Update Log

Pulled straight from our Steam announcements, newest first.

v2441

The Avatar of Delusion now stands on Floor 3

🎭 The Avatar of Delusion now stands on Floor 3

  • •An altar has appeared in the Forest of Illusion. Summon it with Bloodstones
  • •A new slot has opened in the Floor 3 oaths.

🫙 The Vessel of the Heart — swap a whole set of runes at once

  • •A sixth tab has appeared in the Temple. Open a slot for 500 Blessing and swap freely for the rest of that life
  • •Your runes are not destroyed. No Geld, no removal count
  • •The set you are wearing and the set in the vessel trade places in one go. One slot per character · Temple only

🎖️ You can rise to Grade 2 Pilgrim

  • •"The Body Answers." Overcome all three Grade 2 offering bosses on Floor 8 — Gjallar, Slíðr and Sylgr — and the promotion opens
  • •36 Grade 2 commissions arrive with it, along with Floor 9 cleansing work

🧰 Three more chests

  • •The Stairway Chest — a chest opens its mouth on the Stair of Fate
  • •The Canyon Chest — somewhere in the Canyon of Darkness
  • •The Clutching Coffer — the hidden chest in the Last Fold on Floor 9 has opened. Five Numeros

🪬 Two series the mimics hand over

  • •The "Swallowed" nine. Elemental resistance accessories — each floor's mimic gives one element, Floors 1 through 9
  • •The "Wedge" series. The keys that open scars are now named for parts of the body, and each floor's mimic drops that floor's wedge

🌀 The Gate of Reflux has gathered into one place on Floor 1

  • •The doors that stood before each Avatar are now a single hub on Floor 1. You choose your destination there

⚖️ Balance

  • •The skill damage axis now has a ladder. The Tracing Hand 15% → 40% · new Seal of Mastery (Trial of the Sword Saint, skill damage +30%) · total skill damage bonus capped at 100%
  • •Storkna's "It Wears All Four Moulds" raised to 15/25/40% (Body 3,400/5,000/6,600)
  • •Laufen's "Eye for Venom" thresholds come down — Senses 450/900/1,500 → 450/800/1,200

🛡️ Also

  • •The character sheet now shows Attack, Defense and Magic Defense
  • •The Tab panel in combat now shows your threat share
  • •Fixed Floor 9 missing from the Codex habitat filter, and corrected the displayed floor for 24 monsters
  • •The pilgrimage to the heart continues.
Read it on Steam →
v2329

The Last Fold has opened on Floor 9 — all four folds of the Heartwall

🫀 The Last Fold has opened on Floor 9 — all four folds of the Heartwall

  • •Beyond this fold there are no more folds. The Heartwall now closes with the Dry Film, the Folded Membrane, the Trembling Membrane and the Last Fold

✨ Spirits now rise to tier 4

  • •A spirit's bonus is now elemental affinity instead of elemental resistance. Every spirit you have contracted grants +25 affinity for its element
  • •Tier 4 only reaches the spirit you have switched on. +40 elemental affinity for the active spirit — raise all four and you still receive only the one currently active. The spirit toggle finally becomes a choice
  • •The rung above tier 3 is open. Raise it at the Spirit Temple for 1,600,000 Geld plus that spirit's materials

🪨 Three runes have changed

  • •Jatun's passive is different. Where four hits on the same enemy used to collapse its armour, a barrier now accrues every 3s in combat (up to 24% of total Body)
  • •Mornir's thresholds have come down. Magic Pierce 40/60/80 → 30/50/75
  • •Reginn drops more often, and its colours split into three. Drop rate 0.05 → 0.12

🪜 The level cap is now 10

  • •The threshold is 4,000 Merit.

⛵ You can cross the Floor 3 river by ship

  • •A sailboat is enough to cross.

🛡️ Also

  • •Fixed the Subsidence Hood's Spirit regeneration doing nothing at all
  • •Fixed the Reginn rune showing zero actives when a companion held it
  • •The pilgrimage to the heart continues.
Read it on Steam →
v2282

The Trembling Membrane has opened on Floor 9

🌫️ Floor 3 has been redrawn

  • •The river is now the border. Zone lines used to cut straight across the river, leaving a single zone straddling both banks — now all nine borders follow the water, and four fords are the only ways between zones
  • •Three places to burn Souls now stand in the Mist Barrow. You light the fires with Souls reaped in the Barrow. Every site you light thins the haze one layer (sight cap 4 → 5 → 6), and only all three let you see the farthest
  • •A fire once lit does not go out. Once per site, and it stays through the days — they do not share a lighting budget with fires on other floors. Light all three and the Barrow calls for its rite

🧸 A hidden field, The Buried Workshop, has opened on Floor 3

  • •You enter by performing the Barrow's rite. Entry spends one rite, once per expedition

🫀 The Trembling Membrane has opened on Floor 9

  • •Open it at the Offering Stone of the Folded Membrane. Offer the Soulstones reaped in that fold and Reginn rises — grade 2

🕯️ Rune removal cost now has a ceiling

  • •However much you wash away, it stops at 100,000,000 Geld. It used to climb without end with each removal, so a Pilgrim who had gone deep paid billions to rework a build once
  • •The Incense of Penance now cuts the cost in half. Raised from three stages to five — even sitting at the ceiling, 100,000,000 drops to 51,000,000, and the five removals after it get cheaper too
  • •The pilgrimage to the heart continues.
Read it on Steam →
v2268

The Scar "The Slumped Cairn" has opened on Floor 9, the Folded Membrane

🪨 The Scar "The Slumped Cairn" has opened on Floor 9, the Folded Membrane

  • •It opens by offering. Lay four Soulstones reaped in the Folded Membrane on the Offering Stone of the Slumped Cairn, and the floor slumps to a single point
  • •Its warden is Sækin of the Cairn. It carries the fallen stone on its back and hurls it from afar

🌳 A Hidden Field, "The Lone Grove," has appeared on Floor 2

  • •You enter it by feeding a branch tip. It can open anywhere in the Wilds of Four Quarters
  • •The Lone Tree stands within. The Leaf Marten, Berry Ox, Thorn Ram, Sod Badger, Pod Crane, Dust Owl and Sap Snake live beneath it

🪓 Jatun now appears on Floor 9, the Folded Membrane

  • •A grade-2 stone cask.
  • •The pilgrimage to the heart continues.
Read it on Steam →
v2250

The road back from losing everything is shorter now

🩸 The road back from losing everything is shorter now

  • •Provisions now carry a "Numeros drop rate" track. Every pick you spend on it makes Numeros drop more often
  • •You carry more Numeros out of a death. Levels 7, 8 and 9 all kept 4; now it is 5 at Lv7, 7 at Lv8 and 10 at Lv9
  • •Pilgrim's Tokens raise "Numeros to Leave Behind" up to +7. It starts at 1,000 tokens and doubles each step — you keep more even in death
  • •The Pilgrim's Trail has Tiers 7 and 8. At 5,000 Trail it keeps Mage Tower favor, and at 10,000 Temple favor, higher beyond death

🪤 Chests have been set in the four quarters of Floor 2

  • •A different chest in every quarter. In the Echoing Hollow, a chest whose sound the moss has eaten; in the Tangled Warren, one wedged between roots; in the Sandstorm Ravine, one the wind has worn down; in the Sunken Stelefield, one a gravestone fell across
  • •And mimics that look just like them. Moss, Root, Sand and Stele Mimic — their runes open with them

⚖️ Balance

  • •Kerdan of the Galestorm's first two skills no longer shove enemies away. Cyclone Rend and Updraft are now Driving Gale and Loosed Breath — your damage no longer breaks off while you chase a shoved enemy
  • •The Avatar of Avarice's Avaricious Grip no longer pulls. It now clamps down and twists, tearing away whatever the fist closed on
  • •Storkna's "It Wears All Four Moulds" reads Body. Changed from Senses to Body

🛡️ Everything else

  • •Settings now let you turn off "Hold for stance." When off, the party stance key simply toggles engage ↔ fall back on each press
  • •The pilgrimage to the heart continues.
Read it on Steam →

A pilgrim wrote the guide we never did

  • •Nobody asked for it. We certainly didn't. ujjujju wrote "Brimir: Dungeon Progression & Rune Setup — Complete Guide". It's in the Steam Guides section for the game.
  • •A day-by-day summary of what to prioritise
  • •Detailed progression walkthrough
  • •Scar runs, step by step
  • •Floors 6–7 and the end-game
  • •Rune setups for each companion
  • •Posted in August, and revised again in September — kept current as the patches landed. If you're starting the climb, it's worth a look. Store page → Community Hub → Guides. The pilgrimage to the heart continues.
Read it on Steam →
v2167

A hidden field on Floor 1, "The Stone Procession," has opened

🪨 A hidden field on Floor 1, "The Stone Procession," has opened

    🪦 The offering altar on Floor 1 has been split in two

    • •What one monument used to carry is now shared between two. Mimir's Monument and the Threshold of Dread each take their own half — they stand apart now, one west of the water and one at the threshold
    • •Every catalyst can be gathered on Floor 1 alone. Materials that used to send you down a Floor 2 branch now come from the Dawn Lantern, Stone Crayfish, Root Clump and Chalk Sentry — the four that moved onto Floor 1 are what open its scar

    🛡️ Everything else

    • •Text is sharper. English now renders with a vector typeface, and the damage numbers and in-combat text were reworked with it — fixed in response to reports that it was hard on the eyes
    • •Your to-do list opens with a single U. "The Pilgrim's Journey" had been buried in the eighth tab of the codex
    • •The pilgrimage to the heart continues.
    Read it on Steam →
    v2144

    Floor 1, the "Petrified Field of Dawn," has been redrawn

    🌅 Floor 1, the "Petrified Field of Dawn," has been redrawn

    • •Two waterways now cut the land into three bands. On foot you must zigzag around them; with a boat you cross straight over — the north band is reached by the western ford, the south by the eastern one
    • •The two bands across the water now carry field effects. The northern "Pasture Where Dawn Enters" lets you see further but leaves you exposed to light; the southern "Pasture Where Shade Pools" narrows your sight and fills the air with pollen. The middle band, where the monument and the entrance stand, is left untouched
    • •Five new monsters have moved in. The Chalk Soldier, Dawn Lantern, Stone Crawfish and Root Clump — and the Stone Mimic, which keeps itself shut like a chest. Five runes open with them
    • •Two chests have been placed across the water. One among bleached bones in the north, one beneath the pollen in the south
    • •The colour of the water at the Foot has changed. It is blood that has run all the way down and thinned

    🫀 The second fold of Floor 9, the "Layered Film," has opened

    • •The offering stone of the Dry Film has woken. Offer soul stones gathered on that shore and the hand that is still looking for a place to bury something will rise — get past it and you climb into the Layered Film
    • •Flesh hardened fold upon fold. Your movement slows, spirit returns more sluggishly, and the things in this fold strike first

    🛡️ Everything else

    • •215 skill icons now have artwork of their own. Every slot that was using a shared category icon has its own picture
    • •The pilgrimage to the heart continues.
    Read it on Steam →
    v2035

    Brimir Update

    💎 The Relic Dealer now stocks the holy armour set

    • •A "Armour Sets · Holy" shelf has opened. The Riven Cuirass, Helm, Greaves and War Boots, plus the Sutured War Boots, can now be bought outright with crack stones
    • •The Archmage's Leggings have been added to the insurance purchases. Unlike their boss-only counterpart, this one can be covered with coin
    • •Three Numeros that dropped from nowhere can now be obtained. Kerdan of the Galestorm drops the Storm Hood and Storm Leggings; Balkaros the Molten drops the Titan's War Boots

    ⚖️ Balance

    • •Baldr's Rampart of Light spreads thicker to allies. The amount that spreads is now measured against Baldr's own frame, so thin-bodied back-liners receive the same thickness as the front line — the sturdier you build Baldr, the larger the whole party's barrier grows (from Awakening stage 3)
    • •Sylgr's "The Place That Never Closes" now follows the Body you have stacked. The ceiling on damage dealt to enemies held open by the purge reads Body — Sylgr grants Strength, Fortitude and Endurance, yet the measure was looking somewhere else. Simply equipping the rune now lifts your layers considerably. If you already own it, your layer count is re-measured — check the rune card
    • •Hall of Two — lowered the health of the Clotted Hammer, Staff and Blade. The Hall takes two of you in, yet those three held out far too long. The Clotted Greatsword is unchanged
    • •Hall of Two — the Clotted Watcher's "Hunker" and the Rotted Mould's "Heavy Armor" now harden them for 7 seconds. Without penetration you will barely scratch them — the same spec as Gjallar hardening
    • •Hall of Two — the Rotted Mould now uses "Spreading Word." What was once a damageless hardening is now an unavoidable area attack

    🛡️ Elsewhere

    • •Top-grade foes now look larger. Grade 1 and 2 bulk has been raised — it stands out most on the labyrinth markers
    • •The Clotted Greatsword's "Clotting Blows" now shows your current layers on the rune card. Before, only the ladder figures were listed, so you had to open the character sheet and compare by hand
    • •The Orb of Blaze has returned to the Numeros.
    • •The pilgrimage to the heart continues.
    Read it on Steam →
    v2020

    A Hidden Field has opened on Floor 8 — The Hall of Two

    🩸 A Hidden Field has opened on Floor 8 — The Hall of Two

    • •An anchorage has appeared north of the Clot Isle. Opening it depends on what you gather out on the isles — watch what comes in when the pericardium contracts
    • •You choose one companion at the door. Inside the Hall, two of you stand before it

    💎 Open a socket in a Rune with an Incarnation Stone

    • •You can now open a second specialization slot at the Rune Archive. The Incarnation Stone opens the socket; Bloodstones fill it
    • •Until now, Incarnation Stones had no use beyond the Reflux Gate. The stones you were hoarding finally have a second home
    • •A socket stays with that one Rune only. Like enhancement, it is lost on death

    ⚖️ Balance

    • •The Age-old Bone Swordfiend and the Age-old Bone Giant press harder in the Dry Membrane. We actually cut their health and raised only the pressure they put on you

    🛡️ Also

    • •Fixed Scar portals sending you to a dead end. Where sigils overlapped, the wrong exit was picked and the path was cut off
    • •Chapter 1 now has an arrival story. It opens the first time you set foot on Floor 1 — every chapter from 2 onward already had one
    • •Fixed having to walk across a dining table to carve a sigil in town. Corrected across 7 districts and 6 interiors
    • •Fixed Floor 9 cliffs not reading as rock. They were drawn as flat slabs, which made them look walkable
    • •Fixed stat-reducing debuffs displaying as green buffs.
    • •Fixed places where the Rune enhancement screen was still in Korean in the English build.
    • •The pilgrimage to the heart continues.
    Read it on Steam →
    v1973

    The Heartwall has opened — floor 9's first fold, the Dry Membrane

    🫀 The Heartwall has opened — floor 9's first fold, the Dry Membrane

    • •There is now a way past the Valve. An offering stone stands on the Valve island at the heart of the Pericardium — how to open that door is written on the stone
    • •Only the first fold for now. The three folds beyond it are still sealed — they open in turn

    🎮 Gamepads are now on by default

    • •A connected pad is picked up automatically. Until now you had to switch it on yourself in the Laboratory, so anyone who never opened it had the pad off
    • •If you set it to "Off" yourself, it stays off. A saved setting wins over the default

    🌐 English build — 139 places still showing Korean

    • •Companion lines are now fully in English. Tier flavor and hearth bonding lines were still rendering in Korean
    • •HUD gauge labels, field effect names, town speech bubbles, the board and material names are fixed too.
    • •The Contracts tracker now grows and shrinks to fit its text. It overflowed in English and left a large empty box in Korean

    🛡️ Elsewhere

    • •Fixed the Spirit / Body / Senses totals on the companion tab disagreeing with the rune cards.
    • •The Bond figure shown on the return summary did not match what was actually granted. The grant was correct; the number shown was too low
    • •Fixed a weaker buff overwriting a stronger one already in place.
    • •The pilgrimage to the heart continues.
    Read it on Steam →
    v1952

    A wonder now stands in the Pericardium

    🩸 A wonder now stands in the Pericardium — the Three Beats of the Pericardium

    • •Three pillars have risen at the Node of the Pulse. To the one who completes all three trials carved on them, the fourth answers
    • •What is carved there is a riddle, not an answer. Working out what to do is yours to do — the same grammar as the pillars in the Jade Sea

    🗿 Offering altars now point the way

    • •Every requirement now tells you where to go and what to kill. Until now a line named either the place or the monster, never both, so you ended up memorizing it
    • •Floor 3's Rite of Pilgrimage: "Dreaming Forest Soulstone" is now "Forest of Illusion Soulstone". It named the floor instead of a region, which read as a requirement with nowhere to go

    ⚖️ Balance

    • •On floor 3, the Ruined Sanctum and the Beast Thornfield trade places. Coming up from the Twilight Desert, the Nameless Statue sat on the far side of the map
    • •The Dark Sorcerer no longer counts toward floor 3's "Steel Hills Soulstone". It could be taken right next to the altar, so there was no reason to tour the four regions

    🛡️ Elsewhere

    • •Fixed enemies coming back to life after a defense had been held off.
    • •The pillars in the Jade Sea now look like themselves.
    • •Reading a pillar now shows which trials you have already completed. This applies in both the Jade Sea and the Pericardium
    • •The pilgrimage to the heart continues.
    Read it on Steam →
    v1948

    Awakening reaches its fourth stage

    🐺 Awakening reaches its fourth stage

    • •Skadi · Fenri · Brin · Baldr · Eir can now take their awakening to the final stage.
    • •The shrine shows you what the next stage gives before you take it. Its name, its effect, and the stat change are all laid out beforehand

    ⚖️ Balance

    • •Lena and Korbin now require offerings for the fourth stage as well. Until now those two alone could advance with materials; they are held to the same condition as the other five — anyone already at stage 4 is unaffected

    🛡️ Elsewhere

    • •Brin's shadow clone now fights at its true strength.
    • •The pilgrimage to the heart continues.
    Read it on Steam →
    v1929

    Sylgr descends upon the Bloomed Sanctum[

    🕊️ Sylgr descends upon the Bloomed Sanctum

    • •Those who have walked the Sanctum to its end may draw out, at the altar, what has been covering the wound beneath the flowers.

    🎵 A scar's music no longer breaks when the fighting starts

    • •Every scar has its own theme, but entering combat cut it off and swapped in the shared battle track. Now the music of the place carries straight through the fight — nothing stops, nothing crossfades away
    • •Eight scars now have a dedicated battle version of that same melody, risen to a boil. The Calcite Node · The Cautery Forge · The Bloomed Sanctum · The Road of Stilled Blood · The Tomb of Eternal Rest · The Seeped Pool · The Golden Vault · Maelstrom of Harmony
    • •Facing a warden still switches to the boss theme
    • •The pilgrimage to the heart continues.
    Read it on Steam →
    v1920

    A third Rift has opened on Floor 8 — The Bloomed Sanctum

    🌸 A third Rift has opened on Floor 8 — The Bloomed Sanctum

    • •Beneath the Light-Leaking Seam, something drank that escaping light and flowered.

    💥 Boss area attacks

    • •Falling rock and ground fractures. Where a heavy attack landed now stays visible
    • •The pilgrimage to the heart continues.
    Read it on Steam →
    v1907

    Weekly damage check rankings are open

    🏆 Weekly damage check rankings are open

    • •Your Training Grounds damage checks now compete every week. The Monument of Legends' "Damage Check Ladder" tab has a new This Week board — it resets to zero every Monday at 06:00 KST. Your all-time records are still there under "All Time"
    • •Your rank decides how many Boons you receive. 10 for 1st, 6 for 2nd–3rd, 4 for 4th–10th — and 2 for everyone who posted a record. There is no luck involved: the same rank always gets the same reward
    • •Two relics are on offer. Touch of Plenty raises rune drop rate x1.18 for your next 2 expeditions; Merchant's Eye raises Soulstone sale value +35% for your next 2 expeditions. Both are used in town
    • •Claim at the Monument of Legends. Your rank last week and how many you will receive are shown before you press anything
    • •The first tally is running this week — awards begin next Monday. Last week is not awarded because its tally did not cover a full week

    🩸 Rifts fester

    • •The longer you leave a Rift alone, the fiercer it grows inside — and the richer it pays. One stage each time it passes 25%, 50% and 75% of the floor time limit: "Festering" → "Suppurating" → "About to Burst"
    • •At stage 3 enemies have 4x HP and 2.5x ATK, but Bloodstones drop at 2x, rune drop rate at 1.5x and Relic drop rate at 1.35x. (Floors 1–2 cap at stage 1)
    • •This is a difficulty you choose. If it looks like too much, go in before it festers — you lose nothing. Waiting costs you nothing either: Rifts do not disappear

    🛒 Pilgrim Outfitter — Molds of Form

    • •Name the Relic you want back. Used at the Blacksmith, in the "Relic Box" tab — instead of grinding dust and trusting luck, pick from the list and receive it for certain
    • •Mold of the Common Form $0.74 · Mold of the Rare Form $2.96

    ⚖️ Balance

    • •Floor 8 offerings — Gjallar and Slíðr can now be summoned 3 times per run, up from 2.

    🛡️ Other

    • •"Inherit nothing" now asks for confirmation. Mis-clicking it was wiping runes and relics outright
    • •Fixed bundle products ignoring their listed price.
    • •The pilgrimage to the Heart continues.
    Read it on Steam →

    Gjallar is open (Tier 2 offering boss)

    🦌 Gjallar is open (Tier 2 offering boss)

    • •Summon it at the "Offering of the Beat — Sacrifice of What Could Not Heal" altar on Floor 8.

    🎨 Effect fixes

    • •Slash effects only had four colors. Fire, Earth, Holy and Lightning were all crushed into the same orange, and even non-elemental basic attacks came out that color — each element now has its own, and staff and bow attack projectiles have been replaced.

    🩸 Boss fixes

    • •Kaldris used "Absolute Zero" far too often. This pattern alone had no cooldown registered, so once the others went on cooldown it was the only thing left in the queue — effectively a permanent frenzy.

    🛒 Pilgrim Supply

    • •Hightide Stones now come in bundles. 5 for $0.74 · 50 for $3.70 — half the per-stone price of a single ($0.30), and a quarter of it

    🌐 Also

    • •There was no way to tell you had been slowed. It showed up neither on the buff bar nor as an effect — it now appears on the buff bar as "Move Speed" (Slow reduces movement only, not attack speed)
    • •The pilgrimage to the heart continues.
    Read it on Steam →
    v1858

    Brimir Update

    🎯 You can see who got marked (Heartkindler)

    • •The aim line was invisible during the telegraph. That is why it read as "the boss just stands still, and then suddenly fires" — the line was freed together with the telegraph, leaving the screen blank for almost a second
    • •Now a thin line pulses from the start of the telegraph, and the same line brightens when it fires. What you saw as a warning band is the actual hitbox

    🕯️ Shaved Temple and Mage Tower totals have been restored

    • •On long-lived pilgrims, lifetime "Blessing Points" and "Research Points" could be truncated, dropping your standing.
    • •The server gives back what was shaved. After updating, load your save once ("Continue") and it is restored on the spot — Temple blessing and Rune Archive standing come back with it

    🧾 Card fixes

    • •The Tier 2 "Slíðr" rune now states how many stacks you are on and the maximum
    • •The Glacier Giant rune's "it builds up" never said what triggers it. It takes 18 hits on an enemy at cold tier 3 — unstated, it read as "this isn't working"
    • •The codex's numeros pity line read as "you must claim that tier for the pity to apply". It now names which tiers count (Common, Rare) and how many you have found — Legendary is not part of its own pity denominator

    🌐 Also

    • •After the "Last Bone" broke, there was no way to refill the lifeline slot. You could be carrying a heart in your bag and still be unable to equip it — Retry now asks you first
    • •The offering altar now shows whether you have entered that rift in this life. It is the information you need when deciding whether to spend an offering while farming Merit
    • •Tier 2 rune research and forging now cost what their tier should. Tier 2 was missing from the price tables, so it was charged at the lowest tier's price — research 10 → 60, forging 15 → 54
    • •The numeros pity on mimics (Treasure Mimic, The Swallowing Chest) now works. The pity counter never advanced, so no number of kills brought it closer
    • •Unreleased runes could appear among the altar's reforge candidates. Runes from rifts you have not opened yet were showing up
    • •The pilgrimage to the heart continues.
    Read it on Steam →
    v1823

    Tier 2 arrives — "Slíðr"

    🦁 Tier 2 arrives — "Slíðr"

    • •Drawn out by offering at the Ash Altar, on the Ash Shore.
    • •Strong against fire, weak to water.

    🪦 A gravestone stands where someone else fell

    • •It is the exact spot another pilgrim died. Every floor of the labyrinth is the same maze for everyone — so it is not "somewhere around here", it is the very tile where they went down
    • •Name, level, days survived, and what took them — readable when you stand close
    • •Press [F] to bury them. Every burial raises the "Trace of Pilgrimage" in your death settlement by a percentage (the tier rises at 1, 25, 79 and 250 buried)
    • •One per floor, per expedition. Ten at once would be a checklist, not a person.
    • •The same remains cannot be buried twice. What you buried stays as a mound — your own mark on the place
    • •A companion who walked with you will say something.
    • •⚠️ No geld, no runes. A gravestone is not a chest

    ⚰️ The Graves of the Fallen

    • •Each grave shows that pilgrim's level, deepest floor, where they fell, cause of death, days survived, kills, geld carried, hours walked — and every rune they bore
    • •Added to the travel rail. It sits outside the south gate — the longest round trip in town

    💰 Starting funds follow how deep you have been

    • •Floor 1: 10,000 → Floor 8: 70,000. The Vein Express starts you on Floor 5, but the purse was tuned for Floors 1–3. Deep floors deliberately cut off camping — "carry your supplies" — and then handed you a shallow-floor wallet to buy them with
    • •It keys off your account's deepest floor ever. Not your last life — an eighth-floor veteran who dies by accident on Floor 2 does not drop back to 10,000
    • •The death screen now lists it under [What Remains] as "Purse for the next pilgrimage".

    🌐 Also

    • •Quick slots expanded to five. (1–5)
    • •The inventory cannot be opened during battle.
    • •The pilgrimage to the heart continues.
    Read it on Steam →
    v1811

    The Pilgrimage (Main Quest)

    🗺️ The Pilgrimage (Main Quest) — From 13 Goals To 29

    • •A goal is no longer "you reached the floor" but "what you did there." Floor arrival was already counted by the promotion requirements, so while the same thing was counted twice the Pilgrimage looked empty despite having thirteen goals
    • •Welcoming a companion is now a goal. Lagertha · Alba · Skadi · Lena · Finn · Brin · Fenri · Baldr · Korbin — all nine joinings leave a mark on the Pilgrimage
    • •Climbing a grade is a goal too. Grade 8 · 7 · 6 · 5 · 4 · 3 promotions, one goal each
    • •First-time milestones joined in. Carving your first Mark at the Sacred Ground, felling palm trees to build your first ship, and opening the chest by retracing the Shin through the Gate of Reflux
    • •Some goals now ask you to put something down. Milarodon (the Phase) · the Deep Giant · the revenant defense · the Coral Isle's queen · the two shore gates (Frostbeast · Graveghoul)
    • •Five goals that ended the moment you stepped in were renamed. "Tread the Whispering Wood" → "The One Who Stands in Front" · "Tread the Beast Den" → "The One Who Shoots from Afar" · "Tread the Dusk Desert" → "Carved Into Flesh" · "Tread the Silent Tomb" → "Called by Name" · "Tread the Ruin" → "The One Given Contracts"
    • •Three drill courses join as Pilgrimage goals too. "Strike and Take" · "Distance and Shield" · "What You Must Step Out Of"

    🏋️ The Training Grounds Became "Drills"

    • •Finishing a drill now counts toward promotion. Rank-ups look at which courses you have completed — and completing one hands you a Rune
    • •Each course now says, in words, what it teaches. Before, the screen just read "Drill," so there was no way to tell what the place was for or what would end it. The course name, how far along you are, and the clear condition are all written on screen now
    • •Courses were redistributed by grade. Grade 8 — combos · parry / Grade 7 — ranged · blocking · area attacks / Grade 3 — dodging telegraphs
    • •A drill now ends the moment you finish it.

    📚 The Mage Tower Archive Has A "Rune Storage" Shelf — It Does Not Eat Your Vial Slots

    • •You can leave a whole vial on the shelf. A stored vial no longer counts against your vial capacity (2–5) — the trade where holding a good Rune cost you delivery work is gone
    • •Shelf size grows with your Archive standing. 3 → 4 → 5 → 7 → 9 slots. It is a separate ladder from vial capacity — capacity is how many you can carry out at once, the shelf is how many you can leave behind
    • •Storing is free. A research-point fee applies only when you take one back or absorb it straight off the shelf (half the delivery reward for that grade)

    🔍 "View Info" In Rune Rerolls

    • •You can read stats · passives · actives before picking one of the three. Before, you chose from a monster portrait, a name and a color swatch alone. Same card format as the codex

    📋 Rune Archive Commissions — Readable Straight From The List

    • •Every commission card now always shows "Deliverable" or "Owned 2/5". Before, you had to click a card open to find out, so after hauling back five vials you had to click through them one by one to see which commission wanted your Rune
    • •If you brought several, it says how many. "Deliverable ×3". Collection commissions follow the same rule — "Collected" or "Owned 2/5"

    🎒 Provisions — We Tell You About Leftover Points

    • •If you have unspent provision points, we say so before you leave. Press "Begin a New Expedition" while you could still buy "Keep the Mark" or "Inherit +1 companion Rune," and we show you what is still available and ask once more. Those leftover points used to disappear silently

    🏺 Relic Dealer — "Armor Set · Lightning"

    • •The four Discharge pieces can now be assembled for certain with crack stones. Leathers · Hood · Leggings · Boots — eight grade 5 crack stones each
    • •Thunderfall Boots joined "Greater Relics · Triples." Eight grade 4 crack stones

    🌪️ The Wind Set Actually Works As A Set Now

    • •The eight Galewind/Storm slots granted no set bonus at all. 2 pieces — Agility +8 / 4 pieces — Agility +12 + Wind Affinity +6. The line simply never appeared under "Set Bonus" on the character sheet
    • •Storm Hood and Storm Leggings joined the Relic Box rare pool. All eight slots now have a source

    ⚔️ Greatsword of the Cautery — Melee Damage +15%

    • •It gets the same slot as Claws of Conduction. The fire-side melee weapon had no bonus of comparable width
    • •The pilgrimage to the heart continues.
    Read it on Steam →
    v1790

    8th Floor NEW SCAR

    🔥 Floor 8 Scar — The Cautery Forge Is Open

    • •Beneath the Ash Shore, Floor 8's second scar. This is where the path the heartbeat should travel was seared shut — the one place on Floor 8 where the heart does not beat

    🏺 Relic Dealer — "Armor Set · Fire"

    • •The four Ember pieces can now be assembled for certain with crack stones. Cuirass · Helm · Greaves · War Boots — eight grade 5 crack stones each
    • •Forging War Boots joined the shelf too. Eight grade 4 crack stones. They bite deeper into enemies at fire tier 2 or higher
    • •Neither pair of boots dropped from any boss — the eight-slot fire heavy set finally closes

    ⚡ Lightning · Fire · Earth · Holy — Tier 3 Can Hold Now

    • •Fixed the flicker where hitting the top tier dropped you straight back out of it. These four elements detonate by tier, but the top threshold was also the ceiling — so you slid a notch down the instant you arrived. Anything that scales with tier blinked on and off with it
    • •Supply that lands while the detonation is on cooldown is no longer thrown away. Stacks can now carry a little above the top threshold. The faster your build applies, the more you feel it — before, you could pour in 20 stacks a second and still be capped at the cooldown's detonation count, with everything in between vanishing
    • •Effects that shorten the tier detonation cooldown now apply for the whole party. Before, it only counted when the wearer personally set it off — an ally triggering it went back to full

    🐾 The Conducting Longbow Is Now the Conducting Claws

    • •Bow to claws. Both weapons in the lightning light-armor set are physical Dexterity, so armor built on caster stats meant nobody would ever wear the set. Fenri swings fastest, which makes her the best lightning applier in the party
    • •The effect changed with it. Ranged damage +15% → Melee damage +15%. Lightning stacks and affinity are unchanged
    • •If Alba already had it equipped, it stays equipped. Unequip it and hand it to Fenri — the ranged bonus became a melee one, so Alba can no longer use that part

    🔆 Affinity Numbers in Descriptions Now Match Reality

    • •Twelve descriptions understated their own value. The affinity curve became linear and the text did not follow, then new items copied that line and the gap widened — a weapon with 20 affinity read "+10%" when it was actually +23%
    • •Nothing was changed about the effect. It always was that value; only the printed number was wrong

    🗺️ Pilgrimage Progress Stays On Your Account

    • •The pilgrimage (main quest) and the guide (tutorial) are now separate tracks. Pilgrimage chapter progress lives on your account and no longer rolls back when you die
    • •Floors you already reached are filled in retroactively. If you got deep before that achievement existed, the record was simply blank
    • •Added the Seeped Pool lore entry

    🔠 Headings and Numbers Are Bolder

    • •Titles and value labels now have thicker strokes. Our typeface has no bold weight, so hierarchy had been carried by colour alone. The letterforms are untouched — only the stroke got heavier — across 33 places: the victory damage meter, combat HUD, codex, shops, achievement toasts and more
    • •The pilgrimage to the heart continues.
    Read it on Steam →
    v1780

    FINN'S FIRST WEAPON

    🪨 Floors 1–5 — Sixteen Runes With No Passive

    • •Sixteen signature low-floor runes now carry a passive. Orc warriors, great orcs, stone golems, corpse giants, kobolds, the early fire line — all of them had numbers and a blank effect line

    🔥 Eight Elemental Lords — One Rune That Works On Its Own

    • •Cinder Oracle · Flame Lord · Hellfire Giant · Frost Lord · Venom Lord · Thunderbolt Caster · Storm Lord · Graviton Golem now carry their element's payoff with them. Before, they only fed you stacks and you had to go find a separate rune to cash them in

    ⚖️ Put Back On Their Own Rung — Some Went Down

    • •Dark Fairy's reflect: 20% → 5%. It is a grade 8 rune that was carrying a grade 3 capstone value — one rune was eating half of the entire reflect cap
    • •Werewolf's dark stacks: 2 → 1. Same reason — two stacks belongs to the higher grades
    • •Roughly a dozen damage-reduction runes moved onto their own grade's rung. Some went up, some went down

    🔆 You Can See What Element a Rune Is

    • •Active skills now show their element. 466 rune actives carry the tag — what it hits with, and therefore where enemy resistance and your own affinity apply, now reads straight off the card. Runes whose stacking element differs from their damage element say so too
    • •Every element has its own symbol now. Flame, snowflake, droplet, bolt, sun, crescent, skull, spiral, stone — the same art on rune cards, the loadout screen, the codex, and under a boss's health bar
    • •Lightning had two names in Korean and now has one. A single rune card could show both at once
    • •Holy is called Holy everywhere now. The element was labelled "Light" while its own stats read "Holy Resist" and "Holy Affinity" — the same thing under two names. Korean had the same split on Earth, and both are consistent now

    🎣 Finn's Fishing Rods

    • •You can craft a rod now. Reed Pole (lyme wood 3 · 500,000 G) → Obsidian Reel Rod (obsidian ore 3 · abyssal tentacle 2 · 4,000,000 G). More casts at shoreline fishing spots, and the reel rod makes big ones bite more often. Every material comes from Floor 6 — fishing supplies its own gear
    • •You can see how much bait you have left. Spend the last one and it tells you right there

    🧿 Two Stealth Numeros Changed Slots

    • •Erased Face and Faded Face moved from helmet to the exploration accessory slot.
    • •Their stealth went up.

    🔧 Fixed

    • •Area attacks no longer take the whole room's aggro. When enemies suddenly multiply (forced summons, for example), one ally area hit could inherit everything the tank had built up. Only the threat from the extra targets is reduced — the damage is unchanged
    • •The pilgrimage to the heart continues.
    Read it on Steam →
    v1772

    New Hidden Chest

    • •Deep in the Pericardium, past the current, a chest is wedged into the Valve. Only the sharpest eyes find it — and what is inside, you learn by opening it.

    🗝️ The Hidden Chest at the Valve (Floor 8)

    • •Floor 8 finally has a treasure chest. It sits at the Valve, the door into the heart itself
    • •You will not simply see it. Your eyes must be very sharp — and even then you still have to draw it out
    • •You do not know until you open it. A chest is not always a chest

    ⚡ The Calcified Node — Two More

    • •A linesman has crept into the circuit room, a sparkcatcher into the gate. Both crusted over with calcite — and both carry their own rune

    🌫️ And Somewhere Else

    • •The Wailing Mire is full of dead trees. Once the mist lifts, only one of them is still murky

    ⚓ Less Grind

    • •Floor 6 shipyard tier 3 costs far less. Lyme wood 50 → 20, volcanic stone 30 → 20. The requirement was out of scale with how many harvest nodes exist, so upgrading the ship took far too long
    • •Rune delivery contracts can be turned in as a batch. If you brought several of the same rune, hand them over at once
    • •The pulse now runs while you fish on Floor 8. A calm reel flips the moment systole arrives — the current follows in real time

    🔧 Fixed

    • •The stationary training dummy actually stands still. It is meant for combo and skill practice, but it walked at you — harmless, and useless for practice
    • •Gear you already own now refreshes its description and values. Items froze whatever was true when you got them, so later adjustments never reached the copies already in your hands
    • •The pilgrimage to the heart continues.
    Read it on Steam →
    v1768

    Second Incarnation — Greed

    • •The second Incarnation — Greed has settled into the Shin. And the mages get a fourth awakening — one choice, for this life only: which force will you carry?

    🩸 The Second Incarnation — Greed (Floor 2)

    • •The requirement is all four branches. Floor 2 splits four ways but there is only one Incarnation — instead you must clear one grade 5 Scar in each branch before the altar opens. Farming the single easiest one is off the table
    • •It drops the Greed Incarnation Stone, and those stones open the Floor 2 ↔ Floor 6 express route — one per branch, three stones per door. Twelve to open all four
    • •One express route per expedition. Same rule as 1↔5

    ✦ The Fourth Awakening — A Single Grain

    • •Lena and Korbin now reach stage 4. Mages engrave no runes, so something else takes that place
    • •A grain is force condensed out of something that fell. Same material as a rune — but where a warrior engraves it to borrow an ability, a mage engraves it to wake a spell
    • •You engrave one of three. Lena: earth, wind, water. Korbin: poison, water, cold. It cannot be undone and does not carry to the next life — the other two stay shut for that life
    • •Each grain has a requirement. Strike down the thing that carries it: the crushing colossus, Kerdan of the Howling Gale, the drowned warden, the plague wyrm, the rime wraith
    • •Engraving raises that element's affinity, and opens that grain's spells in the Rune Archive. Opening is not granting — you still pay to learn them
    • •Tier 2 spells open for the first time.

    🛡️ Gear — things that were quietly not working

    • •The same effect on multiple pieces now stacks. Until now everything past the second piece was silently dropped — all three said so in the description, but only one did the work
    • •The Thunderfall and Forged sets now work differently per piece. All four pieces carried the same effect, which combined with the bug above left the sets effectively dead. Now the chest stacks, the head returns spirit, the legs pierce resistance, and the boots bite deeper into the heavily charged
    • •The Discharge and Ember sets are stat-only now. They carried the same effect as their upper sets, so there was no reason to move up — that share went to the upper sets instead
    • •The pilgrimage to the Heart continues.
    Read it on Steam →
    v1763

    New Scar: The Calcite Node update

    • •A new Scar has opened in the Pericardium — the Calcite Node. And the 44 Steam achievements finally unlock.

    ⚡ New Scar — The Calcite Node (Floor 8)

    • •The deeper you go, the tighter the heart squeezes. During systole healing is sealed off entirely, and that window grows longer room by room. In the Warden's chamber it is nearly half the fight
    • •The Warden hardens during systole. In diastole it swings a lash that cannot be parried; in systole it stuns you while your healing is shut. Knowing when to strike is the fight

    🏆 Steam achievements

    • •Anything you already earned now uploads in one pass when you connect.

    💠 Bloodstones

    • •Bloodstone promotion — trade lower grades up one step (2× G7 · 7× G6 · 10× G5 · 10× G4, plus commission points). A higher bloodstone already counted for every lower use; the only thing missing was a way up
    • •Grade 3 bloodstones can be sold (2,400,000 gelt)

    ⚔️ Balance

    • •Attack speed buffs are no longer cut off at ×1.75. Instead, a companion past that line spends more stamina per swing — priced rather than clipped. Companions below the line are unchanged
    • •Enemy reflect damage is cut across the board (5% maximum). Reflect punishes the act of attacking, so melee has no answer to it, and almost every enemy carrying it was a long-fight midboss. Rune and equipment reflect is untouched
    • •Grimnar of Eternal Rest rose three times — now he rises twice. His effective durability was nearly identical to the floor-8 Warden's, so climbing a floor bought you nothing
    • •The Golden Mimic rune is now grade 5, not 6. The bestiary listed the creature at grade 5 while the rune card said 6. Its passive moved up with it, to Golden Gorge — a feast that grows with every continued hit

    👁️ Easier to see

    • •Scar entrances are larger
    • •Floor portals are tinted by destination.
    • •The commission tabs are merged into one. Rank requirements sit above the board, and the board is a four-column grid holding eight at a time
    • •Titles have their own tab — all 39 were crammed into a single dropdown on the achievements tab
    • •The bestiary has an "Offering Summon" section. The 14 creatures you only meet at an altar were scattered between the common and boss lists
    • •The character sheet now shows your potion cooldown and your attack speed limit band — you could swap a rune and have no way to see what changed

    🔧 Fixed

    • •The four elemental set bonuses printed raw keys instead of names
    • •The Entombed Wraith Marksman was the only creature with no rune in the bestiary — it pointed at a rune that does not exist
    • •Music leaked through at 0% volume — the next track faded in audibly when you changed floors or entered combat
    • •The selected row jumped around during bulk selling
    • •Creature portraits were wildly different sizes in the Rune Archive and the Temple — Vigdis, Karnik, Bern and the Hob Chieftain were especially small
    • •The pilgrimage to the heart goes on.
    Read it on Steam →
    v1754

    Brimir Update

    • •Fishing has been rebuilt. And every Warden and every companion now has an achievement of their own.

    🎣 Fishing — different waters, different catch

    • •Where you cast now decides what bites. Four waters — freshwater, sea, ice water and the Pericardium — each with its own species
    • •13 → 31 species. The frozen lake of the Ice Tomb and the humour-sea of the Pericardium are both open now
    • •Six new trophy catches — things that ride the wind come up through the ice, and things turning to stone come up from the Pericardium. Two of them, the Blizzard Wyrm and the Chalkshell, are bosses that arrive alone. Each drops its own rune
    • •Silver Roe is now stocked (20,000 gelt). It reaches sizes Heavy Chum never could — and calls up something stronger
    • •Codex cards now name the waters a fish lives in, so you know where to go before you set out

    🏆 Achievements: 54 → 88

    • •All 23 Wardens and all 10 companions have their own entry — a record of who you got past and who walked with you
    • •"Night Without Sun" — collect the four Polar Night pieces to unlock Skadi's Polar Night attire. The upper two come from Kaldris on floor 7, the lower two from Himar on floor 5

    ⚖️ Fixed

    • •Warden commissions paid less the stronger the Warden was. The reward table had no entry for grade 3, so it fell through to the lowest rung — commissioning Grimnar of Eternal Rest paid the same 10M as Tarunbas on floor 1. It is 40M now
    • •Journey "discoveries" were being wiped every time you died. They persist on the account now. Two entries that could never be completed are repaired, and 8 more discoveries added
    • •You could sit out the contraction on the island rims of floors 6 and 8. There was ground the zone effect never reached — closed
    • •Sunken chests no longer surface in ponds and ice holes while fishing (sea only)
    • •Fixed some monsters standing with their backs to you

    📜 Tokens · Pilgrim's Trail

    • •Tokens now buy +2 inheritance slots · 4th-rank Marks · 2nd-stage Spirits
    • •Pilgrim's Trail T6 "The Unbroken Column" (3,000 trail) — take up to six companions with you
    • •Added Codex entries for 11 systems that had no explanation anywhere

    🪦 What remains

    • •Gravestones now record what the companions who went with you were carrying
    • •At a Scar's mouth: "N never came back out of this one." You see it before you go in

    💰 Pricing

    • •Prices are now declared in 47 currencies. Outside the won they were not displaying properly
    • •The Hightide Stone is ₩400. The last notes said ₩333, but Steam does not accept that price point — we moved to the nearest one it does
    • •The pilgrimage to the heart continues.
    Read it on Steam →
    v1716

    Brimir Update

    • •More achievements. And we fixed the fact that chain attacks could never be blocked at all.

    🛡️ Chain attacks can now actually be parried

    • •Press block again on every beat — one tap, one parry. The parry window only opens as you enter a guard, so six hits means six taps
    • •Stamina is the ceiling.

    ⚖️ Balance · Store

    • •Grimnar of Eternal Rest now cuts incoming damage by 40% instead of 60%, and each Coffer of the Host you break peels off 10 points instead of 15. Even if you break none of them, your blade bites harder than before
    • •The Hightide Stone is now ₩333, down from ₩1,000. The 15-day lump has been split into 5-day pieces — the same rate per day, but you only buy as much as you need

    🎁 Chuseok coupon

    • •CHUSEOK2026 — a Return Stone, a Sacred Favor and a Reflux Stone. Enter it at the 🎁 on the title screen, or press ESC while exploring. Happy Chuseok to those keeping the holiday. The pilgrimage to the heart continues.
    Read it on Steam →
    v1693

    Brimir Update

    • •There is one more rift on Floor 7. It is the hardest thing we have built — and for the first time, you decide how hard it gets.

    ⭐ The Tomb of Eternal Rest — break the coffers, or don't

    • •It opens around the Ice Grave. Past the barrow, the corridor and the embalming room lies the coffin chamber, and three Soul Coffers stand before it.
    • •The coffers are wrapped around him. Walk in without breaking a single one and more than half your damage slides off. Break all three and you hit more than twice as hard
    • •Every coffer you break, you pay for. The Coffer of the Host means more things rise beside him; the Coffer of Rime keeps your wounds from closing; the Coffer of Grudge moves that grudge onto you
    • •The three take different things. Numbers, healing, survival — the answer is whichever your party can absorb

    🪓 The Axe of Eternal Rest, and what's behind the wall

    • •Axe of Eternal Rest — the rarest numeros there is. It splits armor, and each swing quickens the hand. Only Grimnar gives it up
    • •Spare Heart and The Last Bone come from here too — each one cheats death once

    🛠️ Fixes

    • •Retuned how many enemies a CC rune can hold. The higher the grade, the more it binds
    • •Servas the Penitent now telegraphs in Phase 3. There was a stretch that lit up red while you could neither block it nor step out of it — thank you for the report
    • •Death effects no longer erase the silhouette. Two white flashes were stacking on top of each other
    • •Armor sets are now gathered at the Relic Dealer. Two cuirasses from the Spirit Leather and Fighting Spirit sets were split between the Sky Market and the Relic Dealer, so completing a set meant walking between both
    • •The pilgrimage to the Heart continues.
    Read it on Steam →
    v1676

    Brimir update

    New

    • •Spell Enhancement — A new tab at the Spell Scribe. Offer Blood Stones to raise one of a spell's power, cooldown, cast time, or SP cost by one step. Two paths: guaranteed (4 Blood Stones) or a roll (1 Blood Stone, 25%, guaranteed on the 6th). Enhancements last only for that pilgrimage — they reset on death.
    • •Four new items at the Pilgrim's Supply [list]
    • •Hightide Stone — brings the opening of a Scar forward by 5 days.
    • •Return Stone — returns you to town at once, keeping your Soul Stones.
    • •Incense of Penance — 160 Blessing. Only one may be held at a time.
    • •Sacred Favor — 250 Blessing.
    • •The appearance selector is now always shown — locked appearances appear in the list, can be previewed, and display their unlock conditions.
    • •Clearer offering gates — locked offerings now show remaining progress and the oath they require.

    Fixed

    • •Fixed Continue hanging on a black screen while loading a save.
    • •Fixed double-pressing Continue on the title screen loading the save twice.
    • •The Hightide Stone now warns you only when using it would end the expedition.

    Graphics

    • •Combat effects now glow — magic circles, flames, lightning and holy light emit real light. Only bright effects bloom, so background art and character pixel edges stay crisp.
    • •Atmospheric particles on select battlefields — embers in Hellfire Canyon, the Burning Zone and the Magma Crucible; spores in the Dream Forest; snowfall in Frost Canyon; drifting motes in the Abyssal Deep.
    • •Fixed one missing English string.

    Coupon Codes

    • •Public codes you can redeem right now. Enter them at 🎁 Enter Code on the title screen, or press ESC while exploring → Enter Code. Each code works once per account.
    • •HIGHTIDE2026 — 1× Hightide Stone
    • •HOLYFAVOR2026 — 1× Sacred Favor
    • •THANKYOU2026 — 1× Return Stone
    • •LEVEL8 — 1× Return Stone
    • •BRIMIR2026 — 1× Return Stone
    • •You can also find the code list here
    Read it on Steam →
    v1655

    Brimir Update

    • •The ceiling on Marks is open. We also went after two things that had sat there a long time without anyone explaining them — a frenzy that ended the moment you lit it, and weakness guidance that simply was not true.

    ⭐ Mark Stage 6 — earned, not bought

    • •If Stage 5 was your ceiling, we had nothing left to give you. Stage 6 is the one stage you do not buy with materials. You win it.
    • •The Trial of the Mark now stands at the Sacred Grove. Two opponents — Starkad the Unmoving and Hrolf the Butcher
    • •The win condition is the proof itself. Einherjar endure five minutes; Berserkers must finish it inside five
    • •Six-point rewards — Rampart of Valhalla raises your taunt and shield ceiling; Apex of Strife adds learning and detonation

    🔥 Overclock Chant — it now grows as it heats

    • •You got the full effect the instant you lit it, and that was that. It was a toggle with nothing to decide. Worse, heat resets each battle, so the shorter the fight the better the rune — exactly backwards.
    • •Ten stages now. As heat climbs, attack speed and damage climb with it — and so does the spirit energy drain
    • •It is weaker in trash rooms, because there is no time to heat up. In long fights it is stronger than before
    • •More spirit energy takes you deeper. The upper stages are expensive, so only a full tank pushes to the top — until now spirit energy did nothing at all for this rune
    • •Overclock Reactor is new. It holds the same heat on less spirit energy, reaching stages the circuit never could

    📕 Weakness and resistance — the false guidance is gone

    • •The fixed elemental chart is gone.
    • •The Codex now shows each enemy's real weakness and resistance, for enemies you have actually met
    • •Enchanting changed. It no longer adds damage — it ignores that element's resistance. Weapons pierce; armor takes less of that element. It is now something you choose after checking the Codex

    🛡️ Threat — locking an enemy down finally holds its eyes

    • •Crowd control now builds threat.

    💎 New runes

    • •Three new runes — Crystal Mail (Magic Power into Toughness), Marrow Floodgate (Toughness into Magic Power), and Overclock Reactor. Found by reforging at the altar in the Seeped Pool
    • •The pilgrimage to the Heart continues.
    Read it on Steam →
    See every announcement →