Version 1.0.4
Released · 5 min read
Three things carry this update: the Dice Room finally has real stakes, the Tower map branches like a real roguelike map instead of running in a straight line with side rooms, and the Shop got the deep rework its economy needed. On top of that, a handful of real bugs are fixed — including one where certain attack cards would silently hit the wrong enemy instead of letting you choose.
The Dice Room isn't a free skip anymore
Walking into a Dice Room used to let you walk right back out for nothing. Now you commit to one of two paths. Try Your Luck is the gamble you already know — pay a floor-scaled bet, roll three dice, and win gold or a relic. Dice Battle is new: a real fight, free to enter, where every round opens with an actual die throw, fully animated — roll low and your enemy gets armored up for the round, roll high and they fight weakened instead.
A map that actually branches
The Tower map now offers three choices per row instead of two, and — more importantly — those choices are real. Each node on the map connects to only one or two specific nodes ahead of it, not to every option in the next row, so the path you take genuinely narrows and reshapes what's reachable. Routes visibly diverge and merge as you climb, the way a real roguelike map should feel, rather than every option quietly leading everywhere.
Shop rebalance
Every stat upgrade in the Shop now goes to five tiers instead of three, with a smoother cost curve replacing the old jump into the final tier — maxing a stat out is still a real commitment, just a better-paced one. A new Rare Arts section also lets you buy powerful X-cost cards, like Whirlwind and Arcane Surge, directly for gold instead of hoping to see them offered as a reward.
Also in this update
- Fixed Body Slam and Poison Burst silently auto-targeting the nearest enemy instead of letting you choose, whenever more than one enemy was on screen.
- Fixed long or heavily-translated monster names overflowing their nameplate above the battle sprite.
- Entangled now clearly explains what it does the moment it lands on you (your next card costs +1 Stamina), instead of just showing a bare number.
- Cards now show a live damage preview as you drag them into play, factoring in Block, relics, and buffs already in effect.
- The reward screen now asks you to confirm your card pick before it's locked in.
- Card name and description text is now hard-capped across every language, so nothing overflows a card's face.
- General HP bar centering and combat UI polish.
As always, thanks for climbing.
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