Unranked Mode is now Live + New Trinkets!
[p]Greetings Spirits,[/p][p]We’re introducing Unranked Mode, a new way to play Turnbound that removes ranking pressure and puts experimentation front and center. Unranked Mode is designed for players who want to test ideas, explore builds, or simply play without worrying about their position on the leaderboard.[/p][p][/p][p]
Here’s how it works:[/p][p]In Unranked Mode, you can play endlessly. There’s no rank impact, no climb to protect, and no penalty for trying something weird. You choose a difficulty level (easy, medium, hard, etc), and you will face opponents from a chamber which matches that difficulty, rather than your own chamber.[/p][p]Your runs in Unranked Mode do not affect your leaderboard position. Wins and losses stay separate from ranked play, making this the perfect space to experiment, learn new heroes, or stress-test risky builds.
Leaderboards remain a feature reserved for top competitive play.[/p][p]Ranked play and leaderboards are still very much here, and we’re actively working on expanding and improving leaderboard features over time. The final Chamber remains the competitive endgame, where rankings matter and runs are pushed to their limits. Unranked Mode simply gives you a parallel space to play Turnbound differently.[/p][p]We see Unranked Mode as a foundation. Unranked will help us build our offline-mode and over time we’ll explore additional social and stat features, like better visibility into performance and experimentation data, as Early Access continues to evolve.
Whether you’re testing a fresh idea, warming up before ranked, or just enjoying Turnbound at your own pace, Unranked Mode is now available.[/p][p][/p][h3]New Trinkets:[/h3][p]We also have a small content update in the form of 4 New Trinkets![/p]
Leaderboards remain a feature reserved for top competitive play.[/p][p]Ranked play and leaderboards are still very much here, and we’re actively working on expanding and improving leaderboard features over time. The final Chamber remains the competitive endgame, where rankings matter and runs are pushed to their limits. Unranked Mode simply gives you a parallel space to play Turnbound differently.[/p][p]We see Unranked Mode as a foundation. Unranked will help us build our offline-mode and over time we’ll explore additional social and stat features, like better visibility into performance and experimentation data, as Early Access continues to evolve.
Whether you’re testing a fresh idea, warming up before ranked, or just enjoying Turnbound at your own pace, Unranked Mode is now available.[/p][p][/p][h3]New Trinkets:[/h3][p]We also have a small content update in the form of 4 New Trinkets![/p]
- [p]Big Bet - Tier 1[/p]
- [p]All Big Tiles (Tiles bigger than 2 cells) gain +2 Health per Big Tile on your Board.[/p]
- [p]Ranged Ranger - Tier 1[/p]
- [p]All Ammo Weapons gain +1 Power per Accessory on your Board.[/p]
- [p]Q.C.Q - Tier 1[/p]
- [p]All Melee Weapons gain +1 Power per Consumable on your Board.[/p]
- [p]Smaller is smarter - Tier 3[/p]
- [p]Small Tiles (1x1) gain +1 Thorns per Small Tile on your Board. [/p]
- [p]Set the difficulty of the opponents you face.[/p]
- [p]Play without losing/gaining essence.[/p]
- [p]Duel builds with share codes now show the code directly in the build list.[/p]
- [p]Show total available item count for some more effects (like trinkets).[/p]
- [p]Tooltips for abilities that grant you items now preview the item in the character select screen.[/p]
- [p]Now shows the “suspended” state on Attack Tiles that aren’t active yet and shows a tooltip on hover.[/p]
- [p]A small Brambleline can now be merged with a bigger brambleline (not the other way around).[/p]
- [p]The Weapon, Accessory, Armour and Consumable Shop Bells now also ensure 1 Tile is on Discount when you use them.[/p]
- [p]“Your
- core weapons* gain +1 Power per core tile on your Board” [/p]
- [p]from “Your
- core weapons* gain +7 Power”[/p]
- [p]“Your
- character specific* weapons gain +1 Power per character tile on your Board” [/p]
- [p]from “Your
- character specific* Weapons gain +7 Power”[/p]
- [p]“Every 2 Tiles that are destroyed on your Board, give +1 Power and +3 Health to your Attack Tiles.”[/p]
- [p]From “Every 3 Tiles that are destroyed on your Board, give +2 Power and +2 Health to your Attack Tiles.”[/p]
- [p]Gives +7 health[/p]
- [p]From +5 health[/p]
- [p]Fixed a memory leak.[/p]
- [p]Fixed a bug where the leaderboard would only show the top 99 players.[/p]
- [p]Fixed a visual bug where Deathbloom Cannon would not play its explosion effect.[/p]
- [p]Fixed a bug where the extra attack from Snack Attack would count as spent even when the Attack Tile didn't really attack (e.g. because it was Sleeping or Stunned).[/p]
- [p]Fixed a bug where your own Phantom Mask could apply Confusion to your own hero when hit by Monkey King's Dragon Ultimate.[/p]
- [p]Fixed a bug where the Progression screen would sometimes show the wrong character level / xp.[/p]
- [p]Fixed a visual bug where the confusion effect was played back on the wrong board.[/p]
- [p]Fixed a visual bug where the end-of-run screen would show chamber 7, which does not exist.[/p]
- [p]Fixed a bug where revives would not trigger when tiles get destroyed by "after-x-turns" events.[/p]
- [p]Fixed a bug where the hotkey explanation in the shop would not update when switching languages.[/p]
- [p]Fixed a bug where dropdowns would immediately close again when opening them with a Gamepad.[/p]
- [p]Fixed a bug where the Double Delight trinket would prevent consumables from triggering at all after its bonus activations have been consumed.[/p]
- [p]Fixed a bug where the last position of the game window in windowed mode was not restored. [/p]