'Something Suspicious' not appearing on the world map.
Adjusted combat stats on Tammi, the Forest's Heart.
Removed trees unnecessarily obscuring a path to the forest's heart after dealing with the roots obstacle.
Added an overview of Tammi's abilities into its inspect window.
Improved directions in some early quest journal entries.
We realize it’s been quite a while already since our last update, so we thought we’d take the opportunity to share where we are and what’s coming out by us in the near future.
For those of you who are not aware, we the devs behind Cursebreaker are a small Finnish team. We say this to promote an event running for the first time - ‘Finnish Games Week’ - which is also taking place as a Steam event and our game’s participating by continuing to run a discount during this period. The event’s about shining a spotlight on Finnish-produced games – you might be surprised how many there are! – and we encourage you to browse the event page and see what the other crazy Finns have been cooking; there are a lot of cool games to discover at www.finnishgamesweek.com and on Steam at https://store.steampowered.com/sale/FinnishGamesWeek2025!
In our last messaging we alluded to some upcoming game fixes and potential dragon content, and we haven’t abandoned our intention to deliver on these, progress has just been slow. In part that’s been due to a growing realization for a need to prototype new projects and improve our tools for the future, and later in this post we actually have news to share on a potential new game! Aside from that, we continue to be just a really small team and have to deal with the constraints that come with that, and there’s been a bit of burnout too for sure.
Truthfully, our dragon quest hasn’t progressed much beyond on paper, but we will be wrapping together an update with gamefixes soon, hopefully alleviating some of the jank that’s present. Speaking of... we are well aware that the game is janky, and have to acknowledge that it probably always will be to some extent. That’s because when we began, our “team” was essentially two enthusiastic hobbyists accompanied by a rotating mix of other enthusiasts, part-timers and interns.
Early development consisted of a lot of trial and error, and in fashion most typical to enthusiasts and inexperienced teams, the project became too ambitious off the boot and only kept creeping in scope in its early days. Much of the work was done without much organization or proper documentation either, resulting in a lot of the inconsistencies and jank that's stayed with the game to this day. Ultimately, the painful lesson we had to learn is that while fixes and polish can be applied at the tail end of development, to some degree the project just ought to be made right from the beginning.
To be clear, we’re not trying to excuse the problems our game has, but to explain why the game is the way it is. If at times it has seemed like the game wasn’t done by a very professional studio, well, that’s because it wasn’t really. And to be fair, a lot of you probably figured that out anyway; our's is hardly the first janky indie to launch on the platform and certainly won't be the last.
But against the odds, so many of you managed to find it in the marketplace and have thoroughly enjoyed the game regardless of its issues! Nothing's more heartwarming for a developer than to see people find your game who really 'get it' and play it just the way you envisioned it. And it’s given us a shot at truly being professionals today and we couldn’t be more grateful!
Our team today has solidified into a programmer, a writer, a 3D modeler and a part-time dev who also creates our music. We all still have to wear multiple hats to get it all together, but we feel more experienced, organized and prepared for future projects than ever.
As for Cursebreaker, we’ll continue to look at fixing what’s feasibly fixable. With some issues, though, we’ve already gone as far as we can at this stage; primarily, deep-rooted performance problems are tied to the game’s core systems and can’t be helped much beyond remaking the entire project. In areas where performance is most jarring, so especially around Haywind, we recommend setting draw distance down – we know it won’t eliminate the problem, but it should help.
On a lighter note, we found a some old pictures and recordings of bugs from the early days of development, and felt compelled to share them here:
Early versions of the game did indeed have a more HD style before we scaled it back for bad performance and scope reasons. There even was a playable demo-build in these graphics at one stage, if any of the earliest followers of the project have stuck around, they may remember it.
Link to the full album:
https://imgur.com/a/zSeKly2
As mentioned, we’ve been prototyping potential new projects over the recent months and we’re ready to unveil Frost and Glory – a more light-hearted, tongue-in-cheek RPG set in a wintery, alpine, open-world town where you take part in a snow blaster tournament! That’s to say, you get a gun that launches snowballs and a lot of different targets to shoot at!
“Snowfall City is hosting a legendary snowblaster tournament, and you’re set to compete! Enter a light, wintery open-world RPG with a cheerful atmosphere, level-up talents through snow-slinging trials, recruit companions, outplay tricky rivals, and rise from rookie to seasonal champion!”
Frost and Glory is thematically quite a break from Cursebreaker, so if you’re really keen on the medieval death and darkness, it might not be your cup of tea. Much of the design and gameplay should feel familiar though, so if you liked Cursebreaker, there ought to be plenty to enjoy here too!
(Still under development.)
For this project, we’ve been experimenting with a cartoony art-style that’s visually more consistent, while also creating more expressive characters with facial animations. The end-result, we think, is a sharper and more polished looking game that also happens to run a lot better. Whether we can avoid becoming overburdened by some of these new visual and animation standards remains to be seen, but for a smaller project it’s been interesting to see what we could pull off.
In any case, please do check out the store page by clicking the link below and wishlist if you want to wishlist it – we are putting out a demo in time for Steam Next Fest starting Monday, October 13! So be on the lookout for that and maybe give the demo a spin. No information yet on when the game is set to release.
As a final note for any Cursebreaker enthusiasts who may feel put off by the looks of this new game, rest assured we do intend to return to more serious and gritty themes in the future…
As some of you might have noticed to your dismay, the beloved Cursbreaker Wiki and interactive map were recently offline. Well, we have great news for you; just prior to publishing this post we got word that these tools are back live again!
To be clear, these fantastic resources aren’t developed by our team but by a talented and passionate member in our discord community. He deserves great praise from us - creating these resources must have come at no small effort!
Wiki:
https://cursebreaker.wiki/doku.php?id=start
Map
https://cursebreaker-map.online/
We’ve been in touch with the creator behind these tools and discussed ways to provide more direct access to in-game data, which may help him enhance both the map and wiki further. We'll be sure to post an announcement if and when the Wiki and Map get upgraded!
But that's all the news we have for now, so as always, it's time we wish you happy gaming!
Pura
About
This page aggregates Steam news feeds, patch notes, and developer announcements for The Black Grimoire: Cursebreaker, 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 The Black Grimoire: Cursebreaker 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.