
THE PANTHEON — COMING SOON
Something older than the kingdom is walking back into it. Eight gods are coming to Kingdom of Ashes, each one built around a single power no other hero can build toward — and two of them are arriving free for everybody, along with the ground they walk on and everything already living there.
This is the largest update the game has had. Fifty versions of work sit behind it: a new pantheon, ninety-four new enemies, every existing DLC grown, and the Resonance system rebuilt from the rule up.
⚡ Eight Gods
A god has no strengths and no weaknesses. Every other hero in the game carries a boon and a price. A god carries one power instead, and its whole forty-card library exists to feed it.
Zeus, God of the Sky — chains lightning and hangs Bolt on what it hits.
Hades, God of the Dead — takes Soul Harvest from the dying and spends it.
Hestia, Goddess of the Hearth — Molten burns whatever strikes her.
Khione, Goddess of Snow — Permafrost locks an ability away entirely.
Ares, God of War — Frenzy pays more the closer he is to dying.
Demeter, Goddess of the Harvest — Spore spreads and keeps spreading.
Apollo, God of Light — Flare burns bright and burns down.
Athena, Goddess of Wisdom — Foresight read out through Vanguard.
Zeus and Hades are free for everyone. They are base game, not DLC: their eighty cards, the 35 shared Myth cards every god draws from, both new regions and all thirty of the new enemies living there cost nothing and arrive with the update. The other six gods are the GODS DLC.
🏔️ Two New Countries, and Something Already There
The kingdom gains the Olympian Heights and the Tartarean Deep — the roof of the world and the pit under it. Only a god can reach them, and thirty new enemies are waiting, keeping their own two bosses: Kronos holds the Heights, Typhon holds the Deep.
Both countries can be claimed like any other, and each pays its own blessing — Ambrosia on the Heights, Toll in the Deep.
Free for everyone, because Zeus and Hades are base-game heroes and a hero must have ground to stand on.
🔊 Resonance Counts Mana Now
The old rule counted cards, and that paid the wrong deck. Three cards of one element in a turn triggered it — so four cheap cards beat one expensive one, and the cheapest possible route to a Resonance was never the element you were actually building.
Every card now charges its element by what it cost you. Bars pay out once at end of turn, at the highest tier you reached — nothing fires twice, and nothing gets wiped by firing.
Resonance IV at 4 Mana, V at 5, and a brand-new tier VI at 6, with its own banner and its own payoff for all eight bars.
Neutral finally pays at IV. It was the one bar that filled from cards every hero plays and gave back nothing until V.
Aqua and Lava come off the meter. Every Overflow card already fills a reservoir whose spill is its payoff; a Resonance bar on top made two elements strictly better than the eight that pay once.
📦 Every DLC You Already Own Gets Bigger
All of this is a free update to the pack, not a new purchase.
Scorching Region — three heroes, at last. Forgeheart Ordal, Cinderbinder Vess and Glasswright Sera arrive with 42 new cards, and the scorched countries become theirs: the pack shipped a whole bestiary and had nobody of its own to meet it.
Overflow — 34 new cards and 9 new enemies. Sixteen of the cards are shared across all three heroes, because healing, thorns, Strength and evasion had each been locked to exactly one of them. Its own monsters now fill nearly 70% of its own ground.
Day & Night — 40 new shared cards and 5 new enemies. Sol and Vesper shared sixteen cards, and eleven of those only filled the Eclipse Charge — every card that spent it was locked to one of them. Three new statuses come with them: Umbral, Afterglow and Sallow.
👹 The Bestiary Doubles
107 enemies became 201. Thirty in the Pantheon, fourteen across the packs, and fifty more on top of that.
Twenty-seven of those fifty have no special ability at all, on purpose. Nearly every enemy in the game had ended up carrying the ✨ badge, which meant the badge had stopped telling you anything — a fight worth reading needs plain fights to be read against.
And enemies stop dying before they get to act. Every statline moved: roughly 10–20% more health, slightly less attack. Fights last long enough for an enemy to do the thing it was written to do.
🃏 Your Deck, Your Collection, Your Relics
The starting deck is yours now. The guaranteed core was a third of your opening hand and it was identical every single run. It is two cards instead of five, and you draft thirteen instead of ten — same fifteen cards, thirteen of them chosen.
The Card Sanctum is one flat draw. The 125-tile grid with a price on every card is gone: one price, a partial refund on a duplicate, and a pity rule that forces a new card after five repeats. The worst-case chase went from over ✦18,000 to ✦2,750.
44 new relics — 43 became 87 — and rarity finally means something. Both relic pickers used to choose completely at random, so a legendary dropped exactly as often as a common. Each pack's unique relics are now locked to the hero they were written for, and the ones that already existed were rewritten to answer that hero's weakness.
Idle essence pays more than twice as fast, because a full day of it used to not quite buy one card.
🖥️ And a Lot of Smaller Things
The enemy's health bar used to empty before your attack landed on it. The number, the bar and the flinch now wait for the projectile.
A kill by Resonance ended the fight before the Resonance played. The turn waits for it now.
Select Hero was a wall of cards and two unlabelled arrows. Real spacing, a title under every name, jump buttons, and the DLC toggles moved in so you never have to back out to the title screen.
Every hero's page names the keyword its kit actually works with — a third trait line, quoting real numbers, on 25 of them.
Korean called the Overflow pack two different names for one mechanic, in 80 different strings. It says 범람 everywhere now, and five DLC heroes stopped keeping their names in Latin script in the non-Latin languages.
📊 Claimed Ground → The Pantheon
Now | The Pantheon | |
|---|---|---|
Heroes | 20 | 31 |
Enemies | 107 | 201 |
Cards | 446 | 917 |
Relics | 43, all dropping at the same rate | 87, weighted by rarity |
Countries | 15 | 17 |
Resonance | counts cards, tiers IV and V | counts Mana, tiers IV to VI |
Starting deck | 5 fixed, 10 drafted | 2 fixed, 13 drafted |

📌 What Happens to Your Save
Ash, essence, Ascension, mastery, Forge levels, claims and card unlocks all carry over.
Resonance works differently, so your decks will play differently. Nothing is taken away — the tally is Mana instead of card count, and there is one tier above the old ceiling.
You do not need the GODS DLC to get any of the free content. Zeus, Hades, the Myth cards, both new countries and all thirty of their enemies arrive with the base update.
Localized in English, Korean, Japanese, Chinese, French, German and Russian.
No date yet — it goes out when it is ready, and this post is how you will hear. Wishlist the GODS DLC if you want the other six, and bring balance shouting to the Community Hub: fifty versions of this came out of it.
