HUGE UPDATE!45 trinkets have been added to the game, and now all events have their own unique illustration! You'll notice these upgrades ingame for sure! (All event illustrations were made using DALL-E 2 by OpenAI).
Balance changes
Trinkets
Diamond Hands
Rarity: Common -> Uncommon
It now makes you draw one less card next turn for each card you kept, instead of having you draw no cards at all next turn.
Witch Hat
Rarity: Rare -> Uncommon
Mana Deposit
Now gives one extra spell mana instead of making tower reactivations cheaper.
Spell Cauldron
Now gives one extra spell mana and one extra max health instead of making you recharge one extra spell mana per turn if you haven't received damage during the combat.
New trinkets
Common trinkets
Lightning Bracelet: Effects that disable towers for a set amount of time are half as strong. Gain 3 luck.
Cobalt Ring: Every 40th card drawn, gain one mana. The card counter resets at the start of each combat.
Nova Ring: Every 25th card played, gain one mana and draw one card. The card counter resets at the start of each combat.
Golden Ring: At the end of each combat, gain 6 crystals if you have 12 or more cards in your deck. Gain 15 crystals instead if you have 20 or more cards.
Luxury Badge: Every time you buy a card or trinket in a shop, another random one appears for sale.
Enhanced Explosions: Towers that that shoot projectiles that affect an area get that area increased by 75%.
Blue Spinning Top: Whenever you teleport an enemy, deal 10% current health magic damage to it.
Rage: Everytime you lose health, your towers gain 1.5% fire rate for the rest of the combat.
Esoteric Scroll: Whenever you play a tower that costs 3 or more, draw two cards.
Mystical Scroll: Whenever you play a tower that costs 3 or more, summon a random zero cost tower.
Mighty Scroll: Whenever you play a tower that costs 4 or more, gain 1 mana.
Magical Scroll: Whenever you play a tower that costs 4 or more, stun all enemies for 5 seconds.
White Silk: The first time each combat you cast a card with dispel, add two copies of it to your hand.
Black Silk: Every third card with Dispel you cast, gain 1 mana.
Overgrowth: If you have full health at the end of a combat, gain 1 unfilled max health.
Magical Cards: Towers gain 0.5% fire rate for each card in your deck.
White Pawn: At the start of each combat, spawn a Sentry.
Black Bishop: Sentries last for two more rounds. Add one Sentry to your deck.
Magnifying Glass: Level 3 towers gain 15% range.
Burning Paper: If you have 20 or more cards in your deck, draw one extra card per turn.
Bag of Gold: Gain 120 crystals.
Uncommon trinkets
Teardrop Bracelet: For every 120 crystals you have, you get 1 extra starting mana, up to a maximum of 2.
Enhanced Healing: Every time you would restore health, you restore 1 additional health.
Golden Spinning Top: Whenever you teleport an enemy that is stunned and slowed, deal 20% max health true damage to it.
Storm Conduit: Whenever you play 5 cards in one turn, gain one mana and draw one card.
Dragon Egg: At the start of each combat, gain a random boon. Effects include gaining health, crystals or mana, drawing cards, or spawning a 0-cost tower.
Azure Tree: Whenever you play an enchantment for the third time each combat, gain 3 mana, restore 3 health and gain 30 crystals.
White Knight: At the beginning of each wave, if you lost health last wave, spawn a Sentry.
Black Rook: Sentries last for one more round and have 25% extra range. Add one Sentry to your deck.
Advanced Ruler: Level 3 towers gain 0.15 flat fire rate.
Drowned Page: If you have 25 or more cards in your deck, start each combat with one extra mana and one extra spell mana.
Golden Emblem: At the end of each combat, gain 1 crystal for each trinket you own.
Rare trinkets
Holy Bracelet: Negative events no longer appear. Gain 6 luck.
White Queen: At the beginning of each wave, if you played no towers last wave, spawn a Sentry.
Black King: Sentries last for one more round and deal true damage. Add two Sentries to your deck.
Technical Prowess: Level 2 and 3 towers attack 8% faster. Level 3 towers also gain 8% range.
Technician's Stapler: Whenever you place a tower that costs one mana or less, there's a 25% chance that it levels up.
Luxury Card: You can sell towers that didn't spawn for free for full price. Gain 6 luck.
Angelical Form: Gain 1 extra mana and draw 2 extra cards each round. Add 10 random cards to your deck.
Demonic Form: Gain 66 crystals and 6 luck. Every 66th card played, deal 666 true damage to all enemies.
Pocket Resonator: Every 15th card you play each combat, recast the last non-enchantment spell played this combat. (targets frontmost enemy).
Resonator Expert: Your Arcane Resonators don't get slowed by casting the same spells multiple times. Add an Arcane Resonator to your deck.
Arcane Expert: Your Arcane Resonators don't get slowed by casting expensive spells. Add an Arcane Resonator to your deck.
Magic Palette: For each set of towers in play that normally cost 0, 1, 2, 3, 4 and 5 mana, your towers gain 3% fire rate.
Holy Eucharist: Combats against elites and bosses have two fewer modifiers.
early access 1.22.1
Highlights
This patch aims to alliviate the most frustrating parts of the changes made last patch, and some other parts of the game that weren't very fun at all. In short, the mythic mana offering no longer has a drawback, sector 1 is a bit shorter (remember that the purpose of sector 1 is to build your deck and gain resources, the real challenge and the mana per turn bump begins in sectors 2 and 3), Basic Bomber is no longer useless, and none of the boss trinkets have drawbacks now. See the full changes below.
Balance changes
Systems
The difficulty of each Sector has been adjusted:
Sector 1 is now 10% more difficult.
Sector 2 is now 15% more difficult.
Sector 3 is now 20% more difficult.
Sector 1's combats have been shortened (the other two sectors remain unchanged):
Normal combat: 3 waves (unchanged)
Elite combat: 7 waves -> 6 waves
Boss combat: 9 waves -> 8 waves
Towers
Arcane Resonator
Range: (170, 170, 170) -> (170, 180, 190)
Fire rate: (0.13, 0.3, 0.9) -> (0.14, 0.32, 0.96)
Basic Bomber
Mana cost: 2 -> 1
Physical damage: (18, 40, 96) -> (10, 21, 48)
Fire rate: (0.55, 0.75, 0.95) -> (0.5, 0.7, 0.9)
EMP Wall
Range: (80, 240, 720) -> (90, 270, 810)
Trinkets
Ancient Knowledge (boss trinket)
Start the combat with 2 extra mana. Increase the overload threshold by 4. -> Start the combat with one extra mana.
Berserker Sword (boss trinket)
Towers attack 12% faster. Draw one less card each turn. -> Towers attack 10% faster.
Black Feathers (boss trinket)
Draw one more card each round. Increase the overload threshold by 1. -> Draw one more card each round. Gain 25% more crystals.
Compulsive Reader (boss trinket)
Draw one more card each round. Lose 4 luck. -> Draw one more card each round. Gain 4 luck.
Dark Knowledge (boss trinket)
Draw one more card each round. Shops have 2 fewer cards and trinkets. -> Draw one more card each round. Enemies are 25% more vulnerable to stuns, slows and teleports.
Fairy Wand (boss trinket)
Gain 12 luck. Lose 3 max health. -> Gain 12 luck.
Golden Catalyst (boss trinket)
Reduce the overload threshold by 1. Gain 50% less crystals. -> Reduce the overload threshold by 1. Gain 25% more crystals.
Heart Catalyst (boss trinket)
Reduce the overload threshold by 1. Lose 3 max health. -> Reduce the overload threshold by 1. Gain 2 max health.
Joyful Rattle (boss trinket)
Draw one more card each round. Reactivating towers cost one more mana. -> Draw one more card each round. Reactivating towers cost one less mana.
Kangaroo Plushie (boss trinket)
You can reroll the cards in your hand for 1 mana. -> You can pay 2 mana to discard your hand and draw a new one.
Lion Plushie (boss trinket)
Elites give two trinkets instead of one. Lose 2 max health. -> Elites give two trinkets instead of one.
Manaflow Rings (boss trinket)
Start each combat with 2 extra spell mana. Draw one less card each round. -> Increase maximum spell mana by 1. Restore 1 more spell mana each round.
Dark Harvest (boss trinket)
Obtain 1 more mana every round. Enemies move 20% faster. -> All towers can now target cloaked enemies. Enemies are 10% slower.
Sapphire Gem (boss trinket)
Reduce the overload threshold by 1. Reduce maximum spell mana by 1. -> Increase maximum spell mana by 1. Gain 25% more crystals.
Shining Intellect (boss trinket)
Draw one more card each round. Reduce your max hand size by 4. -> Draw two more cards each round.
Spell Elixir (boss trinket)
Start each combat with 3 extra spell mana. Restore 1 less spell mana every round. -> Increase maximum spell mana by 2.
Bug Fixes
#53: The Orbs can get removed through events.
early access 1.22.0
You should finish your saved runs before updating to this patch, or you'll gain less mana per turn than you should if you are in Sectors 2 or 3!
Highlights
HUGE MANA PROGRESSION CHANGES! Now you gain 1 mana by default instead of 2, and at the end of every boss battle, you'll earn an additional unremovable trinket that increases the mana gained per turn by 1. That means that you'll gain 3 mana per turn by default in Sector 3! There have been a lot of balance changes due to this adjustment, check them out below. Keep in mind that you'll still recharge one spell mana per turn, so spells are now more important than ever in Sector 1!
Six new maps! Two in sector 1, three in sector 2 and one in sector 3.
Now there is a small indicator next to the current mana counter that displays the amount of mana you'll gain next turn.
Many bug fixes! Check them out below.
Balance changes
Systems
The amount of mana you need to have to activate Overload is now 5 instead of 4.
Sector 1 is now around 30% easier, and sector 3 is now around 30% harder.
Sector 1's combats have been shortened (the other two sectors remain unchanged):
Normal combat: 4 waves -> 3 waves
Elite combat: 12 waves -> 7 waves
Boss combat: 20 waves -> 9 waves
Offerings
Rare
Starting mana: +1 starting mana, -4 max health -> +1 starting mana, -5 max health
Mythic
Starting mana: +1 starting mana -> +1 starting mana, -2 max health
Decks
Leading Legacy
Starting mana: 2 -> 3
Wandering Colossus
Now starts with 2 Blizzards instead of 2 Freezing Fogs.
Max health: 16 -> 17
Starting mana: 2 -> 3
Both Ruthless End and Life Absorber have been buffed, check their changes below!
Holy Guild
Crystal multiplier: 30% -> 0%
Starting luck: 3 -> 0
Starting mana: 2 -> 3
This deck's starting trinket (Holy Scepter) has been buffed, check the change below!
Resonating Echoes
Max health: 12 -> 13
Starting mana: 1 -> 2
Air Support
Max health: 14 -> 16
Health regen: 2 -> 5
Starting mana: 3 -> 4
These changes are to compensate for Care Package's nerf, detailed below.
Early Bird
Starting mana: 3 -> 4
Ace in the Hole
Starting mana: 2 -> 3
Enemies
Infiltrator (the cloaking enemy)
Speed: 90 -> 50
Cards
Air Support
Mana cost: 7 -> 8
Care Package
Mana cost: 2 -> 3
Mortar Strike
Physical damage: 300 + 25% enemy current health -> 275 + 25% enemy current health
OVERLOAD!
Mana cost: 2 -> 3
The Pact
Mana gained: 2 -> 1
Now invokes an elite modifier instead of a boss modifier.
Bullseye
Range: (250, 275, 300) -> (275, 275, 275)
Fire rate: (0.14, 0.22, 0.3) -> (0.17, 0.26, 0.35)
Physical damage: (34, 62, 130) -> (34, 67, 150)
Dragon's Breath
Projectiles launched: 12 -> 9
EMP Wall
Range: (60, 180, 540) -> (80, 240, 720)
Now dispels.
Giant's Bane
Physical damage: (11, 31, 87) -> (12, 36, 108)
Max health true damage every 3 hits: (1.5%, 4.5%, 13.5%) -> (1%, 3%, 9%)
Life Absorber
Physical damage: (15, 42, 118) -> (16, 48, 144)
Mystery Box
The turn counter now goes down at the start of every wave instead of at the end. So now the tower can spawn a bit earlier if you place Mystery Box before the wave begins.
Ruthless End
Fire rate: (0.9, 1.1, 1.3) -> (1.1, 1.2, 1.3)
Trinkets
Ancient Knowledge (boss trinket)
Start the combat with 3 extra mana. Reduce maximum overload by 1. -> Start the combat with 2 extra mana. Increase the overload threshold by 4.
Black Feathers (boss trinket)
Draw one more card each round. Start each combat with 1 mana less. -> Draw one more card each round. Increase the overload threshold by 1.
Bookworm (boss trinket)
Draw one more card each round. Lose 6 luck. -> Draw one more card each round. Lose 4 luck.
Fairy Wand (boss trinket)
Gain 12 luck. Reduce maximum overload by 1. -> Gain 12 luck. Lose 3 max health.
Golden Catalyst (boss trinket)
Increase maximum overload by 1. Gain 90% less crystals. -> Reduce the overload threshold by 1. Gain 50% less crystals.
Heart Catalyst (boss trinket)
Increase maximum overload by 1. Lose 3 max health. -> Reduce the overload threshold by 1. Lose 3 max health.
Holy Scepter (initial trinket for Holy Guild)
Increase maximum overload by 1. -> Increase maximum overload by 1. Reduce the overload threshold by 1.
Sapphire Gem (boss trinket)
Increase maximum overload by 1. Reduce maximum spell mana by 1. -> Reduce the overload threshold by 1. Reduce maximum spell mana by 1.
Sweet Candy (rare trinket)
Now it's a rare trinket instead of a boss trinket.
Mana Synthesis (uncommon trinket)
Convert to crystals double the remaining mana at the end of each combat. -> Convert to crystals the remaining mana at the end of each combat.
Bug Fixes
#50: Mystery Box can spawn another Mystery Box.
#51: There's a map in sector 1 that has a tile in which towers can get stuck below the "open damage log" button.
#52: In a custom run, with spell mana recharge at 0, you get 1 spell mana per turn, with it set to 1, you get 2 per turn.
early access 1.21.0
Highlights
Now all decks restore 1 spell mana each round by default! Go crazy with your spellcasting! Some cards and trinkets have been readjusted to accommodate for this change.
One new map in Sector 2, and two new maps in Sector 3!
One new common trinket, say hello to Golden Hook!
Elites and bosses are now a bit longer, and normal combats a bit shorter. Also, elites now have weaker difficulty scaling and stronger early waves. Be careful with elites unless your deck can defend itself well in the early waves!
Many offering balance changes! Check them out below.
Balance changes
Offerings
Common
Fire rate multiplier: +1% fire rate multiplier -> +1% fire rate multiplier, -1 luck
Uncommon
Fire rate multiplier: +2% fire rate multiplier -> +1% fire rate multiplier
Rare
Fire rate multiplier: +3% fire rate multiplier -> +2% fire rate multiplier
Mythic
Fire rate multiplier: +6% fire rate multiplier -> +8% fire rate multiplier
Range multiplier: +6% range multiplier -> +10% range multiplier
Decks
Buffs
Everchanging
Now always starts with the Golden Hook trinket (in addition to the usual random common trinket)
Cards
Buffs
Mana Artillery
Magic damage: (50, 150, 450) -> (60, 180, 540)
Magic penetration: (50, 50, 50) -> (50, 75, 100)
Runic Extractor
Spell mana recharge: (1, 3, 9) -> (1, 3, 9)
Max spell mana: (0, 1, 3) -> (1, 3, 9)
Now dispels.
Trinkets
Manaflow Rings (boss trinket)
Now gives 2 max spell mana and makes you draw one less card per turn.
Spell Elixir (boss trinket)
Now gives 3 max spell mana and makes you recharge one less spell mana per turn.
Bug Fixes
#49: If the random trinket Everchanging gets affects max health or luck, its effect doesn't apply.
early access 1.20.1
Highlights
Lots of balance changes and card pool changes! Check them out below.
Card pool changes
Now each deck has some exclusive cards only available to them. This helps a lot in order to make each deck feel more distinct to each other. There are three decks that ignore card exclusivity: Everchanging (full card pool), Air Support (full card pool) and Deprived Soul (full card pool, except cards that interact with health). The exclusive cards for each deck as of now are the following:
Leading Legacy: Archer, Bomber, Ballista
Wandering Colossus: Static Ionizer, Ruthless End, Life Absorber
#46: Sword of the Meek activates totems every round
early access 1.20.0
Highlights
13 new cards! Say hello to Ethereal Blaster, Tactical Displacer, Arcane Warper, Warfare Displacer, Lightning Rod, Adaptable Striker, Armor Aura, Magic Aura, Dragon's Breath, Mystery Box, Mana Condenser, Doubling Season and Sword of the Meek!
Now each deck has its own card pool! This was one of the game's most needed features, as it makes each deck feel more distinct to each other. You can view which cards are excluded from each card pool clicking on the deck icon in the menu. The card pools are not final and will surely receive changes in the future.
Now there is a toggle in the options menu that allows you to view all card information in your hand.
The game is now around 5% harder in general.
Many bugs in the Known Bugs list have been fixed! Check them out below.
Balance changes
Enemies
Nerfs
Berserker
Speed: 75 -> 70
Speed increase: +40% -> +33%
Resistance against slows, stuns and teleports: 15% -> 0%
Infiltrator
Now uncloaks when receiving slows, stuns and teleports.
Trinkets
Nerfs
Reusable Mana
Each third spell cast, gain 1 mana. -> Each third spell cast, gain 1 spell mana.
Spell Adept
Each fifth spell cast, gain 1 mana. -> Each sixth spell cast, gain 1 mana.
Bug Fixes
#24: When a card draws itself, it gets hidden until moused over
#25: Switching active decks and then continuing a saved run can make you unlock progress in the incorrect deck
#45: The hotkey for opening the deck view doesn't work
early access 1.19.0
Highlights
11 new cards! Say hello to Fissure, Cleanse, Harvest Knowledge, Seismic Impact, Lucky Streak, Fleeting Thoughts, Warp Shock, Delirium, Revitalize, OVERLOAD! and Precision Training!
Now you can see the deck, discard and dispel piles ingame!
Now there is a search bar in the card lists! Very convenient when creating custom runs.
Some balance changes, check them out below.
Many bugs in the Known Bugs list have been fixed! Check them out below.
Balance changes
Buffs
Sledgehammer
Damage: (60, 180, 540) -> (66, 200, 600)
Armor pen: (20, 30, 40) -> (30, 40, 50)
Nerfs
Mana Potion
Mana cost: 1 -> 2
Bug Fixes
#39: Rail Gun's range doesn't scale.
#40: Shots queue when towers have more than 20 attack speed and the game speed is set at 3x.
#41: Enhanced Reinforcements doesn't spawn all available 0-cost towers.
#42: Flat attack speed increases aren't being displayed properly in the Stats view.
early access 1.18.0
Highlights
Now you can import and export Custom Runs! Feel free to share your spiciest custom runs to anyone you like, easier that ever before! Check it out!
Now you can store up to three different custom runs ingame.
Now you can rename custom runs.
Many bugs in the Known Bugs list have been fixed! Check them out below.
Balance changes
Buffs
Medkit
Health restore: 1 -> 2
Infernal Beam
Now the tower doesn't change targets until the current one dies or gets out of range.
Now the tower doesn't change targets until the current one dies or gets out of range.
Retargeting cooldown: (1, 1, 1) -> (1, 0.9, 0.8)
Nerfs
Fulminator
The Fulminator was scaling way too much. It'll still always be better to upgrade them, and they'll still practically win the game by themselves at level 3, but they don't scale that fast now.
Range: (170, 170, 170) -> (200, 200, 200)
Fire rate: (0.3, 0.9, 2.7) -> (0.2, 0.5, 1.5)
Damage: (80, 80, 80) -> (100, 100, 100)
Bug Fixes
#35: Some sources that add crystals (crystal miner, topaz gem, sweet candy, mana synthesis, etc) don't get affected by the crystal multiplier stat
#36: Can't continue custom runs when closing the game and reopening it
#37: Card hotkeys show keys that don't exist when having more than 10 cards in hand
#38: When healing in a Bonfire and closing the game, when starting the game again and continuing the run the heal gets lost
#39: Extra firing progress wasn't carrying over to next frame after shooting, making some towers with different rates of fire have the same DPS
early access 1.17.0
Highlights
Now you can alter the game in many more ways in Custom Runs! In the Custom Runs menu there's now a "Modifiers" panel, check it out!
Significant balance changes to two towers, Fulminator and Vortex, both aimed to make them always strictly better when upgraded to levels 2 and 3. These changes are considered as buffs.
Many bugs in the Known Bugs list have been fixed! Check them out below.
Balance changes
Towers
Fulminator
Now it's always convenient to level up Fulminators. At level 3 they scale harder than ever, practically outright winning the game!
Range: (170, 180, 190) -> (170, 170, 170)
Fire rate: (0.3, 0.32, 0.34) -> (0.3, 0.9, 2.7)
Damage: (70, 210, 630) -> (80, 80, 80)
Vortex
By having a constant firerate across all levels, the shooting pattern is now constant and the tower is more predictable.
Fire rate: (1.4, 2.1, 3.6) -> (2, 2, 2)
Stun duration: (0.5, 1, 1,75) -> (0.33, 1.2, 4)
Bug Fixes
#13: Vortex spawned by random effect fires before first round
#28: If you win a battle with game speed = 0, the next battle will have the stray bullets remain on the screen
#29: The spell mana UI gets weird with more than 10 max spell mana
#30: Hijacker does not take triple damage from All for One
#31: The damage log after a wave doesn't work properly with the toggle that makes it auto appear off
early access 1.16.3
This patch is entirely focused on suggestions made by members of the official Discord server! Feel free to join here and make yours!
There are a LOT of suggestions yet to implement, so there will be many more patches focused on community suggestions in the future!
Highlights
You can now cancel casting cards by pressing right click. This is specially useful when using the number hotkeys to cast cards.
There's now a toggle in the options menu to show an indicator over each card in your hand that shows which number should be pressed to cast it using hotkeys.
There's now a toggle in the options menu to disable the automatic appearance of the panel that shows how much damage each tower dealt that wave.
There's now a toggle in the options menu to disable the recoil animations towers have when shooting.
Atomic Orbiter's orbs now match the tower's colors when leveling up.
Some balance changes, check them out below!
Balance changes
Towers
Infernal Beam
Range: (170, 170, 170) -> (175, 175, 175)
Time required to reach quadruple damage: 7.5s -> 6.5s
Mini Inferno
Range: (100, 100, 100) -> (110, 110, 110)
Time required to reach triple damage: 5s (unchanged)