July 31, 2026

The primary focus of this patch was player control in the roguelike. In particular, the subjective feeling that you have enough control to steer your build into something fun and powerful from run to run.

Secondarily I wanted to add Eric Lee, Scientist and Xenoscience to the Invention subtype to create more synergy, so I renamed the subtype to Science. There are a handful of other changes to make this subtype more powerful and interesting.

I am also starting to make cloaking and detection more interesting through mission design and card design.

Player Control

  • Created new "Claim All" and "Refresh" buttons to the roguelike card reward screen.

    • Claim All costs 50K + 25K per usage. It lets you grab all 3 displayed cards.

    • Refresh lets you re-generate the 3 displayed cards.

  • You can reroll Tech as many times as you want. You still get the automatic free reroll at act start.

  • Rerolling Tech is cheaper. All rerolls (Tech and cards) follow the same pricing model (usage of each feature is tracked separately):

    • At Rank 1-5, rerolling Tech/cards costs 10K + 10K per usage.

  • At Rank 6-9, rerolling Tech/cards costs 20K + 10K per usage.

    • At Rank 10, rerolling Tech/cards costs 20K + 20K per usage.

  • New Tech: Reassignment Program, Solar Paneling

    • These Tech options are designed to be generically useful, to increase the chances that you have multiple relevant options.

  • New Traits: Flexible Strategist, Reservist Manager

    • These Traits involve more flexible playstyles.

  • You can retreat from boss battles, but it costs twice as much HP.

Invention → Science Redesign

  • Renamed the "Invention" subtype to "Science".

  • Eric Lee, Scientist has the Science subtype (instead of Solon).

  • Added the Science subtype to Xenoscience.

  • Shield Generator is renamed EF Generator (Ejection Field Generator). It now grants bonus damage and has the Science subtype, in addition to the existing shield boost.

Cloaking and Detection

I am working towards a more interesting dynamic between cloaking and detection, that makes detection effects more relevant. I don’t think things are where they need to be, even after the changes below, but they’re a step in the right direction.

  • Very few Duskwings sent by enemies have Rush anymore, to give you a chance to play detection effects reactively. This affects the following missions: Duskwing Operation, Imperial Assault, and Royal Cruiser.

  • New Tier 5 (Act 2) mission: Duskwing Base. This mission more directly tests your deck's ability to detect, but can also be solved with a tanky or fast push, or with structure removal.

  • Updated Prognite Perimeter so the enemy doesn't start with Histabytes, so that more Prognites with Defender build up before attacking, resulting in a scarier push if you don’t have detection.

Miscellaneous Fixes and Improvements

  • If you have 0 flagship grav shields, Constructive Absorption can no longer be added to the Tech shop.

  • Fixed an issue where Titans with detection did not show that on the unit info panel.

  • Fixed an issue where there was an awkward space between card hitboxes at low hand count.

  • Fixed an issue where the Standard Campaign victory screen would not show that you marked a Trait as victorious.

  • Stunned flagships will no longer charge forward past enemy combatants, but instead hold position until no longer stunned.

  • Added more tooltips for special Cytorin cards generated by their structures.

  • Fixed an issue where the Soulcore Fragment would advance past an attacking Command Cruiser to go after units far behind it.

  • Fixed an issue where Tech/Traits you gained didn't show the Victorious Emperor cosmetic effect in the bottom-left display area.

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July 24, 2026