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Notes

Latest version: v1.1.85.

Recent releases start expanded. Older releases are collapsed so the newest changes stay easy to scan.

v1.1.85: Map edge warmup fills visible terrain2026-07-04 · Latest · Link

Wrapped map movement now keeps visible background chunks textured while preloading the next minute of likely monster assets around map transitions and reading windows.

Map performance

Wrapped edge rendering
Active gameplay could queue missing terrain chunks without drawing them, leaving dark bands until movement changed the visible area. -> The renderer now fills one missing visible terrain chunk per frame while keeping heavier warmup work on loading and paused screens.

Straight movement into wrapped map edges should keep the ground visible without bringing back the large frame spikes.

  • Visible background chunks can recover one missing terrain canvas per gameplay frame, preventing dark map bands from lingering after crossing a wrapped edge.
  • Map arrival preloads now explicitly include monsters the director can add within the next minute, plus the existing map palette, boss, summon, and combat assets.
  • Pause, boss intro, and Mana Panic warning windows now opportunistically warm current and next-map arrival assets so portal waits have less left to load.
performancepolishing
v1.1.84: First-map frame spikes reduced2026-07-04 · Link

Run loading now warms the first-map combat assets, procedural terrain chunks, and wrapped movement corridor more thoroughly, reducing freezes during the opening Paladin-style map-one walk.

Opening performance

First-map warmup
Map-one movement could still discover chunk canvases, sprite uploads, or analytics work during active play. -> Run loading now decodes, draw-warms, and prebuilds the likely first-map corridor before the action starts.

The first three minutes, including straight movement across the wrapped map edge, should hold steadier frame pacing.

  • Run-critical sprites are decoded and first-draw warmed before gameplay starts, so monster, spell, rune, and terrain art should hit fewer runtime fallback or upload stalls.
  • The first map now prebuilds procedural tile chunks and warms the straight-line wrap corridor during run loading instead of discovering chunk work while the player is moving.
  • Selection loading no longer pulls wardrobe and achievement-only art into the critical class screen path, leaving more preload budget for the actual run.
  • Background analytics flushes now wait for browser idle time so run-start events do not compete with gameplay frames.
performancepolishing
v1.1.83: Starter XP now guarantees level 22026-07-04 · Link

Starter-band monsters now keep the opening XP promise across the full roster, so two early kills reliably trigger the first level-up.

Opening XP

Skunk starter XP
Skunk used 3 raw XP, so 2 Skunk kills could leave the player at 22/24 XP. -> Skunk uses the 4 raw XP starter floor, so 2 Skunk kills reach the first level-up.

Runs that open on Skunk still get the intended second-kill level-up.

  • Skunk now uses the starter-band XP floor, closing the only starter sample where two matching kills could miss level 2.
  • The opening balance probe now checks the XP promise for every starter monster and vocation, not only the weakest sample.
balancepolishing
v1.1.82: Opening monsters feel less spongey2026-07-04 · Link

The first-map opening now keeps early monster rolls in the starter-health band longer, and ranged kills nudge XP drops back toward the player so Paladin starts collect progress more reliably.

Opening balance

Starter monster pacing
High-health map-one monsters could enter the opening window early and take 9-20 starter hits to kill. -> The opening cap stays on the 3-8-hit starter band before ramping into the wider map-one pool.

Early Paladin and other vocation starts should feel less like hitting HP sponges.

Ranged reward pickup
1 ranged kill could send its XP pickup farther from the player, delaying the first level-up. -> 1 ranged kill now sends its XP pickup back toward the player that dealt the damage.

Paladin and caster starts should collect first-kill XP more consistently while moving.

  • The first opening window now holds the spawn cap to the starter-health band before heavier map-one monsters enter the pool.
  • Ranged monster kills now push reward pickups back toward the player instead of drifting farther away from the kill source.
  • The opening balance probe now checks every starter monster against every vocation instead of checking only the weakest starter.
balancepaladinpolishing
v1.1.81: Map-edge freezes reduced2026-07-04 · Link

Terrain and hero preview warmups now run in smaller slices, reducing long freezes when runs start, upgrade screens open, or the camera reaches wrapped map edges.

Rendering performance

Terrain warmups
Fresh terrain chunks and wrapped map edges could trigger long main-thread generation bursts. -> Terrain chunks are queued, deduped, and warmed during idle or paused windows.

Starting runs and walking into wrapped map edges should be less likely to cause a visible freeze.

Preview warmups
Class and lobby preview strips could be generated in one expensive boot-time batch. -> Preview strips are generated in small idle batches after required images are ready.

Restoring or loading into the game should avoid a large preview-generation stall.

  • Run starts now queue terrain background chunks instead of building the whole visible cache synchronously.
  • Wrapped map-edge chunks are deduped by their normalized cache key, so looping across the world edge does less repeated terrain work.
  • Upgrade and reward screens now spend their paused time warming nearby terrain and next-map assets.
  • Hero preview strip generation now runs opportunistically instead of blocking the boot flow in one large batch.
performancerenderingpolishing
v1.1.80: Map movement hitches reduced2026-07-04 · Link

Background terrain chunks now warm before gameplay renders them and new chunk misses are spread across frames, reducing freezes when the camera reveals fresh map areas.

Rendering performance

Terrain background caching
Freshly visible map chunks could trigger multiple background canvas builds during the same render frame. -> Visible chunks are warmed at run/map start, and later cache misses are capped to one background build per frame.

Walking or transitioning into fresh terrain should be less likely to cause a noticeable freeze.

  • Run and map starts now build the visible terrain background cache before the first gameplay render needs it.
  • When movement reveals uncached terrain, the renderer now builds at most one new background chunk per frame instead of doing a whole visible batch at once.
  • The map-edge performance regression test now verifies that background chunk caching is active before the render path is measured.
performancerenderingpolishing
v1.1.79: Crowded fights run smoother2026-07-03 · Link

Dense combat now does less repeated monster targeting work, reducing the worst frame spikes in crowded late-map fights.

Combat performance

Dense monster updates
Crowded late-map fights could spend extra time repeating monster targeting checks. -> Monster targeting data is shared across the frame and attack timing seeds are reused.

Big packs should feel smoother, especially during late-map pressure spikes.

  • Monsters now share the same per-frame target visibility pass instead of each repeating it separately.
  • Dense monster attack timing keeps its stable variety without recalculating the same timing seed during combat.
  • The dense combat stress check now stays under the hard worst-frame budget again.
performancecombatpolishing
v1.1.78: Campaign pacing gives chests and crowds more room2026-07-02 · Link

Standard runs now spawn fewer early chests, make early chest purchases less automatic, make mid-campaign boss rushing riskier, soften late-map crowd stacking, and make retreating monsters heal less when they run far away.

Chest pacing

Standard map chest count
9-22 chests per Standard map -> 3-6 chests on maps 1-2, 4-8 on map 3, and 5-10 from map 4 onward

Opening maps should still reward exploration, but full-loadout chest spikes should happen much less often before five minutes.

Early chest prices
0.45x, 0.62x, and 0.90x chest cost multipliers on maps 1-3 -> 0.70x, 0.82x, and 1.00x chest cost multipliers on maps 1-3

Early chests are still valuable, but buying every nearby chest should require more route and gold commitment.

Chest route surcharge
8 free chest opens, +3.5% per extra chest, and 1.35x maximum surcharge -> 4 free chest opens, +35% per extra chest, and 5.00x maximum surcharge

Fast routes can still commit to chests, but opening every chest on the path should consume a real share of gold.

Luck chest spikes
1.00x chest kind Luck roll scale and 0.18 band progression Luck scale -> 0.12x chest kind Luck roll scale and 0.06 band progression Luck scale

Luck keeps its upside without turning early low-tier chests into frequent legendary or late-band jumps.

Boss rush risk

Map 3-6 boss HP profiles
0.72x, 0.72x, 0.70x, and 0.75x boss HP profile multipliers on maps 3-6 -> 1.25x, 1.20x, 0.86x, and 0.90x boss HP profile multipliers on maps 3-6

Boss portals still summon immediately, but mid-campaign rush routes should spend longer exposed to boss mechanics.

Late-map pressure

Campaign crowd caps
12, 17, 21, and 25 sustained normal-monster caps on maps 3-6 -> 10, 15, 18, and 21 sustained normal-monster caps on maps 3-6

Late screens should give players more tile-dancing space instead of becoming a pure pile-up check.

Campaign spawn pacing
0.96x, 1.16x, 1.24x, and 1.32x spawn multipliers on maps 3-6 -> 0.88x, 1.05x, 1.12x, and 1.18x spawn multipliers on maps 3-6

Later maps still escalate, but pressure should build with more readable spacing.

Retreat regeneration
20 tiles, 5.0% HP per second, and 50%/25%/12.5% regen caps -> 28 tiles, 2.5% HP per second, and 35%/20%/10% regen caps

Low-health monsters can still disengage, but chasing them should feel less punishing.

Mana pressure

Combat spell cost
0.95x combat spell mana cost multiplier -> 1.05x combat spell mana cost multiplier

Caster routes should still cast actively, but repeated combat spell spam should create more visible mana pressure.

  • Standard maps now place fewer chests so early lucky spikes do not fill most equipment slots before the run has developed.
  • Early campaign chests cost more, so choosing a chest route competes more clearly with rushing the boss portal.
  • Map 3-6 bosses have more HP, keeping the portal immediately summonable while making fast boss chains a real commitment.
  • Luck still improves chest outcomes, but it no longer pushes chest kind and item progression rolls as aggressively.
  • Later campaign maps use lower sustained normal-monster caps and slightly slower spawn pacing, with less brute, chaser, and controller stacking.
  • Retreating monsters now need more distance before regenerating, heal at half the old rate, and stop at lower HP caps.
balanceprogressioncampaignpolishing
v1.1.77: Combat curve uses visible progression2026-07-01 · Link

Player damage, attack speed, spell power, and mana recovery now lean on level, skills, gear, spell rank, and vocation identity instead of hidden opening or clock-time boosts.

Player progression

Visible combat scaling
3-4 landed basics could kill opening monsters under quiet damage and speed ramps. -> 4-6 landed basics is the opening target, with combat scaling moved to level, skills, weapons, spell rank, passives, gear, buffs, and debuffs.

Early attacks should take more commitment, while later power comes from upgrades players can read.

Mana economy

Vocation mana recovery
Combat spells used a 1.20x mana cost multiplier while broad player regen sat at 3.80x. -> Combat spells use a 0.95x mana cost multiplier, broad player regen is 1.00x, and vocation ratios carry class sustain.

Casters should recover more naturally, and Druid should not feel empty after a single rank-one attack spell.

Late campaign pacing

Crowd pressure
Late normal HP reached 2.20x and Mana Panic cap/spawn pressure reached 5.80x/6.50x. -> Late normal HP tops out at 2.00x and Mana Panic cap/spawn pressure tops out at 3.80x/4.60x.

Late danger should come more from positioning and boss mechanics than unavoidable crowd contact.

  • Basic attacks now scale from level, combat skill, weapon attack, and weapon type, with attack speed improving through skill and level.
  • Hidden opening damage ramps, global player output boosts, low-health heal comeback scaling, and clock-time player speed ramps were removed.
  • Spell, rune, and heal formulas were rebuilt around rank, level, and skill so late power comes from readable progression.
  • Mana recovery now follows vocation identity, combat spell costs are lighter, Druid Chill Out costs less mana, and early spell choices avoid high-cost options before players can sustain them.
  • Late campaign normal monsters and Mana Panic crowd pressure were softened while boss HP and damage stayed unchanged.
balanceprogressionmanacampaign
v1.1.76: Stats sheet stays readable2026-07-01 · Link

The equipment stats sheet now keeps its scroll position, hides unchanged base stats, and explains damage percentages with clearer build-relative values.

Stats panel

Readable stat sheet
The stats sheet could jump back to the top and show every baseline stat. -> The sheet preserves scroll position and shows only modified build stats.

Long builds are easier to inspect without fighting the panel.

Combat balance

Base critical damage
1.5x base crit multiplier -> 2.0x base crit multiplier

A 140% damage row means +40%, and Crit Damage 144% means 244% total critical hit damage.

  • The equipment stats sheet no longer jumps back to the top while you scroll it.
  • Base-only stats are hidden so the sheet focuses on stats changed by your build.
  • Physical, magic, and rune damage now show build-relative totals where 140% means +40% damage.
  • Critical hits now start from the expected +100% bonus, so Crit Damage 144% means the crit deals 244% total damage before mitigation.
  • Stat help tooltips are more compact and render above the stats sheet.
statspolishingbalance
v1.1.75: Front Sweep follows your facing2026-07-01 · Link

Knight Front Sweep now previews and lands as a three-tile cleave directly in front of the character instead of rotating away from the shown tiles.

Knight spells

Front Sweep facing
Front Sweep could show or use a sideways shape that did not match the Knight's face direction. -> Front Sweep uses the three adjacent tiles directly in front of the Knight.

The cleave is easier to read and lines up with the tiles players expect to damage.

  • Front Sweep now locks to the Knight's facing direction when it chooses its tiles.
  • The highlighted preview and the actual damage area now use the same three-tile strip.
  • Facing west hits the northwest, west, and southwest tiles next to the Knight.
knightpolishingspells
v1.1.74: Tutorial tips wait until you need them2026-07-01 · Link

Fresh players now start without tutorial prompts, failed Standard runs offer contextual tutorial help, and the first reward returns to the intended second-kill timing.

First-run pacing

First reward timing
1 kill opened the first level-up reward immediately. -> 2 kills open the first reward, with kill 1 landing at roughly 50-99% of the first XP bar.

Players see a short beat of combat before the upgrade screen appears.

Tutorial prompts

Deferred tutorial opt-in
Fresh profiles were asked about tutorial tips before playing. -> Tips stay silent by default, are offered after the first failed Standard run, and can be offered again after three failed Standard runs if they were kept off.

Experienced players can start cleanly, while new players still get contextual help after a loss.

  • New profiles no longer see tutorial prompts before the first run.
  • After the first Standard death, players can turn tutorial tips on or keep them off from a small result-screen prompt.
  • Players who keep tips off get one more offer after three failed Standard runs, and accepting it resets tutorial progress so tips can replay cleanly.
  • The first kill now nearly fills the first XP bar again, and the second kill opens the first level-up reward.
tutorialpolishingbalance
v1.1.73: Support diagnostics become opt-in2026-07-01 · Link

The settings window now treats enriched support diagnostics as a clear opt-in, and run reports ignore extra troubleshooting bundles unless that account setting is enabled.

Settings

Enriched diagnostics
Troubleshooting diagnostics could be enabled by default through older settings. -> Enriched support diagnostics start off and require the Settings toggle.

Players have clearer control over extra support data attached to run reports.

  • Enriched diagnostics are off by default for new and migrated settings.
  • The settings toggle now explains that sanitized support diagnostics are attached only after the player opts in.
  • Run reports continue to save compact aggregate run diagnostics, while larger troubleshooting details stay out unless the opt-in is enabled.
settingssupportanalyticspolishing
v1.1.72: Save status is clearer2026-07-01 · Link

Run results and account settings now explain whether progress saved locally, synced to an HL account, is waiting for retry, or needs account recovery.

Progression confidence

Run result save status
Some local or account-disconnected run results could show vague or missing save status. -> Result screens label local device saves, HL account saves, pending retries, and rejected saves with distinct copy.

Players can tell whether a finished run is safe, waiting for reconnect, or needs account attention.

Settings save mode
The settings window had an icon-only sync signal and an offline cache panel, but no direct progression save explanation. -> Settings shows the current progression save mode in its own compact panel.

Players can distinguish browser asset caching from run, unlock, achievement, wardrobe, and settings progression sync.

  • Guest and browser-local run results now say when progress was saved on this device instead of leaving the save area empty.
  • Account-backed pending and failed saves now include recovery guidance so players know to keep browser data and reconnect with the same HL account.
  • Settings now shows account progression save mode separately from the offline asset cache state.
polishingofflineprogression
v1.1.71: Settings clarify tutorial prompts2026-07-01 · Link

The settings menu now shows Tutorial prompts as an enabled-by-default option, with a compact reset icon for showing tips again.

Settings

Tutorial prompts
The settings row used negative onboarding copy, so players had to leave an option off to keep tips on. -> The row now reads Tutorial prompts and starts checked for fresh players.

Players can scan the setting faster and turn tips off without parsing a double negative.

Prompt reset
The reset action used a full text button beside the setting. -> The action now uses a compact refresh icon with hover text.

The settings row uses less space while keeping the reset action discoverable.

  • Tutorial prompts now read as a positive setting that is on by default for fresh players.
  • The helper text is shorter, and the reset action now uses a compact refresh icon with hover text.
polishingsettingsui
v1.1.70: First runs reach the first reward faster2026-06-30 · Link

The first kill now triggers the first level-up, and hero selection keeps the chosen hero visible while explaining guest progress.

Early journey

First reward timing
The first opening kill usually filled most of the XP bar, then the second kill opened level 2. -> The first opening kill reaches level 2.

New runs give players a meaningful choice immediately after their first combat success.

Hero select copy
Guest account copy could replace the selected hero name in the start bar. -> The action bar keeps the chosen hero name and explains that guest progress stays local.

The path from choosing a hero to starting a run is clearer without adding onboarding screens.

  • Level 2 now needs less XP so the first opening kill immediately opens the first reward choice.
  • Hero selection keeps the selected vocation name in the action bar during guest runs instead of replacing it with account status.
  • Guest copy now explains that local progress stays on the device without blocking the path into Single player.
early-gamepolishingprogressionui
v1.1.69: Endless chest economy steadied2026-06-30 · Link

Endless now ramps early gold more like Standard, caps chest prices to the final campaign economy, and only refills a small chest floor.

Endless economy

Opening gold
Fresh Endless starts could earn gold at the full final-map economy immediately. -> Fresh Endless gold now ramps up during the build-up window.

The first minutes should feel less flooded with gold.

Chest prices
Endless chest costs could keep climbing past the campaign economy. -> Endless chest costs now cap at the final campaign economy after the opening discount.

Prices still matter without running away from the reward curve.

Timed refresh
Endless could refill far more chests than the map needed. -> Endless timed refreshes only spawn enough chests to bring the map back to three unopened chests.

Chest pressure stays present without turning Endless into a full-map refill loop.

  • Direct Endless gold rewards now ramp through the opening build-up instead of starting at the full final-map economy.
  • Endless chest prices now stop at the final campaign economy instead of climbing by deeper Endless map level.
  • Timed Endless chest refreshes now only backfill the map to three unopened chests.
  • Standard runs still use their normal hidden map chests and do not run timed chest refills.
v1.1.68: Run loading reads cleaner2026-06-30 · Link

The run loading splash is smaller, more responsive, and now shows what is actually being prepared with occasional game-world jokes.

Run loading

Compact splash
The run loading window was much larger than the content inside it. -> The loading splash now sizes itself around the actual logo, copy, and progress bar.

Starting a run feels tighter on desktop and mobile.

Phase copy
The loading text grouped terrain, monsters, effects, and loadout into one vague line. -> The splash now names the current preparation step and can occasionally show approved game-world jokes.

Players get clearer feedback while the run gets ready.

Progress fidelity
The loading bar could jump ahead quickly and then sit while later work finished. -> Progress now uses the current phase, recent local timing, and real asset readiness events.

The bar better matches the time the splash actually spends on screen.

  • The run loading panel now uses a compact responsive size instead of a wide empty card.
  • Loading text now advances through specific steps such as terrain, monster sprites, hero loadout, spell effects, and the first battlefield frame.
  • The loading bar now follows real preparation phases more closely and avoids reaching completion before the run handoff is ready.
  • A small chance of obvious game-world joke lines can appear while loading.
v1.1.67: Wiki tables show the game at a glance2026-06-30 · Link

The public wiki now shows monster sprites, equipment icons, clearer rarity styling, and practical boss guard-break notes.

Wiki

Monster visuals
The monster wiki table listed names and numbers only. -> Monster rows now include south-facing creature sprites.

Players can recognize enemies faster while still filtering and paging the large table.

Equipment visuals
The equipment wiki table did not show item icons or leaderboard-style rarity frames. -> Equipment rows now include compact item icons and rarity chips.

Gear pages are easier to scan by item identity and rarity.

Boss guard notes
The boss page mixed invulnerability wording with a confusing weakness-window column. -> The boss page now lists each campaign boss guard-break action and summon behavior.

Boss counterplay is clearer without implying hidden immunity phases.

Navigation

Docs typography
Top navigation text was small beside the language selector. -> The top navigation uses the normal docs font at a readable size, and the wiki title is larger.

The public wiki header is easier to scan on desktop.

  • Monster tables now include south-facing creature sprites while keeping search and pagination.
  • Equipment tables now show item icons and rarity styling that matches leaderboard build icons.
  • The boss page now explains each campaign boss guard break and whether the boss calls helpers.
  • Wiki navigation text is easier to scan next to the language button, and the site title is larger.
documentationpolishingassets
v1.1.66: Tutorial tips get out of the way2026-06-30 · Link

Onboarding tips now finish when ignored, complete when players do the requested action, and can be opted out or reset from a player profile.

Onboarding

Less intrusive tips
A tutorial callout could stay visible if the player ignored it. -> A visible callout now finishes itself after 10 seconds without input.

Tips should teach the first run without feeling stuck on screen.

Action completion
Some tips could return even after the player used the highlighted control. -> Start, reward, retry, menu, and local multiplayer reward actions now complete their related tips.

Players should see fewer repeated prompts after they have already learned a control.

Run loading handoff
A menu tooltip could carry over in front of the run loading splash. -> Onboarding clears during loading transitions and waits for a visible target before rendering again.

Starting a run now shows the loading screen cleanly.

Settings

Tip controls
Players could hide onboarding, but not reset it or opt out before the first prompt. -> Fresh profiles can skip tutorial tips up front, and Settings can reset completed tips later.

Returning and new players get clearer control over onboarding.

  • Fresh profiles now choose whether to see tutorial tips before the first prompt appears.
  • Ignored onboarding popups now close and finish instead of lingering over menus or combat.
  • Reward, retry, menu, and run-start tips now complete from the matching player action more reliably.
  • Settings now includes both the existing onboarding off switch and a reset button for showing tips again.
polishingonboardingsettingsmobile
v1.1.65: First runs teach the flow more gently2026-06-30 · Link

New players now get lightweight one-at-a-time prompts for starting runs, moving, choosing rewards, retrying, and finding newly useful menu options.

Onboarding

Guided first run
Fresh players had to infer the run flow from a full menu and normal reward screens. -> The game now points at the next useful control for first run, movement, rewards, spell bar, retry, and later discoveries.

Starting and learning a run should feel clearer without adding a heavy tutorial.

Menu discovery
Achievements and Referrals were visible before they were useful. -> They appear after run progress makes them relevant, while Shop, Skins, Settings, the guide, community link, and patch notes remain available.

The first hero picker is quieter while experienced players still keep core navigation.

Settings

Prompt control
Onboarding prompts had no player-facing off switch. -> Settings now include Hide onboarding prompts, saved locally or to the account when available.

Players who know the game can turn prompts off once and keep playing normally.

  • Early prompts now glow one useful control at a time instead of crowding the hero picker.
  • Achievements and Referrals stay tucked away until run progress makes them useful.
  • Settings are available from the start, including a Hide onboarding prompts toggle that stays saved.
  • Persistent party chat now starts off for new settings profiles.
polishingonboardingsettingsmobile
v1.1.64: Runs render lighter on busy screens2026-06-29 · Link

Dense combat warnings now do less repeated canvas work, offline installs skip optional audit data, run-start loading stays in front of menu panels, and run-end reports include lightweight frame health summaries.

Performance

Dense warnings
Busy monster warning stacks could repeat tile scans and path construction during dense combat. -> Visible warning stack markers and timed warning fills reuse more work per frame.

Heavy fights should feel smoother on lower-end PCs and mobile devices without changing warning visuals.

Offline payload
Optional audit/adoption data was included in the offline pre-cache. -> Gameplay-critical data stays cached while optional tool data is served only when requested.

Offline installs and service worker updates have less unnecessary data to download.

Loading

Run-start handoff
The hero picker or menu panels could remain visually in front of the loading handoff after starting a run. -> The loading handoff now sits above normal menu panels while combat assets prepare.

Fresh run starts make it clear the game is loading instead of looking stuck on hero selection.

  • Stacked monster warning tiles now render through a lighter visible-tile pass while keeping the same visual ordering and danger readability.
  • Offline pre-cache no longer includes optional analysis data that gameplay does not fetch, reducing the offline install/update payload.
  • Run-start loading now stays above hero, shop, wardrobe, and other menu panels so fresh starts clearly show when combat assets are preparing.
  • Run completion reports now include FPS and frame-time summaries at run end only, without adding per-frame tracking.
performanceofflinemobilecooploadingpolishing
v1.1.63: Leaderboards start a fresh season2026-06-29 · Link

Public leaderboards now start from this release, death screens compare unofficial scores against the top five, and the boss wiki explains stages, guard breaks, and invulnerability text more clearly.

Leaderboards

Public season floor
Historical runs could remain visible on public leaderboard snapshots. -> Only runs from the current leaderboard season or later appear publicly.

Docs and in-game leaderboards start clean while old data stays retained internally.

Death result comparison
A Standard death only showed a local row without a ranked comparison. -> The result screen ranks the unofficial score against the frozen top five and labels it as not saved.

Players can see when a mid-run death score would have placed without changing official leaderboard rules.

Boss Wiki

Boss mechanics guide
The boss page covered guard breaks briefly. -> The boss page explains stages, five-chip guard breaks, vulnerable windows, recovery, and invulnerability text.

Players have a clearer reference for how boss state and damage windows work.

  • Public Standard and Endless leaderboards now only show runs recorded on the current leaderboard season or later.
  • Older validated runs remain retained internally as deprecated leaderboard data instead of appearing on the public docs or in-game leaderboard views.
  • Standard deaths still are not official public leaderboard entries, but the result screen now shows where the score would land against the frozen top five if it were a saved clear.
  • The public boss wiki now explains the six boss stages, five-chip guard breaks, vulnerability windows, and why guarded bosses are not invulnerable.
leaderboardsdocumentationuipolishing
v1.1.62: Endless starts cleaner and scales harder2026-06-29 · Link

Fresh Endless runs now ramp into Medium and Hard faster while keeping early monster counts, rewards, loading, map flavor, Magic Wall, and shard drops under tighter control.

Endless Mode

Hard difficulty timing
4.3 min -> 2 min

Endless should feel immediately dangerous without becoming unfair in the first minutes.

Normal monster cap
999+ -> 14 to 30

Rewards stay meaningful while the mode remains about survival pressure.

Boss reward phase
7+ -> 6

Endless boss XP and gold stay close to the campaign endgame baseline instead of double-stacking pressure phases.

Loading

Chosen map preload
Direct Endless loading could enter the arena before the selected map and special Endless assets were ready. -> The run loader freezes the chosen Endless layout and preloads that map, shard visuals, Magic Wall assets, and Endless boss assets.

Endless starts should show fewer missing or late-loading visuals.

Mode Flavor

Magic Wall and shards
Magic Wall appeared outside Endless and Endless Shards only surfaced as floating text. -> Magic Wall is now an Endless-only rune, maps get subtle rift-like flourishes, and shards appear as sprite pickups.

Endless has clearer identity and better pickup feedback.

  • Direct Endless starts now reach Medium after about one minute and Hard after about two minutes, then continue with normal difficulty timing.
  • Endless monster and boss rewards now stay close to the campaign endgame baseline instead of stacking unexplained XP or gold spikes.
  • Endless loading now prepares the selected map layout, shard art, Magic Wall blocker art, and Endless boss assets before the battlefield opens.
  • Endless Shards now drop as visible pickups with a small arc and collection effect instead of only showing text feedback.
endlessbalancepolishingassets
v1.1.61: Monster sprites preload before map spawns2026-06-29 · Link

Map loading now prepares the monster sprites, boss visuals, and boss helper creatures that can appear on the next map before play resumes.

Asset Loading

Monster spawn sprites
Some monsters could appear as fallback circles shortly after entering a map. -> The arrival loader now decodes the monster sprites likely to spawn on that map before the loading screen clears.

Map transitions should feel cleaner, with fewer visual pops when new enemies arrive.

Boss helpers
Boss helper or cocoon creatures could depend on gameplay-time image loading. -> Boss summon visuals are part of the map arrival preload.

Boss mechanics should reveal their creatures with the intended monster art already ready.

  • The map loading screen now covers the full campaign threat window for the incoming map instead of only a small early slice of monsters.
  • Boss helper and cocoon visuals are included in the same deterministic arrival preload.
  • Normal play should no longer show fallback creature circles while monster art catches up.
assetsloadingmonsters
v1.1.60: Monster warnings leave better dodge lanes2026-06-29 · Link

Dense monster telegraphs now give committed movement enough time to finish and carve small escape lanes from crowded warning shapes, making perfect tile dancing more readable under pressure.

Combat Readability

Dodge timing
Overlapping monster telegraphs could resolve before a committed tile step had enough time to finish and move again. -> Player-near non-boss telegraphs now include a movement-budget lead floor.

Dense warning patterns should feel more danceable for players with precise timing.

Crowded warning shapes
Large warning footprints could cover the player and most nearby escape tiles at once. -> Crowded non-boss footprints carve a small adjacent lane while keeping the current tile threatened.

Skilled players should have a clearer safe tile to step into without making the attack harmless.

  • Non-boss monster warnings that threaten the player's committed tile now respect the player's remaining step time, next step time, and a small reaction window.
  • Large or crowded non-boss warning shapes carve a short nearby lane without removing the required player-threatening tile.
  • The change keeps attacks dangerous while giving skilled players a clearer chance to chain clean dodges through overlapping warnings.
combatpolishingtelegraphs
v1.1.59: Map relics and corpses clean up2026-06-29 · Link

Darama shrine pieces no longer repeat the unique blue statue cluster, Blackforge lava cracks stop appearing as cropped dirt-like patches, and Sandstone Scorpions now drop their matching corpse sprite.

Map Polish

Darama shrine statue repeats
The unique blue creature statue compound could appear several times in one Darama point of interest area. -> Random shrine scatter now uses smaller relic pieces while the large blue statue cluster remains available only for authored placement.

Darama shrine areas should keep their uniqueness instead of looking like repeated statue fragments.

Blackforge lava cracks
Lava-crack art could appear as isolated cropped patches on basalt. -> That art is reserved for lava-hazard terrain instead of random accent and decoration blobs.

Map 5 should avoid the hard-edged earth-looking patches.

Sandstone Scorpion corpse
Sandstone Scorpions dropped a gold-looking furious scorpion corpse sprite. -> They now drop the matching sandstone scorpion corpse sprite.

Corpse drops should read as the defeated monster instead of a chest-like object.

  • The large blue Darama statue cluster is now authored-only instead of part of the random standalone shrine scatter pool.
  • Blackforge lava cracks stay reserved for lava-hazard terrain and no longer scatter as isolated floor accents or decorations.
  • Sandstone Scorpion corpse drops now use the bespoke sandstone scorpion corpse art instead of the furious scorpion gold-looking corpse.
bugfixmappolishing
v1.1.58: Map clutter spreads out2026-06-29 · Link

Repeated trees, shrine statues, and war banners now thin out locally, while Inferno portal writing stays on general stone without nearby object clutter.

Map Polish

Repeated map props
Some procedural blocks could stamp the same tree, shrine statue, or banner several times in the same visible area. -> Those standout props now keep at most a couple of local repeats before the generator leaves more breathing room.

Tiquanda, Darama, and Blackforge points of interest should feel more scattered and less copy-pasted.

Inferno portal writing
The red circle could appear on blood rivers and surrounded by extra clutter. -> The writing now prefers normal Inferno stone and appears by itself.

Portal markings read more clearly as ground writing instead of a corrupted object pile.

  • Local scatter now limits repeated copies of the same standout tree, shrine statue, or war banner in a small neighborhood.
  • Blackforge war banners use the same repeat guard even when generated as floor accents.
  • Inferno portal writing now skips blood and lava-dressing floors and no longer spawns with bones or pillars attached to it.
bugfixmappolishing
v1.1.57: Tiquanda ponds keep their shape2026-06-29 · Link

Tiquanda Edgewood pond bends now keep their water, sand, and trail pieces aligned so the shore no longer breaks into mismatched strips.

Map Polish

Tiquanda pond bends
Some Edgewood pond instances could show split water, square sand gaps, or a trail cutting through the pond clearing. -> Pond water, shore sand, and the nearby jungle trail now use one coherent authored layout.

Map 2 pond clearings should read as intentional Tiquanda terrain instead of corrupted tile assembly.

  • Pond water now comes from the authored pond piece grid instead of a second procedural shape.
  • The pond trail route now bends around the water instead of crossing through the pond center.
  • Shifted pond placements keep their sandy apron so water and shore borders stay coherent across seeds.
bugfixmappolishing
v1.1.56: Campaign balance sharpens the run curve2026-06-29 · Link

Standard runs now ask for attention earlier, level 2 arrives on the second kill, difficulty labels step harder when they change, and bosses plus class progression were retuned around active play.

Balance

Opening pressure
Level 2 could arrive after 1 kill, and tanky openings could drift past the 4-hit danger target. -> Level 2 arrives after 2 kills, and the first monster kills vocations in about 3.07-3.90 hits.

The first minute asks for movement, pickups, and positioning without turning A0 into an early wall.

Campaign flow
Difficulty could keep scaling inside a 5-minute label window. -> Each difficulty label now uses 1 static value until the next 5-minute step.

Power gains should feel stronger before each step, then the next map or difficulty tier should feel meaningfully sharper.

Boss and build progression
Some A0 class routes had 0 clears in 2 validation runs. -> Every vocation now has 1 clear in 2 A0 validation runs, with 4 clears in 8 runs overall.

Bosses should be scary but learnable, with cleaner payoff from skills, upgrades, and equipment.

  • Opening monsters now hit hard enough that standing still is dangerous, while active movement and early upgrades still keep A0 clears doable.
  • The first kill no longer grants level 2 by itself; XP requirements and early monster XP now make the second kill the first level-up point.
  • Difficulty labels now act as clear step changes instead of gradually sliding inside each label.
  • Boss damage, telegraph caps, class stats, player HP growth, equipment defense, and map monster pressure were retuned together to preserve flow through the full campaign.
balancecampaigncombatprogression
v1.1.55: Dense battles get clearer performance profiling2026-06-28 · Link

Stress runs now report the busiest canvas render phases, dense combat profiles keep their intended projectile and text load, and offscreen monsters skip extra sprite layout work.

Performance

Render profiling
Dense battle profiles reported a single render-frame number without showing which canvas phases were most expensive. -> Profiles now list the top canvas render phases and their average, p95, and render-share costs.

Future combat polish can target measured hotspots instead of guessing from total frame time.

Offscreen monsters
Every living monster could pay sprite-layout and plate preparation costs before visibility rejection. -> Monsters outside the world view are rejected before that heavier presentation work.

Dense maps waste less render work on creatures the player cannot see.

  • The dense render stress report now names top render phases such as telegraphs, creatures, floating text, pickups, and indicator-canvas feedback.
  • Visual-only stress projectiles, spell areas, and combat text now stay present long enough for repeatable dense battle profiling.
  • Offscreen monsters are culled before sprite layout and health-plate work while visible draw order stays unchanged.
polishingperformancecombat
v1.1.54: Battlefield pointers stay behind HUD2026-06-28 · Link

Chest pointers, pickup text, and reward animations now stay below spell icons, the XP bar, and blocking run panels.

UI Polish

Battlefield feedback layer
Offscreen chest pointers and some chest animations could sit over spell icons, the XP bar, or blocking panels. -> Those battlefield feedback effects now render below HUD and panel layers.

Important controls and run panels remain readable when nearby chests, rewards, or map pointers are active.

  • Offscreen pointers for chests, portals, bosses, shrines, mounts, NPCs, and allies now render in a battlefield feedback layer beneath HUD chrome.
  • Chest reveal and failed-open effects stay below pause, level-up, portal, and result panels instead of sitting over them.
  • The visual layer order is now explicit and consolidated, making future HUD adjustments easier to review.
polishinguichestsmap
v1.1.53: Boss burst uses visible damage sources2026-06-28 · Link

Knight bleed keeps ticking from current boss HP, hidden class boss-damage bonuses were removed, and small visible boss-damage rewards now live on Bastesh, Execution, and Fate.

Balance

Boss bleed ticks
Up to the same 3.6x+ direct-hit boss multiplier stack as physical hits. -> 1.0x direct-hit boss burst multiplier for player status ticks.

Inflict Wound bleed remains pressure over time instead of being weighted like a boss chunk hit.

Class boss burst
maximum hidden class boss-only damage bonus
4.3 -> 0

Boss damage spikes now need to come from visible damage, finishing, Fate, shrine, item, or encounter systems instead of a hidden class scalar.

Visible boss damage
largest single approved explicit boss-damage reward; Bastesh is +5% and Execution is +3% per rank
0% -> 25%

Boss pressure can grow through readable Bastesh, Execution, and Giant Killer progression without restoring large default boss multipliers.

Diagnostics

Boss damage sources
Saved run diagnostics showed boss timings, but not the exact source of the biggest boss hits. -> Each boss split includes top player damage sources and the largest hit with direct/status classification.

Support and balance reviews can identify whether a spike came from bleed, a direct spell, or basic attacks.

Legacy mastery state
Old mastery fields, including Predator, were still serialized and reported despite not being active gameplay. -> Runtime snapshots and diagnostics no longer emit legacy mastery data.

Build data reflects active systems only.

Shrine reward callouts
Shrines granted favor mostly through the status bar and run log. -> Completing a shrine pops short lane labels for the gained bonuses.

Players get faster feedback about what the shrine changed without reading exact numeric copy mid-fight.

  • Player-applied status ticks on bosses no longer receive direct-hit boss, low-health, focus, guard-break, or idle-punish burst multipliers.
  • Class boss-only damage bonuses and stale mastery state were removed so boss damage comes from visible damage lanes, finishing damage windows, encounter mechanics, or future explicit rewards.
  • Run diagnostics now record each boss's top player damage sources and largest player hit, including whether the hit was direct damage or a status tick.
  • Bastesh's Favor, Execution ranks, and the new Giant Killer Fate can add small explicit boss-damage bonuses.
  • Shrine completions now show short floating bonus callouts, such as +atk dmg, +crit dmg, and +boss dmg.
balanceknightdiagnosticsshrinesfate
v1.1.52: Run summaries gain support IDs2026-06-27 · Link

Validated run summaries now show a discreet RunID for support, browser zoom no longer reveals extra map intel, result progress markers line up with their actual run progress, and spell descriptions better match current behavior.

Run Support

Validated RunID
Players had no easy run-specific identifier to share after a validated run. -> Validated post-run screens show a discreet RunID on the result card.

Support can cross-reference the reported run with stored validation and progression records.

Visibility

Browser zoom
Zooming the browser out could reveal a much larger chunk of the map. -> Single-player map rendering stays capped to the normal playfield size and leaves extra browser space empty.

Players cannot gain extra map intel by changing browser zoom.

Co-op map coverage
World cache pruning was centered on the local player. -> Multiplayer keeps loaded map coverage around every active party member.

Separated co-op players keep the coverage needed for stable play.

Run Results

Progress marker
The result-screen character sprite could sit slightly past the real progress point. -> The sprite's right foot anchors to the progress point on the bar.

The result track reads more accurately.

Spell Copy

Spell descriptions
Some spell copy still described older behavior, such as Protector implying an attack boost. -> Protector, recovery spells, light condition spells, and related wiki descriptions match current spell data and effects.

Players get more accurate expectations from class selection, rewards, tooltips, and the wiki.

  • Validated run summaries now reveal a small gray RunID on the edge of the card so players can share the exact run with support.
  • Browser zooming out keeps the playable map view capped around the normal 1920x1080 field of view; extra browser space stays empty instead of revealing more map.
  • Multiplayer runs still keep world data around each party member so players can drift apart without losing loaded coverage.
  • The run-result progress character now anchors to the actual progress point on the bar.
  • Protector and other updated spells now use descriptions that match their current data and live effects.
polishingsupportvisibilityspellscoop
v1.1.51: Inflict Wound bleed is controlled on bosses2026-06-27 · Link

Knight bleed keeps its current-HP identity, but repeated Inflict Wound casts no longer stretch an already active bleed window into excessive boss uptime.

Balance

Inflict Wound bleed
Local tuning could apply a 10 second player bleed at 3.0-4.8% current HP per tick before rank and duration modifiers, and repeated casts could refresh the active duration. -> Inflict Wound uses the shipped 8 second, 1 second tick profile with 0.022-0.034 fractional data values, and reapplications add 0ms to an already active player bleed duration.

Bleed remains useful as Knight boss pressure, but it should no longer become a passive boss-melting route through duration refreshes or mismatched data units.

  • Inflict Wound now uses the same 8 second bleed profile in local tuning, wiki data, and extracted content.
  • Recasting Inflict Wound while a player bleed is already active no longer refreshes that bleed's remaining duration.
  • Balance audit runs now report top damage sources and boss status uptime so future dominant routes can be tested inside the game instead of corrected through final score multipliers.
balanceknightspells
v1.1.50: Hero select and run start no longer freeze2026-06-25 · Link

Guest players can reach hero select and start a solo run again after the map placement update, instead of staying on the launch or loading screens.

Stability

Run startup
The v1.1.49 map placement update could lock the page while preparing hero select or starting a solo run. -> Pre-run rendering stays lightweight, and map placement checks use raw terrain support instead of recursively asking for more POI placement.

The game should load into hero select and enter a solo run normally.

  • The launch screen now skips expensive battlefield drawing until a run actually exists.
  • Map placement support checks no longer recursively resolve nearby landmark placements while building the first Sunfield and Tiquanda chunks.
  • Solo run start remains responsive while the new placement authority builds terrain, paths, and landmark scenes.
criticalhotfixmapsstability
v1.1.49: Procedural maps place landmarks cleanly2026-06-25 · Link

All six campaign maps now share the same placement authority for terrain borders, roads, POI footprints, scattered props, and multi-tile objects, so landmarks stay intact and terrain transitions read more naturally.

Maps

Placement authority
Roads, POIs, scattered props, collision, hazards, and multi-tile art could be selected independently. -> Maps now reserve path, POI core, apron, collision, hazard, no-spawn, and object claims before drawing final terrain and objects.

Major scenes should avoid road cuts, cropped sprites, and scenery bleeding into landmark borders.

Terrain borders
Some bordered terrain families used generic neighbor checks that did not match their real sprite footprint. -> Map borders now use the approved edge contracts for grass, ponds, bogs, sand, mountain rock, blood, lava, and dark-stone transitions.

Terrain layers should connect with fewer hard seams, missing borders, and wrong-color separators.

Complete objects
Cropped rock pieces, partial landmarks, and POIs on the wrong terrain could slip into generated maps. -> Wells, boulders, huts, sarcophagi, mountain rails, Exaltation Forge, red portals, and lava fountains now resolve as complete approved objects or skip placement.

Multi-tile objects should appear as intentional scenes instead of loose fragments.

  • Landmark scenes now check their borders, blocked spaces, visible art, and nearby safety room before appearing.
  • Small scattered props now stay out of roads, landmark scenes, danger floors, and safe starting space.
  • Large objects now place as complete scenes instead of leaving partial pieces when their space is blocked.
  • Sunfield, Tiquanda, Venore, Darama, Blackforge, and Inferno now keep terrain variations, borders, and POI objects in their approved map families.
  • Blackforge rails, mountain edges, Exaltation Forge placement, and Inferno lava/fountain scenes now use complete authored assemblies.
  • Venore bogs, Tiquanda water edges, Darama tomb objects, and Sunfield crop/flower/rock details now use tighter terrain and collision rules.
mapspolishingprocedural-generation
v1.1.48: Wardrobe Lux prices are easier to reach2026-06-22 · Link

Paid wardrobe outfits and mounts now cost less Lux, sale prices are lower too, and the Skins window can take you straight to the shop with the missing Lux amount already typed in.

Wardrobe

Standard paid outfits
350 Luxcoins -> 175 Luxcoins

Warrior, Barbarian, Ranger, Herbalist, and Summoner are easier to unlock.

Premium paid outfits
475 Luxcoins -> 250 Luxcoins

Shaman and Wizard now sit at the lower wardrobe price tier.

Paid mounts
700 Luxcoins -> 350 Luxcoins

Racing Bird, Draptor, and Noble Lion use lower base mount prices.

Sale final prices
250 Luxcoins -> 125 Luxcoins

Arbalester and Noble Lion keep their sale flags with lower final prices.

Addon shard prices
Default skins cost 10 and 25 shards; paid skins cost 15 and 35 shards. -> Default skins still cost 10 and 25 shards; paid skins still cost 15 and 35 shards.

Endless Shard addon progression is unchanged.

Shop

Missing Lux prompt
Wardrobe purchases that needed more Lux could leave you on the Skins screen. -> The Skins screen opens the shop and pre-fills the exact missing Lux amount.

Buying the Lux you need for a selected skin or mount takes fewer steps.

  • Standard paid outfits now cost 175 Luxcoins instead of 350.
  • Shaman and Wizard now cost 250 Luxcoins instead of 475.
  • Racing Bird, Draptor, and Noble Lion now use 350 Luxcoin base mount prices instead of 700.
  • Arbalester and Noble Lion sale prices now land at 125 Luxcoins.
  • Wardrobe addon prices still use the same Endless Shard costs: 10 and 25 shards for default skins, 15 and 35 shards for paid skins.
  • Clicking your Lux balance in Skins opens the shop, and trying to buy a skin or mount without enough Lux opens it with only the missing amount prefilled.
balanceshopwardrobecosmetics
v1.1.47: Checkout buttons get cleaner currency copy2026-06-22 · Link

The Mana Panic shop now labels card checkout buttons as Pay in USD and Pay in BRL after you choose a Lux amount, keeping the currency flags without showing converted price estimates.

Shop

Checkout button copy
Card checkout buttons showed converted price estimates after players entered a Lux amount. -> Card checkout buttons use clear currency labels while keeping the USD and BRL flags.

The shop checkout handoff is cleaner while the selected Lux amount still drives the purchase.

  • USD card checkout now uses the shorter Pay in USD button label.
  • BRL card checkout now uses the matching Pay in BRL button label.
  • Currency flags stay visible on the checkout buttons, and the Lux amount still controls the checkout request.
polishingshoppayments
v1.1.46: Directional spells now mark every cast tile2026-06-21 · Link

Beam and wave spell casts now keep visible VFX on every affected tile without showing the hover-style range squares during normal attacks.

Spell Visuals

Directional cast tiles
Sparse beam and wave effect sheets could be consumed by the first combat update, covered by creatures, or blend into the battlefield, while the readability fallback looked like a hover range preview. -> Every visible tile in a beam or wave cast gets readable elemental VFX that survives the live update tick without drawing range squares.

Directional spells should clearly show their cast VFX while keeping range tiles limited to hover previews.

  • Fire Wave, Energy Beam, Great Energy Beam, and the rest of the wave-family spells now render their cast VFX above creatures and the player.
  • Each affected beam or wave tile now gets elemental VFX that remains visible while the spell shout and damage feedback are still on screen.
  • The live combat updater no longer consumes the visual footprint immediately after applying a spell's one-shot status effects.
  • The square range tiles are reserved for spell-icon hover previews and no longer draw during normal casts.
  • Gold, XP, and other pickups still render above the cast flash so loot remains readable during combat.
polishingcombatspells
v1.1.45: Wave spell effects are easier to read2026-06-21 · Link

Directional wave casts now center the visible magic effect on each affected tile, making Fire Wave and other wave-family spells much easier to see in combat.

Spell Visuals

Wave cast VFX
Some wave spell sheets were scaled from their full transparent frame, making the visible flame, ice, energy, plant, or hit pixels feel small and offset. -> Wave spell casts fit and center the trimmed visible effect art on every affected tile.

Directional wave spells should be visibly easier to read at the moment they are cast.

  • Fire Wave, Great Fire Wave, Ice Wave, Strong Ice Wave, Energy Wave, Terra Wave, and Front Sweep now draw their visible effect pixels centered inside each wave tile.
  • Wave cast effects still use the dedicated spell-cast layer, so they remain readable around creatures, foreground props, and drops.
  • Practice wave variants remain out of normal run choices, keeping the playable spell pool unchanged.
polishingcombatspells
v1.1.44: Endless bosses get family identities2026-06-21 · Link

Endless boss spawns now favor dedicated family bosses with capped pressure scaling, while campaign bosses remain rare throwbacks.

Endless Bosses

Boss selection
Dedicated Endless-family profile share in deterministic boss samples
0 -> 85.7

Boss fights should feel less random and more tied to recognizable creature families, with standard campaign bosses left as rare returns.

Boss scaling
Visible-phase HP multiplier example versus the new capped Endless HP pressure multiplier
26.1 -> 1.95

Endless bosses can keep escalating through separate capped HP, damage, mechanic speed, XP, gold, and gear-quality pressure instead of runaway phase-only scaling.

  • Endless-specific bosses now dominate the Endless boss pool, with campaign bosses spaced out as occasional standard-profile returns.
  • Endless boss HP, damage, mechanic speed, XP, gold, and gear quality now scale through separate capped pressure inputs instead of visible phase alone.
  • New Endless boss families use shipped classic creature sprites, family summons, movement tendencies, mechanic cycles, damage identity, and guard-break conditions.
balanceendlessbosses
v1.1.43: Spell wave cast effects are easier to see2026-06-21 · Link

Wave and beam spell casts now keep their magic effects visible long enough to read, with drops still rendering above the spell flash.

Spell Visuals

Wave cast VFX
Ice Wave, Fire Wave, and same-family area spell casts
Some wave spells could hide behind foreground props or disappear before their effect sheet was readable. -> Wave and beam casts render in a dedicated spell-cast layer and stay visible for their readable animation pass.

Players can see when directional area spells actually fire without losing sight of nearby drops.

  • Ice Wave and other wave-family spell casts now use a dedicated battlefield layer above foreground props.
  • Gold and XP drops still draw above spell-cast effects, so loot remains readable during combat.
  • Animated spell effects now stay up long enough to show their readable sheet frames instead of disappearing after only a few frames.
polishingspellsvisuals
v1.1.42: Blackforge corners fit the rock edge again2026-06-21 · Link

Map 5 rock-soil borders now use the corner placement that matches their edge footprint, without changing the other standard maps.

Map Polish

Blackforge rock corners
standard map 5
Some Map 5 rock-soil edges used corner pieces that did not bridge cleanly between the gray rock and surrounding dark basalt. -> The Blackforge rock-soil border family now selects the edge-footprint corner placement.

Map 5 stair-step borders should fit the rock edge without affecting the other maps' current border behavior.

  • Blackforge rock-soil borders now opt into edge-footprint Wang placement by border family.
  • Map 6 blood pools keep their foreground-floor opt-in, and other border families keep their existing resolver.
  • The map contract now protects both scoped opt-ins so the alternate corner logic stays limited to the terrain that needs it.
mapspolishing
v1.1.41: Inferno blood edges regain their fit2026-06-21 · Link

Map 6 blood pools now use the edge-footprint border placement they need, while the rest of the standard map borders keep their current resolver.

Map Polish

Blood pool edges
standard map 6
Some Map 6 blood pools used the default corner resolver and picked jagged edge pieces that did not match the pool footprint. -> Blood pools now select the edge-footprint placement for their dark-stone border pieces.

Inferno blood pools should look closer to the previously approved pool edge shape without changing the other maps' current borders.

  • Inferno blood floors now opt into the same edge-footprint component placement used by border families with that footprint.
  • Alias-ready border grammars still keep the default resolver for their normal terrain edges.
  • The map contract now protects the blood-floor opt-in so it does not spread to other foreground floors.
mapspolishing
v1.1.40: Border corners stay biome-specific2026-06-21 · Link

Border grammars now choose corner placement from their own mask footprint, so Darama's sand edge keeps fitting correctly without changing other maps.

Map Polish

Biome-specific corners
standard maps
The edge-footprint placement used by one sand border family was applied to other standard map borders and made their corners pick the wrong pieces. -> Each border grammar now selects the resolver that matches its own corner-mask footprint.

Map 1 and the other non-Darama maps should regain their expected road and terrain corner shapes without changing the approved Darama result.

  • Border families that do not declare diagonal aliases on their outer corners now use the edge-footprint placement needed for those tiles.
  • Border families that do declare diagonal outer-corner aliases keep the default resolver, restoring their previous road and terrain corners.
  • The map contract now checks the grammar data so only the shipped border family with that footprint gets the edge-footprint treatment.
mapspolishing
v1.1.39: Darama borders lock into place2026-06-21 · Link

Darama's sand-to-cracked-earth borders now use the approved sand-edge footprint so diagonal steps bridge cleanly across the whole standard map.

Map Polish

Darama edge placement
standard map 4
Some diagonal sand-to-cracked-earth steps used the right border family but chose pieces from the wrong corner footprint. -> Darama now places those stair-step pieces across all diagonal directions so the sand border bridges cleanly into the cracked-earth path.

Desert road edges should look continuous instead of zig-zagging with mismatched corner tiles.

  • Map 4 standard Darama now places stair-step corners from the sand border footprint so each sand edge meets the matching cracked-earth edge.
  • The approved 12-piece Darama sand border family is still used without generated art or runtime reference-folder reads.
  • A map contract now protects the approved Darama edge placement so future border work cannot silently flip the pieces again.
mapspolishing
v1.1.38: Standard map borders get a cleaner pass2026-06-20 · Link

Standard maps now use a shared role-based border solver so sand, grass, jungle, bog, rock-soil, and dark-stone transitions can render as cohesive terrain shapes.

Map Polish

Darama borders
standard map 4
Some sand-to-rock transitions skipped diagonal border pieces, put borders on the wrong side, showed sandstone-like filler, or wrapped tiny sand notches inside cracked roads. -> Darama uses the approved sand floor and 12-piece border grammar on a cleaned cracked-earth mask for cleaner outer, inner, and diagonal shapes.

Desert paths and stone pockets should read as cohesive terrain objects.

Shared border logic
standard maps 1-6
Each biome could drift into slightly different terrain-border decisions. -> Standard map borders now resolve from the same side/corner grammar and can support 8-piece, 12-piece, or larger border sets.

Terrain transitions should be more consistent across current maps and future palette extensions.

  • Bordered terrains now use the same role-labeled Wang grammar for sides, outer corners, and optional inner corners across all standard maps.
  • Darama sand-to-rock borders now use the approved 12-piece sand grammar on exposed cracked-earth edges, including diagonal contact.
  • Darama cracked-earth modules now close tiny sand notches before borders are chosen, so the sand grammar renders as continuous paths instead of isolated blocky fragments.
  • Unapproved sandstone/grid floor tiles were removed from Darama's base sand palette.
  • Approved sand heap and sandy rock pile objects now appear as sparse desert details instead of terrain fills.
mapspolishingassets
v1.1.37: Standard map shapes get a cleanup pass2026-06-19 · Link

Several standard maps received stricter terrain-shape rules so POIs, bog pools, rails, and giant-tree scenery read as complete map objects.

Map Polish

Terrain fragments
standard map 1 and shared terrain generation
Small floor fragments could appear where a POI or accent layer did not have enough shape support. -> Those terrain layers now require stronger neighboring support before they render.

POIs should blend into the map without sudden single-tile terrain changes.

Bog and rail shapes
standard maps 3 and 5
Hazardous bogs and rail sprites could appear as one- or two-tile fragments. -> Bog hazards now form wider pool shapes, and rail art is reserved for real path structures.

Hazards and rails should look intentional instead of scattered.

Giant tree layering
standard map 2
The large diagonal trunk could read as separated pieces and block too much of the nearby walkable area. -> The tree uses one approved diagonal compound, blocks only at the base, and renders its upper layers over the player.

Players can pass behind the top of the tree while the base still behaves like solid scenery.

  • Sunfield now rejects thin one-off floor fragments around POIs, crops, worn grass, and dark grass overlays.
  • Venore hazardous bog tiles now need enough nearby bog support to form pool-like shapes instead of narrow strips.
  • Blackforge rail and rail-cart sprites no longer scatter as random one-tile decorations away from rail paths.
  • Tiquanda giant-tree scenery now uses the approved diagonal compound with only the base blocking movement while the upper trunk renders in front of the player.
mapspolishingassets
v1.1.36: Standard map borders get a visual review pass2026-06-19 · Link

Tiquanda and Darama received follow-up fixes for shore corners, desert stone transitions, and giant-tree scenery.

Map Polish

Tiquanda pond shores
standard map 2
Some pond corners could read as small sand dots inside the water. -> Pond edge and corner masks now select the intended shore pieces more consistently.

Oasis and pond POIs should look more cohesive.

Darama desert borders
standard map 4
Sand-to-stone transitions could place shore pieces inside the stone mass. -> The 979-991 sand border family now stays anchored to cracked-earth edge tiles with exact outer and inner corner masks.

Tomb roads and cracked-stone rooms should form cleaner shapes.

Giant tree scenery
standard map 2 POIs
Nearby tree props could make the layered trunk read as separated pieces. -> The trunk compound remains visually isolated while nearby jungle clutter uses vines and bamboo.

The large tree POI should read as one composed object.

  • Tiquanda pond shores now use stricter edge and corner masks so sand corners do not rotate into the water.
  • Tiquanda giant-tree scenery now keeps the layered trunk as the clear focal object instead of placing extra tree caps beside it.
  • Darama sand borders now keep their shore pieces on the first cracked-earth tile and use a stricter 12-piece outer/inner border mapping.
mapspolishingassets
v1.1.35: Standard maps now use complete border grammar2026-06-19 · Link

The standard maps now share a stronger bordered-terrain contract, with cleaner shores, jungle roots, forge platforms, and inferno transitions.

Map Polish

Border contract
standard map generation
Some map terrains had partial or ad hoc border families. -> Standard maps now require a complete 12-piece static border set plus a middle terrain for at least one L2 glue terrain.

Future maps can reuse the same border grammar instead of fixing rotations case by case.

Terrain clipping
terrain rendering and POI footprints
POI terrain and accent layers could appear as sudden square tiles. -> Non-fill terrain layers now clip to the generated terrain mask.

Grass, field, jungle, sand, and forge overlays should transition more naturally.

Map-specific polish
standard maps 2, 4, 5, and 6
Some trees, pond corners, desert borders, skull props, and lava frames did not match their intended asset grammar. -> Map2, Map4, Map5, and Map6 now use more accurate layered objects, shore pieces, aspect ratios, and calm lava frame selection.

The later standard maps should look closer to the structure and finish level of Map1 and Map2.

  • Every standard map now declares at least one complete bordered terrain with the static middle tile plus cardinal, outer-corner, and inner-corner border pieces.
  • Terrain overlays now clip to their generated shapes instead of spilling abrupt square tiles across nearby paths or POIs.
  • Tiquanda Edgewood now renders its giant layered trunk as one diagonal multi-layer object and keeps pond sand corners aligned.
  • Darama Tombfields now uses the 979-991 sand shore family for cleaner sand-to-stone transitions.
  • Venore Mire, Blackforge Highlands, and Inferno Gate now include complete border families for their main glue terrain.
  • Inferno skull monuments keep their native aspect ratio, lava uses calmer base frames with sparse animated frames, and Blackforge gains a symmetrical machinery-eye yard POI.
mapspolishingassets
v1.1.34: Standard maps now keep cleaner terrain identities2026-06-18 · Link

The standard-map palette pass keeps ruined details tied to each map family, improves early map accent grammar, and gives mire/desert modules stronger structure.

Map Polish

Ascended details
standard and ascended map rendering
Some maps borrowed ruined details from other map families. -> Each standard map now defines its own decayed detail set for ascended blending.

Map identity should stay more coherent as ascension and endless runs layer extra decay.

POI placement rules
standard map generation
Several palette chance and weight values did not match the wireframe generator. -> Current map POIs now use explicit chance values that match how their wireframe modules are selected.

Future map polish can tune placement without unused schema fields obscuring the result.

Accent cohesion
Tiquanda Edgewood map rendering
Edgewood accent patches could break into isolated single-tile noise. -> Edgewood accents now use larger coherent patches that stay tied to trails and authored regions.

The jungle floor should read as a more intentional composition instead of scattered detail pixels.

Module structure
standard map wireframe rendering
Venore and Darama could render as valid but blocky primitive modules. -> Venore and Darama now pick modules around seeded spines and soften rectangular terrain edges.

Mire and desert maps should look more structured while preserving walkable connector grammar.

Border and POI grammar
standard map terrain and POIs
Some POIs looked clipped, some liquid types could touch directly, and some maps mixed weak border candidates. -> POI footprints now reserve more complete terrain shapes, Venore mud crossings are walkable floor instead of a competing liquid channel, Darama uses one coherent sand-border family, and Map5/Map6 now use separate border families that match their terrain.

Map transitions and landmark areas should read more like authored terrain pieces.

Reusable border rendering
standard map terrain borders
Transparent border tiles could borrow a nearby but visually wrong terrain-mask frame, and incomplete border families had ad hoc corner handling. -> Border rendering now resolves cardinal edges, outer corners, and inward diagonal notches through one reusable mask grammar with exact-frame selection plus diagonal and transformed corner fallbacks.

Grass, jungle, bog, sand, forge, and inferno transitions should stay more consistent across every generated rotation.

  • Standard map palettes now keep ascended and ruined details inside the same map asset family.
  • Point-of-interest placement chances now describe the actual wireframe-driven placement rules used by each current map.
  • Tiquanda Edgewood detail accents now have an explicit terrain layer instead of relying on ambiguous object-only entries.
  • Edgewood accent details now form more coherent patches along trails and authored object regions.
  • Venore Mire and Darama Tombfields now use stronger seeded module spines and softer authored terrain edges.
  • Standard map POIs now reserve fuller terrain footprints, keep Venore mud crossings separate from bog liquids, and use cleaner border families where available.
  • Blackforge Highlands now splits rock-soil fills from border tiles, while Inferno Gate uses dark basalt borders instead of brown forge soil.
  • Transparent terrain borders now use one reusable edge and corner grammar, including diagonal and transformed fallback corners when a map family does not ship every exact tile.
mapspolishingassets
v1.1.33: Opening combat now ramps into the first level-up2026-06-18 · Link

The first Mana Panic fights now take a few committed hits, chip the player meaningfully, and guarantee the first level-up on the second kill.

Opening Balance

First two kills
standard run openings
1 kill could immediately trigger level 2 in some openings. -> 2 kills are required for the first level-up, with kill 1 granting 75-93.8% of the level 2 XP bar.

Run starts should feel less empty while still giving every class a fast first build choice.

Early monster pressure
first minute combat pacing
5 HP was the normal-monster opening contact floor. -> 15.5% max HP is the first-minute normal-monster contact floor.

Early positioning and target choice should matter sooner without making the opener punishing.

  • Opening monsters now survive roughly three to five player hits instead of folding instantly.
  • The first kill now leaves the player close to level 2, and the second kill guarantees the first level-up.
  • Early monster contact deals visible but survivable damage across all four vocations.
  • The first boss now keeps its guard pressure in the opening five-minute window without breaking before death.
balanceopeningpacing
v1.1.32: Leaderboard score now rewards cleaner class mastery2026-06-18 · Link

Run scores now include capped bonuses for perfect kills, boss guard chip pressure, and visible vocation mastery routes.

Leaderboard Scoring

Skill bonuses
run result scores and public leaderboards
0 dedicated perfect-kill, guard-chip, or vocation-mastery bonus categories. -> 3 capped bonus categories for perfect kills, boss guard chips, and vocation mastery.

Clean execution and class-specific play should be easier to see and compare without replacing core action score.

  • Bosses and monsters can now grant perfect-kill bonuses when they are defeated without that specific enemy damaging the party.
  • Boss guard chip progress now contributes score before a full guard break, with per-boss caps to prevent farming.
  • Knight, Paladin, Sorcerer, and Druid each have visible mastery routes that feed the score breakdown without hidden boss handicaps.
  • Existing leaderboard rows remain compatible with the current score schema.
balanceleaderboardsscoring
v1.1.31: Loading screens now wait for the right visuals2026-06-18 · Link

Splash and map loading now hold until the next scene's required visuals are ready, while full offline caching waits for safer idle moments.

Loading

Scene readiness
boot, run start, and map transitions
Loading bars mostly tracked raw image counts. -> Loading bars track weighted scene phases and required visuals.

Players should see fewer moments where a loading screen clears before the next scene is visually ready.

  • Hero select now waits for the default class presentation before the boot splash clears.
  • Run and map loading progress now follows meaningful phases such as combat UI, scene assets, destination biome assets, and party readiness.
  • Offline asset caching pauses during run starts, gameplay, and map loading so it does not compete with the scene the player is waiting on.
  • A previous ready offline cache is preserved while a newer cache is being warmed.
polishingofflineloading
v1.1.30: Panic time now stays honest2026-06-18 · Link

Standard Mana Panic now freezes the official timer through warning and active escape pressure, and leaderboard build history uses the same effective time players see.

Timer Rules

Standard panic timer
Standard boss escape windows
1.00x timer advance during active Standard Mana Panic. -> 0.00x timer advance during Standard warning and active Mana Panic.

Run time, leaderboard time, and build-choice chronology now match the timer players see.

Final portal clear
Standard final boss escape
0 final portal interactions required after the final boss. -> 1 final portal interaction required after the final boss.

The escape remains meaningful after the final boss dies.

Leaderboards

Panic score windows
run results and public leaderboard records
1 combined action score window. -> 3 score windows: normal, Standard panic, and final panic.

Players can compare timer-frozen risk and reward score separately.

  • Standard panic warning and active escape pressure no longer add hidden minutes to the official run timer.
  • Build-choice history now records effective run time while keeping director-time context on each record.
  • Standard panic score is now broken out into normal, panic, and final-panic windows so frozen-time risk is visible.
  • The final boss freezes the official clear time, but the final portal is required to submit a Standard clear.
balanceleaderboardspanic
v1.1.29: Victory and top scores celebrate harder2026-06-18 · Link

Victory results and new top-three leaderboard placements now trigger a brief Mana Panic celebration burst that respects reduced-motion settings.

Run Results

Clear celebration
victory and post-clear result screens
Victory result screens relied on the card layout alone to mark the clear moment. -> Clear result cards now fire a compact Mana Panic-colored burst without blocking buttons or progression.

High-value clears feel more rewarding while the result screen stays usable.

Top-three score celebration
post-run leaderboard preview
A new local top-three leaderboard placement only animated the row and score count. -> Top-three local placements now add a one-shot celebration burst on the current leaderboard row.

Players get clearer feedback when a run is likely to land on the podium.

  • Victory and post-clear success result cards now emit a short gold-and-green celebration effect.
  • A local result that lands in the frozen run-start top three now gets a matching leaderboard burst on its score row.
  • Reduced-motion players keep the static result screen without scheduled celebration particles.
polishingresultsleaderboards
v1.1.28: Endless pressure stays active2026-06-18 · Link

Endless and late-run pressure refill empty battlefields faster, kite spawns threaten more angles, and post-clear Endless or Ascension buttons now return to selection with that mode preselected.

Endless Pressure

Burst-clear recovery
Endless and late-run combat
Strong area clears could leave high-pressure screens with 0 immediate refill portals. -> Empty high-pressure fields now queue up to 3 refill portals, while Mana Panic and late Endless can climb toward 5 within the monster cap.

Runs stay tense without surprise-spawning monsters directly on top of the player.

Kiting pressure
monster director spawns
The first 3 refill portals could collapse into 1 coarse approach lane during long one-direction kites. -> The first 3 refill portals rotate through forward and both flank sectors before rear and random angles enter the cycle.

Players need more route changes and cannot rely on one safe running lane as easily.

Run Flow

Post-clear mode buttons
victory result screen
Endless and Ascension result buttons could start a follow-up run directly from the result card. -> Those buttons return to selection or lobby with the chosen mode preselected.

The normal start flow owns every new run, including Endless and Ascension follow-ups.

  • High-pressure and Endless runs now refill burst-cleared fields through warning portals instead of leaving long empty downtime.
  • Sustained one-direction kiting now pulls a mix of forward, flank, rear, and random spawn sectors while keeping early fresh Endless under its first-five-minute monster cap.
  • Director monster choices now soften repeated speed and attack-profile picks so waves feel less samey without fixed quotas.
  • Post-clear Endless and Ascension buttons keep their labels, but they now return to selection or lobby with the next mode preselected instead of starting another run directly.
balanceendlessspawnsrun-flow
v1.1.27: Ultimate reward icons line up again2026-06-18 · Link

Ultimate reward cards keep the approved gold effect while restoring the normal icon, title, and tag alignment across desktop and mobile reward screens.

Reward Polish

Ultimate card alignment
level-up reward choices
The ultimate effect layer could make the spell tag participate in the card grid, pushing the icon and title lower than neighboring cards. -> Ultimate cards keep the spell tag overlaid like normal cards, so the icon, title, and description line up with other reward choices.

Ultimate choices still look special without making their card content drift or overlap.

  • Ultimate choices no longer let the gold effect layer push the spell tag, icon, title, or description away from the normal reward-card positions.
  • The alignment fix was checked at wide desktop, standard desktop, portrait mobile, and compact landscape reward layouts.
  • The available and picked ultimate sparkle effects remain unchanged.
polishingrewardsultimates
v1.1.26: Ultimate reward cards release gold charge2026-06-18 · Link

Ultimate upgrade choices now keep the standard reward card layout while adding a subtle gold charge, sparkle motion, and a one-shot release burst when selected.

Reward Polish

Ultimate reward presentation
level-up reward choices
Ultimate choices could read like a different card layout or a normal reward with only text differences. -> Ultimate choices preserve the normal card layout and layer a restrained gold pulse, bottom glow, and sparkle motion outside the card.

Players can spot rare ultimate offers without losing the familiar reward-card structure.

Ultimate pickup feedback
ultimate spell and rune selection
Choosing an ultimate closed the reward flow without a distinct release moment. -> The selected ultimate emits a short gold burst that finishes even as the reward overlay closes.

Ultimate picks feel more charged while keeping the effect brief enough for repeated runs.

  • Ultimate spell and rune choices keep the same card structure, icon placement, title treatment, and detail spacing as normal rewards.
  • The available state adds a low gold pulse, bottom glow, and round sparkle motion around the card instead of changing the card into a separate layout.
  • Selecting an ultimate fires a short release burst that continues after the reward overlay closes, while reduced-motion players keep the static treatment.
polishingrewardsultimates
v1.1.25: Docs leaderboards open focused and filter deeper2026-06-17 · Link

The public leaderboards now open on Standard runs and add date and release-version filters, while docs navigation typography is easier to scan.

Docs Leaderboards

Default leaderboard mode
public leaderboards
Leaderboards opened in an aggregated Standard plus Endless view. -> Leaderboards open on Standard runs, with Endless and All selectable from Mode.

Players see the main comparable ranking first and can still switch to other run sets.

Filter toolbar
public leaderboard comparison
Filtering stopped at mode, ascension, party size, and vocation. -> The toolbar adds rolling Date windows and newest release-version ranges in the requested order.

Players can compare recent runs, specific versions, and build groups without mixing unrelated rows.

Docs navigation type
public docs and wiki navigation
Sidebar links used the custom display font and top nav display text read smaller beside the language picker. -> Sidebar links use the base docs font, while title and top nav display text are sized up.

The guide reads more like documentation while retaining Mana Panic branding in the right places.

  • Opening the public leaderboards now shows Standard rows by default, with Endless and All modes available from the Mode filter.
  • Leaderboard filters now appear as Mode, Asc, Party, Vocation, Date, and Version, with rolling date windows and newest-version ranges.
  • The public wiki sidebar uses the normal docs font again, while brand and top navigation text keep the Mana Panic display font at a better visual size.
documentationleaderboardspolishing
v1.1.24: Vocation spell builds find their area damage sooner2026-06-17 · Link

Knight, Paladin, Druid, and Sorcerer reward choices now protect each vocation's core damaging area spells before spell slots get crowded.

Vocation Balance

Reliable AoE progression
level-up spell choices
1 -> 4

All four vocation automation samples now acquired damaging area spells before their spell slots filled, instead of only Sorcerer being consistently healthy in the investigation.

Knight rune cleanup
Ascension rune unlocks and rewards
4 -> 0

Knight no longer has runtime-approved rune entries, so its area damage role comes from weapons and martial spells.

  • Level-up rewards now recognize damaging area spells by their actual combat shape instead of treating every spell or rune as equal offense.
  • Builds without spell-side area damage get an eligible AoE spell surfaced before support, healing, or single-target filler can crowd out the spell slots.
  • Knight no longer receives runes in runtime reward pools, keeping its progression focused on weapons and martial spells.
balancespellsvocations
v1.1.23: Runs now show live score feedback2026-06-17 · Link

The run top bar now estimates your score above gold so moment-to-moment progress is easier to read.

Run HUD

Live score readout
active runs
The top bar showed time, difficulty, and gold, but players had to wait until the result screen to see score progress. -> The top bar stacks Score over Gold and estimates score from the same run counters used by final results.

Players get immediate feedback on how kills, rewards, gold, and penalties affect run quality.

Score feedback
hazards, shrine failures, and other run penalties
Gold pulsed when it changed, but score gains and penalty drops had no separate readout feedback. -> Positive score movement can pulse normally, while penalty-driven drops flash red.

Risky mistakes are easier to connect to the score estimate.

  • Active runs show a live Score line above the Gold line in the top bar.
  • The score estimate uses the same run scoring formula as the result screen and updates time effects in one-minute steps.
  • Scores use medal colors only when the estimate reaches the frozen top-three snapshot, and penalty drops flash red.
hudleaderboardspolishing
v1.1.22: Combat feedback and chest rewards read more clearly2026-06-17 · Link

Healing, jewelry rewards, boss guard hints, target switching, and result leaderboards now give cleaner player feedback.

Combat Clarity

Healing feedback
spells, healing runes, and party recovery
Instant healing and regen feedback could look too similar, and healing runes could read as field effects instead of spot heals. -> Spot heals burst on the healed target with the heal number, while regen uses smaller repeated tick visuals.

Players can tell a saved heal apart from ongoing regeneration.

Chest reward trust
map and boss chest rewards
A stale timed jewelry state could block a valid ring or necklace when the visible slot looked empty. -> Timed jewelry state is normalized before resolving a new pickup, and chest slot rolls get a capped nudge toward lagging rarity slots after the initial loadout is filled.

Rewards feel more reliable without making slot targeting dominate normal chest rolls.

Boss and target intent
Old Widow fights and automatic targeting
Old Widow hints could point at the boss instead of eggs, hatched helpers still counted, and boss focus could resist obvious adjacent movement intent. -> Live cocoons carry the guardbreak hint and chip her guard, helpers do not, and stepping into a nearby enemy can retarget away from a boss.

Combat intent is easier to read in crowded runs.

Result leaderboard copy
run result screens
Successful leaderboard previews could show extra explanatory snapshot text under the score table. -> The extra success-state explanation is omitted while loading, unavailable, and unranked messages remain.

The result screen stays focused on useful score information.

  • Instant heals now burst on the healed target with a visible amount, while regeneration ticks use smaller repeated feedback.
  • Chest jewelry pickups recover from stale timed-ring or necklace state, and chest slot rolls lightly help lagging rarity slots without replacing missing-loadout priority.
  • Old Widow guard hints now point at live cocoons, hatched helpers no longer open her guard, adjacent movement can retarget away from a boss, and successful result leaderboards omit extra snapshot copy.
combatlootpolishing
v1.1.21: Combat targeting gets stricter and cleaner2026-06-17 · Link

Spells, runes, monster pathing, and shrine choices now follow their intended combat tile rules more consistently.

Combat Correctness

Spell target validation
automatic combat and co-op optimistic casting
Some spell casts could spend resources even when their chosen monster tile was no longer legal. -> Target legality is checked before mana, cooldown, or optimistic peer cast state is consumed.

Invalid casts fail quietly instead of charging the player.

Rune and area shapes
rune casts and spell area fallback geometry
Single-target runes could miss small movement corrections, while fallback burst areas could act too square. -> Precision runes get a one-target cardinal assist, and generic burst fallback tiles use a radius footprint.

Rune and AoE results better match the intended combat tile shapes.

Movement and shrine state
terrain pursuit and solo shrine choices
Monster routes could favor liquid crossings too eagerly, and changing shrine gods could preserve too much progress. -> Monsters prefer dry routes unless liquid pursuit is necessary, and shrine swaps clamp back to the normal 50% start.

Positioning and shrine decisions behave more predictably.

  • Out-of-range spell targets are rejected before mana or cooldowns are spent.
  • Precision single-target runes can still catch a monster that stepped onto the center or cardinal neighbor, without turning into diagonal or multi-target blasts.
  • Monsters prefer dry paths around damaging liquid, and shrine swaps reset over-progressed choices back to the normal starting point.
combatrunespolishing
v1.1.20: Docs leaderboards keep compact headers readable2026-06-17 · Link

The public leaderboard table now gives Mode and Party enough room to stay readable as single-word headers.

Docs Leaderboards

Compact header width
public docs leaderboard table
The Mode and Party leaderboard headers could wrap in the middle of the word. -> Those columns reserve enough width and keep the header text on one line.

Players can scan Mode and Party without broken labels.

  • Mode and Party columns on the docs leaderboard no longer split their header labels across two lines.
  • The compact leaderboard table keeps the wider header cells aligned with the existing run rows.
  • The change is limited to the public docs leaderboard presentation.
documentationleaderboardspolishing
v1.1.19: Wardrobe mounts can be bought and used in runs2026-06-17 · Link

Mount skins now follow the same Luxcoin ownership flow as outfit skins, and saved mounts carry into battlefield spawns.

Wardrobe Mounts

Mount ownership
wardrobe mount tab
Mounts shown in the wardrobe could appear available without a real purchase path. -> Paid mounts must be bought with Luxcoins before they can be saved.

Players can preview, buy, save, and enter runs with their selected mount.

Mounted addon alignment
wardrobe preview and battlefield mounted sprites
Some outfit addon layers were positioned from the unmounted sprite frame while previewing mounted looks. -> Mounted addon sheets are generated from the mounted rider frame.

Addon visuals stay aligned across vocations, skins, and mounts.

  • Donkey remains the free default mount, while Racing Bird and Draptor cost 700 Luxcoins.
  • Noble Lion is available on sale for 250 Luxcoins and shows the sale ribbon in the wardrobe.
  • Mounted outfit addons now use the correct mounted sprite frames so addon layers line up while riding.
wardrobemountsluxcoins
v1.1.18: Beta startup gets faster to click2026-06-17 · Link

The hero select screen now becomes playable as soon as account and content data are ready, while non-blocking visuals and leaderboard data continue warming in the background.

Startup Clickability

Immediate default class
fresh guest and account boot
The class menu could appear before a default hero was selected, leaving start buttons visible but disabled. -> The stored hero, Knight, or first unlocked class is selected during the first menu render.

Players can click into solo or multiplayer faster without waiting for every selection sprite to finish warming.

Cleaner beta console
beta startup, run start, and result leaderboard preview
Startup could log retry warning spam or a first-party CORS error while optional data warmed. -> Asset retries stay quiet by default and leaderboard snapshots load from same-origin runtime endpoints first.

Console output better reflects actual blockers while public leaderboard outages stay local to the result panel.

  • Fresh guest boots now choose a default hero immediately so Single player and Multiplayer are actionable when the class menu appears.
  • Starting a run now shows the loading splash right away and keeps required combat/map asset checks in that run-loading path.
  • Runtime leaderboard snapshots now use same-origin data first, avoid direct docs-site requests from beta, and fall back cleanly when public rankings are unavailable.
startupleaderboardspolishing
v1.1.17: Achievement badges get clearer icons2026-06-16 · Link

Achievement rows and unlock toasts now use medal-style badges with clearer source art for shrines, vocations, spells, runes, and ladder tiers.

Achievement Icons

Semantic badge art
Achievements window and achievement unlock toasts
Some achievement icons used generic fallback art or full spell effect images. -> Achievement badges now use matching shrine, vocation, spell atlas, rune, and mana potion sources.

Players can recognize achievement themes faster without changing unlock requirements.

Tier medal colors
speed, Endless, Ascension, combat, co-op, challenge, Panic, and meta achievement ladders
Ranked achievement ladders used the same visual treatment across tiers. -> Ladder badges now step through bronze, silver, gold, and Lux-blue treatments where applicable.

Higher-rank achievements stand out while the list keeps a consistent badge style.

  • Shrine achievements now use shrine bowl and god statue sprites instead of generic fallback art.
  • Spell achievements now crop the shipped spell icon atlas correctly, while rune achievements use the matching rune item sprites.
  • Tiered achievements now use bronze, silver, gold, and Lux-blue medal treatments so ladder progress is easier to scan.
achievementspolishing
v1.1.16: Wardrobe mount choices join runs2026-06-16 · Link

The Skin wardrobe now adds Racing Bird, Draptor, and Noble Lion beside Donkey, and your saved mount preference controls which mount can appear during solo and party runs.

Wardrobe Mounts

Approved mount roster
Skin wardrobe mount browser and map mount spawns
Only Donkey was available in wardrobe mount browsing and map mount visuals. -> Donkey, Racing Bird, Draptor, and Noble Lion are available with equal gameplay benefits.

Players can pick a cosmetic mount style without changing run balance.

Saved spawn preference
solo and co-op run creation
Mount browsing did not decide which map mount spawned in a run. -> Saved wardrobe mount preference drives solo spawns and contributes to the party mount pool.

The mount you save in the wardrobe is the mount style you can expect to find in runs.

  • Wardrobe mount cards now include Donkey, Racing Bird, Draptor, and Noble Lion using true mount preview sprites from the shipped asset catalog.
  • Saving a wardrobe look also saves the preferred mount, and solo map mount spawns use that saved mount.
  • Party runs build a shared duplicate-preserving mount pool from each player's saved preference, so repeated preferences appear more often while every spawned mount can be ridden by anyone.
mountswardrobecoop
v1.1.15: Warning tiles show hit severity2026-06-16 · Link

Monster and boss warning tiles now scale their opacity and glow by cached hit risk, making severe attacks stand out while weak hits stay readable but calmer.

Combat Readability

Warning tile intensity
monster telegraphs and boss hazard warnings
Low and high damage warning tiles used the same visual weight. -> Warning tiles now scale opacity and glow from a cached damage-risk baseline.

Players can spot lethal attacks faster without losing low-risk warning readability.

  • Warning tiles now use a cached run/map risk baseline instead of recalculating danger on every hit.
  • Stronger monster telegraphs and boss hazard tiles draw more attention through capped opacity and glow.
  • Overlapping warning tiles remain more urgent without washing out large arena patterns.
polishing
v1.1.14: Ascension pacing gets stricter2026-06-16 · Link

Standard and Ascension 1 runs now ask for more deliberate spell use, steadier boss focus, and cleaner late-stage monster control across every vocation.

Combat Pressure

Starter spell cooldown floor
rank-one base spells after runtime modifiers
0.29s -> 3.0s

Starter buttons can no longer collapse into near-instant spam when cooldown bonuses stack.

Boss health scale
campaign boss durability
10.5x -> 11.4x

Boss phases last longer while focused target vulnerability keeps committed damage from stalling out.

Paladin rune output
rune damage profile
1.7x -> 1.38x

Paladin clears rely less on runaway rune damage while the mana profile is easier to play.

Druid mana profile
baseline vocation sustain
9.5x -> 5.4x

Caster builds still recover mana, but repeated three-spell rotations now create real spend decisions.

Sorcerer hit risk
incoming damage taken profile
0.08x -> 0.13x

Sorcerer has better late killability than the first pass while still taking more meaningful hits than before.

World Polish

Sam's anvil presentation
blacksmith NPC and anvil workshop POI
Sam could appear with a small anvil sprite beside him instead of only at the workshop. -> Sam now remains a standalone NPC while his anvil renders only as the separate map workshop point.

Sam no longer looks like he is walking around with an anvil companion.

  • Rank-one starter spells now keep a 3.0 second effective cooldown floor after runtime modifiers.
  • Sustained focus on one target builds a small vulnerability stack, helping late monsters and bosses stay killable without making wide area hits take over.
  • Mana sustain and class damage profiles were narrowed so repeated three-spell spam creates pressure while one or two core buttons stay playable.
  • Sam the Blacksmith now appears as an independent NPC, with his anvil kept as a separate workshop point on the map.
balancepolishing
v1.1.13: Post-run leaderboard preview reads cleaner2026-06-16 · Link

The result screen now labels top scores clearly, separates rank, player, clear time, kills, mode, party, and score columns, and previews your local placement from the run-start snapshot.

Post-run Leaderboards

Mini leaderboard labels
result screen leaderboard preview
The result card mixed Standard Score, Details, formula summary copy, and compact row metrics. -> The preview now says Top Scores, links to Full leaderboards, and uses explicit Rank, Player, Clear Time, Kills, Mode, Party, and Score columns.

Players can scan run placement without reading formula text.

Local placement preview
post-run result cards
The local row only appeared inside the top five, and Standard deaths could read like official ranked placements. -> The current run appears beside the top five when needed, Standard deaths stay unranked, and top-five placements animate upward with the score count.

Players can see where their run landed without confusing deaths for official clears.

  • The post-run mini leaderboard now says Top Scores, links to Full leaderboards, and removes the old formula summary copy above the rows.
  • Result rows now show explicit Rank, Player, Clear Time, Kills, Mode, Party, and Score columns with right-aligned metrics.
  • Your current run stays visible beside the top five when it lands lower, while Standard deaths stay local-only instead of showing an official ranked animation.
polishingmobile
v1.1.12: Achievements stick after accepted runs2026-06-16 · Link

Account-backed achievement completions now stay saved after accepted runs, and earned history can be restored without flooding players with old popups.

Achievements

Catalog loading
account-backed run saves
Some accepted account runs could update broad achievement stats without filling Done achievements. -> Achievement goals load from packaged game data before account run awards are calculated.

Earned achievements now persist into the Achievements window after a valid run.

History recovery
accounts with accepted runs
Older accepted runs with missing Done entries needed manual investigation. -> Earned completions can be restored from saved run history while staying marked as already seen.

Players can get their earned Done list back without receiving a burst of old notifications.

  • Achievement goals now load from the same packaged game data that the player client uses.
  • Accepted runs once again fill Done achievements, progress bars, and unseen completion state.
  • A recovery pass can restore already-earned achievement completions while keeping older restored goals out of the new-popup queue.
bugpolishing
v1.1.11: Boss guardbreak punish windows hit harder2026-06-16 · Link

Campaign boss guardbreaks now last longer, stack permanent vulnerability on the boss, and show clearer punish and recovery signals during the fight.

Boss Guardbreaks

Guardbreak stun
full boss guardbreak
2.0s -> 3.0s

Players get a more readable punish window after committing to the weakness cycle.

Stunned damage multiplier
boss damage taken while stunned
2.65x -> 2.85x

Saved burst damage lands with a stronger payoff during broken guard.

Permanent vulnerability
same boss fight after each full guardbreak
0% -> +12% per break, capped at 8 stacks

Repeated guardbreak cycles make the boss increasingly fragile without changing guard chip rules.

Combat Readability

Punish marker
campaign boss weakness windows
Guard chip windows relied on matchup knowledge and hit feedback after the fact. -> A red overhead marker appears when the current local rule can chip the boss guard.

Players can recognize range, timing, and post-mechanic punish moments before spending a hit.

Recovery blink
guard recovery after stun
Post-break cooldown was mostly communicated by the guard bar refusing chips. -> Bosses blink with a yellow overlay while guardbreak cooldown is active.

The fight reads more rhythmically between punish windows and recovery windows.

  • Breaking a boss guard now opens a 3 second stun window instead of the previous 2 second burst.
  • Bosses take more damage while stunned, and each full guardbreak adds a permanent vulnerability stack until that boss dies.
  • A red overhead punish marker appears only when the local player can currently chip the boss guard, and bosses blink yellow while their post-break guard cooldown is recovering.
balancepolishing
v1.1.10: Wiki, leaderboards, and lobby polish2026-06-16 · Link

The public wiki now focuses on Mana Panic docs, leaderboard tables read cleaner, and co-op lobby previews show ready players with their selected looks.

Docs

Public wiki navigation
public wiki
The docs chrome still called the site a guide, linked a separate NPC page, and left older encounter wording in several generated pages. -> The site presents as Mana Panic Wiki, uses Quests for shrines and NPC objectives, and keeps NPC details on the Quests page.

Players can scan current wiki pages without stale route labels or split quest information.

Leaderboard table
public leaderboards
Kill and boss columns used wider labels, score-aligned cells were uneven, and Rank sorting replaced stored ranks with visible table order. -> Headers use Kill and Boss, key summary cells are centered, and Rank sorting keeps stored ranks attached to each player.

Leaderboard rows stay easier to compare while sorted in either rank direction.

Lobby And Combat

Public room previews
co-op lobby browser
Public co-op rooms could only show class-ready icons without each ready player's chosen outfit details. -> Room previews carry ready-slot skin, addon, and party color metadata so miniature sprites match lobby selections.

Joining players get a clearer read on who is ready and what look they selected.

Combat overlays
combat HUD
Mobile achievement toasts could sit too centrally, and telegraph markers drew an extra square inset. -> Achievement toasts anchor bottom-right on compact mobile layouts, and telegraph markers only show the intended warning shape.

Important combat overlays are less likely to cover the center of the fight.

  • The public wiki title, home copy, footer, Quests page, boss guide, monster tables, wardrobe table, referral walkthrough, and mode notes now match the current player-facing docs structure.
  • Leaderboard headers now use Kill and Boss, center key run summary columns, and keep stored player ranks attached when sorting by Rank.
  • Public co-op room miniatures now show selected vocation, outfit color, skin, and addon state, while mobile achievement toasts sit in the bottom-right combat space.
  • Achievement icons sourced from spell and rune data keep rendering through shipped icon paths, and monster telegraphs no longer draw the extra square inset over the warning marker.
polishingdocumentationcoopmobile
v1.1.9: Co-op portal waits and boss cameras are steadier2026-06-16 · Link

Portal travelers now spectate while active teammates finish crossing, and peer boss intro cameras no longer rewind when older host updates arrive late.

Co-op

Portal waiting flow
co-op map portals
The first portal entrant could immediately cover active teammates with the map loading splash instead of letting them keep playing until they crossed. -> Portal entrants become waiting spectators, active teammates keep fighting until they enter, and the loading splash appears for the active party together.

Map handoffs match the expected party flow without hiding the current fight too early.

Boss intro camera replay
co-op boss intros
Peers could receive an older boss-intro snapshot after their local camera had advanced, making the camera pan backward and snap forward again. -> Peers merge boss-intro timing forward only, so late host updates cannot rewind the camera path.

Boss cutscenes look closer to the host view and avoid rubberbanding on peers.

  • The first active player through a map portal keeps watching the current fight instead of forcing every connected teammate into the loading splash immediately.
  • The shared map loading splash starts when all active connected players have crossed, then still waits for required asset readiness before the next map begins.
  • Peer boss intro camera timing now ignores stale snapshot progress that would push the camera path backward and feel like rubberbanding.
fixcoop
v1.1.8: Guest solo start fixed2026-06-16 · Link

Guest players on beta now start Standard solo runs instead of being sent into the premium shop from hero selection.

Offline Play

Guest Standard start
guest hero selection
Guest beta sessions could show a premium-only Ascension as the active run mode, making Single player open the shop instead of starting. -> Guest beta sessions default to Standard for solo starts unless the account has Ascension access.

The first Single player click locks into Loading run and proceeds into gameplay.

  • Guest hero selection no longer preselects premium-only Ascension runs when beta progression unlocks are available.
  • Single player now enters the Loading run handoff immediately for guest Standard runs.
  • Repeated clicks on Single player stay ignored while the run is preparing.
fixofflineguest
v1.1.7: Guest beta loading fixed2026-06-16 · Link

Continue as guest on beta can now load the game data it needs before starting a solo run.

Offline Play

Guest run data
guest hero selection
Continue as guest could be available on beta while the game data needed for solo play was still locked. -> Beta guest sessions can load the required game data and proceed into solo play.

Starting a guest solo run no longer feels frozen while the game prepares.

  • Guest players on beta can now load the game shell and required run data without logging in.
  • Online account and co-op actions still stay locked behind beta access.
  • This fixes guest sessions that reached hero selection but stalled while preparing a solo run.
fixofflineguest
v1.1.6: Guest beta and cache refresh fixed2026-06-16 · Link

Beta now allows guest play by default again, and browser cache refreshes now pick up new beta versions more reliably.

Offline Play

Guest beta access
beta boot screen
Beta's default settings disabled Continue as guest, making offline guest testing look unavailable. -> Beta keeps guest play enabled by default and only locks it when the guest lock flag is explicitly set.

Guest and offline run-start fixes can be tested directly on beta.

Offline cache version
offline cache
Browser cache metadata could lag behind the newest beta version. -> Browser cache metadata now refreshes with the current beta content.

Browsers are less likely to keep an older run-start UI after beta updates.

  • Beta now leaves Continue as guest enabled unless guest play is intentionally locked for a specific beta version.
  • Disabled guest buttons now explain that guest play is disabled for that version instead of looking broken.
  • Browser offline cache metadata now refreshes correctly for each beta update, reducing stale hero-selection screens after a new version goes live.
fixofflineguest
v1.1.5: Co-op portal loading stays synchronized2026-06-16 · Link

Map portals now pull active connected party members into one coordinated loading handoff, so one player cannot start the next map while another active player is still loading or left behind.

Co-op

Synchronized portal handoff
co-op map transitions
A co-op player could step into a portal while another active player was far away or still loading, causing late joins, head starts, or spectator-state surprises. -> Connected active party members enter the same loading handoff, wait for map readiness together, and arrive alive in a compact group unless they were already downed or disconnected.

Portal travel is fairer and less prone to rubberbanding or split-party starts.

  • Active connected co-op players are moved into the portal loading state together when any active player enters the map portal.
  • Next-map gameplay waits for every active required player to finish the map asset readiness barrier, while disconnected or spectator-only players no longer block the start.
  • Arriving active players are placed in a compact party start cluster on the next map.
fixcoop
v1.1.4: Single player locks on the first click2026-06-15 · Link

The Single player button now immediately changes to a disabled Loading run state before the run loading screen takes over.

Run Start

First-click lock
single-player hero selection
Players could press Single player repeatedly while startup work was still moving into the loading screen. -> Single player becomes Loading run on the first click, disables duplicate input, and then hands off to the progress loading screen.

Starting a solo run gives immediate feedback instead of feeling frozen.

  • The first accepted Single player click disables every start action on hero selection immediately.
  • The selected hero panel now says the run is loading while the full loading screen is being prepared.
  • Queued or repeated button clicks are ignored once the start button is disabled or busy.
fixrun-start
v1.1.3-production-hotfix: Hotfix for boss Fate rewards and leaderboards2026-06-15 · Link

This hotfix stops boss Fate rewards from repeating during the reveal, rejects impossible run reward records, and hides known bugged leaderboard rows.

Hotfix

Boss Fate rewards
solo boss rewards
Number keys could repeat a boss Fate choice while the reveal was still visible. -> The reveal closes or ignores those keys, and each boss reward window grants only one Fate.

Boss rewards cannot inflate a run by repeating the same choice.

Run saves
account-backed run validation
Impossible boss reward histories could still be accepted as trusted account saves. -> Runs with more boss Fate rewards than defeated bosses are rejected before progress or rewards are saved.

Progress, achievements, and leaderboard rows stay tied to possible run state.

Public leaderboards
leaderboard snapshots
Known bugged rows from repeated boss rewards could remain visible in public rankings. -> Those run IDs are filtered from player-facing snapshots without deleting the raw history.

Public rankings no longer show the affected repeated-reward runs.

  • Pressing number keys during the Fate reveal now closes or ignores the reveal instead of granting another reward.
  • Account-backed run saves now reject impossible boss reward histories before progress, achievements, or leaderboard rows are saved.
  • Known bugged leaderboard rows from repeated boss Fate rewards are filtered from public rankings while the raw event history stays intact.
hotfixbugleaderboards
v1.1.2-production-hotfix: Hotfix for achievements, spells, Panic, and leaderboards2026-06-15 · Link

This hotfix keeps newly earned achievements visible after account saves, restores earth spell visuals, hardens Panic spawning on Blackforge, and cleans up public leaderboard and Wiki rows.

Hotfix

Achievements
HL account progression
A save could award achievements and show the toast, then leave the achievements window looking empty or stale from the main menu. -> Validated save snapshots carry the new unlock IDs through to account progression before the menu reads them.

Fresh achievements appear immediately in the achievements window.

Earth spell visuals
Druid spell visuals
Terra Strike, Terra Wave, and Wrath of Nature could be hard to see or miss their intended earth effects. -> Earth missiles, plant tile effects, and the large Wrath of Nature burst now render visibly inside the battlefield.

Earth spells read clearly during combat.

Panic Map 5 spawns
Map 5 Panic mode
Panic mode on Blackforge could fail to place monsters around blocker-heavy terrain. -> Panic director spawns use wider placement and blocked-telegraph recovery on the live map.

Panic pressure keeps spawning instead of starving.

Public leaderboards
Docs and Wiki leaderboards
Score-zero rows could appear publicly, Docs could lag the live runtime snapshot, and outfit color/subtext presentation could mismatch the run. -> Score-zero rows are withheld, Docs hydrate from the live snapshot, sprites use saved outfit colors, and extra username subtext is removed.

Public rankings better match validated runs and current live data.

  • Achievements earned during validated account runs now stay in the main-menu achievements window after the save snapshot is applied.
  • Terra Strike variants use earth missiles with a visible poison/earth hit, while Terra Wave and Wrath of Nature render plant area effects over the battlefield tiles.
  • Panic mode director spawns search wider and recover blocked telegraphs on lava-heavy Map 5 terrain, with diagnostics for failed spawn placement.
  • Validated public leaderboards now withhold score-zero rows and expose the read-only snapshot to the Docs site for live hydration with static fallback.
  • Docs leaderboards recolor player sprites from the saved outfit color, remove username subtext, keep headers readable, show eligible Endless rows from live data, and keep scoring details on Mechanics.
  • The Wiki overview is back to guide/index content, and Modes explains Panic Mode directly without self-referencing the Wiki.
hotfixachievementsspellsleaderboards
v1.1.1-production-hotfix: Playtest hotfix for Endless, results, and unlocks2026-06-15 · Link

This hotfix softens early Endless pressure, fixes invisible shrine collision, keeps Charge at a 3 second burst, refreshes achievements after saves, and cleans up result and leaderboard presentation.

Hotfix

Endless opening
Endless mode
Endless could begin with too many high-pressure monsters immediately after Standard or from direct Endless. -> Endless starts with a survival ramp, then accelerates into the intended impossible challenge.

Players get a short window to feel their build before the mode overwhelms them.

Results and leaderboards
result screen and Docs
Result screens could require scrolling with leaderboard rows, and score cells repeated multiplier details. -> Result screens use compact columns and Docs show one final score with versioned rows and square build icons.

Run outcomes are easier to read and public rows map cleanly to the final score.

Progression sync
HL account progression
Achievement completions could save without refreshing the main-menu badge and Done filter. -> Validated run saves refresh the selection screen after achievement notifications are applied.

Fresh achievements are visible as soon as the player returns to the main menu.

Balance

Charge haste duration
Charge
12s -> 3s

Charge returns to a short engage burst instead of a long haste buff.

Endless opening spawn rate
Endless
1.00x -> 0.50x to 1.00x during the opening ramp

The first minutes give builds room to come online before the mode accelerates.

Endless opening monster soft cap
Endless
14 -> 6 to 14 during the opening ramp

The initial horde is smaller, then climbs back to full Endless pressure.

  • Endless now ramps spawn pressure and monster caps over the opening minutes instead of inheriting the full Standard clear timer immediately.
  • Endless unlocks after completing Standard with Knight, Paladin, Druid, and Sorcerer, and eligible free accounts can enter Endless without premium.
  • The Darama shrine POI now blocks only the visible statue variant tiles, so reserved scenery spaces stay walkable.
  • Portal dismount cleanup no longer counts as a mid-map dismount penalty, while true low-health and stamina dismounts still do.
  • Charge now keeps its base 3 second haste duration in runtime behavior and tooltips.
  • Run results show compact leaderboard columns and final score only; the detailed score formula lives in the Wiki player guide.
  • Docs leaderboards show final score once, add release version, use square build icons, preserve mounted sprites, and keep pre-v1.1.0 rows out of player-facing boards.
  • Achievements refresh the main menu after validated run saves so badge notifications and Done rows appear after leaving the result screen.
hotfixleaderboardsbalance
v1.1.3: Solo starts resist startup refresh races2026-06-15 · Link

Single-player run starts now keep the loading handoff in control even when startup update checks or public lobby scans finish at the same moment.

Run Start

Startup race guard
single-player hero selection
Clicking Single player during late startup work could look like nothing happened or briefly return to hero selection before the run opened. -> The accepted solo click owns the screen until the run is ready, even if update checks or lobby scans finish during the same window.

Starting a run before every background startup task finishes is reliable and visibly atomic.

  • Offline update notices no longer repaint hero selection over an accepted solo run start.
  • Public lobby auto-scans stop polling while a run-start handoff is active, so they cannot reopen multiplayer UI after Single player is pressed.
  • The loading card remains visible until the run begins or the start path explicitly restores selection after an error.
fixrun-start
v1.1.2: Single-player starts hand off cleanly2026-06-15 · Link

Pressing Single player now immediately replaces hero selection with the run loading screen, and repeated clicks cannot leave the start buttons in a half-locked state.

Run Start

Solo loading handoff
hero selection
Single-player starts could appear to do nothing, then leave selection buttons disabled while the run finished preparing. -> The accepted click immediately moves to the Loading run screen and owns the launch until play begins or the start is restored.

Starting a run feels responsive and avoids confusing button states.

  • Solo run starts now treat the launch as one atomic handoff instead of showing disabled selection buttons while the run prepares.
  • The loading card gets a browser paint before heavier run asset preparation starts, so players see clear feedback immediately.
  • Duplicate start input during the handoff is ignored behind the loading screen rather than creating conflicting button states.
polishingrun-start
v1.1.1: Guest solo runs start offline again2026-06-15 · Link

Browser-local guest play no longer waits for a server run ticket before entering a solo run, so locally unlocked guest characters can start even when account validation is unavailable.

Offline Play

Guest run start
single-player hero selection
Guest solo starts could be blocked by a forbidden server ticket request when the selected local character state was not server-verifiable. -> Guest solo starts skip the server ticket request and launch through local progression.

Offline guest characters can enter runs again.

  • Guest and offline-snapshot solo starts now stay on the local run path instead of calling the server run-ticket endpoint.
  • Synced HL account progression still requests a server run ticket before starting so account-backed unlocks and saves remain validated.
  • If the run server is unavailable, guest single-player starts can still enter the run instead of returning to hero selection.
offlineguest
v1.1.0: Leaderboards move to score-first rankings2026-06-15 · Link

Run rankings now use one formulaic score that rewards strong Standard clears first, keeps Endless survival on a lower multiplier, and makes the result screen focus on the final score instead of metric tabs.

Leaderboards

Score-first rankings
public and local leaderboards
Standard ranking was timer-first and Endless ranking was survival-time-first, so side objectives, build value, and run pressure did not directly affect placement. -> Each validated run gets one score from combat actions, rewards, objectives, penalties, time, party size, Ascension, and mode weight.

Players can compare complete run quality instead of only raw timer or survival length.

Standard-first weighting
Standard and Endless boards
Endless survival could dominate the shared leaderboard story through long run duration alone. -> Standard keeps a full mode multiplier and Endless uses a smaller multiplier while still scoring its survival segment.

Standard clears stay the headline competition while Endless remains meaningful for long-run specialists.

Result-screen preview
run result screen
The post-run leaderboard card exposed separate metric tabs for time, damage, kills, and bosses. -> The card leads with the final score, a compact formula summary, and the score-sorted local placement.

Run finish screens are easier to read and match the public ranking model.

  • Standard and Endless leaderboards now rank by a computed score that combines kills, bosses, guard breaks, chests, gear rarity, upgrades, missions, shrine outcomes, remaining shared gold, time, party size, Ascension, and run mode.
  • Standard clears use full score weight, while Endless survival uses a smaller mode multiplier so marathon survival no longer crowds out Standard clear rankings.
  • The post-run leaderboard preview now shows the final score, score formula summary, local placement, and a Details link instead of separate time, kills, damage, and boss tabs.
  • Public leaderboard snapshots move to v3 score boards so old timer rows do not mix into the new ranking model.
  • Score boards now start from new v3 storage files, preserving older timer entries separately while keeping them out of score rankings.
leaderboardspolishing
v1.0.52: Mobile pre-battle menus get a cleaner pass2026-06-15 · Link

Class selection and wardrobe now scale more deliberately on phones, the spell strip stays tied to the hero sprite, wardrobe controls use compact mobile interactions, and the referrals icon is available again.

Mobile Menus

Class-selection tray
mobile class selection
The mobile header spent space on a name textbox and the account control sat away from the utility buttons. -> The tray is icon-focused, the account/logout control sits beside settings, and the referrals icon is shown by default.

The first screen has more room for the hero cards and can absorb the extra referral action.

Spell strip position
class cards
The ability carousel used fixed mobile offsets and could drift away from the character sprite at different resolutions. -> The carousel derives its height from the sprite frame and stays near the upper part of the character preview.

Desktop and mobile hero cards now read as the same composition.

Wardrobe phone layout
wardrobe
Wardrobe controls stacked into a tall modal, direction buttons crowded the sprite, and skin choices could require vertical scrolling. -> Character and account fields share a row, skins use one horizontal rail, and phone preview direction is handled by swiping the character panel.

The wardrobe fits mobile aspect ratios with fewer overlapping controls and less whole-window scrolling.

  • The class-selection top tray now uses compact icon groups, removes the old name textbox, places the account/logout control beside settings, and has room for the restored referrals icon.
  • The hero spell strip now anchors to the class sprite instead of drifting to a different height on mobile resolutions.
  • Wardrobe mobile layout now keeps account fields in one row, uses a single horizontal skin rail, and avoids modal-wide scrolling when the preview and controls fit the viewport.
  • Wardrobe direction controls stay on desktop, while mobile players can swipe the preview panel to turn the character and keep one idle/walking toggle.
v1.0.51: Guide visuals and leaderboards get a tighter pass2026-06-15 · Link

The public guide now uses the Mana Panic display font, shows clearer wiki sprites and tables, and the leaderboard trims columns while keeping ranks, builds, equipment, and long run times easier to read.

Public Guide

Guide branding
public docs
The guide mostly used the default documentation font and had no studio link in the page chrome. -> The guide brand, hero, and section headings use the Mana Panic display font, and the footer links to the official High Leverage Studios support channel.

The guide now feels closer to the game while keeping support easy to find.

Wiki sprite tables
public wiki
Some wiki pages used wide sprite cards or unrelated shrine and NPC atlas crops. -> Bosses and NPCs use compact sprite tables, shrines use the shipped statue art, spells use level-up choice icons, and Grizzly uses the full hunter addon layers.

Wiki visuals better match the actual game content.

Leaderboards

Compact leaderboard columns
public leaderboards
Damage and Map took space, Build mixed upgrades with equipment, and tied in-game ranks could repeat rank numbers. -> The table ranks visible rows sequentially, removes Damage and Map, splits Build and Equips, and keeps compact labels readable with hover titles.

Rows are easier to compare and use the available width for player and build information.

Long run time display
public leaderboards
Runs over one hour still used a minute-only timer shape. -> Run times stay centered as MM:SS below one hour and switch to HH:MM:SS above one hour.

Long endless runs remain readable without making short standard runs noisy.

  • The public guide uses the Mana Panic display font for brand and section headings, and the footer now links to the official High Leverage Studios support channel.
  • Leaderboard rows now display sequential table ranks, put the rank number before the portrait, split upgrades from equipment, remove Damage and Map columns, and keep build icons on one row.
  • Leaderboard time formatting now stays MM:SS under one hour and switches to HH:MM:SS for runs above 60 minutes.
  • Leaderboard headers expose full labels on hover, and compact columns no longer need a separate Sort dropdown.
  • Wiki bosses and NPCs now use compact sprite tables, shrines point to their actual statue sprites, spells prefer upgrade-choice atlas icons, and consumables show representative item sprites.
  • The wiki now includes a Settings window screenshot and a short vocation comparison, and Grizzly uses the correct full hunter addon layers in both game data and docs.
documentationleaderboardspolishing
v1.0.50: Leaderboard visuals use the page better2026-06-15 · Link

The public leaderboard now uses the wide docs page space, shows build icons with the same spell art style as run results, and the wiki corrects several sprite atlas crops.

Public Leaderboards

Wider leaderboard layout
public docs leaderboards
The leaderboard table could side-scroll even when the browser had large empty margins. -> The leaderboard route uses a wider docs canvas on desktop and keeps the table compact before falling back to mobile scrolling.

More leaderboard data is visible at once on normal desktop windows.

Build icon art
public docs leaderboards
Some spell entries used projectile or effect art and the icon rail could hide entries inside a small horizontal scroller. -> Spell tokens can render the same atlas art used by upgrade choices, and build tokens wrap using post-run icon sizing.

Build rows are easier to scan and match the in-game build presentation more closely.

Character portraits
public docs leaderboards
Leaderboard portraits could face sideways and sit awkwardly inside their square. -> Portraits are south-facing, fitted to the square, and preserve run skin and mount layers when recorded.

Character rows look closer to the final run result presentation.

Leaderboard controls
public docs leaderboards
The leaderboard toolbar repeated mode controls, split party kind and party size, exposed a separate direction picker, and kept reset or column buttons that were not needed. -> Mode is the single run-type selector, Party uses All/1P/2P/3P/4P, sort direction is handled by table headers, and compact columns make player names easier to read.

The leaderboard table is cleaner and uses horizontal space for the information players scan most.

Wiki sprite atlas crops
public docs wiki
Some wiki cards could show unrelated atlas frames or sideways sprites even when the source sprite sheet was correct. -> Wiki sprite cards crop scaled south-facing frames directly, and campaign bosses resolve through explicit visual mappings.

Bosses, mounts, wardrobe skins, NPCs, and other sprite cards better represent their actual shipped content.

  • The leaderboard page now expands beyond the narrow article column on desktop so validated rows do not waste side space.
  • Build icons now wrap inside the build column using compact post-run sizing instead of hiding behind a small inner scroller.
  • Spell build tokens prefer the shipped spell-choice atlas art instead of missile or effect fallback art when that atlas metadata is available.
  • Leaderboard portraits now render south-facing fitted sprites and keep recorded skin, addon, and mount layers when the run snapshot includes them.
  • Leaderboard controls are simpler: Mode replaces the old board tabs, Party uses compact player counts, sort direction stays on table headers, and redundant reset or column toggles are gone.
  • Leaderboard columns now give more room to player names and build icons while keeping Bosses, Mode, Party, and podium ranks compact.
  • Wiki character, wardrobe, mount, and NPC sprite cards now crop the south-facing atlas frame directly instead of scaling a translated full sheet.
  • The Bosses wiki page now maps campaign bosses to explicit shipped boss or monster sprite sheets instead of borrowing unrelated same-map boss art.
documentationleaderboardspolishing
v1.0.49: Docs visuals and lobby icons get cleaned up2026-06-15 · Link

The public wiki now shows more shipped Mana Panic sprites, leaderboard build icons read cleaner, and party lobby header icons use a more consistent frame.

Public Docs

Wiki visuals
public wiki
Several wiki pages were mostly text tables or missing sprite previews. -> Core wiki pages now include visual cards backed by shipped game assets.

Players can scan docs pages by sprite and rarity instead of reading every table row.

Achievement mystery
Achievements wiki
The docs page exposed a broader achievement list than a fresh account should see. -> Only fresh-account-visible achievements are listed, with most icons kept unrevealed.

The page remains useful without spoiling later discovery chains.

Visual Polish

Leaderboard and lobby icons
leaderboards and co-op lobby
Leaderboard Fate entries could show text overlays, and lobby header icons still felt mismatched. -> Fate entries are icon-only and lobby slot header controls share a consistent icon frame.

Public records and party setup read more cleanly at small sizes.

  • Wiki pages for chests, mounts, wardrobe skins, shrines, NPCs, vocations, spells, and bosses now show shipped visual assets where available.
  • Achievement docs now show only fresh-account-visible goals, with later visible unlocks kept as silhouette-style mystery cards.
  • Leaderboard Fate entries use Fate icons without tiny text overlays, and leaderboard character sprites are framed more consistently.
  • Party lobby slot header icons now share a cleaner size and frame treatment for readiness, vocation, and wardrobe controls.
documentationleaderboardspolishingwiki
v1.0.48: X and Twitter visits are grouped correctly2026-06-15 · Link

Campaign links using X or Twitter now report under the same X/Twitter source family in analytics.

Analytics

X/Twitter attribution
acquisition reporting
Bare utm_source=x links could appear as generic referral traffic. -> X, Twitter, x.com, and t.co traffic share the x_twitter source family.

Operators can compare X/Twitter campaign traffic without splitting the same source across labels.

  • Links tagged with utm_source=x now resolve to the X/Twitter source family.
  • Twitter, x.com, and t.co traffic stay grouped with the same acquisition label.
  • The change keeps social campaign reporting cleaner without adding another analytics provider.
analyticsacquisitiontwitter
v1.0.47: Legal pages name the support channel2026-06-15 · Link

The Terms of Service and Privacy Policy now point players to the official Mana Panic support channel.

Legal Docs

Support channel
public Terms of Service and Privacy Policy
Terms and Privacy only pointed players to generic High Leverage Studios contact paths. -> Both pages identify the official support channel.

Players have a clearer support path for account, payment, and privacy questions.

  • Terms contact copy now links to the official support channel.
  • Privacy support and account-record contact copy now names the same official support channel.
  • Localized legal routes carry the same support link so every public legal page has a clear contact path.
legalpublic-docssupport
v1.0.46: Hero selectors get harder to misclick2026-06-15 · Link

Class selection controls now keep ascension and endless changes readable while preventing selector clicks from starting a run by accident.

Class Selection

Mode selector labels
Hero selection and co-op lobby
Wide ascension and endless labels could feel cramped in compact selector rails. -> Selection and lobby rails reserve fixed badge space for wider labels.

Higher-tier modes are easier to read at a glance.

Selector misclicks
Ascension and endless controls
Fast arrow clicks on the selected hero card could accidentally trigger the card's solo-start path. -> Selector interactions are consumed before the hero card can treat them as a run-start click.

Players can adjust run mode quickly without unintentionally starting a run.

  • Ascension and endless labels now reserve room for wider compact values such as A80 and E80.
  • Rapid clicks on selector arrows change only the selected mode instead of bubbling into the selected hero card.
  • The selection header icon buttons now share a more cohesive pixel-frame treatment while Skins still reads as an actionable wardrobe button.
polishingselectionui
v1.0.45: Referral tracking gets steadier2026-06-15 · Link

Referral links now reuse a first-party visitor cookie so refreshes count as raw clicks without inflating stable visitor totals.

Referrals

Stable referral visitors
/r referral links
Refreshing a referral link could look like a new unique visitor. -> Repeat visits from the same browser share one referral visitor ID while still counting raw clicks.

Referral stats are less misleading for players and operators.

Tracker rows
Referral tracker
Referral activity rows used long labels and full date strings. -> Rows use short event labels, compact dates, and color-coded reward badges.

Referral progress is easier to read at a glance.

  • Valid /r links now keep one stable referral visitor ID for the browser across repeat visits.
  • The referral tracker shows clicks, visitors, sign-ups, and purchases in compact summary tiles.
  • Tracker rows now use short labels, DD/MM/YY dates, and one-word reward badges so referral progress is easier to scan.
analyticsreferralspolishing
v1.0.44: Legal links leave the game shell2026-06-14 · Link

If the game shell is served for /terms or /privacy, the browser now immediately sends the player to the matching public legal page.

Public Docs

Legal link fallback
browser visits to /terms and /privacy
A direct legal URL could still show the game shell if the front layer served the app first. -> The loaded shell immediately sends that browser visit to the matching public legal page.

Players who type or open clean legal URLs reach the legal docs instead of staying on the game page.

  • Clean legal links now have a browser fallback for /terms, /terms.html, /privacy, and /privacy.html.
  • The fallback preserves query strings and anchors when sending the player to docs.manapanic.com.
  • This keeps direct legal visits from staying on the Mana Panic loading shell while the server-side redirect remains in place.
legalpublic-docsrouting
v1.0.43: Legal redirects use docs by default2026-06-14 · Link

Clean /terms and /privacy links now send players to docs.manapanic.com even when the server has no custom public-docs setting.

Public Docs

Legal redirect default
game-domain /terms and /privacy routes
Clean legal URLs could stay in the game shell when no custom docs host was configured. -> Clean legal URLs use docs.manapanic.com by default.

Direct legal URLs point at the public legal docs even when the server uses default settings.

  • The server now falls back to https://docs.manapanic.com for public docs redirects when no custom docs host is configured.
  • Direct /terms and /privacy visits keep their query strings while leaving the game shell for the matching public legal page.
  • This keeps beta legal links from rendering the game app when a player or operator types the clean legal URL directly.
legalpublic-docsrouting
v1.0.42: Legal pages match checkout rails2026-06-14 · Link

The public Terms and Privacy Policy now cover the current card, Pix, and stablecoin checkout details, and game-domain /terms and /privacy routes redirect to the public docs.

Public Docs

Legal checkout coverage
public legal pages
Payment language only referred to payment providers in general. -> Terms and Privacy explicitly cover card, Pix, and stablecoin wallet checkout details.

Players and operators can see the current checkout rails reflected in the English legal source.

Legal route redirects
game-domain public docs routes
/terms and /privacy on the game domain could fall through to the game shell. -> /terms and /privacy redirect to the public docs legal pages.

Direct legal URLs resolve to the legal pages even when the .html suffix is omitted.

  • Terms now mention USD card, BRL card, Pix BRL, and Base USDC/USDT-style stablecoin wallet checkout when those rails are enabled.
  • Privacy now calls out payment rail metadata such as selected currency, Pix metadata, wallet addresses, transaction hashes, signatures, claim status, and provider responses.
  • The game runtime now redirects extensionless /terms and /privacy requests to docs.manapanic.com instead of serving the game shell.
legalpaymentspublic-docs
v1.0.41: Checkout copy is quieter2026-06-14 · Link

The premium shop no longer shows the extra explanatory checkout sentence between the Lux amount and the pay buttons.

Shop Polish

Checkout helper sentence
premium shop payment panel
An extra sentence explained that card checkout had separate USD and BRL options. -> Only the Lux amount, pay buttons, and legal text remain.

Players see less redundant checkout copy before choosing a payment currency.

  • Removed the redundant card checkout explanation from the payment panel so the USD and BRL pay buttons carry the currency choice by themselves.
  • The Lux amount input still updates the pay totals immediately, keeping the checkout area shorter and clearer.
premiumpaymentsshopui
v1.0.40: Checkout buttons show pay totals2026-06-14 · Link

The premium shop card buttons now show the estimated pay amount as Pay 5.46 U$ or Pay 26.45 R$ for the selected Lux amount instead of generic checkout labels.

Shop Polish

Card checkout button copy
premium shop card purchases
Checkout USD and Checkout BRL -> Pay 5.46 U$ and Pay 26.45 R$ for 500 Lux

Players see the payment amount and currency on the button they press.

  • Card checkout buttons now replace Checkout USD and Checkout BRL with dynamic Pay amount labels using the same all-in payment fee profiles as HL Accounts.
  • Changing the Lux amount or choosing an offer updates both card buttons immediately, so the user sees the expected USD or BRL total before opening checkout.
premiumpaymentsshopui
v1.0.39: Card checkout currency is clearer2026-06-14 · Link

The premium shop now shows separate Checkout USD and Checkout BRL card buttons so the chosen currency is visible before payment starts.

Shop Polish

Card currency choice
premium shop card purchases
One checkout action plus a separate currency control -> Checkout USD and Checkout BRL actions in one row

Players can see the payment currency on the action they press, reducing accidental checkout in the wrong currency.

  • Card purchases now present USD and BRL as two checkout actions in the same row instead of one shared checkout action with a separate currency control.
  • When both card currencies are available, premium offer Buy actions set the Lux amount first so players deliberately choose USD or BRL before payment.
premiumpaymentsshopui
v1.0.38: Combat pickups and targeting read clearer2026-06-14 · Link

XP drops now scale visually by reward size, stacked danger tiles are easier to read, target intent respects walking into a nearby monster, and early caster mana sustain is steadier.

Gameplay Polish

XP pickup visual scale
XP pickup rendering
1.00-3.00 boss-weighted scale -> 0.50-2.50 normal campaign scale

XP blobs now communicate reward size from normal monster value without changing XP rewards or collection radius.

Stacked danger tiles
monster telegraph stack warnings
Three-hit split shared a wedge-like structure with other stack counts -> Two-hit, three-hit, and four-hit tiles use distinct triangle layouts

Overlapping incoming hits are easier to distinguish before the damage resolves.

Adjacent target intent
autotarget scoring
Cone movement bonus -> Cone movement bonus plus one-tile facing intent

Walking into the monster directly in front of you more reliably selects that target.

Balance Changes

Druid mana sustain
class mana regeneration multiplier
8.00 -> 9.50

Druid keeps enough mana for early upgraded spell pressure without reducing spell costs.

Sorcerer mana sustain
class mana regeneration multiplier
6.00 -> 7.50

Sorcerer early map-one combat is less likely to run dry immediately after a level-two spell upgrade.

  • XP pickup value now changes only the drawn blob size, from small opening-map drops up to larger late-campaign normal monster drops.
  • Two-hit, three-hit, and four-hit danger tiles use distinct split shapes so stacked incoming hits are easier to tell apart at a glance.
  • Pushing toward a monster on the tile directly in front of you now makes autotarget prefer that monster unless stronger boss or focus rules apply.
  • Druid and Sorcerer baseline mana regeneration increased so an early spell upgrade does not drain normal map-one combat immediately.
polishingbalance
v1.0.37: Standard bosses move faster2026-06-14 · Link

Standard campaign boss health was reduced after the guardbreak rework so normal routes can push toward the intended six-boss clear window without changing portal readability or economy pacing.

Balance Changes

Campaign boss health
Standard and campaign boss durability
0.74 -> 0.34

Boss fights resolve sooner after the guardbreak rework, while route, portal, chest, and monster-pressure systems stay unchanged.

Late-map boss HP bias
campaign map boss HP scaling
0.24 -> 0.08

Later bosses still escalate, but the final stretch no longer absorbs so much of a Standard route.

Map 3 boss phase HP
phase multiplier before the global boss pacing scalar
3.27 -> 3.09

Mid-run boss fights stop becoming the first major Standard pacing wall.

Final boss phase HP
phase multiplier before the global boss pacing scalar
4.25 -> 4.00

Late Standard routes that reach boss five can still convert into a six-boss clear.

Monster damage pressure
runtime monster damage multiplier
0.25 -> 0.22

Late Standard routes have more room to survive boss-five pressure without making hold-still routes viable.

Knight boss damage profile
class-specific boss damage bonus
0.45 -> 4.50

Knight routes can convert weapon-focused builds into boss progress instead of timing out before the six-boss clear.

Knight weapon damage
Knight auto-attack damage multiplier
1.80 -> 4.00

Knight builds get enough baseline pressure to keep boss fights inside the target window.

Knight physical ability damage
Knight physical ability damage multiplier
2.20 -> 5.00

Knight spell rotations reward physical combat picks without adding rune access.

Knight mana sustain
Knight mana regeneration multiplier
2.20 -> 10.00

Knight routes can cast combat spells through late-map boss fights instead of stalling on empty mana.

Paladin mana sustain
Paladin mana regeneration multiplier
1.70 -> 6.00

Low-roll Paladin routes keep enough mana to finish late Standard boss fights.

Paladin rune damage
Paladin rune damage multiplier
2.10 -> 1.70

Paladin sustain no longer converts into sub-25-minute Standard clears.

Paladin boss damage profile
class-specific boss damage bonus
1.20 -> 1.00

Paladin boss fights stay closer to the shared 25-45 minute route window.

Paladin damage taken
class-specific incoming damage multiplier
0.08 -> 0.06

Boss-focus Paladin routes have enough durability to survive late Standard pressure.

Druid mana sustain
Druid mana regeneration multiplier
2.40 -> 8.00

Druid routes recover from high-spend boss phases without depending on perfect mana drops.

Druid spell damage
Druid spell damage multiplier
1.35 -> 1.70

Druid spell-focused and hybrid builds can finish late Standard bosses before the route timer expires.

Druid rune damage
Druid rune damage multiplier
1.10 -> 1.35

Druid off-build routes keep enough late boss pressure to remain viable.

Druid damage taken
class-specific incoming damage multiplier
0.08 -> 0.06

Druid routes have enough durability to survive boss-five pressure while casting.

Druid boss damage profile
class-specific boss damage bonus
0.00 -> 0.40

Druid late bosses resolve closer to the shared TTK target.

Sorcerer mana sustain
Sorcerer mana regeneration multiplier
3.00 -> 6.00

Sorcerer routes keep late Standard boss pressure stable across seeds.

Sorcerer spell damage
Sorcerer spell damage multiplier
1.40 -> 1.55

Sorcerer late bosses keep moving without turning early maps into a trivial sprint.

Sorcerer boss damage profile
class-specific boss damage bonus
0.00 -> 0.25

Sorcerer clears stay closer to the shared Standard timing band.

Balance Reporting

Balance report timing
automated balance matrix
Clear, boss count, economy, and mana summaries -> Official run, map, portal, boss TTK, and guardbreak timing percentiles

Operators can tune Standard pacing from the same scorecard used in validation.

  • Campaign boss durability now targets shorter fights after weakness-window guardbreaks, bringing Standard boss TTK closer to the 30-90 second goal.
  • Knight, Paladin, Druid, and Sorcerer sustain profiles were tightened so Standard clears are less dependent on perfect mana rolls.
  • The automated balance matrix now records official run time, map timing, portal discovery and press delays, boss TTK, guardbreak counts, weakness chips, and vulnerable-window uptime.
  • Balance reports now include a Standard-only 0-100 pacing scorecard with p25, p50, and p75 timing values for run duration, map duration, boss TTK, and portal delays.
balanceanalytics
v1.0.36: Boss guardbreaks become weakness windows2026-06-14 · Link

Campaign bosses now use five fixed guard chips that break only when you exploit each boss weakness, turning guardbreaks into optional mastery shortcuts instead of required shield gates.

Balance Changes

Boss guard chip count
all Utevo Lux campaign bosses
9-17 damage-scaled chips -> 5 weakness chips

Guardbreaks now reward matchup mastery instead of slowly shaving guard through ordinary damage.

Guardbreak stun
broken guard burst window
2.25-3.05s -> 2s

Every boss now has the same readable stun duration when all five chips are removed.

Post-break chip cooldown
guard reset after a break
1.25-1.70s -> 8s

Bosses get a meaningful reset after being stunned instead of immediately losing guard again.

Broken-guard damage
player damage during the two-second stun
2x -> 2.65x

Optional weakness windows feel worth chasing even though guarded bosses still take normal HP damage.

  • Bosses still take normal HP damage while guarded, but guard chips now come from matchup counterplay such as far hits on The Axeorcist, point-blank hits on Minotaur Warmaster, Old Widow summon kills, dodged punish windows, Corsair smoke pressure, and safe Fire Elemental ring hits.
  • Breaking all five chips stuns the boss for exactly two seconds, suppresses boss actions, and creates a much stronger burst window before guard resets to full.
  • After a guardbreak, bosses wait at least eight seconds before accepting new guard chips, and each successful chip now flashes the boss bright white with a segmented five-chip guard bar.
balancepolishing
v1.0.35: Co-op feels steadier on rough connections2026-06-14 · Link

Co-op now adapts snapshot timing, presentation buffering, asset readiness, and realtime transport when party members hit high ping, asset stalls, or browser backpressure.

  • Peers now acknowledge applied, missing-base, and asset-blocked snapshots so the host can send critical recovery snapshots instead of waiting for a full refresh cycle.
  • Portal map transitions share a deterministic asset manifest and report prepare progress, which helps keep party members from entering the next map before required sprites are ready.
  • Realtime co-op frames can use the new versioned binary hot path with JSON fallback, while QoE summaries track high-ping, jitter, backpressure, and host-quality signals at a low event rate.
  • Optimistic peer combat visuals now send deduped combat intents, and retried visual-event packets are guarded against replaying the same semantic effect.
coopanalyticspolishing
v1.0.34: Wiki and leaderboards show shipped assets2026-06-14 · Link

The public wiki and leaderboard explorer now resolve shipped icons and outfit sprites, remove retired guide pages, and make large data pages easier to browse.

  • Leaderboard build icons and wardrobe sprites now resolve from a generated docs asset catalog when older run snapshots only include semantic item or skin data.
  • Large wiki data pages such as Spells, Runes, Equipment, and Achievements now include search and pagination controls.
  • The generated wiki no longer publishes the retired Start Here, Quick Start, and Events pages, and the Bosses page is scoped to standard boss progression with Endless called out separately.
  • Wiki home now includes data freshness, category cards, and updated links for referrals, chest rarity examples, NPC details, and public achievement goals.
documentationpolishingleaderboards
v1.0.33: Co-op outfits stay synced2026-06-14 · Link

Co-op snapshots and result progress now preserve each player's saved look, stacked danger-tile visuals have stronger regression coverage, and vocation skill runs hold their 5/10/20/30-minute curve more reliably.

Balance Changes

Monster damage
global Standard run pressure
0.92x -> 0.25x

Normal runs leave more room for skill growth captures instead of ending to early spike damage.

Boss health
global boss durability
7.80x -> 10.50x

The final boss pacing lands closer to the intended 30-minute capture window.

Passive recovery
base health regeneration
0.58x -> 1.25x

Longer fights recover from chip damage without requiring broad class rewrites.

Pickup reach
global XP and loot vacuum
1.00x -> 1.20x

Automated and normal runs collect early rewards more reliably while still needing movement.

Vocation damage intake
Knight, Paladin, Druid, and Sorcerer class profiles
0.34x-0.92x -> 0.08x

Each vocation can survive long enough to show 5, 10, 20, and 30 minute skill progression.

  • Co-op battlefield snapshots now show each party member with their own saved wardrobe skin instead of the viewing player's local skin settings.
  • The multiplayer result progress bar now includes every party member, including permanent deaths, with each sprite stopping where that player left the run.
  • Stacked monster warning tiles now have deterministic visual coverage for same-color, two-color, and larger mixed-color overlaps.
  • Normal-run skill progression received a narrow survivability, mana sustain, output, and monster-health pass so Knight, Paladin, Druid, and Sorcerer can be captured at the 5, 10, 20, and 30 minute marks.
polishingcoopcombatbalance
v1.0.32: Co-op map travel feels smoother2026-06-13 · Link

Party portal waits, boss intros, shrine favor icons, Cyclops requests, and idle recovery now behave more cleanly during runs.

  • Ready players can keep watching the battlefield while next-map assets warm and the rest of the party reaches the portal.
  • Co-op boss intro effects now ignore stale arrival events instead of replaying late camera movement.
  • Shrine favor status icons now crop the god statue art more clearly in the compact status row.
  • Sweaty Cyclops now asks for varied chest-droppable armor across new runs while keeping the same request for the current run.
  • Health and mana recovery now accelerates after a quiet disengaged window, then resets when combat pressure or spell use resumes.
polishingcoopcombatnpc
v1.0.31: Combat polish reads cleaner2026-06-13 · Link

Tooltips, Knight targeting, party chat, free chest shortcuts, and boss guard feedback now give clearer combat information.

  • Skill and ability tooltips now distinguish Physical, Spell, and Rune damage lanes and wrap long spell details more reliably.
  • Knight mana recovery and ready-strike target selection were tuned so short-range combat spells influence target choice without adding runes.
  • Party chat now starts transient for new profiles, spectator messages keep the spectator name, and persistent chat remains an opt-in setting.
  • Free chest shortcuts now roll through the normal rarity odds instead of always spawning rare chests.
  • Boss guard feedback now uses a compact plate, places the guard bar under the boss health bar, and makes guarded bosses tougher until the guard breaks.
polishingcombatcoopsettings
v1.0.30: Achievements stay unlocked2026-06-13 · Link

Run-finish achievements now persist correctly for guest play, and the Achievements window no longer shows a header fraction.

  • Achievements unlocked by validated local runs now remain visible after returning to the main menu or reloading.
  • The Achievements window removed the old completed-total header fraction so it no longer shows confusing text like 0 / 100.
  • Completed achievement counts now live in the Done filter label when there is something completed.
bugpolishingachievements
v1.0.29: Stacked danger tiles read cleaner2026-06-13 · Link

Overlapping monster warning tiles now intensify or split by attack color instead of using small corner pips.

  • Same-color overlapping warnings brighten inside the original tile shape so stacked hits read as more dangerous without adding extra markers.
  • Mixed-color overlaps keep each attack color visible in a fused tile instead of blending into a new color.
  • The old small stack pips were removed so dense combat warning tiles stay readable and lightweight.
polishingcombat
v1.0.28: Mages get clearer starter gear2026-06-13 · Link

Druid and Sorcerer now begin with different mage weapons, and wand and rod drops have a clearer low-to-mid progression.

Mage starter gear

Druid starter weapon item id
Starting loadout
23721 -> 2181

Druid starts on a clearer earth-rod identity instead of sharing Chiller with Sorcerer.

Sorcerer starter weapon item id
Starting loadout
23721 -> 19391

Sorcerer starts with a larger staff silhouette while keeping a modest mage opener.

Chiller tuned weapon score
Mage hand drop ladder
20 -> 224

Chiller moves from indistinct starter-equivalent stats into a stronger early drop.

  • Druid now starts with Terra Rod and Spellbook for a more natural earth-mage identity.
  • Sorcerer now starts with Sorcerer And Druid Staff and Spellbook instead of sharing the tiny Chiller starter look.
  • Mage hand drops now climb through more distinct attack and magic-damage stats so early upgrades feel more meaningful.
balancepolishinggear
v1.0.27: Wardrobe looks stay with you2026-06-13 · Link

Saved Skin choices now keep each vocation's outfit, addon, and color separate, and co-op lobby cards update peers when you save a new look.

  • Saving a Skin look for one vocation no longer resets another vocation's saved outfit, addon, or color.
  • Co-op lobbies now let you open Skins from your local player card before readying up.
  • Saving a lobby look refreshes your card and syncs the selected outfit to the party before the run starts.
bugcoopwardrobe
v1.0.26: Mode rails match the menu kit2026-06-13 · Link

Class selection and co-op lobby mode rails now use Mana Panic's pixel UI frames and subtler mode accents so they feel built into the hero picker.

  • The Standard, Ascension, and Endless rail keeps the same fixed size and one-step controls while using existing button and inset frame art.
  • The compact co-op lobby rail now shares the same native frame treatment without changing readiness or mismatch rules.
  • Mode identity stays in restrained text accents instead of large custom color blocks.
polishingmobilecoop
v1.0.25: Skill growth slows down2026-06-13 · Link

Combat skills now use a vocation-aware exponential progression curve so weapon, magic, and shielding levels grow visibly without exploding in the opening minutes.

Skill Progression

Opening skill requirements
Combat skills
3 XP at skill 10 -> 127 XP at skill 10

Early runs should still show growth, but skills no longer jump dozens of levels in the first few minutes.

  • Knight, Paladin, Druid, and Sorcerer skill training now follows each vocation's identity instead of leveling almost every hit or cast.
  • Primary skills still grow faster for their intended class, while off-class and magic progression stay more controlled.
  • Skill requirement tuning has finer controls for balance passes on the new curve.
balance
v1.0.24: Bosses can be guard broken2026-06-13 · Link

Campaign bosses now build toward hidden guard-break windows with clearer stun vulnerability, stronger landed-hit feedback, and tighter solo pressure.

Boss Guard Breaks

Guard break damage window
Campaign boss vulnerability
1.00x -> 2.00x

Breaking guard now creates a short burst window that rewards saving stronger attacks for the stun.

Stun marker scale
Campaign boss vulnerability
0x -> 2x

The stun state is easier to read above larger boss sprites.

Cage border escape lanes
Boss cages
0 forced steps -> 1 forced step

Players standing on the cage edge are pushed back into the arena instead of sitting on the border.

  • Each authored campaign boss now has its own hidden guard behavior that appears only as a small guard bar above the boss.
  • Breaking a boss guard briefly stuns the boss, doubles incoming damage, pauses boss actions, and then refills for another learnable cycle.
  • Boss cages now push border-standing players inward, trap normal monsters, and landed boss hazards show clearer impact effects.
balancepolishing
v1.0.23: Mode picks use a steady rail2026-06-12 · Link

Class selection and co-op lobbies now use a connected mode rail that keeps Standard, Ascension, and Endless choices steady while preserving one-step progression changes.

  • The selected hero card now shows one fixed-width rail with chevron controls and stable STANDARD, ASCENSION N, and ENDLESS N labels.
  • The compact co-op lobby picker uses the same rail family with short labels such as A4 and E2.
  • Touch, hover, focus, and disabled states are clearer, and tapping the center label stays informational instead of starting a run.
polishingmobilecoop
v1.0.22: Achievement notices float cleanly2026-06-12 · Link

Achievement and account notices now appear as timed Mana Panic overlay toasts that do not push the hero picker, HUD, or result panels around.

  • Only one notice is focused at a time, with later notices waiting in a queue until the current one times out or is clicked away.
  • Hovering a notice pauses its timer, clicking it dismisses it, and the toast fades in and out from a fixed responsive overlay.
  • The Achievements window removes the old right-side Open/Done/Mystery labels, keeps hidden goals as just ???, and moves visible progress to compact row minbars.
  • The achievement button badge now sits as a smaller bottom-right counter on the square icon button.
polishingachievements
v1.0.21: Dense fights stay lighter2026-06-12 · Link

High-pressure combat scenes now spend less time on monster targeting, movement, warning tiles, and repeated combat text while keeping the same battlefield information visible.

  • Monster targeting and tile-hit checks now use indexed candidates instead of scanning every monster for dense AoE and aim decisions.
  • Normal monsters try a lightweight direct pursuit step before using bounded pathfinding, reducing CPU spikes when many enemies are moving.
  • Repeated combat numbers and warning-stack markers are cached for render-heavy scenes without hiding damage, telegraphs, projectiles, pickups, or monster plates.
  • The performance stress gate now includes a dense render scenario with frame, long-task, heap, and entity-density budgets.
performancecombat
v1.0.20: Tester controls stay contextual2026-06-12 · Link

Tester tools now show screen-specific quick actions, while the command console includes achievement, NPC, chest, and pickup helpers for cleaner local play checks.

  • Selection, Achievements, Wardrobe, Lobby, active runs, reward choices, death, and victory now expose only the quick actions that match the current screen.
  • Achievement checks can open the window, switch filters, test completed or discovered notices, and reset local test state from the command console.
  • NPC checks now include named Sam, Jaeger, Grizzly, Jefrey, Rashid, and Sweaty Cyclops spawn commands plus encounter completion probes.
  • Free chest, health potion, mana potion, magnet, gear, XP, and gold pickup helpers are available through clearer quick actions and command aliases.
polishing
v1.0.19: Early Standard runs feel smoother2026-06-12 · Link

Opening Standard maps and bosses are lighter and more gearable, stacked danger tiles now match their displayed severity, public leaderboard visuals only use shipped Mana Panic assets, and stat help is clearer across run UI.

Standard Opening

Map 1 monster start cap
Opening Hunt
4 -> 2

The first map starts calmer and leaves more room for movement and looting.

Map 1 monster damage
Opening Hunt
0.78x -> 0.38x

Early mistakes are less likely to end a run before the build starts.

Map 1 chest cost
Opening Hunt
0.78x -> 0.45x

New runs can open early gear chests more reliably.

Map 2 monster damage
Ranged Pressure
0.96x -> 0.62x

The second map still ramps up, but no longer spikes as sharply after the opener.

Map 1 boss damage
Opening Hunt boss
1.10x -> 0.72x

The first boss is a learning check instead of a sudden wall.

Map 2 boss damage
Ranged Pressure boss
1.22x -> 0.95x

The second boss keeps pressure without erasing early build progress.

  • Opening Standard maps now start with fewer monsters, lower early monster and boss damage, slower pressure buildup, and cheaper first-map chests.
  • Stacked monster warning tiles now resolve damage from the displayed stack severity instead of multiplying same-tick overlap hits.
  • Public leaderboard build and character visuals now resolve only to shipped Mana Panic asset paths.
  • Equipment stat popups and upgrade choices now show cleaner stat explanations, preserve scroll position more reliably, and keep result action buttons aligned.
balancepolishing
v1.0.18: Rewards, invites, and wardrobe saves feel cleaner2026-06-12 · Link

Jefrey now drops collectible XP, Endless Shards appear as rare ground pickups, timed jewelry keeps the better ring first, and party invites, wardrobe colors, shrines, settings, and hazard feedback are clearer.

Player Feedback

Jefrey trades
map NPC gold trades
instant XP grant -> collectible XP drops

Gold-for-XP trades now feel like visible rewards you collect on the ground.

Timed jewelry
ring and amulet pickups
replacement wasted timers -> best active plus paused reserve

A better timed jewelry pickup takes priority without wasting the paused reserve timer.

Party invites
private co-op lobbies
handle-only Ping -> Send Invite by name, handle, or email

Invite targets can be entered as a name, handle, or email without exposing raw target details in success copy.

Wardrobe colors
skins wardrobe
one shared color -> saved color per vocation

Each vocation can keep its own saved outfit color.

  • Jefrey's gold trades now scale better through a run and drop XP pickups instead of instantly adding experience.
  • Endless Shards now appear as rare visual pickups from eligible elite and boss kills, with post-run save copy focused on the account save result.
  • Timed rings and amulets now keep the strongest active option first while pausing the reserved jewelry timer until it is used.
  • Party invites now accept player name, handle, or email targets with a cleaner Send Invite and Invite sent button state.
  • Wardrobe color choices save per vocation, Old Widow webs count as hazardous ground, shrine commitments fail other unresolved shrines, and recording or troubleshooting setting changes apply to the next run.
polishing
v1.0.17: Panic rewards and shrine polish feel fairer2026-06-12 · Link

Panic Mode now still drops half XP, Endless Shards count only eligible elite and boss kills, Charge is shorter but less extreme, shrines resume partial devotion, terrain hazards tick while standing, and stat help is clearer.

Balance Changes

Panic XP
Panic Mode monster kills
0% XP -> 50% XP

Late-run cleanup still feeds leveling without reopening gold or item farming.

Charge duration
Knight support spell
7.0s -> 3.0s

Charge is a tighter repositioning tool.

Charge haste multiplier
Knight support spell
0.36x -> 0.65x

The speed burst is easier to control during tile movement.

Shrine restart boost
solo and party shrine devotion
50% every re-entry -> resume below 50%

Leaving a shrine no longer refreshes partial progress for free.

Standing hazard tick
lava, water, bog, and failed shrine fields
0 repeat ticks -> 1 tick every 1.2s

Hazard tiles stay dangerous when you stop on them without dealing damage every frame.

  • Panic Mode monster kills now keep XP at half value while gold, gear, potions, and Magnet drops remain suppressed.
  • Endless Shards now come from eligible elite and boss kills during active Panic Mode, Endless runs, or HAHAHA difficulty.
  • Charge now lasts 3 seconds with a 0.65 haste multiplier, so it feels like a burst instead of a long extreme sprint.
  • Shrines below 50% devotion resume their current progress when you step back in, hazardous terrain now keeps hurting if you stand on it, and Equipment Stats rows explain non-obvious stats such as Spell Haste, Rune Haste, Low-Health Damage, and Reach.
balancepolishing
v1.0.16: Danger tiles are easier to read2026-06-12 · Link

Stacked monster warnings now show explicit gold borders and pips, boss danger patterns carve cleaner safe pockets, and overlapping warnings use matching stack-scaled damage.

Balance Changes

Stacked telegraph damage
monster warning tiles
1.00x displayed stack multiplier -> 1.30x at 2 stacks, capped at 2.10x

Displayed stack severity now matches the stronger consequence for standing in overlapping danger.

Stacked telegraph readout
combat warning readability
0 pips -> 2-4 pips

Players can identify high-danger tiles from shape markers instead of guessing from red brightness.

Boss safe pockets
burst, wave, and zone boss attacks
0.75 random tie-breaker -> 0 random tie-breaker

Boss attacks read more like authored escape puzzles while staying compatible with tile-step movement.

  • Overlapping telegraphs now build a normalized stack map, so duplicate tiles inside one warning do not create fake severity.
  • Stacked danger tiles reveal explicit markers on the lock beat instead of relying only on brighter red opacity.
  • Boss burst, wave, and zone patterns now carve deterministic safe pockets so large attacks read as authored shapes instead of noisy coverage.
balancepolishing
v1.0.15: Achievements are easier to chase2026-06-12 · Link

The Achievements window is now denser, uses Open, Done, and All filters, adds visual icons and progress minibars, and announces important account unlocks in the result tray.

  • Achievement rows now use existing game sprites, with silhouettes for open goals and warm revealed icons for completed goals.
  • Fresh completed achievements are only marked seen when you reveal their row, so opening the window no longer clears every unseen badge at once.
  • The run summary tray can now announce achievement completions, newly discovered achievements, premium activation, vocation unlocks, Ascension unlocks, and first Endless unlocks.
polishingprogression
v1.0.14: Docs leaderboards are more visual2026-06-12 · Link

The public leaderboard page now uses a compact visual table with character sprites, build icons, clickable sorting, column controls, and 25-run pages.

  • Leaderboard rows now show available character appearance and build icons for spells, runes, passives, Fate choices, and equipment.
  • Column headers sort rank, time, kills, damage, bosses, vocation, Ascension, party size, and reached map.
  • The docs leaderboard export now caps each board to the first 1000 canonical entries, then filters and sorts within that public set.
documentationassets
v1.0.13: Luck now reaches more rewards2026-06-12 · Link

Luck now improves utility reward drops, potion quality, chest reward rolls, and map ally rarity without changing critical hit behavior.

Balance Changes

Utility drop Luck
monster rewards
1.00x Luck scaling -> up to 1.30x drop chance at Luck cap

Fortune builds see more utility recovery without changing combat damage rolls.

Potion tier Luck
monster potion drops
+0.00 tier-roll shift -> up to +0.20 tier-roll shift at Luck cap

Lucky runs get better emergency health and mana pickups more often.

Map ally Luck
co-op map NPC allies
+0.00 party Luck roll shift -> up to +0.20 roll shift from highest eligible party Luck

A lucky party member can improve shared map ally outcomes.

  • Luck now boosts the small drop chances for monster potions and Magnet pickups.
  • Potion tier rolls and map NPC ally rarity can now climb to better outcomes when the party has Luck.
  • Chest kind, chest rarity, and chest item progression now share the same Luck helper math, while crit chance and crit damage stay unchanged.
balancecoop
v1.0.12: Co-op pressure is friendlier2026-06-12 · Link

Co-op battlefield pressure, boss health, revives, and shared gold now scale more smoothly for public parties.

Balance Changes

Co-op shared front distance
director spawn grouping
24 tiles -> 16 tiles

Nearby allies still share pressure, while split players create separate local fronts sooner.

2P combat pressure
boss health and spawn pace
2.00x -> 1.75x

Two-player parties face a softer shared battlefield curve.

3P combat pressure
boss health and spawn pace
3.00x -> 2.50x

Three-player parties get more room for social play without losing the group challenge.

4P combat pressure
boss health and spawn pace
4.00x -> 3.25x

Full parties are less punishing while still scaling above smaller groups.

Revive fill speed
first revive attempt baseline
1.00x -> 1.25x

Nearby allies can recover downed party members faster.

  • Co-op spawn grouping now keeps nearby allies together within 16 tiles, so split parties create separate danger fronts sooner.
  • Boss health and director spawn pace now use a softer shared combat multiplier: 2P is 1.75x, 3P is 2.50x, and 4P is 3.25x.
  • Revives fill 25% faster, and monster gold now divides by the same combat multiplier so shared gold pace stays closer to solo.
balancecoop
v1.0.11: Cyclops requests read cleaner2026-06-12 · Link

Sweaty Cyclops requests, Endless death results, co-op invites, and victory tableaux now read cleaner in play.

  • Sweaty Cyclops now hides the requested item until you talk without it, then shows a framed icon above his head briefly and replays it on later reminders.
  • Endless death results restart progress from Endless entry, cap the visual survival track at 60:00, and show larger monster sprites.
  • Co-op invite forms keep the handle field and Ping button without the visible Friend handle label, and victory tableau portraits no longer show floating player-name tags.
polishingcoop
v1.0.10: Endless starts read cleaner2026-06-12 · Link

Standard and Endless choices are clearer, direct Endless starts get a fairer build-up, and post-clear Endless timers now measure only Endless survival.

Balance Changes

Endless starting rank
lowest direct Endless selection
0 -> 1

Endless runs now start with real Ascension pressure instead of a zero-rank option.

Direct Endless opening chest price
effective map level for the first Endless chest
7 -> 1

Fresh Endless starts can buy early upgrades before chest prices climb back toward the full Endless curve.

Direct Endless pressure catch-up
opening difficulty pace
1.00x -> 2.35x

Fresh Endless starts get a fairer opening while still reaching Hard pressure sooner.

  • Class and lobby selectors now show Standard instead of A0, and Endless starts at Endless 1 instead of stopping on Endless 0.
  • Direct Endless starts now begin as real A1 gameplay with cheaper early chests, a short monster-pressure build-up, and faster difficulty catch-up toward Hard without inflating the visible timer.
  • Continuing from a Standard clear into Endless keeps the build, gold, and director pressure while resetting the visible, result, and leaderboard survival timer to zero.
balancepolishing
v1.0.9: Settings get quieter2026-06-12 · Link

The settings window is more compact, offline/install confirmations stay out of the way, and streamers can hide other players' names locally.

  • Settings rows now use shorter copy for run recording and persistent party chat.
  • Offline-cache-ready and install-dismissed confirmations no longer create visible status boxes in the settings window.
  • Streamer mode is a local-only setting that keeps your name visible while showing other party members by vocation in lobby and battlefield labels.
polishingofflinecoop
v1.0.8: Mana and map pacing settle2026-06-12 · Link

Caster mana now matters more during spell-heavy runs, owned ability tooltips are easier to scan, and map events appear with a calmer progression.

Balance Changes

Haste mana discount
speed spell cost pressure
0.25x -> 0.45x

Haste-style movement still costs less mana than normal casting, but spell-heavy builds spend visible mana again.

Non-haste spell mana cost
caster spell economy
1.00x -> 1.12x

Combat spells ask for a little more mana while explicit recovery bonuses remain a meaningful solution.

Map event budget
shrines and NPC encounters per map
4 -> 3

Early maps have fewer stacked distractions while later maps can still build toward richer event density.

  • Current Stats on owned spell tooltips now stay on one compact row and include the effective cooldown.
  • Druid and Sorcerer runs have lower free mana recovery, explicit mana-regeneration bonuses remain valuable, and non-haste spell costs are slightly higher.
  • Shrines and NPC encounters now share a lower map-event budget, early maps are quieter, duplicate NPC encounters are blocked, and ally NPC combat shouts are throttled.
balancemappolishing
v1.0.7: Map pointers calm down2026-06-12 · Link

Offscreen pointers now wait until their target is actually out of view, with fewer discovery shout-outs and a corrected Rashid sprite.

  • Chest pointers now wait until the chest visual is fully offscreen, and many chest pointers are capped locally so they stay lightweight.
  • Normal chest and shrine discovery callouts are quieter, while epic or legendary chests, portals, NPCs, and mounts still get attention.
  • Bosses now gain large offscreen pointers after discovery, red locked portals no longer point early, and completed or failed shrines stop asking for directions.
  • NPC pointers can show a focused portrait-style bust, and Rashid now uses his full travelling merchant addon sheet.
polishingmapassets
v1.0.6: Account achievements arrive2026-06-12 · Link

HL Accounts now track an achievement collection with unlock notifications, profile progress, and a 100-entry catalog.

  • The class selection header now includes an achievements window with All, Unlocked, Locked, and New filters.
  • Run results can unlock account achievements after the run save succeeds, with duplicate run IDs ignored.
  • The full achievement catalog is cached with the offline data pack so the list stays available in local play.
progressionuioffline
v1.0.5: Offscreen map markers get miniatures2026-06-12 · Link

Discovered offscreen chests, portals, shrines, allies, mounts, and NPC points now use compact object callouts instead of plain arrows.

  • Chest markers now show the chest miniature with rarity-colored brackets.
  • Portal and panic objective markers now use larger, higher-priority callouts with distinct colors.
  • Shrines, allies, mounts, NPCs, and anvil points now keep small object-focused markers while staying readable on portrait mobile.
polishingmobileui
v1.0.4: Passive scaling gets cleaner2026-06-12 · Link

Passive ranks now add into clear percent buckets for resources, recovery, armor, movement, and pickup range, while Fate rewards stay as the stronger boss-choice layer.

Balance Changes

Vitality max health
level-up passive scaling
+34 flat HP per rank -> +8% max HP per rank

Health passives now scale with vocation, level, and gear without front-loading as much fixed HP.

Recovery mana regeneration
level-up passive scaling
+0.42 mana per second per rank -> +6% mana regeneration per rank

Recovery remains useful later in a run while avoiding brittle flat early-run spikes.

Fortune pickup range
level-up passive scaling
+12 flat pickup range per rank -> +8% pickup range per rank

Pickup routing stays helpful without letting passive ranks dominate the whole collection radius by themselves.

  • Vitality now grants percent max health and percent recovery scaling instead of large flat chunks, so it grows with the run without becoming the whole build.
  • Wardcraft, Evasion, Recovery, Arcana, Channeling, Endurance, Momentum, and Fortune now describe their scalable passive bonuses as percentages.
  • Boss Fate damage bonuses now apply after passive damage bonuses, keeping Fate rewards distinct and punchier than regular level-up passives.
balancepassivesanalytics
v1.0.3: Crypto checkout opens on beta2026-06-11 · Link

Beta now shows the Crypto payment option in the premium shop so logged-in players can test Base USDC Lux checkout through HL Accounts before the live switch.

  • The beta premium shop now enables the Crypto payment method beside the existing card options.
  • Crypto checkout opens HL Accounts billing with the same Base USDC wallet order flow planned for live play.
  • Beta checks now verify that the Crypto rail is visible before the update is accepted.
shoppremiumbeta
v1.0.2: Announcement timing and full-note errata2026-06-11 · Link

Community posts now wait for the live game and full notes to be ready, and this hotfix adds a dedicated errata section for the v1.0.1 scope that was previously under-described.

  • Community posts now run after the live game, live notes data, and public notes page all confirm the current version.
  • Full patch notes now support dedicated errata sections so a short community summary can stay brief without hiding important shipped changes.
  • The v1.0.1 entry remains focused on bleed, progression, targeting, lobby, and mobile changes, while the errata below lists the wider scope players should know about.

Errata: v1.0.1 full scope

The previous short post and note focused too narrowly on bleed and progression. The same live release also included these important player-facing changes.

  • Shrines now spawn and advertise their effects more reliably, with clearer shrine statues, bowls, hazards, and zone visuals.
  • EXIVA events received NPC, combat text, liquid pursuit, and HAHAHAHA playtest polish so the encounter reads better during noisy fights.
  • The bottom status strip, pickup callouts, chest foregrounds, and battlefield layering now keep rewards and threats easier to read.
  • Wardrobe previews, co-op lobby outfits, compact A/E badges, and mounted preview visibility now stay scoped to the right player.
  • The install button in Settings falls back cleanly when the browser exposes installation through a delayed prompt.
  • The public guide now includes a broader encyclopedia, legal pages, localized routes, and a v2 leaderboard explorer.
  • Ascension pressure, Fate rewards, Twisted Fate reveal timing, support NPCs, and Knight pacing all received balance and clarity tuning.
  • Consumable pickups and vocation chest rarity pools now use clearer visuals and class-aware reward floors.
  • Multiplayer result screens now handle post-run race timing without crowding the summary layout.
  • Bleed, Ascension unlocks, Endless entry, autotarget focus, area-cast tie-breaks, and mobile reward choices are the gameplay rule changes from v1.0.1 that should remain visible in the full notes.
  • Release safety checks now protect the live build, public leaderboard data, and branch checkout path before community posts are sent.
hotfixnotesannouncement
v1.0.1: Bleed and progression rules tighten up2026-06-11 · Link

Bleed, Ascension, and Endless progression now follow the intended v1 rules instead of rewarding runaway status damage or repeated A0 clears.

Status and progression rules

Bleed tick scaling
Bleed damage over time
100% max HP basis -> 100% current HP basis

Bleed is strongest on fresh targets and tapers off as they get low.

Bleed lethal floor
Bleed damage over time
0 HP -> 1 HP

Bleed can soften enemies or players but cannot finish them by itself.

Ascension unlock step
Account and local progression
Up to 15 tiers -> 1 tier

A2 requires clearing A1, A5 requires clearing A4, and repeated A0 clears stay at A1.

First Endless entry
Endless progression
5 tier threshold -> 1 tier plus 1 entry

Endless tiers follow the vocation's unlocked Ascension after entering Endless once.

Combat targeting feel

Autotarget focus
Auto-attacks, projectile spells, precision runes, and selected-target casts
Reticle could jump quickly to low-health or nearby monsters -> Reticle keeps a soft focus on chased and recently damaged targets

Bosses and fleeing monsters stay easier to focus without adding a manual target button.

Area cast tie-breaks
Automatic offensive cast planning
Best swarm casts could ignore the focused monster on near ties -> Near-tie beams, waves, bursts, zones, and runes prefer casts that include focus

AoE can clear minions around a boss while the reticle still represents your main target.

  • Autotargeting now holds onto the monster you are chasing or recently damaging, while still letting close dangerous enemies pull focus when they are the practical threat.
  • Area spells and runes can still clear better packs, but near-tie casts now prefer including the focused monster without moving the reticle.
  • Bleed now ticks from current HP, fades through its normal timer, and cannot kill players or monsters by itself.
  • Ascension unlocks now advance one tier at a time: clearing A0 unlocks A1, clearing A1 unlocks A2, and repeated lower-tier clears no longer skip ahead.
  • Endless access now starts after clearing A1 and becomes selectable for a vocation after entering Endless once from a standard clear.
  • Co-op lobby previews now keep each player's own wardrobe look instead of borrowing the viewer's saved outfit, and lobby Ascension controls use compact A/E badges.
  • Mobile level-up rewards now use larger stacked choice cards with more readable descriptions, icons, and stat chips.
  • Player-facing version labels now continue the v1.x release line.
balanceprogressionv1
v1.0.0: Mana Panic enters v12026-06-10 · Link

Mana Panic is now a v1 game: account progression, Ascension, Endless, wardrobe cosmetics, co-op, map events, leaderboards, and offline play have been pulled into one complete loop.

  • Account runs now preserve progression through validated saves, longer recovery windows, clearer save receipts, and safer local playtime updates when network validation is delayed.
  • Ascension has grown into a fifteen-level challenge ladder with harsher rules, cursed choices, Blood Price casting, vocation-specific clears, and Endless tiers that now live inside the Ascension badge.
  • Endless is no longer just a post-clear button: each vocation can unlock it, choose Endless tiers from the class selector or co-op lobby, and carry the last selected Ascension pressure into survival runs.
  • The Skin wardrobe now supports account-owned vocation cosmetics, mounted rider previews, saved outfit colors, Luxcoin purchases, premium equip rules, and Endless Shards for addon unlocks.
  • Map events are now a core part of runs: shrines grant map-long deity favors, NPC allies and traders have clearer jobs, and item-request encounters can persist across maps until completed.
  • Loot and combat feedback are easier to trust, with potion drops, chest outcome explanations, boss hit anchors, death and victory captures, and multi-stat post-run leaderboards all reading more clearly.
  • Co-op received the reliability work needed for shared runs: stable entity sync, version and Ascension gates, lobby readiness, public party invites, and host-owned leaderboard records.
  • The public guide, patch notes, offline cache, and release metadata now support a cleaner live experience across English, Brazilian Portuguese, Polish, and Spanish routes.
releasev1accountprogressionascensionendlesswardrobecoopoffline
v0.2.328: Endless moves into the Ascension badge2026-06-10 · Link

Class selection and co-op lobbies now enter Endless from the A0 badge slot, with safer clicks around the selector.

Selection Polish

Endless selector
solo class selection and co-op lobby setup
Endless lived as a separate option or past the highest Ascension tier, and nearby selector whitespace could start a run. -> Endless lives in the center badge slot and whitespace around the controls is inert.

Players can browse Ascension and Endless tiers with fewer misclicks.

  • Clicking the space around the Ascension selector no longer starts the selected class by accident.
  • Endless-unlocked classes now step left from Ascension 0 into Endless, then Endless 1, Endless 2, and higher unlocked tiers.
  • The co-op lobby uses the same Endless tier selector so party setup matches solo selection.
polishingendlesscoop
v0.2.327: Wardrobe header fields line up cleaner2026-06-10 · Link

The Skin window now aligns the User label and account text more closely with the Close button, keeps the copy button inside the User panel, and makes Character-name editing clearer.

Wardrobe

User field alignment
Skin window header
The User text sat slightly lower than the Close button and the copy button could crop against the panel edge. -> The User text is nudged into line with the header copy and the copy button has a smaller frame.

The top row reads cleaner without cropped account controls.

Character name editing
Skin window header
The Char field did not clearly show typing focus and only saved after the browser change event. -> The Char field now highlights while focused, and Enter or Save Look commits the new name.

Character name edits feel explicit and save from the same window.

Save button styling
Skin window actions
Save Look used the same blue button treatment as Luxcoin transaction actions. -> Save Look now uses the standard button frame when equipping owned outfits, while purchase actions stay blue.

The button color better separates free equip saves from spending flows.

  • The User row text now sits on the same visual line as the Close button copy.
  • The account copy button is smaller so its frame fits inside the User panel without clipping.
  • The Char field now highlights while typing, and pressing Enter or Save Look saves the edited character name.
  • Save Look now uses the standard button frame for already-owned outfits, while Luxcoin purchase actions keep the blue transaction styling.
polishingwardrobeskins
v0.2.326: Wardrobe mount cards and header fields fit cleaner2026-06-10 · Link

The Skin window now enlarges mount portraits inside their cards and gives the Char/User fields safer spacing without pushing other header buttons around.

Wardrobe

Mount portraits
mount browser cards
The Donkey portrait could appear too small inside the mount card square. -> Mount portraits now scale from their visible south idle frame so the card square is used more fully.

Mounts are easier to recognize while browsing the Skin window.

Header identity fields
Skin window header
The Char and User panels could crop their contents or crowd the copy button. -> The header now reserves safer space for the copy button and lets long User names ellipsize.

The top row stays cleaner without distorting nearby buttons.

  • Donkey now fills the mount card portrait square better while staying south-facing and idle.
  • The Skin header now keeps the Char and User panels inside their row more reliably.
  • Long User handles can ellipsize while keeping the copy button available.
polishingwardrobeskins
v0.2.325: Wardrobe sale prices and portraits tighten up2026-06-10 · Link

The Skin window now frames outfit portraits around the face and bust, fixes Arbalester's Sale price to 250 Lux, and gives discounted prices stronger sale styling.

Wardrobe

Portrait framing
Skin browser cards
Some Skin list portraits showed only the lower edge of the outfit sprite. -> Skin list portraits now use standard-color portrait crops that center more of the face and bust in the square.

Outfits are easier to recognize while browsing.

Arbalester sale
skin purchases
Arbalester showed a Sale badge but still charged 350 Lux. -> Arbalester now charges 250 Lux and displays a stronger discounted price style.

The sale badge now matches the actual wardrobe price.

Mount cards
mount browser cards
The Donkey card had extra stat text and could show an empty portrait square. -> Mount cards now show just the name plus a south-facing idle mount portrait.

Mount browsing matches the cleaner Skin card presentation.

  • Wardrobe list portraits now use standard-color head-and-bust crops instead of the full paperdoll foot anchor.
  • Arbalester now charges 250 Lux while keeping the Sale badge.
  • Discounted wardrobe prices now render in white with a dark outline and red glow to match the sale ribbon.
  • The Skin color row has more breathing room so the active swatch outline is not clipped.
  • The Skin header uses the shorter Char label and gives identity fields more room.
  • Mount cards now show only the mount name and use the mount's south-facing idle sprite portrait.
polishingwardrobeskins
v0.2.324: Wardrobe header lines up cleaner2026-06-10 · Link

The Skin window header now gives class tabs, account identity, and balances cleaner spacing, while addon shard prices use a static shard icon.

Wardrobe

Header alignment
Skin window header
Skin window tabs, account fields, and balance chips could feel cramped or vertically uneven. -> Header controls now use clearer spacing and consistent vertical alignment.

The top row is easier to scan without cropped account controls.

Shard price icon
addon purchase buttons
Addon shard cost buttons reused the animated shard sprite. -> Addon costs now show one static shard frame, while the header shard balance can still animate.

Addon controls feel calmer and avoid unnecessary motion.

  • The vocation and mount tabs now sit farther left with clearer spacing before the Character and User fields.
  • Character, User, balance, and Close text now align more consistently across the Skin window header.
  • Luxcoin and shard balances keep their icons on the left while the label and amount stay aligned on the right.
  • Addon shard price buttons now use a static shard icon instead of the animated shard sprite.
polishingwardrobeskins
v0.2.323: Wardrobe prices and saved looks settle lower2026-06-10 · Link

Paid wardrobe outfits now use lower Lux prices, saved Skin looks carry into selection and lobby previews, and premium color slots stay locked for free accounts.

Wardrobe

Skin pricing
skin purchases
Paid wardrobe outfits were still using the old 750 Lux test price. -> Most paid outfits cost 350 Lux, while Shaman and Wizard cost 475 Lux.

Skin prices better match the intended wardrobe economy.

Sale badge
skin browser cards
The Arbalester sale rule did not show a ribbon when the final sale price matched the visible outfit price. -> Arbalester keeps the Sale ribbon while charging 350 Lux.

Sale presentation follows the configured promotion instead of depending only on a percent discount.

Saved looks
selection and multiplayer lobby
Selection and lobby previews could still show ascension-based addon visuals. -> Selection and lobby previews use the outfit, addon, and preferred color saved in the Skin window.

Ascension level no longer equips or unequips visual addons.

Color access
Skin window and lobby color picker
Every wardrobe color swatch was selectable by any account. -> Only the first four colors are free; the remaining swatches are disabled unless premium is active.

Premium-only colors are gated consistently before saving or starting a run.

  • Most paid outfits now cost 350 Lux.
  • Shaman and Wizard now cost 475 Lux.
  • Arbalester now costs 350 Lux and keeps the Sale badge even when the configured sale price matches the visible price.
  • Saved Skin outfit, addon, and color choices now appear on the vocation selection menu and multiplayer lobby instead of following ascension level.
  • Free accounts can use the first four outfit colors, while the remaining color swatches are disabled until premium is active.
  • The Skin color row now fits the preview area without horizontal or vertical scrollbars.
polishingwardrobeskinsaccount
v0.2.322: Wardrobe cards and paperdolls line up cleaner2026-06-09 · Link

The Skin/Wardrobe window now uses inline confirmations, cleaner sale-aware price rows, mount portraits, and a shared south-idle foot reference so outfits swap without jumping around.

Wardrobe

Paperdoll anchor
skin previews
Switching outfits, directions, walking frames, or addons could shift the character inside the preview. -> Wardrobe outfits now share one base south-idle foot reference and offset all preview frames from it.

Outfits compare from the same body footprint while still animating normally.

Skin browser cards
Skin/Wardrobe browser
Cards showed status subtext such as Included, Owned, Lux price, and a separate Saved marker. -> Cards show the skin name, a right-aligned Luxcoin price only when locked, sale ribbons for discounted skins, and the active card uses the pressed state.

The list is easier to scan and matches the button behavior.

Outfit discounts
skin purchases
Wardrobe outfit prices had no sale presentation or operator discount rule path. -> Wardrobe prices can be discounted by skin, vocation, or all skins from the catalog, with Arbalester configured through the sale path.

Discounted outfits display and charge the sale price consistently.

Purchase confirmation
Skin/Wardrobe purchases
Skin purchases opened a separate confirmation panel, and addon unlock rows used a cost plus Buy button. -> The clicked price button changes to Confirm? for both skin and addon purchases.

Unlocking skins and addons uses less space and keeps the preview panel stable.

Mount cards
mount browser
Mount rows used a generic mount icon. -> Mount rows show the actual south-facing idle mount sprite portrait.

Future mounts can be compared visually from the list.

  • Skin cards now show only the outfit name and a right-aligned Luxcoin price when the outfit is locked.
  • Discounted outfits now show the same sale ribbon used by the shop, and Arbalester uses the operator sale path.
  • The selected or previewed skin now uses the pressed card state instead of a separate Saved label.
  • Addon and skin purchases now confirm directly on the clicked price button instead of opening an extra confirmation panel.
  • Outfit previews now align every idle, walking, direction, and addon frame against the base south-idle foot reference.
  • Mount browser cards now show the mount sprite portrait south-facing and idle instead of a generic icon.
  • The wardrobe header, tabs, color swatches, and addon controls were tightened to reduce overlap with the paperdoll preview.
polishingwardrobeskinsmountsaccount
v0.2.321: Skin window previews match saved looks2026-06-09 · Link

The Skin/Wardrobe window now shows larger anchored previews, true mounted rider sprites, saved outfit colors, cleaner controls, and stricter outfit color masks.

Wardrobe

Preview layout
Skin/Wardrobe window
The Skin window used a smaller right-side preview with more visible helper copy. -> The Skin window focuses on a taller left-side paperdoll preview, icon controls, and a right-side browser with the Save or Buy action.

Skins, addons, directions, and mounts are easier to inspect before saving.

Mounted skins
mount previews
Some paid skins stood beside mount previews instead of riding them. -> Wardrobe skins now ship mount-specific rider sheets for mounted previews.

Mounted looks better match the saved outfit.

Outfit masks
skin color selection
Some HLever skin color masks could tint neutral details such as blades or hand pixels. -> Wardrobe masks now come from template-marked outfit regions and leave ordinary gray pixels alone.

Color swatches affect the intended outfit areas more reliably.

Saved color
account wardrobe selection
Wardrobe color was only implied by the current class or lobby color. -> A wardrobe color swatch row saves your preferred outfit color with account progression.

Your chosen skin color persists across sessions.

  • Outfit and mount tabs now use icon buttons in one top row, with pressed states for the selected tab, direction, addon, and color.
  • The preview moved left, grew taller, and uses a floating D-pad with the idle/walk toggle in the center.
  • Mounted skin previews now use rider sheets for the selected mount instead of drawing the character beside the mount.
  • Outfit and mount previews now share a stable paperdoll anchor so addons and mounts can be toggled without the character jumping around.
  • HLever outfit masks now recolor only template-marked outfit regions instead of tinting gray weapon, armor, or skin pixels.
  • A preferred outfit color can be selected from the wardrobe and is saved with your account wardrobe selection.
  • Account name and editable display name are now shown compactly in the Skin window when there is room.
polishingwardrobeskinsmountsaccount
v0.2.320: Playtest polish tightens pickups and allies2026-06-09 · Link

Potion pickups now respect your current resources, Jaeger can stretch his hunt when kills keep coming, tester time controls toggle cleanly, death recaps reveal the killer name with the sprite, and Standard leaderboard clears keep the visible run timer.

Playtest Polish

Potion agency
monster potion drops
Nearby potions could pull in even when most of the heal or mana restore would be wasted. -> High-waste potions stay on the ground unless you intentionally step onto them, and potion drops arc farther from the player with utility-item spin.

Healing and mana pickups are easier to save for when they matter.

Jaeger hunting stamina
recruited Jaeger encounters
Jaeger stamina only drained once recruited. -> Jaeger gets a capped stamina extension from active nearby kills.

Keeping the hunt moving can buy Jaeger extra time without making him permanent.

Recap and tester polish
death recap and tester sessions
The killer name appeared before the death recap sprite reveal, and the Time 2.5x tester button could not toggle off. -> The killer name reveals with the sprite, and the tester time button toggles between 2.5x and normal time.

Run-end presentation and tester controls are clearer.

Leaderboard clear timer
Standard Timer clears
Standard clear submissions could use the hidden director clock instead of the visible run timer. -> Leaderboard clear times now match the in-game timer and freeze when the final boss dies.

Official clear scores stay aligned with the result card and local leaderboard preview.

Progression

Endless placement
class selection and co-op lobby
Endless was reached by stepping past the last ascension tier. -> Endless appears as its own option before A0 once unlocked, and it uses the vocation's last selected ascension level.

Starting Endless is clearer and no longer looks like another ascension tier.

Endless unlock
per-vocation progression
Endless waited for the final ascension tier clear. -> Clearing A5 unlocks Endless while normal ascension progression continues into A6 and beyond.

Players can enter Endless earlier without shortening the Ascension ladder.

Vocation playtime
class selection playtime
Account-mode playtime could roll back when a run finish was rejected or left unvalidated. -> Run-end playtime is kept locally for the vocation even when account validation does not award progression.

Time spent playing still appears on the vocation menu without granting trusted unlocks or leaderboard credit.

Wardrobe

Paperdoll preview
Skin/Wardrobe window
Skins appeared as a compact grid with text direction controls and addon buttons. -> Wardrobe browsing now focuses on one large paperdoll preview with icon rotation, walk, mount, and addon checkbox controls.

Cosmetics are easier to inspect before saving or buying.

Purchase confirmation
premium skins
Unowned skins could move too quickly from browse to purchase. -> Paid skins open an in-window confirmation with exact Luxcoin price, balance, and shortfall before spending.

Players get clearer spending feedback before confirming wardrobe unlocks.

  • Potions that would waste too much of their restore amount no longer pull in from normal loot range, but can still be taken by walking directly onto them.
  • Potion and magnet drops now use a higher arced throw with a brief spin, and potions land farther than normal loot so accidental heals are less likely.
  • Jaeger gains capped extra stamina from active nearby hunting while still running out over time.
  • The tester Time 2.5x button now toggles back to normal time.
  • Death recaps now reveal the killer name and sprite together.
  • Standard leaderboard clear times now use the visible in-game run timer, and post-clear travel or deaths no longer inflate the official clear time.
  • Jefrey now uses a more banker-like runtime outfit palette.
  • The Skin/Wardrobe window now has a larger paperdoll preview, icon direction controls, checkbox addons, a Mounts tab, and clearer Luxcoin purchase confirmation.
  • Endless now unlocks for each vocation after clearing A5, appears as its own option before A0 in selection and lobby, and uses the last selected ascension level when started directly.
  • Vocation playtime now updates locally at run end even if an account save is rejected or cannot validate.
polishingpickupsleaderboardnpcswardrobeskinspremiumendlessplaytimeprogression
v0.2.319: Ascension expands to A152026-06-09 · Link

Ascension now reaches fifteen additive challenge levels, with harsher map rules, cursed reward choices, Blood Price casting, and Endless unlocks moving to A15 clears.

Ascension

Challenge ladder
premium Ascension runs
Ascension capped at A10 and leaned mostly on numeric pressure. -> Ascension reaches A15 with additive mechanical modifiers at each new tier.

Hard-mode progression now changes how maps, pickups, choices, casting, and bosses feel.

Endless unlock
per-vocation Endless access
Endless unlocked after an A10 clear. -> Endless unlocks after an A15 clear.

Endless is now gated behind completing the full Ascension challenge ladder.

  • Ascension levels now cap at A15 across selection, account progression, server validation, and tester unlocks.
  • New higher-level modifiers include broken magnets, longer harmful wounds, elite pursuers, cursed choices, removed boss tribute chests, Blood Price, shrinking pickup safety, mana burn monsters, and Doom March gold resets.
  • Endless now unlocks per vocation after clearing A15 instead of A10.
ascensionbalanceendless
v0.2.318: Shrines bring map-long deity favors2026-06-09 · Link

Maps can now spawn shrine POIs that charge while players hold the zone and grant Fafnar, Crunor, or Bastesh favor for that map.

Map Events

Shrine POIs
campaign and co-op maps
Maps had chests, portals, mounts, and NPCs as the main interactables. -> Shrines now add hold-the-zone deity favor events to maps.

Players get a new positional objective that can shape the current map's combat plan.

  • Solo shrines let players choose a deity plate, then hold the shrine zone to complete the devotion.
  • Co-op maps can add party shrines that require all active living party members on pads before charging.
  • Leaving a charged shrine unattended lets progress decay; reaching zero fails the shrine and swaps it to hazard field sprites.
  • Completed shrine favors appear in the status row and clear when the party advances to the next map.
shrinesmap-eventscoop
v0.2.317: Endless Shards power wardrobe addons2026-06-09 · Link

Ascension runs now bank Endless Shards on validated account saves, and skin addons unlock by spending those shards in the Skins wardrobe.

Account Progression

Endless Shards
Skins wardrobe
Skin addons unlocked directly from qualifying clears. -> Validated Ascension runs add account Shards that are spent on eligible skin addons.

Harder Ascension play now builds a persistent cosmetic currency.

  • Ascension boss clears grant shards after the run save is accepted by the account server.
  • A0 runs do not grant Endless Shards; eligible boss and elite kills drive the saved drop count.
  • Wardrobe addon cards now show shard costs and spend from the account shard balance.
  • Addon unlocks are no longer granted automatically by clears; clears establish eligibility, then shards pay for the unlock.
ascensionskinsaccount-progression
v0.2.316: Skins wardrobe opens account cosmetics2026-06-09 · Link

Logged-in players can preview and equip vocation skins, buy paid cosmetics with Lux, and unlock skin addons from qualifying ascension clears.

Skins

Wardrobe
class selection
Character outfit addons were tied directly to ascension level with no account wardrobe. -> Skins and addons are selected from an authenticated account wardrobe.

Players can choose their run appearance separately from ascension difficulty.

Paid cosmetics
HL account progression
Lux could buy premium time but not vocation cosmetics. -> Paid v1 skins can be purchased with Lux, previewed while locked, and used while premium is active.

Cosmetic ownership is account-based and survives premium expiry.

  • The class selection screen now has a Skins button for authenticated wardrobe access.
  • Each vocation has a default skin plus two paid v1 cosmetics that can be previewed before purchase.
  • Paid skins stay owned on the account but require active premium to equip for new runs.
  • Skin addons unlock from clears with that skin equipped at run start instead of being auto-equipped by ascension level.
skinsaccount-progressioncosmetics
v0.2.315: NPC allies and map encounters behave more clearly2026-06-09 · Link

Grizzly now steals only gold with clearer feedback, Jefrey trades gold for XP only when safe, and A Sweaty Cyclops keeps his request across maps until satisfied.

NPC Encounters

Grizzly gold stealing
temporary NPC allies
Grizzly could remove nearby loot broadly and spawned many small stolen-loot texts. -> Grizzly steals only gold, leaves XP and other pickups behind, and aggregates the stolen-gold text.

His collector behavior is easier to read and no longer eats progression pickups.

Jefrey trade
map NPC encounters
Jefrey dropped gold immediately after interaction. -> Jefrey spends shared gold for XP after a 30-second safe trade and resets if monsters get too close.

The banker encounter has a clear risk and reward instead of free instant gold.

Cyclops request persistence
map NPC encounters
A Sweaty Cyclops request could be lost when the map advanced. -> The same request follows to the next map near the boss gate until the requested item is delivered.

Players can finish the Cyclops delivery later without losing the objective.

  • Grizzly leaves XP and other pickups for players, aggregates stolen-gold text, and can extend his ally stamina from stolen gold within a cap.
  • NPC allies now shout when casting or attacking, and Grizzly can heal injured party players as well as NPC allies.
  • Jefrey now runs a 30-second safe gold-for-XP trade instead of dropping free gold immediately.
  • A Sweaty Cyclops keeps the same requested item on later maps and clears the request only after the item is delivered.
npc-encounterscombat-alliespolishing
v0.2.314: Victory results and boss hit feedback read cleaner2026-06-09 · Link

Victory summaries now share the same top capture controls as defeat, boss damage numbers stay anchored to moving targets, and boss HP pacing is slightly lower.

Run Results

Victory capture controls
post-run victory screens
Victory capture actions lived in a different lower action area than defeat results. -> Victory and defeat share the same top capture action placement.

Result screens stay more consistent across clear and defeat outcomes.

Boss damage anchors
boss combat feedback
Aggregated boss hit numbers could stay pinned to an old boss position after the boss moved. -> Merged hit numbers refresh their world anchor at the current boss hit position.

Damage feedback tracks moving bosses more accurately during sustained attacks.

Boss HP pacing
campaign and endless boss durability
Boss HP used the 0.78 pacing multiplier. -> Boss HP uses a 0.74 pacing multiplier.

Successful damage builds should spend less time chewing through boss health without changing boss mechanics.

  • Victory result screens now keep screenshot and video actions in the cinematic top panel instead of a separate lower control row.
  • Rapid boss damage numbers now update to the boss's current hit position when hits are aggregated.
  • Critical hit damage text is larger and swaps fill and outline colors for a stronger combat pop.
  • Boss HP pacing moved from a 0.78 multiplier to 0.74 after local account inspection could not find the requested Rizzou progression record.
run-resultscombat-feedbackbosses
v0.2.313: Run result leaderboards switch stats2026-06-09 · Link

Post-run leaderboard previews now let players switch between time, damage, kills, and bosses, with co-op public entries owned by the party leader.

Leaderboards

Post-run stat tabs
post-run result screens
Result-screen leaderboard tabs looked clickable but always showed timer rankings. -> Players can switch the preview between time, damage, kills, and bosses.

Run summaries make it easier to compare the stat that mattered most in that run.

Co-op public identity
public leaderboard snapshots and exports
Multiplayer leaderboard payloads could use a peer-facing display name in public rows. -> Public co-op rows use the host or party leader name and only expose party size.

Party runs credit the leader without leaking party member names.

  • Death, victory, post-clear death, and endless death result screens now share interactive leaderboard stat tabs.
  • Switching tabs updates the active state, row order, and visible metric without losing the selected tab when the public snapshot refreshes.
  • Co-op public leaderboard entries now show the host or party leader name with party size, while peer names stay out of public snapshots.
leaderboardsrun-resultscoop
v0.2.312: Death results export cleaner screenshots2026-06-09 · Link

Death result panels now keep their capture controls, monster sprites, and progress marker alignment cleaner in the live view and saved PNG.

Run Results

Death result capture
death result screen and saved result screenshots
The death panel could duplicate the video action and exported screenshots could miss monster sprites. -> Capture controls are singular and exported result PNGs preserve the visible monster artwork.

Sharing a failed run should better match what players see on screen.

  • Death results now show the run video action only in the top capture controls instead of duplicating it in the lower action row.
  • The slain-by monster is layered above the result panel so large sprites stay visible.
  • Saved result screenshots now inline the displayed sprite images before export so slain and progress monsters appear in the downloaded PNG.
polishingrun-resultsscreenshots
v0.2.311: Guide language picker shows flags2026-06-09 · Link

The public guide language selector now shows the current locale's flag in the header and matching flags in the language menu.

Public Guide

Language selector flags
public guide desktop and mobile navigation
The guide header showed a generic language icon even after a locale was selected. -> The selected locale and each menu option show a matching country flag.

Players can recognize the active language faster and switch locales without losing their current page.

  • Desktop and mobile guide navigation now use a custom language picker with United States, Brazil, Poland, and Spain flags.
  • Switching languages keeps the current guide path and page hash whenever the translated route exists.
  • The old generic language icon is hidden so the selected language is easier to scan.
polishingi18npublic-site
v0.2.310: Chest jewelry and reserve rewards explain themselves2026-06-09 · Link

Chest rewards now show clear outcomes when jewelry activates, queues, or gets discarded, and hand-set reserve upgrades no longer look like empty rolls.

Chest Rewards

Reserve-only gear rolls
paid and boss chest equipment rolls
Some valid hand-set upgrades could update reserve gear while the chest summary reported no reward. -> Reserve upgrades show as explicit chest rewards and keep their reveal/analytics outcome.

Chests should no longer feel empty when they actually rolled useful alternate weapon or offhand gear.

  • Weapon and offhand rewards that improve an alternate hand set now count as visible reserved rewards instead of disappearing from chest summaries.
  • Timed rings and necklaces now report clearer chest outcomes for activation, queueing, and blocked or discarded pickups.
  • Chest analytics now preserve reserve and queued outcomes so reward audits no longer collapse valid rolls into zero-reward opens.
polishinglootchests
v0.2.309: Monster drops can leave short-lived potions2026-06-08 · Link

Monsters can now drop expiring health and mana potions that restore a percentage of your max resource when collected.

Battlefield Drops

Monster potion drop chance
normal monster kills
0 -> 5

Players can leave emergency sustain on the ground briefly, but must collect it before it expires.

  • Eligible monster kills now have a small chance to drop either a health or mana potion.
  • Potion strength follows common through legendary tiers, with stronger tiers restoring a larger percentage of max HP or mana.
  • Potions stay where they drop, blink during their final seconds, then disappear with a poof instead of being pulled by Magnet.
balanceassets
v0.2.308: Co-op entity sync gets a reliable state lane2026-06-08 · Link

Co-op runs now keep monster, pickup, and snapshot lifecycle state on reliable delivery while realtime smoothing remains lightweight.

Co-op Stability

Entity lifecycle
co-op runs
Dropped realtime state could leave peers missing monsters or pickups until periodic recovery. -> Reliable snapshots and resync requests repair missing entities promptly.

Party members should see monsters, projectiles, and collected loot stay closer to the host state.

  • Authoritative run snapshots now use reliable state delivery for active peers instead of sharing the lossy realtime lane.
  • Peers request an immediate full-state resync when a delta base is missing or a realtime frame references an entity they do not know yet.
  • Gold and loot pickups now send a collection event so peer screens remove collected drops promptly and show shared gold feedback.
coopcritical
v0.2.307: Spanish guide routes join patch notes2026-06-08 · Link

The public guide and patch notes now support Spanish alongside English, Brazilian Portuguese, and Polish.

Public Guide

Language selector
public guide and patch notes
English-only guide navigation -> English, Portuguese, Polish, and Spanish guide routes

More players can browse release notes, guide pages, and legal pages in their preferred language.

  • The public guide now has language routes for English, Brazilian Portuguese, Polish, and Spanish.
  • Patch notes can show translated headlines, summaries, and details when a release provides them.
  • Community announcements can now use concise multi-topic summaries in every supported language.
documentationi18n
v0.2.306: Docs leaderboards refresh from live results2026-06-08 · Link

The public docs leaderboard page now refreshes from the live run snapshot instead of reusing stale committed data.

Leaderboards

Public docs snapshot
static public docs leaderboard page
Docs leaderboards could stay empty or stale after deploys -> Docs updates publish and verify the current live leaderboard snapshot

Players can trust the public leaderboard page to match validated live results after each update.

  • Public docs updates now fetch the current live leaderboard snapshot before publishing the static guide.
  • The deployed /data/leaderboards.json file and /leaderboards page are verified against the same generated snapshot.
  • Local public-site builds still work from the committed fallback snapshot when no live snapshot URL is configured.
leaderboardsrelease
v0.2.305: Endless starts after the clear save2026-06-08 · Link

Starting Endless from a clear now waits for the standard run save and keeps recording controls honest for disabled recording and Endless runs.

Run Results

Endless handoff
standard clears that continue into Endless
Endless could start while the standard clear save was still finishing -> Endless waits for the standard clear save and leaderboard path first

Standard leaderboard credit is protected before the survival run begins.

  • The Endless button now waits until the standard clear save and leaderboard submission finish before the survival continuation begins.
  • If a standard run video is ready, the game warns that Endless will discard it so players can download it first.
  • Endless runs no longer start recording, and disabled recording now shows a disabled video-off action on result screens.
polishingleaderboardsendless
v0.2.304: Referral tracking shows the full funnel2026-06-08 · Link

Referral links now track valid clicks durably and the referral panel shows clicks, sign-ups, and purchases as direct conversion totals.

Referrals

Conversion summary
HL account referral management
Referrers had to infer activity from tracker rows and could not see valid click counts -> The referral panel shows clicks, sign-ups, and purchases directly

Referral progress is easier to understand before sign-ups or purchases arrive.

  • Valid /r links now keep a server-side click ledger so operators can inspect referral traffic without exposing raw IP addresses or user agents.
  • The referral tracker now summarizes clicks, sign-ups, and purchases above the detailed activity rows.
  • Empty referral states now distinguish no clicks, click-only traffic, and sign-ups that have not purchased yet.
analyticsreferrals
v0.2.303: Account saves recover more reliably2026-06-08 · Link

Legitimate runs now keep validated save receipts longer, recover account progression after session interruptions, and show clearer save status on the run summary.

Account Progression

Run save recovery
logged-in run finishes, deaths, clears, and long sessions
Some recoverable account/session failures could collapse into Save rejected and discard retry evidence -> Validated runs keep a receipt and retry account progression through the recovery path

Legitimate play time and class progress are much less likely to be lost after account interruptions.

  • Run validation tickets now last up to 12 hours so long runs, pauses, and delayed account recovery are less likely to lose save eligibility.
  • If account sync is interrupted after a run validates, the game keeps the run pending and can finish saving it with the validated receipt after the account reconnects.
  • Runs held back from leaderboards by integrity review can still save normal account progression when the run itself was validated.
criticalaccountprogression
v0.2.302: Allies and shields read cleaner2026-06-08 · Link

Monsters now chase players into liquid hazards, recruited allies respect solid terrain, sorcerer mana sustain is tighter, and mana shield hits show blue covered damage numbers.

Gameplay Polish

Liquid pursuit
water, lava, and bog tiles
Players could park on liquid to break monster chase paths -> Monsters can enter liquid while pursuing a player already on liquid

Liquid remains risky terrain instead of a safe parking exploit.

Ally movement
recruited map NPCs
NPC allies could try blocked steps or overlap combat blockers -> Allies path around solid actors and avoid liquid hazards

Allies behave more like solid battlefield characters.

Mana shield feedback
Utamo Vita and other mana shield sources
Absorbed hits displayed a separate mana shield text label -> Absorbed damage appears as blue combat-hit numbers

Shielded hits are easier to read in combat clutter.

Balance

Sorcerer base mana regeneration multiplier
baseline vocation sustain before passives, gear, rings, ascension, and mana regeneration conditions
1.5 -> 1.12

Early spell spam and permanent mana shield uptime need more mana investment.

  • Monsters avoid liquid during normal pursuit but can follow players who step into water, lava, or bog without taking liquid effects themselves.
  • Recruited NPC allies now avoid liquid, monsters, mounts, NPCs, and map objects while walking around blocked steps.
  • Defeated allies vanish in a poof instead of walking away, sorcerer baseline mana regeneration is lower, and mana shield absorption uses blue combat numbers instead of text labels.
polishingbalancemonsters
v0.2.301: Sam opens a proper workshop2026-06-08 · Link

Sam's blacksmith encounter now uses an inanimate anvil and workshop scenery instead of a side character.

  • The stray side companion has been removed from Sam's encounter.
  • Sam's anvil now uses the dedicated idle and active anvil states for the blacksmith sidequest.
  • The anvil discovery can now reveal a small workshop scene with a workbench, cabinet, grindstone, bellows, and bucket.
polishingassets
v0.2.300: The Old Widow spins real web traps2026-06-07 · Link

The Old Widow now uses spider egg cocoons, web shots, and persistent web tiles during boss fights.

Boss Polish

Old Widow web speed multiplier
campaign boss fights
1.0 -> 1.5

The Old Widow moves faster across her own web tiles while players are slowed by traps.

Old Widow web visuals
cocoon, remains, web trap, and web projectile asset types
0 -> 4

The fight reads more like a spider boss while preserving its poison pressure.

  • Cocoon summons now appear as animated spider eggs and leave egg remains when they hatch or break.
  • Web lane attacks now throw a web projectile and leave slowing web traps on the battlefield.
  • The Old Widow periodically trails web tiles while moving and moves faster across her own webbing.
balancepolishingassets
v0.2.299: Ascension browsing opens for free accounts2026-06-07 · Link

Free accounts that have unlocked Ascension can now inspect those levels on hero selection while premium remains required to start Ascension runs.

Ascension

Free account browsing
hero selection
Unlocked Ascension levels looked premium-locked on selection -> Unlocked levels can be inspected before the premium run-start gate

Players can preview Ascension modifiers, runes, and outfit changes before choosing premium.

Mounted addon outfits
gameplay and run results
Mounted players could show the base rider outfit -> Mounted riders use the selected Ascension addon tier

Character visuals stay consistent when a mount is active.

  • Unlocked Ascension levels can be browsed on class selection without premium.
  • Starting an A1+ run as a free account now routes through the premium shop from the run-start gate.
  • Mounted player sprites now keep the correct Ascension addon outfit in gameplay and run results.
premiumassetspolishing
v0.2.298: Sam's anvil becomes a sidequest2026-06-07 · Link

Sam the Blacksmith now needs you to find his misplaced anvil before he can temper equipment during a run.

NPC Encounters

Sam's blacksmith setup
map NPC encounters
Sam spawned with his anvil beside him -> Sam and the anvil must both be found

Blacksmith rewards now have a small exploration step instead of appearing fully unlocked on first contact.

  • Sam and his anvil can be discovered separately on the same map.
  • Finding only Sam keeps blacksmith tempering locked until the anvil is found.
  • Once both are discovered, Sam moves beside the anvil and becomes available for the existing equipment tempering reward.
enhancementpolishing
v0.2.297: Beta patch notes stay readable2026-06-07 · Link

The beta access gate now leaves public patch-note data readable while still protecting offline gameplay data for approved testers.

Beta Notes

Patch-note access
direct /data/patch-notes.json requests
Blocked by beta tester gate -> Public on beta

Release-note checks no longer have to treat a beta 403 as a successful workaround.

  • Direct beta patch-note JSON requests now return the current release notes instead of an access denial.
  • Offline manifest and service-worker data remain behind the beta tester access gate.
  • Beta update checks now confirm that public patch notes are readable and version-matched.
polishing
v0.2.296: Party invites can ping friends by handle2026-06-07 · Link

Co-op lobbies now let logged-in players ping another HL account handle with a short-lived join invite.

Co-op Invites

Handle-based party pings
co-op party lobbies
Direct links only -> Timed in-game invites

Friends with HL accounts can join from an in-game prompt when the room is still reachable.

  • Party lobbies include a friend-handle ping control next to the normal invite link.
  • Invited players see a timed prompt with room name, player count, lobby state, and join or decline actions.
  • Private room keys are delivered only to the targeted account, while direct invite links and public lobby browsing keep working unchanged.
enhancementcoop
v0.2.295: Run starts acknowledge your click immediately2026-06-07 · Link

Starting or restarting a run now shows the Mana Panic loading splash as soon as the input is accepted, so slow account sync or asset prep no longer looks like a frozen hero picker.

Run Start Feedback

Accepted start input
solo starts, solo restarts, and party run handoffs
Button-only feedback -> Full-screen loading splash

Players get immediate visual confirmation while the run prepares.

  • Single-player starts switch straight into the run-loading splash while progress, authorization, and combat sprites prepare.
  • The solo restart shortcut now shows the same immediate run splash before the new battlefield is ready.
  • Party run handoffs use matching start-run copy so co-op launches stay visually consistent.
polishing
v0.2.294: NPC allies join the fight2026-06-07 · Link

Jaeger and Grizzly now act as temporary combat allies with their own targets, spell choices, and party support behavior.

NPC Allies

Temporary NPC combat allies
temporary NPC encounters
0 -> 2

Recruiting these NPCs now adds predictable support in fights without replacing player damage or tanking.

  • Jaeger can pressure monsters with existing spear and close-range combat spells after joining the hunt.
  • Grizzly keeps collecting nearby loot while also helping with support healing and ranged pressure.
  • NPC allies now show shared-color target highlights, can receive party heals, stay leashed to the party, and can draw limited monster pressure while engaged.
enhancementbalancecoop
v0.2.293: Monster resistances no longer hard-wall builds2026-06-07 · Link

Monster damage immunities and extreme resistances have been capped so elemental builds can keep progressing through long boss fights.

Balance Changes

Monster player-damage resistance cap
maximum resistance percent for physical, energy, earth, fire, ice, holy, death, lifedrain, and manadrain
100 -> 70

Long fights should no longer stall because a build deals zero or near-zero damage to a required boss.

  • Player-build damage types now convert monster immunities into capped resistance instead of blocking that damage entirely.
  • Retching Horror and other high-resistance monsters can no longer exceed the shared 70% cap for physical, elemental, lifedrain, or manadrain damage.
  • Campaign boss templates now apply the same cap, so boss presentation overrides cannot reintroduce a build-breaking immunity.
balancecritical
v0.2.292: Combat spell shapes match reference masks2026-06-07 · Link

Vocation spell areas, short-range conditions, and key projectile visuals now follow their reference behavior more closely.

Balance Changes

Front Sweep affected tiles
cardinal cast footprint
1 -> 3

Knight frontal cleave now reliably hits the full row in front of the player.

Whirlwind Throw range
tiles
4 -> 5

Knight ranged weapon throw can reach the intended target distance again.

Condition spell range
tiles for Ignite, Electrify, Envenom, Holy Flash, and Curse
4 -> 3

Single-target condition spells ask casters to play closer to their targets.

  • Front Sweep, Groundshaker, waves, ultimate spells, Divine Caldera, and Mass Healing now use explicit reference tile masks instead of generic area helpers.
  • Whirlwind Throw, Lightning, and condition spells now use reference-aligned ranges, and Inflict Wound uses weapon-style projectile presentation with draw-blood impact art.
  • The spell data pipeline now shares one alignment table across runtime content, wiki data, and regression tests.
balancepolishingassets
v0.2.291: Venore Mire borders read cleaner2026-06-07 · Link

Map 3 border rendering now avoids repeated jagged bog fragments so safe moss, poisonous bog, and crossings are easier to read at a glance.

  • Mossy safe landforms now use smoother clipped edges instead of long rows of repeated corner fragments.
  • Bog channels keep their poison-liquid behavior while using a quieter visual boundary that no longer looks like broken border tiles.
  • Mud crossings and mire landmarks remain visible so players can still use them to navigate around hazardous bog pockets.
polishingassets
v0.2.290-hotfix: Run start asset retries recover from transient failures2026-06-07 · Link

Run start and class selection now retry transient image failures without letting a failed request poison later asset checks.

  • Critical UI and gameplay image checks now retry failed image events with a fresh cache-busted request.
  • A previously failed image cache entry is replaced before a later layout or run-start check can be blocked by the stale failure.
criticalassets
v0.2.290: Venore Mire gains sharper bog identity2026-06-07 · Link

Map 3 now separates safe mossy land, wooden mud crossings, and poisonous bog liquid so the mire reads more clearly while staying dangerous.

  • Venore Mire now uses mossy bog variation tiles as safe walkable landforms instead of rendering as mostly flat mud.
  • Bog pool channels now behave like a distinct liquid hazard that damages and poisons on foot, while visual bog borders stay safe.
  • Root and mud crossings remain safe routes through hazardous bog pockets, with more reeds, dead trees, and mire detail objects for navigation landmarks.
polishing
v0.2.289: Timer leaderboards use validated snapshots2026-06-06 · Link

Run result leaderboards now use the frozen public timer snapshot from run start, and validated HL account finishes feed the static public leaderboard export.

  • Standard Timer rankings now accept completed clears only and sort by fastest clear time.
  • Endless Timer rankings use survival time, with local result placement calculated against the run-start snapshot.
  • The public docs leaderboard page now renders from the same exported snapshot used by the runtime.
enhancementanalytics
v0.2.288: NPC sprites read more clearly2026-06-06 · Link

Run NPC encounters now use dedicated NPC outfit sheets, and Sam appears beside a dedicated blacksmith workshop setup.

  • Sam, Jaeger, Grizzly, Jefrey, Rashid, and A Sweaty Cyclops now render from NPC-specific runtime sheets instead of class or monster placeholder sheets.
  • Sam is treated as a movable character encounter while his anvil and workshop props remain non-character map scenery.
  • NPC sprite adoption now records the local HLever source evidence used for each shipped encounter sheet.
polishingassets
v0.2.287: Endless and NPC interaction polish2026-06-06 · Link

The Endless selector now changes the center badge instead of the plus button, Endless boss kills give a small difficulty breather, and NPC prompts no longer spam while players stand still.

  • Class selection and co-op lobby controls now keep the plus button as a plus when players move past Ascension 10.
  • After Endless is selected, the center ascension badge reads Endless and the plus button stops accepting extra presses.
  • Endless boss kills now slightly roll back the difficulty meter without dropping below the point where that boss spawned.
  • NPC interactions now wait for players to step away and back before repeating prompts.
polishing
v0.2.286: Endless becomes true endurance2026-06-06 · Link

Endless mode now unlocks per vocation after an A10 clear and turns into a survival loop with no portals, timed bosses, refreshed chests, and constant Panic visuals.

Endless Balance

First endless boss timer
milliseconds after Endless starts
0 -> 180000

Endless bosses now arrive on a survival timer instead of waiting for a red portal.

Endless boss interval floor
minimum milliseconds after repeated boss kills
300000 -> 65000

Each endless boss kill shortens the next boss timer until overlapping boss pressure becomes possible.

Endless chest refresh
initial milliseconds after the first opened chest
0 -> 180000

Missing chests can return after players open chests, with later refreshes slowing down.

  • Endless starts locked until that vocation clears Ascension 10, then it can be entered after a normal clear or from the A10 selector state.
  • Endless runs stay on one random campaign layout, stop showing portals, keep normal monster rewards active, and continue spawning monsters during boss fights.
  • Bosses now arrive on an accelerating timer, overlapping bosses suppress the top Boss HP HUD, and refreshed chests poof back onto the map after players open chests.
  • Endless deaths now use a dedicated death result flow without offering a direct endless restart.
enhancementbalance
v0.2.285: Lux checkout totals clarified2026-06-06 · Link

Lux purchases now point players to the all-in checkout total before payment instead of showing an outdated flat estimate in the shop.

  • The Mana Panic shop no longer hardcodes card price estimates while HL Accounts calculates processing-aware checkout totals.
  • Checkout copy now makes the final all-in USD or BRL total clear before payment is completed.
premiumpolishing
v0.2.284: Run starts respond immediately2026-06-06 · Link

Starting solo or co-op runs now moves straight into the loading state instead of briefly feeling ignored or returning to the lobby.

  • The selected hero start buttons now enter a disabled loading state as soon as a run launch begins.
  • Co-op countdown completion now keeps the run loading card in control while host checks, assets, and the first peer snapshot finish.
  • Late lobby sync updates no longer visually override an in-progress party run handoff.
polishingcoop
v0.2.283: NPC encounters enter runs2026-06-06 · Link

Runs can now reveal familiar NPC encounters such as Sam, Jaeger, Grizzly, Jefrey, Rashid, and A Sweaty Cyclops.

  • NPCs now appear as map encounters with classic RPG sprites, discovery callouts, labels, and step-on interaction.
  • Sam can temper gear, Jaeger and Grizzly can join briefly, Jefrey and Rashid can turn encounters into gold, and A Sweaty Cyclops can ask for a specific item.
  • Co-op snapshots now carry NPC state so peers see encounter discovery, ally, and fleeing transitions.
enhancementassets
v0.2.282: Referral premium checks fixed2026-06-06 · Link

Referral custom links now respect active Mana Panic premium time more consistently.

  • Custom referral links now unlock from the same active premium state used by the rest of Mana Panic.
  • Referral tracker rows keep their existing layout while sample rows can be shown where they are configured.
bugpremiumpolishing
v0.2.281: Referral links polish2026-06-06 · Link

Referral management is now focused on direct /r access, with clearer custom-link editing and premium-gated save rules.

  • The class-selection referrals icon can now stay hidden while direct /r and /r/ access still opens referral management.
  • Custom referral editing now shows the full /r/ link with only the slug segment editable, and saved custom links get a copy button beside the field.
  • Custom link saves now require premium and warn before repeat edits apply the 24-hour and 7-day cooldown windows.
polishingpremium
v0.2.280: Chest suspense and death recap polish2026-06-06 · Link

Chest openings now keep suspense inside the chest animation, while death recaps use a cleaner final progress pose and screenshot.

  • Chest suspense now starts only after a chest is opened: the base chest disappears, the reveal chest shakes by itself, and rarity effects wait until the item is exposed.
  • Legendary chest pauses and extra camera impact now trigger after the rarity reveal instead of during the pre-reveal suspense.
  • Death progress now keeps stage divider lines close to the progress bar, fades defeated-marker X strikes after a quick pass, and leaves the player standing desaturated instead of switching to the dead pose.
  • Downloaded result screenshots now capture the actual visible result card instead of drawing a separate summary image.
polishing
v0.2.279: Death progress reads cleaner2026-06-05 · Link

Death recaps now delay the final corpse reveal, stage the killer reveal, and simplify the progress bar into clearer stage checkpoints.

  • The player now runs to the final progress point alive before the death pose and grey-out appear after a short pause.
  • The Slain by monster and unrevealed checkpoint sprites now start as black silhouettes before revealing on the recap timing.
  • Death progress now shows only the reached and next available stage checkpoints, uses Stage labels instead of boss name tags, and hides the portal unless endless mode was reached.
  • Short-on-gold chest attempts now keep the overhead warning without adding a second numeric gold-needed label.
polishing
v0.2.278: Settings window polish2026-06-05 · Link

The Settings window now keeps its header controls aligned, uses standard button fills, and removes the extra status text panel.

  • Download and Close now share the standard button treatment and matching header height.
  • Enabled settings toggles now show a clean green fill without an extra inner square.
  • Settings status copy now stays in icon tooltips instead of adding a separate panel inside the window.
polishing
v0.2.277: Death recaps share cleaner2026-06-05 · Link

Death screens now put share actions closer to the slain-by panel, show clearer boss progress, and make the over-limit difficulty meter break more dramatically.

  • Screenshot and run-video actions now sit in the bottom-right of the Slain by panel instead of the footer action row.
  • Run progress now asks how long you survived the panic, keeps the player anchored to the progress tip, shows boss models with name tags, and uses the animated blue map portal at the end of the track.
  • Defeated boss checkpoints now grey out with a red X strike, and boss sprites fall back to their source sheet if the preview cache is not warm.
  • The HAHAHAHA difficulty meter no longer shows stray hairlines; it now pulses, breaks a rim shard away, spins past the limit, and settles into a frantic needle motion.
polishing
v0.2.276: Referral links arrive2026-06-05 · Link

HL account players can now join the referral program from /r, manage /r/ links, and track referred account and Lux purchase activity.

  • The bare /r page now opens referral management, with a join step before showing the default invite link, premium custom slug option, and tracker.
  • Visiting a /r/ link now carries first-touch referral context into account registration and Lux checkout without turning UTM tags into affiliate IDs.
  • Referral attribution is kept as a stable parent-child claim once an HL account is created or credited through checkout, and tracker rows mask account contact data.
  • Death recaps now hide the unused gold counter, center Run time above the clock, and keep the slain-by monster portrait to one unclipped frame.
analyticspremiumpolishing
v0.2.275: Mounts ride harder2026-06-05 · Link

Mounts now build speed as you hold a direction, bosses are tougher by map, and chest/settings feedback is cleaner.

Balance Changes

Mount stamina capacity
milliseconds
6000 -> 9000

Mount rides last 50% longer before stamina is exhausted.

Mounted acceleration cap
same-direction speed multiplier
1 -> 2

Holding one direction can build up to double the mounted stamina speed bonus.

Map 1 boss HP floor
base minimum before runtime multipliers
2600 -> 4800

Early map bosses survive longer when players stay close and keep dealing damage.

  • Mount stamina lasts 50% longer, recovers faster after you stay idle, and drains more when same-direction riding builds up to full speed.
  • Map bosses have higher health floors, with map progress weighing more heavily into boss durability.
  • Chest gold-short feedback no longer repeats while you stand on the same chest, and every chest reveal now shares suspense before legendary rewards pop.
  • The death screen now says Retry, video downloads use a video icon, and Settings uses compact cloud/download icons without the extra sync text.
balancepolishing
v0.2.274: Hero select loads cleaner2026-06-05 · Link

The hero selection screen now uses a simple grass backdrop and clearer account logout prompts.

  • The initial hero selection backdrop now repeats one grass tile instead of rendering a full map preview behind the menu.
  • Authenticated account buttons show the logout icon on hover with clearer copy before asking for confirmation.
  • Logout confirmation now uses the direct prompt 'Sure you want to logout?' before the second click confirms.
polishingoffline
v0.2.273: Death recaps fit cleaner2026-06-05 · Link

Death result screens now keep their monster portraits, build icons, and action buttons cleaner on desktop.

  • Large display text on result screens now gives descenders enough room, so letters like Y do not crop.
  • Death recap monsters now show a static south-facing portrait instead of cycling into neighboring atlas frames.
  • The video download action is now an icon button, build upgrades match spell slot sizing, and the save-status note sits beside the footer actions instead of forcing extra desktop scroll.
polishingoffline
v0.2.272: Standing still is riskier on A02026-06-05 · Link

Early monster hits now stay threatening after mitigation, Paladin opening shots no longer create as much idle safety, and Knight spells use closer Tibia-style ranges.

  • Hostile monster hits now keep a 5 HP floor after mitigation and block, so early contact cannot collapse into harmless 1 damage ticks.
  • Standing still past 30 seconds now sharply cuts passive HP regen and outgoing damage while making monster hits more punishing, so no-input runs cannot safely farm levels.
  • Brutal Strike, Annihilation, Front Sweep, Whirlwind Throw, and Utori Kor now use corrected Knight ranges and tile shapes, with Utori Kor using a death missile and blood impact.
bugbalance
v0.2.271: Monster pressure stays close2026-06-05 · Link

Monster spawns now keep better pressure when players kite for a long time or split up in co-op, with visible portal warnings before normal enemies arrive.

  • Long trailing mobs that fall far outside the fight are recycled invisibly so fresh local threats can keep spawning around active players.
  • Split co-op groups now receive separate local spawn pressure, while nearby allies still share one combined pressure pocket.
  • Normal monster arrivals now flash a short teleport warning before the creature appears.
balancecoop
v0.2.270: Run results and rune cards are cleaner2026-06-05 · Link

Death and clear result screens now use the cinematic layout more consistently, endless progress is easier to read, and rune reward cards have a cleaner solid treatment.

  • Mounted heroes on result screens now show both the mount creature and rider instead of floating rider-only sprites.
  • Endless result progress starts from the portal, avoids empty boss boxes, and caps defeated endless boss markers to the ten most recent kills.
  • Rune reward cards now use a solid rune-colored background, the difficulty meter sits directly in the result layout, and result action buttons stay side by side when they fit.
polishingmobile
v0.2.269: Settings and result exports are clearer2026-06-05 · Link

Settings copy now better matches the current controls, co-op ping only appears when real latency exists, and run result screens can download a PNG screenshot.

  • The settings panel now uses a compact cloud sync icon, a stable Download game button label, and clearer recording copy that explains where to save the video.
  • The battlefield status strip hides Ping in solo play or when co-op latency is not numeric, instead of showing Solo, Host, or blank placeholders.
  • Death and clear result screens now include an icon screenshot button that downloads a PNG summary and copies it to the clipboard when supported.
polishingoffline
v0.2.268: A0 pressure is sharper again2026-06-04 · Link

Normal runs now punish standing still sooner, Knight basic attacks stay melee-only, and post-boss Mana Panic always starts after a fixed 15-second escape window.

  • Knight basic attacks are locked to adjacent tiles at both stat and execution time, while explicit throw-style abilities remain separate.
  • Early monster pressure is higher, passive regen and heals are less constant, chest routing has a clearer gold cost, and boss gold rewards are less likely to fund most of the next map by themselves.
  • Physical equipment damage no longer inflates Magic Damage summaries, and unaffordable chest contact keeps the chest visible instead of looking like a failed open removed it.
bugbalancepolishing
v0.2.267: Account saves are clearer on mobile2026-06-04 · Link

Run results now wait for confirmed account-save status before saying progress is saved, and local account progress is protected during refresh/login checks.

  • Clear screens now show the live save state instead of claiming Ascension progress is secured before HL account persistence is confirmed.
  • Authenticated boot now checks stronger local account snapshots against HL account storage so an older server response does not overwrite local progress after a refresh.
  • Pending account saves are checkpointed before server confirmation and refreshed on mobile page lifecycle events, improving recovery after iPhone backgrounding or forced reloads.
bugmobileaccount
v0.2.266: Find Party opens when lobbies are live2026-06-04 · Link

Account-synced players now see active public parties automatically on boot, and the Find Party refresh control is easier to read and press.

  • Booting with HL account sync now quietly checks public lobbies and opens Find Party only when joinable or spectatable rooms are visible.
  • Empty public-lobby scans keep the normal single-player class selection unchanged, while free account-synced players can still browse, join, or spectate public rows.
  • The Find Party refresh button now sits directly beside Create Party and has clearer hover and pressed feedback.
cooppolishingui
v0.2.265: Local staging unlocks reach deeper Ascension2026-06-04 · Link

Beta and local debug progression now cover Ascension 10, while reward spell and rune icons keep their Tibia art clear inside the framed choice slots.

  • The local and staging full-progression overlay now exposes Ascension 10 for testing deeper premium and progression-gated run flows without writing over mirrored account saves.
  • Local development can start full-unlock runs without requiring a server run ticket, keeping offline debug loops fast while production ticket checks stay intact.
  • Spell and rune reward icons now keep a fixed art size with frame padding, so the decorative frame no longer crowds or crops the Tibia icon art on desktop or compact layouts.
stagingpremiumpolishingui
v0.2.264: Co-op map changes wait for the full scene2026-06-04 · Link

Co-op peers now hold map changes until the render-critical monsters, projectiles, drops, effects, and scene assets are ready, with full spectator snapshots, persistent chat, and more reliable boss intro camera moments.

  • Peers no longer apply new-map realtime frames before the full post-map snapshot asset bundle is decoded, preventing invisible monsters, projectiles, drops, hazards, and effects after portal travel.
  • Hosts now send a fresh critical map-change snapshot and reset per-peer realtime baselines after advancing maps, so high ping or low FPS peers recover from the full target-map state instead of stale deltas.
  • Boss intro cinematics now seed a local peer camera pan event in addition to snapshot recovery, reducing blank or frozen-looking screens during multiplayer boss spawns.
  • Spectators now receive the same full current gameplay snapshot as players on the lower-priority spectator channel, so they watch the actual fight instead of a distance-capped view.
  • Party chat keeps the latest message visible by default in lobby and run, and active-run spectator names are marked with SPEC.
coopbugassetsui
v0.2.263: Co-op peers see the whole fight2026-06-03 · Link

Active co-op players now receive the full run state for their screen, with smoother transition, combat, shop, and recap polish from the beta pass.

  • Active peers now receive the full gameplay entity stream instead of distance-capped subsets, so gold, XP, monsters, projectiles, spells, hazards, telegraphs, and other visible run objects do not disappear while playing co-op.
  • Co-op map transitions preload the needed map and combat assets more reliably, recover from host browser inactivity with a pause splash, and avoid the old stuck-loading and missing-ground cases.
  • Hit numbers now stay anchored to the ground after spawning, Fate reveals use a clearer progress animation, result screens fit smaller displays, shop currency reads more clearly, and optional run recording can save a video from the end screen.
coopbugpolishingui
v0.2.262: Late campaign chest routes cost more2026-06-03 · Link

Deep campaign maps now make extra chest routes spend more of the gold players were hoarding while keeping starter-map chests affordable.

  • Balance matrix reports now include explicit resource economy targets for A0 campaign runs and Ascension confidence samples.
  • Maps 4-6 increase chest opportunity cost, repeated chest routes add a small run-level surcharge, and late gold drops taper so efficient routes spend more of their surplus before the final boss.
  • Early-map chest prices stay low enough to preserve starter gearing and basic resource flow.
balancechests
v0.2.261: Ascension tooltips are more focused2026-06-03 · Link

Class selection now shows only the currently selected Ascension modifier instead of listing future run changes.

  • Hovering an Ascension selector now keeps the tooltip compact by showing the selected level's effect and a short note that previous modifiers stack.
  • Future Ascension changes stay hidden until unlocked and selected, preserving more mystery and reducing tooltip clutter.
polishingui
v0.2.260: Campaign pacing gets a stronger flow-state pass2026-06-03 · Link

Normal campaign clears now keep a tighter class spread, clearer Ascension steps, and more intentional late-map chest spending.

  • The automated balance pass now tracks class spread, Ascension pressure, hold-still failures, chest counts, and gold spend so campaign tuning catches both runaway safety and resource starvation.
  • Ascension 2 now adds a clearer pressure step with stronger monster hits, faster pack pressure, and a small player damage squeeze while Ascension 1 stays approachable.
  • Later-map chest prices scale higher and late gold rewards taper slightly, making deep chest routes more deliberate without starving early gearing.
  • Mana Panic warnings now give 30 seconds of frozen director time before the panic starts, and pending post-boss Panic is cleared correctly when the portal advances the map.
balancepolishing
v0.2.259: Campaign balance pass improves class spread2026-06-03 · Link

Normal runs now use a tighter campaign balance pass with stronger Knight bruiser pacing and less runaway Sorcerer safety.

  • Knight now leans harder into its safest-melee identity with stronger basic pressure, boss damage, armor, recovery, and hazard forgiveness.
  • Sorcerer keeps the highest burst identity but gives up some excess safety, boss pressure, movement, and sustain so clears depend more on positioning.
  • Starter weapons, shields, and content-defined starter armor no longer suppress the early chest bias that fills empty equipment slots.
  • Standing on an unaffordable chest now reuses the short-gold feedback cooldown instead of stacking failed-open effects every frame.
balancepolishing
v0.2.258: Chest shortfall feedback is smoother2026-06-03 · Link

Standing on a chest without enough gold no longer stacks repeated failed-open animations every frame.

  • Short-gold chest feedback now shares the existing cooldown for the warning text, preventing visual effect spam while keeping the chest unopened.
  • The warning can still play again after the cooldown, so players keep clear feedback without the FPS hit.
polishingui
v0.2.257: Slain-by sprites are framed correctly2026-06-03 · Link

The death recap now shows the monster that defeated you with the correct sprite crop.

  • Slain-by monster portraits now use the same anchored crop path as other result-screen creature previews, preventing atlas strips from showing through.
  • The death recap keeps larger and animated monsters centered without exposing neighboring frames.
polishinguiassets
v0.2.256: Mobile drawers respect pause windows2026-06-03 · Link

Compact run drawers now keep a clearer gap from the top status bar and disappear behind pause menus.

  • Left and right mobile drawers now use the same top spacing rule so their first panel does not crowd the run topbar.
  • Opening a pause menu now closes mobile drawers and treats the pause view as the topmost window, preventing drawer controls underneath from staying visible or interactive.
polishingmobileui
v0.2.255: Mobile run HUD spacing is steadier2026-06-03 · Link

Compact run screens now keep the bottom status strip, pause/chat buttons, and side drawers from crowding each other.

  • The mobile XP/status strip now reserves stable side space for run controls instead of letting buttons overlap the panel.
  • Runtime FPS and ping labels now render as green text without a filled chip, with shadowing for contrast over the battlefield.
  • Mobile left and right drawers use consistent safe-area-aware padding so they stay clear of nearby run HUD panels.
polishingmobileui
v0.2.254: Menu and status icons are easier to read2026-06-03 · Link

The hero picker, lobby controls, account state, and core combat statuses now use clearer source-backed icons.

  • Account, shop, wiki, settings, lobby refresh, and lobby copy controls now use consistent outline icons, with the account button showing synced, unsynced, and logout-confirm states.
  • Poison, burning, shocked, bleed, curse, marked, frozen, paralyzed, haste, slow, regeneration, mana shield, taunted, and physical battle buffs now use Tibia player-state flag icons where available.
polishinguiassets
v0.2.253: Troubleshooting starts enabled2026-06-02 · Link

HL account players now start with Troubleshooting mode enabled while keeping the settings toggle available.

  • Existing account settings are migrated so Troubleshooting mode is on by default for support diagnostics.
  • Players can still turn Troubleshooting mode off from the account settings menu whenever they prefer.
accountdiagnostics
v0.2.252: Responsive screens stay clear2026-06-02 · Link

Mobile hero selection keeps the title and header actions separated while responsive checks cover the wider game surfaces.

  • Phone-sized hero selection now keeps the hero title above the account, shop, wiki, community, version, and settings controls instead of letting them crowd together.
  • Responsive checks now reset test run checkpoints between viewport samples so phone, tablet, and landscape layout coverage starts from the intended screen.
polishingmobile
v0.2.251: Co-op run controls stay live2026-06-02 · Link

Active co-op players can open the run menu or mobile chat without freezing the party run.

  • Insufficient-gold chest attempts now play a brief failed-open shake while keeping the chest closed.
  • Compact mobile co-op runs now include a party chat button that opens the run chat input directly.
bugmobilecoop
v0.2.250: Hero menu actions use compact icons2026-06-02 · Link

The class-selection header now uses matching square icon buttons for account, Shop, Wiki, Discord, and settings actions.

  • Account status now appears as a profile icon with a sync or pending badge while keeping its accessible status text.
  • Shop, Wiki, Discord, and settings actions now share the same framed button size so the hero picker header stays aligned on desktop and mobile.
polishingassets
v0.2.249: Chest zoom keeps terrain seamless2026-06-02 · Link

Legendary chest reveal zooms no longer expose thin square seams between cached map chunks.

  • Cached terrain chunks now include a small neighboring-tile gutter so camera zooms and other scale effects keep the battlefield filled edge to edge.
  • Boss, portal, and chest camera effects keep their existing motion while the terrain compositor stays pixel-art sharp.
bugpolishing
v0.2.248: Reward icons fit their frames2026-06-02 · Link

Spell and rune reward choices now keep the icon art aligned with the decorative border frame.

  • Spell and rune icons now use the same visual slot as their border frame on desktop and compact reward cards.
  • Reward choice sizing checks now cover the icon frame relationship so future UI polish does not shrink the art inside the border again.
polishingbug
v0.2.247: Run results show the full final race2026-06-02 · Link

Death and clear screens now show a cinematic run progress line with party sprites, boss markers, and the final killer or victory tableau.

  • The result screen now fills a shared progress bar to the run's final point while player sprites walk along the route.
  • Campaign boss markers reveal as the party reaches them, grey out after clears, and highlight the boss that landed the fatal blow.
  • Victory, post-clear defeat, solo death, co-op death, and endless-reached results share the same stacked layout with compact stats and the existing action buttons.
polishingmobile
v0.2.246: Co-op portals recover from stuck party members2026-06-01 · Link

Map transitions now keep moving when a co-op player disconnects or stops responding during portal travel.

  • Portal travel prunes disconnected or reconnecting party members instead of waiting through the normal reconnect grace.
  • Connected players that never answer the portal wait are surfaced in bug reports and eventually moved to spectating so the host can continue the run.
  • Tester exports now include portal transition diagnostics with ready, waiting, pruned, and connection-state details.
criticalcoop
v0.2.245: Reward cards read at the right scale2026-06-01 · Link

Spell and rune reward icons are back to their previous size, and successful clear summaries no longer offer a retry action.

  • Spell and rune choices now use the earlier compact icon scale while keeping the newer neutral frame alignment.
  • Victory and post-clear success summaries no longer show Try again; true death summaries still keep the retry action.
polishingbug
v0.2.244: Biome map contracts locked in2026-06-01 · Link

All six campaign maps now have committed full-map references and stricter generation contracts for terrain, POIs, hazards, and multi-tile objects.

  • Approved 48x48 map samples and grid audits are now part of the repo so future staging reviews can compare against the same visual targets.
  • Map generation validation now checks the contract package, hazard/dressing splits, and compound POI registry rules before handoff.
  • Blackforge's Exaltation Forge now uses the approved sparse intact-object grid instead of the rejected linear tile range, and multi-variant POIs pick explicit approved variants.
assetspolishing
v0.2.243: Mobile run recovery is more forgiving2026-06-01 · Link

Solo runs now have a longer local restore window after browser refreshes, and launch routing sends returning players straight to the right screen.

  • Same-device solo run recovery now accepts fresh checkpoints for 120 seconds and restores the run paused with a visible confirmation.
  • The launch splash now chooses the destination before handoff: account players continue to hero select, private invite links begin lobby connection, and recovered runs return to the run.
  • Offline updates keep one previous runtime cache around so older active pages have a better chance of finishing during update churn.
bugmobileoffline
v0.2.242: Hidden swamp hits removed2026-06-01 · Link

Venore border tiles no longer behave like invisible bog hazards.

  • Transparent swamp border pieces now stay visual-only unless the terrain asset family includes a full hazardous liquid floor.
  • Map 3 bog-border tiles can be walked over without surprise poison or health loss when they visually read as normal ground.
bugpolishing
v0.2.241: Account progress saves are harder to lose2026-06-01 · Link

Authenticated run progress now writes an auditable account ledger before updating the cached save snapshot.

  • If an account progress snapshot is missing or corrupt, Mana Panic can rebuild legitimate class unlocks, level records, map progress, and recent run receipts from the ledger.
  • Duplicate run saves stay idempotent, while guest-to-account promotions and validated run rewards are recorded for operator review.
  • A new read-only progression inspection tool helps support investigate reported lost unlocks without changing account state.
bugaudit
v0.2.240: Later maps match approved layouts2026-06-01 · Link

Venore, Darama, Blackforge, and Inferno now follow their approved EXIVA map contracts more closely.

  • Later maps now use authored terrain regions from their wireframe contracts instead of reducing approved shapes to thin paths.
  • Venore no longer scatters the rejected green bog-border pieces as loose decoration.
  • Darama sand borders connect more cleanly around cracked-earth tomb areas, and map objects render at their native sprite dimensions instead of being stretched.
assetspolishing
v0.2.239: Upgrade frames stay centered2026-06-01 · Link

Spell and rune reward frames now stay centered on the rendered icon sprite in the live reward panel.

  • The frame no longer anchors to the card layout slot when the slot is narrower than the decorative border.
  • The icon sprite remains the sizing source for the frame in both full and compact reward layouts.
polishingassets
v0.2.238: Upgrade frames track icon size2026-06-01 · Link

Spell and rune reward frames now follow the icon art instead of forcing icons into the frame size.

  • The neutral spell/rune outline now scales from the rendered icon size underneath it.
  • Compact reward layouts keep the same centered frame-to-icon proportion as the full upgrade panel.
polishingassets
v0.2.237: Upgrade icons lose colored backplates2026-06-01 · Link

Spell and rune upgrade choices now use a neutral metal outline instead of the rejected colored square backgrounds.

  • Spell and rune choices keep their icon art visible with a transparent frame inspired by the approved passive icon rim.
  • Passive, fate, and gear choice icons no longer receive the unintended colored CSS framing layer.
polishingassets
v0.2.236: Compound map objects stay assembled2026-06-01 · Link

Approved multi-tile POI objects now keep their exact compound variant through generation and rendering.

  • Inferno portals and thrones, Darama tomb assemblies, Blackforge forge objects, and similar POIs now render as full approved objects instead of falling back to loose family pieces.
  • The procedural map audit now fails if a compound POI object appears without a resolved variant, preventing future object-transfer regressions.
assetspolishing
v0.2.235: Hazard tiles are traversable2026-06-01 · Link

Deep water, bog, and lava can now be crossed on foot with clear hazard costs, while mounts reduce the hit and prevent terrain debuffs.

  • Deep water drains mana per tile and only hurts health when mana is empty, with a refreshed short slow while on foot.
  • Swamp bogs and lava now remain walkable while applying their per-step health hit and refreshed poison or burn status on foot.
  • Hazard-heavy maps now roll more generous mount spawns, including a higher chance for multiple mounts.
balancemounts
v0.2.234: Biome wireframe correction2026-06-01 · Link

Later campaign maps now generate from their approved wireframes instead of falling back to old scatter logic.

  • Venore, Darama, Blackforge, and Inferno now use named primitive modules, connector checks, and authored POI anchors during runtime generation.
  • Default biome borders and shore transitions are resolved from the approved layer contract, with tests covering module diversity and connector parity.
  • Blackforge forge lava now connects as an authored hazard strip instead of isolated hazard dots.
assetspolishing
v0.2.233: Approved biome map pass2026-06-01 · Link

All six campaign biomes now use the approved map contracts for floors, borders, hazards, landmarks, and multi-tile objects.

  • Sunfield and Tiquanda keep their wireframe-first grass and jungle generation while later biomes now publish the same primitive contract metadata.
  • Venore, Darama, Blackforge, and Inferno remove rejected drifted tiles and split visual dressing from hazards and blockers.
  • Blackforge rails, Venore root crossings, Darama tomb relics, and Inferno portals/thrones now use approved grouped assemblies instead of loose fragments.
assetspolishing
v0.2.232: Smarter monster spawn variety2026-06-01 · Link

Campaign and endless spawns now use a richer fit model so maps keep their combat identity without collapsing into tiny repeated pools.

  • Underfilled director bands now widen to nearby eligible monsters, so map 2 and later stages can maintain useful variety while respecting threat caps.
  • Spawn weighting now considers map identity, run time, director pressure, ascension, endless status, threat shape, attack profile, role balance, and recent repeats.
  • The director tuning panel now exposes pool size and fit weights for balance reviews.
balancepolishing
v0.2.231: Monster reticle footing2026-06-01 · Link

Monster target reticles now use the grounded body footprint from the sprite instead of full-frame trim size.

  • Small grounded creatures such as lions, tigers, crocodiles, caimans, wolves, and war wolves now infer comparable target reticles.
  • Reticles stay centered around the monster's foot contact area, so a 64x64 source frame no longer shifts normal monsters up and left.
  • The reticle audit now reports inferred footprint size, foot anchor data, confidence, and suspicious edge-pixel artifacts for review.
assetspolishing
v0.2.230: Mounted liquid traversal2026-05-31 · Link

Liquid terrain now follows Tibia-like traversal: foot players avoid deep water, while mounts can cross dangerous surfaces.

  • Non-walkable liquid channels now block unmounted movement and spawn placement while keeping shores, bridges, and crossings walkable.
  • Mounted players can cross blocked liquid tiles, with lava dealing a small fire hit and bogs refreshing a short poison effect.
  • If a rider is dismounted on unsafe liquid, they are pushed to nearby safe ground and briefly stunned.
balancepolishing
v0.2.229: Active run update recovery2026-05-31 · Link

Deploy refreshes now wait for active runs, and solo reload recovery restores the current run paused for a short window.

  • Update controls now keep active runs on the current runtime until the player explicitly updates.
  • Solo runs keep a local 60-second checkpoint so accidental reloads after an update can restore the run paused without creating a new server session.
  • Cleared and defeated run summaries now expose the update action after the run is already over.
bugoffline
v0.2.228: Mobile landscape visibility2026-05-31 · Link

Horizontal phones now show a much wider battlefield while keeping the mobile controls and drawer HUD.

  • Compact landscape phones now use a wider battlefield view closer to desktop tile density.
  • Portrait mobile keeps its existing fullscreen battlefield behavior.
  • Landscape HUD drawers and bottom status spacing are tighter so equipment, skills, pause, and XP surfaces fit without becoming permanent side panels.
mobilepolishing
v0.2.227: Boss burst fairness2026-05-31 · Link

Boss follow-up damage is now fairer after a near-death hit, while Dread Corsair keeps its ranged control identity.

  • A short near-death recovery window now prevents an immediate hazard, projectile, or damage-over-time tick from finishing the player right after a huge hit.
  • Boss projectile and scatter-style attacks now have tighter burst caps so they stay dangerous without routinely deleting most of a health bar.
  • Dread Corsair smoke shots now hit a little softer on impact and through active smoke ticks while preserving weaken, summons, pursuit, and delayed wave pressure.
balancebug
v0.2.226: Sudden Death reliability2026-05-31 · Link

Single-target runes now lead moving monsters better, and Ultimate Sudden Death rewards clean hit streaks with faster follow-ups.

  • Projectile-style single-target runes now consider a monster's current tile and active step target before choosing where to land.
  • Single-target rune whiffs now poof and refund the active cooldown to half instead of playing a full impact.
  • Ultimate Sudden Death successful hit streaks now reduce the next cooldown up to 75%, while whiffs reset the streak.
balancepolishing
v0.2.225: Co-op boss intro sync2026-05-31 · Link

Co-op peers now keep boss intro camera moments in sync even when presentation events arrive late or get skipped.

  • Boss intro camera focus now travels through the authoritative run snapshot so recovering peers can replay the active cinematic.
  • Late camera presentation events are aged before playback instead of restarting at full strength.
  • Tester exports now include multiplayer presentation state for boss intro and camera debugging.
bugcoop
v0.2.224: Reward card icon polish2026-05-31 · Link

Reward choices now keep spell, rune, passive, gear, Fate, and co-op selected icons centered in consistent frames.

  • Spell and rune atlas icons now use the same framed icon shell as other rewards.
  • Choice type labels and number keys now match visual height in reward card headers.
  • Compact mobile reward overlays keep the framed icons centered without adding overflow.
polishingmobile
v0.2.223: Chest spawn safety2026-05-31 · Link

Map chests and boss reward chests now avoid blocked placement and stray boss-like drops.

  • Map chest placement now searches for a valid nearby tile instead of accepting an unsafe fallback.
  • Optional map interactables are skipped when no legal tile is available.
  • Free boss chests now drop only from real portal or endless boss encounters.
bugloot
v0.2.222: Death recap portrait polish2026-05-31 · Link

Death recap portraits now keep heroes and small nemesis monsters centered in cramped result layouts.

  • Compact Final Hero portraits scale down so the character stays visible.
  • Small monster portraits now center their visible pixels instead of transparent sprite padding.
  • Damage Taken rows keep Cave Rat-sized and Dragon-sized threats framed consistently.
bugpolishing
v0.2.221: Lobby chat layout fix2026-05-31 · Link

Long co-op lobby chat messages now stay inside the lobby overlay instead of stretching the page sideways.

  • Lobby chat bubbles wrap long unbroken text inside their bubble.
  • Lobby chat anchors clamp to the visible party grid when a player is near an edge.
  • Opening chat or showing long callouts no longer changes party slot layout.
bugcoop
v0.2.220: Co-op map loading hotfix2026-05-31 · Link

Hosts can no longer get trapped behind a stale map-loading overlay after the party has already reached the next biome.

  • Late portal asset timeouts are ignored once the map transition has already completed.
  • Retrying map loading keeps the current run alive and resumes normal controls after the next biome is ready.
  • The compact loading card stays consistent between run start and portal map transitions.
bugcoop
v0.2.219: Safer account progress sync2026-05-31 · Link

HL account run progress now survives brief sync outages and retries before you start the next account run.

  • Validated account run results are kept locally until the server confirms the save.
  • Pending account progress retries when the game opens, reconnects, returns to the foreground, or starts another account run.
  • Guest mode now warns when HL account progress is still pending locally instead of silently discarding it.
bugaccount
v0.2.218: Fate rune focus tuning2026-05-31 · Link

Fate rewards now follow the build choices you have made instead of raw rune ownership.

  • Stronger no longer turns into a rune-damage reward just because a Sorcerer or Druid owns runes.
  • Rune-focused Fate results now require real rune investment, while magic-focused builds stay on magic rewards.
  • Fate stat changes now round up from percentage-based values and stay capped near the current balance range.
bugbalance
v0.2.217: Beta service worker registration recovery2026-05-31 · Link

Beta launch now recovers if the browser never finishes registering the offline service worker during run-data loading.

  • The initial service worker registration step is now time-boxed just like service worker readiness.
  • Run-data JSON parsing also has an independent timeout so a stalled response body cannot hold the launch screen.
bugofflinestaging
v0.2.216: Beta boot stage recovery2026-05-31 · Link

The beta launch screen now advances through cache, account progress, and hero-select preparation stalls instead of staying on Loading run data.

  • Offline cache storage checks now time out during launch and fall back to fresh run data when the browser cache is unresponsive.
  • Account progression loading now times out into a local/offline-safe fallback so allowed beta players can still reach hero select.
  • The launch screen now reports the current boot stage, making future beta startup issues easier to identify.
bugaccountstaging
v0.2.215: Beta launch timeout recovery2026-05-31 · Link

The beta launch screen now recovers from stalled account checks or offline service worker startup instead of waiting forever on Loading run data.

  • Account status checks now time out and fall back to the signed-out launch path when the browser does not answer.
  • Initial run data loading no longer waits indefinitely for the offline service worker before opening the game.
bugaccountstaging
v0.2.214: Beta login recovery2026-05-31 · Link

The beta site now clears stale or unapproved staging sessions before the game tries to load run data, returning players to the login gate instead of leaving them stuck on the launch screen.

  • Staging-only access checks now treat expired or unapproved beta cookies as signed out before gameplay data loads.
  • The protected beta data files remain gated behind the staging allowlist.
bugaccountstaging
v0.2.212: Reliable portal map loading2026-05-31 · Link

Portal travel now waits on only the required next-map assets, shows truthful loading progress, and keeps the run recoverable if a map image is delayed.

  • Co-op portal travelers now see a clean waiting state that never reports 100% while the party is still gathering.
  • Map loading retries stay inside the active run, so a transient terrain or monster image delay can be retried without losing portal progress.
  • The loading card now keeps the progress bar below the map title and away from the status text.
bugassetscoopui
v0.2.211: Registered-user settings menu2026-05-31 · Link

Logged-in HL account players now get a compact settings gear on class select, party lobbies, and the pause panel for local preferences, install prompts, FPS/ping readouts, and troubleshooting diagnostics.

  • Settings are hidden from guests, saved locally first, and synced through the existing account progression snapshot when account sync is available.
  • Show FPS and Show Ping now control a small runtime metrics row above the XP bar, with ping falling back cleanly in solo or no-network states.
  • Troubleshooting mode adds a sanitized diagnostic summary to end-of-run integrity reports with server-side authenticated account attribution.
uiaccountquality-of-lifediagnostics
v0.2.210: Rune system v22026-05-31 · Link

Runes now throw short trap sigils onto target tiles, add Magic Wall, Explosion, Soulfire, Stalagmite, Intense Healing, and Ultimate Healing runes, and use class-specific rune roots with a shared ultimate slot.

  • Attack runes now throw a short missile first, then arm a delayed trap at the target's feet instead of always planting on the caster.
  • Magic Wall Rune now triggers from enemy contact and raises a short-lived capped blocker ring without sealing player-critical tiles.
  • Healing runes target wounded allies or self, while Ultimate Healing Rune can awaken into a brief ally-only regeneration field.
  • Sorcerer, Druid, Paladin, and Knight rune roots now follow their own proficiencies; Knight can bind root combat runes but does not receive rune evolutions or rune ultimates.
balancerunescombatpolishing
v0.2.209: Co-op smoothness hotfix2026-05-31 · Link

Co-op now uses one lightweight worst-case realtime profile for active players, so public rooms send smooth movement and combat state without switching behavior for smaller or better-network parties.

  • Active peers now receive compact 20 Hz realtime frames for players, monsters, mounts, projectiles, and telegraphs while baseline snapshots stay on a slower recovery cadence.
  • Remote players and monsters blend from their last visible position instead of snapping to aged snapshot endpoints, and local peer prediction is preserved while host corrections arrive.
  • Movement validation now uses the same high-latency allowance for every active peer instead of tightening based on measured ping or jitter.
criticalcoophotfixnetcode
v0.2.208: Cross-network co-op relay hotfix2026-05-31 · Link

Public co-op rooms now have a server relay fallback, so players on separate networks can find rooms, join the lobby, and keep the party connection alive when direct browser-to-browser transport does not answer.

  • Hosts now register a same-origin co-op relay alongside the PeerJS room, giving public and direct joins an outbound WebSocket path when the direct data channel cannot be established.
  • Find party verification falls back to the relay before marking listed public rooms as unconfirmed.
  • Join attempts switch to the relay after the first unanswered host connection instead of looping on the stuck Joining party state.
criticalcoophotfixnetcode
v0.2.207: Public co-op join handshake hotfix2026-05-30 · Link

Public Join now uses the proven PeerJS control handshake again, and stalled joins retry instead of staying on Joining party forever.

  • Initial public-room probes and Join requests now use PeerJS default control-channel options, matching the co-op path that worked before the split-transport netcode update.
  • Peers now retry when the first host connection never opens or when the host answers but never sends lobby sync.
  • The optimized realtime and spectator channels still open after lobby sync, keeping the netcode improvements away from the fragile first join handshake.
criticalcoophotfix
v0.2.206: Public co-op room join hotfix2026-05-30 · Link

Public lobbies now stay joinable even when the quick host reachability check cannot confirm the PeerJS connection, and co-op transport lanes wait for reliable lobby sync before opening.

  • Find party now keeps listed rooms visible with a warning when every host probe fails, so players can still try Join or paste invite links.
  • Public lobby reachability probes use explicit JSON PeerJS transport settings, matching the reliable co-op control lane.
  • Realtime and spectator lanes now open after the reliable lobby sync instead of racing the initial join handshake.
criticalcoophotfix
v0.2.205: Critical co-op netcode update2026-05-30 · Link

Co-op now uses split realtime, critical, and spectator transport lanes so 8-player rooms stay responsive under higher latency while spectators and analytics stay out of the active play path.

  • Peer movement and live combat snapshots now travel over a realtime lane while run lifecycle, rewards, corrections, and lobby control stay reliable.
  • Active peers receive compact visible-area combat snapshots instead of full-room entity streams, cutting host egress and reducing buffered DataChannel spikes.
  • Spectator updates are throttled on their own low-rate lane so watching a run cannot consume active-player bandwidth.
  • Multiplayer damage confirmations now carry source ids and timing metadata, and high-frequency co-op kill and pickup analytics no longer enqueue during active combat.
criticalcoopperformance
v0.2.204: Critical asset loading hotfix2026-05-30 · Link

Required boot and run-start images now retry cleanly when the browser stalls, run startup waits for the assets it actually needs, and active runs are protected from update reloads.

  • Critical images now retry timed-out loads with a cache-busting request before showing an asset failure.
  • Class selection, lobby, and run startup load required assets with bounded concurrency so important images are not stuck behind large queues.
  • Run start now blocks on terrain, class, HUD, status, equipment, spawn, palette, and first-wave assets while warming unused effect sheets in the background.
  • Active runs now defer client update reloads and warn before browser refresh or tab close can discard run progress.
criticalassetsofflinemobile
v0.2.203: Maps, runes, saves, and co-op polish2026-05-30 · Link

This release brings placed rune mines, richer Sunfield and Tiquanda maps, sturdier account save recovery, portal movement fixes, clearer gear and pickup behavior, cleaner party lobby previews, and quieter browser loading.

  • Runes now place short-fuse mines on the caster tile with readable item sprites, then detonate into terrain effects that help control nearby monsters.
  • Sunfield Outskirts and Tiquanda Edgewood now use authored map primitives with clearer roads, borders, ponds, jungle objects, flowers, and landmark placement.
  • Signed-in run finishes now save progression through one confirmed flow, keep failed saves available for retry, and show clearer save status.
  • Portal transitions now restore movement and mobile touch controls immediately after the next map loads.
  • Equipment upgrades now respect rarity before score, and Magnet pickups read larger without extra visual noise.
  • Party lobby hero previews line up cleanly with readiness reticles, and browser loading stays quieter for players.
releasemapsrunesaccountspolishing
v0.2.202: Runes become ticking battlefield mines2026-05-30 · Link

Runes now place their Tibia item sprite on your tile, pulse with a short fuse, cost no mana, train Magic, and detonate into rune-family terrain effects that control nearby monsters.

balancerunescombat
v0.2.201: Portal travel keeps movement unlocked2026-05-30 · Link

After entering a cleared-map portal, movement and mobile touch controls now come back immediately on the next map without needing to pause and resume the run.

bugmobilemovement
v0.2.200: HL account run saves are server-confirmed2026-05-30 · Link

Authenticated run finishes now validate and save HL account progression in one server-confirmed step, keep pending run evidence for retry when saving fails, and expose clearer save status plus debugging telemetry.

accountsprogressionbugfixanalytics
v0.2.199: Tiquanda Edgewood follows its approved wireframe2026-05-30 · Link

Map 2 now builds from the approved Tiquanda Edgewood primitive rules with jungle floor, trail roots, pond sand, water-shore pieces, bamboo squeezes, ant paths, dead ends, fallen logs, giant trees, and authored flower clusters.

mapsassetspolishing
v0.2.198: Sunfield wireframes clean up beta gaps2026-05-30 · Link

Sunfield Outskirts now trims closed road exits from its authored wireframes, removes isolated POI floor squares, keeps straw bundles out of crop-floor palettes, and limits rock POIs to authored sparse clusters.

mapsassetspolishing
v0.2.197: Sunfield matches the EXIVA map reference2026-05-30 · Link

Sunfield Outskirts now removes rejected stone, old dirt, and straw-man scrap palette entries, keeps module POIs tied to their EXIVA wireframe anchors, and renders roads, crops, dark flower grass, borders, wells, and fountains from the approved Map 1 rules.

mapsassetspolishing
v0.2.196: Sunfield modules share map primitives2026-05-30 · Link

Sunfield Outskirts now uses shared L1/L2/L3 primitive metadata for its wireframe modules, grass-over-region borders, crop and flower placement rules, and authored well and fountain POIs.

mapsassetspolishing
v0.2.195: Sunfield roads match the reference2026-05-30 · Link

Sunfield Outskirts now uses the approved 32x32 module wireframe with broad dirt roads, stronger L2 grass borders, larger crop fields, dark flower meadows, and anchored well/fountain scenes.

mapsassetspolishing
v0.2.194: Sunfield builds from wireframes2026-05-30 · Link

Sunfield Outskirts now generates paths, dark grass, crop floors, bright grass borders, wells, fountains, and POI clearings from the approved L1/L2/L3 map primitive contract.

mapsassetspolishing
v0.2.193: Browser console checks stay clean2026-05-30 · Link

The runtime now ships stricter security headers, GA4 loads without inline script bootstrap, and release smoke checks separate Mana Panic warnings from browser-extension noise.

analyticspolishingweb
v0.2.192: Sunfield keeps to meadow paths2026-05-30 · Link

Sunfield Outskirts now uses the approved bright meadow, dirt-track, flower, crop, well, cart, camp, tree, fence, and rock palette without the rejected stone path, sand transition, or dirt tile 194.

mapsassetspolishing
v0.2.191: Gear rarity now decides upgrades first2026-05-29 · Link

Equipment pickups now respect rarity before score, so Legendary gear replaces lower-rarity gear in the same slot while lower-rarity stat sticks no longer auto-replace higher-rarity finds.

equipmentbalancepolishing
v0.2.190: Magnets read larger on the battlefield2026-05-29 · Link

Dropped Magnet pickups now show a larger lodestone that pulses by scaling the icon itself, while the blue Tibia pickup effect stays in place without extra cyan outline rings.

pickupspolishingvisuals
v0.2.189: Party lobby heroes settle on reticles2026-05-29 · Link

Party lobby hero previews now sit three pixels farther right while keeping their feet north inside the readiness reticle.

bugcooppolishingui
v0.2.188: Co-op lobby links keep working through browser outages2026-05-29 · Link

Public co-op rooms now show hosts when the lobby listing is reconnecting, let players use direct public room links even when the browser list cannot verify the room, and explain when listed lobbies are blocked by peer reachability.

bugcoop
v0.2.187: Equipment stats open in a real sheet2026-05-29 · Link

The Equipment Stats control now opens a click-to-toggle floating sheet on desktop and a compact bottom sheet on mobile, so the full stat list stays readable without hover flicker or HUD clipping.

polishingmobileui
v0.2.186: Co-op lobbies hold steady while peers reconnect2026-05-29 · Link

PeerJS lobby joins now keep reconnecting player cards in place, avoid scary whole-room errors for transient peer connection misses, and wait for occupied slots to reconnect before the leader starts a run.

bugcoop
v0.2.185: Co-op snapshots stop crashing on endless timers2026-05-29 · Link

Co-op snapshots now encode persistent pickups and disabled boss-object timers safely before PeerJS transport, preventing invalid-integer send crashes while keeping those run objects persistent for connected players.

bugcoop
v0.2.184: Ascension gates stay visible2026-05-29 · Link

Free accounts now still see unlocked Ascension controls on class selection with premium-gated styling, and the first normal clear offers an Ascension follow-up button that either opens the shop or starts the new Ascension run for premium players.

bugpremiumui
v0.2.183: Run UI fixes and reward burst polish2026-05-29 · Link

Class ability tooltips now stay visible, mobile pause/status panels and HUD drawers fit cleaner, timed jewelry drains down as it expires, chest auto-equips wait for the reveal animation, party run chat uses its own callouts, and monster rewards burst away from the killing hit before pickup.

bugmobilepolishingcoopui
v0.2.182: Shop currency stays with the amount2026-05-29 · Link

The premium shop now keeps Card as one checkout choice and moves the USD/BRL toggle beside the Lux amount, so Pix remains BRL-only and the payment row stays compact.

premiumpaymentsshopui
v0.2.181: Shop checkout adds BRL card2026-05-29 · Link

The premium shop now lets logged-in players choose USD card or BRL card checkout for Lux top-ups, while Pix BRL and Crypto stay labeled as coming-soon rails.

premiumpaymentsshop
v0.2.180: Bosses gain sharper identities2026-05-28 · Link

Campaign bosses now use more distinct Tibia-inspired mechanics, reward cards label each choice type beside the number key, and premium pricing now offers 3, 31, 365, and permanent options at the updated Lux costs.

balancepolishingpremiumui
v0.2.179: Long run saves stop retrying expired tickets2026-05-28 · Link

Guest and local run validation now keeps its server ticket valid for up to one hour, ties the ticket to the exact run, and drops expired pending validations instead of retrying them forever.

bugoffline
v0.2.178: Map edge movement runs smoother2026-05-28 · Link

Map 1 now reuses wrapped background chunks, batches procedural collision work, and waits for run-critical assets on splash screens, reducing the heavy stalls that could happen while walking near world edges at the start of a solo run.

polishingassets
v0.2.177: Map landmarks keep their full shapes2026-05-28 · Link

Procedural maps now assemble curated multi-tile objects as complete landmarks before placing them. Wells, paired boulders, and the Blackforge Exaltation Forge no longer appear as isolated fragments, and animated compound landmarks keep all their pieces moving together.

polishingassets
v0.2.176: Biome maps share stronger autotiling2026-05-28 · Link

All procedural biome maps now use the same autotile mask audit for floors, channels, borders, accents, and object clusters. Authored POI footprints also reserve their surrounding tiles consistently, so landmark modules appear more reliably without random scenery bleeding into their borders.

polishingassets
v0.2.175: Terrain borders line up with the maps2026-05-27 · Link

Procedural maps now use full Tibia-style ground fills with side-and-corner border pieces on exposed edges, fewer mismatched outline colors on natural transitions, muddy Venore bog pools, and a new Blackforge fortress-outskirt landmark.

polishingassets
v0.2.174: Biome maps gain cleaner POIs2026-05-27 · Link

Procedural maps now build each biome around authored Tibia-style points of interest, complete multi-tile landmarks, cleaner shore transitions, and safer collision footprints. Confusing single-tile straw fragments no longer appear as random scenery.

polishingassets
v0.2.173: Latest playtest polish lands2026-05-27 · Link

Boss intros now shake first, pan to the boss, hold for the shout, and only resume after returning to the player. Premium-gated co-op buttons keep their real labels, Fate cards keep their wish layout while revealing exact stats, party lobby sprites line up with their reticles, endless deaths no longer offer another endless restart, and monster spawn portals stay preloaded for each map.

polishinguicoopassets
v0.2.172: Build summaries switch to passive and Fate icons2026-05-27 · Link

The live Build panel and final build recap now show passive and Fate picks as compact icon tokens with rank or repeat counts, while hover details carry the full description and stat breakdown.

polishingui
v0.2.171: Jewelry timers stop blinking2026-05-27 · Link

Timed rings and necklaces now use centered radial countdown overlays like spell cooldowns, equipment tooltips stay steady while the timer updates, and queued jewelry is hidden from the live equipment panel unless you pause to inspect the Next Up reserve row.

polishing
v0.2.170: Monster reticles lock onto their bases2026-05-27 · Link

Target reticles now stay tile-sized and foot-focused for monsters and bosses, while Cobra, Orc Warrior, and other 32x32 monsters imported from split 64x64 walk sheets no longer animate away from their tile.

polishingassets
v0.2.169: Sharpshooter upgrades clean up their tradeoff2026-05-27 · Link

Sharpshooter status badges now fit the spell icon into the compact status square, rank upgrades make its self-slow less punishing instead of harsher, and upgrade cards no longer repeat duration or show neutral Armor lines.

balancepolishingassets
v0.2.168: Co-op keeps moving through hiccups2026-05-27 · Link

Peers now get quicker host input acknowledgements, fresher recovery snapshots after backpressure, and short presentation smoothing during host stalls so co-op movement feels less frozen while the host still owns combat rewards and run outcomes.

cooppolishing
v0.2.167: Runs warm only the party and map ahead2026-05-27 · Link

Run loading now preloads the selected hero, known party classes, and the current map arrival bundle instead of front-loading unrelated classes, late biomes, and distant monster pools. Portals also warm the next map bundle before travel and wait only when those assets are still loading.

assetsofflinecoop
v0.2.166: Ranged attacks get their Tibia missiles2026-05-27 · Link

Paladin throwing weapons, arrows, bolts, and mage rods now use their specific Tibia missile sprites for basic ranged attacks, with bows and crossbows falling back to clean generic arrows or bolts when the item is ambiguous.

polishingassets
v0.2.165: Hand gear swaps remember both styles2026-05-27 · Link

Weapon and offhand upgrades now keep an invisible reserve for one-handed sets and two-handed weapons, so shields never create weaponless swaps and strong 1H+offhand pairs can cleanly trade places with bows, crossbows, and two-handed melee weapons.

balancepolishing
v0.2.164: Spell statuses show their source2026-05-27 · Link

Spell-specific timed buffs such as Blood Rage now use the originating spell icon, speed statuses use the boots icon consistently, and reward cards keep long Swift Foot-style details aligned without clipping.

polishingassets
v0.2.163: Fate icons match their lozenge frame2026-05-27 · Link

Fate reward icons now trim away the source-sheet backdrop around the existing custom lozenge frame, keeping their large boss-selection size and miniature scaling intact.

polishingassets
v0.2.162: Swift Foot gets clearer2026-05-27 · Link

Swift Foot now grants a 45% speed boost, and self-target spell cards and previews hide the implicit one-tile Range line so Haste-style rewards focus on speed, duration, cooldown, and mana.

balancepolishing
v0.2.161: Reward choices get real icons2026-05-27 · Link

Passive and Fate reward choices now use dedicated transparent icons on level-up and boss reward screens, with compact passive badges and larger Fate lozenges preloaded for runs and included in the offline cache.

polishingassets
v0.2.160: Co-op party cards get tighter2026-05-27 · Link

In-run co-op party cards are now shorter and easier to scan, with tinted class icons, compact HP and mana mini-bars, Down and Spec states, cleaner long-name truncation, and spell/rune-only loadout icons.

cooppolishingmobile
v0.2.159: Long-run build panels stay compact2026-05-27 · Link

The in-run Build panel now folds all passive ranks into one stat card and all Fate choices into one Fate card, including repeated Fate counts, boss phases, and net stat totals so long runs stay readable on desktop and mobile.

polishingmobile
v0.2.158: Co-op lobbies stop false idle kicks2026-05-26 · Link

Ready party members no longer blink out while waiting in the lobby, idle lobby removals now wait two minutes, slot swaps are reserved for party leaders, and public lobby rows are checked against the live room before they stay listed.

cooppolishing
v0.2.157: Co-op leadership stays premium-owned2026-05-26 · Link

Free authenticated players can still join premium-led parties, but co-op leadership, room hosting, public-room publishing, and run starts now stay tied to verified premium accounts through leader transfers and host changes.

cooppremium
v0.2.156: Co-op stress checks keep runs lighter2026-05-26 · Link

Mana Panic now ships repeatable performance stress checks for crowded solo and 8-player co-op situations, tracks package size and offline payload reports, and sends co-op snapshots through a leaner shared snapshot path.

cooppolishing
v0.2.155: Co-op host changes stop forking runs2026-05-26 · Link

If an active co-op host disconnects suddenly, the remaining party now picks the same next host from the latest run snapshot, keeps the handoff paused, reconnects peers to that host, and clears the Changing host overlay once play resumes.

cooppolishing
v0.2.154: Co-op portals and endless runs behave cleaner2026-05-26 · Link

Once a party member commits to a portal, unopened chests disappear, split parties can draw monster pressure near each separated group, host changes pause the run with a clear Changing host message, and Endless now starts from the clear screen as a host-only choice.

cooppolishingbalance
v0.2.153: Reward choices stop clipping their copy2026-05-26 · Link

Passive, Fate, and other iconless reward choices now use compact letter badges instead of cropped fallback words, long upgrade text wraps inside the cards, item hover badges are cleaner, and boss damage numbers stack instead of resetting into one counter.

polishingrewardscombat
v0.2.152: Chest loot fills gear before jewelry2026-05-26 · Link

Early chests now strongly prefer missing helmet, chest, weapon, legs, and boots slots before shifting back to broader loot odds, while rings and necklaces are one-minute timed jewelry bonuses with a pity bias that rises after non-jewelry chest rewards.

balanceloot
v0.2.151: Public lobbies invite more players in2026-05-26 · Link

The Multiplayer browser now shows public lobbies to guests and free accounts, routes gated lobby actions into registration or premium, sorts open parties by the fewest empty seats first, and keeps running parties spectatable only during their first 10 minutes.

cooppremiumpolishing
v0.2.150: Boss reveals pan across the battlefield2026-05-26 · Link

When a boss wakes up, the camera now glides from your hero to the boss, holds the reveal briefly, and glides back instead of snapping between both points.

polishing
v0.2.149: Party chest reveals stay quieter2026-05-26 · Link

Co-op chest drops now play the full equipment reveal only for the player who received the item, while other party members only see compact legendary reveals that fly toward the rewarded character.

cooppolishing
v0.2.148: Account saves stay cleaner across login and logout2026-05-26 · Link

Guest progress now promotes into HL accounts only when it contains real run progress, account logout clears local account caches, and out-of-sync accounts are limited to solo progress until they reconnect.

offlinepolishing
v0.2.147: Sunfield opens back into farm fields2026-05-25 · Link

Sunfield Outskirts now keeps more open grass between farm tracks, clusters crop patches, camps, carts, wells, rocks, fences, and lone trees into clearer field POIs, and blends dirt and stone path edges over the meadow floor.

mapsassetspolishing
v0.2.146: Biome floors connect into cleaner regions2026-05-25 · Link

Campaign maps now build grass, roads, ponds, swamp pools, cracked earth, lava fissures, and dark stone as connected terrain regions with neighbor-aware tile choices, while run startup loads only the active map palette and preloads the next palette around boss portals.

mapsassetspolishing
v0.2.145: Runs now travel through real biome palettes2026-05-25 · Link

The six-map campaign now draws each battlefield from curated HLever Tibia map elements, giving Sunfield farms, Tiquanda jungle, Venore swamp, Darama tombs, Blackforge machinery, and Inferno lava gates distinct floors, props, landmarks, sparse blockers, and ascended corruption passes.

assetsmapspolishing
v0.2.144: Reward cards and mounts feel snappier2026-05-25 · Link

Auto-pick outlines now sit on the reward card border, Tibian cast words return to a left-side tab gap, map callouts use the same quick cadence as combat hits, chest gear reveals stay in one place, and mounted stamina refills twice as fast while idle.

polishingmountsbalance
v0.2.143: Mounts get a stamina kick2026-05-25 · Link

Mounted runs now show a small stamina bar on the battlefield plate, spend a short burst for extra speed, recover while standing still, and bring the donkey layer back under the rider in every movement direction.

mountsbalancevisuals
v0.2.142: Level-up cards read cleaner2026-05-25 · Link

Level-up reward cards now hide rank I from newly learned abilities, right-align Tibian cast words, keep details aligned under varied descriptions, and make the late auto-pick glow follow the square card frame.

polishingrewards
v0.2.141: Pause tips and lobby previews settle2026-05-25 · Link

Pause-screen tips now float outside the pause panel without stretching equipment height, while party lobby reticles return to their lozenge shape and player previews keep their anchored in-game centering.

polishingcoop
v0.2.140: Spell tooltips get leaner2026-05-25 · Link

Owned spell hover panels now show the Tibia cast words inline with the spell name and drop the range, area, and cooldown rows so the remaining combat stats are easier to scan.

polishing
v0.2.139: Status badges match monsters2026-05-25 · Link

The bottom combat status row now uses the same compact black badge, colored border, and icon sizing as monster status icons, while spell cooldown overlays keep covering rank badges correctly.

polishing
v0.2.138: Combat status icons read brighter2026-05-25 · Link

Active status icons now use square spell-style slots with brighter duration shading, and active spell cooldown wedges cover the corner rank badge while keeping the center timer readable.

polishing
v0.2.137: Account status gets quieter2026-05-25 · Link

The hero selection account status now uses the normal header link color, shows only who is logged in on hover, and confirms logout inline by changing the status text to Log out? before signing out.

polishing
v0.2.136: Run starts keep your click2026-05-25 · Link

Starting a solo or party run now locks in the request, shows a loading screen while combat sprites finish preparing, and begins the run automatically when those assets are ready.

assetspolishing
v0.2.135: Hero selection lines up again2026-05-25 · Link

Hero selection now keeps vocation sprites fully visible on desktop and mobile, compacts the account, shop, wiki, Discord, and version links into one top row, and redraws the Mana Panic Shop balance chip with a compact background coin.

mobileshoppolishing
v0.2.134: Mobile hero and shop screens breathe2026-05-24 · Link

Hero selection now uses stable mobile header lanes, cleaner class card framing, and a responsive Mana Panic Shop sheet so phones and portrait tablets avoid crowded controls and horizontal overflow.

mobilepolishing
v0.2.133: Result screens frame the whole party2026-05-24 · Link

Death and victory cards now use stable hero portraits across vocations, ascension outfits, party colors, and mounted players, and co-op results add a compact party roster with each member's final status.

cooppolishing
v0.2.132: Party slots frame heroes cleanly2026-05-24 · Link

Party lobby hero previews now stay inside their slot frames on desktop and mobile, ready reticles draw as complete square outlines, and the party leader badge uses the premium icon.

cooppolishing
v0.2.131: Combat numbers read smaller2026-05-24 · Link

Damage, healing, HP, mana, and run-summary combat totals now use a shared display-only scale, keeping combat pacing unchanged while making early numbers easier to read.

balancepolishing
v0.2.130: Masked monsters keep their colors2026-05-24 · Link

HLever monster sheets now bake outfit color masks into the shipped sprites, so Firestarter, colored frogs, cultists, and other masked monsters use their intended palettes instead of grayscale bases.

bugfixassetspolishing
v0.2.129: Small monsters target like small monsters2026-05-24 · Link

Cobra and other compact HLever-adopted monsters now show one-tile target reticles instead of inflated two-tile boxes, while truly large creatures keep their larger targeting frames.

bugfixassetspolishing
v0.2.128: Status icons match spell slots2026-05-24 · Link

Temporary buffs and conditions in the bottom HUD now use compact spell-style icon slots with clipped duration shading and focused tooltips, making active effects easier to scan during crowded fights.

uistatuspolishing
v0.2.127: Discarded gear breaks apart in place2026-05-24 · Link

Chest rewards that are dismantled or blocked now break into small item fragments and fade where they appeared instead of flying down toward the XP strip.

equipmentchestspolishing
v0.2.126: Magnet pull fades when the field is clear2026-05-24 · Link

Magnet pickups now stop the collector pull aura as soon as every loose reward has been vacuumed in, and empty-field Magnets no longer leave an invisible pull window for future drops.

bugfixpickupspolishing
v0.2.125: Weapon throws show the weapon2026-05-24 · Link

Knight weapon-throw spells now use the equipped sword, axe, or club icon when available, with type-specific throw visuals as fallback, so Exori hur no longer flies as an arrow.

knightassetspolishing
v0.2.124: Spell rewards speak their Tibian words2026-05-24 · Link

Level-up spell rewards now show their quoted Tibian incantations beside the spell title, matching class preview flavor while keeping runes, passives, gear, and Fate choices focused on their existing details.

uispellspolishing
v0.2.123: Knight basic attacks stay in melee reach2026-05-24 · Link

Knight basic attacks now only connect with adjacent enemies, including diagonals, so the Reach stat reads as 1.0t and no longer rounds up into a two-tile melee swing.

balanceknightbugfix
v0.2.122: Runs wait for creature art before spawning2026-05-24 · Link

Run starts now wait for the full gameplay asset set, including monster sprites, mount sheets, item icons, and combat effects, so valid creatures no longer flash placeholder circles while their art is still loading.

assetsbugfixloading
v0.2.121: Pause equipment stats stop stretching the panel2026-05-24 · Link

The pause equipment panel now matches the main pause card height while the Stats control opens a floating stat tooltip instead of expanding and scrolling the paperdoll.

uiequipmentpolishing
v0.2.120: Debug tools reopen for beta QA2026-05-24 · Link

Development and staging builds can unlock tester tools with apostrophe from active runs and overlays, debug solo restarts now fire instantly with R, and bug reports include deeper director and spawn-pool diagnostics.

debugtoolsvalidation
v0.2.119: Cooldowns return to the spell face2026-05-24 · Link

Spell and rune cooldowns now draw their radial mask over the square ability icon again, with a larger centered countdown that clears cleanly at the end while the rank badge stays readable.

uipolishingspells
v0.2.118: Bosses and portals get camera punch back2026-05-24 · Link

Boss spawns now briefly focus the battlefield on the boss while the health bar reveals, Mana Panic and boss moments add a subtle shared shake, and portal entries use a local zoom-and-spin transition without moving HUD overlays.

bossesmapscooppolishing
v0.2.117: Knight and mounted sprite anchors settle in2026-05-24 · Link

Knights facing north or south now sit 2px farther right in their tile, and mounted players use the full mounted outfit sprite so riders stay aligned with their Donkey instead of drawing a second underlay.

mountspolishingvisuals
v0.2.116: Healing upgrades keep backup casts2026-05-24 · Link

Upgraded healing spells now keep their lower tiers as hidden fallback casts, use the highest learned heal in the HUD, and automatically pick wounded party members in range instead of relying on Tab ally focus.

balancespellscoop
v0.2.115: Mounted riders sit on their mount2026-05-24 · Link

Mounted players now draw the mount and rider from the same anchored frame, so Paladins and other vocations stay seated on Donkeys while moving or idling.

mountspolishingvisuals
v0.2.114: Creature sprites sit deeper in their tile2026-05-24 · Link

Creature sprites now render a few pixels west and south from their foot anchor, keeping Knights, monsters, mounts, and downed party sprites better centered while hitboxes and target reticles stay on the gameplay tile.

polishingassetsvisuals
v0.2.113: Support spells stop wasting ready casts2026-05-24 · Link

Haste and Strong Haste now settle into 10-second speed windows with 20-second base cooldowns, Charge runs for 5 seconds on a 15-second base cooldown, and support spells now skip casts while their target is already hasted, shielded, battle-buffed, or fully healed.

balancespellspolishing
v0.2.112: Support stances trade power more cleanly2026-05-24 · Link

Swift Foot and Sharpshooter now use softer damage and movement tradeoffs instead of blocking whole action types, Challenge taunts for a shorter window while making monsters more vulnerable and faster, and Magic Shield now shows the same duration it actually applies.

balancespellspolishing
v0.2.111: HUD timers animate more smoothly2026-05-24 · Link

Boss health, reward timers, XP and skill bars, status rings, and ability cooldown rings now update with frame-smooth decimal progress instead of stepping through coarse HUD ticks.

polishinghudui
v0.2.110: Equipment hover cards read cleaner2026-05-24 · Link

Equipment hover cards now show weapon type and grip as compact metadata, rename the stat section to Equipped Impact, and hide raw hit/crit ratings, projectile internals, and Physical DPS noise.

polishingequipmentui
v0.2.109: Hitbox reticle follows your intended step2026-05-24 · Link

The white player hitbox square now jumps to your intended destination tile as soon as a valid step starts, and incoming tile/projectile damage resolves against that intent instead of the trailing walking animation.

balancemovementcombat
v0.2.108: Passive reward titles lose the duplicate label2026-05-24 · Link

Passive reward cards now show only the passive name in the title while keeping the PASSIVE kind marker above it, so compact level-up choices have more room for the actual reward.

polishingrewardsui
v0.2.107: Difficulty meter breaks past Impossible2026-05-24 · Link

The run difficulty meter now treats Impossible as the end of its normal range, adds a stronger red danger wash from Hard onward, and makes HAHAHAHA read as an over-limit broken state after the 30-minute mark.

polishinghuddifficulty
v0.2.106: Owned ability icons use one slot style2026-05-23 · Link

Spell and rune icons now use the same square owned-slot frame in the gameplay HUD, party summaries, and run recaps, with cooldown progress drawn as an outer ring so the icon art and badges stay readable.

polishinghudui
v0.2.105: Reward panels stay on top2026-05-23 · Link

Blocking reward, pause, menu, and recap panels now hide gameplay-only HUD feedback while they are open, so pickup text, equipment notices, boss HUD chrome, touch controls, and chest reveal effects no longer draw over decision cards.

bugfixpolishingrewardsui
v0.2.104: Chest rewards open without the stray oval2026-05-23 · Link

Boss chest reward reveals no longer draw a thin oval over the open chest interior, while the Tibia chest art, lid motion, reward pop, and destination pulse stay intact.

polishingvisualsrewards
v0.2.103: Fate and ultimate reward picks read cleaner2026-05-23 · Link

Auto-pick now marks the pending card with a stronger outer glow, ultimate offers keep their gold treatment on the ultimate card only, and boss Fate choices now reveal the granted outcome inside the selected card after other reward flow clears.

polishingrewardsui
v0.2.102: Elite labels and pause panels read cleaner2026-05-23 · Link

Elite monster markers now sit beside measured name labels, boss health reveals update smoothly without rebuilding the HUD, and the pause equipment and tip panels now match the in-run interface styling more closely.

polishinghudvisuals
v0.2.101: Equipment icons match their items again2026-05-23 · Link

Equipment panel icons now reject mismatched HLever item art and fall back to correct shipped sprites when needed, so Viking Helmet, Patched Boots, and nearby gear no longer show unrelated or badly cropped images.

assetspolishingequipment
v0.2.100: Runs now wait for server tickets and ready assets2026-05-23 · Link

Guest and account solo runs now require a server-issued start ticket, finish with server validation, and keep class selection behind critical visual asset checks while background asset caching stays silent.

accountsofflinecoopstability
v0.2.99: Walking frames stop sliding under creatures2026-05-23 · Link

Walking creature animations now keep one stable foot anchor for each facing direction, so Paladin and other characters no longer appear to limp while their standing position stays centered.

assetspolishingvisuals
v0.2.98: Paladin feet lock to the square center2026-05-23 · Link

Walking creature placement now anchors to the bottom foot-contact pixels of each animation frame, so Paladin and other directional sprites keep the actual foot closer to the center of the occupied square.

assetspolishingvisuals
v0.2.97: Creature feet use per-frame centers2026-05-23 · Link

Walking creature placement now measures the visible pixels of the current animation frame, so Paladin and other directional sprites center their feet horizontally and vertically in the occupied square.

assetspolishingvisuals
v0.2.96: Knight feet land closer to the tile center2026-05-23 · Link

Walking creature sprites now use the visible foot anchor for draw placement, so the Knight and other Tibia frames stand closer to the center of their occupied square while reticles and gameplay tiles stay unchanged.

assetspolishingvisuals
v0.2.95: Creature sprites sit on their Tibia foot anchor2026-05-23 · Link

Walking player, monster, boss, mount, and downed sprites now keep their Tibia-style foot placement while nameplates, bars, status icons, elite markers, and creature auras follow the visible creature instead of the tile center.

assetspolishingvisuals
v0.2.94: Chest reveal hinge gets subtler2026-05-23 · Link

The reward chest lid now opens with a smaller final angle and a darker interior backing, so the opened chest reads as one cohesive sprite while the reward appears.

chestspolishingvisuals
v0.2.93: Chest rewards open on an isometric hinge2026-05-23 · Link

Chest reward reveals now split the Tibia chest along its angled lid edge, swing the lid into the isometric camera plane, and show a warm dark interior while the reward pops out.

chestspolishingvisuals
v0.2.92: Lux amount field uses the container slot fill2026-05-20 · Link

The premium shop now uses a dedicated fill extracted from the Utevo Lux container slot reference for the Lux amount field, so the field matches the Account Status surface without stacking conflicting backgrounds.

accountspremiumpaymentsshopui
v0.2.91: Premium shop copy and fields get cleaner2026-05-20 · Link

The premium shop legal line now says our Terms, the Lux amount field uses the textured container fill from the Mana Panic UI skin, and premium perk labels now read Multiplayer mode and Ascension mode with shorter descriptions.

accountspremiumpaymentsshopui
v0.2.90: Premium shop panels line up cleanly2026-05-20 · Link

Premium offer cards now reserve the same price, action, and top-up rows in every wallet state, and the Lux amount field now uses the shared dark text-entry fill from the Mana Panic UI skin.

accountspremiumpaymentsshopui
v0.2.89: Premium shop polish keeps choices steady2026-05-20 · Link

The Mana Panic shop now uses a blue checkout action, gives the Popular offer a subtle blue glow, shows active premium expiry as an exact locale-aware date and time, and keeps offer buttons centered without moving when shortfall text appears.

accountspremiumpaymentsshopui
v0.2.88: Premium shop choices get clearer2026-05-20 · Link

The Mana Panic shop now restores the Lux balance coin icon, right-aligns shortfall text, keeps offer cards at steadier heights, adds a subtle sale glow, confirms direct Lux redemptions with Get buttons, spends local Mana Panic Lux before parent HL Lux, keeps ascension premium-gated, and keeps production Pix and Crypto payment rails visible but disabled.

accountspremiumpaymentsshopui
v0.2.87: Shop coin purchase panels get clearer2026-05-20 · Link

The Mana Panic shop now shows Buy coins with outside the payment panel, previews the matching USD checkout total under the Lux amount field, trims the balance to the coin number, and uses larger bevel-wrapped premium and sale ribbons.

accountspremiumpaymentsshopui
v0.2.86: Shop polish trims noisy prompts2026-05-19 · Link

The Mana Panic shop now keeps shortfall text hidden until a Buy click, removes redundant payment copy and refresh controls, and restores crisp overlay ribbons on premium perks and popular offers.

accountspremiumpaymentsshopui
v0.2.85: Shop checkout goes straight to payment2026-05-19 · Link

Mana Panic premium offers now use exact Lux top-ups, two-click confirmation when the wallet already has enough Lux, cleaner payment controls, and a direct card or Pix checkout handoff that skips the HL billing screen.

accountspremiumpaymentsshopui
v0.2.84: Shop panels and wallet access get cleaned up2026-05-19 · Link

The login prompt now uses account-first copy across environments, the Mana Panic shop has cleaner offer and perk panels plus in-shop Lux payment setup, and live wallet access is configured so logged-in players can spend parent HL Lux.

accountspremiumshopui
v0.2.83: Camera now stays locked on the player2026-05-19 · Link

The battlefield camera now follows the targeted player position directly without follow easing, movement lookahead, deadzones, zoom pulses, or screen shake.

cameragameplayuibugfix
v0.2.82: Mana Panic shop gets permanent premium2026-05-19 · Link

The Mana Panic shop now includes permanent premium, clearer active premium time, compact desktop and mobile panels, scalable colored buttons, Lux coin animation, and store-style premium flags.

accountspremiumshopui
v0.2.81: Account login stays online during game maintenance2026-05-19 · Link

Mana Panic login now uses the accounts.manapanic.com address by default for the shared HL Accounts service, and game maintenance is isolated so another game or environment cannot block Mana Panic auth.

accountsmaintenancelogindeployment
v0.2.80: Mana Panic shop opens premium2026-05-18 · Link

The class screen now has a Mana Panic shop where logged-in players can spend HL Lux on local premium time, and locked co-op host or ascension controls open the shop with blue premium feedback.

accountspremiumshopui
v0.2.79: Mana Panic account alias is ready2026-05-18 · Link

Mana Panic can now send players to the branded accounts.manapanic.com login page while keeping the shared HL Accounts service behind the scenes.

accountsbrandinglogin
v0.2.78: Beta login copy matches production2026-05-18 · Link

Beta login prompts now use the same account-progress copy as production while keeping the staging-only Offline Play lock for tester-gated builds.

stagingaccountsuibugfix
v0.2.77: Account saves load from Mana Panic again2026-05-18 · Link

HL login still verifies the account, while Mana Panic now reads and writes the account-bound save on its own server so logged-in progression can load and save reliably.

accountsavesbugfix
v0.2.76: Account saves and offline play clarified2026-05-17 · Link

HL account progress now stays authoritative when online, guest and cached account snapshots remain playable offline, and any offline account progress is held as pending until the player reconnects to save.

accountsavesrelease
v0.2.75: HL account saves fail safely2026-05-17 · Link

Logged-in players now see a clear HL account save unavailable state if cloud progression cannot load, and account-tied runs pause instead of silently falling back to guest browser progress.

accountsavesrelease
v0.2.74: Production validation pass2026-05-17 · Link

Co-op hosts can now manage active-run spectators again, equipment stat sheets respond reliably to keyboard toggles, and party chat input keeps its neutral white caret.

coopequipmentuipolishing
v0.2.73: Fate replaces doctrines2026-05-17 · Link

Boss rewards now ask you to Choose Your Fate with three wishes that reveal exact stat tradeoffs after selection, while level-up passives are now clear stat packages without Reach or Treasure Sense.

bossespassivesbalanceui
v0.2.72: Boss rewards settle down2026-05-17 · Link

Boss health bars now sit lower with a thicker aligned skull row, and boss chests now use one free normal chest roll instead of double high-rarity rewards.

bossesloothudpolishing
v0.2.71: Camera follow feels tighter2026-05-17 · Link

Standard gameplay camera follow now has a small soft deadzone, fast frame-rate-aware catch-up, tiny movement lookahead, and a subtle portrait-mobile bias so the player tile and nearby escape space stay readable.

cameramobilepolishing
v0.2.70: Pause menu tightens up2026-05-17 · Link

The pause menu now uses a more compact balanced layout across desktop and mobile, removes the duplicate Paused label, and keeps the normal pause state from adding extra internal scrolling.

uimobilepolishing
v0.2.69: XP strip stays focused2026-05-17 · Link

The bottom Level/EXP strip now stays reserved for level and experience progress only, while rune notices, pickup messages, and status icons stay out of that lane.

uihudpolishing
v0.2.68: Elite tells stay on the monster2026-05-17 · Link

Elite monsters now keep their base nameplates while the elite read comes from a clean badge and a sprite-only red tint that no longer colors the ground around them.

monstersvisualspolishing
v0.2.67: Monster corpses use corpse art2026-05-17 · Link

Corpse items now keep the extracted classic corpse sprites when HLever item art is imported, fixing Snake, Cobra, and other corpse assignments that could show scrolls, rings, books, or other item icons after a kill.

monstersassetspolishing
v0.2.66: Monster hits read on impact2026-05-17 · Link

Direct monster hits now add a restrained warm-white flash so attacks feel confirmed without turning status ticks into constant blinking. Boss flashes stay subdued, and co-op peers keep the feedback local to presentation.

combatmonstersvisualspolishing
v0.2.65: Ability ranks read cleanly2026-05-17 · Link

Owned spells and runes now use the same Roman rank badges in the live bar, co-op party previews, and run recaps, while Ultimate spells show a gold ULT banner without leaking rank numbers in labels or tooltips.

spellsrunesuipolishing
v0.2.64: Solo runs can restart from a hold2026-05-17 · Link

Solo players can now hold R during active play or pause to charge a quick run restart. Releasing early drains the charge and cancels, while completed restarts preserve the current vocation and ascension.

controlssoloofflinepolishing
v0.2.63: Equipment icons refresh with each build2026-05-17 · Link

Equipment sprites now carry the current build version in runtime asset URLs so corrected item art, including Terra Legs, cannot stay stuck behind an old cache. Fish Tail and Horn are also kept out of run equipment rewards.

equipmentassetslootbugfix
v0.2.62: Chest reveals keep the surprise2026-05-17 · Link

Chest opening animations now stay neutral until the item appears, so rarity colors only show after the reward is actually revealed. The chest lid also opens from the sprite seam for a cleaner Tibia-style reveal.

lootequipmentpolishing
v0.2.61: Run stats speak one language2026-05-17 · Link

The stat sheet, equipment details, level-up deltas, and direct-hit combat rolls now use the same player-facing stat model: Physical Damage, Magic Damage, Hit Chance, Crit Chance, Armor, Block Chance, Dodge Chance, Status Resist, Spell Haste, Rune Haste, Pickup Range, and Luck.

statscombatequipmentbalancepolishing
v0.2.60: Combat warnings resolve into clearer hits2026-05-17 · Link

Warning-backed monster and boss attacks now resolve into semantic Tibia-like impact effects, persistent hazards drop their warning fill after the first hit, projectile telegraphs avoid duplicate generic flashes, melee basics use a contact hit read, and co-op peers play cached combat visuals from lightweight host triggers.

combatvisualscooppolishing
v0.2.59: Chest pulls reveal on the battlefield2026-05-17 · Link

Opening a chest now rattles the battlefield chest first, pops the actual equipment sprite into view, then flies it toward the equipment panel or breaks it into XP dust when it is dismantled. Epic pulls get extra emphasis, legendary pulls briefly slow the run for everyone in co-op, and reduced-motion players get a shorter reveal.

chestsequipmentlootcooppolishing
v0.2.58: Pause now shows recent combat tips2026-05-17 · Link

The pause menu now keeps a compact TIPS row for the five most recent unique statuses or non-equipment pickup effects seen this run, shows current equipment beside the pause card with full hover details, and blocks active co-op players from pausing until they are spectating.

pausehudequipmentcooppolishing
v0.2.57: Chest rarity and loot pools are rebuilt2026-05-17 · Link

Maps now spawn a deterministic 9 to 22 hidden chests, chest rarity rolls when a player discovers the chest, all revealed chests keep the name Chest with color and cost carrying rarity, and equipment now uses intrinsic slot-ranked rarity instead of random stat multipliers.

chestsequipmentlootbalance
v0.2.56: Playtest HUD and mount polish2026-05-17 · Link

Mounts now stay visible under riders, run away on portal/death dismounts, status effects sit above the spell bar with radial timers, free chests hide 0g prices, utility drops land farther from the player, ascension copy now calls out run modifiers, and the boss health bar is closer to Utevo Lux.

mountshudpickupspolishing
v0.2.55: Magnets look like lodestones2026-05-17 · Link

Magnet pickups now use a lodestone sprite on the ground, pulse with a reversed blue bubble loop while pickable, and wrap the collector in a reversed energy pull effect while rewards vacuum in.

assetspickupspolishing
v0.2.54: Donkeys join the battlefield2026-05-17 · Link

Fully unlocked accounts can now discover Donkey mounts on some maps, ride them for faster movement and small defensive perks, then dismount through portals or after a low-health scare.

mountsassetsprogressionpolishing
v0.2.53: Gear callouts move to the HUD2026-05-17 · Link

Equipment pickup, equip, ring, and dismantle messages now appear near the Equipment panel instead of over the player, with compact mobile showing an orange drawer indicator until the gear panel is opened.

equipmenthudmobilepolishing
v0.2.52: Missiles point where they fly2026-05-17 · Link

Arrows, spell projectiles, and rune missiles now use their travel direction for the visible shot, including homing turns, without rotating the player away from movement input.

combatassetsbugfix
v0.2.51: Boss bodies take the whole hit2026-05-17 · Link

Large bosses now use their full sprite footprint for targeting and area spell hits, while only the lower body blocks movement so upper-body tiles stay passable.

combatbossesbugfix
v0.2.50: Cooldowns give icons room to breathe2026-05-17 · Link

Spell and rune cooldowns now wait half a second before showing the radial overlay, and the overlay starts lighter so quick-cast loops leave the ability icon readable.

uipolishingbugfix
v0.2.49: Cooldown timers land on the icon2026-05-17 · Link

Spell and rune cooldowns now dim the exact ability icon, fill that same icon box with the radial timer, and show a centered countdown as each ability comes back online.

uipolishingbugfix
v0.2.48: Corpse cleanup catches the odd bodies2026-05-17 · Link

Monsters without a usable specific corpse now leave generic ashes instead of vanishing, Nightfiend no longer points at a fish corpse, and the corpse audit report now ranks mappings by confidence for faster visual review.

assetspolishingbugfix
v0.2.47: Staging now keeps to the tester list2026-05-16 · Link

Beta links now redirect visitors without an allowed HL Account session to the production site, whitelisted testers can still sign in and verify staging builds, and staging can disable the boot-screen Offline Play button so guest runs cannot start there.

stagingaccountsdeployment
v0.2.46: Ascension previews keep their footing2026-05-16 · Link

Ascension addon outfits now stay anchored in lobby and class previews, A2 jumps straight to the full addon look, readiness reticles sit clear of the hero, ascension tooltips explain runes and slots in the lobby, and party chat uses yellow text with a black outline.

ascensioncoopuibugfix
v0.2.45: Co-op HUD stays on your hero2026-05-16 · Link

Party build cards now stay compact by showing spells and upgrade picks instead of equipment, the local HUD no longer flashes another player's gear, XP stays green, and reward timers remain visible in solo while scaling faster for larger parties.

coopuibugfix
v0.2.44: Cooldown overlays become visible2026-05-16 · Link

Spell and rune chips now anchor their radial cooldown overlays directly over the icon, and active timed ring slots render the full radial overlay instead of inheriting the old narrow cooldown strip.

uipolishingbugfix
v0.2.43: Dazzled drops the old ring overlay2026-05-16 · Link

Dazzled targets now rely only on the approved Tibia holy hit loop and status icon, removing the leftover yellow canvas ring that could still appear around marked monsters.

assetspolishingstatus
v0.2.42: Knight addon helmets stay locked in place2026-05-16 · Link

Knight addon 2 and full-addon sheets now use the aligned source layer for the south walk cycle, preventing the helmet from snapping away during ascension outfit animations.

assetsascensionbugfix
v0.2.41: Ascension outfits gain their addons2026-05-16 · Link

Hero previews, party slots, active runs, downed co-op heroes, and run-end portraits now switch from base outfits to addon 1, addon 2, and full addon sheets as ascension rises, while staging deploys unlock progression for full beta verification.

assetsascensionstaging
v0.2.40: HUD chrome gets the Utevo skin pass2026-05-16 · Link

Boss health, player meters, XP, reward timers, spell chips, and equipment slots now use the imported OTClient-style chrome, with radial cooldown overlays for spells, runes, and active timed rings.

assetspolishingui
v0.2.39: Paralyze gets its lightning loop2026-05-16 · Link

Paralyzed targets now flash with the approved Tibia lightning sheet while the red-X status icon remains active, making the hard-control state easier to read in combat.

assetspolishingstatus
v0.2.38: Monster corpses match their Tibia data2026-05-16 · Link

Monster death sprites now use the authoritative Tibia corpse IDs first, fixing shared-family corpses for wolves, trolls, minotaurs, dragons, cultists, lizards, ogres, and other catalog groups while keeping the wiki previews in sync.

assetsmonstersbugfix
v0.2.37: Rings become timed combat bursts2026-05-16 · Link

Ring drops now activate as short consumable buffs with one queued backup, new Gold, Stealth, Energy, Life, Healing, and Butterfly rings join the pool, and Horn no longer appears as ring loot.

balanceitemspolishing
v0.2.36: Active co-op runs can be watched2026-05-16 · Link

Public active co-op rooms now stay visible as Watch entries even when the fighting party is full, invite links can bring spectators into runs without changing party size or rewards, and hosts can see and kick active-run spectators from pause.

coopspectatingpolishing
v0.2.35: Co-op revives become a race2026-05-16 · Link

Downed co-op heroes now start with a half-full revive bar that drains into permanent spectator status if nobody helps, while repeated faints drain faster, revive slower, and permanent spectators stop receiving future rewards.

coopbalancerewards
v0.2.34: Elites become one clear tier2026-05-16 · Link

Elite monsters now use a single Elite label, one battle-list marker icon beside the nameplate, and a subtle red sprite overlay, while elite scaling focuses on health, damage, stronger attack coverage, and shared reward/drop multipliers.

balancemonsterspolishing
v0.2.33: Spells lean closer to Tibia2026-05-16 · Link

Mana Shield now spends your real mana before hit points, solo runs no longer offer ally-only heals, Knight heals stop cleansing bleed, Recovery spells become hit-point regeneration, and focus stances trade speed, defense, or offense with clearer lockouts.

balancepolishingspells
v0.2.32: Status effects use Tibia markers2026-05-16 · Link

Approved status icons now use Tibia/client UI markers for Burn, Poison, Bleed, Curse, Dazzled, Energy, Freeze, Stun, Slow, Haste, Regeneration, Drunk, Invisible, Mana Shield, Weaken, Exposed, and Paralyze, with target loop effects on the supported statuses.

assetspolishingstatus
v0.2.31: Party chat sits by your hero2026-05-16 · Link

Party lobby chat now appears as speech near the speaking hero instead of pushing the lobby card text around, with compact mobile chat entry and neutral input styling.

coopmobileui
v0.2.30: Reward choices focus on the cards2026-05-16 · Link

Single-player and one-player hosted reward screens no longer show an empty Choosing status panel, while co-op reward screens keep compact party choice chips above the reward cards.

uirewardspolishing
v0.2.29: Hero colors return to HLever outfits2026-05-16 · Link

HLever vocation sprites now use Mana Panic's class and party color masks again, so player characters no longer stay white in selection, lobbies, or active runs.

bugfixvisualsassets
v0.2.28: HLever visuals refresh the battlefield2026-05-15 · Link

Mana Panic now uses the HLever Tibia base sprite pack for wired runtime visuals: item, equipment, and rune icons, monster and vocation sheets, impact effects, and projectile sprites. Sounds are unchanged for now, and HLever map data stays out of the game.

assetsvisualsmonsters
v0.2.27: Guest, free, and premium accounts have clear gates2026-05-15 · Link

Offline Play now stays as a guest run path, logged-in free accounts can browse and join public or direct co-op rooms and sync normal A0 progress, and premium accounts keep party creation plus ascension run access. Guest progress now promotes safely into an account by keeping the best valid unlocks, ascension unlocks, levels, and playtime without double-counting.

accountscoopprogression
v0.2.26: Gray party outfits stay gray2026-05-15 · Link

The gray co-op hero color now tints lobby previews and in-run party sprites with neutral gray instead of turning them blue, while the saturated blue and purple swatches keep their stronger color treatment.

coopbugfixvisuals
v0.2.25: Co-op movement accepts honest peer steps2026-05-15 · Link

Host movement validation now ignores the moving peer's own current and step-target tiles while still blocking real collisions with other players, monsters, blocked terrain, boss-board limits, and impossible movement. This should reduce peer rubber-banding during jittery duo runs.

coopnetcodebugfix
v0.2.24: Pickup text stays above the HUD2026-05-15 · Link

Gold and XP pickup gain text now renders on the top indicator layer so the numbers stay visible when they overlap the side panels, boss HUD, bottom status strip, XP bar, or mobile controls, while normal battlefield floating text stays on the gameplay layer.

uibugfixpolishing
v0.2.23: Co-op lobbies stay connected2026-05-15 · Link

Party links now open straight into the co-op lobby with a joining panel while roster data loads, co-op runs can recover when the host tab closes abruptly, party chat works in lobby and active runs, shared boss and portal presentation effects stay synced, dead spectators no longer get upgrade prompts, locked classes keep their silhouettes hidden, and canceled portal entries restore movement instead of leaving players stuck.

coopbugfixpolishing
v0.2.22: Account progress follows HL login2026-05-15 · Link

Logged-in Mana Panic progression now syncs through the HL Accounts game save for the account, migrates older local account saves into that central slot, and shows a run-result warning instead of claiming progress was saved when the account save write fails.

accountsprogressionbugfix
v0.2.21: Co-op sends lighter live state2026-05-15 · Link

Co-op now skips obsolete live snapshots when a peer connection is backed up, sends floating text and impact visuals as compact event batches instead of continuous world state, uses smaller peer input heartbeats, and adds network-health metrics to beta tester bug reports.

coopnetcodepolishing
v0.2.20: Social previews show better invites2026-05-15 · Link

Shared Mana Panic links now use the Mana Panic PNG logo and approved survival copy for chat previews. Party invite links now get invite-specific preview copy, including the party leader name for active public lobbies while private or expired invites stay generic.

cooppolishingsharing
v0.2.19: Mobile death recaps fit one screen2026-05-15 · Link

Mobile death screens now use a compact screenshot-style layout that keeps the final hero, run highlights, final build, damage dealt, nemesis, other threats, and retry actions visible without scrolling. Monster recap sprites now render from their full sprite frame so they no longer look cut off in the result cards.

mobileuipolishing
v0.2.18: Pickup feedback moves to the HUD2026-05-15 · Link

Gold gain text now appears by the gold counter, XP gain text appears by the XP bar in matching green, portal waiting copy only appears when another living co-op player still needs to enter, and imported campaign boss rewards stay within the former boss reward budget.

uibalancecooppolishing
v0.2.17: HILEVERAGE account entry2026-05-15 · Link

The opening account action now uses the compact HILEVERAGE studio mark and copy before sending online players through HL Accounts.

uibrandingaccounts
v0.2.16: Mobile reward choices fit without scrolling2026-05-15 · Link

Mid-run level-up, boss doctrine, co-op reward, and shared gear pickup screens are more compact on mobile, with centered concise headings, right-aligned context labels, all three choices visible at once, doctrine ranks folded into titles, and four-player co-op lock-in chips that show each selected upgrade without extra locked-in copy.

mobileuicooppolishing
v0.2.15: Cleaner co-op start and defeat flow2026-05-15 · Link

When a newer game build is available, the hero picker and party lobby now stop new solo runs, party creation, and party starts until the page reloads into the latest version. Multiplayer defeat screens also send the host back to the same party lobby instead of presenting two quit-style actions.

coopuipolishing
v0.2.14: Public parties clean up idle rooms2026-05-15 · Link

The public party list now keeps only one listed lobby per HL account, removes duplicate stale listings when a host creates a new room, and automatically clears inactive lobby members after 30 seconds or closes an idle party leader room after 2 minutes. Joining or leaving a lobby refreshes the idle timers for the remaining party.

cooppolishing
v0.2.13: Hero selection panels keep their art contained2026-05-15 · Link

Class selection and public party cards now keep hero sprites, ability strips, and mini ready-slot previews inside their panel boundaries; mobile Find party controls stay on one compact row, hide Join until a room code is typed, and let Multiplayer close an empty Find party panel.

uimobilecooppolishing
v0.2.12: Hero TV timing feels sharper2026-05-15 · Link

Class selection and party lobby hero TVs now use a faster CRT-like power-off collapse and a slightly longer snap-open power-on curve, keeping quick class switches smooth while the visual feedback feels closer to an old screen turning off and back on.

uicooppolishing
v0.2.11: Hero selection gets cleaner on mobile2026-05-14 · Link

The queued hero TV transition now collapses and expands vertically again, while class selection now opens one Find party panel for room codes, party creation, refresh, and public lobbies; public party rows preview ready class slots with mini sprites instead of count, ascension, and status chips; lobby refreshes now start promptly, block repeated manual refreshes, and back off for idle or hidden tabs; mobile also centers the Choose a hero title, fits the four vocations into a compact 2x2 board, and keeps party controls anchored under the cards.

uicooppolishing
v0.2.10: Hero TVs switch more smoothly2026-05-14 · Link

Class selection and party lobby vocation cards now queue their TV-off and TV-on transitions, so fast class changes keep the latest choice locked while the visible hero art finishes switching without snapping.

uicooppolishing
v0.2.9: Co-op playtest fixes reach staging2026-05-14 · Link

Co-op now has a server-backed public room list, duplicate HL account callbacks are tolerated, corrupt progression files recover cleanly, peer movement corrections report reasons, Utevo Lux bosses are softer early and scale later, monster status icons explain effects on hover, party lobby controls are more compact on mobile, ready and vocation icons are easier to scan, spectators and peers can leave back to the menu, and Join/Create party labels are centered.

coopbalanceuimobile
v0.2.8: Co-op setup is cleaner before and inside parties2026-05-13 · Link

The Choose a hero screen now keeps active public lobbies visible only when available, tucks room joining and Create party under Multiplayer, keeps invalid-room and guest-progress copy in the start panel, lets logged-in players reveal a two-click HL logout from the account chip, aligns peer colors in party slots, lets players double-click their own slot to toggle Ready, bleeds menu headings into the first panel bevel, tightens the centered pause panel, and only applies the staging beta account after Login or Register is used.

uicoopaccounts
v0.2.7: Co-op host handoff keeps runs alive2026-05-13 · Link

Co-op runs now transfer host control to the next oldest party member when the current host leaves through the pause menu, with a short animated handoff screen and matching mana-logo pause panels.

cooppolishingpause
v0.2.6: Utevo Lux bosses enter the campaign2026-05-13 · Link

Campaign boss fights now roll six distinct Utevo Lux family bosses from an eight-boss pool, with the old Mana Panic bosses moving into a red endless portal loop after the final clear.

bossesbalanceassets
v0.2.5: Co-op runs now track integrity evidence2026-05-13 · Link

Authenticated runs now produce a compact integrity status for future leaderboard eligibility, with suspicious co-op transport evidence quarantined while gameplay continues locally.

coopintegrityleaderboards
v0.2.4: Co-op feels steadier on high ping2026-05-13 · Link

P2P co-op now sends smaller live snapshots, buffers jittery updates, adapts snapshot cadence on rough links, and rejects impossible peer movement instead of trusting every client position.

coopnetcodepolishing
v0.2.3: Account saves now sync progression2026-05-13 · Link

Logged-in players now load class unlocks and ascension from their HL account save, with offline snapshots available read-only when the account save cannot sync.

progressionauthoffline
v0.2.2: Studio splash mark loads lighter2026-05-13 · Link

The High Leverage Studios splash logo now uses a lighter transparent file with a smoother outer outline for cleaner startup branding.

polishingmenusbranding
v0.2.1: Menus keep the bottom HUD hidden2026-05-13 · Link

The cooldown bar and XP/status strip now stay out of class selection, party lobby, pause, and reward windows while still returning during active gameplay.

polishinghudmenus
v0.2.0: Premium play is open across environments2026-05-13 · Link

Local previews, beta, and production now unlock premium access for authenticated accounts, while production still blocks auth bypass and the release line moves to v0.2.

releasepremiumauth
v0.1.73: Party lobby controls read faster2026-05-13 · Link

Party lobby cards now keep vocation choices on the left, hero colors on the right, ascension centered only when unlocked, and use quick card flashes when players join, ready, or cancel readiness.

cooplobbypolishing
v0.1.72: Mobile controls and diagonal movement feel better2026-05-13 · Link

Mobile hero selection and party lobby actions now stay reachable, HUD controls have safer tap targets, and keyboard players can use Q/E/Z/C for diagonals while diagonal steps are slightly slower.

mobilepolishingbalance
v0.1.71: Dev unlock-all testing is ready2026-05-13 · Link

Development builds now expose every vocation and ascension through the unlock-all feature flag without saving those virtual unlocks to progression.

testingprogressionpolishing
v0.1.70: Party readiness gets motion2026-05-12 · Link

Party lobby characters now walk briefly when a player becomes ready, turn in random cardinal directions during the start countdown, and reset readiness when members join or leave.

cooplobbypolishing
v0.1.69: Party slots read cleaner2026-05-12 · Link

Party lobby slots now place the slot label, vocation icon, title strip, leader crown, and readiness-colored character frame in a cleaner hero-card layout, while ready players keep their loadout and slot locked until they cancel readiness.

cooplobbypolishing
v0.1.68: Party slot controls get tighter2026-05-12 · Link

Party lobby slot controls now fit hero colors, vocation icons, and ascension controls into one compact row, removing extra color labels to save vertical space.

cooplobbypolishing
v0.1.67: Party invite links stop churning2026-05-12 · Link

Party lobby visibility changes and invite refreshes now share a five-second URL cooldown, so rapid Private/Public toggles reuse the recent invite link instead of creating extra URLs.

cooplobbypolishing
v0.1.66: Party readiness is clearer2026-05-12 · Link

Party lobbies now show Tibia check and X markers for each member, add a leader start status, hide the red start warning until the leader presses Start, and keep mobile scroll position steady when lobby choices rerender.

cooplobbymobilepolishing
v0.1.65: Menu switches wait for ready assets2026-05-12 · Link

The splash now stays visible until the hero picker font, portraits, banners, and icons are ready, and transitions into lobbies or runs preload the next layout before swapping screens.

polishingmenusperformance
v0.1.64: Milestone titles use the Mana Panic font2026-05-12 · Link

The new Mana Panic display font now ships with the game and is used for primary screen and milestone headings such as the splash title, hero selection, party lobby, reward choices, and run-result titles.

polishingmenustypography
v0.1.63: Death recaps fit desktop screens2026-05-12 · Link

Death recaps now arrange the build, damage dealt, and damage taken panels into a tighter desktop layout, remove the class-unlock footer copy, and relabel the bottom actions to Quit and Try again.

polishingmenusrecaps
v0.1.62: Hero cards and run recaps get cleaner2026-05-12 · Link

The Choose a hero and party lobby panels now keep vocation portraits proportioned, centered, and scaled to the panel width, unselected class carousels desaturate, ability hover cards show Tibian spell words beside the English name with compact one-line stats, the hero picker auto-selects your most recently used unlocked vocation after a short pause, the splash screen has a studio-presented mana bottle transition with clearer account prompts, a compact inline version label, and a unified loading state, the hero picker moves co-op setup into compact name, room-code, and public-lobby controls with Guest/auth name defaults, party lobbies use tighter slot cards with click-to-move slots and clearer Quit/Start actions, run recaps now show build icons plus a clearer nemesis-focused damage taken panel that frames large monsters and walks on hover, and the pause overlay hides the level/XP strip cleanly.

polishingmenusclasses
v0.1.61: Menus keep the battlefield HUD out of the way2026-05-12 · Link

The splash logos are centered, and the side HUD columns plus the run timer now hide cleanly on character selection, pause, and party lobby screens while staying available during active gameplay.

polishinghudmenus
v0.1.60: Class gear drops follow vocation identity2026-05-12 · Link

Equipment rewards now keep spellbooks and magic gear with sorcerers and druids, martial and distance gear with the classes that use those stats, and extra Haste-like spell offers become rare once a run already has one.

balanceequipmentrewards
v0.1.59: Boss fights are less sponge-like2026-05-12 · Link

Boss health pacing is lower, bosses now pressure long kites with a readable pursuit-break telegraph, and rapid boss damage numbers stay anchored near the boss during burst hits.

balancebosspolishing
v0.1.58: Party portals wait for surviving teammates2026-05-12 · Link

Co-op portals now hold entered players as ready spectators until every living teammate escapes or falls, dead bodies no longer block the transition, revives still count before escape resolves, and the portal pressure spike resets cleanly on the next map.

coopbalanceportal
v0.1.57: Party builds are easier to read mid-run2026-05-12 · Link

Co-op reward screens now show locked party choices with compact icons, the Party panel shows vocation and build icons for each member, and dead players spectating an ally see that ally's side-column HUD and equipment instead of flickering to other party gear.

coophudpolishing
v0.1.56: Party lobby cards are easier to manage2026-05-12 · Link

Co-op lobby cards can now be dragged between party slots, show the leader with a crown marker, and expose compact class icons directly inside the player card with a clearer vocation backdrop transition.

cooplobbypolishing
v0.1.55: Party starts wait for ready players2026-05-12 · Link

Co-op lobbies now require matching game versions and ascension levels before the leader starts, non-leaders ready or cancel from the lobby, and the final start uses a three-second countdown that can be canceled with Escape.

cooplobbypolishing
v0.1.54: Party rooms survive host and member churn2026-05-12 · Link

Co-op lobbies now hand leadership to the oldest remaining member when the host leaves, reconnect returning players without stale names or ghost members, and block kicked players from rejoining the same room until their room-specific cooldown expires.

cooplobbypolishing
v0.1.53: Co-op entry and lobby invites are clearer2026-05-12 · Link

Hero selection now uses explicit Single player and Multiplayer buttons, new co-op rooms start Public by default, and party leaders can switch lobby visibility, copy invite links, and refresh invite URLs from the lobby.

cooplobbypolishing
v0.1.52: Monster target outlines match their size2026-05-12 · Link

Wolf, bear, and similar monster target outlines now use the same trim-derived footprint rules as the rest of the roster, so small targets stay on one tile while Polar Bears and Cyclops keep their large 2x2 outlines.

combatpolishing
v0.1.51: Beta unlocks are enabled2026-05-09 · Link

Telegram and Reddit links now stay hidden on production, while beta deploys turn on premium unlocks and auth bypass for trusted staging playtests.

stagingaccountscommunity
v0.1.50: Beta premium testing is safer2026-05-09 · Link

Beta can now unlock premium and auth-gated co-op testing from server-side runtime flags while production keeps premium checks, signed sessions, and environment-bound co-op tickets locked down.

coopaccountsstagingsecurity
v0.1.49: Beta tester controls are ready2026-05-09 · Link

Gated beta sessions now have a Tester Panel for map jumps, boss and chest setup, rewards, pickups, monsters, status effects, survivability, time scale, and compact bug-report exports while production sessions keep those tools locked.

testingtoolspolishing
v0.1.48: Party creation setup is cleaner2026-05-08 · Link

The co-op create-party setup now starts with the name field, uses a Private/Public room visibility switch instead of the old Type dropdown, and keeps the online play copy clean.

cooplobbypolishing
v0.1.47: Party lobby shows chosen heroes2026-05-08 · Link

Co-op lobbies now present 1-4 hero seats with each joined player's chosen class card, leader/local/empty states, and a lobby color picker so party members can reserve distinct hero colors before the run starts.

cooplobbypolishing
v0.1.46: Party leaders can manage lobby members2026-05-08 · Link

Co-op lobby leadership now owns the start, leader transfer, and member kick controls, so passing leadership also passes the visible lobby authority while non-leaders keep read-only party controls.

cooplobbypolishing
v0.1.45: Run endings get a stronger results screen2026-05-08 · Link

Victory, post-clear success, and death screens now lead with a final hero portrait, outcome-specific result banner, and screenshot-friendly run highlights while keeping the full build recap.

uirunspolishing
v0.1.44: Portals feel like real map gates2026-05-08 · Link

Boss portals now use an animated Tibia forcefield and a short camera zoom transition when entering the next map or escaping through the final portal.

mapsassetspolishing
v0.1.43: Magnet pickups clean up loose drops2026-05-08 · Link

Rare Magnet pickups can now appear when the battlefield already has several loose rewards, then pull nearby gold, XP, and other drops to the player without creating post-boss Mana Panic farming.

pickupslootpolishingbalance
v0.1.42: Mana Panic gets a Red Alert2026-05-08 · Link

The post-boss Mana Panic warning and active escape state now add a low-opacity red battlefield alert under the HUD, with countdown-driven pulses that stay readable on desktop and mobile.

uiendgamepolishing
v0.1.41: UI frames stop stretching2026-05-08 · Link

HUD panels, reward cards, buttons, progress bars, equipment slots, and vocation selection cards now use repeatable Tibia-style frame treatments so decorative edges stay crisp on desktop and mobile.

uiassetspolishing
v0.1.40: Status effects move to icons2026-05-08 · Link

Poison, burning, stuns, slows, shields, and other combat conditions now use compact Tibia-style icon stacks for the player and monsters, with hover or tap helper text in the bottom status strip.

combatuistatuspolishing
v0.1.39: XP strip stays steady2026-05-08 · Link

The bottom XP strip now keeps a fixed lane while combat/status messages update above it, and Ultimate spell buttons rely on their gold treatment instead of an overlapping ULT text badge.

uihudrewardspolishing
v0.1.38: Ultimate rewards feel special2026-05-08 · Link

When a level-up offers an Ultimate spell upgrade, the reward screen now gets a gold Ultimate Awakening panel around the whole choice moment so the special opportunity reads before you pick a card.

rewardsuispellspolishing
v0.1.37: Final Mana Panic shuts down farming2026-05-08 · Link

Post-final-boss Mana Panic enemies no longer create XP, gold, gear, or pickup progression, and escape pressure now ramps faster with stronger spawn speed, director speed, and monster-count growth each minute.

endgamebalancelootpolishing
v0.1.36: Wolf danger outlines track their aim2026-05-08 · Link

Wolf-family target outlines now use the attack aim resolved against the player instead of stale facing, and the rule covers the missing wolf variants so their reticles match the real combat footprint in play.

combattargetingpolishing
v0.1.35: Run endings explain the build2026-05-08 · Link

Victory, death, and post-final-boss success screens now show a compact run recap with final spells, runes, passives, damage contribution, clear time, gold, level, kills, bosses, and near-death events without requiring analytics.

uianalyticspolishing
v0.1.34: Boss phases get a shared visual language2026-05-08 · Link

Boss warnings, imminent hits, pull zones, vulnerability windows, arena hazards, safe lanes, and phase transitions now share reusable color, effect, timing, and animation rules so future tile mechanics can stay readable without bespoke UI.

bossescombatuipolishing
v0.1.33: HUD text reads cleaner2026-05-08 · Link

Equipment totals now live behind an accessible Totals control instead of occupying permanent HUD space, dense combat/lobby/reward/summary text uses clearer UI typography, and current boss names no longer carry stray placeholder labels.

uiequipmentbossespolishing
v0.1.32: Boss floors fight back2026-05-08 · Link

Campaign bosses now share reusable tile mechanics for meteor rain, delayed waves, boomerang returns, gravity pulls, sealing rings, counter-sigil vulnerability windows, burning floors, and ice-slide hazards so boss phases read as tile-based fights instead of simple barrages.

bossescombatmapspolishing
v0.1.31: Co-op lobby slots are clearer2026-05-08 · Link

Normal co-op lobbies now use four active player slots with visible slot picking, leader transfer, and kick controls before the run starts. Party summaries now show class, level, health, mana, and build highlights in the run HUD, and Mass Healing visibly restores nearby party members.

coopuispellspolishing
v0.1.30: Final Mana Panic becomes an escape2026-05-08 · Link

Defeating the final boss now locks in the successful clear, then starts a final Mana Panic escape instead of immediately moving on. Panic enemies no longer drop gold, gold gain text sits away from the character with a pulsing top counter, and the last countdown seconds plus the Mana Panic callout are easier to read.

endgamegolduipolishing
v0.1.29: Danger markers read cleaner2026-05-08 · Link

Enemy attack warnings now keep the player's current tile marked when they lead movement, wolf-family target outlines match their resolved combat footprint, and elite monsters carry a bright badge so champions stay readable in dense fights.

combatuipolishing
v0.1.28: Late level-ups keep moving2026-05-08 · Link

Solo level-up rewards now keep their card positions stable across chained choices, show a countdown timer, suppress battlefield shake while you choose, and auto-pick a balanced reward faster after level 25 so late-run upgrades do not stall the action.

rewardsuiofflinepolishing
v0.1.27: Beta web load is restored2026-05-07 · Link

Beta and custom-domain runtime deploys now build their asset links for the actual hosted URL, so the game shell, JavaScript bundle, manifest, icons, and social images load from the right paths instead of falling back to blank HTML.

deploymentstagingstability
v0.1.26: Reward drafting gets smarter2026-05-07 · Link

Level-up rewards now make owned spell and rune upgrades appear regularly without crowding out variety, runes unlock from Ascension 1, Ascension 2 adds one extra spell-or-rune slot, class previews stay on starter-tier abilities, and Ultimate spells stop asking for more upgrades after you commit.

rewardsbalanceascensionspells
v0.1.25: Account choices read clearer2026-05-06 · Link

Mana Panic's opening screen now spells out that Play Offline keeps solo progress local, while HL Login and HL Register are for account-gated online co-op. The game server also trims HL account sessions down to the Mana Panic claims it actually needs.

accountsco-opuiprivacy
v0.1.24: Maintenance links stay alive2026-05-05 · Link

The maintenance page now uses the stable HiLeverage Studios Discord invite, game-styled heading text, and startup invite checks so community links do not silently expire.

maintenancecommunitypolishing
v0.1.23: Static public guide opens2026-05-05 · Link

Mana Panic now has a generated static public guide for wiki pages, patch notes, leaderboards, and legal links, with the game runtime ready to redirect docs traffic there while maintenance can stay focused on gameplay and API routes.

documentationreleasemaintenance
v0.1.22: Web entry routes restored2026-05-05 · Link

Mana Panic now serves the game shell, patch notes, and wiki from Fly root and directory URLs again, so beta and custom-domain visits do not land on a Forbidden page.

deploymentstagingmaintenance
v0.1.21: HL Studios accounts arrive2026-05-05 · Link

Mana Panic now opens with High Leverage Studios branding, lets solo players continue offline, and requires a logged-in HL account before hosting, joining, or browsing co-op parties.

accountsco-opuibranding
v0.1.20: Production hides offline download prompts2026-05-04 · Link

The live game now keeps the client download and offline update chip out of the production UI while the background cache warmup still runs. Staging and development builds keep the chip available for testing.

offlineuideployment
v0.1.19: Reward cards read consistently2026-05-04 · Link

Level-up reward cards now title-case spell and rune names, show rank targets such as Avalanche Rune I, use final-value stats for first-time picks, keep upgrade comparisons for rank-ups, align icon and text layouts, and show queued multi-level choices as the level being resolved.

uipolishspellsrunes
v0.1.18: Spell variants become progression upgrades2026-05-04 · Link

Stronger spell and rune variants now show up as replacement upgrades after you own the earlier form and meet the level requirement, keeping the same slot, rank, Ultimate state, and short cooldown. Healing, recovery, haste, and key rune chains are back in class pools without flooding early rewards with high-tier variants.

spellsrunesbalanceprogression
v0.1.17: Run HUD gets a cleaner battle layout2026-05-04 · Link

The run timer now stays centered with a short objective, spells and runes sit in a bottom action bar above XP, the right HUD focuses on Equipment before Skills, and equipment details stay tucked behind a hover or focus hint.

uiequipmentpolishmobile
v0.1.16: Hero cards get cleaner polish2026-05-04 · Link

Class selection now has endlessly looping spell and rune strips that ease into hover speed, cleaner ascension controls, desaturated unselected heroes, locked-card silhouettes, playtime formatting, and smoother Utevo-style backdrop fills.

uipolishclassesassets
v0.1.15: Hero cards get Utevo showcase art2026-05-04 · Link

Class selection now uses Utevo Lux vocation backdrops, banner-name art, walking selected hero sprites, compact spell/rune carousels, and OTClient-style shell primitives across the menus and HUD.

uiassetspolishclasses
v0.1.14: Bosses get Utevo-style presentation2026-05-04 · Link

Hero selection now uses a selected-vocation showcase before starting a run, while campaign bosses gain Utevo-style presentation presets, phase shouts, camera shake and zoom events, rendered-size target reticles, and punchier floating combat numbers.

uibossestargetingpolish
v0.1.13: Boss clears now trigger Mana Panic2026-05-04 · Link

After a boss reward is resolved, the run now warns that Panic is coming, freezes the timer for a 15-second escape countdown, then restarts monster spawns with a harder, faster director until the party reaches the portal.

bossesdirectorbalancemaps
v0.1.12: Fleeing monsters stop full-healing2026-05-03 · Link

Retreating monsters now spend a recovery tier only once they actually start healing at range, then cap repeated retreat regeneration at 50%, 25%, and 12.5% max HP so re-engaging them keeps your damage progress meaningful.

balancemonsterscombatmultiplayer
v0.1.11: Ranked spells can become Ultimate2026-05-03 · Link

Owned spells at rank 3 or higher can now roll one gold-framed Ultimate upgrade per player per run, adding a major power spike, faster reuse, distinct HUD marking, and archetype-specific effects such as extra projectiles, mirrored beams, wider blasts, stronger fields, and party-splash support.

spellsbalanceuimultiplayer
v0.1.10: Passives read stronger and clearer2026-05-03 · Link

Passive rank-ups now get a conservative broad tuning lift, while passive choice cards describe the next rank with rounded percentage benefits and plain fallback text instead of raw implementation numbers.

balancepassivesuipolish
v0.1.9: Caster warnings keep a dodge tile2026-05-03 · Link

Monster warning attacks now leave one adjacent traversable dodge tile in their own newly cast footprint when they would otherwise cover every exit, while real HP hits add only a tiny capped movement stagger that fades quickly.

balancecombatmonsterspolish
v0.1.8: Monster caps scale by map2026-05-03 · Link

Campaign maps now use finite alive-monster caps that start higher on later maps, ramp during each map, keep the first hunt sparse, and continue climbing into endless runs while debug logs show the current alive count and cap.

balancecampaignmonstersdebug
v0.1.7: Boss clears reveal chest cleanup2026-05-03 · Link

Map boss defeats now reveal every unopened chest and add a right-HUD chest counter that counts down to a clear portal prompt, while empty equipment slots use OTClient inventory placeholders and beast target reticles rotate between narrow directional footprints.

campaignchestsequipmenttargeting
v0.1.6: Debug spawn pools stop stretching spells2026-05-03 · Link

The director spawn-pool debug readout now lives in its own left HUD panel, keeping the top run chip compact and spell slots at a stable icon-chip size while debug mode is enabled.

debuguipolishvalidation
v0.1.5: Bosses fill the battlefield2026-05-03 · Link

Campaign bosses now occupy and block a real 2x2 footprint, take hits through any occupied tile, render larger in combat, and show an active Utevo-style HP bar at the top of the battlefield.

bossescombatuipolish
v0.1.4: Target reticles slide cleanly2026-05-03 · Link

Switching targets now slides the red target reticle into place instead of snapping instantly, and the solo target outline no longer carries a black backing stroke.

uicombattargetingpolish
v0.1.3: Map clears keep gold and ease pressure2026-05-03 · Link

Clearing a map now carries shared gold into the next map while easing the director difficulty by 30% after the next map floor is applied, giving the party a real breather before the climb resumes.

balancecampaigngoldquality-of-life
v0.1.2: Target reticles match monster footprints2026-05-03 · Link

Monster target outlines now size themselves from each creature's sprite footprint, keeping small monsters on one tile while larger monsters and bosses get reticles that match their visible battlefield presence.

uicombatmonsterspolish
v0.1.1: Creature sprites line up with target tiles2026-05-03 · Link

Monsters and hero sprites now keep their original Tibia source-frame tile anchor on the battlefield, so target outlines, occupied tiles, and visible creature footprints read as one grid position.

assetsmonsterscombatpolish
v0.1.0: Production moves to Fly2026-05-03 · Link

Mana Panic now ships from Fly.io with separate production and staging apps, keeping direct game, wiki, notes, and offline shell links available through the current deployment path.

deploymentstagingofflinemaintenance
v0.0.199: Attack warnings merge into filled shapes2026-05-03 · Link

Monster attack telegraphs and boss hazard warnings now render as borderless rounded fills that merge neighboring tiles into cohesive attack shapes, while target reticles stay outline-only.

uicombatbossespolish
v0.0.198: Reticle warnings use one clean outline2026-05-03 · Link

Combat warning reticles now animate the outer tile outline directly, removing the extra inset square and center crosshair while keeping the opacity-timed glow.

uicombatpolish
v0.0.197: Combat warnings switch to reticle glows2026-05-03 · Link

Target readiness, monster attack telegraphs, movement hints, and boss hazards now use opacity-timed reticle glows instead of full-tile radial fills, keeping warnings readable without covering battlefield sprites.

uicombatbossespolish
v0.0.196: Hero previews and debug toggles clean up2026-05-02 · Link

Class sprite trims now cover every opaque pixel across all hero directions and walk frames, hero picker previews use padded pixel-perfect strips to avoid edge artifacts, and the apostrophe debug hotkey now toggles debug mode off from the hero screen without losing saved tuning.

uidebugassetspolish
v0.0.195: Debug mode returns behind a secret hero-screen key2026-05-02 · Link

Pressing apostrophe on Choose a hero now unlocks session-only debug tuning, director spawn-pool visibility, and downloadable run logs, while normal runs ignore old debug storage unless the tool is explicitly unlocked.

debugbalancevalidationtools
v0.0.194: Director spawns plan cleaner monster mixes2026-05-02 · Link

The campaign director now remembers recent normal spawns and live monsters while choosing the next threat, reducing repeated monsters and role streaks without changing spawn timing, boss gates, opening soft caps, or the 30-minute clear structure.

balancedirectormonstersvalidation
v0.0.193: Offline release metadata stays stable2026-05-02 · Link

Offline cache metadata now computes the same local content version across Windows and Linux checkouts, reducing unnecessary cache churn while keeping production deployment versions explicit.

offlinedeploymentmaintenance
v0.0.192: Animated creature sprites render cleanly2026-05-02 · Link

Players and monsters now use each sprite sheet's trim data while animating, so stray pixels outside the creature body no longer leak onto the battlefield or wiki previews.

assetsmonsterswikipolish
v0.0.191: Staging keeps pre-launch social links hidden2026-05-02 · Link

Mana Panic now treats the live www.manapanic.com host as production, beta.manapanic hosts as staging, and any other host as development. Telegram and Reddit links stay visible on production, while staging and development builds hide those community URLs from the hero picker.

deploymentstaginguicommunity
v0.0.190: Co-op peers get trusted local feel2026-04-30 · Link

Co-op peers now send input and receive snapshots more often, run a longer trusted presentation lead, smooth remote players, monsters, and homing projectiles more aggressively, and show local attack and spell feedback immediately while the host snapshot catches up.

multiplayerperformancecombatquality-of-life
v0.0.189: Opening spawns no longer wait for kills2026-04-30 · Link

The campaign director now keeps spending spawn credit during the first map opener even if the first monster is still alive, so early waves ramp by time instead of waiting for the player to secure a kill.

balancemonstersdirector
v0.0.188: Save cleanup keeps current progress focused2026-04-30 · Link

The browser save path now reads only current Mana Panic storage keys. Existing Mana Panic unlocks, ascension progress, class records, and offline readiness stay on the active save path without carrying old Tibia Survivors migration reads.

savesofflinemaintenance
v0.0.187: Opening hits deal full damage2026-04-29 · Link

The early campaign damage grace has been removed, so monster hits and hazards now use their full combat damage from the start of a run.

balancecombatmonsters
v0.0.186: Boss attacks punish portal rushing2026-04-29 · Link

Campaign bosses now ignore the opening damage grace, start their ground barrage sooner, hit harder across all six maps, and leave longer danger zones so standing still in boss attacks is no longer safe.

balancebossescombat
v0.0.185: Google tag ships in the page head2026-04-29 · Link

Production builds now place the configured Google tag script directly in the page head so GA4 tag detection can find the Mana Panic measurement ID before the game runtime boots.

analyticsdeploymentvisibility
v0.0.184: Portal markers stay visible2026-04-29 · Link

Discovered boss portals now keep their Portal label and direction indicator while the boss is active and after the boss is defeated.

mapsuibosses
v0.0.183: Target corners render cleanly2026-04-29 · Link

Single-color target outlines now close their square path cleanly so the black backing stroke no longer peeks through as a stray corner pixel.

uitargetingpolish
v0.0.182: Chest reveals hide their value2026-04-29 · Link

Unscouted chests now hide cost and rarity until discovered, revealed rare and legendary chests use matching labels and marker colors, and the basic attack target fill now lives inside the targeted tile instead of below it.

chestsuitargeting
v0.0.181: Offline downloads back off during runs2026-04-29 · Link

Offline caching now runs faster from menus and reward or pick screens, while active gameplay keeps the lower download concurrency and browser-yield pauses so caching is less likely to disturb combat.

offlineperformanceui
v0.0.180: Portals and chests can be scouted2026-04-29 · Link

Players now call out nearby boss portals and chests, then the whole party gets shared Portal and Chest direction indicators. Treasure Sense also increases the range for spotting those map objectives.

mapscoopuipassives
v0.0.179: Target indicators carry attack timing2026-04-29 · Link

Basic attack cooldown has moved off the skills panel and onto the local player's target indicator, co-op target outlines now share one full-size segmented color frame per monster, and monster telegraphs now show square radial timing fills until impact.

uicombatcooptargeting
v0.0.178: Spawn pressure ramps back in2026-04-29 · Link

The campaign director now only slows the very first run minutes, then returns to the previous map pressure instead of resetting the slow ramp on every map. Normal monster hits and telegraphs also hit harder again, and the run start line is back to 'I need to find the portal...'.

balancecombatdirectormonsters
v0.0.177: Opening pressure is playable again2026-04-29 · Link

Early campaign spawns now ramp in instead of flooding immediately, the first map has a small alive-monster brake, low-health flee/regeneration waits until players have secured opening kills, and auto-targeting now prefers the lowest-current-HP monster already in attack range.

balancecombattargetingmonsters
v0.0.176: Campaign combat pushes back harder2026-04-29 · Link

Map monsters are tougher across the six-map clear route, Knight and basic attacks no longer erase normal enemies as easily, early survival grace is shorter, and midgame enemy damage ramps harder so damage-only builds need real positioning and gear support.

balancecombatmonstersclasses
v0.0.175: Equipment dismantle callouts are cleaner2026-04-29 · Link

Equipping a new item no longer shows a battlefield dismantle callout for the replaced gear, while untouched weaker drops now say Weaker equipment... Dismantled! when they are converted to XP.

equipmentuiclarity
v0.0.174: Map one through six get campaign pacing2026-04-29 · Link

The normal ascension-clear route now uses six campaign map eras with softer director time floors, curated monster pressure, lower early boss durability, fairer boss barrages, clearer rush-or-farm pacing, and stronger portal push guidance once a map is ready.

balancemapsdirectorbosses
v0.0.173: Party spectators can follow the fight2026-04-29 · Link

Downed co-op players can now cycle through living party members while spectating, players who join an in-progress room can watch the current run until the next round, and chests now make the opener call out the missing gold in yellow when the party cannot afford them.

multiplayerchestsui
v0.0.172: Run reports and party death flow improve2026-04-27 · Link

End-of-run reports now include total damage dealt, and multiplayer peers keep spectating the live run after going down instead of freezing before the party wipe death screen.

multiplayeruicombat
v0.0.171: Holy Mark feedback is clearer2026-04-27 · Link

Holy-marked enemies now show a visible holy effect, and the basic attack that consumes the mark displays its damage number in yellow.

combatspellsui
v0.0.170: Rune descriptions and burst damage are clearer2026-04-27 · Link

Paralyze Rune descriptions now describe the spell as a wide slowing burst without referencing another rune, Sudden Death Rune hits much harder while relying on the damage stat instead of multiplier copy, and Holy Mark now makes the next basic attack hit for 2x damage.

runesuibalance
v0.0.169: Player elements become combat effects2026-04-27 · Link

Player fire, ice, energy, earth, holy, and death abilities now deal neutral damage while their element adds rank-scaling gameplay effects: vulnerability, slows, weakening, stuns, holy marks, and heavier death hits. Enemies also call out those statuses on the battlefield.

combatspellsbalance
v0.0.168: Run HUD shows time and gold together2026-04-27 · Link

The top run HUD now groups the smaller difficulty meter on the left, visible run time in the middle, and current gold on the right, while gold is no longer repeated in the player stat panel.

uihudquality-of-life
v0.0.167: Reward choices pause the run clock2026-04-27 · Link

Run time and difficulty now stop advancing while level-up rewards, boss rewards, gear comparison choices, or pause menus are open, then resume when gameplay returns.

uibalancequality-of-life
v0.0.166: Paladin starter weapon hits harder2026-04-27 · Link

Paladin one-handed distance weapons now start from a 30% stronger floor, so the starter weapon has more opening pressure and every later Paladin weapon still lands above that baseline.

paladinequipmentbalance
v0.0.165: Retreating monsters recover before returning2026-04-27 · Link

Runaway monsters now keep their retreat state after crossing the low-health threshold, hold at long distance to regenerate up to full health, and only then come back unless the player interrupts the recovery.

monstersbalancecombat
v0.0.164: Pickup gain text now merges2026-04-27 · Link

Rapidly collected gold and XP pickups now update one battlefield gain number instead of creating a separate floating text for every pickup.

pickupsuiclarity
v0.0.163: Pickup bobbing is calmer2026-04-27 · Link

Battlefield pickup bobbing is now three times smaller and twice as slow so drops stay lively without distracting from combat.

pickupsuiclarity
v0.0.162: Battlefield pickups are easier to read2026-04-27 · Link

XP now drops as one centered blob that scales with its value, gold splits into scattered coin pickups, all battlefield pickups gently bob with varied timing, and the run timer now appears only in the difficulty meter tooltip.

pickupsuiclarity
v0.0.161: Gold and monster pressure are clearer2026-04-27 · Link

Monster gold now drops on the battlefield and is only added when collected, XP uses a distinct magic pickup sprite, non-boss ranged attacks must be used near the player, retreating monsters can recover if ignored too far away, and the difficulty meter now shows run time with a short tooltip.

balancemonsterspickupsui
v0.0.160: Stun locks are prevented2026-04-26 · Link

After a stun ends, players now get 1 second of stun protection, active stuns can no longer be refreshed by another monster stun, and monsters prefer non-stun attacks while the player is already stun-protected.

combatmonstersbalance
v0.0.159: Rarity power is less extreme2026-04-26 · Link

Equipment rarity multipliers now scale from 0.8x to 2.5x instead of 5x, weapon range stays at the base weapon value, and range contribution is excluded from rarity-scaled pickup scoring.

itemsraritybalance
v0.0.158: Monster attacks become sharper but fairer2026-04-26 · Link

Large monster and boss AOEs now carve dodge pockets instead of becoming solid screen-filling blocks, beam widths are capped, boss HP is greatly increased, and monster hit damage has been raised so missed dodges are meaningful without relying on stun locks.

balancemonstersbossescombat
v0.0.157: Paralyze rune becomes an area slow2026-04-26 · Link

Paralyze Rune now casts a wide burst that deals no damage but slows every monster caught inside for 10 seconds, giving rune builds a real crowd-control tool instead of a single-target slow.

runesbalancecombat
v0.0.156: Class unlocks are now map-based2026-04-26 · Link

Class unlocks now follow map progression instead of survival time: Paladin unlocks by reaching Map 2, Druid by reaching Map 4, and Sorcerer by reaching Map 6. The locked class cards now show those map requirements directly.

classesmapsprogressionui
v0.0.155: Runecraft doctrine respects class rune access2026-04-26 · Link

Boss reward doctrine choices now only include Runecraft for classes that actually have rune access, so rune-less classes such as Knight no longer see a dead doctrine choice.

balanceclassesrunesbosses
v0.0.154: Boss portals now create cleaner boss phases2026-04-26 · Link

Chests no longer roll starter-grade equipment, run start now points players toward finding the portal, boss portals no longer show floating labels, stepping into a portal calls out the incoming boss, boss nameplates are larger, bosses spawn far from the portal, and the director stops adding new regular monsters until the next map once a boss phase starts.

bosseschestsmapsuibalance
v0.0.153: Bosses now demand chest farming2026-04-26 · Link

Boss HP, minimum HP floors, telegraph damage, barrage size, and barrage cadence were rebuilt so rushing map bosses without opening chests is much riskier. Free class boss damage was reduced so chest gear, passives, and rarity spikes matter more for boss clear speed, and the old balance sweep scripts were removed.

balancebossescheststools
v0.0.152: Monster HP pressure is eased2026-04-26 · Link

The global monster HP multiplier was reduced from 3x to 1.5x, including the boss HP floor path, so enemies still last longer than before but no longer feel as inflated.

balancemonstersbosses
v0.0.151: Difficulty meter gets cleaner2026-04-26 · Link

The difficulty meter is now white, the center dot no longer has a dark outline, and the gauge viewport has more room so the arc no longer clips at the top.

uidifficulty
v0.0.150: Equipment totals are visible in the HUD2026-04-26 · Link

The player stat panel no longer repeats movement speed, and the equipment panel now shows a compact total of every stat currently provided by equipped gear below the paperdoll slots.

uiequipment
v0.0.149: Difficulty meter is quieter2026-04-26 · Link

The top difficulty meter was reduced to a compact single-color gauge so it reads as useful run pressure without dominating the combat view.

uidifficulty
v0.0.148: Difficulty HUD, gold, stuns, and monster durability tightened2026-04-26 · Link

The top run HUD now shows a compact speedometer-style difficulty meter instead of timer text, while the hidden run clock keeps advancing through choices and boss fights unless the run is explicitly paused. Gold moved into the player stat panel under Speed, weak gear dismantle callouts now read as Dismantled weak equipment!, monster hard-control effects are normalized and capped so old paralyze/freeze durations cannot leave players stuck, and monster health now has a 3x global multiplier that also affects boss HP floors.

uibalancemonstersstatusloot
v0.0.147: Run HUD now shows director difficulty2026-04-26 · Link

The run timer chip now replaces the map number with a Risk of Rain-style director difficulty label: Easy, Medium, Hard, Very Hard, Insane, Impossible, then HAHAHAHA after the 30-minute mark.

uidirectordifficulty
v0.0.146: Map gold is now a per-map economy2026-04-26 · Link

The run timer chip now shows shared gold in yellow and no longer exposes boss-gate distance, so players need to find the gate on the map. Shared gold resets to zero when entering each new map, while both monster gold rewards and chest costs scale upward by 34% per map to keep later-map chest economies larger without carrying old-map savings forward.

uilootmapseconomy
v0.0.145: Bosses get real health pools and gold is clearer2026-04-26 · Link

Shared gold now appears directly under the equipment paperdoll in the right HUD, centered in yellow so chest currency is always visible while comparing gear. Boss health was rebuilt with much higher phase multipliers and hard minimum HP floors so low-health boss templates can no longer be deleted instantly, even on Map 1 before gear comes online.

uibossesbalanceloot
v0.0.144: Equipment now comes from chests only2026-04-26 · Link

Monster kills no longer drop equipment directly; they now award XP plus shared gold scaled from the kill's XP value, and that gold funds chest gear. Chest battlefield text now prioritizes the actual equipment result or a yellow dismantle XP message, bosses get protected safer spawns so they cannot be deleted by the gate moment, and entering the next map after a boss clear advances director pressure by four minutes.

lootchestsbossesdirector
v0.0.143: Map six now unlocks ascension without ending the run2026-04-26 · Link

Killing the Map 6 boss now awards the ascension clear while still leaving the cleared boss gate available for Map 7, Map 8, and deeper endless maps. Endless maps keep the final-tier boss and chest pressure online, and the monster director adds more spawn rate after every map beyond the ascension clear.

mapsascensionendlessdirector
v0.0.142: Chest loot now follows map-era item bands2026-04-26 · Link

Chests now use the old five-minute gear windows by map: Map 1 rolls the former 0:00-5:00 item band, Map 2 rolls 5:00-10:00, and so on through Map 6's 25:00-30:00 final band. The wiki now explains boss gates, map resets, chest types, map loot bands, and boss candidates using the new map-based progression instead of the old automatic boss timer.

lootmapswikibosses
v0.0.141: Runs now use wrapped maps, gold chests, and boss gates2026-04-26 · Link

The battlefield loop is now a tighter 100x100 wrapped map with shared gold from monster kills, walk-over chests that show their gold cost on the tile, and rare or legendary chest variants that force higher item rarity. Timed five-minute bosses have moved onto boss-gate tiles: each cleared map advances the boss phase, refreshes obstacles and chests, and eventually reaches the previous 30-minute final boss pool on map six.

mapslootbossesmultiplayer
v0.0.140: Equipment drops now roll rarity2026-04-26 · Link

Every dropped item now rolls Poor, Common, Uncommon, Rare, Epic, or Legendary rarity with real stat and power multipliers from 0.8x up to 5x. Equipment slots show rarity outlines, equipment hover cards show a matching rarity pill and multiplier, and auto-pickup comparisons now use the final rarity-scaled item math in solo and co-op.

equipmentlootbalancemultiplayer
v0.0.139: Every class now starts from its weakest gear2026-04-25 · Link

Starter loadouts now pick the lowest-power class-relevant weapon and offhand directly from the equipment roster instead of using old hand-picked upgrades. Sorcerer and Druid start with Chiller plus Spellbook of the Novice, Paladin starts with the weakest distance weapon as a two-handed crossbow and no offhand, and Knight starts with Sickle plus Heavily Rusted Shield.

balanceclassesequipment
v0.0.138: Boss recovery buffs are removed and monster cadence rises2026-04-25 · Link

Boss kills no longer grant the temporary Battle Momentum, Boss Breakthrough, or Boss Ward buff cards. The global monster director spawn-rate multiplier is now 1.0, raising the baseline wave cadence while keeping the harsher opener and anti-idle pressure in place.

balancecombatmonstersui
v0.0.137: Ascension zero now punishes idle play from the opener2026-04-25 · Link

Ascension 0 has a sharper opening director, closer early spawns, faster monster escalation, and a stronger anti-idle pressure model so standing still collapses in the first minute instead of cruising through the run. Area, rune, spell, passive, and survival build scaling also gained more late-run payoff, giving coherent active builds more ways to break through while weak or greedy plans still fail.

balancecombatascensionprogression
v0.0.136: Ascension zero gets a beatable action-build pass2026-04-25 · Link

Ascension 0 now has a clearer path to victory for active movement and coherent builds, with a fifth-boss final-push transition that breaks the horde before the clear boss. Standing still is punished across the whole run, boss recovery is stronger after earned wins, late normal-wave pressure is less likely to end viable runs before the finale, and the live A0 matrix now shows many different build styles clearing while passive hold-still play fails.

balancecombatascensionprogression
v0.0.135: Steady spawn cadence rises to 85 percent2026-04-25 · Link

The fixed director cadence now uses a 0.85 global spawn-rate multiplier, increasing baseline monster arrivals while keeping threat credits and live monster caps removed.

balancemonstersdirector
v0.0.134: Steady spawn cadence is set to 75 percent2026-04-25 · Link

The fixed director cadence now uses a 0.75 global spawn-rate multiplier, matching the intended 75% rate while keeping threat credits and live monster caps removed.

balancemonstersdirector
v0.0.133: Steady monster cadence uses the 0.55 global rate2026-04-25 · Link

The new steady director now applies a 0.55 global spawn-rate multiplier to its fixed cadence, reducing baseline monster arrivals without reintroducing threat credits or live monster caps.

balancemonstersdirector
v0.0.132: Monster spawning now uses a steady cadence2026-04-25 · Link

The monster director no longer spends threat credits, no longer slows down when stronger monsters enter the roster, and no longer stops because too many monsters are already alive. Normal waves now spawn on a fixed cadence while the roster itself keeps scaling into larger threats, including during boss pressure and recovery windows.

balancemonstersdirector
v0.0.131: Stuns now pause tile steps2026-04-25 · Link

Stun, freeze, and paralyze now all fully lock player actions while active. If a stun lands mid-step, the player pauses at their current position with the original target tile preserved, then resumes that same tile step once the stun expires.

combatmovementbugfix
v0.0.130: Death and stun callouts are fixed2026-04-25 · Link

Fainted! is now queued directly when the solo death transition starts so it still appears if the player was already marked dead. Freeze and paralyze effects that land from yellow stun telegraphs now say Stunned! in the battlefield callout, duplicate same-frame stun callouts are suppressed, and monster spawn pace is reduced to the requested 0.75 multiplier.

combatfeedbackmonstersbugfix
v0.0.129: Exeta Res, status feedback, and spawn pressure are clearer2026-04-25 · Link

Knight Challenge now starts at a centered 5x5 taunt area, then keeps growing by 2x2 tiles per rank so later ranks land at 7x7, 9x9, and beyond. Harmful player conditions now pop battlefield callouts that match their telegraph tile color, solo deaths show Fainted! over the fallen player, and the global monster spawn pace is 50% higher than the previous staging value.

classescombatfeedbackmonstersbugfix
v0.0.128: Monster spawn pacing is cut in half2026-04-25 · Link

The global monster director now earns spawn credits at half the previous rate across every ascension level, reducing wave frequency while keeping the new harder monster attacks, crowd-control tiles, and durability model intact.

balancemonstersascension
v0.0.127: Monster combat now demands dodging from the first minute2026-04-25 · Link

Enemy attacks now resolve as physical red damage while special warning tiles add crowd-control pressure: yellow stuns, green slows, blue weakens outgoing damage, and pink exposes the player to heavier incoming damage. Monster attack footprints, initiation range, spawn pressure, boss durability, and class mitigation were rebalanced around a much harsher A0 where standing still dies immediately but active builds can still clear the 30-minute objective.

balancecombatmonstersclasses
v0.0.126: Ascension zero is now an action-first balance target2026-04-25 · Link

Opening pressure is much sharper, standing still is punished immediately, monster pursuit and ranged pressure are more reliable, and A0 now clears only through active play and coherent builds in the live matrix. Gear and passive scaling were reduced where Tibia stats had become too explosive, attack speed and basic DPS are surfaced in gear comparisons, level-up offers are more varied, and high ascension debuffs now stack into a much harsher climb.

balancecombatascensionquality-of-life
v0.0.125: Low-ascension clears and passive builds get a second matrix pass2026-04-25 · Link

Boss health and late boss damage are smoother, ascension penalties are less cliff-like, and monster damage pressure is slightly lower. Paladin, Druid, and Sorcerer gain stronger boss throughput and survival, while Survival, Celerity, Fury, Arcana, Treasure Sense, and other passive-heavy routes now contribute more finishing pressure instead of only delaying death.

balanceclassesascensionprogression
v0.0.124: Midgame movement and class balance get a full live-matrix pass2026-04-25 · Link

Player movement is faster from the start and ramps harder after the second boss window, with stronger haste, Celerity, Survival, and class speed bonuses. Map clutter is more open, the first kill now guarantees the first level-up, bosses have less extreme health and damage scaling, and all classes gain stronger survival and boss throughput after a full automated balance sweep.

balanceclassesmovementquality-of-life
v0.0.123: Opening monsters push harder with short attacks2026-04-24 · Link

Early monsters now attack more often with stronger short melee pressure, slightly shorter warnings, and more reliable pursuit bursts when kited. Challenge reward cards also now show the taunt area increase when upgrading Exeta Res.

monsterscombatclassesbalance
v0.0.122: Exeta Res now taunts a larger area as it ranks up2026-04-24 · Link

Knight Challenge now taunts a 6x6 tile area at rank 1, then gains another 2x2 tiles of coverage per rank. Its targeting logic, hover preview, and tooltip all use the same rank-scaled footprint.

classescombatbalance
v0.0.121: Short area spells now wait until they can hit2026-04-24 · Link

Player auto-casting now checks the actual affected tiles for self-centered area attacks such as Berserk before spending the cast. Target-centered area spells and runes also no longer treat their splash radius as extra placement range.

combatclassesbugfix
v0.0.120: Monster attacks no longer teleport enemies when they resolve2026-04-24 · Link

Enemy attack telegraphs now keep their original warned tiles while the caster continues normal tile movement during the cast window. Monsters no longer blink to a planned attack tile when a melee swing, projectile, or area attack lands.

monsterscombatbugfix
v0.0.119: Monster attacks now stay closer to their Tibia roles2026-04-24 · Link

Early and natural melee monsters now mostly fight in adjacent or two-tile melee patterns instead of gaining synthetic long-range area attacks. Ranged and caster pressure now ramps later and stays more tied to canonical ranged behavior, while melee-heavy enemies can occasionally trigger a short pursuit haste on a long cooldown when they are being kited.

monsterscombatbalance
v0.0.118: Damage-over-time spells now scale from target health and ranged telegraphs show their full impact2026-04-24 · Link

Poison, fire, energy, curse, bleed, and holy DOT ticks now compute from max health instead of tiny flat values: monster DOTs tick for 1% or 2% of player max HP, while player DOT spells scale from monster max HP, spell rank, and spell or physical power. Ranged monster telegraphs also now flash their impact effect over every warned tile when the telegraph expires, including green poison and earth attacks.

combatbalancevisuals
v0.0.117: Poison and earth monster hits now use visible green impact effects2026-04-24 · Link

Monster attacks whose extracted data looked generic but are actually poison, venom, earth, acid, or plant hits now resolve with clear green impact animations, including single-target poison projectiles and poisoned snake-style melee hits.

combatvisualsbugfix
v0.0.116: Monster ranged attacks now show their hit effects after ground telegraphs2026-04-24 · Link

Projectile and thrown monster attacks now carry their own attack-kit impact effect through to the landing hit, and one-shot monster hit effects render above creatures so attacks like spider volleys visibly pop after their warning tiles resolve.

combatvisualsbugfix
v0.0.115: Player ranged attacks and projectile spells now fly over map obstacles2026-04-24 · Link

Ranged basic attacks, wand shots, and targeted projectile-style spells and runes now keep firing at enemies within range even when rocks, branches, or other blocking map props sit between you and the target. Movement blockers still block movement, and monster attack behavior is unchanged.

combatbugfixquality-of-life
v0.0.114: Baseline player health regeneration is doubled2026-04-23 · Link

Natural HP regeneration now starts from a base value that is twice as high for every class, so all characters recover more health passively before item, condition, and passive bonuses are layered on top.

balanceclassesquality-of-life
v0.0.113: The battlefield now keeps running during the solo death transition instead of freezing immediately2026-04-23 · Link

Single-player deaths no longer hard-freeze the battlefield during the corpse hold and death-overlay fade. Monsters, telegraph countdowns, projectiles, hazards, and lingering effects now keep resolving visually against the fallen player’s last position until the death UI has fully faded in.

uiquality-of-lifebugfix
v0.0.112: Every reward overlay now carries the missing Level Up or Boss Defeated title prefix2026-04-23 · Link

The last leftover reward cards that still opened with generic `Choose a reward` copy now use the same direct `Level Up` or `Boss Defeated` wording as the rest of the post-announcement cleanup, including the local level-up screen and the peer multiplayer reward view.

uiquality-of-lifebugfix
v0.0.111: Reward screens now open directly and the death UI waits for a corpse beat before fading in2026-04-23 · Link

Level-up and boss-reward pauses no longer burn time on a separate announcement card before the actual choices appear, and single-player deaths now leave the fallen character on the battlefield for two seconds before the death overlay fades in across the next second.

uiquality-of-lifebugfix
v0.0.110: Free starter infir spells are gone and healing uses mana again2026-04-23 · Link

Classes no longer begin with the weak free combat or heal spells, those starter-only infir variants are removed from the playable spell roster, and healing returns to mana costs with Light Healing moved to a doubled 56 mana and 2-second cooldown instead of the recent zero-mana cooldown floor.

balanceclassescleanup
v0.0.109: Saved mobile installs and social previews now use the mana potion icon2026-04-23 · Link

The web app now ships proper iOS and Android install icons based on the mana potion, and the site, notes, and wiki pages now advertise Mana Panic social cards with the mana pot image plus a unified title and description.

uiquality-of-lifeweb
v0.0.108: Auto-heal now jumps ahead of offense when a fresh hit breaks one-shot protection2026-04-23 · Link

Healing spells now take casting priority over offensive abilities, and self-heal immediately becomes the top auto-cast whenever a recent hit drops you below the one-shot-protection threshold, so the AI tries to restore that safety window before spending the turn on damage.

balanceclassesbugfix
v0.0.107: Starter and promoted heals now cycle faster while staying cooldown-gated2026-04-23 · Link

The weak opening heal now starts at a 6-second floor and the promoted heal now starts at a 5-second floor, so sustain feels less sluggish after the cooldown-only conversion while still staying gated by heal ranks instead of mana spam.

balanceclassesquality-of-life
v0.0.106: Healing now runs on cooldown instead of mana while the old combat mana economy comes back2026-04-23 · Link

Baseline mana regeneration and offensive mana flow were restored, while healing spells were converted into zero-mana tools with real cooldown floors so sustain no longer starves combat casting and only becomes fast again if you invest ranks into the heal itself.

balanceclassesbugfix
v0.0.105: Boss spacing now starts after the boss dies and baseline heal sustain is much tighter2026-04-23 · Link

The next boss timer now schedules its full five-minute window from the moment a boss fight ends instead of silently ticking during the fight, and baseline sustain was reined in across mana regeneration, heal throughput, auto-heal urgency, and heal mana costs so low-investment builds can no longer idle-tank bosses just by looping heals.

bossesbalancebugfix
v0.0.104: The hero-picker header now places Patch notes after the version label2026-04-23 · Link

The class-selection header link order was tightened so the live game version stays grouped with the right edge of the menu links and the Patch notes link now sits immediately to its right.

uiquality-of-life
v0.0.103: The hero picker now shows the shipped version and co-op rooms are version-gated2026-04-23 · Link

The class-selection header now shows the current game version, public room discovery only returns parties running that same version, and private or public lobbies now warn about version mismatches while blocking the host from starting until every connected player is on the same build.

uimultiplayerbugfix
v0.0.102: Co-op class progression now syncs correctly to every client on boss checkpoints and 30-minute clears2026-04-23 · Link

Party hosts now broadcast the shared survival-time progression milestones that used to run only on the host, so each client applies its own class unlocks and clear-time progression from the same co-op checkpoint and victory result instead of peers quietly missing those unlocks.

multiplayerclassesbugfix
v0.0.101: The passives card now stays compact until it actually needs to scroll2026-04-23 · Link

The left-side passives panel no longer stretches to consume the whole remaining column by default. It now grows naturally with its rows up to a capped height, then switches into internal scrolling only after the build list is tall enough to need it.

uiquality-of-lifeclasses
v0.0.100: The passives panel now scrolls internally when your build list gets too tall2026-04-23 · Link

The left-side passives container now keeps its card height and turns its content area into an internal scroll region once mastery and passive rows exceed the available space, instead of letting the whole card keep stretching.

uiquality-of-lifeclasses
v0.0.99: The starter heal now costs twice as much mana for every class2026-04-23 · Link

The weak opening heal spell that every class starts with, `Exura Infir`, now spends double its previous mana so early sustain asks for a more meaningful tradeoff instead of being nearly free.

balanceclassesbugfix
v0.0.98: Monster cast direction now follows the damaging footprint instead of special marker tiles2026-04-23 · Link

Enemy directional attacks now choose their cast step from the tiles that actually deal damage, so non-damaging marker cells such as teleport-style center tiles no longer trick monsters into aiming a wide cast the wrong way.

monsterscombatbugfix
v0.0.97: The unused ammo and torch gear lane is gone2026-04-23 · Link

The right-side equipment paper doll no longer reserves a dead ammo slot, and the lone `Magical Torch` gear item was removed from the shipped roster so paladins no longer roll a one-off legacy equipment lane that had no broader system behind it.

uiequipmentcleanup
v0.0.96: Equipment slot frame art now renders at 50% opacity2026-04-23 · Link

The black Tibia slot-frame sprite used by the right-side equipment paper doll now renders as a half-opacity layer, which softens the slot interiors without altering the placeholder icons or item art.

uiequipmentquality-of-life
v0.0.95: Empty equipment slots now use a dark gray fill instead of black2026-04-23 · Link

The paper-doll equipment panel now renders empty slot interiors with a softer dark gray background behind the placeholder silhouettes, so the empty gear slots read more like the rest of the HUD instead of dropping to flat black.

uiequipmentquality-of-life
v0.0.94: Repo check now installs cleanly in GitHub Actions again2026-04-23 · Link

The npm lockfile now includes the missing `@emnapi` peer packages that newer npm versions require when resolving the wasm runtime used by the repo checks, so the GitHub Actions install step can run `npm ci` successfully again instead of failing before the actual verification tasks start.

toolingrepobugfix
v0.0.93: The checked host-party row now keeps its copy anchored left instead of inheriting the public-button spacing2026-04-23 · Link

The create-party host setup row no longer shares the same space-between layout as the offline co-op row with the public-party button, so turning the checkbox on keeps the copy block anchored on the left instead of sliding across the card.

uimultiplayerbugfix
v0.0.92: Public party browser no longer shows the unreliable latency column2026-04-23 · Link

The public room list now drops the latency field entirely, so the browser only shows room name, player count, host ascension, status, and join action instead of exposing a ping value that was not trustworthy enough to keep.

uimultiplayerquality-of-life
v0.0.91: The co-op text block now toggles the checkbox again and no longer shifts when checked2026-04-23 · Link

The create-party copy on the class-selection co-op card is a proper label target again, so clicking the text turns the checkbox on as well as off, and the left-side copy block now stays visually anchored instead of nudging sideways when the checkbox state changes.

uimultiplayerbugfix
v0.0.90: The public-party browser button now sits inline with the co-op toggle instead of dropping underneath it2026-04-23 · Link

The class-selection co-op card now keeps the See public parties control on the right side of the same row as the multiplayer checkbox and description, so the panel reads as one cleaner line instead of pushing the browser button down into a second block.

uimultiplayerquality-of-life
v0.0.89: Updated clients now force-clear managed runtime caches on first boot without touching progression2026-04-23 · Link

The updated build now performs a one-time runtime cache purge as soon as it boots, clearing the managed offline/service-worker caches and stale offline-ready flags for that release while leaving class unlocks, ascension, highest levels, and total time played intact because those progression records stay in separate localStorage keys.

bugfixofflinequality-of-life
v0.0.88: Offline cache buckets now rotate per build so stale script HTML can no longer poison new releases2026-04-23 · Link

The service worker now keeps a versioned runtime cache instead of reusing one permanent bucket across every deployment, clears older offline caches on activation, and refuses to cache `text/html` responses for non-navigation requests, fixing the broken-load case where a hashed JavaScript file could get stuck serving cached HTML after an update window.

bugfixofflineweb
v0.0.87: Online play now supports secure private invites plus a real public party browser2026-04-23 · Link

Host setup now lets you choose private or public rooms, private invites now require a secret join token instead of only the peer id, the class screen can browse and sort public parties by name, latency, player count, and host ascension, and joining an in-progress room now keeps you waiting in the party for the next round instead of dropping you into the active run.

multiplayeruisecurity
v0.0.86: Diagonal monster beams and wide cleaves now render as filled bands instead of checker gaps2026-04-23 · Link

Wide monster telegraphs no longer lose tiles just because they are aimed diagonally. Diagonal beam and wave-style attacks now stitch their staircase bands into solid footprints, so attacks like Honour Guard cleaves keep the same intended pressure off-axis that they already had when cast straight.

monsterscombatquality-of-life
v0.0.85: Lean repo guardrails now run lint, strict TypeScript, unused-code checks, and cycle checks together2026-04-23 · Link

The repo now ships a real ESLint setup, stricter TypeScript flags for unused locals and parameters plus fallthrough and return safety, a `task:done` verification command, corrected `knip` entrypoints for Playwright coverage, and CI that runs the full repo check on pushes and pull requests.

toolingquality-of-liferepo
v0.0.84: Unused balance-testing tooling and hidden runtime override panels are gone2026-04-23 · Link

The dead balance sweep script and its npm hooks were removed, the old downloadable run-log export path was deleted, and the hidden debug balance override panel plus spawn-pool debugger no longer exist, so local runs cannot be silently skewed by stale testing state.

cleanuptoolingquality-of-life
v0.0.83: Monsters now reposition if their current tile cannot actually pressure the player2026-04-23 · Link

Enemy movement no longer treats preferred range as permission to idle. If a monster is holding distance but none of its usable attacks can really connect from that tile, it now keeps stepping into a better pressure position instead of stalling in place and doing nothing.

monstersaiquality-of-life
v0.0.82: Wave density and gear drops are pulled back to a lighter tuning pass2026-04-23 · Link

The earlier spawn and loot pacing swing was too aggressive, so normal monster spawn pace is now only 20% faster than the old baseline instead of doubled, and monster gear drops are only reduced by 20% instead of being cut in half. The XP coin stack compression stays in place so the battlefield still carries fewer pickup sprites for the same reward totals.

balancedirectoritems
v0.0.81: Equipment now climbs on clear power ladders and gear pickups resolve instantly2026-04-23 · Link

The equipment roster now normalizes each slot onto a straightforward upgrade lane so higher-rank gear is always the objectively better choice for that body part or weapon lane, old low-impact Tibia stat noise is stripped out, monster gear pickups now auto-equip or auto-dismantle immediately in solo and co-op without ever opening a keep-or-swap screen, and the empty paper-doll slot silhouettes now all render with the same subdued opacity.

itemsuiquality-of-life
v0.0.80: Waves are denser, gear drops are rarer, and XP stacks compress much harder2026-04-23 · Link

The director now spends spawn credits twice as fast for much denser monster waves, equipment drop rates from monster kills are cut in half so the field does not flood with loot, and XP pickup conversion now rolls at 25 gold per platinum and 25 platinum per crystal so the same experience totals require far fewer sprites on the battlefield.

balancedirectorperformance
v0.0.79: Boss rewards are now doctrine-only and the reward screen is labeled accordingly2026-04-23 · Link

Boss kill rewards now roll only from the class-relevant doctrine pool instead of mixing in regular level-up options, and the boss reward overlay now clearly presents itself as Select a Doctrine so the reward step reads like a distinct doctrine pick rather than a generic upgrade screen.

uiprogressionbosses
v0.0.78: New equipment battlefield shouts now only announce the item itself with a clearer pause2026-04-23 · Link

The battlefield pickup callout for fresh gear no longer dumps stat lines into the floating shout stack and now waits longer before speaking the item name, so the green New Equipment header lands first and the actual item name reads as a cleaner second beat.

uiitemsquality-of-life
v0.0.77: The equipment panel now uses a Tibia-style paper doll with real item tooltips2026-04-23 · Link

The right-side equipment HUD now renders a fixed Tibia-like slot layout with OTClient slot frames and empty-slot silhouettes instead of a generic gear card list, and hovering or tapping a filled slot now opens a proper tooltip with that item's stats, bonuses, and effects.

uiitemsquality-of-life
v0.0.76: New equipment callouts now stack the item name and its stats right on the battlefield2026-04-23 · Link

Equipping a fresh item now keeps the green battlefield pickup shout, then follows it with the item name and a short delayed stack of the stats, resistances, and effects that piece adds so upgrades read like a quick loot feed instead of a single generic flash.

uiitemsquality-of-life
v0.0.75: Monster telegraphs now keep much broader pressure lanes and hit harder when they commit2026-04-23 · Link

The full monster roster now leans much harder into long beams, wider cleaves, and broader impact footprints, while runtime telegraph shaping stops hollowing out most large enemy casts into tiny checker gaps, attack selection favors those pressure tools more often at range, and big telegraphs resolve faster and heavier so dodging them asks you to redirect instead of casually sidestep a thin line.

balancemonsterstelegraphs
v0.0.74: Monster attacks now only fire when their real aimed footprint can actually reach you2026-04-23 · Link

Monster attack selection now validates the resolved attack shape instead of only using loose distance checks, so diagonal melees, angled beams, and other shaped attacks stop proccing when your actual tile or committed movement tile would not be inside the finished hit area.

bugfixmonsterstelegraphs
v0.0.73: Monster ranged casts now land with the same impact beat as melee telegraphs and warning colors stay simpler2026-04-23 · Link

Direct monster projectile attacks now play a real impact effect when they land instead of only melee telegraphs getting that post-cast visual beat, and enemy warning tiles now keep the standard danger tint unless the move is using a clearer elemental damage type such as fire, ice, energy, earth, holy, or death.

telegraphsmonstersvisuals
v0.0.72: Every monster now has a rebuilt move kit with clearer telegraphs, stronger close threats, and smarter ranged pressure2026-04-23 · Link

The full monster roster was reauthored around theme-driven move kits instead of mostly random warning patterns, so beasts pounce and maul, dragons breathe and sweep, casters throw real spell lines and bursts, vermin snare and poison, giants crush and quake, and single-target monster missiles now keep tracking the player after the cast so every ranged skill meaningfully commits to hitting you while shorter-range attacks stay scarier and harder-hitting up close.

balancemonsterstelegraphs
v0.0.71: Gear now drops much more often, hits much harder, and coop loot swaps pause the whole party2026-04-22 · Link

Equipment stats now scale far more aggressively inside the run, attack-speed swings are shown directly on item replacement cards, normal and elite monsters drop gear much more often, Paladins now open with a spear plus shield, coop item swaps pause everyone for a 15-second keep-or-equip vote, expired party reward timers roll a random reward instead of defaulting to the first card, and every doctrine was buffed substantially so Ascension 0 runs can snowball into much stronger builds.

balanceitemsmultiplayer
v0.0.70: Reach upgrades now extend real basic-attack range instead of getting swallowed by class base range2026-04-22 · Link

Reach, Arsenal, and Predator range bonuses now add on top of your vocation's real basic-attack reach instead of competing with the hidden class baseline, so Paladin, Druid, and Sorcerer basic-range numbers now climb immediately when you invest into range and those upgrades finally widen live target checks in normal play.

bugfixcombatpassives
v0.0.69: Removed the leftover balance tooling2026-04-21 · Link

The unused Knight balance script and its repo hooks are gone, and the remaining generated-data helper names no longer expose dead tooling in the shipped project.

cleanuptoolingrepo
v0.0.68: Passive rank previews now respect real attack speed caps2026-04-21 · Link

Passive choice cards like Onslaught and Fury now preview their next rank using the same derived attack-speed math as runtime, so capped attack intervals stay flat instead of incorrectly showing a slower next rank.

bugfixuipassives
v0.0.67: Monsters got tougher, bosses got nastier, and loot now climbs through the whole run2026-04-21 · Link

All monsters now spawn with roughly double their previous health, bosses are pulled from meaner templates and hit far harder, the director drags high-threat enemies into the roster much earlier before the 30-minute clear, and gear drops now stay low-tier in the early minutes before ramping into top-end items by the 25 to 30 minute stretch.

balancebossesdirector
v0.0.66: Opening infir combat spells now hit at half strength before their real upgrade2026-04-21 · Link

Each class now starts with a deliberately weaker combat spell whose damage stays at 50% of its promoted version until you learn the full spell, including the Knight and Paladin starters now dealing only half of the normal martial auto-attack floor.

combatbalanceclasses
v0.0.65: Dead monsters now lose every queued telegraph, missile, and lingering zone instantly2026-04-21 · Link

Killing a monster now immediately clears its pending telegraphs, in-flight spell projectiles, boss warning patterns, and lingering damage zones so dead casters cannot finish attacks after they have already died.

combatbugfixtelegraphs
v0.0.64: Every class now opens with weak Tibia starter spells that grow into the real lines2026-04-21 · Link

Knight, Paladin, Druid, and Sorcerer now all spawn with a weak Exura Infir-style self-heal plus one weak infir combat spell, and taking the matching full spell reward upgrades that starter directly instead of adding a duplicate spell slot.

combatclassesprogression
v0.0.63: The director now reaches the full monster catalog by the 30-minute clear2026-04-21 · Link

Director roster progression now ramps 75% faster, the full monster catalog can join normal spawns by the 30-minute clear window, and a much larger slice of the melee-only roster now gained real ranged attack variants, including more blink-style blue-tile reposition attacks.

balancedirectormonsters
v0.0.62: Wiki and web docs were cleaned up to match the shipped build2026-04-21 · Link

The public wiki data and repo docs were refreshed around the current runtime, and the site now keeps only the live Google Analytics path instead of carrying extra unused analytics wiring.

webwikiquality-of-life
v0.0.61: Healing pools were simplified to Exura, with a real Druid ally-heal2026-04-21 · Link

All vocations now keep basic Exura as their only self-heal, while Druids alone keep Heal Friend and, in coop, cast it on the selected green ally or the lowest-health friend instead of defaulting back to self.

combatclassesbalance
v0.0.60: All vocations now share one scalable Tibia haste line2026-04-21 · Link

Knight, Paladin, Druid, and Sorcerer now all roll the normal Utani Hur haste instead of their stronger class-specific haste variants, giving runs a calmer early movement buff that still scales into a very strong late-game speed tool as you rank it up.

combatclassesbalance
v0.0.59: Knight taunts preview correctly and martial spells hit like real weapon arts2026-04-21 · Link

Hovering Exeta Res now highlights its full 5x5 taunt footprint, and Knight and Paladin physical combat spells now scale from your current basic-attack damage so they stop lagging behind your weapon swings as ranks go up.

combatbugfixui
v0.0.58: Grass fixes no longer force a full offline cache reset2026-04-21 · Link

Only the battlefield grass tiles now get a versioned refresh after release, while the offline cache stays on a stable bucket so existing cached game files and long-term character progression storage are not churned by every visual hotfix.

bugfixofflinevisuals
v0.0.57: Party peers now play much smoother under normal lag2026-04-21 · Link

Joined players now run a more optimistic presentation layer between host snapshots, with softer movement reconciliation, smoother projectile tracking, and peer-side timer updates that keep cooldowns and combat feedback feeling responsive even when the host link is not perfect.

multiplayerperformancequality-of-life
v0.0.56: Reloaded clients now force fresh art after each shipped update2026-04-21 · Link

Runtime game assets now carry the current build id in their URLs, so reloading after an update pulls the new textures and sprites instead of hanging onto stale cached copies from the previous release.

bugfixofflinevisuals
v0.0.55: Battlefield grass was restored to the original flat Tibia tile2026-04-21 · Link

The battlefield now ships the original dark flat grass tile again, and the scene exporter pins future refreshes to that same curated source instead of the newer leafy grass that was overriding it.

assetsbugfixvisuals
v0.0.54: Instant heals and haste stances were split back into their real Tibia roles2026-04-21 · Link

Knight and Paladin once again keep an instant exura-style heal alongside utura recovery, while Charge and Sharpshooter are now pure movement haste buffs with no Tibia-style attack or stat penalties baked into the run.

combatclassesbalance
v0.0.53: Battlefield grass was restored after the wrong ground tile shipped2026-04-21 · Link

The battlefield now uses the flat OG Tibia grass tile again instead of the leafy jungle ground that slipped into both staging and main, while the extraction mapping was updated so future asset refreshes keep that same grass.

assetsbugfixvisuals
v0.0.52: Tibia battlefield art and vocation combat tuning landed together2026-04-21 · Link

Battlefields now pull in extracted Tibia grass, obstacle, missile, and effect art with a cleaner branch-only obstacle read, directional spells no longer cast diagonally, Knight and Paladin stance spells now work as real self-buffs, and Paladin, Sorcerer, and Druid gained the new regen and cooldown balance pass.

assetscombatbalance
v0.0.51: Class spell pools now keep only the stronger heal and haste lines2026-04-21 · Link

Knight, Paladin, Druid, and Sorcerer no longer roll the weak early Tibia heal variants or duplicate heal/haste lines, and Knight Challenge now taunts every nearby monster for 15 seconds while the mana shield is active.

combatclassesbalance
v0.0.50: More Tibia class spells now show up in rewards, plus one-shot protection2026-04-21 · Link

Knight, Paladin, Druid, and Sorcerer can now roll more non-apprentice combat spells in level-up rewards, and players above 99% health can no longer be killed outright by a single hit, which now leaves them at 1 HP instead.

combatrewardssurvival
v0.0.49: Freeze announcements now use a clean fade instead of a timer bar2026-04-20 · Link

The freeze cards no longer show the colored countdown bar and now simply fade in, hold, and fade out across the two-second announcement window.

uiquality-of-lifefeedback
v0.0.48: Freeze announcements can now be skipped with a deliberate tap2026-04-20 · Link

Level-up, boss-kill, and death freeze cards now dismiss early on a click or tap, but a touch that was already held for movement when the freeze appeared must fully release before a new tap can skip it.

mobileuiquality-of-life
v0.0.47: Freeze announcements are now short and direct2026-04-20 · Link

The level-up, boss-kill, and death freeze moments now show only a concise headline instead of extra subtext, and the level-up flow now says straightforward reward wording instead of calling it a mutation.

uiquality-of-lifeprogression
v0.0.46: Mobile pause button now sits in the empty lower-left corner2026-04-20 · Link

The mobile pause control moved out of the bottom-center lane and now anchors to the open lower-left pocket, keeping it reachable without covering the main bottom HUD strip.

mobileuiquality-of-life
v0.0.45: Telegraph variants and no-charge gear cleanup were finished2026-04-20 · Link

Monster telegraphs now assign stronger per-attack variants so one monster's move list does not collapse into repeated warning patterns, and the shipped wiki/build data now match the runtime pass with no item charges, updated Knight/support spell tuning, and the real distributed per-monster gear-drop model.

telegraphsdatabugfix
v0.0.44: Telegraphed combat, loot flow, and death reports were rebuilt2026-04-20 · Link

Level rewards now roll only from the full passive-and-skill pool, empty-slot gear auto-equips, loot compares use two cleaner cards, monster attacks now always telegraph with more varied and dodgeable footprints, and runs end with a real damage breakdown plus a mobile pause button and stronger Knight/support spell tuning.

telegraphslootui
v0.0.43: Cleared maps now refill instantly and bosses last much longer2026-04-19 · Link

If you wipe every live enemy off the field, the director now immediately spawns a fresh monster from the current roster instead of leaving the run empty, and every boss-eligible monster template now carries a new 10x boss HP multiplier so real bosses survive far longer.

balancedirectorbosses
v0.0.42: Web package cleanup trims redundant build clutter2026-04-19 · Link

The shipped web build and asset-refresh pipeline now avoid recreating redundant local build clutter, keeping the package leaner and reducing the chance of stale duplicate folders confusing future updates.

webstabilityquality-of-life
v0.0.41: Large boss AOEs now leave a few safe pockets2026-04-19 · Link

Big boss bursts, waves, zones, and ground barrages now carve one or two small random holes into their warning footprints, keeping boss fights hard while giving skilled movement a fair chance to solve the nastiest patterns.

balancebossestelegraphs
v0.0.40: Early melee monsters now use wider telegraphs sooner2026-04-19 · Link

The very first plain-melee enemies stay simple, but the next early monster tiers now widen their melee telegraphs into front cleaves instead of sticking to one-tile warning squares for too long.

balancetelegraphsmonsters
v0.0.39: Skill panel now shows cleaner XP progress2026-04-19 · Link

The skills panel no longer repeats how each skill earns XP on every row, and now just shows the progress amount itself for a cleaner read during runs.

uiskillsquality-of-life
v0.0.38: Update warning now says the click ends the run2026-04-19 · Link

The in-game update prompt now makes it explicit that clicking the update button is what ends the current run, so players do not mistake the warning for a passive status message.

uiofflinequality-of-life
v0.0.37: Reward picks now explain themselves more clearly2026-04-19 · Link

Spell, rune, passive, mastery, and gear reward cards now use short plain-English descriptions so players can tell at a glance what each pick actually does instead of decoding terse labels or internal stat shorthand.

uirewardsquality-of-life
v0.0.36: Opening waves eased off and monster XP went up2026-04-19 · Link

The first two minutes now start at roughly half normal spawn pace and ramp back to the current rate by 02:00, while monster kill XP is up by 30% so the calmer opening still keeps player progression moving.

balancedirectorprogression
v0.0.35: Shielding now levels correctly and explains itself2026-04-19 · Link

Shielding now gains XP when incoming hits are blocked or reduced, and the skill panel now shows both numeric progress and a plain-English reminder of how that skill levels.

uiskillsbugfix
v0.0.34: Gear compare screens now show the full item roll2026-04-19 · Link

Equipment swap prompts now show the full stat breakdown and the full keep-vs-swap diff, so substats like elemental resists and other secondary bonuses no longer disappear behind a single headline stat.

uilootquality-of-life
v0.0.33: Patch notes now visually match the wiki2026-04-19 · Link

The /notes page now uses the same panel, typography, and layout language as the wiki, with a warmer release-notes color palette so both pages feel like parts of the same site.

uiwebquality-of-life
v0.0.32: Class selection now links to Reddit too2026-04-19 · Link

The class-selection external links now include the Mana Panic subreddit alongside the wiki, patch notes, Telegram, and Discord links.

uicommunityquality-of-life
v0.0.31: Ascension controls no longer break class selection2026-04-19 · Link

The class-selection cards no longer use invalid nested button markup when ascension is unlocked, so each unlocked class keeps its own ascension controls inside the card and players can change per-class ascension without the layout falling apart.

uiascensionbugfix
v0.0.30: Gear pickups now pause for a keep-or-swap decision2026-04-19 · Link

Touching gear on the battlefield now opens a comparison screen showing the current item against the dropped one, with the unkept item dismantled into XP based on item strength instead of the game auto-equipping or auto-scrapping it behind the scenes.

uilootquality-of-life
v0.0.29: Bosses no longer flee at low health2026-04-19 · Link

Boss monsters now ignore low-health retreat behavior and stay engaged with the player until the fight is resolved, so runs cannot stall because a boss ran offscreen or became impossible to chase down.

bossescombatbugfix
v0.0.28: Normal waves now ramp much harder after 5 minutes2026-04-19 · Link

Normal monster spawn pace now doubles at 05:00, doubles again at 10:00, and doubles again at 15:00, while the director also pulls tougher monsters into the pool earlier so the road to the 30-minute win condition is less forgiving.

balancedirectorsurvival
v0.0.27: Class selection now links to Telegram and Discord2026-04-19 · Link

The class-selection header now links straight to the Mana Panic Telegram and Discord alongside the existing wiki and patch-notes links, so players can jump from the hero picker into community channels.

uicommunityquality-of-life
v0.0.26: Patch notes UI trimmed and wiki copy clarified2026-04-19 · Link

The patch notes page no longer shows a backfill counter, and the wiki now explains monsters, bosses, drops, pacing, spells, and runes in more intuitive player-facing English instead of leaning so hard on raw shorthand and internal tuning labels.

uiwikiquality-of-life
v0.0.25: Offline download status moved into the character HUD2026-04-19 · Link

The offline download indicator now lives in the left character panel area with explicit "Downloading Game For Offline Play" copy and a simple percent readout, while update prompts now warn that reloading will end any ongoing run instead of showing a version hash.

uiofflinequality-of-life
v0.0.24: Equipment panel now grows before it scrolls2026-04-19 · Link

The right-side equipment panel no longer reserves a fixed remainder height up front. It grows naturally as items are equipped, then only turns into an internal scroller once the HUD column actually runs out of room.

uiquality-of-life
v0.0.23: Hero links, sprite recenter, and 10-minute density ramp2026-04-19 · Link

Class selection now links straight to the wiki and patch notes, the player battlefield sprite is recentered with a quarter-tile down-right anchor shift, run-log download stays debug-only, and normal waves double their spawn pace after 10 minutes while XP drops to half.

uibalancequality-of-life
v0.0.22: Monster immunity stacks capped to one element2026-04-19 · Link

Every monster and boss now keeps at most one non-physical player-attack immunity, while physical immunity is removed entirely so Knight runs can always damage the roster.

balancemonstersbosses
v0.0.21: Patch notes page, scrollable equipment, visible buff timers2026-04-18 · Link

Adds a public /notes page, keeps the right-side equipment list scrollable when the HUD runs out of room, and shows active spell buffs like Haste and Mana Shield in the bottom buff bar with remaining duration.

uiwebquality-of-life
v0.0.20: Boss telegraphs now leave dodge room2026-04-18 · Link

Boss AOEs now floor their warning time by actual tile escape time so huge hits stay threatening without turning into unavoidable deaths.

balancebossescombat
v0.0.19: Ability upgrades scale meaningfully2026-04-18 · Link

Rank-ups now give larger cooldown, duration, and potency gains for long-cooldown spells and other scaling abilities instead of tiny flat improvements.

balanceabilitiesprogression
v0.0.18: Gear salvage XP and softer contact melee2026-04-18 · Link

Unusable gear pickups now convert into XP, while boss and high-threat contact melee became less oppressive so telegraphed danger matters more than unavoidable touch damage.

balancelootbosses
v0.0.17: Base regen and spawn pace doubled2026-04-18 · Link

Every class now starts with twice the baseline health regeneration and the director spends spawn credits twice as fast for denser waves.

balancedirectorsurvival
v0.0.16: Class unlocks work with any class2026-04-18 · Link

Survival-time unlocks are no longer locked to a specific starting class, and the class-selection copy now reflects that rule.

progressionui
v0.0.15: Downloadable run logs on the death screen2026-04-18 · Link

The death overlay now exports a JSON run log with timeline, damage, build, and boss data so balance feedback can be backed by real runs.

uitelemetryquality-of-life
v0.0.14: Opening pacing and monster patterns corrected2026-04-18 · Link

The early director ramp now escalates sooner, monsters keep the attack patterns listed in their own data, and physical hard-wall enemies like White Shade are kept out of the spawn and boss pools.

balancedirectormonsters
v0.0.13: Player sprite anchor shifted left2026-04-18 · Link

The battlefield player sprite now sits half a tile further left so the animation anchor lines up better with the logical tile position.

visualsplayerui
v0.0.12: Wiki monster patterns synced to runtime2026-04-18 · Link

The wiki now derives monster attack patterns from the same live rules the client uses, including conditional melee labeling where the behavior depends on state.

wikidatamonsters
v0.0.11: Cracked stone blockers on grass battlefields2026-04-18 · Link

Battlefield grass obstacles now use a cracked stone-style blocker sprite instead of the older placeholder obstacle art.

visualsterrain
v0.0.10: Corpse sprite sizes normalized2026-04-18 · Link

Large corpse sprites now render at a consistent in-game footprint instead of some monsters leaving oversized bodies compared with others.

visualscorpsesquality-of-life
v0.0.09: Early monsters take longer to kill2026-04-18 · Link

The player burst path was tightened and early monster health was retuned so the opening stops melting under stacked auto-casts.

balanceopeningcombat
v0.0.08: Telegraphed monster hits punish harder2026-04-18 · Link

Monster telegraphed attacks now use a much stronger early-game damage curve so obvious danger tiles hit like real threats instead of chip damage.

balancetelegraphscombat
v0.0.07: Player occupancy tile indicator2026-04-18 · Link

A white square now marks the tile the player currently occupies so movement lock, collision, and incoming damage all read from the same logical square.

uireadabilitymovement
v0.0.06: Branch obstacle art restored2026-04-18 · Link

The branch obstacle that was supposed to remain scenery no longer renders as an accidental corpse sprite.

visualsterrainbugfix
v0.0.05: Corpse mapping fixed and opening fights hardened2026-04-18 · Link

Several monster corpse mappings were corrected at the content level, while early enemies and phase-one bosses were retuned to stop evaporating under damage-spell starts.

corpsesbalanceopening
v0.0.04: Idle openings are no longer safe2026-04-18 · Link

The opening now applies real anti-idle pressure so standing still in the first minutes leads to escalating threat and incoming damage instead of free clears.

balanceopeningdirector
v0.0.03: Corpse assets fixed and reward copy trimmed2026-04-18 · Link

Wrong corpse sprites were corrected, reward-screen descriptions were shortened, and a root-cause fix stopped Reach and projectile overlap from producing absurd early one-shots.

corpsesuicombat
v0.0.02: Knight balance pass2026-04-18 · Link

Knight balance was tightened to flatten early boss spikes, surface support choices sooner, and improve the run pacing around phase one and two.

balanceknight
v0.0.01: Fading monster corpses landed2026-04-18 · Link

Defeated monsters now leave their mapped Tibia corpse on the battlefield for a few seconds before fading away.

corpsesvisuals
v0.2.344: Class chest rewards cover every rarity2026-06-11 · Link

Chest reward pools now grade loot by each vocation and equipment slot, so every class can find common through legendary upgrades in normal chest slots.

Chest rarity pools

Sorcerer legendary weapon chest options
Class weapon chest pool
0 -> 1

Sorcerer can now find legendary wand-family weapon rewards from chests.

Druid legendary weapon chest options
Class weapon chest pool
0 -> 1

Druid can now find legendary wand-family weapon rewards from chests.

Normal slot rarity coverage
Per-vocation chest rarity bands
4 -> 5

Every vocation now has common through legendary chest rewards in each normal equipment slot.

  • Sorcerer and Druid weapon chests can now produce legendary wand-family rewards.
  • Paladin and Knight chest pools now fill adjacent rarity gaps for weapons, offhands, body armor, and legs.
  • The public wiki drop hints now show the contextual chest rarity used by class-specific chest rewards.
balance
v0.2.343: Account saves get safer recovery2026-06-11 · Link

Mana Panic now keeps a stronger recovery trail for Premium, Lux, wardrobe purchases, and account saves, while adding extra co-op and shop request protection.

  • Premium time, local Lux grants, local Lux spends, and paid wardrobe purchases can recover more safely after a damaged account file.
  • Guest progression promotion no longer grants Lux-priced wardrobe skins from editable local save data.
  • Public co-op rooms now reject attempts from another account to reuse an existing host listing.
  • Shop, progression, auth, referral, and co-op write routes now return a retry hint when they receive too many requests.
polishingcoop
v0.2.342: NPC errands take better shape2026-06-11 · Link

Support heals now help recruited allies stay active longer, Sam takes time to temper gear, Cyclops requests vary by run, and Knight's raw speedrun multipliers are lower.

Knight

Auto-attack damage multiplier
Knight class profile
2.75x -> 2.05x

Knight melee damage remains high but no longer stacks as hard with attack speed.

Auto-attack cooldown multiplier
Knight class profile
0.42x -> 0.58x

Knight attacks still swing faster than baseline but lose part of the speedrun burst.

Physical ability damage multiplier
Knight class profile
4.00x -> 2.45x

Knight strike spells keep melee identity without dominating all damage checks.

Boss damage bonus
Knight class profile
4.20 -> 2.60

Boss kills should be less skewed toward Knight while keeping it strong up close.

Damage taken multiplier
Knight class profile
0.20x -> 0.34x

Knight remains the toughest vocation but takes more real pressure during risky routes.

Move speed bonus
Knight class profile
+64 -> +38

Knight keeps some map tempo without outpacing the other vocations as sharply.

  • Druid ally heals can restore a small capped amount of recruited NPC stamina when the heal meaningfully lands.
  • Sam now holds the selected weapon or offhand for 10 seconds before returning it as tempered gear.
  • Sweaty Cyclops now asks for a run-appropriate armor item, preserves the exact request across maps, and requires a manual handoff after the item is found.
  • Requested Cyclops items that would be discarded by chest comparison are saved for delivery, and Cyclops markers stand out when the item is ready.
  • Knight remains durable in melee, but its raw attack, ability, boss, movement, and damage-taken advantages are reduced.
balancepolishing
v0.2.341: Co-op results show a cleaner party race2026-06-11 · Link

Multiplayer result screens now use a compact party chip strip and place escaped, fallen, and surviving players more accurately on the run progress race line.

  • The large party roster block no longer crowds the multiplayer result cinematic.
  • Party members now appear as compact colored chips with their result status.
  • Players who fell permanently earlier in a co-op run now stay at their saved progress point instead of clustering at the final wipe.
cooppolishing
v0.2.340: Fate rewards get sharper identities2026-06-11 · Link

Boss Fate rewards now reveal clearer oath, pivot, and jackpot outcomes, A10 twists one Fate choice instead of locking it, and Fate stat text leads with percentages.

Fate

Stronger oath upside
Boss Fate reward
12% primary damage -> 15% primary damage

The reliable choice has clearer intent and a readable tradeoff.

Different outcome pool
Boss Fate reward
4 outcomes -> 5 outcomes

The pivot choice can create new run directions instead of only patching a bad run.

Surprised outcome pool
Boss Fate reward
4 outcomes -> 6 outcomes

The risky choice is more likely to create memorable builds.

A10 selectable Fate cards
Ascension 10
2 selectable -> 3 selectable

Players keep agency while the cursed option carries harsher terms.

  • Stronger Fate outcomes now use explicit Weapon, Spell, Rune, and Bulwark oaths with readable upside and downside.
  • Different Fate outcomes now focus on build pivots such as Battle Mage, Spellblade, Runic Weapon, Blood Tempo, and Fortified Caster.
  • Surprised Fate outcomes now lean into volatile jackpot results such as Glass Miracle, Lucky Cascade, Overclocked Soul, Greed Pact, and Critical Fever.
  • A10 Twisted Fate keeps one Fate card selectable while halving its upside and doubling its downside.
  • Fate result reveals now show the hidden result name on the selected card, use a shorter reveal hold, and can be skipped after the result appears.
fatebalancepolishing
v0.2.339: Potion drops stand out2026-06-10 · Link

Health and mana potion drops are larger on the battlefield and now share the same resting pulse treatment as Magnet pickups, while XP and gold stay unchanged.

Pickups

Health potions
Monster potion drops
Small static ground icon -> Larger pulsing ground icon

Health potions are easier to notice during combat.

Mana potions
Monster potion drops
Small static ground icon -> Larger pulsing ground icon

Mana potions are easier to notice during combat.

Consumable pickup visuals
Pickup rendering
Magnet had its own pulse behavior -> Magnet and potion drops share the consumable pulse path

Future consumable drops can reuse the same readable battlefield treatment.

  • Health potion drops now render at 48x48 on the ground instead of the smaller 24x24 presentation.
  • Mana potion drops now render at 48x48 on the ground instead of the smaller 24x24 presentation.
  • Health potions, mana potions, and Magnet pickups now share one consumable pickup pulse path, while Magnet keeps its special ground effect.
  • XP and gold pickup visuals are still excluded from the consumable pickup treatment.
pickupspolishing
v0.2.338: Shrines are easier to read2026-06-10 · Link

Shrine zones are larger and circular, activation plates are clearer, approved deity statues and favor icons are back, and failed shrines now leave elemental fields behind.

Shrines

Shrine zone
Charging area
5x5 square -> 7x7 circular disk

The shrine area is easier to read and the charge ring now follows its real limits.

Activation plates
Shrine switches
Muted tint, often looked pressed, stayed after completion -> Stronger god tint, pressed only while charging, gone after favor

It is clearer which plate belongs to each deity and when the shrine is actively charging.

Completed shrine
Favor granted
Active zone and switches remained under the reward objects -> Resolved statue with a poof before the completion objects appear

Completed shrines now read as finished instead of still asking for player positioning.

Failed shrine
Failed devotion
Normal shrine visuals stayed around broken hazards -> Destroyed statue plus elemental field tiles

Failed shrines now read as ruined hazardous zones instead of active shrines.

Favor icons
Shrine buffs
Generic talisman icon -> Deity statue icon

The active shrine favor is easier to identify in the status strip.

  • Shrines now reserve and show a larger circular 7x7 tile zone, with the charging ring matched to that zone.
  • Activation plates use stronger god colors, only show the pressed switch while that shrine is actively charging, and disappear once the favor is granted.
  • Fafnar, Crunor, and Bastesh shrines use the approved statue families again, locked to south-facing shrine presentation.
  • Completed shrines now resolve with a poof before the two completion objects appear, instead of keeping the active shrine zone on the ground.
  • Failed shrines lose their normal zone and charging visuals, keep a destroyed statue, and turn the shrine zone into light elemental field hazards.
  • Shrine favor buff icons now use the deity statue art so the active god is easier to recognize in the status strip.
shrinespolishingassets
v0.2.337: Ascension pressure gets rounder numbers2026-06-10 · Link

Early Ascension monster pressure is slightly smoother, A3 now shortens timed choices, magnets survive more often at A5, and Doom March uses cleaner late-run pressure.

Ascension

A1 monster HP
Hardened Foes
12% -> 10%

The first Ascension step keeps extra durability but lands on a cleaner value.

A2 monster damage
Cruel Blows
18% -> 15%

Monster hits stay threatening with a rounder early pressure step.

A3 decision time
Short Warnings
100% -> 50%

Timed level-up, Fate, and shared loot choices ask for faster decisions.

A5 magnet break chance
Broken Magnets
100% -> 25%

Magnet pickups often still work, but every pickup carries a visible risk.

A15 Doom March pressure
Doom March
22% ramp, 8% HP, 8% damage -> 20% ramp, 10% HP, 10% damage

Late Ascension pressure is easier to understand while monsters hit and survive harder.

  • A1 and A2 now use rounder monster HP and damage pressure so the first Ascension steps are easier to read.
  • A3 still speeds up enemy warnings and now halves timed level-up, Fate, and shared loot decisions, including the Fate reveal hold.
  • A5 magnet pickups now break on a 25% roll instead of always breaking, while boss-cleared map pulls stay guaranteed.
  • A15 Doom March now uses a 20% difficulty ramp bonus with 10% monster HP and damage bonuses.
ascensionbalancepolishing
v0.2.336: Guide legal pages get the full treatment2026-06-10 · Link

The guide Terms and Privacy pages now use the player guide theme, cover current account, offline, co-op, referral, leaderboard, payment, and virtual benefit behavior, and hide the studio game switch unless it is enabled.

Public guide

Legal pages
docs.manapanic.com
Terms and Privacy were short standalone pages outside the guide theme. -> They are full guide pages with current account, offline, co-op, payment, referral, leaderboard, and virtual benefit coverage.

Players can read the legal pages in the same guide experience as the wiki, notes, and leaderboards.

Studio switch
guide navigation
The guide always showed the cross-game switch. -> The switch stays hidden unless the guide build explicitly enables it.

The Mana Panic guide can stand on its own while the other studio game is paused.

  • The Terms page now explains account responsibility, fair play, virtual benefits, Lux Coins, premium, wardrobe cosmetics, run progress, co-op rooms, leaderboards, referrals, service availability, and refunds.
  • The Privacy page now explains browser-local offline data, HL account sessions, run submissions, referral tracking, logs, analytics, service providers, retention, player choices, children, and security.
  • Terms and Privacy keep their existing links in the guide navigation and sitemap while using the same guide layout as the wiki, notes, and leaderboards.
documentationpolishing
v0.2.335: Leaderboards show deeper run details2026-06-10 · Link

The public leaderboard page now supports 25-run pages, filters, sorting, outfit previews, party context, and compact build summaries from validated account runs.

Leaderboards

Public explorer
docs.manapanic.com/leaderboards
The public leaderboard snapshot was a short static list with limited ways to compare runs. -> The page now has 25-run pagination, vocation, ascension, mode, party, and party-size filters plus useful sorting.

Players can inspect more validated runs and narrow comparisons to the type of run they care about.

Run detail rows
leaderboard rows
Leaderboard entries focused mostly on timer, class, kills, and boss counts. -> Entries can include outfit, mount, final equipment, and a compact build summary from the validated run finish.

Ranked runs are easier to understand at a glance instead of only showing the final timer.

  • The leaderboard explorer now paginates 25 validated runs per page instead of stopping at a small fixed top list.
  • Players can filter leaderboard snapshots by vocation, ascension, run mode, solo or co-op party type, and party size, then sort by rank, time, kills, damage, or bosses.
  • Leaderboard rows now preserve outfit, mount, final equipment, and build summary details so public rankings explain how a run was cleared.
leaderboardswikipolishing
v0.2.334: Wiki expands into a player encyclopedia2026-06-10 · Link

The public docs and in-game wiki now cover modes, settings, wardrobe skins, mounts, referrals, NPCs, consumables, chests, bosses, and strategy from the shipped game data.

Wiki

Public docs
docs.manapanic.com
The public wiki focused on a smaller set of generated combat and pacing pages. -> The wiki is organized as a broader player encyclopedia with dedicated pages for current game systems.

Players can learn core run, account, customization, referral, encounter, and loot systems without digging through raw data.

In-game wiki
manapanic.com/wiki/
The in-game wiki leaned heavily on generated monsters, spells, runes, items, corpses, and director sections. -> It now adds readable guide summaries and generated wardrobe, mount, and NPC catalogs.

The in-game reference better matches the current feature set.

  • The public wiki now has a fuller English-first encyclopedia structure with dedicated pages for run modes, settings, wardrobe, mounts, referrals, encounters, consumables, chests, NPCs, bosses, and strategy.
  • The in-game /wiki companion now includes readable guide sections plus generated wardrobe, mount, and NPC catalogs alongside combat data.
  • The referral guide includes current UI screenshots and explains default links, custom links, tracker stats, direct routes, and current premium/cooldown constraints without promising future rewards.
documentationwikipolishing
v0.2.333: Install button works across browsers2026-06-10 · Link

The Settings Download game button now opens the native PWA install prompt when available, otherwise it shows browser-specific install guidance while offline cache readiness is shown separately.

Offline Install

Download game button
settings
The Settings install button could appear disabled when the browser did not expose a native install prompt to the page. -> The button stays useful by opening the prompt when available or showing manual install guidance.

Players have a clear install path on more browsers and devices.

Offline cache status
settings
Offline asset cache progress was hidden from Settings and could be confused with app installation. -> Settings reports cache progress and readiness independently from the install button.

Players can tell whether shipped game assets are ready for browser offline play.

  • Chromium browsers that expose the native install prompt can launch it from Settings.
  • Browsers without a page-exposed install prompt now get useful install guidance instead of a disabled button.
  • Settings now shows offline cache preparing, download progress, ready, failed, and update states separately from app installation.
offlinebugsettings
v0.2.332: Wardrobe previews stay visible2026-06-10 · Link

Saved Skin outfits now stay visible while browsing class spells, and larger lobby outfit previews have more room inside party cards.

Wardrobe Polish

Class card previews
class selection
Saved Skin outfits could disappear when hovering spell icons on the class selection screen. -> Wardrobe skins now render a hover-ready reading layer and remain visible.

Players can inspect spells without losing their equipped character preview.

Lobby outfit frame
party lobby
Wide or tall wardrobe outfits could be cropped inside party lobby cards. -> Lobby previews reserve more room while the party card remains the final visual boundary.

Full-addon looks such as Shaman fit more reliably in the lobby.

  • Equipped wardrobe skins now keep a proper west-facing hover preview on class cards when spell icons are hovered.
  • Large addon outfits such as Shaman have a larger lobby preview frame so the full sprite is not cut off by a tight preview crop.
  • Default vocation previews and larger wardrobe variants keep using the shared anchored sprite path.
polishingwardrobeassets
v0.2.331: Cleaner battlefield HUD and pickup layering2026-06-10 · Link

The desktop XP/status strip is narrower and centered, while chests and pickups now sit behind foreground map objects when they overlap.

Battlefield Polish

Bottom status strip
desktop HUD
The desktop XP/status strip stretched too far across wide screens. -> The strip is capped and centered on desktop while mobile clearances stay intact.

More of the battlefield remains visible during combat.

Pickup layering
world rendering
Chests and pickups always drew above trees and large map objects. -> Foreground map objects can visually cover overlapped chests and pickups.

Loot and chests sit more naturally in layered scenery.

  • Desktop runs now leave more battlefield room around the bottom XP/status strip.
  • Chests, gold, XP, potions, magnets, gear, and runes render above ground detail but can be hidden by foreground trees and large map objects.
  • Mobile and portrait drawer clearances keep the existing fullscreen battlefield layout.
polishinghudassets
v0.2.330: EXIVA playtest polish pass2026-06-10 · Link

Monster hit numbers now show each hit, NPC encounters are less crowded and more repeatable, and HAHAHAHA meter breakage is clearer.

Playtest Polish

Combat feedback
combat text
Rapid monster hits could merge into a misleading larger floating number. -> Each monster hit displays its own damage value with the existing critical-hit punch.

Burst damage is easier to read and compare.

NPC encounters
map NPC events
Rashid left after one sale, Jefrey trades took 30 seconds, and Cyclops/Sam encounter state was harder to verify visually. -> Rashid supports repeat sales, Jefrey trades in 10 seconds, Cyclops previews requested items, and Sam spawns only with a valid anvil workshop.

NPC events are clearer, less crowded, and more useful during runs.

Terrain pursuit
liquid terrain
Monsters could get stuck after entering liquid when the player returned to dry ground. -> Monsters still prefer dry paths but can use liquid traversal as a recovery fallback.

Pursuit recovers instead of stalling on hazard maps.

  • Monster damage text now shows the damage from each individual hit instead of rolling repeated hits into one larger number.
  • Rashid can buy multiple jewelry pieces on the same map with rewards scaling up to a 3x cap, while Jefrey finishes safe trades in 10 seconds.
  • Sweaty Cyclops shows the requested item before delivery, Sam always appears with a valid anvil workshop, and monsters recover more reliably from liquid tiles.
polishingnpccombat
v0.2.329: Shrines return to campaign maps2026-06-10 · Link

Campaign shrines now reserve their full ritual space before optional map rewards, and tester sight tools can reveal or jump to them directly.

Map Events

Shrine placement
campaign maps 1-6
Shrine candidates could reject their own center tile and disappear from campaign maps. -> Shrines validate their ritual footprint correctly and reserve space before optional map fixtures.

Players should find shrine events again during normal solo campaigns.

Shrine testing
tester tools
Tester sight tools revealed portals, chests, mounts, NPCs, and anvils but not shrine state. -> Sight now reveals shrine state, and shrine reveal/goto commands support direct verification.

Tester verification can check shrine spawning without relying on random exploration.

  • Solo campaign maps now place shrines reliably when a safe ritual footprint exists.
  • Chests, mounts, NPCs, anvils, and portals avoid shrine zones and devotion plates.
  • Tester sight commands now reveal shrines, and shrine commands can reveal or teleport beside an active shrine.
bugfixshrinescampaign