1.1.0 was for the parties. 1.1.2 is for the replayers. A new operator, new finales, new horrors, new noise — and a new way to hunt.
THE GAMBLER — A FIFTH OPERATOR
Risk & payoff. Double or Nothing flips a coin for 10 damage or for nothing. Loaded Dice spins a wheel from zero to double. All In bets your own corruption on one 30-damage flip. And the house never tilts against THE GAMBLER at the Jackpot — every paid pull rides first-pull odds. Unlocks after clearing the campaign as THE OPERATOR.
THREE WARDENS PER CHAPTER
Every act's boss used to be a fixed appointment. Now each chapter draws its finale from a pool of three. The Outer Net might end in The First Worm or Handshake; the Deep Stack in Stack Smasher or The Collector; and so on down to The Root and Origin waiting at the Source. The map's boss intel always names the warden you'll actually face, every co-op client sees the same one, and a given seed always summons the same finale.
And every warden fights deeper now: bosses escalate through one more phase per chapter — the Outer Net's break into two forms, the Source's into SIX. Each phase collapses and reassembles into a new shape with a harder moveset. Even the bosses you know — The Gatekeeper, Mother, Null Operator, The Wire — each gained a final phase.
FULL SWEEP
Defeat all three wardens of a chapter to earn its seal: five new achievements, each doubling as a selectable title. Warden kills count from this version on.
FOUR KEYWORDS — ONE PER OPERATOR
- TRACE (Phreak): mark a process; the next attack to land deals +3 bonus damage and burns a stack. Multi-hit attacks devour it.
- BULWARK (Sysop): up to N of your Block SURVIVES the start-of-turn reset.
- FESTER (Daemon): every Bleed and Poison tick on a Festered target bites +N deeper.
- RELAY (Operator): your next Skill resolves TWICE.
Seventeen cards carry them, including reworks of Bulwark, Fester, and Relay themselves.
NEW THINGS IN THE DARK
Five special elites now haunt the deeper sectors — REVERSED SIGNAL, THE MIRROR, PACKET WRAITH, COLD BOOT, and THE HUM — each with its own sculpture and a signature trick: scrambling your hand, draining your energy, freezing the block off you, or corrupting you where you stand.
Chapters 4 and 5 stopped thinning out. Their encounter pools are now as deep as the early game, so long dives — and every DEAD AIR loop — stop serving you the same fights.
CLIMB HIGHER, FALL HARDER
- ASCENSION 16-20: five more rungs — hardened elites, failing repairs, gouging markets, seeping corruption, and at 20... The Drawn Hour.
- Four new LINE NOISE modifiers: CURSED BOOT (start with a Glitch), PACKET LOSS (draw one fewer card a turn), PRICE GOUGING (the black market marks it all up 50%), and HARD RESET (every process hits harder and holds more).
- Six new anomalies to gamble on out on the map, and ten new neutral cards every operator can find.
UNDER THE HOOD
The whole game — every screen, card, relic, enemy, and event — is now translation-ready, with a LANGUAGE option in Settings. Real languages can land in future updates without touching code. And every build now passes a three-gate automated audit plus an automated co-op handshake test before it ships.
Same-version lobbies only, as always — update and dial back in.
— The Drawn Hour
- News and updates
- The Drawn Hour Playtest
- v1.1.2 — Second Signal: the wire answers back
Source: Steam Community (opens in a new tab)
