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Vault of the Void News

Dev Diary: The Journey Continues!

Hey folks! Time for another update on how things are going on the re-code. Hopefully this sheds some light on where things are at, and how things are going. It hurts to let Vault go so long without any content updates, but both Shu and I are working around the clock here to get things going as quickly as possible!

It's been good progress the last 2 weeks. Shu is offically onboard now as a fulltime developer, and we've been working well together! There has been a lot of time spent with data migration scripts which... aren’t the funnest. Thankfully Shu is a data wizard and now we have most of that all locked down, so it will be more front end progress from here on out!

Let's show some previews!

[h2]Run History[/h2]
Shu has been hard at work getting the Run History and Statistics side of things all sorted. Not only did this include the visual side of things, but also included getting all the old data formats converted to the new JSON. This is now all 100% setup and working, and even all the old stats have been migrated over and displayed correctly.

All Run History results will be merged over from the old version seamlessly, so you’ll be able to continue tracking your past victories without issue!



The Run Result screen has been rebuilt and now allows for scrolling on Mobile and smaller screen, however we’ve done what we can to ensure that on default PC screens (1920x1080) and higher, this Run Result screen won’t scroll, so will fit perfectly into the single page screenshots we love to see!



[h2]Pre Fight Screen[/h2]
Next up on the list was the Pre Fight Screen -- I had to spend a bit of time on this to get it right. One of the main things I needed to ensure was that on smaller screens (Mobile, small PC and Switch etc), the screen would condense the information in a few ways. Firstly, it won’t show the card reward by default, to save space to show the enemies. It will also use the new “Condensed Card Frames”, which Sanjeev is blazing through now!





I know some of you may prefer the condensed version, even when not on mobile. So there is now also an option to enable these by default! Also, these new frames may be used on one of the new Classes, as they need a bit more .... space, for extra things :)

[h2]Map Screen[/h2]
This was by far the most complex thing I’ve needed to work on so far, and there were many interwoven bits and pieces that had to be moved over. Performance wise, this screen's optimization is so much better, and seems to run really smooth on even the low end test phones here!

Next on the list was the player data bar (the bar that runs along the top of the screen). This was the bane of my existence in the original project, just due to the dynamic length and segment size, and limitations with the tools at the time. However now, I’ve managed to get this to be fully flexible and scalable, at all resolutions and locales! The Void Stone bar track also changes size if you’re on a smaller screen.

I’ve also redone the Tooltip system to be super flexible, mapping the screen at the time and checking where is the best place to display the tooltips (cause yeah, Vault kinda has a lot of those...).

[h2]Controller Support[/h2]
I’ve spent some time going back over screens already done and implementing the new Controller support as well. I gave this code a refresh, and it seems to be working much better now as well. This will be something that continues throughout the rework, but it will definitely be done and included when it goes live.

[h2]In Closing[/h2]
Progress Has started today with Shu moving on to the Instability Screen, whilst I now wrap up the Post Fight rewards. After that, we’ll start moving onto events and I’ll finally tackle the big beast, the Battle Screen!



Thank you so much for everyone's patience and support. We’ve still got a bit to go here, but we’re working as hard as we can! I’ve settled back into the 4am wake up schedule to get as much done everyday. I’ll continue to keep these Dev Diarys going every 2 weeks so you’re all well aware of where we’re at.

Until next time, thanks for all those lovely comments, and the reviews as well! Its so nice to have a supportive community like Vault does, and they’re lovely to read at the end of a long (and tiring) day!

All for now,
- Josh



Dev Diary: The Great Recode!

Hello everyone! Welcome to the first Dev Diary aimed at updating you all on the progress of The Great Recode, which I mentioned briefly a week or so back. A TL:DR on things if you missed it, I currently am going through the progress of fulling updating Vault of the Voids codebase to allow for many things, including easier expansions, but also the ability to publish to Mobile and Switch as well! Things have been pushing along here, I wanted to keep everyone in the loop with progress.

Firstly -- a huge thank you to all who reached out! From what I heard, everyone was okay with me sidelining the Daughter update so I can get the main codebase transfered over. Its not ideal, but I promise it will be for the best! It does save the issue of trying to maintain 2 code bases at once.

[h3]This will officially be the longest Vault of the Void has gone without a proper content update to the main game since well before Early Access.[/h3] To be truthful -- this is terrifying for me. I was always one that wanted to focus on getting fresh content to you all as often as possible -- so I really do apologise in advance! However, not only does this re-code allow for multi-platforming, it also does clean up a lot of the mistakes I made along the way, optimises a ton and also setups up for some great future content (new classes, finally!).

I'm not going to talk about the other platforms here, my focus with this post is to update re: the PC Steam version, which will be the first to get the new update.

[h3]So where are things at? [/h3]
Stuff has been happening around the clock! Firstly, I get to officially announce that Girlphobia, the brains behind the amazing Companion website has joined me on this quest to 2.0! Having someone to code alongside with for the first time since the dawn of the project has been amazing, and its really, really speeding things up as well! So far, they’ve done some amazing work with API’s to set up for cross platform progress syncing, and also cross system leaderboards. Also, this week we’ve just finished wrapping up the conversion scripts to bring players profiles from the old version of the game to the new 2.0 save system!

[h3]So what's been done? [/h3]
Right now, finished, or at least 90% done are:
  • Main Menu
  • Profile and Past Runs
  • Statistics
  • Options
  • Compendium
  • Challenge Coins
  • Difficulty Selection
  • Class Selection
  • Booster Screen
  • Map Screen
  • Full run generation scripts with new JSON load/save system


This is actually a lot further than I originally thought I would be at this stage! It doesn’t sound like much, but a lot of this includes framework which will make the future screens much easier to fill out. On top of this, all these screens have been tested and, where needed, re-coded to fit on Mobile and smaller screens as well.

The biggest stages to come are the Battle Screen (card processing, monsters etc) and also the Deck Manager. I'm hoping to get a jump on these starting from next week!

Heres a few snippets from the new version so far!

Full UI Scaling option:


New Difficulty Screen:


New JSON save system, including proper support for 100% seeding:


Better space and layout inside the Compendium:


I hope this helps give people a bit of transparency around what's going on! I still don’t have a timeframe on completion, but I’ll continue to provide typed updates here every 2 weeks or so. The next big things to tackle will be the Deck Manager, and also some new animation frames for enemies, for screens with reduced sizes (Mobile/Switch). I'll be diving into these next week so I'll be able to provide a bit of a clearer update in the next Dev Diary!

As always -- thank you so much for your continued support! If you'd like more updates or to speak to me directly, please feel free to join the Discord. Please know I'm working as hard and fast as I can to get this out to you all -- I hope you're all looking forward to this 2.0 version!!

All for now,
- Josh



Vault of the Void is coming to Mobile and Switch!

Hey folks! I’ve got some super exciting news to share today (maybe the worst kept secret)! Some of you may have seen me hinting at this on Reddit or in the Discord, but I can finally officially announce the good news! With good news however, there is often some less than great news to follow. Same case here, but I wanted to at least make my intentions and plans public so you all know what the Roadmap is going to look like moving forward.

But first -- kitty update!



We haven’t seen any photos of Kiri or Yuki for a while now -- so here's a kitty update! Both are doing good and getting bigger. Might have to squeeze these into Vault at some stage. Maybe a kitty deckback!

[h2]Good News[/h2]
So the good news -- as you can tell by the title, Vault of the Void is officially coming to Mobile and Switch! I know a lot of people have been asking for this for a long time, so I’m finally excited to be able to confirm it!

I’ve had goals to port Vault since the beginning -- however logistically it's never really lined up. There's been many offers from companies over the years to handle all this for me, but I really wanted to be the one to do it, and to make sure I did it right. After some discussions earlier this year, I finally decided to take the plunge. I applied to Nintendo to ask if I could bring Vault to Switch at the sametime, and have since been all approved!



So -- what's the Bad News?

[h2]Bad News[/h2]
The bad news is -- when I started making Vault back in 2018 or so, I had no idea how to program. I barely was able to get it onto the PC -- let alone a mobile device. I had no idea the game would be as popular as it is -- so things like porting etc were a completely disregarded.

Fast forward to now -- Gamemaker has moved a long way, as has a lot of the plugins I use (especially the text rendering engine!). I was unable to upgrade a lot of this because Vault was coded the way it was.

The bottom line is -- for Vault to move to be multi-platform, it means almost a full rewrite of the core code base. This is one of the reasons that held me back from doing it for so long.

However, I've already started on this process! I've been working hard over the past 6 weeks or so (between my fulltime job) to get the core of things in place, and its actually going really well! What does make things problematic though -- is the fact that whilst I'm doing this upgrade, updates to the old version of the game make the process a little trickier.

Obviously -- the Daughter of the Void was due for her balance and content update. This is still happening, but I'm just trying to see where this sits in the pipeline. I can either leave the current porting and version upgrade for now, jump back to the old code base and get that update done. The other option is to get this full upgrade done, and bundle the Daughter patch in as the first update.

This is where I wanted to come to you all -- the playerbase -- to be transparent about my plans here. As usual, I'm still learning on the fly, and before I commit to either plan, I'd like to take the rest of May if possible please, to just see if I can get a firmer idea on how long this upgrade is going to take. I'm deep in the trenches, and feeling like with a lot of the core parts done now, I should get a firmer grasp of time soon.

Ideally, if I priortise the upgrade first, the new version (which I'm calling 2.0 interally) will launch on PC first, brining the PC client up to this latest version. So lets talk about the benefits:

  • Huge optimsation tweaks. The game runs, and is coded, so much better. Much higher FPS and better support for low end machines.
  • Full UI scaling options and better Ultra Wide support. There is now a slider that correctly scales the UI to the users liking, alongside also the Large Font option.
  • Fully updated Save system to fix all those annoying save game issues that show up from time to time. Everything has move to .json and been standised. With the new system you'll be able to pass save files between players for speedrun events as well.
  • Greatly improved workflow when it comes to adding new Classes and Cosmetics. Expect much more in both these areas.
  • Link Code setup, meaning you are able to sync your progress (I+ Levels, cosmetics, Mastery, Challenge Coins etc) between Mobile, PC, Switch etc. 100% crossplay is being investgated as well!
  • Cross system Leaderboards for Daily Draft.
  • Full re-write of the seeding and level generation to make things more accessible for the speed runners and competition gamers.


Also -- with the re-write, I'll be able to tend to the 2-3 issues keeping Vault from a "Certified" rating on Steam Deck!

So in terms of a rough timeline, the rollout will look something like :
  • PC version gets update to 2.0 client. Bug testing and mass user testing happens here on Beta, then synced to Live (with the Daughter update).
  • At this stage, Android Beta testing will have started, and be ongoing. iOS potentially as well.
  • Android Launch
  • iOS Launch
  • Switch Launch


The reason I need to stage things out like this, is purely because I'm only one person. I can't stay across all fronts in a way that I'd be happy with if I launched all at the same time. The decision to push Android first is based purely off how simplier the deployment is. I'm unsure about the time gap between each, although I can't imagine the time betwen Android and iOS to be more than a few weeks. If Android launches well, I'll push the go-live on iOS sooner.

As you may be able to tell, I'm very excited! Althought I do ask if you could please give me just a bit more time to plug away here, before I decide on where the Daughter patch will land. Its 100% coming, just trying to decide which is best.

[h2]Tacticon 2023[/h2]
As you may have noticed, Vault of the Void has been included in Tacticon 2023! Its a huge honor to be included with so many amazing games. To celebrate, Vault is also on Sale right now for 25% off!

Thank you everyone for being part of this journey so far! There is much more to come, and I'm really excited about the future!

If I end up focusing on the upgrade first, I'll try to push out fortnightly Dev Posts to Steam, showing progress and keeping you all in the loop on how things are going!

All for now!
- Josh

Update #63 -- Enlightened Content & Balance Patch

Hello everyone! Today I’m excited to bring you the Enlightened Content and Balance Patch! This is the 3rd of these patches, with this one focusing on the Enlightened. After this, I'll be getting started on the final of these patches, aimed at the Daughter of the Void! A few things before I dive into the details...

[h2]Companion Website[/h2]
For those of you who have been in the Discord, you would have seen the amazing new Discord bot (which is now updated regularly to match the game data!). This was all done and setup by Girlphobia, and I can’t thank them enough for all the amazing work.

However, the fun doesn’t stop there. They’ve been super busy putting together a companion website, for those times when you can’t have the game open in front of you! Today, I’m super excited to share it:

Vault of the Void - Companion Website



Please feel free to poke around the website and forward through any issues or suggestions you may have!

[h2]Big News -- Coming Soon[/h2]
I got some fantastic news this week which is super exciting! I’ve hinted at this in the past, and finally have confirmation of things this week. I’ll be making a separate post and announcement on this very soon -- so stay tuned (don’t switch off!).

[h2]New Challenge Coins! [/h2]
Also included in today's patch is 4 NEW Challenge Coins! With the Challenge Coin pool now starting to grow, I do have some plans to clean up that UI to make it easier to search and sort. More on that soon!



[h2]Enlightened Content[/h2]
Okay -- let's dive into the Enlightened patch and see what we have! As always, I’ve got a full list of updates below. This may look a little leaner than past, but that's due to there not actually being too many outliers in the statistics. We linked up with a few veteran Monk players as well to talk about holes in the kit, and issues they’d like to see addressed.

In total, we’ve got 8 new Enlightened Artifacts and also 8 new Cards! You’ll see some focus here on breaking Chains and also some Affliction targeting -- hopefully this will help smooth out Monks play a little!



Another big change comes to the Mindfulness starting kit. Stillness and Discipline are out, and Persist and Fast Forward are in!

Overall, throughout the testing the last few weeks, response has been positive! As always though -- very happy to hear feedback and will make adjustments where needed!

[hr][/hr]

And thats it for now! Thank you everyone for continuing to make Vault of the Void what it is today! We’re on the road to 2000 reviews and I couldn’t be more proud and excited! Lots of very fun stuff coming this year -- can’t wait to share more!

Huge thank you as always to the internal content team, including all the testers and bug finders -- and of course the amazing translation team for all their hard work!

All for now,
- Josh



[h3]Neutral/Non-Enlightened[/h3]
- New Tempest Elite Artifact: Meteorite.
- New Neutral Uncommon Artifact: Obscure Trench Bug
- Meteor: Upgrade only goes down to 2 cost now.
- Kneecaps: +1 Weak pre and post upgrade
- Riposte: Deals +1 damage pre and post upgrade
- Sneak Attack: Added "Purge: Rage 25%."
- Surprise Attack: Reworked to "If the target is Attacking, apply Weak 1. (Remove Otherwise) Otherwise, apply Vulnerable 1 and deal 9 damage. Deal 14 damage."
- Do Over: Reworked to 3 cost: Deal 8(11) damage. Block 8(11). Recur 1 random Attack & 1 random Ability card.
- Ice Wall: Reduced the upgraded purge block from 10 to 8.
- Torch of Triumph: Added "and Overcharge 1"
- Sugar Rush: Changed from starting at full energy to just starting with +2 so it can't go quite as out of control in certain combos.
- Helm of Focus: Added "The first time each battle you suffer Confusion or Haunted, gain 1 Energy."
- Open Up: Added Rigged when upgraded.


[h3]Challenge Coins[/h3]
- I Meant To Drop That: The Hidden
- Steamiest Building: The Hidden
- Chained No More: The Enligthened
- Bittersweet Visions: The Enlightened.


[h3]Artifacts[/h3]
- New Uncommon Enlightened Artifact: Spork: Each time you break an Attack Chain, Draw and Discard 1. Each time you break an Ability Chain, Rage 25% and Delay Rage 25%. Each time you break a Buff Chain, Overcharge 1.
- New Rare Enlightened Artifact: Sake: Each time you play a card while not in Zen, Draw & Discard 1.
- New Rare Enlightened Artifact: Scroll of Heaven-and-Earth: Each time you reshuffle your deck, apply Slow 1 to all enemies, and Foresight both the top- and bottom-most cards that aren't Foreseen or Afflictions.
- New Elite Enlightened Artifact: Rear View Mirror: The first time each turn you Vision, Draw 1.
- New Elite Enlightened Artifact: Octopus Sausage: When you break a Chain of 2, enter Zen.
- New Elite Enlightened Artifact: Harmonious Triangle: The first time each turn you gain Echo Wall, add a Chant to hand.
- New Elite Enlightened Artifact: Bing of Tea: If you end your turn with 4 or more Zen card plays, Delay Draw 1.
- New Elite Enlightened Artifact: Xishi Teapot (Art Note: Have it slightly cracked to represent the chain breaking): Each time you break a Chain, Delay Draw 1, up to twice per turn.


[h3]Card Changes[/h3]
- Mindfulness Starter Now contains 2x Persist and 1x Fast Forward instead of Stillness and Discipline
- Stillness: Deals +3 Shii pre and post upgrade
- Discipline: +1 Immediate Block pre and post upgrade
- Back in Time: Deals +2 Shii pre and post upgrade
- Ankle Break: Deals +2 damage and +3 Shii, pre and post upgrade
- Undermine: Deals +1 future strike pre and post upgrade
- Body and Mind: Changed the Shii from 4(6) to 7(10). It's hard being an Enlightened X cost!
- Reach Through Time: -1 cost pre and post upgrade
- King of Echoes Void Stone: Changed to King of Prophets which simply says "Foresight 1."
- King of Tranquility: Changed to "Add a Chant to hand. Expel a random Affliction in hand to add another."


[h3]New Cards[/h3]
- Decline: Enlightened Common Attack, 1 cost: Deal 5(6) Future Strike 1 time(s). Zen: Sift 1(2). Chain 1 if you have an Affliction in hand.
- Asceticism: Enlightened Common Ability, 0 cost: Discard all non-Attack cards in hand. For each, Chain 1(, Rage 25%) and Block 2.
- Pyre: Enlightened Uncommon Buff, 2(1) cost: The first time each turn you draw an Affliction, Discard 1 and gain 2 Energy. Expel.
- Branching Paths: Enlightened Common Ability, 1 cost: Sift 2(3). Foresight a card in Discard.
- Set in Stone: Enlightened Uncommon Ability, 1(2) cost: Foresight 1(2). Add a Yellow Void Stone to selected cards. Purge: Sift 1.
- Pivot: Enlightened Common Ability, 1 cost: Block 5. Delay Block 3. Follow-Up: Apply Vulnerable 1(3).
- Tranquilize: Enlightened Uncommon Ability, 1 cost: Apply a 2 turn Debuff that makes the target suffer Shii equal to your excess Block. (Don't) Expel.
- Convergence: Enlightened Uncommon Heavy Attack, 3 cost: Apply 5(7) Shii 3 times. Choose a Foreseen card to put from deck to hand. If there are none, Foresight 1(2).

Update #62 -- Tempest Content Patch + Russian Language Beta

It's finally here! I’m sorry for the delay in getting this out, I was hoping to have it ready by last weekend! Although there's so much to get into here, having the extra time to pass through Beta was a good thing. It does also mean that it coincides with...

[h2]Steam Sale![/h2]
That's right -- it's been some time since Vault of the Void has been on sale, and right now it's currently at 25% off! That's the deepest discount in Vault history -- a great time to jump in now if you’ve been holding off!

https://store.steampowered.com/app/1135810/

[h2]Reviews -- 2,000 Community Award?[/h2]
A HUGE thank you as always for everyone who has taken the time over the last month to leave a review -- means a lot! Someone also mentioned the idea of a 2,000 Review milestone in game, like the good old days! For those of you who are new, back early in development I would release a fun cosmetic reward at different Review milestones, as a way to say thank you for all the support (like the cardback featured below)!

I’d love to do something for 2,000, it could be another card back, although I do have some ideas for a fun Alternative Artwork pack as well! I’ll get to work here and release more details as we approach this amazing milestone!



[h2]Russian Language Beta[/h2]
This has been in the works for a while now, and I’m finally able to announce the long awaited addition of Russian locale to Vault of the Void! A massive shout out to the volunteer team behind this, driven mostly by Lex! Just as an aside, this is still technically a “Beta” for this language support, so anything you notice please leave a comment either here or on the Locale thread in the Forums!



[h2]Discord Bot and Compendium Website[/h2]
Another amazing community contribution I’d love to highlight here, is the work done by Girlphobia in the Discord. They’ve recently assisted and taken over the reins when it comes to data exports, for use on the Discord bot and also a brand new Compendium website which will be launching soon! Among a slew of other things (like helping fix a lot of website issues!), the upgrade to the Discord bot alone is amazing. No longer is the Discord Bot known as an out-of-date-meme, it now has search functionality, images for all artifacts and cards as well as up to date information. Another HUGE thank you Girlphobia for your amazing work!



[h2]Challenge Coins[/h2]
I know there were a few people a little disappointed that no new Challenge Coins made it into the last patch. I’ve done my best to make up for things here -- 4 NEW Challenge Coins are ready to go! A few of these actually dabble in something not tried before with coins; forced cards! These forced cards are added on top of your deck limit, and can’t be removed at all. They can however be upgraded and stoned as usual. Would love to hear feedback on these as you get a chance to enjoy them!

Again, as always, a big thanks to the community for suggestions for these Challenge Coins, and to Dabor for putting the details together.

Also, here is a fun little screenshot of Zero handling the first iteration of the Null the Void coin. Whilst doable, we did decide to scale the HP back a little... (yes, that is 139,725 max HP)



[h2]Into the Storm[/h2]
Okay -- time for what you’ve all been waiting for!

For those of you who have been watching Breakshift's streams, you may have already had a sneaky preview into what's to come for Tempest. A full pass over all her cards and artifacts, 15 new Artifacts and 9 new cards!

In terms of balance, Tempest win rates were tied with the Hidden for the best in the game right now. With a lot of the changes made, as you will see, we don’t expect that to shift too much. There were a few small bits of tinkering here and there, some shifts to starting Zeals and some starting cards to encourage changing them up a bit more, but overall there were more buffs than nerfs. A lot of the edge was taken off some of the raw value generators that existed in the Zeal tree, and then overall just taking a little off some of the outliers and trying to make some of the sad cards a bit more appealing. Overall however, Tempest was in a place we were happy with overall -- and hope to continue seeing her there.

I’ll leave things here with a full list of all changes now. I hope you really enjoy this patch, and I’ll be back again soon with the Enlightened’s turn!

[hr][/hr]
Massive thanks to the Internal testing team, and all the volunteer translators who continue to do such amazing work -- I couldn’t do any of this without you all! You are all so amazing and I'm forever thankful!!

All for now!
- Josh



[h3]Neutral/Non-Tempest[/h3]
- Something Extra: -1 cost pre and post upgrade
- Hidden Mastery: Replaced For The Throat with Plan B, making Slick Strike feel 57% less lonely.
- Potion of Sourcery: Added "Gain 1 class-specific potion after you win your next battle."
- For the Throat and Underhanded Tactics can no longer appear outside of starter decks.
- Purple Juice: Just made the upgrades unconditional - simply get a bonus upgrade after ALL fights. Considering how often this is gotten via Dark Idol this helps not just be instantly stuck in a death spiral on acquiring it.
- Wizard Hat: Increase Overcharge at 0 energy to 2.

[h3]Artifact Changes[/h3]
- Leaky Wires: The EVEN effect becomes "Shock 2 and Weak 2" instead of just Weak 2. The ODD effect becomes "Overcharge 1 and apply Vulnerable 2 instead."
- Doomsday Pamphlet: Increased Zeal from 1 to 2
- Dynamo: Added "and Draw and Discard 1" on top of the exist Overcharge 1 when playing a buff.
- Hymn Book: Added "and Delay Block 3."

[h3]New Artifacts[/h3]
- To-do List: New Common Artifact: At the end of the turn, Delay Rage 25% for each untriggered Zeal. If you had 12 or more Zeal, Overcharge 1.
- Blessed Whetstone: New Common Artifact: Your first Heavy Attack card each battle also applies Weak 2, Vulnerable 2 and Slow 2.
- Improvised Helmet: New Common Artifact: Each time you Purge a card that costs 3 or more, Block 2.
- Electric Bagpipes: New Uncommon Artifact: At the start of your turn you'll gain +1 additional Energy. Your 3rd card each turn costs 1 more.
- Insulator: New Uncommon Artifact: The first time each turn you apply Shock, Block 4.
- Funeral Pyre: New Uncommon Artifact: Each time you kill an enemy, Zeal 7.
- Celestial Chimes: New Uncommon Artifact: Each time you trigger a Zeal power, gain a charge. When you draw an unstoned card, spend 5 charges to add a Yellow Void Stone to it. Max 10 charges.
- Holiest Offering: New Elite Artifact: The first time each turn you reach Zeal 6, gain 1 Energy.
- BOOM-erang: New Elite Artifact: Your first non-Volatile Attack card played each turn that triggers Shock each turn will Rebound.
- Guardian Dove: New Elite Artifact: Each time you cast your spell, add an upgraded Intervention to hand.
- Glorious Banquet: New Elite Artifact: At the start of your first turn, Zeal 10.
- Expired Coupon: New Elite Artifact: Each time you play a card with a modified cost, Overcharge 1.
- Canonizer: New Rare Artifact: The first time each turn you play a card that costs 3 or more, Delay Rage 25% for each Energy spent.
- Defibrillator: New Rare Artifact: The first time each turn you hit 0 Energy, next card costs 2 less. (Medical Note: Seriously though, please do NOT shock flatlines. Or Shock them, as the case may be.)
- Thunder God Incarnate: New Rare Artifact: Your first Attack card played each turn applies Shock equal to twice its cost. All enemies spawn with Shock 5.

[h3]Cards[/h3]
- Growing Static & Clashing Steel removed as Mastery.
- Chonk: Produces 1 less overcharge.
- Stronk: Applies 2 less shock pre and post upgrade
- Bonk: Cost increased by 1, Vulnerable reduced by 1, and upgraded damage lowered from 60 to 55.
- Devotion: Lowered cost by 1
- Bolt: Changed damage from 10(12) to 11(14)
- Stalwart: Now rigged by default. Upgrade is instead -1 cost.
- Cloudburst: Has 1 less discharge pre-upgrade (so this is no longer changed on upgrade). Upgrade now adds "Remove all fortitude." at the start on top of still increasing damage by 6.
- Complete Circuit: Deals +5 damage baseline. The upgrade now adds 5 Shock instead of 3.
- Vanguard: Deals 20(22) damage instead of 18(19). Has 50% more Delay Rage both pre and post upgrade.
- Great Lunge: Deals 5 more damage pre and post upgrade
- Splitting Arcs: Increased damage by 1 pre and post upgrade, and added "or lost" to the end of the baseline text as well - so if you Discharge 4 with this effect, it will deal its damage 4 times!
- Dedication: It now triggers the zeal 3 twice without needing an upgrade. The upgrade instead increases X to X+1.
- Consecrate: Deals 1 more damage pre and post upgrade
- Reroute: added "and Overcharge 1" on top of the Zeal 2
- Thunderstorm: Changed X to X+1 (for both the per-turn application and the upgraded instant shock)
- Charge: Deals 1 less damage pre and post upgrade
- Dissipate: Blocks 1 more pre and post upgrade
- Forked Thrust: Deals 1 more damage pre and post upgrade
- Roll Over: Added "Slay: Gain 1 Energy." to the base card.
- Rebuke: Increased Zeal from 2 to 3
- Jolt: Applies 1 more Shock pre and post upgrade
- Strike Twice: Deals 5 more damage pre and post upgrade. Eeyup.
- Rolling Thunder: Now applies 3 shock pre-upgrade. The upgrade is instead to trigger X+1 times.
- Crackling Aura: Blocks +2 pre and post upgrade.
- Electric Kite: Blocks +1 pre and post upgrade. Also added "Purge: Zeal 1." to the baseline card.
- Static Sabre: Applies 1 more Shock and deals 1 more damage, pre and post upgrade
- Divine Retribution: Deals 2 less damage pre and post upgrade. Hopefully seeing it only hit for 1 gets people's brains going on how to make it hit shockingly harder!


[h3]New Cards[/h3]
- Turbulence: Tempest Uncommon Ability, 1 cost: Apply Shock 6(8). Deal damage equal to half target's Shock to all enemies. Purge: Apply Shock 3(5) to highest HP enemy.
- Amplify: Tempest Uncommon Ability, 0 cost: Apply a 1 turn Debuff that makes the target suffer Shock equal to your excess Block. (Don't) Expel.
- Invoke: Tempest Common Ability, 1 cost: Zeal 3. Apply Shock equal to Zeal. Next card played will cost 1 more. (Purge: Zeal 2.)
- Resonate: Tempest Rare Ability, 2 cost: Delay Rage 25%. Apply Shock 4. (Not) Inert. Trigger + times equal to this card's cost.
- Helmbreaker: Rare Heavy Attack, 2 cost: If the target has 15+ Shock, Apply Vulnerable 1. Deal 7(9) damage an amount of times equal to twice this card's cost.
- Flux: Tempest Common Ability, 1(2) cost: Apply Shock 4(8). Your next card costs 1(2) less.
- Sacrament: Tempest Common Block Ability, 1 cost: Block 7(10). If this card costs 0, Zeal 2(3). If this card costs more than 1, next card played will cost 1 less.
- Hope: Tempest Common Ability, X cost: Draw X. (Add a Volatile Hope to hand.) Expel.
- Say Your Prayers: Tempest Uncommon Ability, X cost: Apply Weak X. (Apply Vulnerable 2.) Draw X. Discard X.


[h3]Zeals[/h3]
- Hallowed Vigour: Changed to "If you have 8 or less Overcharge, Overcharge 1."
- Divine Power: Changed to "Overcharge 1. If you have 8 or less Overcharge, Overcharge 2 instead."
- Righteous Aura: Increased damage by 1
- Sacred Beams: Reduced Shock by 1
- Voltaic Burst: Reduced Shock by 1
- Voltaic Surge: Reduced Shock by 1
- Sacred Barrage: Reduced Shock by 1
- Weave Fate: Changed to "If you have 15 or more threat, Recur a random Block card. Otherwise, recur a random Attack card.
- Call Executioner: Changed the tempo to be gated behind "If you have more than 50% Rage, next card played costs 1 less."
- Call Guardian: Changed the tempo to be gated behind "If the Block card doesn't have a base cost of 0 or 1, next card played will cost 1 less."
- Emergency Summons and Instant Summons: Added "Discard 1." into the middle of the text, after the volatiles are generated.
- Wave of Peace: Increased Block by 2
- Touch of Calm: Added "Lower all Debuffs by 1."
- Channel Power: Changed to just "Lower your spell's remaining cooldown by 1. If your spell was already off cooldown, Overcharge 1."
- Ravenous Whirl: Added another 25% immediate Rage into the discharge clause, so it's "Rage 25%. Discharge 2: Rage 25% and Delay Rage 50%."