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Full Steam announcements and update articles for this title.
Hey Warriors!
We're deep in development on 2.0, and sometimes we can't help but think — making a game really is "a different beast every day." This update isn't quite a reveal — more like a progress report. Remember the first time we shared the PvE mode map in 2.0?It was static, top-down, looked like a flat mini-map — almost like a concept sketch. After some time in development, we've "remade" the map. It's now a full 3D scene, and the camera perspective has changed as well.Yes, the workload went up — but compared to a 2D mini-map, this gives a much stronger sense of actually being on an expedition. And when it comes to how character movement is presented, it'll look a lot better too. For more info on 2.0, keep an eye on future updates. We'll share all sorts of progress — game-related, or maybe not (?). As always, please note: everything above is still in development and does not represent final quality.Greetings, warriors!
We've been deep in development on new content recently, so patch updates may slow down a bit for now — but this won't last too long.
In 2.0, every character will be able to freely choose and fight across both PvP and PvE modes (everyone's going full loot-and-scoot mode, if you will).
And the Stairway will also welcome a brand new female character.
AI-generated, for illustrative purposes only
We've already designed an initial concept for her, but we're not quite satisfied with it yet, so we're still polishing it.
Compared to our first female character, the Pirate, this new character will wield purely cold weapons, creating a striking contrast between the weapon and the character's appearance.
Please note: The current information does not represent the final version — anything may change during development.
We'll share more about the new character's design once we have further progress. Stay tuned~
Hey Warriors!
Last week we shared some early info on the PvE mode, and seeing how excited you all were in the comments — saying you'd come back to play — that was great. We're working hard on the PvE mode, and we hope to live up to your expectations.During development, we've been calling the PvE mode "Explore Mode" as a placeholder. But now we're wondering — should this codename carry over to the official release? That's still an open question.Screenshots are from the development version and do not represent final quality.When you enter Explore Mode, you'll see a camp-like hub screen with the "Explore" label. Here you can gear up and upgrade your characters and equipment before heading out to explore.We want to give the PvE mode a dedicated name that distinguishes it from the PvP mode's combat-focused experience. For example, the mode where you pit your fully-built powerful characters against each other is called "Zenith Arena."If we were to give "Explore Mode" a name that's bold, cool, and fits the game's vibe — what would you call it?We're still brainstorming. If you have any ideas, let us know!
Greetings, warriors! Today's new patch brings the remaining planned content for Seasonal Mode, along with fixes for various bugs and issues currently being discussed in the community.
Please see the detailed update notes below:Characters that reach 1000 points in Season 1 unlock the corresponding Profile Card frame and Title.
Knight: Stoneguard Sentinel
Ronin: Masterless Blade
Plague Doctor: Soul-Devouring Glutton
WuJiang: Abandon Beauty, Seek Truth
Pirate: Deadly Dancer
Gladiator: No Retreat, Even in Death
Executioner: Silent Ironwall
Fixed an issue where WuJiang's Emblem "Mountain Shaker" did not apply its Damage increase.
Fixed an abnormal Poise Damage modifier for Gladiator's "Ring of Mars".
Fixed an issue where Gladiator's Emblem "Standing Legion" caused Legion Stance duration to behave abnormally.
Fixed an issue where "Ponderous Armor" incorrectly increased Max HP and Max Poise.
Fixed incorrect point configuration for season rank icons.
Updated English and Japanese text.
Greetings, warriors. We've mentioned before that Wretch: Divine Ascent's 2.0 update will introduce a brand-new PvE mode — so that alongside the fierce battles on the Divine Ascent, you can also find fun in PvE.
As the second half of the year kicks off, we'll be gradually sharing PvE development progress with you, and we'll open testing once the mode is closer to completion.For this first share, we want to give you a look at what PvE roughly looks like —(Before this, we actually scrapped an earlier version of PvE and rebuilt it from scratch.)Please note: The current version is still in early development. All UI, scenes, and mechanics may change.MapPvE mode uses a turn-based map exploration system. The map will feature various loot spots and events, as well as monsters lurking and waiting for you.Every step you take, every decision you make, consumes your turn count.You can accept quests, scavenge across the map, obtain rare items — and then, figure out how to get out.Extraction: Bring Your Loot HomeAs a core part of the PvE gameplay loop, everything you collect on the map — equipment, materials, loot — picking it up isn't enough. You have to get it out.The more you carry, the more valuable — and the more risk you face. Push your luck or call it early? Every extraction is a gamble.New Enchantment SystemPvE will include several meta-progression elements outside of runs, such as the new enchantment system — items in PvE will have dedicated enchantment slots. Spend materials to unlock enchantment effects. Beyond making your character stronger, stacking enchantments might just build playstyles you never expected...Over the coming period, we'll keep sharing more about the 2.0 update. Stay tuned for further details~
Fixed an issue where Ronin's Five-Strike Combo elemental damage bonus was stacking abnormally
Fixed an issue where Will of Counter-Attack could cause the first skill of a new battle to enter Hyper Armor immediately
Fixed an issue where Frost Gauntlets applied incorrect bonuses
Fixed an issue where Spinning Kick's displayed Energy restoration value did not match the actual value
Fixed an issue where matched enemies would frequently repeat
Fixed an issue where Season point gain/loss adjustments were not taking effect
Stat
Change
Base Toughness
110 → 130
Skill
Stat
Change
Backstep
Recharge Rate
30 → 70
Stat
Change
Effect Duration
10s → 5s
Helmet of MaliceBattle start effect now additionally deducts 1 HP
Battle start effect now additionally deducts 1 HP
Greetings, warriors. Today marks the first round of stat and balance adjustments following the official launch of Seasonal Mode.
After today's update, the new season's ascent journey will officially begin. Previous points will be reset as "Preseason" points — please take note.During the update, when we reset the leaderboards, if you happen to be playing at that time, the leaderboard will not record points earned during that window. Thank you for your understanding.For future seasons, we plan to include a testing period as a "Preseason" to gather feedback, allowing us to make adjustments and improvements accordingly.Please find the detailed update adjustments below —Base Armor: +5
Action Speed increased
Damage: 49 → 46
Poise Damage: 44 → 41
Guard Counter Buildup: 55 → 51
Damage: 75 → 69
Poise Damage: 59 → 55
Guard Counter Buildup: 76 → 70
Damage: 27/32/32/32/29 → 25/29/29/29/26
Poise Damage: 18/19/19/19/32 → 17/18/18/29/30
Guard Counter Buildup: 27/32/32/32/29 → 25/30/30/30/27
Damage: 116 → 107
Poise Damage: 92 → 86
Guard Counter Buildup: 116 → 107
Damage: 23/23/33 → 21/21/31
Poise Damage: 25/25/14 → 23/23/13
Guard Counter Buildup: 23/23/33 → 21/21/31
Damage: 93 → 86
Poise Damage: 74 → 69
Guard Counter Buildup: 93 → 86
Damage: 75/23 → 38/31
Poise Damage: 60/20 → 28/27
Guard Counter Buildup: 93/15 → 39/32
Damage: 98 → 91
Poise Damage: 75 → 69
Guard Counter Buildup: 103 → 96
Damage: 47 → 44
Poise Damage: 39 → 36
Guard Counter Buildup: 48 → 45
Damage: 52 → 49
Poise Damage: 42 → 39
Guard Counter Buildup: 53 → 49
Damage: 68 → 63
Poise Damage: 56 → 52
Guard Counter Buildup: 70 → 65
Damage: 9/11/11/26/10/10 → 8/10/10/24/9/9
Damage: 38 → 35
Poise Damage: 34 → 31
Damage: 24 → 31
Poise Damage: 20/19/62 → 22/21/66
Guard Counter Buildup: 26/28/78 → 27/28/80
Rare Effect: Each hit inflicts 1 stack of Armor Down. When enemy Armor is above 100, inflicts 2 stacks instead
Rare Effect: Guard Counter Buildup caused by Low Triple-Strike reduced 20% → 15%
Rare Effect, Epic Effect: This move's Anomaly increase 30% → 25%
Rare Effect: Trigger threshold changed to every 15 HP lost
Epic Effect: Trigger threshold changed to every 250 HP lost
Legendary Effect: Trigger threshold changed to every 600 HP lost
Rare Effect: Damage Up per block 5 → 3
Epic Effect: Poise Armor Down inflicted on enemy per block 5 → 3
Legendary Effect: Armor Up per 5 blocks 20 → 15
Trigger time reduction per linked armor piece: 1s → 0.5s
Armor Up and Poise Armor Up per linked armor piece: 35 → 30
Reduces enemy Elemental Damage: 6% → 10%
Damage Up when Stamina is not depleted: 6 → 5
Move Damage and Elemental Damage increase: 10% → 9%
Poise Armor: 20 → 15
Max Poise: 30 → 15
Within the first 5 seconds of combat, enemy Elemental Damage reduction: 30% → 50%
Move Poise Damage increase: 8% → 12%
On enemy Guard Break: self Damage Up 8 → 12, enemy Poise Armor Down 8 → 12
Reduces enemy Max HP per hit: 9% → 8%
Move Poise Damage increase during Super Armor: 10% → 20%
Charge Speed reduction: 10% → 5%
Recovery when linked potion is consumed: 3 → 5
Move Damage increase/decrease based on distance: 15% → 35%
Move Poise Damage reduction: 60% → 99%
Embedded move Elemental Damage increase: 30% → 100%
Embedded move Damage increase: 125% → 110%
When activated in Legion Stance, embedded move Elemental Damage increase: 30% → 50%
Greetings, warriors! We're bringing you a brand new update — Patch 1.4.4. This update includes quite a bit of content, covering items, characters, and gameplay mechanics. Please read on below.
Skills with elemental effects now deal elemental damage immediately on hit and build up the same amount of the matching elemental status on the enemy
Elemental status values no longer decay automatically and have a 500-point buildup cap
When any elemental status reaches specific values (50 / 150 / 300 / 500), it directly triggers an Elemental Burst, dealing 40 HP damage to the character
Level 3 reward changed from a Skill Rune to an Emblem
The Level 5 Skill Rune event and Level 7 Emblem event have been swapped
Item rewards from Shadow Warrior Challenges have been unified into Gold rewards
Points Mode has been renamed Season Mode
Local points have been removed
Season Points have been added — require online play in Season Mode; cleared when the season ends
Season rewards have been added — unlock when each character's Season Points meet the requirements
New rank icons for all tiers, corresponding to 0 / 500 / 1000 / 2000 / 3000 / 4000 / 5000 points
Season Leaderboards added — a character can enter the leaderboard after reaching 1000 Season Points
Advanced Challenges can now be attempted, and characters can also be saved after meeting the conditions
Updated the UI layout
Parameter
Change
Counter Attack buildup cap per instance
Changed to 60
Counter Attack gain efficiency while not blocking
60% → 75%
Counter Attack buildup decay
18/s → 12/s
Counter Attack decay timer
3s → 5s
Skill
Stat
Change
Quad-Strike (Core)
Damage
12/7/12/17 → 14/8/14/20
Power High Kick (Counter)
Damage
35 → 38
Poise Damage
29 → 34
WuJiangSkill
Stat
Change
Triple Threat (Core)
Damage
38/56/31 → 41/62/34
Leg Twist (Counter)
Energy Cost
37 → 40
Damage
27 → 28
Poise Damage
26 → 33
Counter Attack
32 → 35
KnightSkill
Stat
Change
Chain Slashes (Core)
Damage
38/38 → 42/42
Imperial Judgment (Core)
Damage
24/29/44 → 28/34/50
Front Kick (Counter)
Damage
35 → 37
Poise Damage
31 → 37
RoninSkill
Stat
Change
Triple Heavy Slash (Core)
Damage
26/11/37 → 23/10/33
Tsunami Quad-Strike (Core)
Recharge Rate
25 → 70
Energy Cost
60 → 130
Damage
8/9/11/12 → 17/20/24/26
Poise Damage
8/9/10/12 → 17/19/22/25
Counter Attack
9/10/11/13 → 18/21/25/28
Spinning Kick (Counter)
Energy Restored
100 → 200
PirateSkill
Stat
Change
Dodge Forward Slash (Counter)
Damage
22 → 30
Side Dodge (Counter)
Recharge Rate
30 → 10
Rapid Fire (Core)
Damage
23 → 29
Aimed Shot (Core)
Damage
73 → 76
Siren Tail Sweep (Core)
Damage
22/22/29 → 23/23/31
Whirling Kick (Counter)
Recharge Rate
25 → 30
Energy Cost
39 → 50
Damage
30 → 41
Poise Damage
24 → 34
Counter Attack
30 → 39
Siren Tail Sweep animation adjusted — it now hits enemies more easily.
GladiatorSkill
Stat
Change
Stomp (Counter)
Damage
19 → 29
Poise Damage
15 → 23
Forward Shield Bash (Counter)
Damage
34 → 29
Poise Damage
27 → 35
Low Triple-Strike (Core)
Rare Effect: Counter Attack dealt by Low Triple-Strike is reduced
Epic Effect: Low Triple-Strike's Damage is increased
Legendary Effect: Enemy cannot block when Low Triple-Strike is used
Sweeping Strikes (Core)
Rare Effect: Damage increased 30% → 40%
Epic Effect: Damage increased 40% → 50%
Legendary Effect: Damage increased 50% → 40%
Cross Cut (Counter)
Trigger Condition: enemy Counter Attack count 1 → 2
Azure Dragon's Tail (Core)
Legendary Effect: Ready to Strike stacks gained 20 → 15
Tsunami Quad-Strike (Core)
Rare Effect: Damage increased 12% → 20%
Fighter Technique (Core)
Legendary Effect: When used as a Finisher, reduce Counter Attack buildup by 30% → 50%
Formation Breaker Combo (Core)
Rare Effect: Energy Cost reduced by 30 → 50
Legendary Effect: Energy Cost reduced by 30 → 50
Champion's Stance (Core)
Epic Effect: Damage increase per weapon 20% → 16%
Potion
Stat
Change
Healing Potion
Health Restored
15% → 12%
Bloodlust Potion
Lifesteal
15% → 18%
Potion of Revitalization
Energy restored below 20% Energy
100 → 200
Blade Dance (replaces Gunpowder Fill)
Each stack increases Finisher Damage by 5%
The Pirate gains 1 stack of Blade Dance when a default Scimitar skill hits; all Blade Dance stacks are cleared when the skill chain ends
Rapid Fire (Core)
Rare Effect: Each stack of Blade Dance increases Poise Damage by 3%
Epic Effect: When the Finisher in the skill chain ends, restore 50% of the cleared Blade Dance stacks
Legendary Effect: After hitting, each stack of Blade Dance permanently increases the Damage of the next skill in the skill chain by 2% for the current battle
Aimed Shot (Core)
Rare Effect: Each stack of Blade Dance increases Damage by 3%
Epic Effect: If used as a Finisher, consumes additional Energy on use (up to 50% of Max Energy); every 10 Energy consumed increases Damage by an additional 1%
Legendary Effect: If used as a Finisher, it can Execute
Curtain Call (Core) (replaces Backstep Slash)
Rare Effect: If this skill chain is triggered as a counter, Damage increased by 30%
Epic Effect: Gain 1 stack of Blade Dance for every 2 Scimitar hits from skills in the skill chain
Legendary Effect: When triggered as a counter, the enemy cannot block for 3 seconds
Phantom Strangle (Core)
Rare Effect: Gain 25 stacks of Charge Acceleration after 6 hits
Epic Effect: Gain 25 stacks of Charge Acceleration after 6 hits
Legendary Effect: Gain 1 additional stack of Blade Dance on each hit
Rising Slash Downward Cleave (Core)
Rare Effect: If used as an Initiative Skill, the enemy cannot block for 3 seconds on use
Epic Effect: The enemy's unable-to-block duration is extended to 5 seconds
Legendary Effect: Damage increased by 25% while Blade Dance is below 5 stacks
Dodge Forward Slash (Counter)
Gain 3 stacks of Blade Dance each time the enemy misses, and 3 stacks of Blade Dance when interrupting an enemy skill
Side Dodge (Counter)
Gain 3 stacks of Blade Dance each time the enemy misses
Nimble Form: Gain 5 stacks of Blade Dance each time the enemy misses
Overcharge: When a Musket skill crits, each stack of Blade Dance increases Poise Damage by 5%
Siren's Vanity Case: When the socketed skill is used, Damage increased by 20% if Blade Dance is below 5 stacks
Flamenco Blade: The socketed skill's Scimitar Damage increased by 50%; Poise Damage decreased by 20%
Ouroboros: The socketed skill can Execute on Scimitar hits
Fixed Back-to-Back not taking effect
Fixed Mantle of Jealousy granting extra Brittle when linked to Orichalcum
Fixed incorrect Counter Attack buildup gain effects from Cold-Iron Shield, Banner of the Block Master, and Will of Counter-Attack in certain situations
Fixed incorrect low-HP threshold for Berserker's Armor
Fixed Stonescale Aegis failing to remove buffs correctly
Fixed Niten Ichi-ryū and Danse Macabre not taking effect when the Skill had already started
Fixed post-link timing adjustments for Crow's Cunning and Iridescent Scale not taking effect
Fixed Will of Counter-Attack failing to activate Hyper Armor in certain situations
Fixed Alchemical Bottle always granting Damage Boost at battle start instead of a random buff
Fixed Chilling Claws' actual effect not matching its description
Fixed Standing Legion not taking effect
Fixed Incense of Patience restoring an incorrect Toughness value
Fixed an issue where the Counter Attack decay progress counter was not reset when Counter Attack buildup reached 0
Greetings, warriors,
A major official update is arriving this week—The new character "Executioner" and Seasonal Mode will officially launch.New Character: ExecutionerThe Executioner wields a two-handed heavy weapon with a charging mechanic — one hammer blow to decide the outcome. Perfect for those who enjoy slow, heavy-hitting playstyles.Seasonal Mode Now LiveA new season begins alongside this update. Unique out-of-game elements and seasonal rotating rules join the battlefield, adding a fresh twist to PvP combat.Additionally, the game is now on sale at a new historical low of 17% off for two weeks. For those who haven't joined yet, this is the perfect time to jump in!Added 1 Skill Rune (granting Super Armor or elemental damage effects) for each character
Replaced one upgrade reward from obtaining a Skill Rune to obtaining an Emblem, and adjusted the order of certain upgrade rewards
When obtaining an Emblem for the first time, only specific Emblems will appear. From the second Emblem acquisition onward, the number of choices per selection is increased to 9
Modified the trigger condition for Ronin's Mind's Eye Slash effect
Adjusted the elemental damage bonus effects for Ronin's Quint-Slash and Plague Doctor's Flurry of Blows
Updated some sound effects and visual effects for the new character
Fixed various bugs
Greetings, warriors! The test branch has now received new content. The new character 「Executioner」 and balance adjustments for the current version are available. Warriors are welcome to try them out.
New character Executioner playable
Fixed known bugs
Nerfed elemental damage-related items and some other item balance adjustments
Hello everyone, the test branch has now been updated with brand new content — Seasonal Mode. Please head to the test branch to try it out:
Steps: Right-click the game in your library → Properties → Betas → select the "publictest" branch → update the game and start playing.Season 1 Combat Mechanic Adjustments: Fire, Ice, and Lightning Elemental Status SystemNew character-exclusive elemental items added
Adjustments to existing elemental items
Seasonal Points System
Seasonal Leaderboard System
Please note: Scores and leaderboards from the test phase will be reset when the official update is released.
Greetings, warriors! It's time for our weekly development progress update.
First, what we've been busy with lately — the Seasonal Mode is about to enter testing (barring any unforeseen issues, it should be next week).Unlike regular PvP battles, the Seasonal Mode will feature unique out-of-game elements and season-specific rule mechanics that change each season, adding a fresh twist to combat.The first season's mechanics won't be too complicated — we want players to get started quickly, and we're eager to gather more feedback on the Seasonal Mode for continuous improvement.We're hoping the seasonal system will create a lot of fun synergies — some interesting enhancement rules could lead to strong chemistry in gameplay.Check out this concept art (does not represent final quality):Second, development of the new character is nearing completion. We'll begin sharing detailed introductions next week.Here's a little hint — this new character wields a two-handed heavy weapon, delivering slow but powerful strikes.The upcoming Seasonal Mode test and subsequent new character test will still be available to all players who already own the game via the test branch. Once the exact dates are confirmed, we'll announce them immediately.Wishing you all a great weekend! See you next week.
Bug Fixes
Fixed stat errors for certain upgraded skills
Fixed an issue where skill upgrades could disrupt the skill chain order
Adjusted the Ronin's sheathing animation to align with the scabbard
Fixed text errors in English and Japanese localization
Balance Adjustments I. Skill Value Adjustments
Ronin
\ (Core): Damage: 19/14/8/14→17/12/7/12
\ (Counter): Damage: 20/7→26/9
\ (Core): Poise Damage: 20/20/20/20→16/16/16/16
Assassin
\ (Basic): Damage: 28→22
\ (Basic): Damage: 12→16, Poise Damage: 7→9, Counter Attack: 17→24, Recharge Rate: 13→17, Energy Cost: 22→30
Warrior
\ (Core): Damage: 21/31→25/37
Pirate
\ (Core): Damage: 84→73
\ (Core): Damage: 12/22/15→13/24/16
Gladiator
\ (Basic): Damage: 14→16, Poise Damage: 17→20, Counter Attack: 21→24, Energy Cost: 27→32
\ (Basic): Damage: 52→48, Poise Damage: 29→25, Counter Attack: 52→50
\ (Counter): Poise Damage: 16→15, Counter Attack: 20→19
\ (Counter): Poise Damage: 28→27, Counter Attack: 35→34
\ (Counter): Damage: 27→26, Poise Damage: 22→20, Counter Attack: 28→27
\ (Core): Damage: 22/22/22→20/20/20, Poise Damage: 16/16/16→15/15/15, Counter Attack: 23/23/23→21/21/21, Energy Cost: 90→85
\ (Core): Damage: 16/13/19/19→18/15/22/22, Poise Damage: 13/10/15/15→15/12/19/19, Counter Attack: 16/13/19/19→19/15/23/23, Recharge Rate: 45→90, Energy Cost: 84→105
\ (Core): Damage: 7/7/17/17→7/7/16/16, Poise Damage: 20/20/8/8→18/18/8/8, Counter Attack: 9/9/21/21→9/9/20/20
\ (Core): Damage: 23/42/28→23/41/27, Poise Damage: 15/23/38→14/21/35, Counter Attack: 24/43/29→23/41/28
\ (Core): Damage: 21/12/14→47/26/32, Poise Damage: 8/20/12→16/40/24, Counter Attack: 22/12/15→50/28/33, Recharge Rate: 38→75, Energy Cost: 65→150
\ (Core): Damage: 16/10/39→19/12/46, Poise Damage: 15/20/15→18/23/18, Counter Attack: 17/10/41→20/12/49, Recharge Rate: 29→50, Energy Cost: 90→110
II. Skill Effect Adjustments
Knight
\:
When the previous skill is a Basic Skill, the whole skill chain's Recharge Rate bonus: 10%→30%
The next skill in the skill chain gains Skill Damage bonus: 15%→30%
Counter Attack buildup caused by the whole skill chain is reduced by: 10%→30%
\:
Armor threshold for gaining Super Armor: above 50→above 30
Armor threshold for gaining Fortified and Hardened: above 100→above 50
Ronin
\:
When the starter in the skill chain is a Basic Skill, Poise Damage bonus: 30%→125%
When the finisher in the skill chain is a Basic Skill, Skill Damage bonus: 30%→75%
When the skill chain contains at least 2 Basic Skills, Counter Attack caused by Dual-Slash is reduced by: 50%→40%
\:
Trigger threshold: use Rapid Slashes 4 times→use Rapid Slashes 3 times
Critical Damage bonus for Rapid Slashes in the current battle: 100%→50%
\:
Gain Fortified after each Counter Attack: 10→20
Gain Hardened before the first Counter Attack: 100→200
Assassin
\:
When the enemy has less than 100 Armor, Armor ignored: 100%→75%
\:
Damage bonus for Low Triple-Strike: 12%→18%
\:
When triggered as a Counter Skill, Sweeping Strikes Damage bonus: 30%→40%
When triggered as a Counter Skill, Damage bonus for all skills in the skill chain: 20%→50%
Warrior
\:
Counter Attack reduction for the next skill in the skill chain: 30%→75%
\:
Critical Damage bonus against Staggered enemies: 120%→150%
\:
If used as a solo skill, gain Hardened after the first use: 60→40
\:
Trigger threshold: accumulate 20 stacks of Ready to Strike→accumulate 15 stacks of Ready to Strike
Pirate
\:
When the backpack contains 2 different shoes, Damage bonus: 25%→35%
When the backpack contains 2 different shoes, Skill Poise Damage bonus: 25%→30%
When triggered as a Counter Skill, Damage bonus: 50%→60%
Gladiator
\:
Damage bonus for the starter in this skill chain: 20%→25%
When used as a long combo, the whole skill chain's Recharge Rate bonus: 10%→15%
\:
When the previous skill is a Counter Skill, gain Armor and Poise Resist during use: 20→30
Damage and Skill Poise Damage bonus after each block: 10%→6%
III. Item Adjustments
\: Max HP: 40→30, Max Toughness: 40→30
\: Gain Hardened at battle start: 100→75
\: Linked Points: 6→2
IV. Rune Adjustments
\: Armor ignored: 30%→25%
\: Recharge Rate bonus within 10 seconds after battle start: 50%→100%
\: Armor Weakening during Super Armor: 30→60
\: Gain Damage Boost when attacked during Super Armor: 15→25
\: Damage bonus when triggered as a Counter Skill: 10%→30%
\: Damage bonus: 30%→20%
\: Recharge Rate bonus when carrying more than 4 skills: 30%→25%
\: Skill Poise Damage penalty: 30%→20%
\: Damage Boost: 20→30
\: Critical Hit Chance and Critical Damage bonus: 30%→25%
\: Skill Poise Damage taken while blocking is reduced by: 25%→30%
\: Skill Poise Damage bonus when triggered as a Counter Skill: 30%→40%
\: Gain Armor when using a skill: 50→65
V. Potion Adjustments
\: When used below 50% HP, HP recovery bonus: 15%→12%
Greetings, warriors,
Today's new version is now live. In addition, there are two things we want to share with you right away—because both are quite important.First, the roadmap has been updated.We previously shared our plans for the first half of the year. Now, we've added two major new initiatives on top of the original plan:Skill System Rework (now implemented). To be honest, we've been thinking about how to improve the old skill logic for a while. After the rework, combat offers more decision-making space, greater sense of control, and better fits the essence of the "autobattler + auto-chess" gameplay.
An Unknown new character (in development), still under wraps.
For the second half of 2026, we plan to release the 2.0 update, including but not limited to: a brand new PvE mode and two more new characters. With 2.0, we aim to achieve a truly polished state for the game. Development is already underway—stay tuned.Second, we have officially partnered with Backpack JiangHu for a Bundle.The bundle is live today. Both games are packed together at a better price, offering more content. Backpack Jianghu is an excellent game with great replayability, and its wuxia style complements the unique flavor of Wretch: Divine Ascent.If you're interested, welcome to purchase this bundle. If you already own one of the games, you can also complete the bundle to get the other at a lower price.Thank you all for your support!Greetings, warriors! A brand new version of Wretch: Divine Ascent has now been released. The new character "Murmillo" and the Skill System Rework have been implemented. Eastern Game Culture Festival Opens Concurrently
This marks another major update following the February release.
Please read the detailed announcement below:0. New Character
- Gladiator, a sword-and-shield hero, is now available.
- Features the unique mechanic \: after triggering a Counter Skill, gain a boost for the current combo.
I. Skill System Rework
1. Skill Categories
* All Skills are now divided into three major types: Basic Skills, Core Skills, and Counter Skills.
* Basic Skills: Standard Skills that form the foundation of combos. They can be obtained from the shop at any time, and each character has 3 fixed Basic Skills.
* Core Skills: Powerful skills that represent each style's core build direction. They have fixed passive traits and can be upgraded from Blue to Purple to Orange.
* Counter Skills: Skills that trigger automatically when specific conditions are met. After triggering, they start a new combo directly from the counter slot.
2. Character Level System
- Character levels now range from 1 to 15. Characters automatically level up when returning to the shop at the end of each round.
- Different levels trigger different events, including offensive Skill acquisition, Counter Skill selection, Skill Rune acquisition, and Emblem acquisition.
3. Skill Runes
- Added dedicated socketable runes for Skills.
II. Item Balance Adjustments
1. Legendary Items
* \:
* Max Health bonus: 100→80
* Armor bonus: 10→8
* At Low Health, apply Bleed: 12→10
* When the enemy is at Low Health, apply Bleed: 24→20
* \:
* Armor bonus: 25→15
* Armor bonus per connected item: 25x→15x
* \:
* At Low Health, gain Armor Reinforcement: 40→30
* When connected to armor, gain additional Armor Reinforcement: 25→10x connected armor count
* When connected to armor, Stamina recovery speed bonus: 40%→20%x connected armor count
* When connected to armor, Critical Damage bonus: 25%→15%x connected armor count
* \:
* Skill Damage bonus per connected skill: 40%→30%
* Armor ignored per connected skill: 10%→5%
2. Epic Items
* \:
* Stamina bonus: 30→20
* Stamina recovery speed bonus: 50→20
* For every 50 Stamina, gain Damage Reinforcement: 3→2
* For every 50 Stamina, gain Strength Reinforcement: 3→2
* \:
* At Low Health, Skill Damage bonus: 40→50
* At Low Health, Stance Damage bonus: 40→50
3. Common Items
* \:
* When connected to a skill, after our side uses moves 7→3 times, this item transforms into Combo Mastery after entering the shop.
* When connected to armor, after our side blocks 7→3 times, this item transforms into Defense Mastery after entering the shop.
* When connected to an accessory, after our side parries 2→1 times, this item transforms into Counter-Attack Mastery after entering the shop.
* \:
* When our side parries, the enemy gains Armor Weakening: 20→10.
III. Super Armor Type Adjustments
- Removed Super Armor from: \, \, \, \, \, \, \.
- Removed Anti-Super Armor from: \, \, \, \, \, \, \, \, \.
- Kept Super Armor on: \, \.
- Kept Anti-Super Armor on: \.
IV. Skill Value Adjustments
1. Knight
- \ (Basic): Stance Damage: 31→26
- \ (Basic): Stance Damage: 45→31
- \ (Core): Damage: 38/27/44→32/23/36
- \ (Core): Damage: 45/28/27→33/21/20
- \ (Core): Damage: 38/46/69→24/29/44
- \ (Basic): Damage: 27→20, Stance Damage: 22→15
2. Ronin
- \ (Basic): Damage: 30→24, Stance Damage: 28→11
- \ (Basic): Damage: 18→14, Stance Damage: 21→10
- \ (Basic): Stance Damage: 32→15
- \ (Counter): Damage: 15→18
- \ (Core): Damage: 27/21/34/27/27→21/16/26/21/21, Stance Damage: 23/15/15/12/12→27/18/18/13/13, Parry Value: 16/12/20/16/16→20/15/25/20/20, Momentum Gain: 60→80, Stamina Cost: 120→140
- \ (Upgrade Sync): `_1` Stance Damage: 14/14→13/13, `_2` Stance Damage: 15/15→13/13
- \ (Core): Stamina Cost: 67→82
- \ (Core): Stance Damage: 8/14/20/14→9/14/20/14, Parry Value: 21/15/9/15→20/14/9/14, Momentum Gain: 35→55, Stamina Cost: 88→80
- \ (Core): Damage: 40/17/26→26/11/37, Stance Damage: 25/11/25→25/11/35, Parry Value: 26/11/27→27/12/39
- \ (Core): Damage: 15/18/21/23→8/9/11/12, Stance Damage: 9/10/12/13→8/9/10/12, Parry Value: 8/9/11/12→9/10/11/13
- \ (Core): Damage: 26/26/26/26→15/15/15/15, Stance Damage: 23/23/23/23→20/20/20/20, Momentum Gain: 90→80, Stamina Cost: 95→90
- \ (Counter): Damage: 29/10→20/7, Stance Damage: 17/6→19/6, Parry Value: 18/6→21/7, Stamina Cost: 35→40
3. Assassin
- \ (Core): Damage: 18/18/9→16/16/8
- \ (Basic): Damage: 14→11, Stance Damage: 11→5
- \ (Basic): Damage: 10→28, Stance Damage: 11→12, Parry Value: 14→31, Momentum Gain: 10→25, Stamina Cost: 18→39
- \ (Core): Damage: 22/12/29/11/11→9/11/11/26/10/10, Stance Damage: 15/8/19/7/7→7/8/8/19/7/7, Parry Value: 19/10/24/9/9→9/10/10/24/9/9
- \ (Core): Damage: 19/28/14/14/19→13/19/10/10/13
- \ (Core): Stance Damage: 17/13/13→15/12/12
- \ (Core): Damage: 26/10/13/6/10→20/7/10/5/7
- \ (Core): Damage: 17/10/17/23→12/7/12/17
- \ (Counter): Damage: 24→28
- \ (Basic): Damage: 18→12, Stance Damage: 13→7
4. Warrior
- \ (Basic): Damage: 50→64, Stance Damage: 40→37, Momentum Gain: 35→55, Stamina Cost: 58→82
- \ (Core): Damage: 57/69→44/53
- \ (Core): Damage: 35/35/47→27/27/36
- \ (Core): Damage: 49/73/41→38/56/31
- \ (Core): Damage: 51/66/88→39/50/68
- \ (Basic): Stance Damage: 45→29
- \ (Basic): Damage: 46→41, Stance Damage: 37→24
5. Pirate
- \ (Basic): Damage: 39→30, Stance Damage: 32→14, Parry Value: 40→36
- \ (Counter): Damage: 27→30, Stance Damage: 27→24, Parry Value: 34→30
- \ (Basic): Damage: 28→17, Stance Damage: 22→8, Parry Value: 28→25
- \ (Core): Damage: 35/4→32/4, Stance Damage: 40/4→36/4, Parry Value: 51/6→46/5
- \ (Counter): Damage: 24→22, Stance Damage: 26→24, Parry Value: 33→30
- \ (Core): Damage: 32→23, Stance Damage: 27→24, Parry Value: 45→40
- \ (Core): Damage: 101→84, Stance Damage: 69→62, Parry Value: 86→78
- \ (Core): Damage: 35/43→28/34, Stance Damage: 22/26→19/24, Parry Value: 29/35→26/32
- \ (Core): Damage: 29/29/38→22/22/29, Stance Damage: 17/17/22→15/15/20, Parry Value: 23/23/31→21/21/28
- \ (Core): Damage: 16/19/19→12/22/15, Stance Damage: 19/11/11→17/7/10, Parry Value: 13/15/15→12/21/14
- \ (Basic): Damage: 48→47, Stance Damage: 35→24, Parry Value: 44→47, Momentum Gain: 33→40, Stamina Cost: 51→60
6. Gladiator
- \ (Basic): Damage: 16→28, Stance Damage: 19→15, Parry Value: 23→35, Momentum Gain: 13→25, Stamina Cost: 30→45
- \ (Basic): Damage: 24→14, Stance Damage: 28→17, Parry Value: 34→21, Momentum Gain: 25→13, Stamina Cost: 45→27
V. Emblem Value Adjustments
- \: Additional Damage Reinforcement damage bonus: 40%→60%
- \: Armor cap: 50→100
- \: Critical Rate bonus: 30%→50%
- \: Stamina recovery speed bonus: 60%→100%
- \: Armor Weakening value: 20→35
- \: Skill Damage / Charge Speed bonus: 10%→20%
- \: Armor Reinforcement value: 80→100
VI. MOD Basic Features Implemented
This version has implemented language MOD creation tools and documentation. We will continue to add more features in subsequent updates.Language MOD tool path: \\Steam\\steamapps\\common\\wretch\\Tools\\ModBuilderKit.zipGreetings, warriors.
The Steam Medieval Festival has now begun, and Wretch: Divine Ascent is taking part in the event. The medieval theme is part of the game's natural DNA—knights, murmillo, sword clashes—you can find us on the festival page. And while we're here, we'd like to say: a new version is coming soon.The ongoing community test is nearing its end. We've received more feedback than expected and are continuing to make adjustments. The new version is expected to officially launch next week. If there are no delays, you'll be able to update directly on Steam without any extra steps.While waiting for the official release, we've also refreshed the store page visuals.The new version focuses on two core elements. First is the new character: Murmillo. Armed with a shield in the left hand and a diagonal blade in the right, he can switch between two combat stances. This character was released in our community test in early April, and we believe some of you have already tried him out. When the official version launches, more supporting content will be added, and the second core element—the upgrade to the skill system—will also be unlocked.Finally, thank you again for your support and attention to Wretch: Divine Ascent. See you in the official April update!Fixed various bugs
Hovering over character stat bars now displays detailed information
Optimized Murmillo's animations
Adjusted skill stats
Added new sound effects
Reduced the difficulty of Pocket Notes' quest
Counter Skill gameplay adjustments: All Counter Skills now no longer trigger by default; they only trigger when conditions are met. Also adjusted the activation timing of certain Counter Skills.
Added 10+ Skill Runes. Skill Rune names have been formalized (icons will be formalized tomorrow).
Berserker's Armor nerfed
Skill stat adjustments
Fixed several UI bugs
Greetings, warriors!
Thank you all for actively experiencing our new version test during this time. Your enthusiasm is our greatest motivation.With this update, the new skill system and the new character Murmillo have now met everyone. We truly want to hear your genuine thoughts—what feels good, and what still has room for improvement? Every piece of your feedback is crucial to us as we polish the game.Survey Link:https://forms.gle/UhSD5UcvNwe5mnUQ8Click the link to fill it out. It takes about 2 minutes.The survey will close on April 19th.
We look forward to your responses. Let's make Wretch: Divine Ascent better together!Added Skill Runes for WuJiang
Fixed various bugs
Added Skill Runes for Plague Doctor
Added Skill Runes for Ronin
Optimized some skill animations for Murmillo
Fixed various bugs
Greetings, warriors! At the end of March, we ran a small poll in our community to gather your feedback again, wanting to see what you want most right now.
Based on the results, here are the top three future update directions you care about most:PvE Mode
Out-of-Game Features
MOD & Workshop
We listen. So after discussion and consideration, while keeping the original roadmap unchanged and without cutting anything, we have made some adjustments to our development focus moving forward—Of course, these updates still do not represent the final actual development outcome. Please refer to the final implemented content.PvE Mode – Already in planning, a bit further along than "just a new folder". We'll share and discuss specific PvE details once we have a playable design.
Out-of-Game Features – May be reflected in the planned seasonal rotation system. The seasonal system is targeted for release in the first half of the year, with different rules corresponding to different season themes.
MOD & Workshop – More MOD features are already in testing and development. We hope to launch them together with MOD creators to enable fun custom creations.
An updated roadmap will be refreshed soon and displayed on the store page to show you our latest update plans.Your feedback remains the greatest driving force behind Wretch: Divine Ascent's progress. Thank you for your support. The open test is still ongoing – new character Murmillo and the skill system adjustments await. Everyone is welcome to jump in!
Please note, this update applies only to the open test branch and does not affect the default version.
The open test is currently underway. Please refer to the open test announcement for details.Added link slot to Mind's Eye Slash
Fixed an issue where Gale Rush applied incorrect stacks of Armor Weakening
Fixed missing damage detection
Fixed an issue where Murmillo's attacks occasionally missed under certain conditions
Fixed an issue where character weapon models occasionally disappeared
Major overhaul of the skill system (including category, stats, mechanics, acquisition methods, etc.)
New character: Murmillo
Item adjustments
Art quality improvements
Greetings, warriors! Today's small patch introduces controller support for the game. Steam Deck compatibility is also nearing completion. Thank you for your continued support.
Game OptimizationController support is now available
Fixed an issue where Outerworld Hourglass link slots were not functioning
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Wretch: Divine Ascent, 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 Wretch: Divine Ascent 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.