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Rogue Chronicles
Rogue Chronicles
Infinite Horizons
You are the Spark. The soul that will not stay dead.
Release Notes
What changed and when
V8.34.0: IT WAS ALWAYS A DRAGON
The Unwritten never looked like the others, and now you can see why. The glitch that wore its body was only a shape waiting to be filled. It begins the descent as a whelp: a small red hatchling, big-eyed and smoking at the nose, that scampers where it used to slither. Press deeper and it molts. The mid form is a lean young wyrm on four legs, wings grown in, breathing its first real fire. Deeper still and it grows into the dragon lord, a heavy scarred roaring beast with wings full of lava light. The seam-static rides the whole way up. It sits faint and cool on the whelp, tears wider and warms as the wyrm grows, and by the lord it is a red and amber split torn down the middle. The kit, the glitch-bolts, and the name all stay the same. Only the body it was always going to have.
V8.33.1: THE CARDS TELL THE TRUTH
A fast follow-up to the action bar. The onboarding still taught the old keys: the first-boot class cards and the closing "wheel turns" line said Z was ranged and X was your skill, but the new bar puts the class special on Z, spells on X 1 2 3, and the ranged basic on right-click. All nine class cards and the final lesson now teach the real controls. And on a phone, the dots ability tray now closes when you take a step, like every other tap-away panel.
V8.33.0: EVERY POWER IN REACH
Your kit was always bigger than your keys. You learned more spells than three slots could hold, and the rest sat in a menu. Now the whole hand is in reach. On desktop, every power lives on a bar along the bottom, keyed Z X 1 2 3 and drawn as little squares you can drag into any order you like. Left-click swings, right-click throws, and the bar carries your spells. A square greys out when you cannot pay its cost. On a phone the screen stays clear: three favorites sit under your thumb, and a dots button lifts the rest of the kit up from the edge when you want it, then tucks it away again. One order runs underneath both, so you arrange it once and it holds.
V8.32.0: THE WHOLE BOARD ANSWERS
Six reactions became twenty-eight. Every pair of elements you can hold now answers when you strike. igniting a bleeding foe sears the wound and feeds you. the void rots poison a tier deeper. holy burns the rot off you and sears what carries it. a staggered thing is unmade, the frozen are marked and chilled to a seam, the pyre heals its own. lightning and blood skip a heartbeat on every blow. each reaction wears the color of its pair. And a combination no longer only reacts. when it fells a foe, a small burst in the pair's signature marks the kill: the fourth thing a pairing owns now. a color, an aura, a trace, and a detonation. the older reactions that ride your build wear the same signature light, so held or built, the whole board reads as one language.
V8.31.0: TWO MAKE A THIRD
Hold two elements at once and they stop being two. A fire-and-frost hero wears one violet light and leaves one violet mark on the floor. every pairing has its own color now, its own aura, its own trace. twenty-eight of them. And where two elements meet, something happens. the grounded conduct lightning into their neighbours. frozen foes pass the cold along an arc, burning ones pass the fire. a staggered thing freezes solid, the poisoned seize, the cursed bleed into you. six reactions to start, each in the color of its pair, with more to come.
V8.30.0: THE WORLD REMEMBERS
The elements were always there in the numbers. Now they are there in the room. A frozen foe is sealed in a block of ice, a burning one wrapped in flame, a cursed one drained of its light. Kill one at the height of your power and it shatters, immolates, or implodes, with a beat of weight behind the blow. And the world keeps the score. Hold your ground and frost whitens the floor beneath you. walk a fire build and you leave scorch and embers behind. poison pools, void stains, holy consecrates the stone. The trace is not only for the eye: the snow chills what crosses it and can freeze it solid, the scorch sets foes alight, the consecrated ground mends you as you stand in it. Eight elements, each with its own mark on the body, the ground, and the kill.
V8.29.1: THE PIN SHOWS
A pinning shot used to lock a foe's feet in silence. Now you can see it: a pinned enemy wears a ring at its feet until it can move again. Underneath, a quiet sweep. the shared build code the demolition left behind is gone, and a handful of tangled combat paths were pulled into clean helpers. Nothing else you do changes.
V8.29.0: NO COMMON GROUND
The scaffolding comes down. There was a shared pool of generic powers any class could pull from, left over from before every class had its own two builds. It is gone. What the Becoming offers you now is your class and only your class: the two roads it was built to walk. And leveling up is one clean thing again. No stat menu to weigh, no fork in the road. Every level, the draft. Your attributes still climb on their own, the way they always have. Choose a spell, and go down.
V8.28.1: THE WORDS MAKE ROOM
On a phone, what you were choosing got cut off. A relic at the Forgotten Cache, a spell in the draft, an event's offer, all of it trimmed to a single line and an ellipsis before you could read what it did. Now the words make room: the strip under your feet grows upward and the whole description wraps across it, the same way the build nodes already speak. Choose knowing what you take.
V8.28.0: THE HUNGRY DARK
Void learned to pull. Stack it and a black hole opens around you: every beat it drags the room inward, harder the closer they are, its reach growing as the well deepens, and it grips even past the edge of the light. Holy went the other way. Where it used to burn, it now mends: a little more of you knit back with every beat. And each class is born tamed in its own elements now, the ones it was always meant to wield. The Vanguard never burns on physical. The Mage stacks fire and frost and lightning without the pact biting. The Necromancer drinks blood and void freely, and the Unwritten is at home in all eight. Nothing you cast should ever cost you your own blood again. And the Undertow's Maelstrom finally says its name, and pulls like it means it.
V8.27.0: THE FELT BUILD
You could always build. Now you can read it, feel it, and wear it. The first door names the fork before you fight for it: TANK or BERSERKER, ASSASSIN or ARCHER, the two ways your class can become. Win the trial and it is one clean moment. YOU ARE THE UNDERTOW, and the color of that choice ignites on your body and never leaves. Every keystone and every node says what it does in plain words with real numbers: on the plate at the door, on the strip under your feet, and forever after on the character sheet. No more guessing what a pick did three rooms ago. And every one of them fires out loud. Named, in your build's color, the instant it lands. The passives that used to work in silence speak now: Warden's Law shows the damage distance buys, Attunement counts its stacks, Gravitas shows the armor the crowd gives you, and the Echoist's growing debt rides the enemy's own nameplate. Your kills wear your color. The HUD wears your build, a glance and you know what you are. And when a room is clear, the way onward glows gold. Under it all: the same nine builds, the same fights. You can just see them now.
V8.26.0 — STRUCK FROM THE RECORD
Nine of nine. The Unwritten — the class born from the Bleed itself — chooses last, and chooses strangest. The Redactor does not kill: a cursed thing brought low enough is STRUCK FROM THE RECORD — no dying burst, no splitting apart, no corpse to raise, no last trick. The loot and the credit remain; the world does not argue. Where it worked, the file stays cold: a frozen tile that holds whatever steps there. The Echoist refuses to land a single blow: everything banks as a held note that compounds while you wait, until Rupture stops being a spell and becomes THE COLLAPSE — every debt in the room landing at once, the felled spilling their balance onto the living. Every class now declares at the first door. Only the old universal node pool and the level-up SKILLS cards remain of the world that was — and they are next.
V8.25.0 — THE MAW AND THE WALL
Eight of nine. The Parasite: the Gullet — stop wearing them, EAT them; every swallowed foe and scavenged corpse makes you permanently bigger, banks its element in your gut, and your diet itself re-aims the Toll — or the Skinthief, for whom every stolen body comes with its owner's trick: the blinker's blink, the pack-leader's command, the shield-bearer's shield, and every shed skin detonates on the way out. The Hive: the Broodmother, whose X no longer commands an attack but a SCENT — send, recall, hold — and whatever dies near the swarm simply joins it — or the Carapace, who stops keeping the swarm at all: the claimed fuse on as plates, each one armor and an extra limb, every broken plate a shard bursting back, and Convergence eats the whole wall for a walking siege. Six legacy aspect webs, five mutations, and two combos fold into the four new paths. The Unwritten waits alone.
V8.24.0 — THE GRAVE AND THE GAMBLE
Three classes choose at once, and the count reaches seven of nine. The Necromancer: raise ONE — the Bone Colossus, an Abomination fed corpse by corpse into something the whole room would rather fight than you, that bursts when it falls and remembers every meal when it rises again cheaper — or raise ALL of it, the Tide, where everything you fell gets back up on your side and rots away eight turns later. The Monk: the Still Mountain, whose combo climbs from blows given AND taken so long as you refuse to move, pulsing every fourth breath — or the Iron Crane, who counts only DISTINCT prey, always opens with a crit, and kicks for free as long as things keep dying. The Gambler: the Stacked Deck — every strike draws a card, three fit up your sleeve, and the first suit you palm aims the Toll itself — or the All-In, who stakes a tenth of their blood on every single swing. The long-registered on-summon chokepoint finally fires; the Toll learns to flex. Fifteen mutations, three combos, and four legacy aspect webs fold into the six new paths. Two classes still wait.
V8.23.0 — THE SOCKET AND THE RIFT
The Occultist chooses third. At the first aspect door: the Ley Anchor — stand your ground and become the storm's socket, magic deepening with every held turn, your Chain Lightning anchoring a leyline that fires itself for as long as you refuse to move — or the Rift Dancer, who arrives burning: the Blink no longer spends the turn, the next spell after it costs nothing and hits harder, and kills pay the blink back. Statue or dragonfly; both are done pretending to be a generic spellcaster. The mage's five mutations, the Thermal Shock combo, and the Void-Touched's scattered nodes fold into the two paths. Six classes still wait.
V8.22.0 — THE RED QUIET
The Scout chooses next. At the first aspect door: the Red Quiet — strike from the dark and the wound stays open; what bleeds stumbles about half-blind, tearing itself wider with every step, and cutting a bleeder down takes you back into the dark — or the Longshot Warden, whose arrows bite harder for every tile they cross, whose Volley pins the approach cold, and whose Backstab reverses into a vaulting retreat with an arrow loosed mid-leap. Fan of Knives learns two new trades (true bleeding wounds, or a ring of caltrops), and blood joins the game as a real wound: a bleed that runs deeper when the wounded run. The scout's old mutations, the Death Dance combo, and the Phantom's scattered nodes fold into the two paths. Seven classes still wait their turn.
V8.21.0 — THE PATH DIVIDES
The Vanguard is the first to choose what it becomes. At the first aspect door of a run, two keystones wait instead of a grab-bag of nodes: the Undertow — the pit every fight falls into, armored by the press of bodies, its Stomp become a Maelstrom that drags the room a step closer — or the Meathook, which yanks the chosen dead-man to your shield, hands the moment back on every kill, and sets the edge alight on a streak. Declaring locks the Toll to your path, hands you the keystone's own instrument, and every door after leans your way (with the odd stray temptation). The old warrior mutations, the Seismic Rage combo, and the warbringer's scattered nodes are gone — one build system where three used to argue. The other eight classes keep their old ways for now; their turn comes.
V8.20.3 — THE CAMERA LEARNS STILLNESS
The temple camera stops swooping on phones. The chamber is one fixed room, so the camera now holds it framed: no black band above the wall, and opening a class sheet no longer flings the view — the middle statues don't move at all, and picking one at the arc's edge earns a small step aside, nothing more.
V8.20.2 — THE SHEET STEPS ASIDE
On phones, opening a class sheet used to park your character exactly behind it: the camera kept them dead-center, the sheet covered the center, and the Begin button hid below the scroll. Now the camera glides the statues into the open half of the screen, portrait and landscape both, and Begin and Back stay pinned in view no matter how long the sheet runs.
V8.20.1 — THE DOORS STAND OPEN
The key art has landed. The title screen now opens on the three doors — blue, gold, crimson — with a lone knight small against them (a portrait cut for phones), the sealed classes hang in real iron gibbets on carved stone pedestals instead of chained silhouettes, the temple fires burn in proper flickering braziers, the arena cage is a true cage, and the app icon is a crowned great-helm where the crossed swords used to be. Even the link preview card got the memo — paste the game's URL anywhere and the three doors answer. The class sheet slimmed down while it was at it. Touch a statue and you get the class at a glance: three stat bars in its color, three short truths about how it fights, one tight controls grid. The old walls of text taught equipment the game no longer has and a map screen the doors replaced; both corrections are quietly folded in. And nothing in the temple or the city holds you hostage for a click anymore. The inscription, the townsfolk, the shops, the class sheet: read what you want, and when you walk, they get out of the way. On phones the dialogs used to swallow the whole screen; now the world stays under your thumb.
V8.20.0 — FIRST IMPRESSIONS
The game now opens like it means it. The title screen drops the crossed swords and the beveled button box for ink and gold — one word, DESCEND, over a quiet row of everything else, and the frame finally belongs to the title alone (no more character sheet peeking around it). The temple is no longer a lineup: the nine stand in an arc around the lit altar, the living in pools of firelight, the caged as chained silhouettes — the Unwritten wears a rune seal instead of iron — each over a nameplate that finally speaks their name. Walk to a statue and it answers: a flourish, a bell, your own body taking its face. Until then you are nobody — a grey husk the temple hasn't named yet. Stand at your statue's feet to read it: the class sheet is a docked panel now, not a wall — the statues stay in view, tapping elsewhere closes it, and the nightmare stepper is reachable again after your first descent. And the descent itself is a rite: the world holds black, THE FIRST DESCENT rises with your class's epitaph, and the laugh that used to announce your run is a tolling bell. Under the hood, the music engine grew a streamed-track seam — produced title and temple themes will drop in as plain files when they're ready, the composed engine keeps every in-run adaptive duty, and until then nothing changes.
V8.19.8 — ONE TAP, ONE ANSWER
Tap a monster, get exactly one strike — the old walk-up would keep swinging until something died, which read less like intent and more like possession. And casters now fight like casters everywhere: the Occultist and the Necromancer fire their bolt point-blank, at zero stamina, mid-approach the instant line of sight opens — the silent fallback that had them punching things with a stick is gone, in all three places it was hiding. The Monk and the Parasite stop whiffing their thrown strike when winded, for the same reason: basics have been free for a while; three old toll gates hadn't heard. Settings grows a RESET PROGRESS row — tap it twice and the temple forgets you: fresh guide, the Vanguard alone, the cages full again. Made for handing your phone to someone new. The wipe spares the device's telemetry identity, nothing else.
V8.19.7 — THE CAGE OPENS
Your first descent has a shape now. New players wake as the Vanguard — the other eight statues stand caged or locked along the temple wall — and the first run teaches itself: move, strike, dash, loot, waves, doors, one lesson at a time, each pointing at the exact button or creature it means, every one skippable with a tap. The first fight is honest too: four soft things instead of eight with a lance among them. From the second room the dungeon stops being polite. And the roster is no longer a scoreboard. The classes are prisoners. Every act boss keeps one caged in the arena — you can see them behind the bars while you fight — and when the boss falls, the cage opens: a bell rises, the banner names them, and they wait for you at the temple. They come in order, one rescue per boss, seven rescues deep. The Unwritten is not in a cage. The Unwritten is somewhere else, and the Throne still knows where. Veterans lose nothing: everything you'd already earned walks free the moment you load.
V8.19.6 — THE TEMPLE ANSWERS THE HAND
The playtest patch. The temple's nine statues now stand at even two-tile intervals (the chamber widened to fit them honestly) and selection favors the statue you're actually nearest — standing on the Necromancer's pedestal no longer crowns you a Mage. Tap or click a statue and you walk to it and take it; tap the altar and you descend. The city, the deepening altar, and the between-rooms draft glyphs answer taps the same way — you walk where you point, on every surface. On phones, fresh installs open in TAP mode: tap where you want to go, tap what you want dead — the joystick never pops up unless you choose STICK in settings, and your saved control scheme is untouched. A new » button dashes in the direction you last moved; the stick's outer-ring dash — the thing that kept flinging you across rooms by accident — is now off unless you re-enable RING DASH. And a long-dead wire is reconnected: ranged classes tapping a distant enemy actually shoot it again. The queued tap-shot had lost its loop connection ages ago, and nobody noticed because walking in and stabbing worked anyway.
V8.19.5 — EVERY STRIKE LANDS TRUE
The cohesion sweep's IOUs are paid. The ten attack frames that had been LANCZOS-upscaled to windup height (scout's worst-in-class 36→56 among them) are regenerated at native resolution — windup and strike now drawn as one strip, full standing height locked in both, across the scout, necromancer, vanguard, and occultist bases plus the Wrought/Transcendent stage strikes (vanguard2, occultist3, monk2, vanguard3). The vanguard's run no longer teleports its sword and shield between alternating frames, and the venom symbiote's idle finally holds its white-eyed grin toward you for the whole loop — the back-tendril rides every frame and the fourth reads as a blink. Under the hood: a feet-centering pad that had its sign inverted was caught and corrected across the batch, so nobody's body throws sideways mid-swing.
V8.19.4 — THE LEDGER LEARNS THE BECOMING
Analytics completeness: every run now files a closing report. A run_end row fires on death and victory alike, carrying the whole Becoming layer — Toll stage, dominant Aspect, nodes taken, resonances discovered, act reached, gold, kills, time — so the systems we actually tune stop being invisible in the data. Runs no longer blur inside a session (each carries its own id), the class-selected event finally names the class (a string/object mix-up had left the column empty forever), and real-device crashes now surface as throttled client_error rows — including the ones the freeze-proofing nets swallow silently in production.
V8.19.3 — THE SHEET HEARS YOU
The telemetry pipe is repaired end to end. The Google-side receiver was refusing every event and feedback submission the game ever sent ("Acesso negado" — a deployment access setting); it now accepts them into an auto-created events tab, and feedback additionally lands in a human-readable feedback tab (stars, favorite class, biggest issue, play-again, comment as real columns). Client side: every event now carries the build version so reports can be triaged by patch, and the feedback form's submit button no longer dies silently when the star rating is missing — it shakes the row that needs you. Receiver source + runbook live in tools/telemetry/ and docs/TELEMETRY.md.
V8.19.2 — THE BODY ANSWERS THE ROAD
The look ladder changes allegiance: your body now evolves from the Toll and your level only. A build bristling with mutations, combos, and relics stays in its plain travelling clothes until the run itself marks you — the Toll's stages or levels 4/8/12 are the only hands that harden, gild, or transcend the flesh. METAMORPHOSIS remains a milestone of power (and ASCENDED hits still brand their prey), but it no longer dresses you; the road does.
V8.19.1 — EVERY BODY MOVES TRUE
A cohesion pass over every class animation — 186 frames across all nine bodies and their Wrought/Transcendent stages. Strikes no longer shrivel mid-swing (the scout's blow was rendering at two-thirds height), bodies no longer lurch sideways when a wide attack extends (every frame is re-anchored so the feet stay planted on the tile), the monk's fists land from the ground instead of hovering over it, and the symbiote's gold war-pauldron stops teleporting between shoulders mid-breath. The necromancer's skull-orb loses its salmon key-glow halo, the gambler's stray sparks and shrunken first stride are gone, and the ember monk's run no longer trails keying crumbs where its shadow used to be. Snapshot unchanged — bodies only.
V8.19.0 — THE SEAM WARNS
The five self-cost bargains come back on — and the world explains itself before it bills you. Scald, Corrosion, Arrhythmia, Heresy, and the Black Bargain's blood-price (all pulled in v8.16.3 as unexplained "misfires") now live behind a warning shot: the first time any of them would ever bite you — across your whole account — the Seam names the rule instead (_"⚠ THE SEAM WARNS — SCALD: striking a burned or frozen foe singes you. It costs nothing, this once."_). From then on it bites, forever. The warning survives in your save; nobody pays a price they haven't been told. Black Bargain's stamina refund returns with it — the first refund is free. And knowledge is now a build tool: at the Becoming shrine and the aspect-trial glyphs, any node that would newly wake a resonance you've already discovered says so before you commit — "⚠ SCALD — striking a burned or frozen foe singes you" in discord olive, "⟁ wakes THORNSONG — walls bite back" in seam purple. Delta-only and earned-only: combos already awake don't re-list, and resonances you've never met stay silent. Taking a node re-reads the room — the warnings on the other pedestals update to your new self. Under the hood: a pure wouldWake satisfiability pass on the existing resolver (the pattern table stays the single source of truth) and one new additive costsBitten ledger in the meta save. No pop-ups, no save version bump, snapshot unchanged.
V8.18.0 — THE WROUGHT AND THE TRANSCENDENT
The look ladder gets its true bodies. Until now stage 2 and 3 wore palette recolors of the base sprite; now all eight classes have hand-curated stage art — 160 new frames (idle, run, strike at both stages), generated against each class's own keeper so the face you chose at the door is still the face that transcends. Stage 2 — WROUGHT is real gear growth in gold: the vanguard's black-gold plate, the scout's gold-studded leathers, the occultist's sigil-worked robe and chained tome, the necromancer's gilded skull pauldrons, the gambler's braided epaulettes and glowing card fan, the monk's sash and burning gold fists, the parasite's spiked war-pauldron fused into the goo, the hive's cracked gold masks on its screaming faces. Gold still means Wrought, everywhere. Stage 3 — TRANSCENDENT keeps the same body and sets it burning in the class's signature: crimson-runed vanguard under a molten crown, emerald runes and green-fire dagger on the scout, azure sigil-torrent occultist, deep-violet wisp-hemmed necromancer, the gambler ablaze in molten gold, the parasite hulk veined toxic lime, the monk wreathed in ember tattoos, and the hive gone cold-teal — spectral fire, glowing masks, a comet-wake of teal flame. actorKey now resolves bc_<class>2/3 stage art ahead of the tier recolors (which remain as fallback and still serve the ladder everywhere else). Bleedborn keeps its glitch-aberration opt-out. Snapshot unchanged — 160 frames of becoming, zero changes to the math.
V8.17.1 — THREE NEW BODIES
The art wave v8.17.0 promised. The parasite is reborn as a true symbiote — a hulking mass of glossy black living goo, violet-limned, all white eye-slash and needle grin, that breathes in place, charges on all fours, and strikes with barbed tendril-spears. The hive is no longer a swarm: it is a phantom mass of pale corpse-faces fused into one dark violet cloud, screaming as it drifts — and when it attacks, the cloud coils into a spiral and lunges mouth-first. And the monk finally runs on two legs in every frame — the vanishing-leg stride is re-drawn from its own keeper, both feet distinct in all four steps. All three overwrite their old sources, so the gold and signature promotion recolors regenerated on the new bodies for free. Snapshot unchanged — the world's math never noticed.
V8.17.0 — THE BECOMING BODY
You start as nobody. The character now climbs a visible look ladder — stage 0 is the plain, unglowing newbie who walked in; the Toll's Marking or level 4 wakes the identity glow; Wrought or level 8 gilds the body; Ascend or level 12 wears your class's signature hue. Whichever of toll, level, or promotion gets there first, the body follows — and it never goes back. Promotions keep their METAMORPHOSIS ceremony; the quieter rises announce themselves with _THE BODY HARDENS / GILDS / TRANSCENDS_. Your essences show on you now, too: the element you carry most tints your body, deepening with its tier — a subtle cast at T1, unmistakable at T3 — and your second element claims every other mote drifting off you. A gilded knight deep in fire reads as gilded ember. The monk wears what it has devoured. And the parasite's hosts obey the symbiote rule: a possessed body never renders clean. Dark violet goo saturates the host, a gooey after-image shudders around it, and the ichor drips. Any host, no per-monster art — you can always tell a taken thing from a true one. (The true per-stage armor art and the parasite/hive/monk redesigns are the next art waves — this release is the machine they'll plug into.)
V8.16.3 — A KINDER SEAM
The surprise self-costs are off. Five effects could quietly hurt you for doing ordinary things — casting while desperate (Black Bargain), casting under opposed gods (Heresy), striking a marked foe (Scald), taking a hit (Corrosion), or simply killing (Arrhythmia) — and none of them explained themselves before drawing blood. They're gated off for now, not deleted: they'll return when the game has a proper way to let you _discover_ an effect's nature and keep that knowledge on your save. The essence self-burn is untouched — that pact is posted on the HUD, and Tempering remains the way through it.
V8.16.2 — THE SHAPE OF POWER
The aura fields learned to show their work. The soft circle is gone — your field now claims the exact tiles it damages: a tinted floor, a marching perimeter tracing the true 3×3 / bloom / 5×5 boundary, and the wisp-clouds hugging that edge like weather against glass. And every element finally _behaves_: fire sheds rising embers, frost twinkles with crystal glints, poison bubbles upward, lightning snaps brief arcs, void pulls motes inward, holy lifts light, blood drips down, stone dust hangs. Blends run both parents' tempers in the blend's color — the green fire rolls with green embers and green bubbles. All of it stateless and cheap: nothing allocates, nothing ticks off-screen, and what you see is still exactly what burns.
V8.16.1 — CLOUD MATTER
The aura fields grew real weather. One painterly wisp-cloud texture (generated, keyed soft, and folded into the atlas) now drifts through every element's field, tinted live in that element's color — a multiply tint that keeps every curl and tendril instead of flattening them. Fire smokes orange, frost breathes pale blue, the Caustic Blaze rolls green. The procedural glow remains underneath (and stands in wherever the texture can't), so the field never loses its readable boundary.
V8.16.0 — THE FIELD
Your essence stopped being a number and became weather.
  • + Auras. Hold enough of an element and it ignites into a visible field that follows you — a breathing, translucent cloud of your color with a boundary you can read, dealing your element's damage to everything caught inside, every turn. It grows with your commitment: 3×3 when it ignites (5 held; 4 of your aspect), swells wider at 12, and peaks at 5×5 at 25. All eight elements project. Fire burns, frost stuns, poison rots, void curses — blood drinks a little life with every tick, and lightning arcs a bounce to whoever thought they were safe one tile out.
  • + Blends. Some elements don't just overlap — they _react_. Carry fire and poison past their thresholds and the two fields fuse into one: ☣ CAUSTIC BLAZE, a green fire that hits harder than both and leaves a fat rotting DoT. Fire + lightning fuses into ⚡ STORMFIRE (hotter still); poison + void breathes 🌫 MIASMA, where afflictions cling twice as long. Every other pairing simply superposes — two honest clouds. Opposed elements can never blend; annihilation sees to that.
  • + The clouds are transparent by design, monsters always stand in front of them, and the whole field is the same shape the damage actually uses — what you see is what burns. And remember the pact: holding that much essence still costs — the aura's own damage is what Tempers the burn.
V8.15.0 — THE UNCLAIMED
The ground stopped lying, and it stopped stealing.
  • + Nothing buries anymore. Drops settle: gold lands on gold and becomes one bigger pile, matching shards stack their ×N, and everything else slides to the nearest open tile. Boss corpses, chest troves, door payouts, even a slain thief's spilled purse — all spread into readable little loot splashes. One item per tile, always visible, always yours to judge.
  • + Your build can't be robbed by a footstep. A shard whose element opposes what you carry — the kind that used to silently burn a unit of your power the moment you touched it — now lies inert underfoot. Step on it and the game tells you exactly what claiming would cost ("would QUENCH 1 FIRE (+2 FROST)"), and the shard dims on the ground before you ever reach it. Want it anyway — to quench an overload, to pivot? Step off and step back on. That's the whole gesture, same as every deliberate claim in the game. Walk away instead and it forgets you after a few tiles.
  • + Monks are exempt, as ever: the body devours everything and regrets nothing.
V8.14.1 — INSIGNIA
The essences got their emblems. The flat diamond that stood in for every element is gone — each of the eight now wears its own insignia: a rimmed, glossed medallion in its element's color with a bold sigil at its heart. Flame, snowflake, bolt, toxic bubbles, impact star, eclipse, radiant spark, blood drop — readable at a glance, badge-style. One renderer feeds every surface: ground shards (they float and breathe now, with a colored light pool beneath and a ×N pip on stacks), the Bazaar stall wares, the bottled-essence shop rows, the HUD essence strip, and the character sheet's essence panel. Code-drawn — crisp at any size, on any screen.
V8.14.0 — THE LANTERN DOOR
The last interrupting menu in the game is dead. The Milestone Chamber — that three-panel shop/spells/continue overlay that froze your run every ten levels, sometimes mid-swing — is gone. In its place: a door.
  • + Milestones bank. Hit a level-10 milestone mid-fight and the fight simply continues — a lantern glows in the log ("THE BAZAAR AWAITS"), and at your next crossing a gold 🏮 BAZAAR door joins the offer. It never replaces a path (it stands beside even the boss's lone door), and it keeps returning until you take it.
  • + The Bazaar is a place. Walk through the lantern door into a warm-lit market: four shopfront stalls under trade banners (the same stock the old chamber sold — a wrapped relic, bottled essence, the Elixir), keepers behind the counters, a reroll brazier (10g), and the Spellwright's desk — the full spell tree for learning, leveling, and hotkey rebinding, in a shop you chose to enter. Step up to a counter to buy; crossing the lane never purchases. Leave through the south arch and the doors are waiting.
  • + Hardened on the way through. The conversion killed a whole hazard class (the old menu let combat tick underneath it — you could die behind the shop panels), and the review pass caught and closed two would-be deadlocks before they ever shipped: a boss clear waiting forever on a banked milestone, and level-up chains parking the engine on guards that pointed at the deleted menu.
V8.13.0 — THRESHOLDS
The doors are real now. Slice B of the Offering: the floor glyphs that stood in for your path choices have become carved doorways — a stone facade rises three strides ahead when a room falls, each opening framed, signed, and glowing with what waits beyond.
  • + Walk through to choose. No card, no button, no diamond on the floor — you read the doorways from the approach (each wears its type on a signed arch and a nameplate; the bottom strip previews the promise, the mod, and the danger of the nearest one), then you step through the opening. The threshold is the choice.
  • + The dungeon builds and unbuilds. The facade carves itself out of whatever cave you cleared — and puts every stone back the moment you pass through. Monsters (and the exit portal) standing where the wall wants to rise are shooed aside. The boss's single gold door, the DIRE door's red lintel, the Aspect Trial's ✦, the Altar's 🔮 — every special door reads at a glance now.
  • + Fits every screen. The facade geometry was derived from the actual viewports — portrait, landscape, and desktop all frame the full set of doorways with no camera tricks and no off-screen choices.
  • + Hardened while we were in there. A death during the room-clear banner can no longer be papered over by the door (or aspect-reward) presentation, and double-stepping the exit portal can no longer skip a door choice.
V8.12.0 — THE TEMPERING
The essence burn is no longer a flat sentence. Deal an element's own damage while it burns you, and stack by stack the pact yields — 4, then 3, then 2, then 1, then silence. Pick up more and it re-ignites: the new stack is untamed until fresh blood answers for it.
  • + Tame it by wielding it. Every over-threshold element tracks its own quota of that element's damage — DoT ticks, procs, arcs, auras, keystone bursts. Your overload is its own cure: the deeper you stack poison, the harder your poison works at earning the quiet. Each tamed step shrinks the burn; a fully tamed element stops burning entirely.
  • + Frost and void are earned in their own tongue. Frost tempers by striking foes YOUR frost froze (class stuns don't count); void by striking the cursed and through time-slip strikes. Every elemental proc also moves the bar on its own — watch the ⚒ chip pulse.
  • + The body remembers. Spending essence (or annihilation) trims your tame back to the current load — but re-taming a depth you've reached before costs half. Deep dedication is respected; the tension still returns.
  • + Mastery pays. A fully tamed element's procs sharpen (up to +15% at depth 3+), and the deepest tames now make the T2/T3 keystone holds an earned path instead of a permanent burn sentence. A TAMED banner marks the moment the element learns your name.
  • + You always know where you stand. The HUD essence strip wears ⚒ tame-counts (visible in landscape too), the character sheet spells out "next: 34 poison dmg", and the first burn of each element tells you the cure in plain words. Overkill can't cheese the quotas — every credited blow counts capped, so taming is a fight, not one lucky crit.
V8.11.0 — THE OFFERING
The choice pop-ups cease to exist. Every pick the dungeon owes you now happens where you're standing — no card modal will ever again slam over the world mid-run.
  • + The Forgotten Cache is on the ground. The Sanctum's run-start relic choice no longer opens a menu: two relics lie glowing beside you at spawn. Walk onto one to read it, step off, return to claim it. The other fades into the stone.
  • + Level-ups are walked, not clicked. The Attributes-or-Spellcraft chooser, the attribute picks, and the full spell draft (new / upgrade / MUTATION) all seat themselves as glyphs around your feet. Simple picks commit the moment you step on; build-defining ones (mutations, aspects, the Cache) arm on first touch — the bottom strip walks you through the step-off-and-return claim, so a mid-fight dash can never misgrab a build.
  • + The stone yields. If the geometry is too cramped to seat your choices, the dungeon carves the space itself — walls become floor, always adjacent, always reachable. A choice can never fail to appear, and the engine can never strand you in a menu that has no exits, because there are no menus.
  • + Four modals deleted outright. #start-relic, #spell-draft, #skill-menu, #levelup-choice — markup, handlers, and all. The doors, the shrine, the temple, and now every pick: the run is entirely in-world.
V8.10.1 — THREE BODIES, MENDED
Pure art patch — three classes the owner flagged at the class-select got new bodies. No numbers moved.
  • + The monk has legs again. The idle's lower half had eroded into a dark smudge; the whole idle was regenerated from its original keeper — white gi, orange sash, bare feet planted, all four frames.
  • + The Hive is a creature now. The ambiguous green orb-on-legs became a proper hovering swarm-cluster: a dark hive-core with a queen's silhouette, wrapped in glowing drones and a green halo, with a streaming surge for its run and a drone-blast for its attack.
  • + The Unwritten is a glitchy dragon. The humanoid caster is gone; the Bleed-born now renders as a floating, wingless glitch-wyrm — an upright coiled serpent-dragon with a horned head that levels out to stream across the floor and breathes a burst of glitch static for its strike. Its permanent chromatic aberration rides the new body unchanged.
V8.10.0 — NOTHING TO CARRY
The third slice of the Essence Overhaul, and the big one: equipment is gone. No weapon, no armor, no rings — no slots at all. What you are is the only thing you carry down.
  • + The gear is cut. Nine equip slots, the swap toast, the drop-a-piece dance, cursed shop trinkets, the whole loot-a-sword loop — all removed. Your stats are now purely the body: base + level + trained skills + your Becoming + the Toll's armor + your relics. Travel light, because there is no luggage.
  • + Loot pays essence. Everywhere a chest or a corpse used to cough up a weapon, it now sheds elemental essence — the run's real currency. Gold, food, and potions still fall; the merchants still deal.
  • + The legends became relics. The dozen named legendaries (the Vorpal Edge, the Black Bloom, the Harlequin's Skull, and the rest) live on as named relics — same powers, no slot to wear them in. They drop from treasure and bosses the way they always did. The Amulet of the Deep End and Wirt's Spare are among them, and still open the doors they always opened.
  • + The Black Market deals in curses again. Its cursed gear is replaced by cursed relics — strong, tier-rich, each with a real price (a slice of your max HP, or a tithe on your gold, learning, or luck). The Pawnbroker buys them back like anything else.
  • + The monk eats, and only eats. No gear to absorb — the monk's whole diet is essence now, devoured for permanent stats and the body's tier ledger.
  • + The character sheet wears essence. Where the gear grid used to be, your held elements: each one's count, its keystone tier, and a burn warning when you're stacked past grace.
  • + A run that never had gear plays clean; old suspended runs resume fine (their equipment is simply forgotten). No save reset.
V8.9.1 — THE PACT KNOWS WHEN TO STOP
  • + Essence self-burn now has a real floor. The per-turn burn for stacking past grace only takes while you're above 30% of your max HP — it clamps there and waits. No more being ground down to a sliver by your own elements; below the line, the danger is the dungeon's job again. (The threshold is a single tunable, BURN_HP_FLOOR_FRAC.)
V8.9.0 — THE BODY IS THE BUILD
The second slice of the Essence Overhaul. Your armor stops being something you wear and starts being something you become.
  • + The Toll wears the armor now. The stage ladder hardens harder — +8/14/22/ 32/45% effective HP — and from Wrought on, the body itself carries flat armor (+4/+8/+12). It folds straight into your DEF like gear used to.
  • + Gear matters half as much. Every item's stat contribution is halved this ship (the sheet, swap toasts, tooltips, and shop rows all show the real halved number — nothing lies). It halves again next ship, and then the slots go entirely. Travel light; the Wheel is taking the luggage.
  • + Power rating reads the body. Your PPR now weighs toll stage and carried essence instead of strapped-on armor — the world's scaling tracks what you ARE, calibrated so an on-curve run feels exactly like it did yesterday.
  • + Overcharged is the new cursed. The three Volatile resonances and Black Bargain no longer answer to cursed shop trinkets — they answer to YOU, running any element past grace+6. The toll meter pulses that element's color while the pact runs hot.
  • + The Sigil altar. The altar in the element shrine finally does what altars do: kneel once per run and it binds your dominant element into a named relic — eight Sigils, one per element, each pairing a signature power with a bond (burns that leap as they gutter out, stuns that hold longer and refund frost, arcs that jump twice...). Return crystallised and the Sigil AWAKENS into its second face. The monk's altar reads the eaten ledger — the body remembers what it devoured.
  • + Relics are the economy. A new Reliquary door sells three relics for gold; every ordinary merchant now carries one wrapped relic besides; and the city Pawnbroker finally buys — any relic back at ~40%, no questions asked. Sigils and keepsakes are never for sale.
  • + The gate keepsakes. Taking the Amulet of the Deep End or Wirt's Spare now also presses a keepsake relic into your hand — the doors they open stay open even if the item itself is dropped (the item still carries its stats until E3 takes everything).
  • + Old suspends resume clean; a run with no essence and no toll staging plays as before, except gear at half weight and relics in every shop window.
V8.8.0 — THE ELEMENTS FALL
The first slice of the Essence Overhaul. Monsters now shed their nature when they die, and carrying too much of it is a decision.
  • + Elemental essences drop from kills. Element-affine monsters (the ash dragons, the rimewalkers, the void worms — 39 of them) shed their own element about a third of the time; everything else rolls the act's palette. Elites shed two shards, bosses four. Walk over a shard to take it. The purple Marrow caches, veins, and trap-sheds all now bleed essence instead — Marrow no longer enters the world.
  • + Held essence is power. Each element you hold stacks cumulative combat riders — fire burns on hit, frost stuns, storm arcs to a neighbour, physical staggers, holy smites the wounded and mends on kills, void curses, blood drinks the wound, poison festers — and at three held, an elemental aura wakes around you. Your Aspect's own element runs half again as potent; crystallised, double.
  • + Opposites annihilate. Pyre quenches frost, holy unmakes void, storm grounds into stone, blood sours poison — pick up against your stack and both units are consumed. Watch the floaters narrate the chemistry.
  • + The pact has teeth. Past a grace band (~4 held; 6 on your Aspect's element), every element burns you for a superlinear cut of your maxHp at the end of each turn — never lethal, always felt. And here is the turn: everything you endure now feeds the Toll. All damage taken earns toll points; the willing self-burn earns half again more. The Toll's stage floors rose to match (30/90/180, Ascend 300, Transcend 540).
  • + Keystones fire themselves. The element tiers (T1/T2/T3) no longer wait at an altar for Marrow: they light automatically at 5/12/25 held (4/9/18 on your Aspect's element) — and annihilation can put them out. The altar's pedestals remain as read-only gauges of where you stand.
  • + Nodes cost essence now. Web pedestals price themselves in 2–4 shards of their own theme (themeless nodes bill your deepest stack). Aspect-trial door picks stay free.
  • + The monk eats it all. No riders, no burn, no annihilation — every essence the monk walks over is devoured on the spot for permanent stats, and the body's lifetime ledger per element still drives the keystone tiers, at half-again thresholds.
  • + Bottled essence in shops. Merchants stock one stoppered shard of the act's palette (~12g + floor scaling). The HUD grew a compact essence strip (glyph · count · tier), mirrored on the mobile toll chip.
  • + Overcharging any element (grace+6 held) tags you overcharged — the volatile resonances re-gate onto it in E2.
  • + A run that never touches essence plays exactly as v8.7.51 did — every insert is a true no-op at zero held. Suspended runs carry their essence across the fold (additive save key; old suspends resume clean).
V8.7.51 — A PLACE TO KNEEL
  • + The element-deepening shrine has an altar now — the same cold rune-lit slab the Spark wakes on, seated at the head of the chamber under a faint violet glow. You asked; the shrine listened. Purely cosmetic.
V8.7.50 — BLACK AND GOLD
The place beyond the throne stops borrowing furniture, and the town opens its doors properly.
  • + The secret act has its own face. "Beyond the Throne" no longer wears the crystal garden's violet: it walks on near-black charcoal slabs veined with thin gold seams — the Seam itself showing through the unfinished floor — with ember-lit pits, dark masonry, and a gold-lit ledge along the walls. Quiet, regal, and nothing like anywhere else in the Wheel.
  • + The city got real shopfronts. The Reliquary, the Apothecary, and the Pawnbroker stopped being painted plywood: each now has a framed wooden double door set into the street's brickwork, candle-lit windows, and a trade banner — red, green, and yellow. The north gate home is a proper open doorway, and the EXIT that never exits is now a pair of stone columns around a very dark suggestion.
  • + Both changes are pure looks: no numbers moved, no map reshuffled, and a suspended act-6 run resumes exactly where it was (just better dressed).
V8.7.49 — NOTHING LEFT STANDING
The death program closes: the last 8 nightmare monsters got their death animations, and now every actor in the game — all 84 commons and all 7 bosses — dies on-screen.
  • + The Old Flame staggers clutching his guttering pistol-flame, then lies still in that red coat. The Thunder Djinn un-happens — a storm cloud and one last spark over wet ground. The Crystal Titan cracks at the knee and comes down as a pile of blue shards. The Inferno Elemental's core goes dark before it gutters into cooling slag. The Void Worm sags into a limp coil. The Bone Colossus loses its argument with gravity one joint at a time, horned skull on top of the heap. The Kraken Spawn deflates into a tangle of tentacles. The Shadow Lord dissolves to wisps and leaves only a crown on a pool of shadow.
  • + No mechanics changed: deaths are render-only, riding the same corpse animation shipped in v8.7.48.
V8.7.48 — EVERYTHING DIES BEAUTIFULLY
The art mega-drop: five programs in one patch, and nothing wears borrowed clothes anymore.
  • + Deaths are animated. All 7 bosses and 61 monsters (every wilderness and sanctuary common) now collapse, crumble, melt, gutter, or shatter on-screen instead of blinking out — the Stone Warden falls into a rubble pile with its helm on top, The Eternal goes dark mid-kneel, the candied wraith melts into a peppermint puddle, the withered childe's hood falls back. Nightmare-pool deaths land in the next patch; until then they keep the classic fade.
  • + Every attack is bespoke. The last 29 nightmare commons got their attack frames — all 84 monsters in the bestiary now wind up and strike with their own art.
  • + Relics wear their own faces. All 34 relics have bespoke icons — the borrowed icon-pack stand-ins are retired. The Codex's 12 Confluences got emblems too.
  • + The Lowing Court has actual cattle. Hell Bovine, The Lowing Knight and The Moo Sovereign wear armored-cow art instead of brute stand-ins. There is still no such place.
  • + Promotion recolors are back. ASCENDED and TRANSCENDENT heroes visibly shift palette again across all 9 classes; bosses breathe and swing with idle + attack animations; aspect pedestals in the shrine wear real icons; the temple altar got its cold stone slab.
  • + Smoothness pass. The monk no longer appears one-legged (a baked ground shadow was swallowing his back leg) and the gambler's eroded legs and boots are whole again — all 9 class sheets audited frame by frame.
V8.7.47 — EVERY BODY SWINGS
No more polite bumps. When something attacks, its body says so.
  • + Every monster swings. Creatures without bespoke attack frames now lean hard into their strike — a real wind-up-and-hit motion anchored at the feet — instead of the little slide-bump. Monsters that own attack art keep playing it, and any art that lands later takes over automatically.
  • + Casting is a motion. Spells and class specials — cleave, volley, the gambler's strike, minion and swarm commands, every learned active — now swing the caster's body. Before, the effect appeared and the body just stood there.
  • + Bosses telegraph with their bodies too. Every boss and lieutenant cast now carries the attack pose alongside its ground marks.
V8.7.46 — THE BODY LEARNS TO MOVE
The first Feel patch: the game stops hiding its own animation.
  • + Running looks like running. Walk animations were firing in stutters — the game decided you'd "stopped" in the tail of every step, so run frames flickered back to standing mid-stride. The detector now holds through the step. Every class, and every monster that owns run frames, moves like it means it.
  • + Hits hit harder. Impact bursts are two-toned now — blood carries dark clots, fire throws bright embers, sparks flash white. Crits bleed more, fly faster, and linger longer, with a flash of sparks riding the wound.
  • + The bestiary speaks sooner. Every monster's wink line — nearly a hundred of them — used to wait for your third kill. The first kill earns it now: the line lands in the log, and the monster's tooltip and codex card carry it from then on.
V8.7.45 — WORD GETS OUT
The game learns to speak for itself — to its players and to its maker.
  • + Release notes, current forever. The in-game Updates screen sat forty versions behind, hand-written and forgotten. It's now generated from the changelog at every build — what ships is what it says, this entry included.
  • + The counting works again. Play events (sessions, deaths, victories, class picks) were being quietly dropped on the floor — the telemetry switch was still set from the private-build days. It's on for the public builds now, dev traffic stays out, and mobile sessions finally report their endings (phones never fired the old close signal).
  • + The maker sees rooms and acts. Two blind spots since the doors rework: every room entry and every act climbed now count, so difficulty walls show up in data, not just in feelings.
  • + Possessing the boss pays like beating it. The Parasite's crediting fix last patch registered the win but skipped the spoils — the first-kill relic, the echoes, the marrow. Full parity now: the wearing of a king counts as his defeat.
  • + Boss music heals as boss music. The rare silent-song recovery from last patch came back as the biome track if it happened mid-boss. It comes back swinging now.
  • + Stricter books. The content gates now close-check every stat-mod and status-apply parameter, so a typo'd relic effect fails the build instead of silently doing nothing.
  • + The Rogue gets its legs back. The moth-eaten leg erosion from the sprite pipeline is re-cut from the original source art — solid stance, no holes, breath intact. The whole roster was re-scanned; the Rogue was the only true victim.
V8.7.44 — SEVEN SMALL TRUTHS
The first play pass turned up things that were quietly wrong. Seven of them, fixed.
  • FIX Possession counts as a win. Playing the Parasite, taking over the act boss (or its minions) defeated it but the game never noticed — no victory, the run just sat there. Possession now registers the kill the way any other death does, so the act ends and the records update.
  • FIX Double or Nothing costs something. The Gambler's opening gamble was free — every other skill spends stamina, this one didn't. It now costs 5. (Audited the rest; it was the only one.)
  • FIX The exit waits for the fight. Champion rooms opened their portal the instant you walked in, before the champion had even spawned. The exit now holds until the room is actually clear.
  • FIX No more phantom sprinting. Alt-tabbing mid-dash could leave the character sprinting on its own, because the release of Shift got lost when the window blurred. Held keys now clear when focus leaves.
  • FIX The music stops stopping. On rare handoffs — a boss theme ending, an intensity swap — the song could die and never come back. The scheduler now heals itself and picks the track back up.
  • FIX The temple, tidied. The stone reskin was baking stray tiles from beyond the chamber — a smeared shadow over the top wall, a loose block below the south door. The chamber now renders only itself.
  • FIX Eroded sprites, in progress. The Rogue's moth-eaten legs and other worn frames are being re-cut from the source art in the sprite pipeline (that work carries its own art rebuild).
V8.7.43 — THE WEB FACE
The game gets a face fit for links.
  • + A real favicon. The browser tab wore an OS emoji sword; now it wears the game's own pixel icon.
  • + Links unfurl. Pasting the game's URL into Discord, X, or a chat now shows a proper card — title, one-line pitch, and a real combat frame — instead of a bare link. (For the crawlers' sake the card lives at an absolute URL; nothing in the game fetches it.)
  • + The manifest stops lying. The install metadata claimed 8 classes, 80 monsters and 5 acts from several versions ago; it now says what's true — 9 classes, ~95 monsters, five descents and a secret sixth — and carries install screenshots.
  • + The itch.io kit. npm run itchzip builds a browser-playable zip; the page copy, cover, staged screenshots and GIFs, and a 5-minute publish walkthrough live in docs/release/itch/. The zipped bundle was smoke-tested from a subpath (boot, input, saves — clean).
  • + No gameplay changes; goldens untouched.
V8.7.42 — THE HUB GETS ITS STONE
The Temple and the town stop looking hand-drawn.
  • + Real stone floors and walls in the hubs. The Temple and the City were the only rooms still painted in flat color with hand-drawn brick lines, while everywhere you fight is proper pixel-art tile. Now they're laid with the same textured tileset — worn ruin-stone in the Temple, worked street-stone in the City — so walking in no longer feels like stepping into a wireframe.
  • + Props off the atlas instead of drawn shapes. Temple columns, the brazier fires, the wall banners, and the door to the City are now real sprites; the town fountain actually ripples. Everything casts a proper shadow on the floor.
  • + No new art was made for this — it's all tiles the game already ships, finally put to use in the hubs. (Still on the list: the shopfronts and the respawn altar, which want their own bespoke art.)
V8.7.41 — NO MORE EMOJI ANYWHERE
Belt-and-suspenders on the last patch.
  • + Every character is now emoji-proof. The promotion fix stopped your hero from reverting to an emoji; this extends the same safeguard to _every_ actor — monsters, bosses, summoned adds, necromancer skeletons, hive-bodies, a possessed host. If a sprite key is ever missing or mistyped, the game now shows the nearest real body (or the base sprite) instead of an emoji fallback. A full sweep — all 9 classes at every promotion tier, monsters across all six acts, bosses and their summons — came back with zero emoji actors.
V8.7.40 — ASCENDED, NOT ERASED
The one where your hero stopped turning into an emoji.
  • + Promotion no longer blanks your character to an emoji. When a build crossed into ASCENDED or TRANSCENDENT, the game reached for a recolored promotion sprite that the new art set never included — and fell all the way back to the bare class emoji (the Scout becoming a literal 🥷 mid-run). Since build-defining picks like mutations are what push you over that line, it looked like "mutations turn my character into an emoji." Now a promoted hero simply keeps its proper class sprite until distinct promotion art exists — no more emoji hero.
V8.7.39 — ALWAYS THE LATEST
The game keeps itself up to date now.
  • + Stale-bundle bug, fixed for good. Your browser caches the page for ten minutes, so right after a patch you could keep running the _old_ build — which is why fixes sometimes looked like they "didn't take" until you cleared the cache. The old update-nudge was worse than useless: its reload button re-served the same cached page, so it never actually updated. Now, on load, if a newer build is live the game reloads straight onto it — no button, no hard-refresh, no incognito — with a guard so it can only ever reload once per new version.
  • + One-time note: this fix only starts working _after_ you're on this build, so if you're reading an older version, one manual refresh gets you here — and it's automatic from then on.
V8.7.38 — THE TOWN WAKES UP
The square stops being a row of emoji.
  • + The seven town souls wear their faces. Leeroi, the Notice Board, the Promised Cake, the Reproachful Shade, the Red Gaoler, the Last Ember and the Old Flame all rendered as little serif emoji even though their sprites shipped with the roster months ago. Now they stand in the square as themselves — full pixel-art bodies, same craft as everything you fight.
  • + Groundwork only for now: the town square's cobbles, walls and shopfronts are still hand-drawn placeholder art. That's the next pass. The souls come first because they're the faces you actually look at.
V8.7.37 — SKIN AND BONE
Two things on the field that never got the memo about the new art.
  • + The Parasite wears what it eats — for real now. Possessing a host was supposed to drape you in its body, but the code only ever kept the victim's emoji, so you'd possess a Bog Croaker and turn into a 🐸. Now you take the creature's actual sprite: eat a croaker, _become_ the croaker. Your clones wear it too.
  • + The Necromancer's dead rise in the family style. Raised skeletons and claimed hive-bodies were still using borrowed tileset art from the old days. They now match the custom roster — the risen bones look like they belong in the same graveyard as everything else.
V8.7.36 — THE EMOJI FALL
The last placeholders leave the menus.
  • + Every spell now has its own icon. All 54 spells wore borrowed item art or a bare emoji — a fireball that showed a potion, a blink that showed boots. Now each carries a hand-shaded emblem, drawn to read at a glance: the split obsidian of Rupture, the caged black heart of Death Pact, the coiled tendril of Absorb. They light up wherever a spell appears — the draft glyphs, the hotbar, the character sheet.
  • + Mutations wear their mark. A mutation pick now shows the base spell's icon branded with a violet diamond — a spell you know, rewritten. On the cards and on the in-world glyphs both.
  • + The Sanctum board and the event overlays lose their emoji too — all 14 talents and 12 world events get bespoke icons in the same gothic hand: the laurel-wreathed heart of Echoing Vigor, the flour-dusted reliquary of the Forgotten Cache, the glowing fountain, the shackle with the broken link.
  • + The Baker joins the hub — the eleventh town soul, cradling a golden loaf, breathing with the rest of them.
  • + Under the hood: icons register through the same atlas pipeline as everything else, sized to sit crisp at every menu scale.
V8.7.35 — THEY HIT BACK
The elites stop gliding into you and start swinging.
  • + The ten marquee elites got real attack animations — a windup and a strike riding the same action envelope as the classes: the Alpha Ogre's overhead club, Leeroi's gloriously overcommitted charge, the Mimic's lid-snap bite, the Ancient Golem's mossy double-fist slam, the Cyclops Gaoler's chained smash, the Assassin's scissor cross-slash, the Crystal Titan's shard-burst punch, the Inferno Elemental's molten haymaker, the Shadow Lord's shadow-blade rake, and the Bone Colossus's bone-splinter crush.
  • + No wiring needed — enemy melee lunges already trigger the attack pose, so the frames light up the moment they exist. You'll now _see_ the windup before the hit lands. That was always fair; now it looks fair.
V8.7.34 — BREATH
The still ones were only holding it.
  • + Everything that stands, breathes: all 9 classes, the three Temple souls (the Lantern-Keeper, the Apologetic Man, the Hooded Boy — new faces, in the atlas and waiting for the hub), and the seven town-echoes get a calm 500ms idle cycle — a one-pixel rise with the feet planted, flames and crystals pulsing faintly brighter on the inhale.
  • + The Temple cast lands as bespoke art: an archivist under a warm lantern, a trader whose pack has everything and whose smile has something, and a small hooded child who is never quite the same.
  • + Derived pixel-exact from the shipped idles (tools/derive_breath.py), so nothing shimmers, nothing re-renders — the sprite just breathes.
V8.7.33 — THE CLASSES MOVE
The Spark stops sliding around the world.
  • + All 9 classes now animate: a 4-frame run cycle while moving and a 2-frame attack — windup, then strike — riding the action envelope. The vanguard charges behind its shield, the scout crosses daggers, the occultist's crystal erupts, the necromancer's skull bursts green, the gambler flings a burning hand, the parasite lashes, the monk drives a banded fist, the hive vents its swarm, and the Unwritten tears a hole in the render.
  • + 54 new frames, generated as identity-matched animation strips against each class's original keeper art and sliced by the new tools/process_strip.py (wrap-aware chroma keying, per-strip uniform scale so the run bob survives).
  • + Idle stances stay single-frame for now; monsters still hold their poses — marquee monster attacks are next in the art queue.
V8.7.32 — THE ROSTER, MENDED
The custom roster stops being moth-eaten. Every body is whole again.
  • + 101 of 111 sprites had interior holes — the chroma-key was eating key-colored pixels inside characters, and the fringe cleanup ate more after the contrast pass pushed borderline pixels into the band. The Vanguard was missing a quarter of its body; the hellhound most of its torso.
  • + Re-processed from the original generations with a v2 pipeline: the key now only removes the border-connected field, fringe is stripped only at true edges, stray key bleed is recolored from neighbors, and anything still enclosed gets back-filled. 107 sprites rebuilt from their raws (candidate-matched against the shipped choices); the few without surviving raws were repaired in place.
  • + The processing fix rides the pipeline, so the incoming attack/run animation frames won't inherit the disease.
V8.7.31 — THE FIRST FIVE MINUTES
A stranger's first boot stops being homework. The temple teaches by walking, and it keeps score across your lifetimes.
  • + The guided first descent. A brand-new profile lands in the temple with a quiet five-beat guide: move, find a statue, read your vessel, stand at the altar, descend. One banner, one line at a time, a skip that always works — and the first statue you touch explains itself before you commit. The old four-page tutorial carousel stays under TUTORIALS as reference; it is no longer the onboarding.
  • + The ninth statue finally speaks. The Unwritten was the one class with a blank tutorial — it now teaches its curse-and-time-slip game properly, margins and all.
  • + The hub keeps score. Six trophy hooks hang on the temple's wall — one per crowned thing. Slay an act boss for the first time, ever, and its banner hangs there for every life that follows. Empty hooks are a promise.
  • + Reading a vessel now holds your feet still — no more blind-walking onto the altar with a tutorial open.
V8.7.30 — CURSES THAT CHANGE THE GAME
The Nightmare stops adjusting sliders and starts rewriting rules. The Sanctum learns four tricks that change how you play, not just how hard you hit.
  • + Six new curse ranks (IX–XIV), none of them a number. Teeming Wild puts a behavior in every common — even the rats come with instructions. Thin Mercy makes potions and food arrive in turn-sized sips. The Doubled Toll counts your debts twice. Veiled Doors takes the promises off the doors. The Court Hastens gives every boss a second cast. A Cruel Court sends no plain elites, ever.
  • + Four Sanctum identity talents. The Lantern sees one tile further into the dark. Bone Market makes the dead pay a premium on every coin. The Third Path deals a fourth card into every spell draft. Old Scar turns your lifetime deaths into damage — one percent per death you carry, because the Wheel remembers your wounds.
  • + The nightmare ladder now climbs to XIV, and the numerals climb with it.
V8.7.29 — THE WHEEL, ANNOTATED
The world's book opens. RECORDS gains a fourth tab, and the canon finally reads back.
  • + THE WHEEL — nine pages, annotated. The lore of the Wheel, the Laws, the Bleed, the Eternal, and the seat itself, each page unlocking as you earn it: die once and the Ritual of Waking is written; catalogue forty creatures and the Bleed explains itself; take the true ending and the last page — The Last One To Try — closes the book in a hand you recognize. Every page carries a margin note from someone who read it before you.
  • + The book tells you when it grows. A toast — THE WHEEL GAINS A PAGE — the moment a page is earned mid-run, and an unread mark on RECORDS until you sit down with it. Veterans returning to this patch find their whole shelf quietly backfilled, dot lit, no fanfare.
  • + Pages ride the same condition ladder the town's souls use — one evaluator, two consumers, no new machinery. (This closes M5.)
V8.7.28 — THE SEAT IS TAKEN
The game finally admits you won. Both endings leave a mark that stays.
  • + The Wheel remembers its warden. Winning writes a permanent record. The first time you conquer the five acts, the victory screen tells you what it meant — THE THRONE STANDS EMPTY, and the town will want to hear about it. Take the true ending past the Throne and the screen changes entirely: THE WHEEL TURNS ON, and the nightmare-ladder pitch stands down out of respect.
  • + Seven souls pay it off. The town's dialogue tiers that were waiting on the true ending now fire — the cake gets cut, the ember burns young again, the old flame mentions the life it never mentions — and four souls who had no words for it found them: Leeroi straightens for rank, the notice board takes your posters down (FOUND), the Shade files no further remarks, and the Gaoler's ledger opens to a page that isn't a kill.
  • + The world wears it. The title screen line becomes "The Wheel has a new warden.", the temple altar offers "the warden chooses a vessel", and the inscription's unsigned arrangement gains a signature — yours.
  • + (Acknowledgment tier only, by design: a full Warden/NG+ mode stays deferred. The record notes which class took the seat first, for the day that mode arrives.)
V8.7.27 — DEEPER DRAFTS, WIDER WEB
Repeat runs stop converging. The draft deck doubles its tricks, the ninth class finishes its spellbook, and the Becoming web opens eleven more doors to everyone.
  • + Thirty-six mutations, up from sixteen. Twenty spells that never mutated now do — and none of them are flat numbers. Echoes that can echo. A dodge that banks a doubled hit. Stealth that sheds your ailments like a skin. A mark that survives its bearer and jumps. A sacrificed skeleton that claws back. A stomp that cracks a fault line across the floor. Every third palm strike free.
  • + The Unwritten finishes its book. Two new bleedborn spells reach parity with every other class: Static Veil (melee hits against you slip time back at the attacker) and Null Frame (delete a 3×3 frame of the world — everything inside loses a turn).
  • + The web opens wider. The cross-class Becoming pool grows from 28 to 39 nodes: three vetted promotions and eight new element nodes filling the holy, lightning, void, blood, frost, and fire gaps — censers that carry ailments away, a dash that stores the storm, kills the seam drinks, fires you can stoke.
  • + (Two promotion candidates were caught in review living inside a warrior-only branch and stayed class-bound — the curation guard now records why.)
V8.7.26 — THE ROSTER
The game takes off the borrowed clothes. Every living thing in the Wheel now wears custom art.
  • + One hundred and ten new faces. All nine heroes, all ninety-four monsters, all seven wardens — a coherent gothic-pixel roster generated for this game and no other, replacing the recolored tile-pack population. The Eternal and The First Flame finally stopped sharing a body.
  • + The bestiary's strange ones got the treatment they deserved: Æ the Unindexed renders as the crystal glitch it is, the Unrendered barely holds a shape, and the Lowing Court's cattle are, at last, visibly cattle-shaped problems.
  • + Same silhouette language at grid scale, same feet-anchored rendering, same performance — the atlas grew to 1,399 frames and the determinism gates never noticed.
  • + (Run and attack animations, the town's souls, and the icon sweep are the next art batches — the machinery that made these 110 is standing by.)
V8.7.25 — AN ECONOMY WORTH READING
Loot stops being arithmetic. Twenty new relics, gear that does things, and the monk finally gets a reason to touch gold.
  • + Twenty new relics. Hits that set flesh burning, envenom, or slip time. A seal that finishes anything kneeling below 12%. Kills that bloom into bursts two turns later. Cold that takes an attacker's footing. Power that demands you stay unbled — or rewards you for bleeding. Plus honest tools: cheaper merchants, brighter lanterns, slower hordes, heavier ledgers. The pool goes from 15 to 35.
  • + Epic gear rides. From Epic tier up, a third of dropped gear carries a rider — "of the Leech", "of Briars", "of Embers", "of the Second Wind", "of the Vigil" — a real effect that works the moment you wear it, in the same language relics speak.
  • + The monk absorbs. Monks no longer wave gear away — they consume the lesson: a third of any item's worth becomes permanent stat, from the ground or straight off a merchant's table. The empty hands stay empty; the monk does not.
  • + The named legendaries fill out. Wirt's Spare finally does what Wirt would have wanted (merchants drop their prices). Five new pieces join the bleed: a blade that insists on finishing the verse, a shirt the spear-thrust changes its mind about, a flask warm to the last swallow, a key for locks you weren't meant to open, and ferry fare, pre-paid.
  • + A new content gate reads every relic, unique, and rider — an effect param the interpreter doesn't understand now fails the build instead of silently doing nothing.
V8.7.24 — THE TOLL TAKES
The Toll was the game's signature bargain — except it never collected. Power was free. Now every stage past the first mark has a price, told to your face.
  • + Tithes, stage by stage. Hardened: food and flasks heal 10% less. Wrought: heals thin further and merchants charge the marked +10%. Ascend: the Toll takes a tenth of your gold as you lift it — you'll see the cut leave. Transcend: everything above, deeper, and elites strike the transcendent harder. The first mark stays free; the ladder is honest.
  • + The rise is announced with both hands. When the Toll climbs, the card now reads the power AND the price in one breath — "+8% effective HP · afflictions fade sooner — but food and flasks heal 10% less."
  • + The Tithed Door. A new battle door where the Toll's tithes run double for the room — in exchange for half again the XP and better loot. Walk in knowing.
  • + (Mobile: suspended runs from before this patch are discarded on resume — the door table changed shape. One-time cost, by design.)
V8.7.23 — THE WORLD NOTICES
The wardens of the Wheel have always had opinions about you. Now they say them out loud.
  • + Every boss speaks. A line when you walk in, a line when the fight turns, a line when it ends — in their own voice. The Beast King smells the road on you. The Forgotten Titan declares PURPOSE FOUND. The Nightmare Lord reminds you whose geography you're standing in. Twenty-odd lines, and none of them wasted on pleasantries.
  • + The Eternal knows why you came. Walk into the throne room holding the Amulet of the Deep End and it says something different — it knows what you mean to do, and it will not hold back. Its dying words set up everything the true ending pays off.
  • + The nightmare ladder found its voice. Each of the eight curses now carries a line of prose beside its numbers — the Wheel learning your face, rank by rank — shown where you pick your rank and in the victory screen's next-rank pitch.
V8.7.22 — SIGNATURES & LIEUTENANTS
The seven bosses stop trading from the same deck. Each act's warden now has a move that is _theirs_ — and the elite challengers finally fight like their names.
  • + Signature mechanics, one per boss. The Beast King's charge doesn't stop — it wheels and comes again, twice. The Stone Warden's quake rings grow outward, wave after wave. The Forgotten Titan drives a beam wall across the arena. The Nightmare Lord's volleys carry dread (your own strength turns on you) and it still shadowsteps. The Eternal's Judgement lands three turns late — and it issues decrees. The First Flame fills the floor with fire that does not go out. The Zombie King raises whatever died in the room.
  • + Decrees — the new boss archetype. A room-law, announced on a banner, that bends the fight while it stands: "THE WARDEN DECREES — KNEEL" saps your damage; "THE DEAD DO NOT WAIT" hurries them. Decrees expire on their own schedule — or the moment you kill the one who spoke.
  • + Lieutenants fight like lieutenants. The eight elite challengers (Kraken Spawn, Crystal Titan, Shadow Lord and the rest) now cast from real kits — ink barrages, shatter rings, plague spew, arc bolts — through the same telegraphed, dodgeable system as bosses.
  • + Blink folded into charge (a teleport is a charge that cheats); the freed archetype slot is what decrees live in. Phase openers can now be any ability — and a new content gate validates every kit, so a typo'd boss ability can never silently do nothing again.
V8.7.21 — ACTS WITH LAWS
Every act finally enforces its own law. The Wilds rush you. The Ruins slip time. The court escalates. Act V stops playing like Act I wearing a different palette.
  • + The ground takes sides. Each biome grows its own hazard on the old fire-trap bones: thorn snares in the wild (poison), spore pockets in the caverns, time-glass in the Ruins (the blow lands three turns late), static coils on the cloudtop, hotter ember pools in the inferno, hex candles in the abyss (your own math turns on you), seam glass in the crystal court — and marrow spurs in the boneyard, which shed marrow when a monster breaks on them. The Depths keep their honest fire.
  • + Waves have shapes now. The Wilds open with a rush that thins; the Depths grind steady; the Abyss ebbs and returns; the Throne escalates toward the seat; Beyond the Throne beats in a wrong rhythm. Same fights, different pulses.
  • + The final wave is titled by its act. The pack is led by an Alpha only in the Wilds — after that it's the Gravewarden, the Relict, the Dread Herald, the Knight-Vigil, and past the throne, a Wheel-Shard. Later titles hit harder.
  • + Every act now has a law with teeth: packs run bigger in the Wilds, knowledge comes faster in the Ruins, the Abyss pays in steel instead of comfort while its elites bite harder, the court's treasure is finer and its merchants gouge, and past the throne everything moves a little too fast — and pays a lot too much.
  • + A new content gate validates all of it — a typo'd hook or hazard now fails the build instead of silently doing nothing.
V8.7.20 — THE SOUND OF SAFETY
The game stops sounding like a synthesizer describing violence and starts sounding like violence. And the places past the map's edge finally have their own music.
  • + Hits land. Fourteen recorded one-shots (CC0, credited) now sit under the punchier moments — melee thuds, crit haymakers, the wet weight of a kill, coins that actually jingle, glassy spell impacts. The old synth layers stay underneath for the sub-bass, and stand back in the moment a sample hasn't loaded — sound never goes missing.
  • + Loot has a voice, and a register. Picking up gear finally makes a sound — leather and buckles, pitched by tier. Common mumbles. Mythic sings, with a chime on top from Epic up. (The confirm sound the city shops always asked for exists now, too.)
  • + Doors creak. Choosing a door — the run's whole decision — now sounds like one.
  • + Bells for the big moments. Act cards land on a deep bell; boss deaths toll one.
  • + "Beyond the Throne" has a hymn of its own. The 6th act no longer borrows the crystal garden's song — it gets a slow, too-bright shimmer in a mode that isn't quite holy. The act data carries the song, so any act can claim one now.
  • + The hidden realms hum. The Lowing Court, the Hum, the Cracked Bell — all three now share a sparse, out-of-bounds music-box theme instead of inheriting whatever was playing when you slipped through.
V8.7.19 — YOU ARE THE SPARK
Minute one finally says who you are — and every death says it again.
  • + You wake on cold stone. Die, and the temple takes you back the way the canon always said it did: a banner over the waking, and a line that changes as dying becomes routine — from "flesh again, and all of it aching" to "the stone knows your shape by now."
  • + The statues say what you are. Stand by an unlocked statue and its canon line floats up — the Vanguard is "the wall that walked into hell," the Necromancer "grief that staffs a workforce," the Gambler "owes the Wheel money." The tutorial cards carry the same lines.
  • + The intro opens with the Wheel. Five realms down, a throne above the sky, the Eternal who will not let the world end — before a single stat is explained.
  • + An inscription by the altar spells out the arrangement: named, re-fleshed, a little less mortal each time. No one now living signed it.
V8.7.18 — THE TOWN REMEMBERS
The seven souls of the town stop being a diorama. They've been watching. They've been counting.
  • + The town responds to your record. Every soul now carries tiers of things to say, keyed to your lifetime — how many times you've come back, died, killed, won, how deep you've been. Leeroi starts treating you as a colleague around your third run. The Notice Board's corner of you grows. The Shade keeps notes. The Cake's door grows a handle the day you first win.
  • + A held light means new words. A soul with something unsaid keeps a small candle-mote lit above it — no chime, no popup. You notice, or you don't, and it waits.
  • + Reveals are once; the town keeps talking. A new line shows the moment you've earned it, then joins the rotation — except the ones marked for a single telling, which are spent like they mean it.
  • + Even the EXIT keeps score — try to leave often enough and the signpost gives up on you in writing.
  • + Twenty-nine new passages in the town's voice, from "LAST SEEN COMING BACK" to a road that finally runs straight. A few are written for days that haven't happened yet.
V8.7.17 — A BESTIARY THAT ACTS
Trash fights ask you to read and answer now — 87 of 94 creatures carry a behavior.
  • + Six new tricks in the wild. Chargers telegraph a lane and dash it. Bombers close in, plant, and go up with their own blast — get clear. Howlers wind up a scream that frenzies the pack; silence them first. Thieves cut your purse and run (kill one and it spills half again over). Burrowers dive, tunnel under you, and surface at your heel. Summoners trickle spawn — cut the head off before the room fills.
  • + Elites come affixed. Elite-room spawns can roll a title — Volatile, Shrouded, Venomous, Baying, Swift, Stonehide — each a real behavior bundle, worn on the nameplate so you can read the fight before it starts. (The bestiary still files them under their true names.)
  • + The quiet ones got loud. Fifty-two creatures that used to walk-and-bump were dealt behaviors matched to their bestiary lines — the Gore Troll heals as fast as its wink claims, Leeroi finally charges.
  • + Under the hood: a hardened content gate (a typo'd verb or a dead status key now fails the build — one such dead key was caught during this very patch), and a latent crash in boss-free rooms with artillery monsters was fixed.
V8.7.16 — WEIGHT
Combat gets heavier — and the render path is ready for real attack animations.
  • + Crits shove. A critical hit knocks the target a full tile along the blow — walls, bodies, and traps block the shove; bosses stand firm. Kills feel like impacts now, not bookkeeping.
  • + Kill streaks sing. Chain kills inside 1.5 seconds and each one rings a rising note; from ×3 the streak counts itself over the bodies, and the eighth lands a slow-motion flourish.
  • + Telegraphs breathe. Far warnings (two turns out) are a quiet outline; imminent ones pulse hot with a tightening ring. You can read _when_, not just _where_.
  • + Attack poses, wired. The renderer now plays per-action attack frames timed to the swing itself — invisible today, but the moment bespoke attack art lands in the atlas, every class and creature starts swinging for real. No code will need to change.
  • + Under the hood: the e2e gate's per-test timeout doubled — this dev machine often runs heavy parallel builds and the old 30s produced false-flaky page-load timeouts (game inputs measure sub-millisecond; assertions unchanged).
V8.7.15 — ONE FACE (THE ICON SWEEP)
The first big pass of the emoji purge — the game starts wearing its own art.
  • + Every spell has a real icon now. All 52 spells map to pixel icons from the game's own atlas — on the in-world draft glyphs, the draft cards, the character sheet, and the spellbook. No more 30px OS emoji on the most important choice in a run.
  • + The intro tutorial is drawn, not typed. All four pages swap their emoji for atlas art — stats get their icons, and the enemy-tier page shows actual creatures from the game (a goblin for Common, an imp for Rare, up to the crowned ogre for Mythic).
  • + Doors show their sigils. The door glyphs render their pixel icons (coin for the store, chest for treasure, skull for the tough fights) instead of emoji.
  • + Everything degrades gracefully — any icon the atlas can't resolve falls back to the old emoji and logs a sprite-fallback warning, so partial art states stay playable.
V8.7.14 — THE BESTIARY SPEAKS
The RECORDS bestiary stops being a sticker album.
  • + Every creature has a page now. Tap a discovered bestiary card and it opens — sprite, kill count, and the bestiary's own dry verdict on the thing. Every one of the 94 creatures has a written line (46 of them new this patch); the seam-bled ones carry a redacted ⟁ SEAM-BLED badge where their origin should be.
  • + The line is earned. The bestiary holds its tongue until you've felled a creature three times — then it settles its account, and the verdict lands right in the combat log the moment the third one falls.
  • + Inspect remembers. Once earned, the line rides the hold-to-inspect tooltip too.
  • + Hidden-realm trophies (the court's cattle, named wave-finishers) now render as their own cards without skewing the "Discovered X / 94" ledger.
V8.7.13 — DOORS THAT PROMISE
Every door tells you what's behind it — and no two fights in a row feel the same.
  • + Doors carry their terms now. Fights roll a modifier (Horde, Riches, Armored, Cursed, Swift, Gauntlet — elites roll Champion, Ambush, Ancient) and it's printed on the door before you choose. Stores and caches read their stock the same way (Discount, Black Market, Guarded, Trapped...).
  • + Fight doors make promises. A gold cache, an epic item, a relic, Marrow — the reward is named on the door and waits beside the exit portal when you clear the room. The door keeps its word.
  • + The Dire Door. Every act opens with one door that asks for more: a dire elite fight at twice the promise. Read it, weigh it, walk in — or take the safer road.
  • + A third door from Act III. Deeper acts breathe wider — three ways forward instead of two.
  • + Under the hood: modifier economy (gold/XP/loot-tier) folds through the standard hook pipeline room-locally; the Cursed door's spawns actually envenom; the door generator's version is now stamped into suspend saves (a suspended run from an older roll shape discards gracefully instead of remapping).
V8.7.12 — QUICK TRUTHS
The first patch of the road to v9.0 — small fixes with loud effects.
  • FIX The temple finally sounds like a temple. The hub (temple and town) was falling back to the inferno dread theme because it asked for a song that didn't exist. It now has its own authored hymn — slow, warm, and safe. The dread stays down in the dark where it belongs.
  • FIX The game says who you are. The title screen carries the premise now — _"You are the Spark — the soul that will not stay dead."_ — and class select drops the arena-announcer voice for the temple's: "Choose Your Vessel. The Wheel turns. Step in."
  • FIX The footer stops lying. It read "Metamorphosis" (two eras ago); it reads "The Becoming" now.
  • FIX Under the hood: the full test gate is back (a clean reinstall fixed the broken runner; the suite — 141 checks plus the door/becoming/discord scripts and the browser boot test — runs green again), the content gate now knows Discords are a kind of Resonance, and two stray duplicate files left the tree.
V8.7.11 — TURN THE PHONE (LANDSCAPE POLISH)
  • FIX No more dark band in landscape. The relic strip was stretching a dark bar across the screen in the landscape layout; it now sits as a small badge in the top-left corner with the rest of the HUD.
V8.7.10 — TURN THE PHONE (BIG-PHONE FIX)
  • FIX Landscape now works on big phones. On larger phones (whose landscape width tops 900px) the game was falling back to the desktop layout instead of the new wide mobile view. Mobile mode now keys off a short screen, not just a narrow one — so every phone gets the landscape view when you turn it sideways.
V8.7.9 — TURN THE PHONE
The game fills the screen in landscape now — and portrait still plays.
  • + Landscape, the wide way. Rotate your phone and the world opens up to a near-desktop view: the HUD slips into the corners, the map fills the glass, thumbs on the edges. Rotate back and portrait plays exactly as before — it switches the moment you turn the phone, no menus, no "rotate to play" wall.
  • + A cleaner heads-up. In landscape the screen keeps what matters in the moment — your health, your resource, the fight — and tucks gold, marrow, act, danger, and the Toll into the character sheet (tap ⚔ YOU), where the full picture lives.
V8.7.8 — DISCORD
Power has a price. Pull two opposed elements into one build and they fight each other — and you.
  • + Anti-synergies. Carry two clashing elements and the seam recoils on you, mid-fight: Scald (frost + fire) singes you when you strike a foe that's burning or frozen stiff; Heresy (void + holy) sometimes curdles a cast into a brief self-curse; Corrosion (physical + poison) eats your guard for a moment when you're struck; Arrhythmia (blood + lightning) skips a beat and costs you a sliver of life on each kill. Small, brief, never a wall — a tax for greedy mixing, not a lock on it.
  • + A dissonant page in the Codex. Every clash you trigger is inked as its own discordant entry — no Echoes, just the record of a bargain that bites back.
  • + More elements, any class. The cross-class element pool widened: lightning, void, and blood now join frost, fire, physical, and poison among the picks any class can fold into its kit and deepen at an Altar.
  • + Housekeeping under the hood.
V8.7.7 — MARROW & THE EIGHT
Your build is now something you grow across the eight elements — and Marrow is what feeds it.
  • + Aspects are universal. The element nodes you draft at a trial door are no longer locked to your class — any class can reach for frost, fire, physical, or poison and fold them into its own kit. Each class still keeps its signature machinery.
  • + Marrow — a rare treasure with one purpose. A purple glint dropped by tougher foes, tucked into the occasional floor cache, or buried in a breakable wall (watch for the faint violet vein). It buys exactly one thing.
  • + Deepen an element at the Altar. Once you've invested in an element and you're holding the Marrow, an Altar door turns up among your choices — step into its shrine and pour Marrow into a theme to tier it up. Every element now has a full three-tier path: its keystone, then a swell of damage against the element's signature condition, then a death-throe that detonates, spreads, or mends as you fell foes. A deepened element even tints your aura.
V8.7.6 — STOP THE LIGHTS EATING THE SCREEN
A desktop-only rendering bug could fade the whole world to black after a while.
  • FIX Fixed the world going black mid-run (desktop). The lighting layer draws into a reused buffer that wasn't being cleared each frame, so its darkness slowly built up until the screen was solid black — the game kept running underneath, you just couldn't see it. (Mobile was never affected; it skips lighting.) The buffer now clears every frame, and the player's light rebuilds itself if the canvas size ever goes stale, so it can't accumulate or fail to light you. Resizing the window was a workaround because it happened to reset that buffer.
V8.7.5 — BIGGER DOORS ON THE PHONE
A quick readability pass on the new door choice for small screens.
  • + The door and Aspect-Trial labels are legible on mobile now. The glyph text was rendering at the zoomed-out world scale — about 7px on a phone — so it's bumped ~1.8× on touch screens, and the always-on description strip along the bottom is larger too. Desktop is unchanged.
V8.7.4 — THE DOOR IS THE CHOICE
The run map is gone. You navigate by stepping through doors — and your build now grows by winning for it.
  • + Doors replace the map. Clear a room and the way on opens onto two doors, each showing what waits beyond — a fight, a tougher fight, a store, an event, treasure. Step through the one you want; no more map screen, no more clicking nodes. The act's final door is always the boss.
  • + A dire act card. Each act opens on four lines — the act and its name, its law, the boss you must defeat, and the act's omen (a boon or a bane for the floor ahead).
  • + Earn your Aspect. About once per act, one door is an Aspect Trial — win the fight, then step onto a glyph to claim a Becoming node, free. The other door is always a real alternative, so the trial is a choice, not a tax.
  • + Marrow goes quiet. The old auto-granted Marrow (you were swimming in it) is shelved — your nodes come from the trials now. Marrow returns later as rare treasure.
  • + Resume lands at your door. Suspend a run on mobile and you come back to the same door choice, deterministically; saves from before the change retire cleanly.
V8.7.3 — CHOOSE BY WALKING
The level-up choices step out of the menus and onto the floor — and your spells finally pull their weight in how your character grows.
  • + Pick your spells and stats by walking. When you level up, the 3-card spell draft and the attribute choice now appear as glyphs on the ground around you — walk onto the one you want. Each glyph shows what it is at a glance (Active/Passive · New/Upgrade/Mutation, or which attribute), with the full effect on a strip along the bottom. No more screen-stopping pop-up in the middle of a fight; if you're boxed in by walls the old card menu still appears as a fallback.
  • + Casting makes you stronger. Every spell you cast now trains your core attribute, scaled to the mana or stamina it costs — so a caster who leans on spells actually grows, instead of only a character who jabs with basic attacks. A 16-cost storm teaches more than a 6-cost step; both teach something.
  • + Basic attacks are free. Your basic melee and ranged attacks no longer cost stamina or mana. Resources are for spells now — spend them, and grow.
V8.7.2 — THE SUMMONER'S BUTTON SUMMONS
  • + The necromancer's skill button is smart now. With no skeletons up, your skill button (the X key / the mobile skill button) raises one; with skeletons up, it commands them to attack. No more tapping the big button into a "summon first" wall. (Hotkey [1] still raises directly, any time.)
V8.7.1 — READABLE, AND YOUR SPELLS ARE BOUND
A quality pass on top of the Becoming preview: the text is legible now, you can size it to taste, and the summoner classes can actually summon.
  • + Your signature spell is bound from the start. Necromancers (Raise Undead), parasites (Absorb), and monks (Flurry of Blows) now begin with their core ability on hotkey 1 — no more empty hotkeys and a class that can't cast the one thing it's built around. (Tap [1] on mobile.)
  • + Everything got bigger. A game-wide legibility pass: the small pixel-font HUD, the log, tooltips, the Sanctum and Codex, death and run stats — nothing renders at an eye-straining size anymore.
  • + Text size, your call. A new Settings → Text size toggle (Small / Medium / Large) scales the menus, log, and decision screens to your screen and your eyes. Medium is the new comfortable default.
V8.7.0 — THE BECOMING (PREVIEW)
The whole "Becoming" build-system overhaul goes live for testing — a working preview, art still in progress.
  • + The Toll. A continuous corruption↔power ladder rides every run: deal damage, fell elites, survive close calls, and your body hardens across six stages — frost to blood, each with its own look and rule.
  • + The Becoming. A node-web of rule-changing choices crystallises your class into one of three Aspects — and it's claimed in the world now: at the map a shrine opens, and you walk onto node-pedestals to take them. Dilemmas fork the floor; choosing one seals the other. (The old pop-up is gone; your whole web lives on the character sheet.)
  • + Resonances. Tag-patterns that react as you play — twelve Confluences plus Wild and Volatile tiers, collected in a Codex. Synergy you discover, not a menu you read.
  • + Marrow currency, a slim Toll HUD meter, and the Loremaster cosmetic for a full Codex.
  • + Under the hood. A headless turn-sim now drives the determinism + smoke gates, and the custom-sprite pipeline is taking shape. Placeholder art throughout — the visual sweep is next.
V8.6.0 — THE TOWN YOU CAN'T LEAVE
South of the temple, a door. Step through it.
  • + A city, below the temple. A new walkable town opens off the temple's south gate: cobblestone streets at permanent dusk, lit lampposts, hanging shop signs over timber-plaster facades, a cracked dry fountain, a heavy fog, drifting ash. Walk it freely; the north gate takes you home to the statues, where the descent still begins.
  • + Somewhere to spend your Echoes at last. Three doors worth opening — the Reliquary (your permanent Sanctum upgrades), the Apothecary (run-start boons: a draught for +max HP, a tonic for +stamina, a stiff drink for your prime stat — all carried into your next descent), and the Pawnbroker (a relic, no questions asked — or something finer, with a history).
  • + A town full of people who can't leave. The cheer is a varnish over the rot. Leeroi the Unthinking, forever a half-step short of the gate. A notice board whose newest missing-person poster is _you_, face refusing to render. A cake promised for when you get back. A shade that re-enacts your last death and folds its arms. The Last Ember. The Old Flame. The Red Gaoler, who keeps a list and has checked it more than twice.
  • + The way out is a lie. The EXIT arch bends gently and sets you down facing the square, exactly where you began — and keeps a tally of how many times you've tried.
  • + Built freeze-safe. The city rides the temple's hub pattern — spawns suppressed, render guarded, recovers like everything else. No new freeze surface.
V8.5.1 — THE TEMPLE, DRESSED
The pre-game hub stops looking like an empty dungeon and starts looking like a place worth standing in.
  • + A temple, not a grey room. The class-select hub is reskinned warm: sandstone floors, terracotta brick walls, gold-trimmed banners, stone columns, an inlaid black-marble diamond underfoot, and lit braziers that throw a real glow. Each class waits on its own stone pedestal.
  • + Readable at a glance. Locked classes show a short 🔒 NAME instead of a wall of colliding requirements; the full unlock condition floats over you only when you step up to that statue. You now spawn facing the statue row, so the whole roster is in view the moment you arrive.
V8.5.0 — STABILIZE & STEP IN
The floor stops swallowing runs, the ninth seat stops hiding, and there's a place to stand before the descent.
  • + The dungeon stops eating runs. That hard freeze when a new floor opened — the one that needed a full restart — is closed. Two recovery paths that used to only _log_ the stumble now actually catch the run and set it back on its feet: a throwing map animation aborts cleanly into the room, a failed room-entry walks you back to the map, and every room you step into is guaranteed able to take your next move. The world may stutter; it no longer dies.
  • + The Unwritten answers the door. A freshly-earned class is now written to disk the instant a run ends and re-checked every time you return to the select screen, so beating the game once actually unlocks the ninth class instead of leaving it greyed.
  • FIX No more reading yesterday's book. The game now notices when your browser is holding an old copy and offers a one-tap update — so shipped changes actually reach the table.
  • + Three small mercies. Offscreen threats throw a red mark to the screen's edge and the open exit a green one, so you can wander and still find your way back; relics wear a glow on the ground so they're not mistaken for loose gear (on phones too); and the swap prompt now leaves when you leave the tile.
  • + A temple to choose from. The flat class menu becomes a small room you walk: cross to a class's statue to take its shape, step to the altar to begin. Locked classes stand dim until earned. (A skeleton for now — shops, per-class lessons, and finding classes out in the world come later.)
V8.4.0 — LAST WORDS
The death screen learns to speak — the closing beat of the World Bible revamp.
  • + Death epitaphs. Every fall now earns a dry, in-world line keyed to what took you — venom, fire, a blow that arrived late, or the seam itself reaching out for the nearest loose thread. The temple stone is cold, and it is waiting.
  • + Act laws. Each realm opens by stating its law on the act card, beneath the name — "Stone keeps what's buried," "Fear is geography," "The Wheel needs a sitter."
V8.3.0 — THE UNWRITTEN, THE ROAD BEYOND THE THRONE, AND THREE THINGS THAT AREN'T THERE
A ninth class, a true ending, and a fistful of secrets.
  • + The Unwritten — a 9th class. A Bleed-born wildcard that wields the seam's own grammar: Unravel (hex a foe so it deals less and takes more), Seam Step (tear through space), Rupture (a blow that lands on a delay), and Glitchstorm (a burst that leaves random ailments). It renders in permanent chromatic aberration and has no fixed combo — power and instability in the same hand. Unlocks at the Throne. The class roster is now data-driven; all eight existing classes are untouched.
  • + Beyond the Throne — a true ending. Carry the Amulet of the Deep End to the Eternal and, instead of the usual victory, a sixth realm opens. Best The First Flame there and you don't just win — you take the seat and become the Wheel's new warden. The Eternal, it turns out, was only the last one to try.
  • + Three hidden realms. The Lowing Court (a pastoral nowhere of armored cattle, behind a sign that denies it exists — bring Wirt's Spare); The Hum (yellow walls, a sourceless sound, a relic at the center); and the Cracked Bell (ring it exactly three times). All surface, rarely, through the Mystery rooms.
V8.2.0 — BLEED GRAMMAR + NAMED LEGENDARIES
Builds on the Bleed engine: three new status effects join the combat grammar, and the loot pool gains its first named legendaries — run-warping gear whose power folds into your build the moment you equip it.
  • + Three new effects, one registry. TIME-SLIP — a reality-warp strike that lands on a delay instead of ticking (the Void Worm's calling card). CURSE — while it holds, the combat rules invert against you (−50% damage dealt, +25% taken); the glitch-thing Æ inflicts it. MARK — the Metamorphosis brand: once you have ASCENDED, your hits mark prey for bonus follow-up damage. The four existing effects (burn/poison/stun/blind) were consolidated onto the same effect registry that drives their VFX — proven tick + death handling left untouched (freeze-safe).
  • + Named legendaries. Seven uniques surface from deep treasure, denser the closer you get to the Throne: the Harlequin's Skull, the Amulet of the Deep End, the Black Bloom, the Pale Band, the Towel of Yph, the Faithful Cube — and a certain spare leg-bone that insists it will matter eventually. Each carries run-warping effects that fold into your build on equip, reusing the relic interpreter — no new combat code, the same hard 8-primitive cap.
V8.1.0 — THE BLEED BEGINS (GOTHIC CONTENT + REFERENCE ENGINE)
First drop of the World Bible revamp. The bestiary turns gothic, the meme nameplates go quiet, and a data-driven "Bleed" engine starts seeding the world with translated easter-eggs whose wink lives in flavor — never the nameplate.
  • + 14 new gothic creatures. Thematic elites and the open rungs of the ladder fill out: a rank-1 "can't-lose" vermin (Pallid Grub), a rank-7 brute (Cyclops Gaoler), the cosmic rank-13 Void Worm, plus Crystal Titan, Thunder Djinn, Inferno Elemental, Plague Bearer, Bone Colossus, Kraken Spawn, Shadow Lord, Orc Berserker, Assassin, Alchemist — and the Bleed-tier glitch creature Æ, the Unindexed. All reuse existing atlas art (no fallbacks).
  • + The gothic retone. 34 whimsical/meme monsters renamed to gothic-native (Baby Yoda → The Withered Childe, Santa Claws → The Red Gaoler, Leeroy Jenkins → Leeroi the Unthinking, …); every joke moved into hidden flavor + an internal bleed_origin tag. Lifetime kill stats fold forward across the renames, so the RECORDS bestiary keeps its progress — no save reset.
  • + The Bleed engine. A per-act reference-density budget (acts.json refBudget) keeps Bleed/easter-egg content rare in the Wilds and thick at the Throne. Æ renders with chromatic aberration, keeps a corrupted/redacted bestiary entry even once discovered, and leaks duplicated loot on death. The glitch is always deliberate — never a real fault.
  • + Act "law" beats authored per act (acts.json law) for the act-opening cards (rendering lands in a later drop).
  • + Wilderness rebalance. Raised the spawn-window level cap so a leveled player surfaces the full wilderness roster — clears the long-standing HP-gated content debt (Stone Golem, Wyrm Hatchling, Ancient Golem, Alpha Ogre, Moss Shambler now spawn). Early-game difficulty ramp unchanged.
V8.0.5 — FREEZE-PROOFING + PATCH HARNESS
First patch shipped through the new patch harness. Bundles the built-but-undeployed freeze-proofing work and lands the harness itself.
  • + Freeze-proof the map→room transition (boss entry). The state==="MAP" branch's runMap.tick() + token-walk cb() (which enters the next room, including the boss arena) ran outside the loop's try/catch and the liveness watchdog excluded MAP — so a throw there froze the run on the map with no recovery. Both are now wrapped ([map-tick] crashed / [room-entry] crashed), and room-entry sets state="IDLE" first so a caught throw lands in a recoverable state.
  • + Freeze-proof the turn engine. loopBody's per-frame world+render section is wrapped ([loopBody] crashed with a state snapshot); a universal wall-clock liveness watchdog forces the engine live after >3s stuck off-IDLE with no menu/overlay/freeze; loop() schedules the next frame before the music tick so a tick throw can't kill the chain.
  • + Patch harness. npm run patch runs a fail-closed pipeline (preflight → format → lint → typecheck → test → build → e2e → deploy → verify:live → tag green), wired to the two-repo deploy (wraps tools/deploy.sh, never force-pushes; rollback is forward-only). Version is single-sourced from package.json and injected into the build. Content invariants (id integrity, curated-pool resolution, structural monster spawnability, xp curve) and an e2e boot + smoke-play gate run on every patch. The full headless sim (real sim-smoke) and a strict typecheck are deferred follow-ups.
V8.0.4 — FREEZE-PROOF THE TURN ENGINE
Loop try/catch with culprit logging, universal liveness watchdog, forceEngineLive recovery, parked-engine closer fixes.
V8.0.3 — FLUID INPUT
Mid-combat dead-window fix: input buffer, hit-stop budget, projectile gate cap, crash-net meter refill.
V8.0.2 — NO DEAD ENDS
Treasure-mimic routes through the wave machinery; camp spell-point return; dead-end and wave-stall watchdogs.
V8.0.1 — POST-DRAFT FREEZE + READABILITY
Fixed the post-spell-draft freeze; menu-closer turn-tail contract; text-sizing pass.
V8.0.0 — METAMORPHOSIS
Wave arc + hunting grounds, tier-decay scaling, act identity + suspend gen-version gate, fragments/POIs/hidden routes, spell draft + mutations + combos, bazaar + cursed gear, Sanctum echoes board, auras + promotion recolors.
v8.0 — METAMORPHOSIS
June 12, 2026 — rhythm, power, identity
  • + Battles have a shape now — three escalating WAVES with a named finisher pack instead of grinding a kill counter against an endless trickle. Break them fast for a ⚡ SWIFT CLEAR bonus — or stay after the portal opens: the room becomes HUNTING GROUNDS, monsters keep coming at your pace, and every 45 seconds the hunt finds YOU
  • + Mow the trash, fear the elites — common enemies now fall BEHIND a powerful build instead of scaling forever. By Act 3 a real build one-shots the field while elites, champions and bosses keep their teeth. Overkills ring in your colors
  • + Five acts, five places — every act opens differently, the Depths are dark, the Abyss is a minefield, and the Throne fields its own court (Void Lich beside the Storybook Prince). Artillery monsters telegraph volleys on YOUR tile — move or eat it. A camp always waits before the boss
  • + A world worth walking — ruined camps, stone circles and trap vaults hide in the fog: guarded bounty chests, relic shards (three fuse into a relic), wild herbs, field events, and map fragments that reveal HIDDEN ROUTES on your act map
  • + Spellcraft — every spell pick is now a 3-card draft: new spell, upgrade, or MUTATION (Fireball that freezes, Blink that burns its path). Own the right pair and a scripted COMBO unlocks — one per class
  • + The Sanctum — Echoes flow from every run (even deaths) into a permanent talent board: start stronger, reroll cheaper, cheat death once, even begin runs choosing a relic
  • + METAMORPHOSIS — your build shows on your body: auras glow beneath a poisoned heart or a frozen soul, and deep builds ASCEND (gilded) then TRANSCEND (your class color, earned) with a ceremony to match
  • UI Shop items compare themselves (▲/▼ vs what you wear), stock rerolls, the Black Market sells CURSED gear, and sidegrades on the floor offer a one-tap swap
  • FIX Milestone shop Buy buttons (a silent handler collision), sterile chunks after wave fights, and pre-v8 suspended runs now reset cleanly instead of silently remapping
v7.3 — THUMBS
June 11, 2026 — controls that fit each class's hands
  • + Tap what you want dead — ranged classes (Scout, Occultist, Necromancer, Gambler, Hive) now SHOOT the enemy you tap instead of marching into melee. Kiting finally works: shoot, step back, shoot. Melee classes still charge in
  • + The floating stick — drag anywhere to move: 8 directions including diagonals (a first), hold to keep walking, drag to the outer ring to dash. The old D-pad lives on in Settings if you miss it
  • + Aim mode — targeted spells stop firing at whatever was nearest: press the spell, see your true range (circle, square or diamond — it's honest now) and tap a marked enemy. Blink shows direction spokes — tap where you want to be
  • + The X button knows your class — Monk's combo count rides it, Necromancer's minion count, Hive's swarm size; for the Parasite it pulses teal the moment something on screen is weak enough to TAKE
  • BUFF Monk un-betrayed — the attack button finally punches when you're adjacent (combo!) instead of plinking a bow; whiffed swings say "too far" instead of nothing
  • BUFF Blink obeys your thumb — teleports follow the stick's live direction (or the aim spokes), not a stale pathfinding step
  • UI Per-class touch tutorials rewritten; desktop gets the same smart clicks (shift+click still targets without moving)
v7.2 — DEPTH & DEVOTION
June 11, 2026 — builds to chase, ladders to climb
  • + Relics — 14 run-warping drops that change how you play, not just your numbers: lifesteal that builds to DRACULA, a poison aura, thorns, a phoenix feather, a glass idol that trades blood for power. Elites drop them, first boss kills guarantee them, altars sell them for flesh
  • + Monsters learned new tricks — slugs split, balloons (and magma golems) explode with a one-turn warning, shamans shield their packs, wounded beasts flee and lick their wounds, alphas crown a buffed pack that ROUTS when you kill the leader, imps blink to your flank
  • + The Nightmare Ladder — win once, then climb: each rank stacks one more curse onto the run, per class. The map names your curses. The victory screen dares you to go deeper
  • + Death is a sales pitch — the death screen now shows your nearest unlocks filling up (with what THIS run contributed), new bestiary entries, and a one-tap RUN IT BACK
  • + 9 events, 2 new wagers, a hidden cache — gravediggers, cursed altars, whispering idols, a molting shrine that rerolls your stats; bet your flesh on the Wheel, raffle for relics. Events never repeat in a run
  • + The wanderer remembers — meet the trader twice and he becomes an Old Friend (half price + a relic under the counter); the stalker now whispers before it strikes, and always carries a relic
  • + Character sheet — your whole build on one screen (tap ⚔ YOU on the HUD, or press C): gear, true stats vs base, skills, spells, relics
  • + Settings — separate music and SFX sliders, a screen-shake toggle, behind the ⚙ next to every sound button
  • + Click to move (desktop) — click a tile to path there, click a monster to hunt it, shift+click to just target. The phone's best trick, ported back
  • BUFF Getting stronger feels stronger — enemy scaling leans harder on a per-room snapshot with a per-act ceiling, so a jackpot drop stays a jackpot instead of inflating the next room
  • UI RECORDS screen: bestiary + feats with progress bars + per-class nightmare bests; the act map flashes ✓ Progress saved at the suspend moment; tap the mobile log for full history
  • FIX Over half the bestiary could never spawn — monster pools were keyed to a portal system the act map replaced. Act III now fields its demons, the meadows their horrors. Sorry, completionists.
  • FIX The camp's spell-point scribe no longer strands you in a phantom room after his lesson
v7.1 — POCKET EDITION
June 11, 2026 — the phone version, done properly
  • + Tap to play — tap a tile to walk there, tap a monster to hunt it down, tap yourself to wait, hold a tile to inspect it. The D-pad stays (and now repeats while held)
  • + Your run survives your pocket — on phones, the game suspends at the act map. iOS killed the tab? Reopen and RESUME. Dying still deletes everything; this is a roguelike.
  • + Add to Home Screen — installs as a fullscreen portrait app with a proper crossed-swords icon
  • BUFF ~40x fewer draw calls per frame — terrain renders once into a cached layer instead of tile-by-tile every frame; combat hit-stop no longer secretly doubles the mobile frame rate; the music engine stopped allocating audio buffers on every drum hit
  • UI Notch-aware layout (safe areas), smoother 30fps pacing, debug FPS overlay via ?perf=1
  • FIX iPhone rendering squashed into a band — canvases now pin to the visual viewport
v7.0 — CRUNCH & CARTOGRAPHY
June 11, 2026 — the map lives, the music breathes, the hits land
  • + A living act map — pixel node plates with real icons, the act boss idling at the summit, biome-banded parchment, animated routes, and your own hero walking the path you pick
  • + Fog of war — only the road ahead is revealed; deeper nodes are shrouded silhouettes until you press on
  • + Act omens — every act past the first rolls a visible mutator: Blood Moon, Gilded Age, Famine, The Dimming... read the sky before you choose your road
  • + The Red Route & the Pilgrim's Path — each map carves a danger lane (elites, gauntlets, guarded treasure) and a safer lane (camps, shops). The glow shows where danger runs — even through fog
  • + The Wanderer — a hooded trader (or something worse) haunts one node and moves as you do. Chase the discount. Or get ambushed.
  • + Real music — the random-plink ambience is gone. Every biome now has a composed theme (chords, bass, drums, melodies) that layers up as combat closes in, with one boss anthem that gets faster and lower every act
  • + Musical moments — room-clear chimes, level-up fanfares, boss-phase hits, rare-loot glints — all duck the music like they mean it
  • UI Crunch pass — layered impact sounds, miss whiffs, footsteps, coin pickups that climb in pitch, blood that stains the floor, loot that pops when it drops, HP bars that bleed a damage trail, squash & stretch on every hit, a red pulse when death is close, boss intro letterboxing, light beams over legendary drops, slow-mo boss kills
  • UI Reduced motion — the OS accessibility setting now calms shake, flashes, slow-mo and banners
  • FIX A stray Energy Herb could be mistaken for a monster, wander into a trap, and freeze the run solid. Herbs have been reminded they are vegetables.
v6.0 — PIXEL RENAISSANCE
June 10, 2026 — the biggest update the game has ever had
  • + Full pixel-art rebuild — every emoji is gone. Animated 16-bit sprites for all 80 monsters, 8 heroes, items, walls, floors, traps and portals (0x72 DungeonTileset II + Kyrise icons, palette-crafted per biome)
  • + Acts II–V are HERE — the full five-act run is playable, each act with its own biome dressing and music
  • + Five signature bosses — Beast King, Stone Warden, Forgotten Titan, Nightmare Lord, The Eternal. Each has 2–3 telegraphed abilities and HP phase changes. Glowing tiles mark where they strike next — step out before they erupt. The dance is the fight.
  • + Boss arenas redesigned — designed duels in the act's own biome with seeded pillar cover. The Zombie King's horde city is retired.
  • + Meta-progression — 5 of 8 classes now unlock through play (slay 150 monsters, fell a boss, die 8 times...). Locked cards show live progress.
  • + Bestiary — an 80-card monster codex on the title screen that fills as you hunt
  • + 15 achievements — announced the moment they land, mid-run included
  • + Death epitaphs — the death screen now tells your run's story: kills, level, gold, act, and exactly what slew you ("Beast King's Wild Charge")
  • UI Combat feel overhaul — hit-stop, white hit-flashes, attack lunges, knockback, squash-and-fade corpses, status tints, pop-in damage numbers, low-HP heartbeat
  • UI Pixel interface — monogram pixel font, segmented HP bars with damage-chip drain, animated class previews on the select screen, boss HP bar, act title cards, colored point lights
  • BUFF Kill quotas cut roughly in half (battle 50→22 base, elite 30→12) — rooms end while the fun is still fresh
  • BUFF Movement responds instantly on keypress (was up to 70ms late)
  • FIX Boss arenas no longer flood with random spawns — boss fights are duels plus whatever the boss summons
  • FIX Game keeps animating turn resolutions when the tab is backgrounded
v5.5 — UI Overhaul, Spell Polish & QoL
February 14, 2026
  • UI Complete UI/UX redesign — clean flat dark theme, removed visual clutter
  • UI Desktop sidebar: 220px (was 300px), merged stats + skills panel
  • UI Mobile HUD: stripped to essentials — HP, resource, XP, gold, kill tracker
  • UI Status effect highlights — pulsing ring on stunned/burning/poisoned/blinded enemies
  • UI Spell descriptions rewritten: concise with +DMG, +DEF, +HEAL tags
  • UI Removed duplicate floaters (no more "Stun" + "STUNNED"). Status icon only.
  • UI Log messages shortened — less noise during combat
  • BUFF All spells now show scaling in descriptions (Lv matters!)
  • BUFF Undying Rage: revive (30+15×Lv)% HP (was flat 1 HP)
  • BUFF Bloodletter: heal (3+2×Lv)% per melee hit
  • + 🌿 Energy Herb — restores 30% mana/stamina (drops from enemies)
  • + 🔥 Fire traps — standardized: single, 2×2, or L-shape clusters. All apply burn.
  • + 🍔 Food standardized to Burgers (consistent visuals)
  • + Tutorial tips — auto-show during first battle room with class advice
  • + Red aura VFX — dangerous enemies glow with pulsing red energy
  • NERF Leeroy Jenkins capped at 20 DMG in Act 1
  • NERF All legendary monsters capped at 25 DMG in Act 1
v5.4 — Level-Up Overhaul & Spell Tree Cleanup
February 11, 2026
  • + Level-up choice system — each level-up presents a choice: Boost Attributes or Spell Tree
  • + Boost Attributes gives 3 random stat options (STR, DEX, INT, DEF, HP, Stamina)
  • + Spell Tree opens the spell panel to learn or upgrade a spell
  • + Active spells require hotkey assignment (1/2/3) before the window closes
  • UI X hotkey removed from spell assignment — X is reserved for class secondary attacks
  • BAL Spell tree trimmed — 58 → 43 spells, removing redundancies across all classes
  • - Mage: removed Frostball (redundant w/ Fireball), Meteor (bigger Fireball), Arcane Barrage (overlaps Chain Lightning)
  • - Rogue: removed Sharp Knife, Crippling Throw, Shadow Strike, Fleet Foot
  • - Warrior: removed Ground Slam, Executioner, Titan's Grip, Relentless Charge
  • - Parasite: removed Kiss of Death
  • - Hive: removed Hivemind Link, Queen's Decree, Symbiotic Nourishment
  • FIX Spell prereqs updated to reference remaining spells only
  • + Zombie Boss Arena — final boss is now a post-apocalyptic city with Zombie King + mob spawns
  • + 22 decorative city props (buildings, fires, wrecked vehicles, graves)
  • + Victory screen redesign — dedicated overlay with stats, feedback CTA, and Play Again
v5.3 — Accuracy & Combat Overhaul
February 11, 2026
  • + Accuracy system — Tibia-inspired hit chance based on attack skill vs defense skill
  • + Equal-league fights land ~85% of hits; outgearing monsters reduces their hit rate to 30-50%
  • + Accuracy applies to: melee (both ways), ranged (both ways), player projectiles
  • + Dodging enemy attacks grants +2 defense skill XP (shielding training)
  • + Kill objective tracker — live progress bar shows kills remaining in battle/elite rooms
  • UI Objective bar on both mobile HUD and desktop sidebar
  • UI Bar turns green on completion, warns at 5 kills remaining
  • NERF Leeroy Jenkins now starts with 1 HP (true glass cannon)
  • BUFF XP curve eased — starting threshold 75 XP (was 100), ~25% faster early levels
  • BUFF Monster density restored to 5-6 per chunk, scaling with acts
  • BUFF Battle rooms require 50 kills (was 22), elite 30 kills — proper dungeon-length fights
  • FIX Ghost enemies on mobile — restored fillStyle before emoji rendering
  • FIX Mobile lighting filter column removed — lighting skipped on mobile
  • FIX Mobile zoom set to 0.75 (was 0.55 causing invisible entities)
  • FIX Charred enemies no longer drawn twice (double-render bug)
v5.2 — Progression Overhaul
February 11, 2026
  • NERF XP curve flattened — base 100 XP, ×1.55 early scaling, no more 2-level jumps
  • NERF XP tier multipliers reduced: Rare ×1.5, Epic ×2.5, Legendary ×5, Mythic ×10
  • + Tibia-style monster progression — weakest creatures first, stronger ones unlock per act
  • + Monster tiers gated by act (Act 1: common only, Act 5: all tiers)
  • BUFF Monster HP rebalanced — minimum 3-5 hits for commons, 10-20 for elites
  • BUFF Monster defense scales with act + tier + base stats
  • BUFF Kill targets tripled — 22 kills for Act 1 battle rooms (was 8)
  • + 8-directional enemy pathfinding — enemies use diagonals to reach you
  • + Smart flanking AI — blocked enemies sidestep to surround the player
  • + Camp rooms replace Rest — empowerment over healing
  • + 6 camp modifiers: War Camp, Arcane Study, Iron Forge, Dojo, Merchant Camp, Ancient Library
  • FIX Exit portal shows "EXIT PORTAL" instead of "undefined NEUTRAL"
  • FIX Map canvas renders correctly after portal transition (no more black screen)
  • FIX Milestone menu no longer spawns legacy portal options
v5.1 — The Map Update
February 11, 2026
  • + Branching run map — Slay the Spire-style node selection across 5 acts
  • + 10 room types: Battle, Elite, Boss, Shop, Rest, Treasure, Mystery, Shrine, Event, Gamble
  • + Node modifiers — every choice has unique risk/reward (Horde, Riches, Cursed, Swift, etc.)
  • + Hover tooltip shows modifier details before you commit
  • + Exit portal system — kill enough enemies to spawn portal, or keep grinding
  • + 5 act bosses: Beast King, Stone Warden, Forgotten Titan, Nightmare Lord, The Eternal
  • + Victory screen after clearing all 5 acts
  • + Shop modifiers: Discount, Rare Stock, Black Market (mythic items at 2× price)
  • + Rest modifiers: Hot Spring, Dojo, Sanctuary (replaced in v5.2)
  • + Shrine modifiers: Greater (+8), Chaotic (random ×2), Forbidden (+12 but −20% max HP)
  • UI Map nodes are bottom-up (start at bottom, boss at top)
  • UI Same-row same-type nodes guaranteed different modifiers
  • + Procedural music per biome during map navigation
v5.0
February 11, 2026
  • + Title screen with Play / Tutorials / Updates
  • UI MK-style champion select grid (desktop)
  • UI Hover info panel on champion select
  • NERF Ranged enemy projectile dmg −40%, capped at 40% of player HP
  • BUFF XP curve flattened: ×1.4 early → ×1.2 mid → ×1.12 late
  • BUFF XP per kill capped at 2 levels max
  • BUFF XP tier multipliers: Rare ×3, Epic ×7, Legendary ×15, Mythic ×30
  • BUFF Zone XP bonus: +15% per floor
  • BUFF Gift box spawn 9% → 18%, rare pickups 8% → 15%
  • BUFF Loot drop on kill 45% → 55%, gold scaling +50%
  • BUFF Equipment stats scale with level + floor
  • FIX Gambler X button no longer breaks when hotkeys assigned
  • FIX Gambler X always fires Lucky Strike, spells via hotkeys only
  • UI Gambler mobile: 🎲 dice button replaces X
  • + 4-page intro tutorial (objectives, attributes, enemies, items)
  • UI Tutorial swipe navigation + dot indicators
  • + Procedural music system — AC/DC-style title riff, biome-specific ambient tracks
  • + MK-style champion select sound
  • + In-game feedback form on title screen
v4.8 — The Hive
February 10, 2026
  • + New class: The Hive 🪬 — convert enemies into a swarm
  • + 5 Hive spells: Assimilate, Hivemind Link, Swarm Frenzy, Queen's Decree, Convergence
  • + Hexagonal formation AI for hive members
  • + Hive XP: 100% conversion XP + skill XP from hive combat
  • FIX Hive members pass-through movement (no swap)
  • FIX All targeting paths exclude hive members
  • UI Mobile equipment display + stats row
  • BUFF 13 mobile performance optimizations (biome cache, wall simplification, etc.)
  • + Class tutorials for all 9 classes
v4.5 — Three New Classes
February 9, 2026
  • + New class: Gambler 🃏 — luck-based, high risk/reward
  • + New class: Parasite 🦠 — possess enemies, evolve
  • + New class: Monk 🥋 — no gear, combo chains
  • + Gambler spells: Double Down, All In, Insurance
  • + Parasite: host body mechanic, Kiss of Death
  • + Monk: combo system, Flurry of Blows, Ki Strike
  • + Line-of-sight system for all ranged attacks
  • FIX Parasite host ejection on HP-only expiry
  • FIX Off-screen enemy trap damage
  • FIX Necromancer minion crash on pickup entities
v4.0 — Skill Progression & Content
February 8, 2026
  • + Tibia-inspired skill progression system
  • + Non-linear damage/defense formulas
  • + 10 biomes, 81 monsters across all tiers
  • + Portal-themed zone system with difficulty scaling
  • + Status effects: poison, burn, stun, bleed, blind
  • FIX All DoTs now % of maxHP
  • FIX Enemy pathfinding over items
  • FIX Trap scaling and dynamic HP recovery
  • UI Skill bars, class-specific skill XP multipliers
v3.5 — Mobile & Visuals
February 7, 2026
  • UI Full mobile UI redesign: bottom control bar, HUD
  • + Dynamic lighting system
  • + Procedural tile variation
  • + Geometric particle effects with additive blending
  • + Vanguard cone cleave + stun mechanics
  • + Scout enhanced crits + cripple
  • + Occultist burn stacking + charred
  • + Ranged damage distance decay
  • UI Step-based milestone navigation, dash toggle
v3.0 — Spell Trees & Foundation
February 6, 2026
  • + Class-specific spell trees (Vanguard, Scout, Occultist, Necromancer)
  • + Spell levels + hotkey system (1/2/3)
  • + Mini-bosses with event-driven spawning
  • + Consumable food items, rare pickups
  • + Shop system near portal hubs
  • + Expanded monster pool per biome
  • FIX Entity filtering bugs, spell-point-only menu
  • BUFF All spell values scaled to % of player stats
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🔊
ACT I — THE WILDS
Choose your path
HP 100
Gold 0
Lvl 1
ROOM CLEARED
Choose your next path...

YOU ARE DEAD

Your soul returns to the temple...

HP100/100
STAM40/40
Lv 10 / 50
GOLD0
0
ACT1
DANGER100%
STR 3
DEX 3
INT 3
DEF 3
STR10
DEF10