June 25, 2026
New Trait System
You get to pick one of three Traits at the start of each roguelike run, but only if you defeated the Act 1 miniboss during your previous run.
Traits are similar to Tech, but they usually boost your economy or starting setup in some way.
This new system serves multiple purposes:
Give players, especially newer ones, a sense that they can shape and buff their resources right away. See https://www.flaregatenetwork.com/blog/new-player-resource-complaints for way more detail on why I think this is important.
To increase win rates for all players, especially at lower ranks.
To make runs differ from one another even more, especially for more experienced players.
To discourage rerolling your starting setup over and over.
The demo will show the same 3 Traits every run, but the full game will offer Traits randomly pulled from a larger pool.
Balance and Design Changes
Lancer Scout now adds 5 Lancers to other Lancer cards (up from 4).
Tormean Uprising now sends 3 Lancers initially (up from 2).
Laser Lances cost reduced to 75k (down from 100k).
Full-Scale Invasion now costs 1/2 (changed from 2/1).
Full-Scale Invasion now only counts unspent Titanium (instead of all unspent resources).
Titan grav shields increased to 250 (up from 100).
Destroy Factory cost increased to 4/2 (up from 4/1).
Hunter Missiles range bonus decreased to +2 (down from +2.5). Note that they no longer outrange Sentinel Turrets.
Tax the Colonies was removed as a card reward option from the Story Campaign mission Rebel Cache.
Improvements
Made the yellow highlight around cards whose conditions are met slightly more prominent.