Thank you to Steam for organizing the Party-Based RPG Fest - September 14th - 21st Underboard recently released its 2nd major content update: The Endless (full patch notes) View game page And we have big plans for where the game goes from here. So please be sure to add it to your
Thank you to Steam for organizing the Party-Based RPG Fest - September 14th - 21st
Underboard recently released its 2nd major content update: The Endless (full patch notes)
And we have big plans for where the game goes from here. So please be sure to add it to your Wishlist, and considering picking it up during a future sale!
Endless Changes The Zone Level Multiplier in endless runs now starts scaling much faster after zone 4, but it still has the same cap at map 32. This is intended to have a more distinct separation between the early, mid and late parts of the progression curve in an endless run: Zo
Endless Changes
The Zone Level Multiplier in endless runs now starts scaling much faster after zone 4, but it still has the same cap at map 32. This is intended to have a more distinct separation between the early, mid and late parts of the progression curve in an endless run:
Zones 1-4 serve as the early part of the run where you should have plenty of time to build a starting team.
Zones 5-16 serve as the middle part of the run where the difficulty starts ramping much faster and your team really starts to get tested. Notably, you now reach zone 16 with a 400% multiplier (from 270%), and this is still the earliest zone where you can fight the unique endless boss.
Zones 17-32 serve as the late part of the run where min-maxing your team becomes the focus if you want to keep climbing and reach the difficulty cap at zone 32 with the 1000% multiplier.
Mastery Changes
Reserved Mind now requires 2 Mastery Slots (from 3).
Blood Conversion now requires 2 Mastery Slots (from 3).
Temporal Priority now requires 2 Mastery Slots (from 3).
Amplification Pact now requires 2 Mastery Slots (from 3).
Life Oath now requires 2 Mastery Slots (from 3).
Master Navigator now reveals 6 random areas on map start (from 5).
Exceptional Chests now grants +20% Influence Chance on a random chest per map (from 15%)
Rebuke now grants +10 Thorns at 3 points (instead of +100 Armor on Wounded).
Changes
Your mastery loadout is now shown above the portals before starting a run, with a clearer visual of empty mastery slots you could still fill.
Your alternate dialogues chosen in each zone are now displayed below each portal. This allows you te easily see what dialogue branches you haven't chosen, what attributes you need to chose them, and thus what boss masteries you're still missing.
Fixes
Fixed combats not ending if the last enemy you killed was one of your own characters with the charm debuff. Combats now end correctly if this happens for either team.
There are still more patches we want to make to keep adding quality of life features, and we'll keep looking for improvements to the overall balance and difficulty curve of the game.
Endless Runs Changes We want to have a difficulty cap in endless runs to serve as a benchmark for your teams and a good stopping point if you only care about beating the content. The thing is that some players want to keep going after that to min max their teams, but we felt the
Endless Runs Changes
We want to have a difficulty cap in endless runs to serve as a benchmark for your teams and a good stopping point if you only care about beating the content. The thing is that some players want to keep going after that to min max their teams, but we felt the difficulty cap didn't provide enough increase in difficulty for those players.
Nerfing player power across the board in order to make the difficulty cap harder would make things too hard for new players, but we also didn't want to just make the difficulty cap harder without giving enough time for players to prepare their teams for the added difficulty, so we knew we had to extend the journey to reach the difficulty cap as well.
Endless runs still progress in difficulty the same way until map 16, where they reach a Zone Level Multiplier of 270%, but now that multiplier continues to increase up to map 32, reaching a Zone Level Multiplier of 1000% and serving as the new difficulty cap.
Notably, the masteries from the unique Zone Boss in endless runs can still be unlocked at map 16, and there is no added reward for beating the boss at map 32. The intention is that players can feel satisfied after getting the rewards from the boss and stop there if they don't care about min maxing their teams, but if they do the game now provides more progression towards the difficulty cap, making the experience more interesting to beat and more rewarding once you get there.
It's important to state that our intention with endless runs as the hardest content in the game, is that only above average teams should be able to beat the unique Zone Boss in map 16, which is the earliest you can fight him. And only the best teams in the game should be able to beat the boss a second time in map 32 at the new difficulty cap.
We also did a balance pass to prevent some enemy skills from scaling beyond intended numbers while playing with high Zone Level Multipliers:
Omen now only gains 5 Hidden Seconds with her Shadow Step skill (instead of scaling with her Skill Power).
Wendarko now only gains 5 Hidden Seconds with his Devouring Shadow skill (instead of scaling with his Skill Power).
Jespring now only gains 6 Sure Dodge with his Mad Twist skill (instead of scaling with his Skill Power).
Teankpot now only grants 5 Hidden Seconds with his Emergency Steam skill (instead of scaling with his Skill Power).
Spectracle now only gains 5 Hidden Seconds with his Escape Trick skill (instead of scaling with his Skill Power).
The Ninja in the Horizon boss now only gains 5 Hidden Seconds with his Hidden Blade skill (instead of scaling with his Skill Power).
We'll keep looking for any feedback regarding endless runs, their balance up to maps 16 and 32, and other enemy outliers like the previous ones.
Changes
Added a section in the collection for character passive skills. You can collect passives by picking a character with a passive you haven't picked before. Rerolling a character passive into one you haven't picked before also works.
Portals in endless runs now also show the Zone Level Multiplier of the next map.
Characters with higher Maximum Health now display their UI Health bars in a way that allows to see their block segments more clearly.
Fixes
Fixed enemy summons not gaining the Zone Level Multiplier and Zone Modifiers after spawning.
Fixed the Soul Fracture skill from Espirage not cloning evolved characters properly. The clones are now also evolved if the target was evolved, instead of the clone just being Level 3.
Fixed the trait Rebuke, the item Voodoo Doll, and the passive skill Shockwave not affecting hidden enemies.
Post Patch Update
Fixed combats being able to end in a tie. Now only the first team that kills all their enemies wins, be it your team or the enemy team. This was causing a few different bugs that all broke the normal flow of combats ending normally.
Fixed charmed enemies not ending the combat after they died and there was no other enemies to keep fighting. This was causing your characters to stay still indefinitely as the combat was still going but there was no way to end it. Now the combat ends if the only remaining enemy is charmed and dies.
Changes Items and spells in the collection now show their quality upgrades. All maps now have 1 less normal combat and 1 more superior combat. Besides the additional difficulty, this also gives the first map more interesting navigation decisions and buffs how many consumables fro
Changes
Items and spells in the collection now show their quality upgrades.
All maps now have 1 less normal combat and 1 more superior combat. Besides the additional difficulty, this also gives the first map more interesting navigation decisions and buffs how many consumables from superior combats you can get per map.
The mastery trait Mind now grants 30% Skill Resistance on its first bonus (from 20%). This means that the first bonus of Mind is no longer a downgrade when compared to Preparation, which is the base trait Mind replaces with its mastery.
The quality upgrades for the Power Conduit spell now grant a base Inspiration amount of 1 / 2 / 3 (from 1 / 1 / 2), but now grant additional Inspiration equal to 3% of Available Mana at all qualities (from 3% / 6% / 10%),
The Moon spell now grants its "+5% Maximum Mana per combat completed while undefeated" as an additional amount of flat Maximum Mana, instead of as a percentage that multiplies your total amount of flat Maximum Mana. This means that gaining or losing other sources of flat Maximum Mana won't change how much Maximum Mana you have gained from The Moon, making this bonus more consistent.
Fixes
Fixed a rounding error making Attack Range modifiers from items with quality display different values from what they provide.
Fixed swapping characters not setting trait counts correctly.
Fixed the red portal in endless runs appearing closed after loading a run.
Fixed the interactable to save your team in an endless run not disappearing after crossing the portal to the next map. It now also has a tooltip that explains what it does.
Post Patch Update
Fixed the forge allowing to enhance merged items at max quality.
The Moon spell now grants "+5 Maximum Mana per combat completed while undefeated" instead of +5% of your Maximum Mana. This still lets The Moon be a way to scale Mana infinitely, but it won't literally bug the game by being able to reach millions of Maximum Mana after a dozen maps or so anymore.
We're also working on adding the new character passive skills to the collection, among other things.
Changes The Bonfire Navigation mastery now requires getting a team of 7 characters instead of 9. This allows to unlock the mastery before endless runs again. The Zone Boss in the Horizon Paths was still blocking many players from unlocking endless runs. Now the phase 2 of the bos
Changes
The Bonfire Navigation mastery now requires getting a team of 7 characters instead of 9. This allows to unlock the mastery before endless runs again.
The Zone Boss in the Horizon Paths was still blocking many players from unlocking endless runs. Now the phase 2 of the boss has about -10% Maximum Health, -20% Total Resistances, -20% Attack Damage and -15% Skill Damage, but their Convergence trigger skill now grants 40% Maximum Health and Heal to allies on death instead of 30%. This should allow more players to win the fight directly, but it also makes it easier to kill at least one enemy in that phase to start gaining progress through the Ghost system across multiple rounds.
The mastery trait Slice was trivializing the new boss in endless runs due to his high Maximum Health, so it no longer grants "+3% Target Health dealt as Piercing Damage on Critical Attack", it now grants "+30% Penetration with Critical Attacks" instead.
Forge Changes
Previously the Forge was the only way to upgrade your items by either enhancing them with an additional random modifier, or merging 2 items together, and each Forge option also has a mastery that upgrades it.
Now that we introduced item quality you can also increase the magnitude of their modifiers, which is also a strong option to upgrade your items.
The Forge and item quality are both good ways to uprade your items, but in combination they multiply each other very strongly, especially if you were merging items with the Masterwork Merge mastery, which doubled the modifiers of a random item when merging.
This created a very high ceiling of power for "perfect" items, meaning the most powerful items you can craft, but it also meant that there was no way for enhancing items at the forge to ever create items that sometimes were stronger than merged items.
We decided to make the following changes to the Forge so that both merging and enhancing can create perfect items, but in their own ways, so that sometimes it's better to use one or the other based on what you are looking for:
You can now enhance items a second time after they reach max quality.
Merging items now causes the resulting item to have the lowest quality from the 2 merged items, instead of the average quality. This means you now always know the quality of the resulting item, but also that merging items now requires a bit more planning if you don't want to waste quality consumables.
The Masterwork Merge mastery no longer doubles the modifiers of a random item when merging, it now sets the resulting item to max quality if both items had at least 1 quality, saving you 1 quality consumable per merged item you craft. This in combination with the double enhance change is meant to bring the power ceiling to a middle point between the 2 options.
Given that items have different max quality multipliers based on their rarity, being 3x for common, 2x for uncommon and rare, and 1.5x for ancient and legendary, this opens up the possibility for both merging and enhancing items to be able to create the best items for your team based on what you need in each slot.
To give some examples about forging items after the changes:
By enhancing a common item 2 times, it can now have 3 modifiers, their original one and the 2 from enhancing, which could end up being the same. At max quality this would provide the value of 9 modifiers since the item is common.
By merging 2 rare items, the merged item will have the 4 modifiers from those items. At max quality this would provide the value of 8 modifiers since the merged item inherits the rare rarity.
Since merged items inherit the rarity of one of the merged items chosen randomly. you can also merge a common item with an ancient item, and if the merged item ends up with common rarity, at max quality you'll get a 3x multiplier on the common item modifier, but also on the ancient item modifiers, which normally would only go up to x1.5.
We're still working on more balance and QoL changes for upcoming patches.
This patch mainly touches on the balance of endless runs, since it seems we missed the mark on that and they were much easier than intended, especially the final boss. Since the intention is that these are the hardest content in the game, we want to provide a tough challenge that
This patch mainly touches on the balance of endless runs, since it seems we missed the mark on that and they were much easier than intended, especially the final boss. Since the intention is that these are the hardest content in the game, we want to provide a tough challenge that requires very good teams to beat.
Changes
The new Zone Boss in endless runs was completely rebalanced to be a lot more challenging, with a focus on increasing his defences by a lot and reducing his energy costs a bit. The intention is to allow the boss to last for longer and use more skills to actually challenge your teams.
The Zone Level Multiplier now scales higher from Zone Levels 5 and above, with the highest multiplier at Zone Level 16+ being almost double from what it was before.
Zone modifiers in endless runs now have 2 tiers. The first one is similar to the previous set of modifiers and will appear from Zone Level 2-8. The second tier of modifiers will appear from Zone Level 9 and above, and will have significantly higher modifier magnitudes.
Level 2 bosses from superior combats now start appearing with 1-2 items from Zone Levels 9 and above.
Superior combats that grant items to enemies now grant 1-2 more at Zone Levels 9 and above.
Superior combats that spawn Level 3 enemies now spawn 1 more at Zone Levels 13 and above.
Fixes
Fixed influences from swapped spells not updating your traits in endless runs.
We'll keep an eye on feedback about balance, especially on endless runs, and there's other fixes and QoL changes we're working on for the next patches.
This major update introduces passive skills for player characters, an item and spell quality system, new masteries earned from zone bosses, a whole new roster of enemies for the Horizon Paths, and Endless Runs as the game's toughest challenge yet, featuring a brand-new final boss
This major update introduces passive skills for player characters, an item and spell quality system, new masteries earned from zone bosses, a whole new roster of enemies for the Horizon Paths, and Endless Runs as the game's toughest challenge yet, featuring a brand-new final boss.
All characters in bonfires now appear with a random passive skill based on their attributes, these are meant to be somewhat close in power to ancient items, so they provide a decent amount of power by themselves, but to truly shine you'll have to build synergies around them.
Some superior combats now also reward a new consumable to reroll a character's passive skill in case you want to look for a better one on a particular character.
Item and Spell Quality System
All items and spells can now have increased quality, which makes them more powerful, and some even gain new effects. To add quality to items or spells youll have to look for a couple of new consumable rewards from superior combats.
Reworked Horizon Paths
Previously the Horizon Paths zone reused the locations and enemies from the prior 3 zones, so we wanted to add an entirely new roster of enemies here to change that, including new custom visuals for the zone.
The Zone Boss at the end of this zone was also nerfed a bit in terms of maximum health for all enemies and the burning damage across all 3 phases. This was mostly to allow more players to unlock the new endless runs, which are now intended to be the hardest challenge in the game instead.
Boss Masteries
You can now unlock a new type of mastery from beating Zone Bosses after picking each of their locked dialogue options, which now doesn't need you to have previously won a run in the zone to unlock, so you can start getting these new masteries on your first win if you meet the attribute requirements.
Unlocking and picking dialogue options at Zone Bosses now doesn't make the fight harder, it just gives you the extra lore and the new masteries. But don't worry, you'll now be able to fight much harder versions of these fights by playing endless runs.
Endless Runs
After beating all 4 zones you'll now unlock endless runs via a secret 5th zone. These runs are intended to be the new hardest challenge in the game, where you'll need all the power you can get.
These runs allow you to continue exploring new maps after you beat your first Zone Boss, and you can keep going as much as you want, but the difficulty will rise from multiple angles as you continue to explore, so you'll have to keep making your team stronger if you want to go far.
Once you reach the maximum spells in hand, and the maximum team size, items and spells will begin to drop as items you can hold in your inventory, and you can then swap them with your current spells and characters as you please.
Your inventory is bound to get full now, so we added a way to scrap items you don't want anymore, you'll notice something strange just under you inventory while playing endless runs. Sometimes you might even want to scrap items to get something else back, like recycling an item with quality you don't want anymore to get some quality consumables back for example.
Endless runs can be played for as long as you want, but we do wanted a difficulty benchmark to feel satisfied after a long run, so we added a difficulty cap with a new unique Zone Boss you can challenge if you get there, but beware, this is intended to be the hardest content in the game.
Other Changes
Maps only have 2 bonfires now (from 3). You still get your starting character as an exception to this.
Characters are now leveled up to level 3 by using Experience.
Level 3 characters are now evolved with Potential, granting the active skill upgrade from before, but also an additional stat boost.
Hope can now be used on items and spells to grant them Influence.
Added a new Trait consumable that can be used on characters, items and spells to reroll their Influence.
Now that we have endless runs in the game we want to look for new and exciting ways to keep expanding the game, but with such a big new feature we're expecting to be in maintenance mode for a bit.
Let us know anything from bugs, balance issues, quality of life requests, localization errors, general feedback you want us to hear, etc. We'll focus on patches to fix any issues. You can easily reach us here in the Steam discussions or in our Discord server.
Also, thanks to all the Russian gamers that supported the game, we now officially have Russian localization in the game! Hope you guys like it.
That's it for now, consider leaving a review if you like the update, that would help the game a ton.
Reach higher levels of power to face the new challenges in Underboard: The Endless, coming August 6, 2026! This major update introduces passive skills for player characters, an item and spell quality system, new masteries earned from zone bosses, a whole new roster of enemies for
Reach higher levels of power to face the new challenges in Underboard: The Endless, coming August 6, 2026!
This major update introduces passive skills for player characters, an item and spell quality system, new masteries earned from zone bosses, a whole new roster of enemies for the Horizon Paths, and Endless Runs as the game's toughest challenge yet, featuring a brand-new final boss.
We'll share more details on the release day with the patch notes, stay tuned!
Underboard: The Endless releases on August 6th 2026! Open your way through The Endless and find the Underboard's secrets. Stay tuned in the following days to know more about what's coming with this major update, we have a new trailer and a few more things in the works.
Underboard: The Endless releases on August 6th 2026!
Open your way through The Endless and find the Underboard's secrets.
It has been almost 3 months since our last major update for Underboard, and as we have mentioned before, our intention is to keep expanding the game with periodic major updates, so we want to share a bit of news about what's coming next. We have been working on the 1.2 major upda
It has been almost 3 months since our last major update for Underboard, and as we have mentioned before, our intention is to keep expanding the game with periodic major updates, so we want to share a bit of news about what's coming next.
We have been working on the 1.2 major update and it's getting closer to being ready. The main new feature you can expect is "endgame runs", but there are a lot more changes that will affect the entire game, so even new players will have a better experience.
You can expect to hear more about the 1.2 major update around mid to late July, with a release date shortly after. Stay tuned!
Today kicks off the Game Effect Showcase 2026 , hosted by Game Effect ! Game Effect Showcase 2026 is a digital event focused on highlighting independent video games developed by Spanish-speaking studios. Throughout the week, players will discover promising titles, demos, upcoming
Game Effect Showcase 2026 is a digital event focused on highlighting independent video games developed by Spanish-speaking studios. Throughout the week, players will discover promising titles, demos, upcoming releases, and featured projects through a special Steam event alongside a video showcase featuring announcements, trailers, and world premieres.
Underboard is 20% OFF for the next 2 weeks as a part of the event!
More games?
2 Left Thumbs has a total of 5 games taking part in this Showcase! If you are interested in supporting additional indie games, then please do consider checking out these titles as well.
Zone 4 Boss Changes We've been getting more player feedback about the last boss of the game being too difficult still, even after the previous nerfs in balance patches before the 1.1 update. As this is currently the last boss of the game, we do want for it to be challenging, but
Zone 4 Boss Changes
We've been getting more player feedback about the last boss of the game being too difficult still, even after the previous nerfs in balance patches before the 1.1 update. As this is currently the last boss of the game, we do want for it to be challenging, but we've identified a specific improvement for this fight thanks to recent feedback, which is how hard it is to gain progress between lost combat rounds.
To improve the balance of the boss we've done the following changes:
Phase 2 enemies now have 30% less Maximum Health.
Phase 2 enemies have a new "Convergence" skill, which triggers when they die to grant 30% of their Maximum Health as Maximum Health to all allies, with a Heal of equal value to fill that gained Maximum Health over 5 seconds.
Phase 3 enemies now have 10% less Maximum Health.
This makes phase 2 enemies significantly easier to kill at the start of the combat, with only the last remaining enemy having similar Maximum Health as before, but at that point they are the only enemy doing damage.
The Ghost debuff is now easier to take advantage from in both phases, but especially on phase 2 because if the last remaining enemy is Ghosted they would instantly die, skipping the benefits of their new Convergence skill.
Command Changes
In general, we want player positioning to be the main way for players to control how their characters move and target enemies. The issue with this is that the current character behaviour rules are only explained once in the tutorial, and even if we add a glossary for players to read those rules on demand, a lot of players won't do it even if they're losing and don't understand why their characters aren't doing what they want them to do.
This was the main reason behind adding Commands as a feature, and we've seen them work great for players that actually take the passive spells that grant Commands. We didn't make them a default mechanic because that would dilute the importance of learning positioning, but this creates the issue of players that would benefit from having Commands not taking any because they don't know if they'll need them in the future.
We think that players having more access to Commands can be a net benefit to the player experience, so we've made the following changes:
Players now have 1 Command by default and the tutorial now also introduces Commands to players.
The Queen passive spell now grants 1 Command (from 2).
The King passive spell now grants 2 Commands (from 4).
This rebalance to the accessibility of Commands should allow players to play more tactically from the start, making them more aware of the importance of positioning and aggro, while preventing basic player positioning from becoming irrelevant.
Changes
The enemy that dealt the most damage after a combat loss is now highlighted in red, both in the board and the combat log. This should help to give players a clue about what are the enemy threats after they lose a combat round.
The combat summary tooltip now has a similar color coding in its sections to that of the combat summary panel. This should help players identify the info they want faster, like the difference between damage dealt and damage taken for example.
Future Plans
We have already started working on our next big update, which will be more of an expansion really. The main thing it will include will be the "endgame" runs, but there's a lot more we're preparing for it.
We have noted a lot of features and changes that players have requested, so don't be discouraged if we still haven't added one that you asked for, it will come sooner or later as we keep working on our big updates.
You can expect to hear more about the endgame expansion within 2-3 months, so stay tuned for that. We'll do patches to address any small or urgent issue in the meantime, but broader changes or new features are more likely to be added as part of our big updates.
That's it for this patch, consider leaving a review if you have enjoyed the Rise of the Summoners update, that would help the game a lot. Have fun in the Underboard!
Fixes Fixed certain masteries that applied modifiers on map areas from not working after exiting and continuing a saved exploration. Fixed a bug with the Shrine reservation spell preventing characters from regenerating Energy if they lost Focus while at full Energy. Fixed the col
Fixes
Fixed certain masteries that applied modifiers on map areas from not working after exiting and continuing a saved exploration.
Fixed a bug with the Shrine reservation spell preventing characters from regenerating Energy if they lost Focus while at full Energy.
Fixed the collection only showing 99% while all the collection categories were already at 100%.
Fixed the Forgotten Guardian from counting as a character for unlocking the mastery that requires getting a team of 9 characters.
Fixed the Forgotten Guardian costing Life to revive after dying in a combat.
Changes Added all the missing localized texts for Korean. Balance Changes The Athlete now gains 120% Skill Power as Armor (from 110%) and his Skill Cost is 100 (from 120). The Knight now gains 120% Skill Power as Armor (from 90%) and his Skill Cost is 100 (from 120). The Baby now
Changes
Added all the missing localized texts for Korean.
Balance Changes
The Athlete now gains 120% Skill Power as Armor (from 110%) and his Skill Cost is 100 (from 120).
The Knight now gains 120% Skill Power as Armor (from 90%) and his Skill Cost is 100 (from 120).
The Baby now applies 120% Skill Power as Burn (from 100%).
The Devil now applies 120% Skill Power as Burn (from 80%).
The Hippie now applies 110% Skill Power as Poison (from 120%).
The Witch Doctor now applies 80% Skill Power as Poison (from 90%).
The Scrapper and Blacksmith now grant 120% Skill Power as Armor (from 100%) and their Skill Cost is 80 (from 100).
The Butcher and Executioner now have a Skill Cost of 60 (from 80).
The Officer and Sheriff now have a Skill Cost of 120 (from 100).
The Disciple and Monk now have a Skill Cost of 100 (from 60).
The Madman and Necromancer now gain 1 Combat Use to their summon skill per 2 Charisma (from 3 Charisma).
The Vampire skill now gains 1 Target per 2 Wisdom (from 3 Wisdom).
Changes Added all the missing localized texts for Spanish. Fixes Fixed being able to cast an active spell without starting a combat by opening and closing the map or book UI while casting a spell. Fixed the cases where enemies that started the combat unable to act due to Stun or
Changes
Added all the missing localized texts for Spanish.
Fixes
Fixed being able to cast an active spell without starting a combat by opening and closing the map or book UI while casting a spell.
Fixed the cases where enemies that started the combat unable to act due to Stun or Sleep were visually walking anyway.
Fixed the Bonfire Navigation mastery from sometimes revealing bonfires that were not the farthest.
Changes Added all the missing localized texts for Japanese. The other languages are on the way. Fixes Fixed a bug where characters dying from Piercing Damage due to the Winged Scarab item didn't turn into corpses and remained stuck in place. They now die properly and you can't du
Changes
Added all the missing localized texts for Japanese. The other languages are on the way.
Fixes
Fixed a bug where characters dying from Piercing Damage due to the Winged Scarab item didn't turn into corpses and remained stuck in place. They now die properly and you can't dupe items via this method any longer.
Fixed the spell reward options from being shown progressively lower and lower in the screen due to rerolling.
Fixed the new gem passive spells not granting their attribute based bonuses properly when picked.
Changes Added new Steam achievements for all the new masteries in Rise of the Summoners. Fixes Fixed a game freezing bug when losing an exploration with a Forgotten Guardian summoned. The exploration now ends correctly. Fixed a bug causing the character percent in the collection
Changes
Added new Steam achievements for all the new masteries in Rise of the Summoners.
Fixes
Fixed a game freezing bug when losing an exploration with a Forgotten Guardian summoned. The exploration now ends correctly.
Fixed a bug causing the character percent in the collection to show a value bigger than it should.
Fixed a bug causing previously activated reservation spells to not reactivate on loading an exploration.
We're still working on a few more bug fixes for the next patch, as well as translating all the new text to all other languages.
We're starting the new content releases for Underboard with Rise of the Summoners ! This update brings a new major archetype of characters to the game, the titular Summoners, which can be built in a lot of ways and gain special bonuses from their attributes. We also added a lot o
We're starting the new content releases for Underboard with Rise of the Summoners!
This update brings a new major archetype of characters to the game, the titular Summoners, which can be built in a lot of ways and gain special bonuses from their attributes. We also added a lot of other stuff for other teams, here's what you'll be able to find:
Added
7 new characters
16 new spells
12 new ancient items
12 new masteries
We also wanted to address some of the biggest outliers in player power, but remember that we just added a bunch of new stuff, so there's room to keep evolving the meta with that.
Changes
The Genie Lamp item now grants 50% Skill Power Multiplier (from 90%).
The Arcane trait has a new +20% Energy Cost Multiplier modifier.
The Mind trait now grants 20% -> 60% Skill Resistance (from 50% -> 200%).
The Surge trait now grants 40 Energy on combat start (from 60).
The Lucky chance for Mastery traits now applies once for the entire trait list of a character, instead of individually for each trait.
Soundtrack
Underboard's original OST by Mudeth is now also available on Steam! It is running its own launch discount, with additional savings when bought as a part of this bundle!
For this update we mainly focused on finishing a lot of content that we weren't able to have for our release back in February, so now I want to share a bit on our plans for the future. In the short term you can definitely expect patches to fix any bugs and address feedback from players, so let us know if you encounter any issues here in the Steam discussions or on our Discord server.
After that, we want to focus on our next major update that will introduce "endgame" runs, which will be a very big feature to the game, especially to bring new and harder challenges. We're aiming to release our endgame expansion in about 3 months, and we want to keep expanding the game with a similar pace after that.
That's it, we hope you like playing with the summoners and all the new stuff. Consider leaving a review if you enjoy the update, and have fun in the Underboard!