Characters and progression
Added Alden: The Vanguard, the fourth playable character and the first unlockable character. Alden can join as a supporting character through a Character Acquisition stage; meeting him permanently unlocks him as a selectable starting character for future runs.
Added Alden's complete combat kit: the three-hit Vanguard's Slash, three-cast Blazing Charge, Ignition-storing passive, Flaming Surge Focus Skill, and Blade of Justice Ultimate. His kit adds a new resource-and-empowerment loop built around Ignition, Burn, status-sensitive damage, and area attacks.
Added Alden's Consume, Crit, and Break archetype paths, including 18 levelled character-specific Amplifiers and Alden-specific Chosen effects.
Added Alden's character-select, HUD, icon, animation, weapon, VFX, SFX, and combat-presentation assets.
Dungeon flow
Added dedicated Floating Ruins stage levels for Combat, Rest, and Character Acquisition, with separate non-combat handling. The tutorial dungeon now has matching Combat, Rest, and Character Acquisition layouts.
Reworked stage transitions to reload the persistent dungeon level behind a fade, then rebuild the party and restore run state before the next stage begins. Health, Energy, Ultimate charge, Skill charges, Chosen charge, and archetype stacks persist across stage changes.
Rest stages now use their dedicated presentation while healing living characters and reviving fallen party members. Character Acquisition stages add the next eligible unowned character to the party.
Fixed tutorial progression and stage-transition issues, including fade timing and non-combat controller/HUD setup.
Difficulty and combat
Expanded campaign difficulty scaling with per-dungeon enemy health multipliers and progression-based adjustments to enemy health, damage, attack pacing, and perfect-dodge timing.
Added visual hit reactions for players and enemies on non-lethal damage, along with clearer target-hit, Timestop, and archetype color feedback.
Continued the roster and archetype balance pass, including Alden's area-of-effect Break specialization and tuning across the new Amplifier paths.
Rewards, UI, and fixes
Reworked archetype and reward descriptions into shorter, clearer player-facing text with level-specific values and improved color coding.
Improved reward completion and target selection, including safer handling of changing enemy targets and Warden phase changes.
Added a confirmed Return to Main Menu action from Settings.
