
Steam news
Full Steam announcements and update articles for this title.
- Fixed the issue of incorrect attack power bonus during Hong Dongping's consecutive kills.
- Fixed the issue of Jin Dajian getting stuck while equipped with the Resurrection Bead.
- Fixed the description of the Golden Scale Gauntlets.
- Fixed the issue of Hong Gongsun Sheng not benefiting from speed boosts.
Equipment and herbs can now be used in the first round of ranked matches.
【Tao Zongwang】Price reduced from 3 to 2
【Zhang Qing】Price reduced from 3 to 2
【Yang Chun】Price reduced from 3 to 2
【Ling Zhen】Price reduced from 3 to 2
【Le He】Price reduced from 3 to 2
【Mu Hong】HP increased from 16 to 20
【Li Li】HP increased from 12 to 16
【Zhang Shun】Attack increased from 4 to 6
【Liu Tang】HP increased from 10 to 12
【Xiang Chong】Attributes increased from 2/4 to 4-6
【Hao Siwen】HP increased from 10 to 16
【Hou Jian】Basic attributes and mechanic values increased
【Ruan Xiaoqi】Price reduced from 3 to 2
【Guo Sheng】Price reduced from 3 to 2
【Hua Rong】Price reduced from 3 to 2
【Shi Jin】Price reduced from 3 to 2
【Qin Ming】Price reduced from 3 to 2 \ Price reduced from 3 to 2
\ Price reduced from 3 to 2
\ Price reduced from 3 to 2
\ Base Attributes increased from 4/18 to 6/20
\ Mechanism Attributes increased
\ Mechanism Attributes increased
\ Base Attributes increased from 4/6 to 6/8
\ Price reduced from 4 to 3
\ Price reduced from 4 to 3
\ Blood Quantity reduced to 14
【Dog Skin Plaster】Healing amount increased
【Bloodthirsty Blade】Price increased
【Resurrection Pill-I】Price increased from 3 to 4
【Resurrection Pill-III】Price increased from 7 to 6
【Ring Knife】Price increased, Attributes increased
【Panlong Steel Spear】Price increased
【Speculative Blade】Price decreased
【Poison Dagger】Price increased
【Mysterious Heart-Locking Mirror】Price increased, Attributes increased
【Shattered Shield】Price increased, Attributes increased
Added 45 new items to your collection.
Fixed the issue of excessively long text in various languages.
Fixed issues related to Soul Stone consumption.
For the second dungeon speedrun I and speedrun V, the \ has been added to stage 3-1.
Fixed an issue where rapid clicking after deploying characters caused UI glitches.
Soul Stone consumption reduced for Cataclysmic difficulty and above
Soul Stone rewards increased for clearing stages
Battle speed increased, with 4x and 5x speeds added
Increased Gold Ingot rewards for Chapter 1 of Speedrun-III to Speedrun-V
Adjusted bonuses for 2-star \
Price of \ reduced
Fixed an issue that \ could cause the game to crash
Fixed an issue where the \ mechanic stats in position 1 did not double
Ranked matches now include anti-cheat detection and bans players using cheat codes.
The price of \ has been reduced from 5 to 4. Herb attributes are now recalculated during star upgrades, and multiple \ characters can now correctly execute the star upgrade mechanism.
Fixed an issue where Zhang Qing could not perform group attacks when paired with \.
Fixed an issue where the \ mechanism did not work correctly with \.
Added right-click shortcut for team deployment
Fixed an issue with incorrect description text for \
Fixed an issue where \ lost attributes when upgrading teammates
Fixed an error when there were no match opponents in ranked matches
Fixed an issue where Soul Stone consumption was displayed incorrectly when selecting difficulty.
Fixed an issue where \ did not trigger \ when sacrificing an enemy.
Fixed an issue with incorrect 3-star stats for \.
Fixed an issue with incorrect HP bonus when \ was equipped with \.
Optimized the UI display of equipped weapons in the equipment scene.
Added a practice mode
Fixed the issue of some loot being missing in the second dungeon
Optimized localization translation
Added a spacebar shortcut to the "Continue" button when the level ends.
Fixed an issue where the \ combined with \ caused incorrect attack power restoration.
Fixed an issue where \ combined with \ caused the game to freeze.
Fixed an issue where \ was not affected by the \ buff and optimized the description.
The Speedrun-I to Speedrun-V modes no longer display a card pool; instead, they use a fixed drop rate, and the issue of excessively low drop rates in all speedrun difficulties has been fixed.
In the demo version, we used a public card pool mode to create a unique loot-hunting experience. However, after a large number of players played, we found several problems with the public card pool mode. For example, the refresh time couldn't meet the needs of all players, the competition was too intense, and fairness was difficult to control.
Therefore, until these problems are perfectly resolved, we at least want to ensure everyone has fun in single-player mode.
Finally, we want to apologize to those players who have become accustomed to and enjoyed the public card pool mode.
Hello great community,
We are happy to announce that the game is finally launched, we hope you have a lot of fun and create interesting builds while grinding a bit! We will be working full time on fixing any reported bug, please use this post to report anything, we will be checking it all the time, or feel free to join our Discord server: https://discord.gg/gyVhC6pca4
Finally we also have 2 bundles as option to buy the game with higher discounts: https://store.steampowered.com/bundle/69774/Looting_and_Grinding/ https://store.steampowered.com/bundle/69795/The_Bueno_Rogues/ Thank you for your great support! HAVE FUN!
Fixed an issue where equipped characters would disappear under certain circumstances.
Fixed an issue where weapon equipment hotkeys were incorrect under certain circumstances.
Fixed a crash issue when two \ were on the field simultaneously.
Optimized some text descriptions.
\ 1-star stats reduced from 100% to 75%
Fixed an issue where \'s additional attack wouldn't trigger the \ mechanism.
Fixed an issue where equipping the 3-star \ with a weapon was incorrect.
Fixed an issue where combat clicks were ineffective.
Fixed issues related to the spacebar shortcut.
Fixed an issue with flickering tooltips.
The base number of red racing cards has been increased from 2 to 3.
Characters you don't own can now have their star-up attributes viewed.
A spacebar shortcut has been added to the Battle, Collect, and other buttons.
Fixed the issue of items in your collection constantly flashing.
Fixed the issue of the information panel not disappearing when using the shortcut to sell.
Fixed the issue of summoned characters' battle speed not working during battle.
Recently, we have received a great deal of feedback from the community, and I have read every single piece of it carefully. Thank you all for playing and for your valuable suggestions. I hope this announcement can help clear up any misunderstandings.
1. Regarding the Drop Rate SettingsWater Margin: Scroll of Legends is a game where the core enjoyment lies in the thrill of looting. To create that sense of surprise when obtaining rare items, we must set different acquisition thresholds for items of varying qualities. Simply increasing drop rates would undermine this core experience.At the same time, we understand that repeated looting can become tedious. To address this, we have designed multiple avenues such as crafting, gifting, and competitive looting events, providing everyone with more ways to obtain their desired items.2. Regarding the Inability to Synthesize Items of Pink Quality and AboveIn the early trial version, synthesis was enabled for pink and gold quality items. However, feedback quickly poured in from many players, saying, "The thrill of looting is gone," and the grinding process actually felt more tedious.This made us realize that while certain features offer convenience, they might diminish the joy of looting. Therefore, starting from that version, we no longer allow the synthesis of items of pink quality and above.3. Regarding the Design of the Shared Item PoolWater Margin: Scroll of Legends is a premium game, and we have no reason to induce anyone to spend. The初衷 behind all game modes is simply to make the game more enjoyable.As we all know, the lower the drop rate, the greater the thrill of finding an item, but it also means more "grinding." So, is there a way to increase drop rates while reducing the amount of grinding?The answer is: significantly increase drop rates, but with a limited supply.Furthermore, by displaying the remaining quantity of these limited-supply items, players can choose whether to farm for them based on their own needs. This is the design concept behind the shared item pool.In the very first version, we implemented the shared item pool across all difficulty levels. However, we later found that after the pool was emptied, some players couldn't even obtain basic items. Therefore, we now reserve the pure single-player looting experience for the earlier difficulties, only using the shared item pool in the higher difficulties.4. Regarding Setting the Refresh Time to 8 PMIn the competitive mode, significantly increasing drop rates must be coupled with a limited supply to avoid diminishing the thrill of looting.For example, if there's a daily limit of 1000 items, and they are refreshed in two separate time slots, each slot would only have 500 items available. This means that instead of playing during one convenient time frame, you'd now need to be available for both.Worse still, two time slots cannot accommodate all players. Some players can only play in the afternoon, others only late at night. To satisfy everyone, we might have to refresh the pool every two hours. This would be a disaster for most players, as instead of just playing for a while in the evening, you'd feel pressured to be online constantly throughout the day. This defeats the purpose of this game mode.Of course, we are aware that this system provides a poor experience for players who cannot play in the evenings. Our current solution is to offer multiple competitive difficulties after the official release, with independent item pools for each difficulty. This will help distribute players across different stages of the game.If you have any better suggestions, please feel free to discuss them with us in the community.Increased battle speed.
\ description adjusted; changed from "at the time of attack" to "at the end of the turn".
Fixed an issue where item information was not displayed in 4K resolution.
New loot added to the new dungeon: \, \, \, \
Optimized UI display and prompts when loot is empty in Speedrun mode.
Fixed an issue where the ruffians summoned by \ could not correctly trigger the \, \, and other weapons.
Fixed an issue where \ could not gain poison immunity when transforming into \.
Fixed an issue where the end-of-round mechanism of \ combined with \ and others was not triggered correctly.
Fixed an issue where \'s position calculation was incorrect when triggering knockback.
New players' initial card decks have been streamlined; now, with proper combinations, players can clear the beginner mode.
The second dungeon now requires clearing the first dungeon on standard difficulty to unlock. Because the second dungeon is significantly more difficult than the first, some restrictions were implemented to create a smoother difficulty curve in the early game.
Anti-cheat adjustments have been made. At difficulties below Speedrun, accounts will no longer be automatically banned; instead, a warning and exit will be displayed. At difficulties above Speedrun, the ban duration will increase based on the number of cheating attempts.
Fixed an issue where the combination of \ and \ would cause crashes in certain situations.
After the new dungeon is unlocked, we invited some streamers to try it out. Watching the live stream will earn you an \, which can be redeemed for rewards in the \ section in the bottom left corner of the game.
Time: February 23, 2026 to February 25, 2026
Live Stream Platform: Douyin (TikTok)
Streamers:
yanwoxiannnnn
CSRBguazi
YouXi_LXJ
808244845
mantouplus
X768955273
Search for the corresponding streamer's Douyin account and follow them. You'll receive a notification when they go live.
The new content includes:
16 brand new levels (from beginner to hard)
Over 30 new characters
Over 50 new weapons
A brand new herb, \
We look forward to everyone creating more builds and gameplay styles. Have fun playing!
Thank you so much to everyone who played the demo!
It’s because of your enthusiasm, careful feedback, and so many creative and valuable suggestions that the game keeps getting better and more fun. Your input not only helps us find problems, but also inspires entirely new design directions. Being able to develop this game together with such passionate players is truly amazing to us.
Because we introduced a lot of experimental features in the demo, some dirty data and version compatibility issues were created along the way. To properly fix these before the full release, we need to perform a full data wipe. After the wipe, all in-game data will carry over into the official release.
We understand that many players have spent hundreds—or even thousands—of hours collecting characters and items, and those save files mean a lot to you. We truly appreciate that dedication, and we’d like to offer some compensation as a small apology and a big thank-you. If your playtime is over 50 hours, please join our official QQ group or Discord to receive your reward.
Added enemy information display
Significantly improved network stability
Effects optimized
Portuguese language now supported
Added a filter to the "Collection" section.
Fixed an issue that caused problems when using the shortcut key E to move items in battle preparation scenes.
Fixed some localization translation issues.
Thank you to everyone who played the demo — your adventures made the game a lot more fun for all of us. We’ve received tons of feedback and bug reports, and in this announcement we’d like to address the most commonly raised questions. If you still have other concerns, feel free to leave a message in the community hub.
It’s pay-to-own (buy-once). There are no microtransactions and no in-game purchases at all.
However, the game is not fully offline — an internet connection is required. Ranked matches use asynchronous PvP, allowing you to challenge other players’ lineups, which needs network access.
Also, since our loot system involves extremely complex builds and detailed data analytics to fine-tune game balance, we don’t use Steam Cloud saves. Instead, we run our own dedicated servers to securely store player data and power our stat tracking tools.
Because the game is buy-once, you can rest assured — we have no reason or incentive to push you toward spending money by artificially blocking progression.
That said, we’ve received two very different opinions: Some players feel the drop rates are too low and repetitive farming becomes exhausting. But when we tried increasing drop rates or adding more ways to earn rare items, other players told us it ruined the thrill of finding something truly special.
To balance both experiences, we’ve made the following improvements:
You can craft (synthesize) items of purple rarity or below
Players can gift pink-rarity items to each other
Drop rates scale up with difficulty
In Speedrun Mode, you can view the exact number of items left in the loot pool
Builds are always centered around purple-rarity core characters, meaning even without ultra-rare loot, you can still create many strong and viable loadouts
Unlike many looter/ARPG games that rely on standard formulas for ATK, crit, or attack speed, Shuihu Scrolls focuses on mechanic-driven synergy combinations. These interactions are nearly endless, making manual balance testing extremely difficult.
To maintain long-term game health, we have to analyze live player build data and adjust balance based on real-world performance.
We understand that nerfing certain synergies can feel frustrating. While we still need to keep the meta healthy, we will also:
Reduce how frequently we make balance changes
Invest more resources into internal testing
Avoid disruptive adjustments whenever possible
Thanks for your understanding and support as we work toward better balance without harming the excitement of discovery.
The demo included many experimental systems (especially changes to loot and crafting), which unfortunately resulted in dirty, incompatible, and unstable data.
So, before launching the full release, we must perform a one-time progress reset. After that, the game will no longer receive destructive updates, ensuring a stable, rewarding, and enjoyable long-term looting experience for everyone.
- \ Reworked
- \ Mechanism bonus reduced from 25% to 20%
- \ Attack power reduced from 6 to 4, HP increased from 16 to 18
- \ Price increased for high rarity
- Significantly optimized network requests
- \ Price reduced from 2 to 1
- \ Price reduced from 2 to 1
- \ Poison Blade increased from 1 to 2
- \ Mechanic stat reduced by 1
- \ Increases poison stacks by 50% instead of doubling them
- \ Mechanic adjusted, now spreads poison stacks by percentage
- \ renamed to \, mechanics adjusted
- \ Mechanic adjusted
- \ Mechanic adjusted
- \ Attack power reduced from 4 to 3, HP increased by 2
- Lowered the difficulty of Beginner 3-2
- Increased Soul Stone rewards in ranked matches
- Fixed an issue where mechanic stats did not increase after upgrading opponents in ranked matches
- Fixed an issue where tooltips obscured the mouse cursor
- Fixed an issue where Weakness did not affect Strength
- Fixed an issue where status numbers were infinitely magnified
- Fixed an issue where Bloodlust did not trigger the Gourd
- Fixed an issue where Lu Junyi did not trigger the Gourd
- Fixed an issue where Soul Stone consumption was incorrectly displayed.
- Some character portraits have been reset.
- Equipment activated before combat begins now takes precedence over character mechanics.
- Increased character equipment cap from 40 to 45
- Increased the number of \ cards in the base deck to 9
- The Treasure Hunt card pool will dynamically change based on the previous day's player count
- Increased the stats of \ and \ by 1
- Changed the mechanic triggering time for \ and \ to attack
- Increased the mechanic stat of \ from 1 to 2
- Increased the health of \ from 8 to 10
- Reduced the Bloodthirst chance of \ from 8% to 5%
- Reduced the mechanic trigger probability of \ to 12% and the price to 4
- Reduced the absorption percentage of \ from 100% to 50%
- Reduced the mechanic stat of \ from 50% to 40%
- Reduced the attack bonus of \ and \
- Reduced the number of high-star revives for \
- Added \, allowing you to gift pink or higher quality items by spending Soul Stones
- Increased the number of weapons in a deck to 15
- Added one-click medicine
- Added automatic chest opening
- Improved economy in ranked mode
- Adjusted the mechanics of some enemies in stages
- \ Reworked
- \ Reworked
- \ Reworked
- \ Reworked
- \ Reworked
- \ Reworked
- \ Reworked
- \ Increased health cost when skills activate
- \ Adjusted to unlock an additional weapon slot
- \ Increases attack power and health when injured
- \ Increases attack power and health when armor is gained
- \ Adjusted to gain damage reduction before the start of the round, price reduced by 1
- \ Price reduced by 1
- \ Base Attributes reduced from 6-12 to 4-10
- \ Health reduced from 12 to 10
- \ Plunder attack power reduced by 1, plunder health reduced by 2%
- \ Mechanism attack power increased, health reduced
- \ Mechanism damage increased from 2 to 4
- \ Increased poison stacks
- \ Increased damage reduction
- \ Price increased from 5 to 6
- \ Price increased from 7 to 9
- \ Damage bonus reduced from 30% to 25%
- \ Damage reduced from 60^ to 50%
- \ Price increased from 10 to 12
- \ High-quality attributes increased, price increased
- \ Strength increased from 1 to 2, price increased from 2 to 4
- Fixed an issue with \'s health recovery when the mechanism is triggered
- Fixed an issue where the attack order would be disrupted if a teammate in the back died first.
- Fixed an issue where Wu Song's combination with Gourd wouldn't work.
- Fixed an issue where the Heavenly King's Tower only absorbed 2 HP.
- Fixed an issue where the collection's assembly slot was full, preventing assembly.
- Fixed an issue where the initial deck would be used with a certain chance.
- Fixed an issue where two cards could be opened in the Speed Race card pool when only one card was left.
- Fixed an issue where the equipment order was changing.
- Fixed an issue where red cards wouldn't disassemble.
- \ Rework
- \ Increased the number of stages of absorption
- \ Increased the initial value
- \ Increased the initial value
- \'s attacks now take a portion of the victim's damage, and its attack power has been reduced from 10 to 8
- \'s health plundered has been changed from a fixed value to a percentage, and its bloodlust increases as it takes damage
- \'s mechanic effect has been increased from 25% to 50%, and its star upgrade effect has been significantly improved
- \ and \: When triggering a rebellion, the rebellious unit will now be at the front of the team
- \'s price increased from 3 to 4
- \'s clone now appears at the front of the team, and its price increased from 3 to 4
- \'s price reduced from 3 to 2
- \ Rework
- \'s mechanic has been added, and it now increases maximum health
- Minor adjustments to the mechanics of Lu Qian and Sun Erniang
- Weapon changes for Jiang Menshen and Xue Ba
- Fixed an issue where Huang Xin and Lin Chong's Hook Spear wasn't triggering.
- Fixed an issue where clicking the battle button in ranked matches wouldn't work.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Water Margin Scrolls, 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 Water Margin Scrolls 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.