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Announcement of the Treasure Vault Remake Plan!🧭

[p]Hello everyone!

On the first anniversary of the game’s Early Access launch, we’d like to thank all of you for your continued attention and support. It’s been the driving force behind our ongoing development and improvements.

Recently, we’ve been focusing on revamping the Treasure Vault. Today, we want to share a preview of what's changing, why we’re making these adjustments, and what you can expect moving forward!

[/p][h2]šŸŽ¬Preface[/h2][p]Since the March update, our team has been discussing ways to improve the Treasure Vault experience and has begun making comprehensive adjustments.

From the start of Early Access, we’ve received feedback about complex systems and the steep learning curve for new players. Our internal testers have also noted confusion around treasure selection and decision fatigue in the Nether Store.

On top of that, players across the community have voiced concerns about balance—particularly around inconsistent treasure usefulness and difficulty in finding high-value options.

To address this, we’re launching a large-scale revamp of the Treasure Vault, its drop mechanics, and some core stats—while continuing to follow our planned EA content roadmap.

[/p][h2]āš™ļø Adjustment 1: Streamlining Treasure Effects[/h2][p]
In this revamp, we’ve streamlined, split, and redesigned the majority of treasures.

The goal is to make each treasure’s benefits more intuitive and direct, so players can better understand what they’re gaining. Rather than relying on hidden value chains, we want the effects to be simple, impactful, and engaging each run.

Some veteran players may ask:
ā€œIt looks like many treasures were simplified or cut—does this mean the game is harder now?ā€

Not at all! Our aim isn’t to weaken the player. We’ll be adjusting level balance accordingly during testing to maintain a fair and fun experience.

Example:
The revamped Fire Dragon Flame Head now includes only one rune-unlock effect, with focused, clearer benefits.

[/p][h2]šŸŽ² New Feature: Drop Weight Mechanic for Random Drops[/h2][p]
We've introduced a hidden drop weight system to enhance the treasure RNG experience.
  • As you collect treasures, future drops will favor items from the same or related builds in your inventory.
  • Some treasures (e.g., those enhancing Rune Slash) will only appear once their related mechanics are active, ensuring you won’t get irrelevant drops.
  • To avoid overly linear builds, we’re adding more hybrid treasures that promote flexible synergies.


Examples:

Hitting an electrified enemy with a fire attack causes an extra explosion.
Fire effects can now detonate poison mist, allowing poison-based treasures to scale burst damage.
Red Rune builds now support a Fire Slash path, converting Rune Slash into a fire-elemental attack.

[/p][h2]🧮 Adjustment 2: Stats & Formula Revisions[/h2][p]New players often find rune-based damage scaling unclear. Red Rune builds (attack/crit) dominate, creating imbalance and confusion.
We want to encourage creative build crafting, not just mindless stat stacking. Here's what will change:

[/p][h3]šŸ”“ Critical Hits[/h3][p]
  • Now only triggered by direct attacks: normal, special, skill, or thrown attacks.
  • Crit builds are now clearly tied to Red Runes and red-hybrid strategies.


[/p][h3]šŸ—”ļø Base Attack Power[/h3][p]
  • No longer influences Rune Slash, Shock, or Missile damage.
  • These now scale mainly from rune count.
  • Basic attack value boosts from treasures and passives are reduced and diversified.


[/p][h3]✨ Skill Intensity[/h3][p]
  • Now has its own damage multiplier, so it won’t get diluted.
  • This allows us to tone down inflated skill intensity values while keeping it meaningful.
(This is why some players at recent events noticed lowered skill strength in abilities like Arcane Master’s engraving—it’s intentional.)

[/p][h2]šŸ”® New Runes and Base Effects (Preview)[/h2][p]
[/p][h2]šŸ“ˆ Scope of the Vault Revamp[/h2]
  • [p]Treasure count grows from 180+ to 280+ with many new builds enabled.[/p]
  • [p]We’ll keep adding new treasures post-update, building on the new drop mechanics and design logic.[/p]
[p][/p][h2]🧪 When Will It Launch?[/h2][p]The first batch of revamped treasures is functionally complete and in final internal testing.[/p][p]Due to the large scope and system changes, we’ll preserve the original Vault for now and launch the new version via a public test branch.[/p]
  • [p]Public test branch ETA: August 2025[/p]
  • [p]We’ll gather feedback and continue tuning based on your experience.[/p]
[p][/p][p]Thank you for your continued support as always! [/p][p]~ Lost Castle 2 Development Team[/p]



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