Posted May 17, 2026 by JayeCi
⚔️ COMBAT & BALANCE
• Cave 1’s Wave 10 Boss was far too tanky for the current progression curve. Its armor and HP are both being reduced by 50% to make the fight challenging without feeling exhausting.
• Combo-focused builds are getting expanded progression rewards:
• At 20% combo damage, players will now begin gaining bonus movement speed (up to +20%).
• After movement speed caps, combo scaling will begin increasing cast speed (up to +30%). This should make pushing high combo chains feel significantly more rewarding.
🧩 UI & QUALITY OF LIFE
• Fixed an issue where pressing “I” would not open the Augment/Rune panel.
• Relic buff indicators (Overheat, Rhythm, etc.) will now properly render behind the Level Up panel instead of overlapping it.
• Players will soon be able to click an equipped element in the bottom HUD to quickly swap its position with another equipped element inside ATTUNED ELEMENTS.
📈 LEVELING FLOW CHANGES We’re changing how leveling works during combat:
• Players will still see the satisfying level-up VFX/text immediately.
• Actual stat allocation will now occur after the wave ends.
• Once combat clears, the Level Up panel opens and allows spending all earned points from the previous wave safely between rounds.
• Every 2 points spent will reroll the available stat upgrade options.
🗺️ PROGRESSION & GAMEFLOW
• After completing Cave 1, players will no longer be able to re-enter it repeatedly.
• The Pit currently has a bug where enemies never drop relics or runes — this is being fixed.