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v1.27 - We Don Sharp the Edges

We Don Sharp the Edges. Na polish patch wey also be foundation. We dey use v1.27 make early chapters feel as rich and alive as late game - new NPCs, smarter feature unlocks - and to lock down Guild Raids as the deliberate, smart system e suppose be before we start build on top am. Combos and Rime Crystal finally dey fire the way tooltips always promise, Calamity Cactus don stop to give free poison stacks, and the v1.26 damage-type rebuild don get the follow-up sweep e always go need.


At a Glance

πŸ•βœ¨ Feature Updates πŸ•βœ¨

  • Guild Raids POI events don redesign with simple, impactful adventure choices.
  • Smarter Party Recommendations before you go out raid.
  • Smarter Picks - Party members dey make better picks. Healers dey pick more heals.
  • Better party layout for screen - Guild Raid party members dey space out clean clean.
  • Raid Keys don become more exclusive now - the best way to earn them na leaderboard events.
  • Apple Login don available to recover your account.
  • New VFX for Expertise progression.
  • "Next Chapter" button for Adventure Mode results screen - speed through reach your next chapter.
  • Post-battle performance summary - Performance summary with grade and helpful tips go show when you finish Adventure chapter or Guild Raid.
  • Once Upon a Fallen Star Pack price don reduce.
  • Calamity Cactus poison don rebalance. The Cactus poison na byproduct of e prickly spikes - and well-prepared hero fit avoid those spikes now.

🐞 Bug Fixes 🐞

  • Magic Books dey deal magic damage for first attack now - first-hit type was wrong before.
  • Guild Chat language select popup no dey pop up too aggressively again.
  • Select Party screen no dey lock up by fast tapping again.
  • Combos dey trigger correctly. Combos now dey fire from your main attack chain and each follow-up based on your hit-count bonus - fix compound bug wey was rolling combos too often.
  • Rime Crystal damage bonus stacking don fix - bonuses now dey stack the way tooltip always promise.
  • Some chests were not giving ingots; fixed.
  • Cooldown message now dey appear after name change.
  • IAP purchases wey no drain on the client when app kill mid-fulfillment now dey redeliver correctly.

🐾 Known Issues 🐾

  • The rewards modal fit not close when you tap card frame for rewards screens.
  • The Skyward title no dey unlock after you complete Tower 30-10.
  • The Twilight Trader button dey cut off for some languages and e hard to tap. Switch languages to access if you need am. Fix dey come for this one soon.

Designer Deep Dive

Two threads dey run through this release. The first na early-game polish - new NPCs wey dey animate chapters 1-3, key feature unlocks wey don re-place where them dey shape the run most, and small textures don sharp - so early hours feel as alive as late game already dey feel. The second na Guild Raids as foundation - POI events, recommendations, party picks, screen layout - because raids na core pillar wey we go keep building on, and the base need to feel deliberate before expansion land. Plus combat-fundamentals fixes (Combos, Rime Crystal, Magic Books) and v1.26 damage-type follow-ups. The Damage Types & Elements chart na the live reference for every weapon, ring, pet, mount, and skill.


Early Game - More Inviting

Early chapters na where players dey form their first impression of the world, and we want them as rich and alive as late game already dey feel. v1.27 dey start that work - new NPCs dey animate chapters 1-3, two key feature unlocks don re-place for the moments them dey shape the run most, and the path to your first real choices dey read more like journey, less like tutorial.

  • New NPCs for Chapters 1-3. The Green Knight now dey greet players for Chapter 3 blight entry; new NPC art don integrate across earlier chapters to make the world feel populated and story beats land. The battle pass surface no longer dey dress as NPC - e get e own UI now.
  • Guild unlock - re-placed. Guild now dey open for Chapter 3 Day 30, the moment players actually get team identity wey worth bringing into social layer.
  • Fast Travel unlock - re-placed. Fast Travel now dey open for Chapter 2 Day 20 - placed where e dey shape the run, right when players dey start to plan routes.

Guild Raids - Quality Pass

Guild Raids go be core pillar of the game - we go keep building on am for releases to come - and the base need to feel deliberate before expansion land. v1.27 na the foundation pass. The POI events were arbitrary, so we redesign them. Recommendations were generic, so we make them smarter. The party picks were oblivious to role, so we teach them about am. The screen was cluttered, so we clean am up. Four targeted changes wey together dey make the whole mode feel like the cohesive system we want to grow from.

  • POI events don redesign. Each Guild Raid POI now dey offer simple, meaningful adventure choice - and the impact dey show up front so you dey pick with the trade-off in view, not guessing.
  • Smarter Party Recommendations. Before you go out to raid, the recommendation panel dey read your team and surface Party picks wey actually fit. Less noise, more signal.
  • Smarter Picks. Companion picks during the raid now dey respect role tags - Healers dey pick more heals, Strikers dey pick more damage. Your party dey read more like team, less like four random heroes.
  • Better screen layout. Party members dey space out across battle screen instead of stacking; dey read cleanly on every device size.

Raid Keys

We dey shift where Raid Keys dey come from. Leaderboard events become the primary path; Raid Keys dey feel exclusive and worth chasing instead of always available for purchase. Same expected key supply for committed players, but the pursuit dey feel meaningful again.

  • Leaderboards na the best way to earn Raid Keys.

Account & Recovery

We don dey add social-login surfaces one at a time. Apple Login now join the recovery options.

  • Apple Login dey available as account-recovery option alongside the existing methods.

Adventure Flow

Three grace notes. New VFX dey make the Expertise progression feel like real beat instead of quiet stat tick, the new "Next Chapter" button dey cut one click out of the most repeated player flow for the game, and new post-battle performance summary dey give immediate feedback - grade and helpful tips - right when battle end.

  • Expertise progression VFX - new visuals for when Expertise dey level up, so the moment land.
  • "Next Chapter" button for results. Skip the menu hop after chapter clear.
  • Post-battle performance summary. Performance summary with grade and helpful tips dey appear when you finish Adventure chapter or Guild Raid.

Enemy Tuning

The Cactus poison na byproduct of e prickly spikes - that na the fantasy, and the fantasy dey stay. The change: well-prepared hero fit avoid those spikes now. Still thorny enemy, still real threat - but build dey matter.

  • Calamity Cactus - poison rebalance. Application path don tighten so prepared hero fit mitigate or sidestep the worst of am. Build matters.

Combat Fundamentals - Fixed

Two corrections this patch wey dey change how plenty builds actually feel. Combos were silently rolling more often than designed because trigger condition wasn't reading hit-count bonus correctly - that don now respect end-to-end. Rime Crystal stack bonus was additive when e suppose compound, so long fights with the gear feel nothing like the tooltip claim. Both fixed.

  • Combos. Now dey fire from your main attack chain and each follow-up based on your hit-count bonus - close compound bug wey was rolling combos too often.
  • Rime Crystal stacking - fixed. The bonus now dey properly stack; long Rime fights finally feel the way the gear promise.
  • Magic Books - first-attack damage type. Magic books now dey deal magic damage for the very first hit, not just on follow-ups. The Damage Types & Elements chart dey reflect the corrected profile.

UX & Flow Fixes

  • Guild Chat language picker no dey pop up too aggressively again.
  • Select Party screen dey stay responsive under fast tapping.
  • Cooldown message now dey display after name change.
  • IAP recovery. Purchases wey app kill interrupt mid-fulfillment now dey redeliver correctly when you return.
  • Chest reward correction. Some chests were not giving ingots; that don fix across affected chest types.

How We Balance Now

We dey carry this section forward each release because e na evergreen explanation of how patches like this dey come together. Rigorous testing and player telemetry, with community in the loop.

  • Thousands of test runs per change. Before any number ship, we dey put real, fully-built loadouts through affected content and read distributions, not single data points: median run, worst-case run, runaway tail.
  • Telemetry on real player choices. We dey watch what builds you dey pick, what loadouts dey win Chapter 3 on first try, what items dey get equip and immediately unequip. Patterns dey surface bugs faster than bug reports.
  • Days, not months. Most of the v1.26 damage-type follow-ups for this release surface in testing first, then confirm in live data within 48 hours of v1.26 shipping.
  • Thank you. A meaningful share of these changes dey trace directly back to builds you come up with wey we never imagine. You dey break the game in creative ways. You dey find the seams. You dey report the weird stuff. Please keep doing am - the loop only dey work because you dey inside am.