📝 Patch Notes and Hotfixes [1.1.2.2]
[p]Hey everyone! ːSlimeHatː
We’re glad to bring you another update!
Our team is currently fully focused on the development of our next project, which we’re very excited to share once it’s ready. While that work continues behind the scenes, we wanted to take the time to ship a batch of quality-of-life improvements and fixes gathered over the past year. This update has been in preparation for a while, and we’re happy to finally get it into your hands.
Thank you, as always, for the feedback and reports you’ve sent our way. We hope everyone has a great end of year, and we’re looking forward to sharing more of what we’ve been working on in 2026.

We’re glad to bring you another update!
Our team is currently fully focused on the development of our next project, which we’re very excited to share once it’s ready. While that work continues behind the scenes, we wanted to take the time to ship a batch of quality-of-life improvements and fixes gathered over the past year. This update has been in preparation for a while, and we’re happy to finally get it into your hands.
Thank you, as always, for the feedback and reports you’ve sent our way. We hope everyone has a great end of year, and we’re looking forward to sharing more of what we’ve been working on in 2026.

1.1.2.2 📃 Patch Notes
[hr][/hr][h2]Zoom feature on Gamepad[/h2][hr][/hr]
- When using a gamepad, pressing R3 (configurable in the options menu) and moving the right stick (or the equivalent on the player's current controller) will zoom in (and out) and allow the player to move the camera around.
- This zoom is automatically deactivated after a transition and does not function during minigames, the main menu, or the pause menu.
- This feature is intended as an accessibility option for players who have difficulty reading on smaller screens, such as the Steam Deck, whose native zoom is incompatible with the game’s controller inputs and inspired this feature. Controllers remain fully responsive while the zoom is active to avoid removing player control agency.
[h2]Quality of Life and Fixes[/h2][hr][/hr][h3]Big Fixes[/h3]~ 📕 Fressato[h3]Card & Curio Fixes and Changes[/h3]
- Fixed the final Master Stranger quest issue where the card counter wouldn’t increase after a failed attempt, forcing players to reload their save.
- Fixed the issue where any entity with disabled visuals during an action, such as Stalking Trickster, would have its small HP bar under them disappear.
- Fixed a bug where the Library and the Graveyard would remain hidden and locked after exiting to the menu while they were still locked on the player’s screen.
- The Hold To Move option now properly returns/closes the options menu when selected while hovering over it.
- The Inspect UI tooltip on gamepad was not positioned correctly when activated inside a dungeon with a card selected. Depending on resolution, the box would often appear in the middle or at the edge of the screen. It should now always be positioned correctly.
- The fourth Master Oracle quest now properly displays its status when invalid or completed after the player enters a dungeon.
- Fixed a softlock where a card could get stuck in the player’s hand until restarting the game if they died during the Demiurge fight while in the middle of casting that card.
- Some lower-end GPUs now should properly render shaders for Tower Space levels instead of pink pixels.
- The Bard’s initial deck has been adjusted to have 40 cards, matching the starting decks of other characters.
[h3]Monsters Fixes and Changes[/h3]
- Izuna Drop now properly interacts with chasms, staying consistent with Throw and other similar cards/abilities.
- Izuna Drop animation received a small polish.
- Mulligan now properly considers itself in the math for flushing your hand. (The description said “current hand -1,” but it didn’t account for Mulligan itself, so it was actually shuffling out -2 cards.)
- Burnout and Tunnel Vision now have consistent description styles based on their effects.
- The Fish Bait card properly no longer targets untargetable entities (stealthed enemies).
- Player-made Gizmos no longer drop loot, as they should always have behaved like summons. Dungeon-generated Gizmos still drop loot.
- Most of Traps, Glyphs, and Warnings received small visual polishes to better communicate their behavior and stay consistent with other similar features.
- Finishing Move received a small VFX polish.
- Downpour reengage preview has been fixed.
- Potent Hex now has a hidden interaction with Frogs (monsters from the Rain of Frogs card), treating them as if they were always hexed.
- Electrical Traps from the Thunder Charge card had their constant VFX removed, as they appeared to cause memory leaks and FPS drops on some computers and consoles.
- Steps Ahead now properly applies Hex 1 if a monster triggers it before the trap’s first turn has passed.
- The Golden Frog bug where its effect would trigger in the Arena has been fixed.
[h3]Dungeons Fixes and Changes[/h3]
- Slime King split now properly creates summons. Previously, it was incorrectly splitting into non-summon slimes.
- Summons that appear from Death Throes (Mummy, Spiderling, etc.) now always ignore tiles that are being “reserved” by ongoing actions (like Thunder Smite teleporting the player). This was not happening in some specific cases.
- Blue Scroll no longer has a heal loop issue when trying to heal entities with extra lives.
- Blue Golem’s fix for avoiding “Beware of Rocks” while standing over chasms had been accidentally rolled back in the previous patch. It should now be fixed again.
- Duelist now has a small timer when not a summon before triggering Retaliate at the start of combat. This should help new players notice the effect more easily, as the delay improves readability.
- Duelist no longer breaks its animation when trying to Drill while rooted.
- Duelists now use a better positioning algorithm that takes blocked paths into account.
- Duelists now enter their Challenge pattern when there is no available path to their target. Previews have also been adjusted to make this consistent.
- Goblin Naginata and Mancatcher no longer heal instead of attacking when their Max HP is only 1. They previously looped their action, trying to heal themselves to have more than 1 HP without considering that 1 was their maximum.
- Heal Totem from Magma City received a small VFX polish. It now visually destroys itself earlier during its action for consistency with the Flame Sage.
- Palisades now have proper SFX when being summoned or destroyed.
- Fixed the Trickster VFX where it would heal a dead entity.
- Broodmother bomb now has proper SFX when exploding without an elemental effect.
- Miasma monsters were sometimes appearing on the wrong visual layers. Their VFX should now display correctly.
[h3]Miscellaneous Fixes and Changes[/h3]
- Hexplosion Orb and Bowling Ball received small VFX polishes.
- Activation Tiles from Glacial Library received a small VFX polish.
- The Broken Shrine (and, by extension, any chance of Mallet Shrine spawns) has been removed from the first Tower Challenge floor, since players are very unlikely to have a gem at that point in the Tower.
- Fixed the visual bug where Corrupted Shrines would lose their fade-out visuals when “activated.”
- Mirrors now properly face their original direction when leaving and re-entering a room.
- Jester statues blocking doors in the Tower “!” rooms now have their layers correctly set when falling from the ceiling, preventing them from overlapping sprites below.
- The layer of a specific Tower room tile has been fixed, as entities below it would previously overlap the tile incorrectly.
- Added a new tutorial dialogue teaching the zoom feature that appears when playing with a gamepad.
- The tutorial now shows both Death Throe and Counter icons that appear on the top bar of monsters.
- The tutorial now also includes Unaspected effects in its text. Previously, it only mentioned positive and negative effects.
- Fixed the Master Raider quest conversation where she would tell you to explore the Dune Dome when the actual dungeon was the Lost Wreckage (previously correct in both quest text and objective tracking, wrong only in dialogue).



~ 📕Fressato & Manalith Team
[hr][/hr]🎮 We have partnered up with Red Art Games to make this amazing project a reality, and through this partnership, we’re excited to offer a Standard edition and a Deluxe limited-edition for the Nintendo Switch and PS5!!
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀ Kickstarter Rewards when they were being developed