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Update notes via Steam Community

Patch Highlights
• Character Balancing
• Stealth Mechanic changes
• Start and End turn Pass desync bugs resolved

Character Balancing

Sora the Elemental Sorcerer
Over the past few weeks, we have been continuously making changes to the mage of the stars to better her chances at making her shine through her different elements. To differentiate her deck archetype from Crystal, we have avoided giving her similar levels of controlling keywords so she can be safe whilst setting up. We want Sora to have the ability to go towards the opposite and have a new fun way of playing the spellslinger class in an aggressive manner with quick and rapid attacks. This balance patch will introduce new mana synergies and attack-based combos that Sora manipulate to create a deck that can function in early turns.

Strong Breeze
Reduced Attack Speed increase : 2 > 1
Added card text : The Mana cost of cards played this turn is reduced by 1

Strong Breeze X
Attack Speed : 4 < 5
Reduced Attack Speed increase : 2 > 1
Added card text : The Mana cost of cards played this turn is reduced by 1

Fire Bolt X
Removed Card Text : If the Ignite value on your opponent is 2 or above, this attack becomes Perpetual.
Added card Text : The damage of this attack is increased by the Ignite value on your opponent.

Engulfing Hand X
Removed Card Text : You are granted Invisibility
Added Card Text : Reduce your opponent’s attack damage by 4 until the end of turn.

Crystal the Ice Faerie
We are reworking the mechanics of this card to create balancing valve’s for us to tune Winter’s Embrace moving forward.

Winter’s Embrace
Mana Cost : 3 < 6-
New Card Text : Apply Frozen(3) to your opponent. Mana cost is reduced by X, where X is your Arcane Resonance. This is a Single Use card.

Winter’s Embrace X
Mana Cost : 3 < 6-
New Card Text : Apply Frozen(3) to your opponent. Mana cost is reduced by X, where X is your Arcane Resonance. You are also granted Build Up(4). This is a Single Use card.

Taj the Witch Doctor
Crow Worship has been tricky to play with as they are weak attack cards that can be easily blocked. With many strong upgraded blocks that can apply detrimental effects in the meta, more often than not playing crows actually benefit the opponent more than benefit Taj.

Crow Swarm
Added card text : This attack is Piercing and cannot be blocked.

Lee the Dragon Master
Parry’s in general are high stated cards compared to the normal as they don’t usually have powerful abilities which was replaced by flexibility it provides. However in the case of Dragon Tail Swipe X, the determined keyword has become a very strong mechanic in Lee’s deck which we think has become quick interesting to see. But due to the powerful stat line of this card, the application of such a core keyword has become too consistent and cheap. We are added one momentum cost to balance the cost of effect between this card and Dragon Pounce which is another enabler in Lee’s kit.

Dragon Tail Swipe X
Momentum Cost : 1 < 2

Redeye the Werewolf
Adrenaline Rush X has become the single most used card in Redeye’s competitive decks. The two abilities added together essentially allows Redeye to land any one card he choses at any point of the game even without bloodlust. We are adding an early turn requirement to this card in order to maintain the sense of urgency to work fast whilst playing as a monster.

Adrenaline Rush X
Added condition for Spirited : Before the end of turn 2, you are also granted Spirited

Animal Instinct X
Block Value : 4 > 3
Removed Card Text : If your health is lower than your opponent, it is increased by 2X.
New Card Text : If your health is 15 or below, it is increased by 2X.

Stealth mechanic balancing
Stealth as an effect is crucial to certain character’s survivability, but as it stands the randomness and consistency of it when combed with other defensive abilities, makes going up against Susan a terrible experience. We are reworking Stealth to be, in general, a 1 turn benefit to allow players to more effectively play around these strategies and require a turn-by-turn reapplication if the user wants to sustain the full effect.

Old behaviour : While you are in stealth, any attack damage misses 60% of the time. If you attack, counter or play a missile, miss chance is dropped to 30%. Any damage taken removes stealth.

New behaviour : While you are in stealth, any attack damage misses 60% of the time. If you attack, counter, play a missile or at the end of turn, miss chance is dropped to 30%. Any damage taken removes stealth.

Bug fixes
• Resolved a desync issue when players with initiative press pass too quickly at the start of a new turn
• Resolved a desync issue with the match not starting properly after the Start animation

Windows 64-bitEnglish Depot 1612571
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