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April 4, 2026 — Fixes & QoL
Fixes
- Travel Backpack: drop action bar on mobile no longer hidden behind the backpack panel
- Travel Backpack: tooltip and drop button no longer vanish when new loot arrives
- Travel Backpack: tapping the fight area above the panel no longer closes it
- Stash items no longer count toward travel backpack capacity
- Stash toggle now properly goes off when switching to another toggle
- Stash item tooltips now show comparison with equipped items
- Run summary after 500-fight limit now persists correctly (no longer lost on disconnect)
- Town run summary is now scrollable when content exceeds the panel
UX
- Patch Notes button added to the login screen
- Smithing upgrade: sacrifice item level requirement changed to midpoint of item and player level
- Scroll and chest tooltips now show a hint about manual sell
April 3, 2026 — Mysterious Scrolls & Travel Backpack & Stash
New: Travel Backpack
- Click the chest icon during a run to open your Travel Backpack
- See all items collected during the current run — updates live as new loot drops
- Toggle [ Drop ] mode to discard unwanted items and free up space for better loot
- On mobile: tap an item with Drop mode on, then tap the action bar to confirm
- Click outside the panel to close it — fights continue while browsing
- Backpack full? Drop items you don't need to make room for better loot mid-run
New: Mysterious Scrolls
- Enemies now have a chance to drop a Mysterious Scroll on kill
- Scrolls drop in all rarity types — from Normal to Epic
- Use a scroll from your backpack to find out what happens...
New: Stash
- Enemies now have a chance to drop a Small Wooden Chest
- Use a chest to permanently unlock one stash slot
- Toggle [ Stash: ON/OFF ] in your backpack to access your stash
- Stashed items won't be affected by salvage
- While stash is open, click any item to move it in or out
Balance
- Wooden Chests now only drop when difficulty ≥ your player level — no more free stash slots from easy runs
- Smithing Upgrade: the sacrifice item must now be at least the same level as the item being upgraded
- Crit, Dodge, and Block chance now have a soft cap starting at 50% — every point above 50% still helps, but with diminishing returns (2:1 cost for the next 10%, then 3:1, then 4:1, ...)
- Crit Multiplier has the same soft cap starting at 5.0× (each additional 1.0× costs more)
- No build is "wasted" — skill bonuses alone won't reach the soft cap. If you're heavily invested, additional points still matter, just a bit less
- Red ⮟ arrows in the stats panel show when a stat is being reduced by the soft cap — more arrows = deeper into diminishing returns
UX
- Fight log now shows elemental damage breakdown per hit — colored by element
Fixes
- Fixed crash when clicking the "Active Run Detected" popup — the popup is now button-less and auto-dismisses as intended
- Fixed "Skip All" button during boss soul animations sometimes showing the next animation instead of skipping to summary
- Fixed PvP duels and Nightmare fights sometimes freezing after skipping a previous fight
April 2, 2026 — Quality of Life
Item Quality Floor
- Higher difficulty now guarantees better base stats on dropped items
- At low difficulty, rolls are unchanged — you can still get lucky or unlucky
- As difficulty rises, the minimum possible base stat rises with it:
- Difficulty 100 → worst roll is at least 66% of the item's potential
- Difficulty 500 → at least 88%
- Difficulty 1000+ → at least 94%, keeps improving gradually
- Maximum values are unchanged — this only removes the bottom, not raises the top
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:
- Bell curve centered on 1, so raw rolls range roughly 0.5–4
- Quality floor at diff 100: 1 × 66% = 0.66 → cuts the very worst rolls
- Epic rarity multiplier: raw roll × 0.9 → final base damage around 0.6–3.6
- Tooltip shows: Damage × (10 + item_level) = base × 110 → 66–396
Example — Dark Lord's Blade (Tier 10), Epic, at Lv.100:
- Bell curve centered on 10, so raw rolls range roughly 5–16
- Quality floor at diff 100: 10 × 66% = 6.6 → eliminates sub-7 rolls
- Epic rarity multiplier: raw roll × 0.9 → final base damage around 5.9–14.2
- Tooltip shows: Damage × (10 + item_level) = base × 110 → 649–1,562
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+ |
| 1–25 | T1 | 2.8 | 3.8% |
| 50 | T2 | 3.2 | 4.8% |
| 100 | T3 | 3.8 | 6.6% |
| 500 | T4 | 4.5 | 9.6% |
| 1,000 | T5 | 5.2 | 14.2% |
| 5,000 | T6 | 5.8 | 21.4% |
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
- When salvaging for Gold and you hit the Gold cap, remaining items are automatically converted to Dust instead (and vice versa)
- A second popup shows the overflow amount in the other currency
- No more wasted salvage value when one currency is full
UX
- Last selected area and difficulty are now remembered across sessions
- Favorite items always appear at the top of your backpack
- Fixed loot item tooltips appearing outside the fight log area
- Expired boost backpack items are now properly frozen — visible but locked, won't shift up when you salvage other items
- Item comparison tooltip: equipped item now always shows on the right side (consistent with merchant)
April 2, 2026 — Guest Accounts & Offline Runs
Guest Accounts
- Play without Google Sign-In — create a guest account with just a password
- Auto-login from localStorage, or log in manually with your Guest name + password from any device
- Link a Google account at any time to unlock PvP and additional character slots
- After linking, guest characters can be renamed from the character select screen
- Logout button added to character select and Options menu
Offline Runs
- Runs now continue on the server when you disconnect — close the tab, switch devices, lose connection, your character keeps fighting
- On reconnect you resume right where the server is, with a green "Resumed! X fights completed while away" message
- If your character dies while you're away, you'll see a full run summary on next login (loot is saved)
- Cross-device recovery — if your session moves to a different server, the old run is automatically retreated and your progress is preserved
- 60-second reconnect window before the "Connection Lost" popup appears (was 7 seconds)
March 31, 2026 — Balance Pass & Ancient Rarity
New: Ancient Rarity
- Ancient items — a new rarity tier above Epic
- 5 attributes (Epic has 4)
- Smithing: Epic items can be upgraded to Ancient (requires an Ancient sacrifice item)
- Where do they drop? As if ... :-P
Combat
- Halfed Armor for PVP. Fights wont take up 20-30 rounds anymore
- Enemies now have a slight initiative advantage — higher-difficulty enemies are more likely to strike first
- Elemental resist/weakness increased (30% → 50%) — element matching matters more
- Enemies above difficulty 100 now have baseline armor for empty equipment slots of 1 armor each slot
- This is to combat increasing player advantage. While early game is "fair" between player and enemy (both are
naked or have crappy gear), late game shifts heavily in favor of the player, as the player accumulates superb
gear, while enemies still are equiped like level 1 enemies.
Items & Economy
- Rarity base stats rebalanced — each tier now has a distinct multiplier
- Before: Normal 0.5x, Common 0.75, Rare 1.0, Exquisite 1.0, Epic 1.0
- Now: Normal 0.4x, Common 0.6, Rare 0.7, Exquisite 0.8, Epic 0.9, Ancient 1.0
- Elemental damage attribute range increased (min 1→2, max 10→15)
- Flat elemental damage slightly buffed aswell
- Flat life on hit slightly reduced
- Be honest, OP attributes on Weapon are Leech% and flat life on hit
- Spoiler: they still are
- Reflect attributes now drop matching the area's offensive element (useful for another area)
- Merchant stock adjusted — items closer to player level (mostly floor raised)
March 30, 2026 — Minor Glitches & Community
Stability
- Fixed a bug where fight log entries (enemy defeated, loot) could appear multiple times after tab switching
- Improved connection handling — reconnect logic now properly cleans up stale state, preventing ghost event
processing
- This was a consequence of the stability improvements earlier today.
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
- Background mode — toggle "BG" during a run to minimize the app. Keeps the app alive so fights replay instantly
when you return
- Screen stays awake during runs and duels (no more screen timeout mid-fight)
- Hardware back button now navigates between scenes (+ Exit Game in Options)
Stability
- 7-second reconnect grace period — brief connection hiccups no longer kick you out
- Reconnecting overlay is now a proper centered popup instead of tiny top-bar text
- Server graceful shutdown retreats all active runs (no more lost loot during deploys)
Fixes
- Difficulty cap: max difficulty limited to 5x your level (friendly popup if you try higher)
- Run summary now correctly shows enemies killed (was showing fights spawned)
- Force Retreat button restored when returning to an active run
- Prospector skill display fixed in backpack (was still showing old "Scavenger" name)
UX
- Smithing upgrade shows a proper popup when no valid sacrifice item exists
- "Skip All" button in boss soul animations now appears next to "Continue"
- Error messages across all scenes now use red text instead of blending into the background
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.
- XP curve steepened (exponent 2.0 → 2.2) — higher levels take progressively longer
- Area unlock levels rebalanced:
- Canalization: 7 → 10
- Catacombs: 13 → 30
- Volcanic Caves: 23 → 50
- Ice Mountains: 37 → 70
- Shadow Realm: 50 → 200
- Dragon's Lair: 70 → 250
- Scavenger (magic find) skill replaced with Prospector (+% salvage dust) — same role as Haggler but for dust
- Monster tier distribution expanded for Shadow Realm and Dragon's Lair accessibility
- Tier7 (difficulty 501-999) expanded: all Tier6 monsters now also appear in Tier7
- Max 500 fights per run (~3 hours) — run ends automatically with loot kept
- Website Hall of Fame at /leaderboard — PvE and PvP rankings, 100 per page
- Alpha Tester exclusive skin — granted to all accounts that played before the public launch. Account-wide,
available on all characters
March 27, 2026 — Launch
- Epic Idle Quest 2 launched at epicidlequest2.com
- 8 areas with elemental combat cycles and infinite difficulty scaling
- Crafting & smithing: reforge, temper, upgrade, attune, enhance
- PvP brawl with ELO-rated matchmaking
- 900+ monster skins to collect
- 12 skills across 4 categories
- 37 unlockable music tracks
- Multi-character support (up to 3 per realm)
- Android closed test submitted to Play Store