The Koi land reveals itself! Explore the mysterious land of the spirits and face the fearsome Eclipseborn in the new zone! We have two new heroes, new items, interactions, a boss, and balance changes!
Koi No Kuni
Welcome to the next zone, Koi No Kuni the land that ascended into the spirit realm!
The bloodmoon shines high Beware the lurking Yokai Your rule's end is nigh
Zone mechanic
The giant red circle represents the light of the bloodmoon, any unit inside it gain 25% extra damage, but nanas from this region also become stronger!
Melee Nana
A common nana in the day, but under the red light it gets 2 armor.
Ranged Nana
A competent archer, this nana fires 2 arrows at once, and ignites them under the red light!
"Mage" Nana
Beware of the legendary sword "mages" from the Koi land, they are able to cut through the entire party! Under the red light, they focus even faster on their singular technique!
Tank Nana
The tough vanguard of the Koi army gets 3 armor under the red light.
Boss
No spoilers here, good luck!
Heroes
All heroes
-Long range attacks changed from 10 units to 8 units -Medium range attacks changed from 4 units to 5 units
*NEW* Oni
Fiery battlefield medic with immense power, the Oni is a Yokai that had to leave the spirit realm due to rising prices on spiritual estate
-Bittersweet Whack: Melee attack that also heals allies, heal power increases with damage -[Lvl 3] About 20% of my True Power: The Oni smacks a foe sending them flying through the battlefield
*NEW* Ronin
Master swordsman looking for a dignified retirement, used to be a Samurai, but his lord ascended as Eclipseborn and left him behind
-Quick Slashes: Strikes twice -[Lvl 3] Steel Storm: Disapears and rapidly slashes enemies in an area
Archer
-Rapid Fire damage (2/3/4) -> (2/2.5/3)
Items
Frost Plate - Haste slow 25% -> 50%
Karghlas' Left Hand - Damage gain from 5% -> 6.66%
Vine Ring - Cooldown and totem duration reduced
Odison's Hammer - Cooldown 5 -> 4
Livine Corselet - Collectible duration increased
Red Vulture Mask - Collectible duration increased
New* Retromancer's Armor
Lose all armor
Gain a damage dealing aura that deals damage equal to armor lost
Consumable Items
-Redwood's Pizza (Rusher) - Damage 15% -> 7% -Sweet Pancake (Hasty) - Haste 15% -> 7% -Bitter Chocolate (Tough) - health 7 -> 5 -Cheesecake (many) - Damage and haste 10% => 5% -Sweet Crepe (many) - Haste and health 10% and 5 -> 5% and 3 -Sandwich 16 (many) - Damage and health 10% and 5 -> 5% and 3
Achievements
-*NEW* Pacifist? - Win a combat node without dealing damage with heroes -*NEW* The Best Defense - Reach 10 armor with items -*NEW* Breathe Deeply - Interaction -*NEW* Losing Patience - Interaction -*NEW* Dimensional Treasure - Interaction -*NEW* The Ronin - Complete the zone with two level 3 Ronins -*NEW* The Oni - Complete the zone with two level 3 Onis -*NEW* Isekai-ed - Complete the zone with only Yokai heroes -*NEW* Eclipse - Defeat the boss
Localization
-A Google Sheets will be provided in the Discord if you want to suggest changes
Extras
-Added random hero pool button
Patch 0.2.4 - Early Access
The King announces new Patch Notes!
The bloodmoon rises! Beware heroes, the lands are crossing the spirit realm as we speak (through this parchment)! This still isn't the release of our next zone, but instead an invasion from the forces of Koi No Kuni! In this patch we are also releasing many hero and item reworks, new items and a new shopkeeper: The Cook! Purify the land of these ghostly invaders and be ready, the next zone is near!
Bloodmoon Event
Combat nodes from the next zone have invaded the realm! This fight is harder than the common combat node, but offers immense reward!
Zone mechanic
The giant red circle represents the light of the bloodmoon, any unit inside it gain 25% extra damage, but nanas from this region also become stronger!
Melee Nana
A common nana in the day, but under the red light it gets 2 armor.
Ranged Nana
A competent archer, this nana fires 2 arrows at once, and ignites them under the red light!
"Mage" Nana
Beware of the legendary sword "mages" from the Koi land, they are able to cut through the entire party! Under the red light, they focus even faster on their singular technique!
Tank Nana
The tough vanguard of the Koi army gets 3 armor under the red light.
The Cook
A culinary artist looking to make spectacular dishes for your majesty! (Unlocked after beating the Kraken)
He isn't interested in gold, he must be paid in tokens! Which of course raises questions over what are tokens really supposed to represent, I mean... you guys have been throwing heroes in a toothy red maw thingie all this time...
... .. . .
Well, the dishes are delicious!
Dishes are consumable items that provide stats without occupying item slots, eat as much as you can!
Heroes
Rogue
-Critical damage 10 -> (10/12.5/15)
Hoplite
-Stacking damage level 3 removed -Now throws a mighty spear that pierces and deals 2x damage after melee attacking 3 times
Imp
-Base damage 1 -> 0 -Burn now deals 2 damage every second, but still deals the stacked damage every 3 seconds -Explosion level 3 removed -Now spreads half the stacks the dying enemy had among nearby enemies
-Melee cooldown 1 -> 1.5 -Melee damage (4/5/6) -> (6/7/8) -Armor 0 -> 1 -Combo heal 4 -> (6/7/8) -Combo bleed removed -Hook hits now also counts toward the combo -Shark cooldown 1 -> 1.5 -Shark damage (4/5/6) -> (6/7/8) -Shark now heals on every hit for (3/3.5/4) -Shark level 3 now gains 300% haste and 200% move speed decaying
Items
Diopside Ring - Now is a tier 2 item and heals 1 health per second
Portable Anvil - Now is a tier 2 item
Crylai's Fragments - Now is a tier 2 item and reduces debuffed enemies armor by 1
Pocket Cleric - Now is a tier 3 item
Poltergeist - Now is a tier 3 item
Frost Plate - Now is a tier 3 item
Shattered Saber
On left: party hasty 30%
On left: party move speed 20%
Damage 75%
Ruined Saber
On right: party damage 30%
On right: party move speed 20%
Haste 75%
Papercrafter's Toy
On back: party move speed 25%
Party haste 50%
Goodwind Boots
On front: party move speed 25%
Party health 30%
Vess' Dirty Spoon - Now heals 4 the opposite hero (front <-> back, etc) every 3 hits
Karghlas' Left Hand - Now grants 5% damage every 3 seconds
Odison's Hammer - Now strikes the closest enemy for massive damage, the closer you are, the harder the hammer falls!
Dark Pauldron - Now grants 20 block if surrounded by 10 or more enemies
Necronomicrown - Now summons 2 Necronanas that are really tough, but can't be healed
NEW* Vine Ring (Tier 3) - Periodically plants a totem that heals nearby allies, the totem can be destroyed by enemies!
NEW* Red Vulture Mask (Tier 3) - Enemies drop orbs that can be collected by mask wearers to heal 1 and increase damage by 15% for 30 seconds
NEW* Burning Plate (Tier 3) - Every time the character gets damaged, gains 5% damage, up to 125% damage
NEW* Blazing Helmet (Tier 4) - Increases damage by 250%, decreases health by 80%
Consumable Items
-Redwood's Pizza (Rusher) - Increases damage by 15% -Sweet Pancake (Hasty) - Increases haste by 15% -Bitter Chocolate (Tough) - Increases health by 7 -Cheesecake (many) - Increases damage by 10% and haste by 10% -Sweet Crepe (many) - Increases haste by 10% and health by 5 -Sandwich 16 (many) - Increases damage by 10% and health by 5
Extras
-Elite Waves have been rebalanced -You can now use only one token to upgrade heroes by using right click
Bug Fixes
-Characters getting on top of each other in the tooltip -Broken Deep synergy -Turtle druid becoming permanently slowed -Double reset on shop
Patch 0.2.3 - Early Access
The King announces new Patch Notes!
In this patch we are adding in the framework for our localization system and some balance changes! Some changes will heavily impact our "hypercarriers", but we will be revising them in the next round of changes.
Localization
The localization system is ready, we are delivering a very, very rough first translation using online translators to see if everything falls into place correctly (no missing chars, formating, etc), these will be ironed out as we advance development.
We currently are working on professional partnerships for Portuguese, Chinese, Korean, and Japanese. If you would like to help us translate the game to your language, join us in the Discord!
Heroes
-Armored heroes now have 2 armor
Sharkmancer
-Health (30/37/44) -> (25/30/35) -Armor 0 -> 2 -Lil'Shark has the same health and armor as the Sharkmancer
On previous patches we have increased bosses' HP massively and increased all other heroes' damage, but there is still an enormous gap that makes "fair" comps not fun to play against super bloated HPs or make the game trivial for hyper carriers if the HP is fair.
We've been testing different options to balance this gap and the outlier is always how hard the flat damage items scale on fast attacking heroes. We will look into the most impacted heroes to help them not fall too far behind and keep being fun picks in a future patch.
Deep Zone
Melee Nana
-Bleed REMOVED -Now gains a burst of movement speed when reaching 50% health for 1.5 seconds
Kraken (BOSS)
-Left Eye now shoots a delayed projectile that deals (10/20) damage on a small AoE instead of a quick burst of 4 fast projectiles -Right Eye also does the same thing, but in the right side -"50% HP Cool Moment" Eyes also does it, but all over the place
Random Peaking Eye
-Also doing it, but randomly
We are trying to reduce unfun frustration and add in fun frustration movesets to the Deep Zone, we are experimenting with a more impactful but less guaranteed option for the Kraken, so tell us if this feels better!
Bug Fixes
-Huntress getting perma slowed after starting a trap cast
Patch 0.2.2 - Early Access
The King announces new Patch Notes!
We are pushing in the changes from the beta and some minor details. The next zone is in production right now and we can't wait to share more info on it! Still, we don't want to leave the game too stale while the big content patch is coming so we might be doing some light adjustments in the meantime.
For the next patch we are looking into tank's tankness, we feel most heroes supposed to tank don't have base stats to properly tank in the mid game before getting fully geared up, feel free to share your thought on the topic as we do internal testing.
Save System
Reworked saving, it will support cloud, have a few internal backups, scale better, and restore saves from your Steam achieves if things got too corrupted!
Hotkeys
You can now use hotkeys to speed up shop purchases: -Hold an hero/item + Q -> Auto-sell -Hold an hero/item + WASD -> Drop thing on corresponding hero -Hold an item + Space -> Drop thing on the precious King -E -> shop lock/unlock -R -> reroll
Heroes
Huntress
-Faster trap setup and cooldown, increased trap damage (she had wrong tooltips all around, she actually did x3 damage on hunted targets all this time lol) -It should be harder to push the Huntress and cancel channel now -Bosses only get Hunted for 6s and cleanse the debuff on the 50% stage
Druid
-Turtle druid now blocks 1 damage all the time and (3/4/5) when tucked in -It should be harder to push the Turtle druid and cancel channel now -Druid druid now deals 2 damage at all levels instead of (1/1.5/2)
Cleric
-Cleric now deals 2 damage at all levels instead of (1/1.5/2)
Bosses
Druid
-Health reduced to (2500/3000) -Scythe damage increased on Wicked difficulty to 40
Owl
-Health reduced to (2500/3000) -Melee attack removed -Ice Volley increased to (4/6) -Blizzard slow decreased -Blizzard damage increased on Wicked difficulty to 20
Kraken
-Health reduced to (3000/3500) -Tentacle summon damage increased on Wicked difficulty to 40 -Static tentacle damage increased on Wicked difficulty to 50
Bug Fixes
-Resolution cutting top and bottom on some monitors -Fixed an error that made the new save system softlock new players -Captain now correctly increases buff power with levels (was only giving +50% all the time) -The kraken no longer gets an extra tentacle on wicked difficulty
Patch 0.2.1 - Early Access
The King announces new Patch Notes!
Coming in hot with a follow up patch to add in difficulty systems! Tell us if the easy mode is too hard, the hard mode too easy and if the normal mode is too... uncommon..?
Also, to celebrate the realease of Backpack Hero, we are adding in a temporary thematic item! A backpack of course!
This is NOT a hotfix regarding Druid and Huntress, keep the feedback coming so we can adjust them in a future patch. We want to hear how these heroes fare in a difficulty you are more comfortable with.
Core Systems
Difficulty
Difficulty systems are here! The base difficulty of the game got decreased (nanas have less damage, bosses have less health and damage and so on and so forth).
Fun
The fun mode comes with +1 gold for every combat zone so you can mess around with crazier stuff that wouldn't fly in harder modes and get those pesky achievements that require specific items.
Normal
The normal mode is the new baseline without extra gold, most players should feel comfortable here.
Wicked
Wicked mode is the tough stuff, nanas have the standard damage, shadow heroes are level 2, and bosses are harsher! Good luck :3
Items
As celebration for Backpack Hero's release, we are celebrating with a temporary adventure backpack at the start of each run! Go check them out!
Backpack Hero (the item)
+15 Health
+25% Healing
Patch 0.2.0 - Early Access
The King announces new Patch Notes!
Third patch brings in the green! The woodlanders rise to fight back the fell druid and restore the land! These new fellas are fierce, wild, and are a bonus on our Early Access goals!
Core Systems
Run economy
Since we've added new nodes to the late game, gold gain got a little out of hand in the late game, we are also tackling interaction node's effectiveness and epic node's blandness.
Reduced gold gain by 1-2 on late game nodes.
T3 and T4 discovery rate in the shop decreased on late game shops.
Now elite nodes also rewards an epic item (T3).
Reduced token and gold gain.
Heroes
Druid
Adaptable hero that can fill the role of tank, healer or fighter
Good at: Adapting to the party's needs Bad at: Area damage and range
Many Forms The druid changes forms depending on what position he is
[Front] - Turtle form Able to leave the party and takes lots of punishment
[Left/Right] - Wolf form Gains haste while fighting ferouciously
[Back] - Druid... form? While in his basic form, the druid can heal allies with regeneration magic
Huntress
Cunning fighter that sets up traps and slays prey
Good at: Controlling zones Bad at: Fighting before preparing the field
Kukri Slice
Melee strike, deals double damage to Hunted targets
Set Trap
After standing still, sets up a trap that roots, damages and Hunts the first enemy that steps on it
Archer
Rapid Fire
Cooldown 2 -> 2.5
Synergies
Woodlanders
Collect healing sacred lilies to restore the sanctuary
The sanctuary provides bursts of periodic healing
Deep
Damage 5 -> 10
Interactions
3 new global interactions!
The Rope Bridge Sculpture Festival Fishing Episode
Items
Incendiary Glove radius 2 -> 1.25
9 new interaction items
Achievements
12 new achievements relating to the new heroes, synergy, and interactions.
Achievements are now ordered by type and whether they are completed or not.
Bosses
Druid
Health 3000 -> 4000
Barkskin gain instances 5 -> 6
Summoned dog health 5 -> 15
Owl
Health 3000 -> 5000
Ranged damage 5 -> 6
Melee damage 6 -> 7
Frostchicks health 30 -> 40
Kraken
Health 4000 -> 5500
Eye cooldown 5 -> 4
Eye slow 20% -> 15%
*Massive explosive eye thing* main target damage 20 -> 30
Eyeling health 30 -> 40
Enemies
Spore Mage Nana
Slow 20% -> 10%
Smoll Things
Token and Synergy panels can be dragged down to acomodate the new synergy
Bugs
Ghost reroll
Gramatical errors
Patch 0.1.3 - Early Access
The King announces new Patch Notes!
Second patch is out! This time we are introducing highly requested features and tackling in the weak side of sustain in the party, we will keep an eye out for healer stacking strategies for the next chapters.
This patch is dedicated to the victims of the @everyone incident over at the Discord. May your notifications rest in peace.
Core Systems
Hero Selection
After beating the first boss you will be allowed to pick any hero to start with. After beating the second boss you will be allowed to customize your hero pool to keep only your favorites! Minimum of 12 heroes in the pool.
Adventure Map
Nodes to reach the boss increased by 2 after the chest. This change will allow us to better play with high level and equipped parties for longer, but it also means there will be a spike in powelevel before reaching the boss. We will monitor if bosses will need help in future patches so give us feedback on how the end game feels!
Heal Power
Heal Power no longer applies to both out-going and in-going heals, instead the highest source of Heal Power is applied. This means that if a Cleric with 50% tries to heal a Berserker with 100% Heal Power, the incoming heal is only increased by 100%.
Special Effect Item Scaling
Tooltips will now properly display the real attribute values of the special effect items. This is a visual adjustment, they already scaled off the hero's attributes.
The King now provides better scaling sustain for your party. Main healers are being watched for their dominance, but since this patch already touches into too many aspects of sustainability we will leave possible nerfs for the future.
Archer
Rapid Fire
Cooldown 3 -> 2
Barrage
Cooldown 30 -> 25
Now moves towards closest target after being invoked!
Captain
Even in death...
Nanas that stay alive are healed to full
Nana movement speed 1 -> 1.5
Cleric
Holy Whack
Damage 2 -> 4
This should make it less likely that mad men take 1 HOUR to kill the boss
Deep Cultist
Reach of the Old Mother
Now only strikes when tentacle is in range of the target
Tooltip now says the damage delay
Gaze of the Old Mother
Now correctly applies its damage
Imp
Hurl Flame
Cooldown 1 -> (1.5/1.083/0.666)
Damage (2/2.5/3) -> 1
Range medium -> short
[Devil plays Dev, Author Unknown]
Items
Items now sell for their half their value rounded up.
Basic Heal Power items got nerfed in half, but alternative sustain items got buffed.
Emerald Shard
Heal Power 50 -> 25%
Life Tender's Cross
Heal Power 100 -> 50%
Emerald Light Crest
Heal Power 150 -> 75%
Heart of Ent
Heal Power 250 -> 150%
Pocket Cleric
Cooldown 120 -> 60s
Livine Corselet
Heal 2 -> 4
Diopside Ring
Heal 1 -> 3
Heal tick interval 1 -> 2 seconds
Bosses / Zones
Druid
Recovery delay after Heavy Cleave increased
Owl
Zone Bitter Cold base Frost per second 5 -> 2
Owl Frost/second increase in second phase 10 -> 4
No longer forces 100 Frost in mid phase
First phase movement cooldown 7 -> 10
Kraken
*Massive explosive eye thing* now ramps up in velocity
*M.E.E.T.* now deals half damage to secondary targets
Corals now have a bluish background in their recharge bar for clarity
Smoll Things
Barkskin doesn't trigger if damage is equal to 1
Ruined Saber Tooltip:
NEW* A blade from a bygone age used to rally troops long forgotten
Frost Plate's Tooltip: No longer brings shame to my family
mSlow
Achievement Cleric Only Run: Text rewritten for more clarity
Block now says Blocked when blocking
CrushforceX said he did something but I forgo :skull:
Bugs
Frost Plate's aura now properly slows enemies' haste instead of increasing it
Random Blackscreen bug fixed for good this time
Transparent units no longer lose their fade when receiving Frostbite
Teaser!
Two strangers approach...
0.1.2 Hotfix!
Changes
Druid boss summon dog spell nerfed
Updated a soundtrack that had a change, it is fantastic! Thank you Tad :)
Captain's Ghost Nanas were dealing unintended extra damage
Special effect items that don't stack now say so!
Bugs Fixes
Interaction nodes giving double the gold amount
Special effect items tooltips in compendium
Some grammar fixes
Patch 0.1.2 - Early Access
The King announces new Patch Notes!
Welcome all to our first patch! We are so happy to finally open up our early access and the community response couldn't be greater! Thanks to your engagement in our communities we were able to find many bugs and balance issues (they weren’t that well hidden tbh), so keep the feedback coming!
Movement
Heroes can no longer collide with one another
All movement has roughly doubled
Slowing effects have been adjusted
We felt the pacing of the game could get a boost now that everyone is more or less used to our wacky controls, and the constant collisions while getting affected by a slow were getting old so we got rid of that. We are excited to hear feedback on this one!
Armor
No longer reduces damage by 1 per armor point
Now follows the formula: (Armor * 0.2) / (1 + |Armor| * 0.2)
Stacking armor was too effectively too quickly, with this new formula, larger hits will be more affected while smaller damage (vast majority) instances won't be trivialized.