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- Store status
- Coming soon
- Scheduled release
- 4 November 2026
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- Release date
- 4 November 2026
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Hi,Thank you to everyone who played the demo during Next Fest. I didn't want to push fixes in the middle of the fest, so I saved up everything you reported. Here it all is in one update.1. The anvil always keeps a damage symbol now. Two of you (at least reported) lost your only damage symbol on the anvil, and after that the save could never win a fight again, so it could never reach a shop to buy a new one. The anvil already made sure you kept enough symbols to fill your reels. Now it also keeps at least one symbol that deals damage. It will not smelt your last one, and it will not risk it on an upgrade that could fail. If your save is already stuck like this, write to me on Discord and I'll help you out.2. Lock, Upgrade All and Smelt All each have their own key. Lock and smelt used to share one key, where a tap locked and a hold smelted, and Upgrade All and Smelt All shared another t...
Read full update on Steam ↗Hi, This one is mostly about 1v1. You told me the duels were fun but had nothing toshow for them, so now they do. The demo build is 26.10.x. 1. Duel ranks. Every duel you play now counts. After your first three duels youget a rank, from Bronze I up to Obsidian IV, sixteen in all. It comes from yourwhole duel record, so one lucky streak or one bad night does not swing it much,and the higher ranks also ask for a number of wins. Your rank shows on your seat in the lobbywith its emblem, and in the duel your rival's emblem sits next to their name.Only the duels count, the fights against enemies before them do not, and thelobby explains it all the first time you open it.2. Gems in the match shop. Every shop in a match now has a gem in its own box, agreen gem for 25 gold or a blue one for 50. The duel's winner also takes home ayellow gem. The break anvil shows the gem row again, so you can s...
Read full update on Steam ↗Hi, A quieter update this time. Most of it is quality of life, the small things thatkept getting in the way once the big systems were in, and a light balance touchon top. The demo build is 26.9.27. 1. The anvil keeps your place. A successful strike used to re-sort the grid byforge level, which carried the symbol you had just upgraded to another tileand read as "it upgraded a different copy". The grid now sorts once when youopen it and holds that order until you leave. When a symbol burns or you smeltit, the cursor moves to its neighbour instead of jumping back to the firsttile. And the mouse now has to rest on a tile for a moment before it takes theselection, so crossing the row on your way to UPGRADE no longer changes whichitem gets struck. Thanks Görkem for that one. 2. Quick match meets the other searcher. Two people pressing FIND A RANDOMPLAYER at the same moment both saw an empty...
Read full update on Steam ↗Hi, This one comes from a week of playing my own game with a notebook open. Most ofthe items below are things I noticed and did not like, and a few are things youtold me on Discord. The demo build is 26.9.23. Let's get started to list changes briefly. 1. The level rewards were never shown. When you cleared a level for the firsttime the game granted you three symbols, but the banner that announced them was ahalf second float during the kill, and I found out this week it had been silentlyskipped for a month. They are cards now, one by one, right after the boss dies andbefore the kill box, under a LEVEL CLEARED headline, with the same ADD TO MACHINEquestion the box symbols ask. 2. And those rewards drop on every clear, not just the first. Beat a boss againand the level's symbols drop again as fresh copies, so a replay always feeds theanvil. In the full game they come out pre-forged by th...
Read full update on Steam ↗Hi, You can play against a friend now. This update is the multiplayer mode, in the demo and in the full game, and everything else I built around it since the last one. Let's get started to list changes briefly.1. PLAY WITH YOUR FRIENDS is on the menu. You host, you invite a Steam friend through the overlay, they land in your lobby. The lobby shows both of you standing there, your skin steps with the shoulder buttons, and the host sets how many rounds win the match and which mode you play. The line under I'M READY spells out what those two choices add up to, so nobody presses ready without knowing the rules. There is no matchmaking and no ranking, this is for the friend on your list.2. Every match opens with a draft. The whole forgeable catalogue is on the table, sorted by what a symbol does, blades, spells, rot, shields, heals, gold, control, support. You pick one, your friend picks o...
Read full update on Steam ↗Hi, This one is the biggest visual round the demo has had, plus new symbols and a proper balance pass underneath it. Let's get started to list changes briefly. 1. Five new symbols. Erenion deals magic damage that bounces to the second enemy in duo fights. War Banner hits harder for every physical symbol you land in the same spin. Fester deals damage per poison stack on the target. Sellsword deals damage equal to a cut of your gold. Shard is a rare that pierces armor. 2. Lucky Doll left the pool for now. It's getting a redesign and will come back with a real identity instead of flat gold. 3. Some symbols were redesigned. Hammer is a pure physical stunner now. Wizard's Shield grants shield and magic resist that builds up as you land it. Warrior's Draught buffs your physical damage for the whole fight instead of one turn. Thorn Mail reflects physical damage only, magic slips past it the...
Read full update on Steam ↗Hi, Another round, and again almost every line below comes from player feedback. Let's get started to list changes briefly. 1. The game has a new font. One pixel typeface across every screen, and Turkish letters finally render properly. 2. Shield criticals are no longer wasted at full armor. Each one raises your maximum armor by 25 for the rest of the run and fills the bar to it. It stacks, so 75 becomes 100, then 125. 3. Same for critical heal, at full health is no longer wasted either. It raises your maximum health by 25 for the rest of the run. 4. Passive power-ups are capped at 8 now, the way actives are capped at 4. Buying a ninth asks you to give one up, so nothing disappears silently. 5. Fixed a bug where a reel thawed with Cure could keep spinning and lock up the fight. 6. Fixed a bug where you could kill an enemy and still lose the fight. 7. The STATS screen shows your live n...
Read full update on Steam ↗Hi, Thanks to everyone who played and wrote in on the forums and Discord. Almost every line below exists because somebody reported it. Let's get started to list changes briefly. 1. A third panel next to the offers shows what the highlighted item does to your run, before you spend a coin. Damage / Shield / Gold per spin and Spins to kill, as current → new (difference) with a colored difference. Pool size, because that's the part nobody can do in their head: every symbol you add makes every other symbol rarer. A cheap symbol can genuinely lower your damage per spin, and now you can see it happen. 2. You asked to see what you're actually carrying without leaving the shop. Press LB (or Q) in the shop, in a fight, or from the pause menu. Your whole symbol pool with each symbol's upgrade level and duplicates. Every power-up you own. Your permanent stats, in plain numbers. So you can easily...
Read full update on Steam ↗Hi, The demo is out and the first wave of feedback already shaped a big day one patch. Thanks to everyone who played, reported bugs and wishlisted. Here is what changed:Readability & VisualsThe whole game now uses a new, much more readable pixel font (the one from the dialogs), plus a full pass of layout fixes to go with it.CRT filter tuned. We measured it and the old settings were dimming visible content by 12-15%. Brightness is now compensated, so the retro look stays but the murk is gone.Fixed overlapping and overflowing text in many places: the options menu (in every language), shop cards and buttons, the pause menu, level select, the anvil screen and the STOP button. Long enemy names no longer wrap over their health bars, and long shop item names now break cleanly onto a second line.Run SummaryThe end of run screen was redesigned. The graph now focuses on what matters: damage you...
Read full update on Steam ↗Steam currently lists 4 Nov 2026 as the release date.
Hi,Thank you to everyone who played the demo during Next Fest. I didn't want to push fixes in the middle of the fest, so I saved up everything you reported. Here it all is in one update.1. The anvil always keeps a dam…
Hi, This one is mostly about 1v1. You told me the duels were fun but had nothing toshow for them, so now they do. The demo build is 26.10.x. 1. Duel ranks. Every duel you play now counts. After your first three duels…
Hi, A quieter update this time. Most of it is quality of life, the small things thatkept getting in the way once the big systems were in, and a light balance touchon top. The demo build is 26.9.27. 1. The anvil keeps…
Hi, This one comes from a week of playing my own game with a notebook open. Most ofthe items below are things I noticed and did not like, and a few are things youtold me on Discord. The demo build is 26.9.23. Let's ge…
Hi, You can play against a friend now. This update is the multiplayer mode, in the demo and in the full game, and everything else I built around it since the last one. Let's get started to list changes briefly.1. PLAY…