News

May 20, 2026 — Multi-Server Rework & QoL Tweaks

May 14, 2026 — Steam Achievements

May 13, 2026 — Server Stability & Performance

May 12, 2026 — Hotfix

May 12, 2026 — Steam Launch

Epic Idle Quest 2 is now available on Steam!

A huge thank you to everyone who has been playing since the early days — you endured the bugs, reported them, and helped shape the game into what it is today. We hope you'll stick around for Season 1 on June 1st and beyond.

May 12, 2026 — Nightmare Fight Stability

May 11, 2026 — Seasons & Steam Preparation

Server — Seasons (June 1 launch)

Client — Steam (May 12) & Seasons

Website

May 10, 2026 — Nightmare Fight Stability

May 9, 2026 — Bugfixes

May 6, 2026 — Dagger Rebalance & Bugfix

Daggers

Stats Panel

May 3, 2026 — Nightmare Crystals

Nightmare Crystals

Smithing

Nightmare Safety

April 30, 2026 — Drop Mode, Android Stability & Website Overhaul

Travel Backpack

Skin Selection

Android

Website

April 26, 2026 — Android One-time Purchase & Hotfix

April 25, 2026 — Build Diversity Update

Check the Wiki for complete breakdowns of all new mechanics, attribute tables, and smithing tables.

New Attributes

Shield & Block

Reflect Rework

Damage & Attributes

Momentum

Skills & Tavern

UI Fix

April 23, 2026 — Resistance Update & One-Time Purchase

Resistance Cap at 99%

One-Time Purchase (coming soon)

Anvil UX

Bug Fix

April 20, 2026 — Brawl Stakes, Stash Rework, Resistance DR & Play Store Flow

Resistance Diminishing Returns

Brawls Have Stakes

Stash Rework: Full 30 Slots Unlockable

Play Store Rating Flow (Android)

April 19, 2026 — Steam Store Live + Homepage Expanded

April 18, 2026 — Nightmare Fight Rebalance

April 17, 2026 — Smith/Merchant Loading Fix

What was going on under the hood (nerdy details)

When Town is loaded, the client tells Phaser "when this scene resumes (e.g. after the Backpack overlay closes), call the server once to refresh my player data." That refresh is the GET /api/town/player request — it pulls inventory, equipment, gold, dust, skills, pending run state, etc.

Navigating to the Smith, Merchant, Tavern, Adventure, or returning from a fight stops the Town scene and starts a new one. The catch: Phaser's scene.events emitter does not clear its listeners when a scene stops. Every return to Town added another copy of the same "on resume, refresh" listener on top of the old ones.

So after a handful of town round-trips, a single Backpack close was firing the refresh call three, four, five times in parallel instead of once. Opening the Backpack one more time on top of that compounded it further.

Each call does a fair amount of work server-side (full inventory, storage, skills, lifetime stats, active-run check, pending-summary check). On mobile connections the backlog stalled the next page load — that's the 15+ second Smith/Merchant delay. Heavy users were hitting Cloudflare rate limits, which showed up as the flickering connection and repeated "resumed run" messages during fights.

The fix: explicitly remove the previous listener before registering a new one on each Town scene start, so only one refresh ever fires per Backpack close. Also hardened a couple of shutdown handlers on the Login and Tavern scenes that had the same latent pattern (lower impact — they only caused harmless duplicate cleanup calls rather than duplicate API traffic).

Huge thanks to ArcaneTrixter for the step-by-step repro that pinned down the count pattern (1 call → 2 → 3 → 4 per backpack cycle), to Apathy for noticing the "resume spam" angle, and to Chicken for the original symptom report that got the investigation started.

April 16, 2026 — Android Launch, Bug Fix & Ads

April 15, 2026 — Buff Bar, Stay Signed In & More

April 12, 2026 — Travel Backpack, Picky Scroll Stacking & More

April 11, 2026 — Update 2

April 11, 2026 — Hardcore Mode, Loot Filter & Fixes

Hardcore Mode

Scroll of Pickyness (Loot Filter)

Nightmare Fights

Merchant & Quality of Life

Fixes

April 7, 2026 — Guest Accounts, Character Select & Website Overhaul

Guest Accounts

Character Select Rework

Website

April 6, 2026 — Stats & Polish

Stats Display

UX

Fixes

April 5, 2026 — Game Wiki & Stackable Chests

Stackable Chests

Fixes

Game Wiki

April 4, 2026 — Fixes & QoL

Fixes

UX

April 3, 2026 — Mysterious Scrolls & Travel Backpack & Stash

New: Travel Backpack

New: Mysterious Scrolls

New: Stash

Balance

UX

Fixes

April 2, 2026 — Quality of Life

Item Quality Floor

Quality floor bell curve chart
How base stats work (nerdy details)

Every item has a tier (1–10) that determines its base stat potential. Higher difficulty drops higher tiers. The base stat is rolled from a bell curve centered on the tier value, then multiplied by a rarity factor (Normal 0.4x, Common 0.6x, Rare 0.7x, Exquisite 0.8x, Epic 0.9x, Ancient 1.0x).

The quality floor clamps the bell curve roll so it can't go below a % of the tier peak. This happens before the rarity multiplier.

Example — Broken Dagger (Tier 1), Epic, at Lv.100:

Example — Dark Lord's Blade (Tier 10), Epic, at Lv.100:

tl;dr — higher difficulty = same ceiling, higher floor. You won't get stronger items, but you'll stop getting weak ones.

How item tiers shift with difficulty

Item drops use a sliding bell curve to pick which tier (1–10) you get. As difficulty rises, the peak of that curve shifts to higher tiers:

Difficulty Most common tier Avg tier Chance of T8+
1–25T12.83.8%
50T23.24.8%
100T33.86.6%
500T44.59.6%
1,000T55.214.2%
5,000T65.821.4%

The curve always has a spread — even at diff 1 you can get lucky with a high-tier drop, and at diff 1000 you'll still see some lower tiers. But the odds shift steadily in your favor.

tl;dr — higher difficulty = more high-tier items, but it's always a bell curve, never guaranteed.

Salvage Overflow

UX

April 2, 2026 — Guest Accounts & Offline Runs

Guest Accounts

Offline Runs

March 31, 2026 — Balance Pass & Ancient Rarity

New: Ancient Rarity

Combat

Items & Economy

March 30, 2026 — Minor Glitches & Community

Stability

Community

March 30, 2026 — Stability & Android

Huge thanks to all day-1 launch users for the feedback and patience while we ironed out the rough edges. This patch addresses the most-reported issues.

Android

Stability

Fixes

UX

March 29, 2026 — Balance Update + Server Wipe

Server wipe: all characters reset to level 1 (names kept). The XP curve, skill changes, and area unlock rebalance made a fresh start necessary to ensure a level playing field. This is in preparation for making the game public to a broader audience. If the new XP curve turns out to be too slow, we can always make it faster — but slowing it down after players have progressed is not an option.

March 27, 2026 — Launch