A journey with a clearer rhythm
The first seven floors now follow a scout–prepare–trial pace: two early card picks, and shops and bonfires placed before the fights that matter. Seven specialty encounters (the swarm, the serpent-and-candle, the lamp guard, and more) are foreshadowed before you commit, and two optional double-wave side paths let you bank opening Ward and energy for the floor's main battle. The journey map now shows the full route, plus how your preparation and deck changed at each stop.
Cards and impacts you can feel
Cards are larger with two lines of body text; new cards animate from the deck, mid-combat draws slide into place, and played cards leave an after-image. Hit effects land on the enemy's body, and health bars keep a fading wound trail. Blades, Gu, and talismans each have their own material sound and stereo position. Every monster's attack, hit, and death animations have been completed, and each phase of the cycle bosses now moves on its own.
Two balance fixes
Leech now heals only for the Vitae the target actually loses — overkill damage no longer becomes healing. Ramp cards (All-Returning Stroke / Momentum Slam) now gain +1 damage per 4 Attack cards played, with caps (+18 / +12), instead of stacking without limit; in-progress old saves keep the original curve. To keep the trade legible, Ramp cards in hand and the drag preview now show live damage from the same math as combat.
Runs are safer to keep
Entering the abyss, fixed challenges, and the daily challenge all protect an ongoing run, preserving floor, Vitae, and deck. Inspecting long cards in a narrow window no longer spills off-screen, and the mouse wheel reads the full rules inside the inspector.
Thank you for playing and telling us where the run felt short and the hits felt soft — that set the order of this update: feel first, structure second, numbers last. Keep it coming: which fight felt best, and which stretch still drags.
