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Play Frosthaven During Steam Next Fest: June Edition!

We’re excited to announce that the first-ever public demo for Frosthaven will be available worldwide between June 9 – 16 as part of Steam Next Fest: June Edition! That’s right, no sign-up or Beta key is required, and no NDA is in place for the duration of the event. You can simply download the demo via Steam and jump into the game once Steam Next Fest kicks off on Monday, June 9th at 10am PT.
We will have a detailed overview of the contents of the Frosthaven demo for you in a separate blog as we get closer to the start of Steam Next Fest: June Edition!

[h3]Frosthaven at IGN Live[/h3]
If you absolutely cannot wait until Monday and you happen to be in the Los Angeles area this weekend, you can visit IGN Live on June 7 – 8 at Magic Box @ The REEF and play the Frosthaven public demo before anyone else! And even if you won’t be able to attend, be sure to keep an eye on the IGN Live showcase on Saturday where we will debut a brand-new Frosthaven trailer and reveal some exciting partnerships then.

That’s all for now, we hope you’re as excited as we are to be able to play the Frosthaven demo soon. Until then, join our Discord and count down the days together with us and the community!

[h3]FOLLOW FROSTHAVEN’S SOCIAL MEDIA CHANNELS[/h3]
YouTube: https://www.youtube.com/@PlayFrosthaven
X: https://x.com/PlayFrosthaven
Facebook: https://www.facebook.com/FrosthavenGame
Discord: https://discord.gg/FUNmzWVfz2

Monsters of Frosthaven – Meet the Unfettered

In Frosthaven, you’ll be testing your skills against an array of menacing enemies. It’s time to shine the spotlight on them, so you can learn more about them and increase your chances of survival out there in the cold!

[h3]Meet the Unfettered[/h3]
Ever since the first Imperial settlers arrived in these lands, there have been occasional reports of strange metal constructs wandering the frozen wilderness. A few scientific expeditions used Frosthaven as a base while exploring the region, and with the discovery of ancient ruins, some theorized that a once-advanced civilization of skilled engineers once thrived here.

According to these theories, the constructs were built as a source of cheap labor. Whatever befell their creators remains a mystery - there is no trace of them left in the region. It was assumed that when this civilization vanished, the machines were left behind in some dormant or hibernation state. The rare sightings were explained away as malfunctions - lonely machines reactivating randomly, wandering without purpose.

But recently, those theories have come into question. Reports have increased - not just of isolated constructs, but of organized groups of machines displaying coordinated behavior and open hostility. They no longer seem aimless. Some have even attacked those who spotted them.
These constructs vary greatly in shape and size, but the most common sightings so far involve a unit that locals have started calling a Ruined Machine.


[h3]Ruined Machine[/h3]
The Ruined Machines truly live up to their nickname. These constructs bear only the vaguest resemblance to a humanoid form - a conclusion drawn not from a single intact specimen, but from piecing together features observed across multiple sightings. Most are missing limbs, covered in rust, leaking strange fluids, and sparking erratically from exposed cables. They look as though they're barely holding themselves together.

But don’t let their broken appearance fool you. While many lack the coordination or structural integrity to land a clean hit - and it's often easy to stay out of reach of a single machine - the sheer numbers in which they've been seen, coupled with their alarming aggression, make them a serious threat.

Ruined Machines charge forward with reckless abandon, seemingly unconcerned with their own condition. At times during combat, they emit a grating, mechanical screech - a sound that claws at the nerves and rattles even the most seasoned mercenaries. Whether this is some corrupted combat protocol or a sign of deeper malfunction remains unclear.

Most concerning, however, are the growing reports of these machines violently exploding mid-combat - sometimes in unison, as though triggered by a shared signal. Whether these detonations are intentional or not, they pose a lethal danger to anything in proximity.


[h3]Boltshooters[/h3]
Nicknamed “Boltshooters,” these Unfettered constructs are a truly distinctive sight. (Then again, most Unfettered are - none of them pass unnoticed.) With a body shaped like a tall, four-sided pyramid perched atop four spindly, spider-like legs, they move with an awkward gai. It’s hard to imagine how a spider with only four legs might scuttle - but whatever you’re picturing - rest assured, it’s neither graceful nor efficient.

However, Boltshooters rarely need to move at all. And in combat, they almost never do. The pyramid-like casing appears to function as a bolt chamber, each face lined with small apertures through which the machine can fire across impressive distances. What makes them especially dangerous is the fact that all four sides of the pyramid can fire independently - allowing a single Boltshooter to strike up to four targets in a single volley.

Even more concerning is their tendency to occasionally concentrate all fire on a single target - an assault that can prove absolutely devastating if you're unlucky enough to be in its sights.

Perhaps worst of all, Boltshooters are rarely encountered alone. They often appear in groups, working together to saturate the battlefield with deadly crossfire, that leaves little room to breathe - let alone maneuver.

When you spot one, assume there are more - and brace yourself. You’re going to take hits. The only question is whether you'll still be standing after the last bolt lands.


[h3]Ancient Artillery[/h3]
Classifying the Ancient Artillery as “Unfettered” might be something of a stretch. Unlike the mobile constructs typically given that name - often exhibiting highly complex behavior - these machines were clearly built with a singular purpose: to serve as immobile defense systems. Still, the label persists, largely because Ancient Artillery units are so often found still functioning at the outskirts of ancient ruins believed to have once belonged to the Unfettered's creators.

What’s especially curious is that similar defense mechanisms have been discovered even south of the Copperneck Mountains, fueling speculation about who their true creators were and what role they may have played in the history of the Empire.

Ancient Artillery units are built to fire a single, devastating volley at a time. While they are capable of launching focused, piercing shots meant to strike through individual targets, they more commonly rely on explosive payloads. These cause significant area damage, often injuring anyone unfortunate enough to be standing too close to the primary target. Of particular concern is a rare kind of ammunition that causes a powerful concussive blast upon impact - disrupting formations and throwing carefully planned tactics into disarray.

Their range is enormous. Out-ranging them is effectively impossible. Fortunately, the time required to reload - while varying between ammunition types - is usually long enough to allow a skilled party to reposition. The key is to stay mobile and spread out. Getting hit is likely, but you don’t want your companions caught in the same blast radius.

One final warning: these machines were designed with their own vulnerabilities in mind. The usual weakness of artillery - difficulty handling nearby threats - does not fully apply here. Reports suggest that Ancient Artillery units possess built-in mechanisms to repel close-range attackers, clearing space to line up a better shot.

[h3]FOLLOW FROSTHAVEN’S SOCIAL MEDIA CHANNELS[/h3]
YouTube: https://www.youtube.com/@PlayFrosthaven
X: https://x.com/PlayFrosthaven
Facebook: https://www.facebook.com/FrosthavenGame
Discord: https://discord.gg/FUNmzWVfz2

Beneath the Ice #2 – Concepthaven

Welcome back mercenaries to the second edition of our Developer Diary where we will be taking a deep dive into the visual world of Frosthaven. This time, we’re shining a spotlight on the concept art that has brought the game’s world, characters, and monsters to life.

From initial sketches to the final designs, the concept art has been essential in shaping the atmosphere and the feel of Frosthaven. In this edition, we’ll explore how these early artistic visions evolved into the elements you’ll encounter in the game and how they help build the immersive world that we’re so excited to share with you.

Come on a journey through the artistry behind Frosthaven together with Svetoslav Petrov and Georgi Karadenizov and listen to their amazing stories of how these visuals come together to tell a story.

[h2]Start of the journey with characters[/h2]
Creating the visual concepts for Frosthaven was an exciting journey, and while there were plenty of challenges, a lot of the groundwork had already been laid thanks to the strong, established designs from the original board game. For the most part, translating these concepts into digital form was straightforward, especially when it came to characters and monsters. However, ensuring they fit within the aesthetic of the game world required some careful adjustments.

[h3]The Boneshaper: A Style Adjustment[/h3]
One of the first characters we tackled was the Boneshaper. In the original design, her outfit consisted of all black clothing, which, while striking, didn’t quite mesh with the color palette of Frosthaven. In a world full of vibrant characters and monsters, we needed to adjust her look so she would stand out without clashing with the rest of the cast. A simple yet crucial change, but one that made all the difference in making her visually compelling within the game.


[h3]Other Characters: Refining the Details[/h3]
For many of the other characters, the design process was a bit more straightforward. We took inspiration directly from the original illustrations, with only minor changes to reduce visual clutter. Items like trinkets, satchels, ropes, and bracelets were removed, as they created unnecessary noise on the screen. Additionally, we slightly exaggerated some of their key features—like the Bannerspear’s braid and the Frozen Fist’s massive deer antlers—to make them more noticeable and impactful in the game world.

[h3]Monsters: Staying True to the Originals[/h3]
When it came to the monsters, the approach was similar to that of the characters. Most of the creatures retained their original designs, with the main differences being color adjustments to help them fit into the Frosthaven world that we are building. The real fun came with the elite versions, which had to be more imposing and fearsome. To make them stand out, we gave them golden armor and enhanced features, adding an intimidating presence. Some of the toughest monsters to redesign were the demons, where we struggled the most to balance their terrifying nature with the artistic direction of the game.

There were a few monsters that required more creative decisions. For example, the Piranha Pig, Shriek Fiend, and Black Imp were all tricky in terms of design, and each of them required some creative problem-solving to make sure they looked as menacing as they felt in the game.

[h3]The Algox and Lurkers: Big Challenges in Small Spaces[/h3]
The Algox were another interesting challenge, thanks to their different factions, each with its own color scheme and elite forms. Balancing the variations while keeping the overall design cohesive was no small task. Meanwhile, the Lurkers—massive creatures that occupy a lot of space—were a challenge in their own right. Since they’re so large, we had to carefully ensure that they fit into the hex grid without losing their detail or looking out of place. It took quite a bit of iteration to get the balance just right.


[h2]Exploring the vast world[/h2]
While the character and monster designs were an exciting challenge, the environments of Frosthaven presented a whole new world of creative opportunities. Unlike the characters, where we had a solid foundation to work from, the environments were often based on fragments of text, sketches, and a lot of imagination. Each biome required its own phase of exploration, experimentation, and sketching to bring it to life.


[h3]The Metallic Ruins: Where Mechanics Meet Mysticism[/h3]
One of the most iconic environments for the art team were the Metallic Ruins. These ruins weren’t just about ancient architecture—they had to blend mechanical elements with classic dungeon aesthetics. Think rusty gears and weathered steel mixed with cryptic, stone-carved walls. The challenge was to make these seemingly disparate elements feel like they belonged together. The end result? A perfect balance that set a dark, industrial tone, with a hint of mystery and decay. The ruins quickly became a standout location, setting the bar high for the other biomes.

[h3]Underwater Caves: A Deep Dive into Creativity[/h3]
The Underwater Caves presented their own unique set of challenges. The primary focus here wasn’t the playable area, but rather the environment itself—creating an immersive sense of being submerged beneath the water's surface. The art team meticulously crafted seaweed, other aquatic plants, and various water-themed elements, all placed outside the playable area. These elements weren’t just background decoration; they were designed to evoke a feeling of being underwater, of exploring the deep sea, with subtle but effective touches that bring the whole biome to life.

[h3]The Mountains: Battling on the Bones of Giants[/h3]
The mountain environments also posed some unique challenges. One particularly memorable scenario takes place on the skeleton of a massive, long-dead creature. It’s a setting that blends natural elements with the remains of something much older and much more enormous. The sheer scale of the environment, coupled with the eerie atmosphere of ancient bones, makes this one of the most visually striking locations in the game. It's definitely one of those "cool" moments that we’re excited for players to experience firsthand.

[h3]Other Notable Biomes: Creativity in Every Corner[/h3]
Beyond the more iconic environments, there were a few other biomes that required special artistic thought:
  • Radiant Forest: A typical forest biome, but with one key difference—everything here had to have more vibrant, glowing colors than a typical forest. This also had to be reflected in the world map, ensuring that the forest’s unique aesthetic stood out from the rest.
  • Derelict Elevator: This scenario is always in motion, revealing new locations while items fall from the ceiling. Creating this dynamic environment presented its own set of challenges, as we had to ensure everything felt alive and constantly shifting.

[h3]Outposts: Building Functionality and Progression[/h3]
In addition to the diverse biomes, the outpost was another key focus of our environmental design. Each building had to serve a clear functional purpose, while also standing out visually from the others. As players progress through the game, some buildings evolve, with up to 9 different levels of progression. This required us to balance aesthetics and functionality, ensuring that each structure felt distinct but still cohesive within the outpost as a whole.


Even though many of these buildings aren’t directly visible in the outpost stage, we paid close attention to both the interior and exterior designs, especially for the menus. Every detail was meticulously crafted to ensure that the world felt immersive, even in the spaces players may not always see.


[h2]Collaborative work[/h2]
Creating the art for Frosthaven was a monumental task, but it wouldn’t have been possible without the close collaboration between the art and game design teams. From designing complex bosses to crafting memorable card artwork, the two teams worked hand in hand to ensure the visuals not only looked stunning but also functioned seamlessly within the gameplay.

[h3]Bosses and NPCs: Crafting Fresh Faces[/h3]
Creating memorable bosses required more than just cool character designs—it involved ensuring the bosses were integrated in a way that showcased their features while keeping the gameplay engaging. While some of the mini-bosses are reskins of regular enemies, there were many that required full creative overhauls, designed from scratch. Some of these mini-bosses include the Vermling Warchief, a fully handcrafted and new boss and the Coral corpse. We will talk about the more main bosses that you will encounter in the world of Frosthaven at a later stage, but we assure you that you will feel their terrifying presence from afar.


The same level of attention went into designing the NPCs in Frosthaven. These characters, whether heroes or quest-givers, needed to have a distinct look that fits into the world while also being functional in terms of gameplay. Collaboration between art and game design was essential in making sure these characters felt like they belonged in the same universe.

[h3]Bringing Frosthaven to Life: The Story Behind the Narrative Illustrations[/h3]
With the vast lore of Frosthaven penned by Isaac Childres, our artists had no shortage of inspiration when it came to illustrating the game’s many scenarios. From the very beginning, the primary challenge was to determine the right artistic style—one that felt authentic to the world and could possibly exist within it.


After much exploration, our artist Georgi Karadenizov took a visual approach that felt both immersive and grounded: illustrations that appear as if they were sketched in black graphite on aged parchment. This style not only fit seamlessly into the universe of Frosthaven but also evoked a sense of ancient storytelling passed down through generations.


Given the sheer volume of scenarios in the game, creating a unique illustration for each one was a daunting task. It was made possible through close collaboration with the game designers, who categorized the scenarios and distilled their key narrative elements. This organizational work allowed the art team to group scenarios by story arcs, making the monumental task of illustrating them more manageable.


Georgi also shared that picking a single favorite piece was impossible—each drawing held its own charm and challenge. The entire process, which spanned over a year, was a labor of love and dedication to the world of Frosthaven.

[h3]The Geminate: A Puzzle of Abstract Design[/h3]
One of the most creatively challenging characters to design was the Geminate. With such an abstract concept—three different forms, each with its own set of masks, hoods, and insects—it was a real team effort to bring this character to life. Without the guidance of the game designers, we wouldn’t have been able to figure out how to differentiate his forms visually in a way that felt cohesive.

Each form had to have a unique color palette, ensuring they felt distinct from one another while still belonging to the same character. This required not only artistic flair but also a deep understanding of the mechanics behind the character. The result? Three visually distinct designs for one character—each one an artistic challenge that ultimately paid off.


[h3]Card Art: Bridging the Gap Between Logic and Visuals[/h3]
Our artist Svetoslav Petrov mentioned that one area where the partnership between art and game design really stood out was in the creation of the card art for the playable characters. In the original board game, there were no illustrations on the cards, so the art team had to rely heavily on the game designers to explain the logic behind each spell and ability.


The challenge was to make sure the artwork on each card was not only visually appealing but also accurately reflected the logic behind the mechanics of the spell or action it represented. This close collaboration made the cards feel more immersive, as players could easily connect the visual representation with the functionality of the spell. It helped bridge the gap between the strategic, logical elements of gameplay and the visual storytelling of the game, creating a smoother experience for players.


[h2]What comes next?[/h2]
We’re excited to share that the team is working with incredible passion and drive to make sure Frosthaven reaches your hands in its best possible form! We’ve been diving deep into the feedback from our closed beta community, and every piece of input is being carefully reviewed. Rest assured, we’re working tirelessly to refine and improve the game, making adjustments to ensure it’s exactly what you’ve been hoping for. A huge thank you to everyone who’s contributed to the beta—you’re helping us make this game the best it can be!

But the journey is far from over. As we continue down the path toward the release of Frosthaven, there are still plenty of milestones ahead. Next month, we’ll be taking a closer look at some of the incredible animation work that’s helping to bring the world of Frosthaven to life. The effort, challenges, and artistry that have gone into making the game feel magical are all coming together, and we can’t wait to share it with you!

[h3]Join the Adventure: Help Shape Frosthaven![/h3]
If you’re eager to get even more involved and help us continue to improve the game, we’re opening up a new opportunity: you can apply to join our Community Council! It’s a great way to actively participate in the development process and make your voice heard as we push Frosthaven toward its final form. For more information on how to apply, join our discord server.

[h3]Wishlist Now and Join the Frosthaven Community![/h3]
If you’re already hooked on the cold, perilous world of Frosthaven and can’t wait to dive in, be sure to add Frosthaven to your wishlist! Joining our community will keep you in the loop on all the latest updates, news, and exciting announcements as we continue this journey together.

[h3]FOLLOW FROSTHAVEN’S SOCIAL MEDIA CHANNELS[/h3]

Beneath the Ice #1 – The Road to Frosthaven

Greetings, mercenaries! To all the Gloomhaven and Frosthaven veterans - you know your way around, to all who are new - welcome! My name is Hristo Petkov and I am the Game Director for Frosthaven. Today, with me is Rossen Cholakov, our Lead Game Designer, and in our first Dev Diary I wanted to share with you what the team at Snapshot Games has been working on for the past three years.

[h3]First, a Thank you[/h3]
To kick off our first Dev Diary, I want to take a moment to thank all of you for the incredible support following the announcement of Frosthaven Digital. Seeing the excitement from the community means the world to us as developers.

A huge thank you to everyone who joined our Discord server - we absolutely love seeing your fan art, reading your epic war stories from your Frosthaven campaigns, and hearing about the must-have features you want for the digital version.

And of course, a special thank you to everyone who joined our Closed Beta and shared invaluable feedback. Your insights help us shape the best possible experience.

In this first diary entry, we want to give you a behind-the-scenes look at our development process, the challenges we've tackled, and the exciting features we’re implementing. From the intricacies of adapting the scenario environment for digital play to refining the UI for a seamless player experience, there’s a lot to uncover. So, let’s dive in!


[h3]The Journey[/h3]
Bringing Frosthaven to the digital realm has been an incredible journey. The board game is a vast and deeply strategic experience, filled with choices, rich storytelling, and tactical combat. Our goal has always been to capture that essence while also leveraging the strengths of a digital format to streamline gameplay, improve accessibility, and enhance immersion. Over the past three years, we’ve worked tirelessly to translate this epic adventure into an interactive experience that stays true to its roots while making smart, quality-of-life improvements.

[h3]Who are we?[/h3]
For those unfamiliar with us, Snapshot Games is a studio with deep roots in tactical and strategy gaming. Founded by Julian Gollop, the creator of the original X-COM, we’ve spent years crafting complex, rewarding experiences that challenge players to think critically and adapt to evolving battlefields. Our previous games, Phoenix Point and Chaos Reborn, reflect our love for deep tactical gameplay, meaningful choices, and rich world-building—values that align perfectly with what makes Frosthaven such an incredible game.

You might be wondering how Snapshot Games became the developers of Frosthaven. Many of us at the studio are passionate board gamers (you may have even spotted some of us at conventions like SPIEL Essen). So, when we approached our friends at Asmodee Games, we were looking for a project that would combine our expertise in tactical games with our love of board games.

As luck would have it, they were searching for a developer to bring Frosthaven to the digital world. But the final decision rested with Isaac Childres, the creator of Frosthaven. To make our case, a small team from Snapshot Games flew to San Francisco to meet with Isaac and present our vision for the game. The meeting went incredibly well, and we were thrilled to win both Isaac and Asmodee over.


[h3]The beginning of the road[/h3]
At first, the project felt daunting due to the sheer complexity and depth of the game. To ensure we stayed true to its vision, we set up weekly meetings with Isaac, and let me tell you—working with him has been an absolute pleasure!

From day one, we knew that understanding Frosthaven inside and out was key. So, as soon as we got our copies, we divided the entire company into teams of four and started playing—kicking things off with Gloomhaven while we waited for Frosthaven to arrive. Meanwhile, our development team began diving into the codebase, eagerly sharing some of the wildest scenario rules they could find.


[h3]The challenges we faced[/h3]
Frosthaven is a colossal game, packed with thousands of abilities, items, monsters, and countless other elements. At its core lies a key rule: "If things are equal or unclear, the players decide." But that kind of ambiguity doesn’t work for computers. So, our challenge was to clarify and streamline the gameplay for a digital environment.

We wanted to create a welcoming experience for board game veterans, but we also saw the potential to reach a broader audience of gamers. To do that, we focused on making the game more accessible—reworking everything from onboarding and terminology to visual language in UI/UX.

So, what’s changed? For starters, there’s no fudging in the digital version—no take-backsies. That meant we had to take a hard look at the outpost flow and pinpoint moments where players might accidentally lock themselves out of their preferred path. The solution? We reworked the outpost phases, moving downtime and the adventure selection to the very end.

We also introduced a more forgiving difficulty level—one designed to let players immerse themselves in the story and art, without the pressure of the toughest decisions found in higher difficulties.

Right now, we’re confident that the game strikes a great balance of challenge for a wide audience. This takes me back to a story from our early development days, specifically our coding team’s first encounter with Frosthaven. To illustrate the challenges of bringing the board game to digital life, we chose a scenario called the Dancing Iceberg. In this scenario, players must carefully balance on a floating ice chunk to avoid capsizing while battling Lurker enemies. As we progressed through the scenario, our coders grew increasingly confident in their chances of winning and started to think it was a walk in the park... until the boss showed up.


[h3]What’s next?[/h3]
We are very excited for the future of Frosthaven and are looking forward to revealing more of what's to come in the near future! The community has been awesome in providing the much-needed feedback to create the best experience possible and we are very thankful for the opportunity to build and improve together.

I hope you enjoyed walking with us down the road to Frosthaven. We want to show you many more interesting things we’ve created over those past three years but there is a time for everything. Check back next month for our next Dev Diary where we will talk about working with Isaac on the art of Frosthaven - creating the identity, art style and design considerations that the team faced. We will also present our Lead Concept artist on the challenges of recreating hundreds of characters and their unique visuals and animations.

If you like what you see, consider adding the game to your Wishlist and join the community. Stay frosty!

[h3]FOLLOW FROSTHAVEN’S SOCIAL MEDIA CHANNELS[/h3]
YouTube: https://www.youtube.com/@PlayFrosthaven
X: https://x.com/PlayFrosthaven
Facebook: https://www.facebook.com/FrosthavenGame
Discord: https://discord.gg/FUNmzWVfz2

Closed Beta Hotfix Notes 4/17

Patch Notes 0.9.22670

Note: Potential spoilers are hidden until you hover over the text with your mouse. Example: Have a great day!

[h3]Features[/h3]
  • Flying enemies can now be correctly pushed and pulled over obstacles.
  • The Deathwalker card “Lingering Rot” now correctly shows that it applies poison.
  • Added more categories in the F10 report tool.
  • Fixed order of the General Info canvas, so it is below the tooltips.
  • Outpost progress is now saved when you go back to the main menu.

[h3]Major issues[/h3]
  • Fixed an issue where the game would get stuck if a mind controlled summon destroys the tunnel support in Scenario “Rusted Tunnels”.
  • Game no longer crashes when burning cards with Geminate.
  • Game no longer crashes when you disable a start of scenario perk, while the animations from other such perks are still being performed.
  • Game no longer gets stuck in Scenario “Avalanche” when you open a door as the Deathwalker, after a snowdrift marked by “Call to the abyss” dies.
  • Fixed more cases where the game was crashing after drawing an attack modifier.
  • Game no longer gets stuck when trying to skip shadow placement, while already having five shadows with the Deathwalker.
  • Game no longer gets stuck when an enemy marked by “Call to the abyss” dies when a door is opened, due to scenario effects.

[h3]Minor issues[/h3]
  • Snowdancers card “Chilling impact” in combination with “Polar Vortex” now deals 1 damage to all enemies, instead of just the last one.
  • The Drifter persistent bonus from “Relentless” now correctly doesn’t consume a charge if he was attacked from more than 2 range.
  • The Snowdancer persistent bonus from “Chilling impact” now triggers earlier than other start of turn bonuses.
  • The Bannerspear card “Pinning Charge” now correctly increases your range by one if you consume an air element, while “Unbreakable wall” bottom action is active.
  • Boots of speed are now correctly offered after card selection phase.
  • During the short rest stage, you can no longer change the cards of an already rested character.
  • Snowdancer can no longer target enemies with the “Winters breath” perk.
  • Game no longer drops FPS in the Main Menu.
  • Random Items that have been looted in a scenario now appear only once in the general info of the character.
  • The Bannerspear card “Boldening Blow” can now be correctly used on all enemies in scenarios where there are different teams of enemies
  • The Blinkblade card “Experimental Adjustment” no longer deals damage to enemies in its slow variant.
  • Items looted in a scenario now only appear once in the general info screen.
  • In Scenario “Heart of Ice” the two bosses now have their attack values written correctly.
  • Fixed an issue causing effect icons to have the wrong tooltip.