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Endless Road:Reborn update for 6 August 2022

Endless Road: Reborn BIG UPDATE & CHANGES!!!

Share · View all patches · Build 9265326 · Last edited 24 June 2023 – 16:41:41 UTC by Wendy

Patchnotes via Steam Community
This build has not been seen in a public branch.

3.0 Update

Visual Remake

  • The start page has been reworked, with newly-created 3D character models added.

  • Reworked character selection page.

  • Reworked map interface. The layout of interactive elements has been optimized, making it neater and more beautiful.

  • Reworked the battle scene, removing the "earthy" tones and adding more color and ambient elements.
  • Refined Howitzer, Necrolyte, and character images.
  • Reworked the q-version images of all characters.
  • Enhanced Talents for all characters.
  • There will be an obvious visual cue in the form of special effects for critical strikes.

Sound Remake

  • Reworked the main menu background music.
  • Reworked the overworld background music.
  • Added background music to page after beating the boss.
  • Added two new battle music tracks.
  • Added a series of skill and interaction sound effects.

Map Remake

  • Removed Stamina mechanic. (Developer's Note: The Stamina mechanic has long been a huge problem for new players, but practically a non-existent factor for skilled players. It was simply a redundant feature for the player. Therefore, after careful evaluation, we believe that removing Stamina will provide players with a better gaming experience.)
  • Reworked the road generation algorithm and forward logic. Now two roads will be lit at the same time after rolling the dice. Additionally, the character walking animation has been removed, which shortens interaction speeds on the map.
  • When speaking to enemies, the speech bubble pops up at the bottom left, and will no longer be blocked by the UI on the screen.
  • Removed the roulette and enhancement events, and added a card selection event.
  • Added the ability to use hold and slide gestures to open menus, use items, etc.
  • EXP is now automatically obtained after defeating an enemy. No longer necessary to manually click and use data packets every time to gain EXP.
  • When stepping on a treasure chest, it will automatically skip it if the player doesn't have enough gold coins.

Combat Remake

  • Removed "chance to trigger effect" aspects of all skills, cards and passives. This has now been replaced by the new "Assault" mechanic (see the new content for details), which greatly improves the strategy of the game and reduces the "luck" component.
  • Reworked starting card decks. Originally, characters would start with empty cards that could then have skills equipped to them via accessories acquired later. Now, each character has an initial card library, containing cards with skills, and all acquired accessories will instead add new cards to the library. (Developer's Note: The original design made it impossible to effectively expand the deck during the game, and the experience of each battle was too similar for across each character. Therefore, we have reworked the entire deck building mechanic, hoping to make each battle more unique between different playthroughs.)
  • Simplified overall game stat calculations. Removed all percent multiplication and division, as well as adjustments for doubling and halving effects. (Developer's Note: The original stat system was too complicated, overwhelming, and contained too many percentage calculations. Hopefully, calculating stats, damage, and other stats will be much easier now for players.)
  • The max number of hand cards has been increased to 10 cards, and only 4 cards are drawn in the beginning. (Developer's Note: Giving players the ability to hold more hand cards should make battling more flexible.)
  • Rage must be greater than or equal to 100% to trigger Critical strikes.
  • Removed the level mechanic of Talents and using Blessings to upgrade Talents, and reworked all Talents skills to make them easier to understand. (Developer's Note: It turned out that by allowing players to upgrade Talents, it ended up overcomplicating Talents and gameplay. These mechanics weren't much fun and caused problems for new players.)
  • Skill effect values ​​of accessories and gems are no longer affected by quality. (Developer Note: We want players to focus on the combination of effects, not the stacking of stats.)

New content

  • The "Assault" skill type has been ​​upgraded to "Assault (x)": Triggers when X of this card is/are played in one turn.
  • New skill type, "Explore": Choose one of three displayed cards and add them to your hand.
  • New character "Inventor".

Talent 1 - Practical Problems: Use X-number of hand cards with the highest point value. Select Y-number of Invention card(s) then start the duel.
Talent 2 - Greater Good: Discard X-number of hand cards with the highest point value. Select Y to Z-number of Invention card(s)."
Additionally, a series of accessories and gems related to "Invention Cards" have been added.
 New blessings
When entering a battle, if there are at least 30 cards in the deck, select one card in your deck and add it to your hand.
Health regeneration effects increased by 2.
When entering a battle, increase the attack power by 1 for every 3 non-initial cards.
When entering a battle, for each non-initial card, increase max HP by 1.

That's all of the updated content for 3.0. We hope you can have a better game experience in the new version! Thank you for playing our game!

*How to enter the test version

Entering the test server will delete your current save and game!! Please backup in advance!! Archive location "C:\Users\username\AppData\LocalLow\ZZ\EndlessRoad"


Changed depots in beta branch

View more data in app history for build 9265326
Windows EndlessRoad_Base Depot 782571
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