The weight of a hit
Clearer spell impacts, sharper lightning and a more deliberate sweep for melee attacks.
Journal
Release notes, stories from the world and practical field guides. Reviewed entries are published one day at a time.
Clearer spell impacts, sharper lightning and a more deliberate sweep for melee attacks.
Choose more damage, stronger protection or a balanced approach for each character, in manual combat and automatic hunts.
White normal hits, gold criticals and red incoming damage make each exchange easier to read on desktop and phone.
Ranking improvements are now live.
A combat performance upgrade is now live.
A journey reliability upgrade is now live.
A dungeon recovery upgrade is now live.
Four main Character destinations, clearer inventory actions, shorter settings and a guiding light for the start of your journey.
Ten advanced forge ranks give high-level characters permanent goals for their gold and essence. Equipment selling and recycling have a clearer name.
Equipment packs can now draw from every equipment slot, with three different slots in each arsenal.
Give spare equipment a new purpose. Buy and sell gear between players for gold, with clear prices and Account bank delivery.
See pending rewards at a glance, find Guild directly in the main menu and recognize your inventory resources.
Select a foe and keep attacking while you move and cast spells with the phone controls.
Give saved spell points a purpose with ten advanced ranks for every class skill, starting at level 100.
Recovery becomes a build choice, potions restore a measured portion, and desktop players can keep attacking a selected target.
Equip six spells, choose assisted spell rotation during manual combat, and reduce background drawing on phones.
The workshop retains your selected affix through loot updates and repeated reforges.
Bosses retaliate after being attacked, punish repeated routes, and offer stronger rewards. Four new Hunt difficulties reach level 284.
Physical classes gain offensive technique power from weapon training, Engineers benefit from Agility, and automatic hunters hold more useful fighting positions.
Follow a lighthouse signal into a new Salt Flats cavern: two linked story missions, three floodgates, the Brine Keeper and exclusive treasures.
Cavern pillars and rocks sit on their painted bases, with close contact shadows and stationary dropped items.
Choose how to cross the Salt cavern, rescue its last mechanic and work toward a specific accessory with each victory.
Dark limestone, blue brine and working brass mechanisms give the Salt cavern its own visual identity.
Regional trees, textured ground and new town buildings bring more of each landscape's character into the places you explore.
Rift enemies engage as soon as you enter, bringing the fight to you and your party.
Finer ground textures and sharper town facades bring scenery closer to the scale of your characters.
Reagents, concoctions and volatile attacks.
Overlapping attack sequences, stronger dungeon guardians and corrected Necromancer summon scaling.
Focused boss strikes and stronger late-game enemies restore pressure behind the front line.
Three developed hunts, three demanding guardians and nine exclusive treasures in the continuous world.
Reed banks, paired arcades and quarry courts give the three frontier hunts distinct ground plans.
Distinct court plans, finer paving and regional structures across ten towns and 31 countryside sites.
Ten distinct town plans replace the repeated two-house layout, with connected streets, plazas and forty accessible buildings.
663 additional monster homes fill connected gaps across all nine regions and six frontier hunts.
Chest shadows follow their painted bases, and the Hunting Atlas explains when upgrades are available.
Bosses anticipate repeated escape routes with fixed ground warnings. The Hunting Atlas now distinguishes fifteen world bosses from four dungeon guardians.
Rift energy and mobile melee combat.
Less waiting when returning to your party after a long hunt.
Eligible characters join from their first cloud save, with no enrollment button or one-character limit.
Regional dusk tones and local firelight give the world more depth, with less glare on open terrain.
Softer natural terrain transitions, subtle surface detail and world-anchored ambient effects.
Roots, healing and a temporary beast form.
Add a third character to your duo, collect ready quest rewards together and fuse matching jewels in one batch.
Recycle eligible backpack loot directly, with the item count and rewards visible before you click.
Automatic talent plans now follow the four skills equipped in your Grimoire.
Automatic hunts recover from unsuitable areas and retry blocked regional journeys.
Solo hunters stay near cleared spawns, and ranged vocations recognize safe nearby firing positions.
The World's Wound gains a usable level-120 entrance, with more reliable away-hunt recovery.
Create or join a guild, manage its members and talk in a private guild channel.
Eight hunting districts gain connected paths, courts and regional terrain, extending the Salt ruins revision across the continuous world.
Party rewards and character controls now use dark reading panels with clear text.
The potion restocking panel now matches the Journal's dark reading surface, with clearer numbers and field borders.
Firearms, grenades and a sentry replace the Riftwalker, alongside automatic recovery from interrupted party synchronization.
Poison, rapid strikes and evasive movement.
Skill training elixirs remain usable after talent training is complete.
Less repeated work while automatic hunters keep track of attacking creatures.
Auto equipment checks your backpack when a new level unlocks gear you already own.
A 1,000-stage idle campaign with personal chapter rewards, shared party routes and clearer creature-level areas.
Automatic attributes now support the chosen Survivor path, with clearer comparisons in the Attributes panel.
Later campaign armor now brings Epic quality and an additional useful bonus, while earned rewards keep their original values.
A party can now use available stash space when collecting equipment from a completed dungeon or Rift room.
Equipment arsenals, workshop supplies, essence packs and +500% Apex elixirs arrive in the Treasury.
Elixir prices, stock and actions line up across grades, with clearer controls on phones.
Resume an automatic Rift hunt after returning to the same open game session, with clearer recovery when storage fills.
Free Auto Hunt advances into eligible regions and moves to stronger local hunting grounds as your party grows.
The Reaper fights with ranged soul magic, ancient ruins sit on their bases, and XP elixirs explain their away-hunt benefits.
A fix for paid equipment packs getting stuck on confirmation in the English game.
World Auto Hunt no longer adds a reward-scaled delay to every encounter while you are away.
Continuous lists, darker reading panels and clearer Store and Character layouts on desktop and phone.
Every character has a unique name across accounts and slots.
Automatic talents follow class and specialization plans, reserving points for later unlocks.
Courtyards, saltwater channels and connected stone paths give an existing part of the Salt Flats a clearer shape.
Salt barrages, advancing roots and paired furnace blasts give three world creatures different ways to challenge your positioning.
Share gold and up to 200 pieces of equipment between ordinary characters on your account.
Holy strikes and defensive support.
More distinct item colors in the backpack and equipped slots, with the dark inventory retained.
Uncollected drops stay on the ground when an away hunt cannot fit them into your bags.
Returning to the world keeps field bosses on cooldown for the whole party.
Double combat XP, clearer inventory colors, better small-screen layouts and more reliable party and away progress.
Automatic hunters keep their chosen target through pursuit, and parties keep a steadier shared focus.
Your away report now connects earned progress to your tracked goal, with a direct route to the next action.
A clearer phone battlefield, with compact controls at the edges and less idle information during manual play.
Periodic equipment healing keeps a consistent rhythm during refuge training.
Soul magic, undead summons and bound creatures.
Party Rift victories complete correctly, dungeon returns stay on valid ground, and away hunts respect field-boss cooldowns.
Returning to the game tab no longer restarts an unfinished party encounter.
The away-return summary no longer leaves a living party member frozen or impossible to select.
After manual movement or an attack, switching characters lets the previous member rejoin the active group hunt.
Clearer talent layouts on short phone screens, with all twelve choices together and room to read and invest.
Hits no longer push monsters and bosses backwards, keeping party fights and melee targets in place.
Effective skill upgrades, clearer build values and party hunts that recover and resume while you are away.
More responsive character switching and quieter menus during play.
Fewer redundant party actions and safer automatic retries when the cloud is temporarily unavailable.
Party hunt statistics survive character selection, formation avoids discarded setup work, and confirmed equipment transfers restore normal saving.
Worn paper, clearer records, and menus that use the room on your screen before adding pages.
A leather-bound expedition journal, parchment leaves and brass controls in contained desktop windows.
Importing a character backup into an occupied slot now keeps valid equipment ownership together with the replacement.
Desktop training and hunting sheets use their available space more effectively.
Visible inventory dividers, clearer item counts and a better fit for account forms.
Transformed Druids keep their route around obstacles during automatic hunting.
Dark inventory trays, softer item colors and visible dividers.
Auto arrange keeps the backpack grid steady instead of hiding a row behind extra pages.
Browse your items without extra pages reserved for empty backpack slots.
Inventory cells use the available space, with vacant slots completing the visible grid.
Stronger rarity colors and clearer item frames on the dark inventory surface.
Elemental spells and area damage.
A clearer phone menu, direct backpack access and roomier controls in portrait and landscape.
The backpack icon now sits in the center of its mobile game-screen button.
Distinct fantasy icons make the desktop and phone menus easier to recognize.
Gold and remaining XP stay visible on phones, with a lighter rendering option and corrected away training for hybrid and summoning builds.
Party members follow and fight without competing movement orders, and unreachable class loot no longer holds the group in place.
A shared camera, spaced following positions and regrouping keep the three characters together through a hunt.
Parties return to one refuge, formation reports its progress, and city routes respect narrow corners.
Form an idle party of up to three account characters, with full personal XP, separate equipment and a simpler main menu.
Grounded tree roots, recognizable enemy attacks and clearer recovery for fallen party members.
Party portraits and the Journey journal now have their own space on desktop.
Nearby party loot is collected automatically, with class distribution and personal loot rules preserved.
Revive a fallen party member beside the group during combat, with a visible gold fee.
Shared targets, closer formations, allied healing and a better pace for useful party builds while away.
Distance, movement and precise shots.
Restored class sprites, explicit automatic attribute plans, and equipment affixes that fit the vocation.
Twelve story missions beyond the first Echo, two lasting season challenges, earned seals and outfits, and a new Survivor.
Four lasting challenges, two earned titles and away hunts that follow your build.
Long away hunts release the browser between encounters, and Auto Hunt keeps advanced frontier areas.
Less waiting after away hunts and when comparing equipment.
More reliable character loading and less waiting after an away hunt.
Open character panels reflect new points, quest rewards and equipment changes as the hunt continues.
Nine regions, 27 earned legendary treasures and a shared bestiary of exact drop rates. Choose a hunting ground and keep it across active and away hunts.
Companions and mounts become longer-term gold goals, with all existing bonds preserved.
Higher adoption costs make permanent companions and mounts substantial gold goals.
Complete focus outlines, distinct attack silhouettes and a lighter combat sound mix.
New combat recordings distinguish bows, blades, claws and each school's magic.
Socket jewels across the whole outfit, preview each piece's bonus, and see the current combat target.
Steel, close combat and staying power.
A practical method for evaluating an upgrade.
Organize a full backpack in one click, with visible type, rarity and sorting controls beside the items.
A reflection waits beyond the house. The first Echo encounter arrives alongside all six class skills in one Grimoire view, consolidated menus, World chat and automatic equipment upgrades.
Reserved space for upgrading and equipping skills, with details that adapt to the room available.
Move World chat and desktop windows by their heading, with corrected ground contact for older creature sprites and the caravan cart.
A new werewolf form for the Druid, accurate automatic area spells, and a more compact character picker.
New dead trees and marsh plants, connected paving, grounded rocks, and equipment choices that consider the active build.
Equip best now considers weapon pairs and set pieces that become stronger together.
Manual equipment upgrades respond clearly, with twenty new bases offering different stat priorities across all ten paths.
Complete outfits, class skills and set combinations are compared in the background before a single equipment change.
Death now returns a character to the last refuge visited, instead of always sending them back to the Vigil.
Offline Auto Hunt recovers between fights and stops at a refuge when the chosen area has no sustainable targets.
Twenty weapons, ten four-piece sets and ten named legendary weapons bring new choices to every character path.
Affordable daily stock, lower supply costs and a gentler gold curve for equipment improvements.
Three companions with their own attacks and bond levels, and three mounts that carry the character across the world.
Health and mana supplies have tiers; the smallest flask is not a lifelong answer.
A US$ 4.99 monthly membership that buys time and convenience: a week of away progress at the full rate, chores finished while you are gone, two outfits, the Patron title and two extra character slots. No power sold.
Fixed frontier bands give experienced characters more dangerous ground to explore.
Offline progress now runs for up to 72 hours, the character moves to the next region on its own and spends talent points by itself. All free.
Notifications moved off the centre of the screen, a one-line hunt chip, the equipped weapon on the attack button, three zoom levels and a compact skill bar that hides while Auto hunts.
Creatures take longer to kill without slowing your progress, every character gets free skin, hair and cloak colours plus titles, and ten town merchants sell equipment, gems and materials for gold.
A shareable card for your night of hunting, permanent rewards for every Eclipse, fights that hit harder on screen, a visible goal for new characters, and a public ranking that fills itself.
The journey follows the account through an explicit save and handoff.
Free offline progress for up to eight hours, automatic hunting on by default with an AUTO button on every screen, a hunt panel, automatic recycling, a return screen, and the random box gone from the store.
Level, training, rift progress and vocation provide different ways to compare a journey.
Completed objectives can reward progress without forcing another walk across the map.
Active play creates time for the journey to continue during an absence.
A boost is most useful when the hunt is ready before the flask is used.
Three currencies with different jobs.
One room. One floor. A staircase that opens when the room is clear.
A reward preview describes possibilities, not a guaranteed shopping list.
Set bonuses reward combinations, while individual attributes still matter.
A socket is another build decision, not a reason to ignore the base item.
Gold and crafting materials serve different needs.
A weapon needs to fit both its slot and the character’s path.
Rarity, body slots and item comparisons make a full bag easier to manage.
Target selection, supplies and loot rules belong to the same routine.
The nameplate should answer the first question in a fight: how dangerous is this opponent?
Character experience and trained skills solve different problems.
A sensible hunting routine begins with supplies, a readable target and room for the spoils.
A familiar room. An unfamiliar world. The journey begins with the search for a way home.
The quest journal grows to 208 fixed quests, the global ranking gets four modes, and the Endless Rift opens from any refuge at level 20.
Every menu now fits its window: tabs, compact selection and previous/next pages instead of scrolling. Combat never pauses behind a panel.
The last four vocations land with their own techniques, specialisations, talent branches, equipment families and pixel art in four directions.
Boss loot you can plan for and a changing dungeon with no last floor.
A fifth vocation built around Conviction, and a permanent path for those who prefer to remain without a class.
The story begins in a bedroom you recognise, in a world you do not.