v0.62 adds a new way to shape your build between stages, a much faster way to move through them, and a major overhaul to several systems across Where Giants Fall.
The Giantforge now lets you spend gold on weapon-specific enhancements, including powerful Legendaries that can fundamentally change how a weapon fights.
Sliding has been rebuilt into Power Slide, using your Dash charges to unleash extreme bursts of momentum, ride slopes, launch from ledges, and carry speed through the air.
The Wheel of Fortune has also been rebuilt around eight clear outcomes, including a genuine chance to walk away with nothing.
Alongside all of that, v0.62 shortens the Journey, completely rearms Phalanx, rebalances Golden Gun, improves combat feedback and healing readability, reworks overtime, brightens Autumn, expands distortion effects, and makes getting from launch to gameplay much faster.
Major Highlights
Added the Giantforge, offering weapon-specific enhancements between stages.
Added powerful Legendary Enhancements, one for every weapon.
Rebuilt sliding into Power Slide, powered by Dash charges and real momentum.
Rebuilt the Wheel of Fortune around eight clearly weighted prizes and a real Bust result.
Reworked Fortune's Reach, Fortune's Blow and Triple Omen into useful run-wide items.
Shortened the Journey to a single Ritual Siege.
Completely reworked several of Phalanx's attacks and combat flow.
Rebalanced Golden Gun across its full progression.
Improved damage numbers, healing feedback and hit readability.
Reworked ability distortion and several major ability effects.
Replaced overtime damage zones with escalating world distortion.
Rebalanced chest drops.
Added all weapon enhancements to the Card Gallery.
Improved audio behaviour across several weapons and abilities.
Reworked startup and the Main Menu for much faster entry into the game.
The Giantforge
A new forge now waits between stages.
After clearing a stage, you can open the Giantforge from the summary screen and spend your gold on enhancements for the weapons you are already carrying.
Weapon levels build the foundation of a weapon. The forge lets you specialise it.
Each visit presents three offers:
A safer improvement.
A stronger bargain with a meaningful downside.
A wildcard that can be almost anything.
Buy none, one, or all three.
You can also reroll the entire selection as many times as you can afford. Nothing is forced, and leaving the forge costs nothing.
Offers are matched to the weapon they affect. A weapon that cannot critically strike will not be offered critical-hit upgrades, for example.
Enhancements include straightforward improvements alongside more specialised trade-offs:
Giantbane increases effectiveness against giants.
Perfected Violence makes critical hits devastating while weakening normal hits.
Unstable Acceleration pushes attack speed higher at a cost.
Glass Edge trades maximum health for critical chance.
Leeching Temper adds lifesteal to the weapon.
Dangerous Bargains
Some forge enhancements demand more than gold.
Blood Price trades permanent maximum health for increased weapon damage, while Glass Edge makes the same bargain for critical chance.
The card always shows exactly how much maximum health you will have left before you buy it.
Across an entire run, the Giantforge will never allow you to sacrifice more than 40% of your maximum health, and purchasing an enhancement can never kill you.
Weapon lifesteal now also uses a shared recovery limit, preventing individual weapons from sustaining more healing than intended.
Legendary Enhancements
Every weapon now has its own Legendary Enhancement.
Legendaries only begin appearing after defeating a boss, are extremely expensive, and you can only carry one Legendary per weapon.
These are not simple stat increases. They change how the weapon behaves.
Absolute Zero Every fourth Frostwave becomes colossal and freezes lesser enemies.
Abyssal Reckoning Every fifth Demonlash swing becomes a huge frontal lash.
Cataclysmic Tracers Every twenty-fifth Machine Gun bullet becomes an explosive round.
Gravity Inversion Every fourth Manaburst pulls enemies inward before erupting.
Heaven's Verdict Every fifth cast calls down a strike that chains outward.
Alpha Fang Every fifth Razor Shuriken throw launches a colossal Fang at the strongest nearby enemy.
Siegebreaker Every fifth Ironhail volley becomes an enormous high-arcing rocket.
No Appeal Every Golden Gun execution finishes with a miniature Golden Verdict.
Ancestral Warpath Ancient Spirits abandon their formation and actively hunt enemies.
Endless Reaping Each Crimson Reaver axe makes two additional passes before returning.
Phoenix Heart Every Fireball finishes with a Backdraft.
Black Bloom Plagued enemies erupt into enormous toxic blooms when they die.
Splintering Sky Razor Shuriken projectiles shatter into fragments, and those fragments shatter again.
Luck improves the quality of Giantforge offers. Epic enhancements can appear before the first boss, while Legendary odds increase substantially after defeating one.
Your forged enhancements are also tracked per weapon in the Run Overview.
Power Slide
Sliding has been rebuilt into Power Slide.
You now begin with three Dash charges.
A normal Dash consumes one charge.
A Ground Power Slide or airborne Power Dive commits two charges when activated.
Hold the slide long enough and your remaining charge can automatically burn for another surge of speed. Release earlier and you can keep that final charge for an emergency Dash.
That creates a real decision: spend everything on momentum, or keep an escape ready.
Power Slide does not grant invulnerability. Dash remains the safer defensive option.
Momentum Matters
Power Slide can reach speeds far beyond normal running.
When the final charge is spent, the slide does not abruptly stop. Momentum gradually bleeds away while you continue sliding.
Release the slide while moving quickly and you transition directly back into running without losing all of your momentum.
Terrain also matters.
Sliding downhill accelerates you and preserves speed for much longer. Sliding uphill drains momentum rapidly.
Ride a Power Slide off a ledge or ramp and your character transitions into the wingsuit pose while keeping their speed through the air, then drops naturally back into the slide when landing.
An airborne Power Dive requires its full two-charge cost. If you do not have enough charges, it simply does not activate.
At extreme speeds, lesser enemies are physically thrown out of your path. The effect deals no damage, and giants, champions and bosses will not move.
Giantstride & Speed Effects
Giantstride acceleration and deceleration are now smoother instead of snapping between speeds.
Curving while running is more forgiving, and forward jumps preserve your earned momentum while continuing to build Giantstride naturally.
High-speed movement now also receives restrained visual feedback through edge streaks and short character echoes during:
Power Slide
Wingsuit travel
Dash
Human Catapult
Sustained high-speed running
The effect stays toward the edges of the screen so combat remains clear.
The Wheel of Fortune
The Wheel of Fortune has been rebuilt.
It now contains eight outcomes:
Bust
Gold Rush
Golden Jackpot
Giantforge Enhancement
Ability Fortune
Premium Enhancement
Fortune's Hoard
Giant's Fortune
The previous assortment of item drafts, level-ups, refunds, free spins and other wheel-only rewards has been removed.
Every current prize now feeds directly into systems that matter throughout the run.
Most importantly, the wheel is a gamble again.
Bust is real.
At neutral Luck, one spin in five gives you nothing.
The physical size of each wedge now reflects its actual probability. Large wedges really are common. Tiny wedges really are rare.
Giant's Fortune, the rarest result, occupies just 3% of the wheel.
Wheel Rewards
Gold Rush pays twice the opening spin price.
Golden Jackpot pays four times the opening spin price.
Their payouts are based on the initial spin cost rather than your current escalating cost, preventing repeated spins from inflating their own rewards.
Premium Enhancement awards a top-tier Giantforge Enhancement.
Fortune's Hoard grants both an enhancement and an Active Ability upgrade.
Giant's Fortune awards a Premium Enhancement, another normal Enhancement, and two Active Ability upgrades.
Luck shifts probability away from Bust and toward rarer rewards, with the highest-value prizes benefiting the most.
Ability Fortune now selects from abilities you actually have equipped. If all equipped abilities are already maxed, the reward expands outward rather than being wasted.
Reward presentation has also been improved. Multi-part prizes now clearly show everything you received, including enhancement rarity and the weapon it was applied to.
Spin cost still rises with repeated use, and tickets still allow up to three consecutive free spins while banking up to five.
Wheel spin count and stored tickets now survive a reloaded run instead of quietly resetting.
Fortune Items
Several Wheel-focused items have been redesigned so they remain useful throughout the entire run.
Fortune's Reach
+30% Gold Gain
Fortune's Blow
+30% Luck
Luck now affects the Wheel of Fortune, Giantforge rarity and loot.
Triple Omen
+8% Damage
+8% Attack Speed
+8% Range
Lucky Bones has been removed from the drop pool, including the Gambling Man's shop.
A Shorter Journey
The Journey is now one stage shorter.
A standard run progresses through:
2 Wilds → 1 Ritual Siege → 2 Giants → Endless
Previously there were two Ritual Siege stages.
Endless now opens slightly more gently to account for reaching it with one fewer stage of levels, loot and Giantforge upgrades.
Enemies begin Endless with:
12% less health.
10% less damage.
The scaling beyond the opening remains unchanged.
Phalanx Reworked
Phalanx received one of the largest boss passes in v0.62.
His old Inner Rupture and Outer Rupture attacks are gone.
They have been replaced with two new shrapnel attacks.
Ironfall Salvo
Phalanx slams the ground and calls down a storm of shrapnel around himself for seven seconds.
The burning area deals heavy sustained damage.
More importantly, Phalanx is no longer rooted while the effect is active.
He creates the hazard and immediately continues fighting.
Shrapnel Wasteland
Nine large patches of falling shrapnel erupt across a much wider portion of the battlefield and burn for eight seconds.
Their spacing guarantees larger safe pockets, but you need to identify and reach them while Phalanx continues attacking.
A More Relentless Boss
Wall of Death no longer locks Phalanx in place either. He raises the wall and immediately returns to combat while it travels independently.
His attacks no longer arrive in the same predictable sequence every fight.
Phalanx will cycle through his available abilities before repeating one, but the order changes each time and he will never use the same attack twice in a row.
The unexplained downtime between attacks has also been removed.
As his health falls, Phalanx now accelerates smoothly, reaching much shorter cooldowns, faster casting and higher projectile speeds near defeat.
His orbiting tech-orb attack is also now called Iron Litany.
Weapon Changes
Golden Gun
Golden Gun has been rebalanced across its full progression rather than receiving one isolated nerf.
The weapon still scales in the same direction, but its damage and critical scaling no longer outpace the rest of the arsenal.
Changes include:
Executions deal less damage.
Ricochets deal less damage.
Golden Verdict deals less damage.
Level 5 Critical Chance: 25% → 20%
Level 7 Reload Reduction: 20% → 18%
Level 8 Golden Echo: 40%
Level 11 Shell Recovery: 16 seconds
Level 13 Vulnerability: 20% → 15%
Demonlash
Demonlash no longer swings when there is nothing within range.
Like the other close-range weapons, it waits until there is actually something to hit.
Razor Shuriken
Razor Shuriken now verifies that its target is still alive and within range before every throw.
Ability Changes
Skybreaker
Heaven's Descent now lands directly where you aimed.
The main strike hits immediately at full size, with the smaller strikes spiralling outward from the impact point afterward.
The previous version worked in reverse, causing the main impact to arrive late.
Manaburst
Singularity now collapses into a proper black-hole core centred on the explosion instead of using a flat disc on the ground.
Its pull has also been toned down:
Enemies are dragged inward at half the previous speed.
The pull covers a smaller area.
Pulse damage has been reduced.
The previous version could collapse enormous sections of the battlefield onto one point too quickly for combat to remain readable.
Void Pull
Void Pull now forms around a real black-hole core.
The singularity and its distortion are centred together just above the ground, giving the ability a much more cohesive visual identity.
The old purple vortex and rings have been removed.
Human Catapult
The landing blast now covers 60% of its previous area.
The airborne targeting marker has been resized to match the actual damage area.
Charging Human Catapult also no longer slows your movement.
Frost Nova
Range increased by 20%, with the ice effect enlarged to match.
Dragon Breath
The final channelled form now keeps enemies closer to the ground and pushes them slightly less far away.
Distortion & Ability VFX
Screen distortion has been rebalanced across the game.
The strongest effects have been toned down so they enhance attacks without overwhelming the battlefield.
Void Pull and Manaburst now darken and warp less of the screen.
Earthspikes' final pulse is only slightly stronger than its previous pulses.
Frostwave's ultimate distortion now follows the actual travelling waves instead of washing across the entire screen.
Distortion also now carries a restrained hint of each ability's own colour.
Directional abilities such as Cyclone Dash, Dragon Breath, Flash of Light and Frostwave now bend the world along the direction the attack travels rather than applying a generic full-screen effect.
Gameplay markers and the centre of the screen remain clear.
Combat Feedback
Several weapons now have stronger contact feedback.
Machine Gun, Golden Gun and Fireball hits receive a brief white-hot impact flash alongside weapon-coloured sparks.
Critical hits read more sharply, while rapid fire, damage-over-time effects and explosions remain deliberately restrained so dense fights do not turn into visual noise.
Damage Numbers
Damage numbers now appear higher on very large enemies instead of clustering around their feet.
Bosses such as Morvessa, Phalanx and the Iron Tyrant now display damage around body or hip height, and the placement automatically scales with enemy size.
Normal enemies are unchanged.
Healing Numbers
Healing now has its own visual language.
Healing numbers rise in a compact mint-green stream from the player and gather inward, immediately separating them from incoming damage numbers.
Fast lifesteal and regeneration ticks combine into readable totals instead of filling the screen with tiny numbers.
Large heals still appear immediately.
Ancient Spirits
Ancient Spirits now hold a gently moving formation that keeps pace with the player during high-speed travel instead of drifting across the character.
Their hit flashes are also clearly visible again without overpowering combat.
Suicide Enemies
Suicide enemies now detonate earlier rather than pushing directly into the player.
Their explosions deal more damage across a larger area but apply a short outward shove instead of launching the player vertically.
Clustered explosions can no longer chain repeated knock-ups.
Frozen enemies also no longer slide down slopes while immobilised.
Overtime Reworked
The random damage zones previously scattered across the ground during overtime have been removed.
Instead, the world itself begins to distort.
The longer you remain beyond the stage timer, the stronger that distortion becomes.
Overtime pressure is now something you can feel building around the battlefield instead of another ground hazard hidden beneath enemies, effects and loot.
Autumn Lighting
Autumn is no longer drenched in orange.
The biome keeps the increased brightness from the previous lighting pass, but the sky, fog, ambient lighting and sunlight have returned to more neutral tones.
The autumn colour now comes primarily from the environment and foliage rather than tinting the entire scene.
Loot
Kill-dropped treasure chests have been rebalanced around one consistent drop rate throughout the game.
A normal Regular Stage is now tuned toward roughly five to seven kill-dropped chests.
Hidden chests and the Loot Goblin's chest are unaffected.
Giants appearing through Giant Pressure retain twice the normal chest drop chance.
Card Gallery
The Card Gallery now has a dedicated Enhancements tab.
Every Giantforge Enhancement can be browsed alongside items, weapons, upgrades, ultimates and abilities, including rarity, effects and descriptions.
Audio
Several lingering audio issues have been fixed.
Chain Lightning's ultimate no longer cuts the music out.
Heavy bursts of combat audio can no longer push the soundtrack out of the mix.
Singularity's rumble now ends correctly when the field disappears.
The Giants Answer uses a distinct horn for each escalation.
Faster Startup & Main Menu
The game now gets to the Main Menu substantially faster.
Previously, the menu loaded an entire 3D forest environment behind the interface, creating long freezes during startup and again when entering the first stage.
That background environment is gone.
The Main Menu now uses the new key art instead, with your selected character rendered over it.
The artwork properly fills standard and ultrawide displays without stretching.
Your character now appears at full height on the right side of the menu above the loadout instead of being cropped at the head and feet.
Menu music waits until loading has finished before beginning at its intended volume.
Loading screens also remain responsive when beginning a run or moving into a new biome instead of appearing to freeze part way through.
v0.62
The Giantforge adds another major layer to build crafting.
Power Slide turns Dash charges into a movement resource rather than simply an escape button.
The rebuilt Wheel of Fortune makes gambling a real risk again.
And the wider changes to Phalanx, weapons, abilities, combat feedback, overtime, loot, audio and startup continue pushing Where Giants Fall toward faster, clearer and more varied runs.
Thanks for following the development of Where Giants Fall, and thanks to everyone testing the game and sharing feedback.
More soon.
