The whole server fights a shared boss.
Your weapon defines your element.
Step at a sustainable pace.
Patch notes now live in the game.
Near-complete localization.
2.2.0 is the biggest update since the v2 rebuild. The whole server now bands together against shared World Bosses, your weapon defines your elemental affinity, and stepping gains a stamina system — plus an in-app News feed, near-complete localization, and a wide pass of polish and fixes.
World Bosses
A new cooperative mode where the whole server fights a shared boss together, across three tiers of threat: Disaster, Catastrophe, and Apocalypse.
- A live HP bar synced across all players, and a live leaderboard with damage totals, rank, and reward tiers.
- Rewards always arrive via mail.
- Boss-specific crafting materials drop at damage milestones — collect 64 to forge that boss's weapon.
- A new World Boss vendor: spend boss rewards in a rotating shop with a reset timer — including spell shards for the game's only healing spell, unobtainable until now.
- Negative status effects last shorter on bosses.
World boss weapons cap at refinement level 5 for now. A dedicated upgrade path focused on their affinity is on the way, to make them more competitive with other endgame options.
The first 11 of 33 World Bosses are available now — the rest roll out across two further updates over the summer.
Elemental Affinity
Your equipped weapon now determines your elemental affinity.
- Affinity weapons split hits 50/50 physical/elemental and grant a +60% passive damage bonus to your element(s).
- Affinity grants matchup-based resistances — resist what you beat: the most resistance against elements you're strong against, and more damage taken from elements you're weak to.
- Dual-element weapons randomly pick one of their elements each hit and benefit from both elements' bonuses.
- A new affinity info screen lays out the exact effects and the full element matchup table.
The Matchup
Fire > Air > Earth > Water > Fire, with Grace and Decay opposing each other.
Elemental resistance talents (Fire/Water/Air/Earth Resistance) have been rebalanced — per-level scaling halved so flat resistance no longer outpaces the new affinity-based matchup resistances. More affinity-based features are coming soon.
Stepping — Stamina System
Infinite stepping now has a stamina bar on the step button.
- Each non-rested step drains stamina, which recovers passively. Step at a sustainable pace and it never fully depletes.
- If stamina hits zero, the button locks briefly (~4 seconds) while a portion recovers.
- Rested steps grant 1 option with a 2x bonus and don't drain stamina.
A new tutorial explains the system.
Level-Up Overlay & Level Journey
A full-screen overlay on level up lists everything you unlocked at that level, with tappable rows that jump straight to talents, town features, obol slots, and more. The new Level Journey screen shows your full progression with all milestone unlocks.
Travel & New Locations
Travel has moved from a cramped bottom sheet to a full dedicated screen — a clearer overview of discovered locations and faster navigation between them. Discovering a new location now triggers a full-screen overlay with a Travel There button.
News & Announcements
A new in-app News feed for patch notes, announcements, maintenance notices, and live-stream alerts — with color-coded badges, pinned articles, "time since" stamps, and an unread indicator. Patch notes now live inside the game.
Quality of Life
- Titles — the selection screen is reorganized into Events, Tasks, and Other tabs. Previously unobtainable titles now have unlock conditions, and unlocking one triggers a dedicated overlay.
- Amount customization — a new unified amount selector. Long-press any quantity button for a slider, nudge buttons (+1/-1, +5/-5, Min/Max), and direct number input. Covers market, crafting, refinement, inventory, and more.
- Settings rebuilt as a full navigation stack with a new Tutorials section (re-trigger any onboarding tutorial), a combat speed setting, expanded performance settings, and social links (Discord, Instagram, Reddit).
Visual & UI
- All icons migrated to native SF Symbols (iOS) / Material Symbols (Android) for a crisper, more native feel.
- Item and element images use the Nitro rendering pipeline with pixel-perfect outlines.
- Combat UI redesigned — the flow of actions is now clearer and easier to follow.
- Noble Knights can now customize their name gradient.
Localization
Near-complete UI localization — almost all interface text is now translated, with pixel art fonts extended to the full Latin extended character set. Supported languages: English, German, Spanish, French, Italian, Polish, Portuguese, Swedish, Turkish, and Czech.
Account & Security
- Guest accounts are prompted to add an email to protect their progress.
- Captcha protection added at step milestones, with background action-timing analysis to detect bot-like behavior.
- All state changes are now idempotent, so the final update can be safely retried — improving backend reliability.
Bug Fixes
- A skin with ID 0 could not be equipped — fixed.
- Homepage links incorrectly redirecting into the app — fixed.
- "Perfect" level-1 market orders that could never be fulfilled can no longer be created.
- Item search filters not working correctly in some cases — fixed.
- The Blind status effect not applying correctly in combat — fixed.
- Unequipping gear from equipment slots is now fully supported.
- Impact popups (the floating "+XP / +item" reward chips) could crash or show malformed values — fixed.
- Noble Knight benefits not applying correctly — the XP and max-step bonuses now apply as intended.
Behind the Scenes
- Fully migrated lists to LegendList for smoother, more memory-efficient scrolling.
- Removed the TanStack dependency and other unused packages as part of a continued dependency audit.
- The React Compiler was tested and rolled back due to instability — it will return in a future update.
- Ongoing stress testing and bot-detection improvements.
