From 0.7.5 to 0.7.6, we touched more than 900 files. If 0.7.5 taught battle to stand on solid ground, 0.7.6 does something far more fundamental — we put Chaos Purification on center stage.
Battle used to be a checklist: eliminate these targets, reach these conditions, finish before time runs out… Not anymore. In 0.7.6, every battle shares one lifeline running through the whole fight: the Chaos bar. You no longer match gems to "complete tasks" — you match to purify the battlefield. Your goal has turned from a list into a living, breathing progress bar, and that single change rewrites how every match is read and played.
Best of all, this time the Chaos system is real: its data layer, calculation layer, and runtime are fully wired together. From your very first lesson to the Boss battles of the Backhill Trial, purifying the Chaos is the spine that now runs through combat. This isn't one more feature stacked on top — it's a new rulebook for combat itself.
🔮 Chaos Purification — Battle Finally Has a Spine
One Bar, the Whole Fight
Every battle begins with Chaos saturating the board. Match gems to generate Purification and grind that Chaos down to zero — the moment it hits zero, you win.
No more juggling a pile of objectives: the bar tells you everything. It refreshes instantly after every elimination wave (number, percentage, and fill move in sync), and as Chaos falls its color transforms along the way — deep purple → violet-red → amber-gold → radiant gold, flaring into a bright white in the final 10%, as if to say: victory is right there.
Eight Purification Nodes — The Rhythm of Battle
As Chaos falls, you cross 8 preset nodes, and each one is a turning point:
90% — Chaos Emerges: bar shifts to violet-red for the first time — purification has begun
75% — Order Sprouts: randomly clears 3 obstacles on the board
60% — Chaos Strikes Back: triggers a mid-strength Magic Event
50% — Evenly Matched: board grid lines turn amber-gold (skipped automatically in Boss battles)
35% — Power of Order: spawns 2 special gems on the board
25% — Chaos Despair: high-intensity Magic Event + faster board timers
10% — Almost Purified: purification efficiency temporarily ×1.5
0% — 🎉 Purified: victory sequence
These nodes carve every battle into chapters with their own ebb and flow: open calmly, respond in the middle, sprint at the end. And every node is configurable per level — tutorial fights keep just 3 gentle nodes, Boss battles trim down to 5 and remove the mid-battle Magic Events and recoloring, leaving all the pressure on the Boss itself. Pacing is in the designer's hands, which means every future level can have its own unique "breath."
Every Match Counts
Every elimination settles Purification and the bar ticks in real time. Clearing special shapes (rows/columns, L/T, crosses) or detonating special gems (bombs, rainbows) yields extra Purification; longer combos earn bigger bonuses — the rush of slamming the bar from 60% all the way into the 20s in one cascade is something you have to feel for yourself.
Boss Battles — Chaos's Anchor
Boss fights use a two-layer structure: Chaos + Boss HP. As long as the Boss is alive, Chaos keeps regenerating — you can never fully purify. You have to whittle down its HP and force it into "Vulnerable" before purification becomes possible.
The Boss runs a complete five-phase state machine — Normal → Charging → Ultimate → Vulnerable → Defeated — driven by your turns and your damage:
Normal: Chaos regenerates slowly; trade blows
Charging: Chaos regeneration doubles — the Boss is warning you its killing blow is coming
Ultimate: Chaos surges hard in one burst — note: a single shock rather than endless stacking. Pressure, but never hopeless
Vulnerable: Chaos stops regenerating, purification ×1.5, and the Boss takes massively increased damage — your golden window to go all out
Defeated: The field is liberated
Boss battles used to hide a few nasty traps: Chaos that didn't grow, phases that never advanced, a bar that refused to update — and even killing the Boss without winning. 0.7.6 removes all of them. Defeating the Boss now wins the fight outright (purifying Chaos still wins too). The three Boss battles of the Backhill Trial were fully rebalanced as well: Chaos 100 / 125 / 150, regeneration 1.2/sec, purification multipliers 0.95 / 0.92 / 0.9, with the charging rhythm and Magic Event intervals relaxed in sync. Tense — but never hopeless.
Magic Events No Longer Collide
Magic Events were a double-edged sword — one that sometimes hit twice at once, when the Chaos-threshold counterattack and the charge-up trigger landed together in a double burst. We've rebuilt them around a single-entry arbitration: no stacking while an event is running, a cooldown window between events, and a Chaos counterattack now "replaces" the charge-up event that was about to fire. In Boss fights, events are driven purely by the charge-up. The surprises you deserve won't be missing — they just won't repeat-bombard you.
🗺️ Levels & Numbers, Fully Redone
Backhill Trial: One System, Four Intensities
Every layer of the Backhill Trial (Grade 1 to 3) is now on the new Chaos numeric system, balanced across four layer types — Warm-up / Standard / Elite / Boss: warm-ups loosen you up, standard layers steadily raise the pressure, Elite layers let Chaos grow over time, and Boss layers stage the five-phase showdown above. From Grade 1 to Grade 3, Chaos pressure climbs from 80+ to 150+, with real ups and downs along the way.
Exploration Regions: The Deeper, The Fiercer
All six exploration regions — Jade Domain, Ember Wasteland, Stone Plateau, Starfall Wasteland, Shadow Swamp, and Gale Highlands — now each have their own Chaos profile: starting Chaos, purification multiplier, and time limit are interpolated layer by layer, growing harsher the deeper you go. In the deeper Elite layers of Stone, Starfall, Shadow, and Gale, Chaos even keeps seeping in over time. The regional Boss on layer 10 is the ultimate test of the whole journey.
The Spirit Tower: Climbing Is a Purification Marathon
The Spirit Tower is now fully on Chaos Purification: from floor 1 to floor 10, Chaos regeneration climbs from 1.0/sec all the way to 5.5/sec — the higher you go, the more it becomes a survival race of "purify vs. regrow." The higher your challenge level, the tighter the clock. Every 5th floor drops supplies, and the 10th floor even drops equipment — hold on, and you'll be rewarded.
Predefined Battles, Fully Rebalanced
A large batch of predefined battles — academy courses, the Backhill Trial, Hall challenges, and academy buildings — all got the new numeric treatment: every one carries its own Chaos value, regeneration speed, purification multiplier, and time limit, plus its own "board activity" parameter (below). Numbers are no longer guesswork — every battle is verified at runtime by the level validator.
🎯 Match-3 Feel, Evolved
Deadlock Prompt Banner
When the board deadlocks, we no longer reshuffle in silence. A clear banner pops up with a dimmed backdrop and a swirling vortex, holds for about a second, and only then reshuffles. Reshuffling is no longer a black box — you always know what the board is doing.
"Spawn-to-Match" Activity Parameter
Freshly spawned gems are no longer forced to dodge every possible "instant match" — they now have a chance to naturally form matches, making the board livelier with more organic cascades. This activity defaults to roughly 10%, and every level can tune it independently: tutorial fights stay strict (for control), Boss layers tighten (≈5%), reward layers loosen (≈20%), and standard layers sit in between. The balance of liveliness vs. difficulty is in the designer's hands.
Feel & Polish Fixes
Releasing after a predicted drag no longer leaves a ghost of a translucent blue highlight behind — and it no longer swallows your tap
Magic Events and Seal effects now announce themselves clearly when they begin and end — no more thinking "my cooldown is stuck"
🔧 Other Additions
In-game Console & Logging — press Ctrl+Shift+L during play to open a console and help us pinpoint and fix issues faster
Region Map Place Icons — exploration nodes now show their type at a glance: Boss (crown, gold-highlighted), Elite (skull), Warm-up (shield), Standard (sword)
Localization Pass — a fresh batch of texts added and corrected across all supported languages
🐛 Bug Fixes
This version fixed a lot — with "Boss battles" and "full-screen effects" as the two hardest-hit areas:
Boss battle fixes — Chaos no longer "refills into an instant loss," Boss phases advance with your turns, defeating the Boss now wins (yes, it used not to), and the bar refreshes live while Chaos grows; Backhill Boss numbers fully rebalanced
Full-screen white-flash, eradicated — the harsh full-screen white flashes in Boss phase changes, Magic Events, narrative flashes, and the victory sequence are removed or replaced with a soft central light burst; the "screen frozen white during slow-motion/freeze" issue is gone too
Magic Events no longer stack or double-fire — Chaos counterattacks and charge-up triggers share one arbitration, with a cooldown window between events
Cooldowns no longer freeze — the cooldown bar no longer "never finishes" while you're sealed or in slow-motion; and after loading an old save, spells and potions are no longer misjudged as still cooling down
Exiting / loading mid-battle — no more errors or freezes; you now return safely
Result & settlement screens — fixed the input race that could skip two screens "without clicking"; reward toasts for spells, potions, and sprites now show the actual item name (all languages)
Tap feedback — fixed lingering blue highlights after drag release and the occasional tap that didn't register
Stability — fixed a batch of occasional crashes when leaving a battle (skill bar, minimap, event layer, and more)
Android packaging — fixed unreadable resources after encrypted export that caused missing audio / flows not triggering
Tutorial — fixed the equipment-warehouse tutorial that couldn't be completed
Data corrections — a full pass on level numbers, battle figures in story dialogue, and localized text
🔭 What's Ahead
0.7.6 made Chaos Purification the true backbone of battle, and development will keep building around it. The broad directions we're heading:
Make progression pay off in combat — gradually connect formation, loadout, and build systems to this new battle foundation, so every bit of growth is felt on the board
More battle modes and challenges — keep spinning new rules and self-challenge spaces out of the Purification core
Regions and battlefields with more personality — give each region its own mechanics and temper, so every step of exploration feels fresh
More content and build space — more regions, more battles, and more build dimensions to keep every run worth taking
Details and release timing will keep evolving with development — we'll share them as soon as things take shape. Thanks for coming along.
0.7.5 taught battle to stand. 0.7.6 gave battle a soul — and next, we'll keep that soul growing.
💬 Tell Us What You Think
🐛 Found a bug? 💡 Have a suggestion? → Steam Community Feedback
⭐ Like the direction? → Wishlist the full game
See you at the Element Academy.
— The Development Team
