
Provisional 1.0 Patch Notes: Early Access
Nov 5, 2026Hey everyone! We’re sharing the latest Patch Notes for the Provisional 1.0 Patch – this is the build we’ll be testing ahead of the November 6-7 Tech Tests. A few things to keep in mind:
PC and Xbox will only be supported for this test; no PlayStation.
Progression will be on for this Tech Test, but it will be wiped before Early Access.
We are actively testing low population queues, so everything will be “on” and running for the duration of the test – that means no queue windows, Ascension all day!
Regions are NA, EU, SA and APAC for active queues.
ETERNAL ROTATION
With Early Access 1.0, we're moving to the final Eternal lineup for both Ascension and Spires. These Eternals are available in rotation:
Active: Shasur, Dahla, Irenna, Hollow, Ravah, Vaton, Leodin, Penelope, Karriv, Edani
Inactive: Rynshi, Grimwold, Tsu'bo
NEW ETERNAL: SHASUR
Shasur is an instrument of death. This nimble assassin locks down opponents and cripples their ability to fight back. Her set bonus, Child of War, makes her a terrifying self-sustaining threat. A life consumed by violence taught Shasur one thing: no one is coming to save you. You must save yourself.
Shasur's Assassin Crown – Flutter Step: Teleport to target in range and deal damage.
Shasur's Trap Amulet – Tanglefoot Trap: Set a trap that damages and roots an enemy in place for 2 seconds. Setting a new trap destroys the old one.
Shasur's Twin Daggers – Slash the River / Crack the Mountain: A highly mobile 4-hit melee combo. The Weapon Ability leaps into the air and over obstacles; landing on an enemy triggers a flurry of damaging strikes.
Shasur's Fan of Blades – Subtle Breeze / Gust: A 3-hit melee combo. Hold the Weapon Ability to create a blast of air that damages and pushes enemies away with displacement, up to three gusts.
Shasur's Eternal Ability – Silence: Silence the abilities of nearby enemies for 4 seconds.
Shasur’s Set Bonus – Child of War: Complete Shasur’s set and your attacks and abilities heal you for 25% of the damage they deal.
MEMORIES & QUESTS
Each time you play Arkheron, you may discover a fragment of memory. Memories are tiny glimpses of the past, and offer brief glimpses of the complicated, unfinished business that traps each character inside the Tower. Unlock and collect these memories to gain a fuller understanding of the heroes and villains that populate the world of Arkheron.
How it works
Books are the major story arcs of Arkheron. Book of Preludes is the first Book of our story, focusing on Builders.
Chapters are the seasonal content within a Book. Each Chapter brings new Memories to discover and its own collection to complete.
Memories are collectible moments of Arkheron’s lore. You unlock them by completing key rooms, then view and collect them in the Memories screen in the front end.
PLAYER PROFILE
Player Profiles give you a home for your match history and a way to see how other players have done in theirs. Open any profile from Match History or the Social Panel.
What you'll find
Lifetime stats: damage dealt, eliminations, executions, and healing given.
Mode stats: Ascension floors reached, Spires climbs, and hours played in Ascension and Spires.
Recent matches: every player's stats for that match, plus their final loadouts with item tooltips.
Prefer to keep your history to yourself? Turn on the Hide My Profile setting under Social in your Gameplay settings.
DISCORD INTEGRATIONS AND PARTY UPDATES
Getting the squad together just got a whole lot easier. You can now share what you’re up to, join friends straight from Discord, and post invites right in your channels. Available now on PC.
How it works
Share your activity: Your Discord profile now shows what you’re up to in Arkheron, including your game mode, party size, and whether you’re queueing, in a match, or spectating.
Join from Discord: Click Join on a friend’s Discord activity to go straight to their party or custom lobby. Game closed? Join launches Arkheron and takes you there.
Post invites in channels: Share party and custom game invites directly in Discord channels. No more pasting custom lobby codes! Anyone who can see an invite can use it, so pick your channel with care.
Join from your friends list: Choose Join Party on a friend to hop in without waiting for an invite.
Stay in control: Prefer invite-only? Turn off Open Party in Settings > Gameplay > Social. It’s off by default, and the party leader’s setting applies to the whole party.
Good to know
Requirements: The Discord desktop app must be running, with activity sharing turned on in Discord’s Activity Privacy settings.
Joining a party: You need to be in the main menu and not already in a party.
When Join is unavailable: Parties can’t be joined while queueing or when full. Friends can still join during your match, and you’ll regroup afterward.
Invite permissions: If only the party leader can invite, only the leader’s activity shows Join.
NEW PLAYER EXPERIENCE
Challenges
Challenges are a new system built to help first-time players explore everything Arkheron has to offer. They guide you through the game's systems and tools, with rewards along the way.
Challenges are a new system built to guide players through their initial journey in Arkheron. It is intended to help new players get familiar with game modes and give them a way to earn rewards while doing so.
Details: During playtests with new players, we’ve found that there is an optimal path in getting players familiar with the different game modes so they don’t feel as overwhelmed when facing real players. The challenges we’ve added follow this path. We also hope it helps take some of the decision paralysis out of the onboarding experience by giving players a checklist of what to do next.
We hope to expand the challenge system in the future for things beyond onboarding.
Tutorial
New players now see a short intro video before the Tutorial begins, setting the scene for the world of Arkheron before you pick up a weapon.
Reworked the end of the Tutorial so the handoff into the rest of the game feels smoother.
Updated the Tutorial's text and voice-over throughout.
Added reminder voice-over that nudges you toward your next objective if you seem stuck.
Added new voice-over for the onboarding Spires that follow the Tutorial.
Updated the loadouts your teammates and enemies use in the Learning Spires, so early matches better reflect how the game is actually played.
Finished the lighting pass on the Tutorial area.
The intro video now has captions, and you can rewatch it anytime from Settings under Miscellaneous.
The Learning Spires are now three floors, all 3v3, with tuned-up fights and far less downtime between floors.
New tips in the Tutorial and Learning Spires cover upgrades, executions, and buying consumables and anchor abilities.
You'll now see your rewards when you finish the tutorial.
Training While Queuing
A training while queuing feature has been added, allowing you to jump into the training room while you wait for a match.
Selecting "Play" will launch you into the training room and start matchmaking for the selected mode/queue as soon as a match is found.
When in training, you can see your matchmaking status at the top of the HUD, as well as in the ESC menu, where you can cancel if needed.
Selecting "Just Queue" will keep you in the usual flow, where you start matchmaking and stay on the main queue screen.
Training Grounds
Dev Note: We know there are a lot of requested features for this area and we are actively trying to get some added functionality for our community. We hope you enjoy the most recent updates and hopefully more to come soon!
The Monstrous Echo Chamber has been added to the Training Grounds so you can practice against monsters. Teleport down with gear or use the provided chests below for your run.. Each quadrant is currently broken up into Tormentor types.
Well of Regrets has been added to Training grounds. This interactive well hurts everyone in the AOE (opposite of Healing well) but doesn't kill you. This is so you can try out consumables, lifesteal abilities and healing abilities.
Reset Randy (affectionately dubbed by our community) is back in the Training Grounds, ready to reset your gear whenever you need a fresh start.
Layout adjustments have been made to the brawling arena to allow for better spectating of fights below. Go look upon all the murder!
Learn Tab
Refreshed the Learn Tab with new content and an updated layout.
Removed the welcome tab and welcome screen.
Homing is now listed as an attack type, so you can see which attacks track their targets.
Relic Info item cards now scroll when the text overflows instead of shrinking, and right-clicking a card toggles it to a mechanics view.
Item descriptions for Primary Attacks have been added or updated across all Eternals.
Item cards now list crowns, amulets, and weapons in a consistent order everywhere, and weapon cards show attack strings in an easier-to-read format.
Glossary now scrolls properly on controller.
SPIRES
Spires matches are now a "win by two" setup with a maximum of 7 rounds, so a match can't be decided by a single close round.
After the final match of a run, there is now a tab so you can view both the final match’s stats and also the run total stats.
Objects created by abilities, like turrets and walls, are now cleared at the start of each round.
Spires victory dialogue now plays in full instead of being cut off.
Updated the Spires music for all available Eternals.
If the opposing team never connects, the Spires fight is now cancelled cleanly instead of hanging.
UI sounds are now muted between Spires rounds to cut down on noise.
Added a new Spires tile, the Ancient Tree, for more variety in your runs.
Shrine & Economy
Reworked the Spires shrine UI and cleaned up the shrine layout, making it easier to see what's on offer.
A new Random Loadout button in the Spires store picks gear you can afford. It tries to fill your consumables and prefers Eternal items over echo items.
Item price escalation in Spires is now 25 (down from 50), so you can go much farther with the same loadout.
Endless Spires no longer resets your economy between runs. The higher you climb, the more you’ll feel it.
An alternate look (purple!) has been created for the Spires Shrine to highlight its gameplay differences to the Ascension Shrine.
ASCENSION
You can now drop anywhere on the map.
The heat spots on the map reveal the moment you hold to commit, so you can more accurately get a live representation of where players are dropping.
Paid teleporters and doors on the map with high value loot have been highlighted in purple.
Added equipment upgrades to the Ascension shrine. (1000 to go to lvl 2, 1200 for lvl 3)
Players revived at the same spot are now spread out instead of stacking on top of each other.
Dead players can no longer ascend loot, closing an exploit around looting after death.
A new toast shows how many teams remain, so you always know where the match stands.
Ascension stats and progression are now hidden while spectating, to avoid confusing the spectator view.
Monsters can now detect players from behind, so flanking carries more risk.
Oracle no longer is confused if you are holding a shield.
Rejuvenate now costs 100 (down from 150). Channel time is unchanged.
Chest spawning and small chest placement have been tuned for better balance.
Adjusted the minimum number of beacons that spawn on Floor 3.
30 Player Map
Dev Note: We developed a 30-player version of the Ascension map that will be used adaptively to negate long queue times. The map is identical to the usual Ascension map, except we have featured the abyss as an immediate environmental hazard in some areas, effectively shrinking the play space.
BOTS
Previous Bot Modes have been renamed Training Ascension and Training Spires respectively. Each mode has been given a difficulty selection to help customize your bot game experience. Each mode will also now pair you with two friendly bots to fight alongside you and better simulate a real player experience.
Training Ascension
Bots now check for nearby monsters before reviving a teammate, so they're less likely to get you both eliminated.
Bots keep their cooldown abilities ready when only minions are nearby, instead of wasting them.
Bots now prefer shorter-range abilities and are spread more evenly across beacons.
Bots with a human teammate now follow you to beacons instead of exploring on their own.
Bots now pick up loot politely and respond to your pings during the beacon phase, and will drop Fragments when you ping for them.
Bots now buy anchor abilities and their personality's preferred consumable at shrines, and pick a random Anchor on the final floor.
Bot-only teams are now protected from elite NPCs when no human is nearby.
Bots no longer get stuck trying to reach chests or NPCs behind locked doors.
Training Spires
Training Spires now includes every Eternal as a possible teammate or enemy, complete with consumables and Anchors, plus 10 new "shattered" bot builds for more variety.
Bot teammates are now refilled after a Spires Retry, so you're never left short-handed.
Bots now use Anchor abilities, equip Spires ally gear without duplicating Eternals, and choose item pickups based on the loadout they'd end up with, making them more realistic opponents.
Bots now stay inside the beacon area in Training Spires.
Bots General
Bots have more varied playstyles and personalities.
Bots now call out enemy players when they first spot them, like a human teammate would.
Bots no longer flicker rapidly between directions when avoiding each other, so their movement looks much smoother.
Bots now wait until they’re actually crawling before trying to self-revive, and stop once they’re revived
CUSTOM GAMES
Improved lobby selection highlighting, with team removal and controller support, making lobbies easier to manage.
Custom lobbies now support team spectators.
Custom Spires games can now be set to win by a margin of 2.
BOOSTED DODGE
Dev Note: Over the past months we have experimented with our evade system a fair bit. It’s something players use all the time, both for combat and for traversing the tower. We wanted this to feel great as well as inject some skill expression into the experience. There is now a timing aspect to chained dodges that rewards player timing with boosted (distance).
Dodging now rewards timing. Every dodge travels 3m, but pressing dodge again inside the timing window turns your next dodge into a Boosted Dodge that travels 4.5m, and hitting the window a third time sends you 6m.
Chain all three and you cover 13.5m, versus 9m if you just spam dodge.
New animations, visual effects, and audio for the chain of boosted dodges, so a well-timed chain looks and sounds the part.
Dodge charges regenerate every 1.5s (updated from previous 2)
Improved input buffering around dodges, so a dodge pressed slightly early still comes out.
Dodges now transition back into movement faster, with no sticky feeling at the end.
COMBAT
Inputs
Dev Note: We have reworked the core input systems that drive player actions. This means less dropped inputs and a more consistent experience casting abilities and attacking with weapons. We’ve also added some quality of life options to configure how inputs work in game. We will continue to make improvements to input handling in future patches - please continue to give us feedback!
Normalized the existing input queueing system to work consistently across all abilities and attacks, instead of only working for some item combos and not for others.
All weapon and ability items for echoes and eternals have had input tuning passes, targeting consistency and combo behavior.
Eternal Ability no longer hard-interrupts abilities or weapon attacks.
Weapon Swap no longer hard-interrupts abilities. It still hard-interrupts weapon attacks.
Added a Hold to Attack setting that enables holding down the attack button to continuously attack with the equipped weapon.
Added an Input Buffering setting that adjusts the length of the input queue.
Added a "Single Input Per Scroll" option, so each mouse-wheel scroll registers only one input.
Empowered
Once activated/triggered, Empowered now lasts a guaranteed 7s (down from 10s) and decays at 15 points per second (up from 10). Getting Empowered works the same way.
Attacks, Hits and other various changes
Animation addressed multiple root motion issues across combos, but particularly in the first hits.
Hit registration is more consistent.
General movement speed tweaks.
Item upgrades now share a single cooldown across all upgrade levels, instead of each level having its own cooldown. This will prevent item-sharing
Buffs now apply before damage is calculated and stay active through their final tick, so a buff is never a split second too late or ends too early.
When you take damage from multiple sources at once, it's now totaled before damage caps apply instead of being capped per hit, making damage totals more predictable.
Shield block durability no longer factors in the blocker's own damage reduction, making block strength consistent.
Being rooted no longer stops you from using movement abilities. Abilities like the Greatsword's charge, Irenna's Sword "Caretaker"'s Krurian Handshake, and Rynshi's Wrath Cleaver's Savage Leap now still go off while you're rooted; but you won't travel any distance.
Breakout abilities now also free you from roots and slows, not just stuns. Abilities with breakout include Penelope's Porcelain Parasol, Edani's Outburst Crown, Grimwold's Oscillating Crown, Tsu'bo's Run Free Amulet, Leodin's Sanctuary Amulet, and the Steadfast echo crown.
Speed boosts are now unified. Every ability that grants a speed boost now sets your movement speed to +40%, rather than stacking or multiplying with other boosts. This matches how slows already work: every slow is 50%, and only the duration varies. Abilities with a speed boost:
Rynshi’s Eternal Ability, Rampage
The Steadfast echo crown
Grimwold’s Eternal Ability, Magnetic Field
Ravah’s Stalking Amulet, Stalking
Invulnerable
Damage immunity abilities have been reduced overall, they still enable clutch plays without being oppressive.
The invulnerability echo amulet now lasts 1s (from 1.5s),
Damage mitigation echo crown now reduces damage by 50% (down from 70%) for 3s
Upgrades that added 1s of invulnerability, including Edani's Lunging Hook and Dahla's Vanish Crown at Level 3, are now 0.5s.
Eternal Transform
Channeling an Eternal Transform is no longer immune to crowd control, so a transform can now be interrupted. Transforming was too easy to use as an escape from stuns, and it was confusing for newer players who couldn't counter it.
There's a 0.25s delay before an Eternal transformation can be canceled, preventing players from accidentally cancelling a transformation.
Eternals now show their real cooldown before transforming, instead of a misleading one.
Polished the Eternal Transform visual effects.
Healing
Healing in game now has its own distinct visuals, sounds, and "healing numbers," so you can tell what healed you and from where.
Self heals will visually update on the nameplate position, while allied healing will show by their nameplate.
Healing previews will be viewable before enemies heal using consumables.
Healing previews will be viewable when using a healing well or purchasing rejuvenate from the shop.
The heal preview no longer gets out of sync.
Healing over time now shows in even batches, making it easier to read how much you're being healed.
Status Effects & Feedback
Added buff icons and an active timer bar for ongoing effects to complement existing debuff icons.
Buff timers now start full, even when the buff reaches you slightly late due to network delay.
Buff visuals and audio now clear properly when a buff expires or a character dies.
When you're Blinded, enemy projectiles outside your sight radius are now hidden too, so Blind works the way you'd expect.
Burning effects on health bars now stay visible even after an enemy has stealthed.
Added a cast time indicator for Transform.
The reticle now shows attack and ability range, so you can tell at a glance whether a target is in reach.
Polished damage number display and timing.
Enabled HP bars on the Hollow Wall and other targets that were missing them.
Renamed various statuses for clarity:
For Vaton's Payback Crown, Damage Return has been updated to Payback.
Movement Increase has been updated to Speed Boost.
Damage Reduction has been updated to Resilience.
ITEMS
General
Polished the Scimitar's swipe visual effects.
Summon Shrine consumables cost more: healing potions and Healing Wards are now 200 Fragments, and Fortitude shards are 150 Fragments.
Copies of the same item on the ground now share a cooldown. Previously, swapping to a second copy of an item let you use its ability again while the first was still on cooldown.
The Fortitude echo crown's heal over time now applies over 2.5s (down from 3s), and its description now shows the correct duration. [confirm item name]
The Cluster echo amulet no longer snaps your facing direction when cast.
The Dual Axes echo item's Weapon Ability no longer pushes enemies.(displacement removed)
Anchors
The Mending Hands and Last Wish anchor abilities can now be used at any time. Its treated as a buff overlay no matter the state you are in.
Updated the description of Refill Anchor to make what it does clearer.
Last Wish now brings you back at full health (up from 50%), still without Fortitude, and can be cast while moving without snapping to your camera direction.
Full Heal now takes 2s to cast (down from 2.5s)
Consumables
Consumables now "lock in" towards the end of a hold by 5 frames, preventing a player from accidentally cancelling out channeling a consumable.
Consumables are now properly limited by stock and are no longer re-granted on the last charge.
Updated the consumable cast timer to display the keybinding and the consumable being used.
Added visual feedback to indicate when a consumable cast is interrupted or unsuccessful.
Healing Wards now have 50 HP (up from 30) and always show their health bar.
Dahla
Dahla's Eternal Ability, Curtain Call, has been reworked slightly:
Reduced the size of the cone’s angle.
Reduced hitstun recovery from the pull from 1.5s to 1s, giving pulled enemies a quicker chance to respond.
Adjusted recovery timing on the first hit of Dahla's Dancing Blade's Slashing Variation combo.
Adjusted the swipe visual effects on Dahla's Dancing Blade.
Curtain Call's cooldown now starts when the ability ends, making it a true 25s cooldown, and its damage is reduced to 30 (from 35).
Vanish Crown’s Vanish cooldown increased to 16s at Level 1 (from 15s) and 13s at Levels 2 and 3 (from 12s).
Edani
Stopping Edani's Pulling Claws' Irresistible Pull early no longer puts it on cooldown, so cancelling a pull doesn't cost you the ability.
Improved the animations on Edani's Lunging Hook and Pulling Claws.
Banish is now blocked by ANTI CC abilities, however Breakout does not work on Banish
Hollow
Hollow's Darkling Staff's Wall now has 125 HP (down from 150).
Karriv
The burn applied by Karriv's Searing abilities now has its own status icon, label, and color, so you can tell it apart from other damage over time.
Karriv's Searing Shovel's Searing Blast cooldown increased to 16s at Level 1 (from 15s) and 13s at Levels 2 and 3 (from 12s).
Karriv's Eternal Ability, Fire Cage, cooldown increased to 25s (from 23s).
Karriv's Searing burn is now 30%. It used to do 50% more damage to health and 50% less to Fortitude.That number is now reduced both ways. 30% more to health and 30% less to Fortitude. (1.3 and .7)
Leodin
Leodin’s Radiant Crown’s Radiant Shield cooldown now starts when the ability ends, instead of when it’s cast. The 20s cooldown is unchanged.
Leodin’s Glint Spear’s Reflect cooldown increased to 16s at Level 1 (from 14s) and 14s at Levels 2 and 3 (from 12s).
Leodin’s Glint Spear’s Divine Thrust now travels 3m when fully charged (down from 4m).
Leodin’s Eclipse Hammer’s Righteous Swing cooldown increased to 15s at Level 1 (from 12s) and 12s at Levels 2 and 3 (from 10s), bringing it more in line with other Weapon Abilities.
Leodin’s Sanctuary Amulet cooldown increased to 16s at Level 1 (from 14s) and 14s at Levels 2 and 3 (from 12s).
Adjusted the impact timing for animation/vfx hit. This included a small vfx tweak to match the hit radius and the hit was pushed back a few frames.
Leodin’s minimap arrow is now hidden from enemies while he’s in the air during his Eternal Ability, Sky Strike, so opponents can’t use it to track where he’ll land.
Penelope
Reduced channel time on Penelope's Eternal Ability, Look How I Shine to 1.6s from 2s. Also polished its visual effects and voice-over timing.
Penelope's Looking Glass' Light Up the Sky now detonates at each Flying Shard's exact location, including shards still in flight.
Penelope's Porcelain Parasol now deals 4 damage per shot (down from 5), so a full 10-shot burst deals 40 instead of 50.
Penelope's Porcelain Parasol's Under the Weather dodge travels 1m farther if you're holding a direction.
Sliding no longer breaks the tether from Penelope's Correction Amulet's Lock the Door. Only airborne attacks, teleports, and phase abilities break it instantly.
Ravah
Updated visual effects on Ravah's Talonflight Crossbow for clearer feedback.
New audio for Ravah's Ascension.
The cooldown for Level 2 and 3 for Ravah's Talonflight Crossbow's Unload is now 12 (increased from 10).
Ravahs Stalking Amulet maintains the speedboost the entire time you are in stealth (up from 3 seconds) but is a flat 40%, down from 50%.
Vaton
New crystal model and visual effects for Vaton's Serpent Staff's The Pillars.
The slow from Vaton's Seeing Eye's Ruinous Downfall now lines up with its visual effect
Rynshi (Inactive)
Rynshi's Eternal Ability, Rampage, has been streamlined. It no longer grants Steadfast or a cooldown-reduction buff (your cooldowns still reset when it starts), and its movement speed buff now lasts 5s (down from 6s).
Tuned the combo on Rynshi's Fury Bracers' Fury Punches: targeting is stickier, and every hit now carries you the same distance forward.
Updated visual effects on Rynshi's Wrath Cleaver.
Rynshi's set bonus now grants 35% damage mitigation (down from 40%).
Rynshi's Wrath Cleaver's Savage Leap now deals 40 damage (down from 45).
Rynshi’s Wrath Cleaver Savage Leap CD for level 2 and 3 is now 12 from 10.
Tsu'bo (Inactive)
Tsu'bo's Run Free Amulet no longer slows at Level 3, and its lifesteal is back.
The first two hits of Tsu'bo's Ripper Blades' Slash and Smash combo now deal 12 damage (up from 10).
Grimwold (Inactive)
The charge-up and elimination sounds on Grimwold's Charged Rings' Particle Shot are louder, making a charged shot easier to hear coming.
CONTROLS
The default map keybind on keyboard and mouse is now Alt, to avoid conflicts with the Steam overlay.
Controller players can now bind Transform to a single button instead of being locked to a two-button chord.
Comms wheel: D-pad Right now opens it, and recentering the stick makes your selection. All comms wheel pings are now available.
Cursor confinement is now off by default, and can be turned on in Options if you want the cursor locked to the game window.
Aim confirm and cancel now follow your bound attack and ability inputs, instead of separate fixed buttons.
When navigating into your loadout from the map screen with a controller, focus now starts on the side you pressed toward.
The Controls screen follows whichever gamepad you used last, and switching controllers no longer wipes your other controllers' bindings.
Analog stick input is ignored when rebinding buttons, preventing accidental stick binds.
The binding conflict prompt now shows controller buttons when you're using a controller, instead of keyboard keys.
Keyboard glyphs now match your Windows keyboard layout.
Added a setting to disable controller cursor attraction.
Added hold-to-interact support.
Improved controller navigation in the Social Menu, and made controller button prompts more reliable.
Removed the Walk/Crouch/Sneak option/keybind.
Crouch walking (which hides footsteps) didn’t serve a major impact to gameplay so we have removed it from the game.
SOCIAL
Communities is live, connecting Discord party finding directly to the game client.
Find Party now lists your existing solo reservation instead of creating a new party.
Region select now shows population data, so you can choose a server with an active player base.
Player tags now appear as badges on nameplates and the HUD.
Added profile privacy controls in the Social Panel.
Party invites now appear on any front-end screen, not just the one you're on.
Party join codes now update automatically when the party changes.
Party members' cosmetics now refresh in real time as soon as they change gear.
Parties can no longer queue while a member is still in a match, preventing broken party states.
Party team spectators now get face-off lists and results screens, can leave with their party, and can only spectate their own team.
A new spectator count shows who's watching your team.
Your text chat channel selection now persists when you requeue.
Chat text is slightly larger for legibility on TVs, and social panels on console use larger fonts.
Discord integration now keeps retrying after a failed sign-in refresh, instead of giving up.
Streamlined the player report flow by removing an extra step.
PS5: The Friend Code field is no longer editable.
Added a noise cancellation setting for voice chat (PC only).
You can now join a friend's open party directly from your friends list.
A setting has been added to allow you to control whether or not your parties are open to join.
You can now manage your party while in a match, with updated flows for leaving a match as a party.
Invites, friend requests, and block options are now hidden until your social lists finish loading.
Offline players now see right away why login failed, with a Try Again option.
UI & DISPLAY
Redesigned the loading screen and item info cards, and added new loading screen content.
Xbox Achievements are now supported on Xbox PC.
Polished the Match Stats screen, end-of-game screens, and end-of-match presentation.
New frame rate limit options for gameplay, menus, and when the game is out of focus.
New motion blur slider (PC only).
The revive card now shows the player's portrait, including their Eternal portrait if they were transformed, so you can see at a glance who you're reviving.
Map hub teleporters are now linked by a faint line that fills in when you hover, making it clearer where each one leads.
The map inventory hint now stays visible after it fades in, instead of disappearing too soon.
Increased text size across the UI, along with a general legibility pass.
Ability descriptions now support longer, multi-line text.
Added a bar for Dahla's Throwing Knives' Blade Barrier and a tooltip for Dahla's Petal Dance Amulet.
The death recap is clearer: status text stays readable when several statuses apply, "Stunned" shows on the hit that caused it, damage over time rows are labeled, and more damage sources are credited correctly.
Setting descriptions now stay visible while you toggle a setting.
Queue status no longer shows blank, and you're now told when the next wave is about to form so you know when to get ready.
Added an error screen when you disconnect while joining a game, instead of leaving you stuck.
Corrupted or damaged installs now show a clear error message instead of crashing.
You can now open the account site directly from the game by scanning a QR code.
Date of birth entry now uses drop-downs instead of free text.
The return button is now hidden between Spires match screens to prevent accidental exits.
Updated the PlayStation icon and the Eternal input glyph.
Added a common settings screen on first launch, so you can set the essentials before you play.
Loading tips have been expanded with Eternal-specific tips, Spires and challenge tips, and item lore. Tips now show ability names with the right input glyphs, and you can step back to the previous tip.
Item pings in the ping feed now show the Eternal's icon and the full "Eternal's Item" name.
Updated the map legend for 1.0, with new icons for High Value Loot areas, teleporters, and doors. Lower-level map rooms now show their map group and neighboring rooms.
The age gate and terms of service now appear before an account is created automatically.
Polished the F1 screen and game mode select.
Ground items that would upgrade your equipment now show a sharp yellow beam.
Item tooltips now appear when you hold Show Ground Items while standing over an item (Left Alt on keyboard, D-pad Left on controller).
Your equipment always shows its Eternal set icons, and they glow when a set bonus is active.
Random skin now keeps its roll into your match, can be rerolled manually from the Customization screen, and picks from all of your owned skins.
HUD ability slots now show a gold frame when equipped, a visible cooldown drain, and clear feedback when an ability use is denied.
Ability descriptions now show arrows for buffed values.
ART & VISUAL UPDATES
Lighting updates have been deployed for Mahara, Archivist, Spires and Training. Ancient and Bloom will be updated in a future patch
Improved the look of volumetric fog across the world.
Various environmental art polish for Ascension and Spires.
Player Line-of-Sight now utilizes volumetric fog.
The Healing Well and Well of Regrets now have distinct visual effects, and the Healing Well has an updated light.
Added a display configuration flow upon first launch to calibrate HDR and SDR displays.
If you switch in or out of HDR between monitors, or switch monitors entirely, you will automatically be taken through the flow again.
Calibration settings have been added to the settings menu to fine-tune at any time.
Calibration now has finer sliders and separate steps for HDR White Point and Black Point.
AUDIO
New sound for movement speed buffs.
Training Grounds music now changes based on the Eternal items you have equipped, just like the Spires checkpoint room, and fades as you move away from the shrine.
New sound for the Rift Arena wall drop.
New UI sound when one of your abilities is Silenced, so you know why it isn't working.
Eternal Ability mix polish, with louder Eternal cast voice-over.
Voice-over balancing passes for banter, callouts, and combat.
Ambient Abyss audio is now muffled while you're inside a Challenge Rift.
Enemy footsteps are quieter during beacon fights so combat cues are easier to hear.
The cooldown UI sound is louder.
New audio for the Teams Remaining banner.
New Mahara bells ambience in the front end.
Anchor abilities are louder.
All Commswheel options now have associated SFX pings
Low health heartbeat audio added
PERFORMANCE
Dev Note: Performance has been a major focus for our team heading into Early Access. Over the past few months we've worked across nearly every part of the game, including visual effects, lighting, UI, audio, and the systems that run every frame for all platforms. A lot of this work was guided by your bug reports and what we learned during the Crossplay Beta. We hope you'll notice higher and steadier frame rates with fewer hitches, particularly on consoles.
All platforms
Reduced the CPU cost of UI/HUD, particularly in combat, including health bars, ability cooldowns, reticles, nameplates, status effects and timers.
Reduced the CPU cost of UI animations.
Reduced the CPU cost of preparing each frame for rendering, including lighting, shadows and decals, improving frame rate in combat.
Reduced the CPU cost of character, ability and animation updates in combat.
Reduced the CPU cost of visual effects simulation, improving frame rate in heavy combat, particularly on lower core count machines.
Reduced the CPU cost of map rendering.
Reduced the GPU cost of post-processing, including bloom, anti-aliasing, and status effects.
Reduced the GPU cost of lighting and decals.
Reduced the GPU cost of rendering visual effects.
Reduced the GPU cost of volumetric fog.
Reduced the GPU cost of UI visual effects.
Reduced the hitch the first time you open the map in a match.
Reduced memory and storage space used by UI art and lighting data.
Reduced memory used by character models.
STP upscaling: Dynamic resolution can now adjust continuously instead of in fixed steps, and uses less memory.
Optimized many ability and environment visual effects to reduce their cost.
Improved level of detail for distant scenery, reducing rendering cost.
Reduced the hitch the first time you open a shrine or chest in a match.
Reduced the hitch the first time you open the Spires store in a match.
Reduced audio memory use and audio-related hitches.
Reduced hitches when switching tabs in Custom Games.
Improved prediction of other players and bots to reduce stop-motion-style stepping in their movement and animation, especially on high-ping or unstable connections and at high frame rates.
Reduced memory leaks and fragmentation that increased memory use with each match played in a session.
PS5 and Xbox Series X|S
Moved some rendering work to async compute, improving GPU performance.
Xbox Series X|S: Fixed audio processing interrupting game and rendering work, which caused stutters in combat.
PS5: The game now spreads its work across more CPU cores, giving a steadier frame rate in combat.
PC
Fixed a CPU-GPU synchronization stall when sending data to the GPU, which lowered frame rate on some systems.
Added frame rate limit options for gameplay, menus and when the game is in the background (Graphics > Advanced). Menus and the background are limited by default. This may help reduce power use, heat and fan noise.
Improved dynamic resolution when VSync is on, particularly with a frame rate limit, reducing unnecessary drops in resolution.
Fixed misc shader compilation hitches by pre-warming all shaders (some map shaders and volumetric shaders were missing from warmup).
Reduced the GPU cost of STP upscaling.
Graphics > Upscale Quality->Ultra renamed to Native.
Add Graphics > Advanced > Motion Blur option. Disabled by default.
BUG FIXES
Tutorial & Learn Tab
Fixed the Tutorial granting the Resilience crown instead of Steadfast.
Fixed Dahla's tutorial tips reverting to an older version.
Fixed Dahla weapon objectives swapping unexpectedly in the Tutorial.
Fixed visual issues with fog and dissolve effects in the Tutorial.
Fixed an issue affecting Tutorial voice-over.
Fixed issues with the Training Grounds map.
Fixed a rich text formatting issue on the Tutorial overlay screen.
Fixed screen tips not dismissing when their target was gone.
Fixed various Learn Tab and item card issues.
Fixed Tutorial steps sometimes never completing.
Fixed Tutorial popups being missable by sliding through doors.
Fixed incorrect text in several Tutorial and onboarding Spires popups.
Fixed mythic chests in the Training Gym Arena having broken effects and being reopenable.
Fixed first-time players getting soft-locked in an unskippable Tutorial intro.
Eternals & Items
Fixed Dahla's Dancing Blade's Twisting Thorn letting players pass through thin walls and locked doors.
Fixed Edani's Lunging Hook's Startling Lunge cooldown refreshing instantly when used on a wall while standing against it.
Fixed Edani's Pulling Claws' Irresistible Pull not resetting its cooldown at Level 3 after eliminating an enemy player.
Fixed incorrect Level 3 description text on Edani's Pulling Claws.
Fixed Edani's Suffering Amulet visuals not reappearing after leaving Dahla's Vanish Crown.
Fixed Grimwold's Oscillating Crown portal disappearing before the teleport fires.
Fixed Grimwold's Strange Device's Static Turret self-destruct incorrectly showing "no target."
Fixed Grimwold's Strange Device's Static Turret making no sound when firing.
Fixed Grimwold's Strange Device rotating poorly when standing still and turning while attacking.
Fixed a visual effects issue on Grimwold's Strange Device.
Fixed Hollow's Companion Crown's Gloomy Groundlings not prioritizing enemy players.
Fixed projectiles passing through Hollow's Darkling Staff's Wall.
Fixed Hollow's Darkling Staff firing without checking for ammo.
Fixed a visual pop on the Gloomy attached to Hollow's Darkling Staff when sprinting and swapping weapons at the same time.
Fixed Karriv's Searing Shovel's recovery breaking after use.
Fixed an animation issue on Karriv's Searing Shovel when returning to idle after a combo.
Fixed a sound bug on Karriv's Searing Shovel.
Fixed the Level 3 description of Karriv's Searing Shovel's Searing Blast missing its damage over time numbers.
Fixed Karriv's Flaming Lantern appearing in the wrong location.
Fixed an issue with the forward combo on Karriv's Flaming Lantern.
Fixed discolored enemy fire zone visuals on Karriv's Flaming Lantern's Level 3 Ember Toss.
Fixed Penelope being able to be Silenced while casting her Eternal Ability, Look How I Shine.
Fixed Penelope's Porcelain Parasol projectiles spawning offset from her.
Fixed Ravah's Ringblade's Take Flight teleport interrupting itself.
Fixed Ravah's Ringblade visual effects expiring incorrectly.
Fixed Ravah's Ringblade sounds not distinguishing between allies and enemies.
Fixed incorrect Level 3 wording on Ravah's Shadowsmoke Crown.
Fixed the cooldown on Rynshi's Wrath Cleaver's Savage Leap not applying after a casting Transform with a controller.
Fixed Rynshi's Wrath Cleaver going on cooldown when activating Rampage with a controller.
Fixed Rynshi landing inside short walls after Rynshi's Wrath Cleaver's Savage Leap.
Fixed hit direction on Rynshi's Fury Bracers.
Fixed Rynshi's Blinding Rage Crown visuals appearing white.
Fixed root motion on Tsu'bo's Ripper Blades.
Fixed ability inputs being dropped while using Tsu'bo's Run Free Amulet.
Fixed visual issues and a movement hitch while charging Tsu'bo's Boom-Crackas.
Fixed Tsu'bo's Boom-Crackas projectiles spawning offset from him.
Fixed the hit sound on Tsu'bo's Eternal Ability, Wolf Bite.
Fixed incorrect cooldown timing on Vaton's Serpent Staff's The Pillars.
Fixed Vaton's Eternal Ability, Disquieting Metamorphosis, not hiding his items.
Fixed aiming Vaton's Seeing Eye's Ruinous Downfall not cancelling properly.
Fixed Vaton's hit sounds playing at the wrong volume over distance.
Fixed players being able to freely redirect basic attack combos mid-animation on Irenna's Ice Breaker Mace and Sword "Caretaker," Karriv's Searing Shovel and Flaming Lantern, Tsu'bo's Ripper Blades, and the Greatsword.
Fixed the Dual Axes' Axe Combo accelerating forward at the start of the swing.
Fixed the Bashing Shield's first combo distance and acceleration.
Fixed the Bashing Shield UI getting stuck on screen.
Fixed broken Axe Swipe visual effects.
Fixed the Shuriken echo item's model hiding at the wrong time during its Weapon Ability.
Fixed the smoke cloud from Ravah's Shadowsmoke Crown spawning twice.
Fixed Healing Wards not being consumed when used from the ground.
Fixed consumables sometimes sticking, and consumable pile models detaching from their pickups.
Fixed Tsu'bo's and Vaton's Eternal Ability descriptions missing their cooldowns.
Fixed Edani's Suffering Amulet visual effects rotating incorrectly.
Fixed audio issues on Penelope's Looking Glass projectiles.
Fixed Irenna's Frost Armor Crown not respecting Silence.
Fixed Irenna's emote sword and execute mace not matching her equipped weapon.
Fixed throwing an enemy with Rynshi's Fury Bracers' Sadistic Throw causing an extra attack.
Fixed weapon attacks breaking after confirming the aim on Rynshi's Vortex Amulet.
Fixed Rynshi's set-bonus visual effects not matching his buff state.
Fixed Dahla's Eternal Ability, Curtain Call, still pulling players who left the radius before the pull activated.
Fixed visual effects issues on Dahla's Vanish Crown on console.
Fixed Leodin's Glint Spear's Reflect inconsistently stunning Edani's weapon abilities.
Fixed Karriv’s Flaming Lantern’s Ember Toss landing short of the aim point.
Fixed an animation pop on Tsu’bo.
Fixed Last Wish sound and visual effects still playing when activated right as you die.
Combat
Fixed fast-moving projectiles and characters passing through closed doors and walls.
Fixed the death recap misattributing damage and status effects.
Fixed old queued attacks blocking actions after a weapon swap.
Fixed weapon swap sliding.
Fixed stamina continuing to drain after swapping weapons while sprinting and stopping.
Fixed held Sprint not sprinting on console.
Fixed swapping weapons while crouched causing a weapon to fire twice.
Fixed weapon swap and dodge inputs being spammable to bypass their timers.
Fixed the Eternal chord also queueing a weapon attack or ability.
Fixed weapon attack inputs persisting after leaving ghost form.
Fixed a missing weapon attack cooldown when interacting with objects.
Fixed an item cooldown lingering after the dropped item was already off cooldown.
Fixed input issues when holding items.
Fixed side projectiles hitting players behind the caster.
Fixed reflected projectiles jumping to the wrong item level.
Fixed lag-compensated hits not damaging shields.
Fixed embedded shards vanishing when coming back into range.
Fixed fortitude not being capped when a buff lowers maximum fortitude.
Fixed the quick-cast held button showing a cancel prompt during modal aim.
Fixed reticle prompts not showing under QuickCast.
Fixed certain summoned objects blocking crowd control and damage while visuals showed otherwise.
Fixed damage reduction from some sources not scaling correctly.
Fixed mispredictions when a dashing player is hit by the Bashing Shield's Block and Bash.
Fixed mispredictions when using a consumable at the moment of death.
Fixed monster throws traveling through walls.
Fixed visual issues on most Anchors while dashing.
Fixed the Anchor crystal flashing when swapping Anchors or skins.
Fixed the character appearing to run forward while strafing with certain input combinations.
Fixed minions playing hit sounds without taking damage.
Fixed minions not animating when killed while stationary.
Fixed monsters sometimes noticing players through walls.
Fixed enemies freezing in idle after waking from a dormant state.
Fixed status effect visuals on monsters killed while affected.
Fixed a bright flash that could occasionally appear on hit.
Fixed queued weapon attack transitions ignoring the input buffer.
Fixed shields not blocking certain hits they should have.
Fixed shields hiding players from NPCs.
Fixed Eternal chord input on controller.
Fixed weapon-attached visual effects lagging behind the weapon.
Fixed the Destroyer's Sky Slam triggering stealth outside of its airborne state.
Fixed double-clicking a weapon attack firing extra attacks.
Fixed reload feeling janky.
Fixed breadcrumb recovery not working past summoned walls, and players being pushed into static collision.
Ascension
Fixed the ranked leaver warning appearing in non-ranked modes.
Fixed both players receiving the Victorious banner after a simultaneous kill trade.
Fixed players using jumping abilities to delay Ascension and skip the Floor 4 selection screen.
Fixed a missing beacon on Floor 2.
Fixed Challenge Rift wins being counted on entry instead of exit.
Fixed teleports incorrectly triggering the Ascension map state.
Fixed ascending items appearing on the floor before their rise animation played.
Fixed enemy pre-ascension visual effects not showing.
Fixed the floor kill timer not accounting for long fights.
Fixed several bugs in Ancient and Mahara encounters.
Fixed various spawn issues, including encounters spawning in corrupted areas.
Fixed Beacons missing visual effects, flickering, and showing outline effects incorrectly on the first claim.
Fixed the Ranked end-of-game reward flow replaying when switching between Summary, Stats, and Rank.
Fixed inconsistencies when a Revenge quest and another unfinished quest were both active.
Fixed quest keys not dropping correctly under loot filters.
Fixed Ascension drops falling into Lockup's locked cells.
Fixed players being able to drop into locked rooms.
Fixed the Storage loot room on Floor 1 being empty.
Fixed other areas missing from the full map while in lower-level rooms on Floor 3.
Fixed fights against top-level bots not counting toward your rating.
Spires
Fixed controller focus getting lost or stuck in the Spires shop after Add All or a refund.
Fixed players starting a round dead or unarmed, or never respawning.
Fixed Spires runs getting stuck at Floor 1 / Attempts 0.
Fixed an empty Checkpoint Room Shrine that could softlock the player.
Fixed team spectators getting stuck in the Checkpoint Room.
Fixed the party leader leaving the Checkpoint Room without bringing party members along.
Fixed a black front end, with matchmaking unavailable, after leaving the Checkpoint Room.
Fixed a blank Leave button at the end of Spires matches.
Fixed end-of-round UI not displaying correctly at the end of a match.
Fixed the Win/Loss screen not appearing for spectators.
Fixed round indicators carrying over from previous matches.
Fixed holding Tab sometimes not showing enemy loadouts.
Fixed players clipping through the dividing wall in a Spires arena.
Fixed Abyssal Relics being purchasable repeatedly in Custom Spires.
Fixed Custom Spires combat tab loadouts not refreshing.
Fixed a visual effects issue on the Spires dividing wall.
Fixed Spires matches where no opponents loaded in.
Fixed the Spires Face-Off background video missing.
Fixed the Tutorial bot appearing in Custom Spires when holding Tab after playing Bot Spires.
Fixed missing visual effects for the Spires Ready state.
Training Spires & Learning Spires
Fixed bots having no gear and players starting with no Fragments.
Fixed bots becoming unresponsive, or stuck on the same loadout, after several matches in a row.
Fixed enemy bot teams repeating the same Eternal.
Fixed the second enemy bot always starting with a Scimitar.
Fixed bots being invulnerable and idle for 5 seconds after teleporting.
Fixed bots getting stuck switching between exploring and fighting.
Fixed bots being able to see and attack players while Blinded.
Fixed consumables not resetting when choosing Continue with Same Loadout.
Fixed a loading icon showing on bot player icons.
Fixed lag in bot matches on busy servers.
Fixed bot difficulty settings softening the Abyss encounter.
Fixed bot difficulty resetting when using Return to Checkpoint.
Social, Lobbies & Matchmaking
Fixed sessions disconnecting after 12 seconds during network outages instead of recovering.
Fixed a stuck login state after a network outage.
Fixed sessions not reconnecting after a "Logged in Elsewhere" disconnect.
Fixed the client getting stuck in a broken party state.
Fixed several issues with requeuing.
Fixed duplicate messages when a friend invite fails.
Fixed the wrong queue error appearing after a timeout or queue closure.
Fixed some game modes becoming inaccessible on console after leaving competitive modes.
Fixed custom game codes not submitting when pressing Enter.
Fixed players getting stuck in a custom lobby after a forced return to login.
Fixed Custom mode staying selected after leaving a lobby.
Fixed custom lobby code refreshes not updating for players already in the lobby.
Fixed a brief UI freeze when switching between Settings and Lobby in a custom lobby.
Fixed voice chat being blocked for players with no Steam friends.
Fixed the friend request sound playing for blocked players.
Fixed voice settings failing to load after being re-enabled.
Fixed paging and other issues with PlayStation friend requests.
Fixed PS5 players being unable to invite Xbox friends to a party.
Fixed the Leave Lobby option missing in custom lobbies on PS5.
Fixed new players being unable to create a Bonfire account on PS5.
Fixed party voice chat not connecting when joining an advertised party.
Fixed quitting sometimes not leaving your party.
Fixed the friends and block lists failing to load without retrying.
Fixed spectator roles not updating correctly mid-match.
Fixed Friend Pass players being unable to lead a party into queue.
Fixed "Players in Match" not showing in custom lobbies.
Fixed some login, presence, and profile requests failing instead of retrying.
Fixed players who skip auto-fill gaining rating too quickly.
Fixed party game mode selection not syncing to all party members.
Fixed the “Add as Spectator” option appearing in regular parties.
Fixed voice channel participants showing the wrong party flag.
UI & Controls
Fixed controller players being unable to exit the game or leave a match.
Fixed loadouts sometimes saving as empty.
Fixed achievements being granted multiple times, loading incorrectly, or being removed incorrectly.
Fixed spectators seeing a black screen at the end of a game.
Fixed the end-of-game screen disappearing while spectating a player on the drop map.
Fixed the Spectate Match button on the post-match screen not being clickable.
Fixed toasts appearing too early, or behind overlays.
Fixed set icons staying visible on teammates after unequipping.
Fixed rebinding issues and inconsistent behavior in the rebinding menu.
Fixed a custom gamepad attack binding being deleted.
Fixed the input buffer setting not capping the full buffer window.
Fixed the default Emote keybind conflicting with other actions.
Fixed the Emote button being unbound on PS5 controllers on PC.
Fixed input glyphs switching to mouse and keyboard after turning off a console controller.
Fixed the game incorrectly detecting a keyboard on console.
Fixed controller navigation and focus issues across menus, including the footer, Learn Tab, Collection, party invites, scroll views, and the Create Account screen.
Fixed several Cancel Queue issues, including the Space key not working and the button being spammable.
Fixed mismatched descriptions on the Graphics Quality, Upscale Quality, Display Resolution, and colorblind settings.
Fixed the game rendering at the wrong resolution after moving the window to a different monitor.
Fixed menu sounds not playing when navigating with WASD or arrow keys.
Fixed tab handling on the Collections page.
Fixed the Preludes prestige tracker not updating.
Fixed an extra black bar occasionally appearing under teammates' health on nameplates.
Fixed flickering in the Shrine UI and on Eternal Shrine item panels.
Fixed stuck map pings, lingering ping effects, and shift-pinging the full map showing the wrong item.
Fixed being unable to ping items hovered in the Shrine UI.
Fixed various map overlay bugs and an "unknown map area" label.
Fixed items from your last match appearing on the Echo in the front end.
Fixed incorrect Eternal colors in Match History loadout tooltips.
Fixed focus issues on the Player Profile and Match History screens.
Fixed incorrect terminology on the Player Profile screen.
Fixed an account ID display issue on the PC loading screen.
Fixed unit display in Equipment Information.
Fixed recurring error pop-ups during play.
Fixed missing apostrophes on Floor 3 portal names, and other spelling errors.
Fixed the "So Much Ahead of Us" achievement not unlocking on console after Learning Spires.
Fixed visual issues on the Empowered HUD effect and in the Learn Tab's Relics section on Xbox.
Fixed visual effects and character animations continuing while a replay is paused.
Fixed death recap entries covering the toggle hint.
Fixed controller glyphs not showing for Transform on the controller bind screen.
Fixed a missing interact glyph after being resurrected.
Fixed end-of-game stats not recording for Steam players with a comma in their name.
Fixed the Performance graphics preset not applying correctly.
Fixed controller Throw and Cancel inputs resetting to the shoulder buttons after changing other bindings.
Fixed missing Glossary descriptions for Ascension and Spires.
Fixed PS5 purchases sometimes not completing, with no explanation shown.
Fixed the Eternal Transform UI.
Fixed scrolling in the Match History context menu.
Fixed visual issues with the voice indicator.
Fixed controller navigation in the Bug Report menu.
Fixed the aiming reticle appearing over the full map.
Fixed context menus overlapping when mouse and keyboard have separate focus
Fixed no text appearing when pinging items or using the comms wheel on PS5.
Fixed input glyphs misaligning in the Tutorial on PS5.
Fixed the Equip button appearing disabled after reopening the Skins menu with a Random skin equipped.
Audio
Fixed the wrong sound playing when buying items in Spires.
Fixed missing front-end menu music.
Fixed menu music playing during training.
Fixed the missing "match found" sound at the end of Spires games.
Fixed Spires banter playing for dead teammates.
Fixed missing audio after transitions between matches.
Fixed Abyss audio playing after ascending to a new floor.
Fixed an overly loud Abyss sound at the Beacon map edge.
Fixed loud "Abyss Closing In" sounds in the Challenge Rift Arena.
Fixed Low Health sounds playing when resurrected through teammate Ascension.
Fixed character kill lines and Face-Off sounds being cut off in Spires.
Fixed Spires music sometimes missing, and continuing after leaving Training.
Fixed a duplicate round-win sound.
Fixed gaps in healing consumable audio.
Fixed music popping during front-end transitions.
Fixed audio inconsistencies when using Fortitude Shards repeatedly.
Fixed missing audio on execute previews in Collection and Customize.
Fixed intermittent audio zone bugs.
Fixed stray audio cutting off during the intro and other cinematics.
Fixed the Buy Item sound playing when selecting your already-equipped anchor ability in the Spires shrine.
Fixed in-game audio sometimes staying muffled after using a Shrine.
Fixed timing and mix issues in the intro cinematic audio.
Visuals & Environment
Fixed gradient banding.
Fixed Shrine and vendor models rendering invisibly or incompletely, with black textures and missing candles.
Fixed overly bright character and item lighting, lighting pops, and level-of-detail pop-in in Mahara.
Fixed a visible gap in the Mahara vista.
Fixed level-of-detail pop-in and texture issues in The Ancient and the Training Grounds.
Fixed endless Abyss geometry on the top floor and in The Ancient.
Fixed missing lighting in The Lifts on Floor 2.
Fixed black textures in off-map areas near Silent Quarter, Gateway, Overlook, and Key Towers.
Fixed assorted environment issues in The Archives, City of Bells, Champion's Hall, Training Grounds.
Fixed Eternal statues in the Training Grounds including poses, placement, and Irenna's sword clipping.
Fixed water refraction smearing objects in front of it.
Fixed flickering lights, volumetrics issues, and flickering artifacts on dissolve effects.
Fixed the front-end Ascension effect.
Fixed a delay before environment assets loaded on lower levels.
Fixed Oracle beam attacks missing visual effects.
Fixed lighting and fog missing in the front end on PS5 after returning from a match.
Fixed dim drop map icons on PS5.
Fixed the Aswren's Tree map image missing on Floor 3.
Fixed front-end visual effects breaking after repeatedly entering and leaving game modes.
Fixed Anchor crystals lingering in the front end after ascending into a game mode.
Fixed weapon and ability effects sometimes failing to appear.
Fixed high-value loot areas displaying as a giant square on the map, and the Abyss appearing purple on the minimap.
Fixed environmental flickering near the Crossing in Lightless Garden.
Fixed volumetric fog disappearing too much in the Stacks.
Fixed flames at and inside the Monster Room not dissolving.
Fixed flickering visual effects after opening chests.
Fixed shadow artifacts on skin and other translucent materials.
Fixed visual artifacts on UI layers in the front end and graphics menu.
Fixed display issues when toggling exclusive fullscreen with HDR on PC.
Fixed level-of-detail popping in The Collapse.
Localization
Fixed translations sometimes breaking text formatting.
Fixed incorrect Xbox-related strings.
Stability
Fixed numerous crashes and hangs on PC, PS5, and Xbox, including crashes after dying in the Challenge Rift Arena, while being revived at a Shrine, and when starting quests.
Fixed memory leaks that built up over multiple games in one session.
Fixed the game failing to run on CPUs without AVX/AVX2 support.
Fixed the startup logo stalling on launch.
