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v1.28: Beyond One Hundred

Beyond One Hundred. This patch is for the players who'd run out of mountain to climb. Chapter 100 and Tower 200 used to be the ceiling; they're now the doorway. We added 20 new chapters (101 through 120) and 20 new tower floors (201 through 220) so the top of the ladder has somewhere to go. Around that, three structural changes that affect everyone: a Global Chat Lobby so the world feels populated outside your guild, Raid Scoring that finally rewards losses (a hard fight should pay something), and Inventory Caps with auto-dust so the bag-management problem stops being a problem. Combat gets a real fairness pass too: Dodge now answers Magic attacks and AoE attacks, the way it always should have. And in the wings: a near-future release we're not ready to name yet that's going to fundamentally change how you take on the game's hardest content. See On the Horizon for the breadcrumb.


At a Glance

🐕✨ Feature Updates 🐕✨

🐞 Bug Fixes 🐞

  • Hitching and stuttering during combat on older devices has been smoothed out.
  • Guild roster lockup. The game no longer freezes after fast-scrolling the Guild roster and choosing a Raid role.
  • Poison damage. Shiba's poison numbers now render correctly when hit by a poison attack.
  • Chapter 100 completion. The cluster of bugs around finishing Ch100 in Adventure Mode have all been fixed.
  • Gold on the Results screen now matches what you actually earned during the run.
  • Skyward title now unlocks correctly after completing Tower 30-10.
  • Stats screen displays correctly when viewing Expertise information.
  • Equipment red badge no longer shows when there's nothing new to look at.
  • Keyboard no longer covers chat text while you're typing.
  • Multilingual layout pass. Overlapping and misaligned text fixed across multiple non-English languages.
  • Twilight Trader is now reachable in every supported language (the button was being pushed off-screen in some locales).
  • Raid party VFX. Visual effects for your Raid Party members now play correctly.
  • Mini-Game visual performance improved.

🐾 Known Issues 🐾

  • Multiple formatting issues can occur for text when using Discord to chat.
  • An error can occur when attempting to link an account to Discord.
  • Some Frames from the Attire page may have issues unlocking.
  • Guild chat history may reset.

Designer Deep Dive

Two threads in this patch. The first is room to grow: chapters 101 through 120 and tower floors 201 through 220 give the top of the ladder somewhere to climb, and the inventory and chat systems mature so the rest of the game can keep pace. The second is fairness in combat: Dodge finally answers the two attack patterns it should have answered all along (magic and AoE), and Raid Scoring stops treating a hard-fought loss like a no-show. Skip to a section by tapping any link in the summary above.


Beyond Chapter 100: The Endgame Extends

For a long stretch of the game's life, Chapter 100 and Tower 200 were the visible ceiling. Players who'd reached them had nowhere obvious to go next. They were the high water mark by definition, and the game was quietly telling them "you're done." That's the wrong message. The competitors at the top of the ladder are some of the most engaged players we have, and they should have new ground to break. v1.28 ships 40 new pieces of climbing content: 20 new Adventure chapters past 100, and 20 new tower floors past 200.

20 New Chapters: 101 through 120

  • Chapters 101 through 120 are now playable in Adventure Mode for players who've cleared 100.
  • These are tuned for the late-game roster: full-strength sets, mature Expertise progression, and the difficulty curve that the top competitors have been asking for.
  • The aim is more mountain, not a victory lap. Expect each chapter to demand the same level of build refinement that 91 through 100 did, with fresh adventures and biome rotations layered in.

20 New Tower Floors: 201 through 220

  • Tower floors 201 through 220 are live for players who've cleared 200.
  • These are the new benchmark for the Tower leaderboards. The competition above 200 was capped against itself; now it has room to differentiate.
  • The Tower 30-10 "Skyward" title fix mentioned below is part of the same pass. We audited the title-unlock chain for the new floors at the same time.

Two flags for the player community: this is Phase 1 of the endgame extension. We'll keep adding floors and chapters past these as the competitive frontier moves; we'd rather ship 20 new tiers every release than dump a hundred at once and lose the rhythm. And the new content is gated behind clearing 100 / 200. The doorway is real. If you haven't reached the doorway yet, the rest of the patch is still loaded with reasons to log in.


Global Chat Lobby

Until now, the only chat surface in the game was your guild. That's intimate, but it can also be a tiny world. If your guild is quiet, the game feels quiet. The Global Chat Lobby is a public room that lives next to guild chat: a place to ask a question, brag about a build, find a guild, or just hear the world humming in the background. Localized like the rest of our chat surfaces, so a question in Spanish lands legibly for a player reading English.

  • A Global Chat Lobby has been added as a new chat tab. Anyone in your region can read and post.
  • Real-time translation is on by default (carried over from the v1.26 guild-chat work). Type in your language; readers see it in theirs.
  • Guild chat is unchanged: same room, same rules. The lobby is additive.

Raid Scoring: Losses Pay Now

The old Raid Scoring model rewarded the win and ignored everything else. If you stepped into a fight you couldn't quite close, your guild score saw nothing for the attempt. That's an incentive to skip hard fights, which is the opposite of what we want. Raids should reward effort, not just outcomes. v1.28 rebuilds the scoring so a competitive loss still posts points. The harder the fight, the more those losses are worth.

  • All Raid Scoring has been rebuilt. The win bonus is still the headline, but losses now grant points too, scaled to the difficulty of the fight you took on.
  • A guild that takes on harder content and falls short will now usually outscore a guild that only ever picks the safe fight. That was the design intent from day one; the old math just didn't reflect it.
  • Why this matters with the v1.27 raid pass: the smarter Party recommendations and POI redesign in v1.27 made every raid feel more deliberate. v1.28 closes the loop by paying for the hard runs you take based on those recommendations.

Relic Filtering by Set

Relic inventories had grown long enough that finding the four pieces of a specific set meant scrolling and squinting at icons. The filter now reads set membership directly.

  • Filter Relics by Set. In the Relic inventory, the filter dropdown now includes a set selector. Pick a set, see only relics from that set.
  • Stacks with the existing rarity and slot filters. Use them together to pull "all 4-piece candidates for the Hunter set" in two taps.

Dodge Expansion: Magic & AoE Now Answer

Dodge has been a one-trick stat for a long time: it answered physical melee and missile attacks, and it shrugged at everything else. That worked when the game's combat was 80% physical, but it's been a fairness gap ever since the Wizard set, the elemental spells, and the AoE-heavy late chapters arrived. A Striker built around Dodge would feel correctly slippery against a bow, then eat a full Magic Missile to the face. v1.28 extends Dodge to cover both gaps. Not at full strength, because that would invalidate Magic Resistance, but at meaningful strength.

Dodge vs Magic attacks

  • Magic attacks can now be dodged at half your Dodge chance. A hero with 40% Dodge rolls 20% to dodge an incoming Fire Bolt, Ice Spike, or Bolt strike.
  • True damage stays unevadable, same as before. Dodge is a Physical/Magical answer; True still ignores it.
  • A stunned or frozen hero still can't dodge. Crowd control beats Dodge, as it should.

Dodge vs AoE attacks

  • A successful Dodge roll on an AoE attack now leaks half damage instead of the full hit.
  • Single-target Dodges still grant full immunity to the hit. Nothing changes there.
  • This means a high-Dodge hero is no longer the worst position to be in when an AoE lands. You'll feel the difference in fights against bosses that mix big single-target hits with line-clear sweeps.
  • On-hit effects from AoE attacks still trigger on a half-leaked dodge. The half damage flows through the same hit pipeline, so Poison, Burning, and the rest still get their chance to apply. We're tuning the damage down to half, not the interaction off entirely.

Why these numbers

  • Half on Magic keeps Magic Resistance the primary answer to spell damage. Dodge contributes, but a Tank built for Magical Resistance still tanks better than a Striker built for Dodge against a Wizard boss.
  • Half on AoE preserves the value of single-target focus while removing the "Dodge is useless against this boss" pattern. AoE-heavy fights are now a Dodge build's worse matchup, not a broken one.
  • Both numbers came out of the same testing loop we run for set bonuses: thousands of runs, distribution reads, then a tuning pass against the runaway tail. We'll keep watching them in live data.

Enemy Tuning: Toxic Aura

The Enemy Toxic Aura ability (carried by certain enemies, notably some Gorgonessas and the Calamity Cactus) was producing a perverse outcome: the more powerful your hero, the more they were penalized. Every additional attack against a Toxic Aura enemy was another roll for poison, so a fast-hitting Hunter or a multi-cast Wizard ate stacks at a rate a slower hero never would. The aura's design intent is "this enemy is dangerous to engage," not "the better your build, the worse the matchup." We tightened the rule.

  • Enemy Toxic Aura now applies poison at most once per round per unique attacker. A second, third, or fourth strike from the same hero in the same round no longer re-rolls the poison.
  • Multiple attackers still each get their own roll, so a full party engaging a Toxic Aura enemy (some Gorgonessas, the Calamity Cactus, etc.) still feels the threat appropriately. The cap is per-attacker, not per-fight.
  • Why the change: the old behavior was inverting the power curve. Heroes built for high attack speed and combo density were paying a poison tax that slower heroes weren't, which felt like the game punishing investment. The fix preserves the aura's deterrent effect without scaling the penalty against your own DPS.

Chapter 100 Completion Fixes

Chapter 100 was the old ceiling, and the seams showed. Players who pushed all the way through were hitting a cluster of bugs at the moment of completion. The worst possible time to lose state. We've gone through that whole completion path and patched it end-to-end so the players walking through the new doorway into Chapter 101 do so cleanly.

  • Multiple Chapter 100 completion bugs fixed. The issues that hit at the end-of-chapter transition for Ch100 in Adventure Mode have been resolved across the board.
  • This was a deliberate prerequisite for the Chapter 101 through 120 release: we couldn't responsibly add 20 chapters past 100 while the doorway itself was unstable.

Combat Display Fixes

Some of these are bookkeeping bugs that happen to show up at moments players actually look at: a damage number after a hit, a stat readout when planning a build. They feel small in isolation; they erode trust in the numbers when they pile up.

  • Poison damage. When Shiba is hit by a poison-based attack, the damage now displays the correct value. The math was right; the readout was wrong.
  • Gold on the Results screen now matches what you actually earned during the run. The screen was sometimes showing a stale total.
  • Stats screen, Expertise displays correctly. The Expertise breakdown was sometimes rendering with the wrong layout.
  • Equipment red badge no longer shows when there's nothing new in the Equipment screen. The notification was firing on stale state.

Localization & UI Fixes

The localization team has been patching the rough edges in non-English languages for a few patches running. v1.28 is a notable batch: overlapping text, misaligned labels, and one outright unreachable button (the Twilight Trader) all addressed.

  • Overlapping and misaligned text has been fixed across multiple non-English languages.
  • Twilight Trader is now reachable in every supported language. The button was being pushed off-screen for some locales, functionally unreachable for those players. Fixed.
  • Keyboard no longer covers chat text. When typing in Chat, the on-screen keyboard no longer obscures the field you're typing into.

Performance & Stability

Two longstanding performance complaints get attention this release.

  • Older devices, combat hitching. The mid-combat stutter that some older devices were exhibiting has been smoothed out. We re-profiled combat on the older end of our supported device matrix and trimmed the worst spikes.
  • Mini-Game visual performance improved.
  • Guild roster freeze. The game no longer locks up after fast-scrolling the Guild roster and choosing a Raid role.
  • Raid party VFX. Visual effects for your raid-party members now play correctly. Previously they sometimes silently dropped.

On the Horizon

A breadcrumb, not a roadmap. We're heads-down on a release that's going to be a real strategic shift for how players approach the game's hardest content. Not a tuning pass, not a new set; a structural change to the toolkit you bring into a fight you couldn't quite close. We're not ready to name it yet. Two reasons we're flagging it now: the v1.28 work (endgame extension, Dodge expansion, raid scoring rebuild) is the foundation that release sits on, and we want the players who've been pushing past Chapter 100 to know there's a deliberate plan for the wall they keep meeting. Soon. Watch this space.


How We Balance Now

Carrying this section forward each release because it's an evergreen explanation of how patches like this come together. Rigorous testing and player telemetry, with the community in the loop.

  • Thousands of test runs per change. Before any number ships, we put real, fully-built loadouts through the affected content and read the distributions, not single data points: median run, worst-case run, runaway tail. The Magic Dodge half-rate and the AoE half-leak both came out of distribution reads, not a hunch.
  • Telemetry on real player choices. We watch what builds you actually pick, what loadouts win past Chapter 90, what items get equipped and immediately unequipped. Patterns surface bugs faster than bug reports do.
  • Days, not months. The Chapter 100 completion bug cluster was triaged, fixed, and verified inside a single patch cycle once we saw the telemetry pattern.
  • Thank you. A meaningful share of the changes in this patch trace directly back to builds you came up with that we never imagined. The Dodge-vs-Magic gap was a community talking point long before it was a design item; the inventory cap conversation was driven by the players carrying the largest backpacks. You break the game in creative ways. You find the seams. You report the weird stuff. Please keep doing it. The loop only works because you're in it.