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Across the Obelisk News

Hotfix 1.0.3b

Hello everyone. Fast hotfix to solve some problems that have been reported since we released the patch.

- Due to framework version changes during the development of the patch, there were a few incompatibilities that reduced the performance of some systems, especially Linux and Steamdecks. With this change, the performance should go back to normality. 
- Regardless of the order in which the packs are chosen, the additional card of each pack in the Obelisk and Weekly Challenge will always be the same. 
- Now, if you have a corrupted item equipped and you try to replace it with the normal version (from shops or loot), the corrupted version will not be replaced. 
- Some minor fixes here and there.

As always, thanks to all of you for your support, feedback, and understanding.

Hotfix 1.0.3a

Hello everyone. Fast hotfix to solve some of the problems which came to light just today when we went live with the patch.

- Fixed a bug when killing enemies with damage sides (Fireball).
- Fixed a bug with Hanshek shadow clones when killed by their Consume card.
- Fixed perk assignment in Obelisk and Weekly Challenge.
- Fixed Frankenstein "Chad" Reginald not having a hit animation and not reacting to damage.
- Fixed a bug with the "profile" main menu option text.
- Fixed a bug when buying duplicated item in a shop, to corrupt it, not showing as sold.

As always, thanks to all of you for your support, feedback, and understanding.

Halloween Patch Notes 1.0.3

Hello everyone!

Welcome to the patch notes for version 1.0.3 of Across the Obelisk which is out now!

[h2]Improved Draft system[/h2]
In this patch, we have changed how cards are chosen in Obelisk Mode and Weekly Challenge. From now on 8 packs of cards will appear (in each pack there will be 3 cards out of 6 possible contained in that pack,) and you will be able to choose 3 of them, with the option to reroll all packs only once.

The basic idea is that each hero is linked to 7 packs that will always be the same for them and a pack of randomly generated cards. With this change, we wanted to avoid the situation in the previous system where some heroes never got the pack they wanted and you had to restart the draft entirely.

We believe that with this new system, the draft is a little more consistent and you always have "something you want" for each hero, but at the same time, it is more difficult to have a perfect deck. Also, only being able to make a reroll brings a certain tactical component when choosing a pack or not. The pack being fully random offers an interesting unpredictable element that can even make you change your initial approach to how you were going to play.



[h2]Improved random combats[/h2]
We have changed the way random combat gets generated and, from now on, no two identical enemies will ever appear in the same encounter. Also, certain champions will coincide with their base enemy version (for example, Colin and Stormbringers or Lana and Spellbinders.) Note that the white and black versions of Act 4 enemies count as different enemies.

Speaking of Act 4, we have added 2 new enemies to give variety to the end of Act 4 and to the random combat generation of the last nodes in all game modes. These enemies are the Dualists and the Magus with their white and black versions.

Finally, in Adventure Mode with random encounters, you will now be able to see random immunities each champion has on the map and in the corruption screen so that you can better prepare yourself!



[h2]General Changes & Balance[/h2]
  • New Profile system: now you can use and save different in-game profiles that will save your progress and unlocks, so you can play at your own pace with different people or as you want!
  • New feature for items: when a hero equips an item they already have, this item will be automatically corrupted (upgrading it.)


Also, as with every patch we always like to give a general overhaul to certain aspects of the game balance. In this case, we have focused on buffing some perks to improve certain playstyles, as well as increasing the damage/heal of most of the cards with "Chain".

[h3]Traits[/h3]
  • Heiner (unbreakable): Now grants 12 block (from 10) and 1 Fortify to all heroes at the start of the combat, instead of 2 Fortify to himself.


[h3]Perks[/h3]
  • New Burn perk: Burn on enemies deals double damage if the enemy has 2 or less curses (including Burn).
  • Health perks: the 4th perk increased health to 6 (from 4).
  • Health perks: the 7th perk increased health to 16 (from 12).
  • Resistances perks: the 3rd perk increased resistance to 3 (from 2).
  • Resistances perks: the 6th perk increased resistance to 8 (from 6).
  • Reinforce/Insulate/Courage stacking perks: increased the resistances given to 7% (from 5%) and reduced maximun charges to 8 (from 10).
  • Fortify stacking perk that increases Fire and Blunt damage increased max charges to 50 (from 10).
  • Fortify perk that gives block at the end of the round increased to 7 (from 5) for each Fortify charge.
  • Decay perk that reduces healing received to 75% now can't be dispelled.
  • Decay perk that reduces shadow resistance increased to 8% (from 5%) per Decay charge.
  • Dark perk that makes charges on heroes explode changed to 38 (from 35.)
  • Dark perk that increases the damage of the explosion increased to 35% (from 25%).
  • Dark perk that makes dark on enemies also explode at the end of the turn, now it doesn't remove all the dark charges when it explodes. Charges are only removed on the big explosion.


[h3]Cards[/h3]
  • Chain Heal: increased heal in all versions.
  • Chain Lightning: increased damage in all versions.
  • Chant of Accuracy (blue version): changed target to "Self".
  • Holy Ripple: increased damage in all versions.
  • Impale: increased damage in all versions.
  • Saw Blade: increased damage in all versions.


[h3]Other[/h3]
  • Boons and Injuries will no longer count towards the maximum number of 15 cards in each deck.
  • Restricted Power corruptor: Sanctify cap increased to 100 (from 50).
  • Madness base 7: starting gold and shards per hero increased to 400 (from 300).
  • Madness base 8: starting gold and shards per hero increased to 300 (from 100).
  • HP of enemies in Act 3-4 in the last levels of madness reduced by 10%.
  • Champion Guts: changed the card "Desecrate" for "Shadow Cleave", reducing the number of multi hits in area and thus reducing his fury gain and the dark he applies.


[h3]QoL & Bug fixes[/h3]
  • When a save game is corrupted because the game was closed unexpectedly if there's a saved backup, it will be loaded instead.
  • In the perk tree, if you have selected a perk that "does not stack" under a multi-selectable perk, this info will also be available when hovering over the main node.
  • Fixed a bug in cooperative games that showed items as "bought" when coming from an old save game in the same session.
  • Fixed a bug that could lead to negative health values through the use of corruption nodes and item swaps.
  • Fixed a bug that produced a different number of corruptions completed among the players in coop games when some reward screens were reset.
  • Fixed other small issues and text corrections.


[h2]Halloween event[/h2]
During the Halloween event (24 Oct - 3 Nov) the game will have a special Weekly Challenge, this challenge will have its own corruptions and a twist in the gameplay "Darkest Night" a perk that will be applied to everyone (heroes and enemies) and that will explode the dark at the end of every turn. In addition, the game backgrounds will be filled with new sinister Halloween decorations.

Reach the third floor of this Weekly Challenge to unlock an exclusive card back!



[h2]Halloween Cosmetic Pack[/h2]
As we teased in our Dev Diary with the artwork for this DLC, it seems only fair that we let you know that the Halloween cosmetic DLC is available NOW on Steam! The new DLC contains Halloween-themed costume changes for our heroes that we think you will absolutely love!

You can get hold of the DLC right here.

Now, with all of those new changes and all the new information that we’ve provided, it is time for you to jump into the game and tackle the Weekly Challenge and get your free card back for its completion!

Good luck!

Dev Diary #2: Trick or Treat?

Hell-o, Adventurers!

With the spooky season just around the corner, we wanted to clear the mist and open the casket on what we’ve been working on and what you can expect coming up in the very near future.

Firstly, we have prepared a special something for Halloween that you’ll start seeing in-game very soon. You will start to see various decorations that are hallmarks of this October boo-nanza cropping up and around as you play.

Additionally, there will be a new Weekly Challenge with its own themed corruptions that are so cool it will chill you to the bones. Not only that, but a special prize awaits those who are able to complete the Weekly Challenge that will be yours to keep. Those who diligently watch our dev-showcase channel on Discord or follow us on Twitter will have already gotten a sneak preview of this card back.


[h2]Patch 1.0.3 News and Info![/h2]
Patch 1.0.3 will also include several new improvements and features – which we will discuss in more detail in the patch notes – but to give you an idea of what we have, there will be:
  • Improved card drafting system in Obelisk, and Weekly Challenge modes
  • Added a third line of perks to choose from at the end of the draft (e.g. heal/regeneration/vitality perks on Scouts or Warriors)
  • Improved random combat creation system so that two equal enemies are not repeated, as well as adding a preview of the random immunities of the champions
  • Three new enemies of Act 4
  • Improved several perks to give them more viability
  • Performance improvements and bug fixes


[h2]What About Halloween Costumes?![/h2]
There cannot be Halloween without some timely costume changes, though, right? Since the community has often asked for more skins and outfits for the heroes, we felt that Halloween would be the perfect time to introduce new cosmetics to Across the Obelisk that’ll put fear into your enemies before your cards are even drawn!

What’s better than an upcoming cosmetic DLC pack? Easy answer: one that will be available on Monday 24th October! Dressed to thrill, dressed to kill, dressed to steal candy from every boss in the game.



Look out for the patch notes on Monday when we’ll go into further detail about Patch 1.0.3 and the changes that it will bring.

Until then, have a fang-tastic weekend!

Hotfix 1.0.2a1

Hello everyone. This is a hotfix to reduce some of the current desync problems in coop when casting boons and injuries.

As always, thanks to all of you for your support, feedback, and understanding.