- Singular bug fix - 12 August 2026
Fixed Dirgist so you can random get it as a trait.
- 7/3/26 - 3 July 2026
Last patch had some serious issues and was reverted. This is reverting that reversion. I changed a few things, so please get in touch if this breaks anything for you! Steam forums or the discord on the steam store page.
- Bug fixes, 6/25/26 - 26 June 2026
Just knocking out a couple minor bug fixes. No little sneaky adds this time or anything. Constructive trait gave somebody one shrine only. I thought that seemed pretty foreseeable that shrines could double up, but when I dug into it I learned that I had foreseen it. It was actually my work around for if the trait enshrined the home tile that malfunctioned. Fixed. Continuance trait and 'continue moving' stuff was a little confusing. And Magnetism was especially weird feeling. When Continuance ticks all the way down, shuffling replaces your movement. Typically you still have your move after because you, well, didn't move. But when it replaces a 'continue moving' effect, you just lose out and it feels bad. I think I fixed this, hopefully without adding too many new bugs for gran to find. And that's that!
- Bux fix 6/13/26 - 13 June 2026
Fixed a few bugs brought to my attention on Discord (thanks gran). Previously enemies of the same type would have the same first turn (and potentially subsequent turns depending on outside rng). Same attack/defense, same tiles transformed, etc. This should be fixed. Seeding and enemy turns and all that are not really perfect still, but that's only really noticeable in sharing seeds with someone now (and even then I don't think it's that noticeable- tile selection and enemy lineup are the same so the runs are close enough). If you run into 3 Giants in a row you won't (probably) get all 20/0 first turns on each and feel weird. I think I finally fixed what was causing Take Cover to do weird things in the lattice if you picked one and there was another. I'm honestly not sure if I fixed it, but I noticed something weird in the code and tweaked it. I'd spent a lot of time trying to resolve th…
- 9/17/25 - 17 September 2025
Fixed cooldown bugs. Redid the system, let me know if you encounter any weird cooldown stuff!
- 9/12/25 - 13 September 2025
Minor bug fixes and minor art tweaks. Chaos Portal is now less consistent. It was creating the same tile and is now more random. It may be less consistent for seeding, but realistically the random tiles were not providing everyone the same stuff in 99% of scenarios anyway, and I'm sure no one will notice or care. You could somehow search with the enemy queue open and screw stuff up. Instead it will just close the queue now. Arsonist + Smith removed. I think. I went to change this interaction because while it made sense to me, it really made no sense to someone without behind the scenes info. Anyway, it was already changed and just never uploaded. Tweaked the Drifter trait. It now gives you 3 malignancies. It's just too strong, and frankly I think this isn't even close to enough. If you hate this change, come complain on the discord- I don't hate that some traits are better than others,…
- Minor bug fix - 27 September 2024
You should once again earn tokens for defeating the first boss.
- 9/16/24 - 16 September 2024
Some minor updates here! Added seed control. A few caveats- you need all tiles/traits unlocked and it only controls enemy queue, traits, and lattice. Other random effects will cause variance throughout the run beyond those things. You can see your seed while paused in the combat rooms, and you can see and copy your seed from the post game history (they'll start to appear there for normal runs once unlocks are done). Access this option from the acorn sprite in the unlock area. Added another minor player aesthetic option just for fun. I was thinking these would be good uses for tokens once you've unlocked everything, but frankly I didn't feel like coding that in, so no need to unlock! Added a tile. I don't plan to add many tiles, obviously there hasn't been an update lately. I think to keep some strategies possible I don't want to dilute things too much, but since I was pushing an update…
- Minor bug fix 8/4/23 - 4 August 2023
The Scrappy trait was not functioning quite right. It would not trigger in the top right corner, and may have had other issues. This seems to have fixed it. Also, the achievement for using Obliterate twice in one turn was being a bit too lax in its determining success and has been adjusted.
- 6/27/23 - 27 June 2023
This update is small- I flipped a switch in Gamemaker. I suspect it will increase FPS for most people by a bit. Please get in touch if this patch causes any issues for you. You can respond here or get in touch via the discord link below, or by email to [email protected]. https://discord.gg/g7zr28Cs8
- 5/5/23 - 5 May 2023
I changed a few visual items in the menu. Nothing groundbreaking. The icons for each area no longer stretch, I separated the actual sword/key/quill from the background and stretch just the background and word instead. The key/chest areas were changed to a solid brown background, chest art was slightly improved. That whole area looks a bit more interesting when the chests are still closed, but is still fairly underwhelming in totality. However, two more traits made it in with the change of the randomize button allowing room for them. One changes some fundamental mechanics (more like Edgewalker or Thrifty perhaps), and I've locked that one away. Rather than ruining the symmetry of the unlock area, I've unlocked the Scrappy trait and swapped that out for the new Nomad trait. The new Bellringer trait introduces a new tile that is only available if you get this trait and can be built around.…
- 3/30/23 - 30 March 2023
Fixed a few bugs and tile descriptions. Added a new tile, Encamp. The design behind this tile may be a bit transparent- I'm looking to shore up the End Adjacent to and On Drain synergies. Added two new traits for fun. Added a new enemy in the tier before the first boss. Tweaked some enemies slightly. The troll will offer less powerful turns just a little more frequently. Lowered the hp of the void demons noticeably (the later stage fog-adding enemies). A couple other numbers were very slightly tweaked. Added some bugs very probably. Have any feedback regarding this patch or in general? Let me know in Discord.
- 3/5 Catchup - 6 March 2023
More of the same here. To catch up on the last bunch of descriptionless updates- bug fixes. Mostly. I also added a few reskins for stuff this time and a new player icon. I was having fun goofing around in my sprite editor and tweaked a few of the more boring images. May be a few more of those coming down the pipes still, as it's been an enjoyable simple task lately. Someone also pointed out how obviously abusable Cannibalize is against the Crystal. For now, it's capped at 4 triggers per battle. It's still very good in that battle, and really capping healing in the game is generally going to be healthier so I don't feel too bad about it. Things will generally still function as expected, though give something a reread if you're surprised. For the most part though, eventless updates are probably just me cleaning up some unusual scenario that had been playing out unpredictably.
- 12/8 - 9 December 2022
Hey guys. Been a while, but I've got some changes here for you. Enemy changes. This one may be confusing for the first few runs... I added two new enemies. A third final boss, and a new tier 2 enemy (as this tier was long and had the least diversity). The confusing part? I actually took the enemy that gave you +1 to your hits sometimes and put those on the new enemy. I took the old art from that guy and put it on the new one. It just felt right thematically, but I apologize for the confusion that may cause initially. That is the biggest change for sure, but I have a number of smaller things in here as well. Some of these may be tweaked or reverted or updated, if you strongly disagree with anything here come let me know in the discord or on steam and I'll take everything into consideration. Some minor visual tweaks. I added a new type of visual reminder for the new enemy as well as for t…
- 11/17/22 - 17 November 2022
Some noticeable changes here: The game window is now resizable. This DOES cause some minor pixel distortion, if it's noticeable and distracting there are still the pause options which can set you to a resolution that should fix it. This is paired with another change: the basic Sword tile is redone. A big part of the reason the game window was not previously resizable was that the Sword tile looked really bad at a non 1:1 pixel ratio. The diagonal lines of the sword would look really bad. But honestly there is not a lot else that is very noticeable. The skinny fonts sometimes look slightly off and some tiles with thin lines are noticeable here and there, but I think adding this is a net positive. Along with this I tweaked the basic shield slightly, and altered the Smith tile upgraded versions a little. A few new achievements have been released as well, again the focus of these ones is to…
- 11/10/22 - 11 November 2022
Added 25 or so achievements. Toss a response here if you encounter any issues. That's the big one. I didn't upload notes last patch, so between that and this, Campfire now is usable again to hit for 6. Still revealed on creation. Also changed Tumble/Fortify/Deadzone wording to 'On creation' rather than the if undrained confusing mess. Hopefully this is a little clearer. Changed Coup de Grace to not drain on trigger. Just a warning, this one is an experiment I wanted to roll out to more people. I wanted to give Adjacent strat another nudge. This may be reverted at some point, but I never find myself taking Coup on purpose, so here we are. Another player icon snuck in last patch. I'd meant to lock it behind something, but it's in so it can stay. Made the 'won at least once' icon better in the "secret" area. Made the player avatar turn into an hourglass between turns. Hopefully this helps…
- 10/24/22 - 24 October 2022
Added a button to disable right mouse while in combat (to the pause menu). Sick of accidentally shuffling and eating a bunch of damage? Turn it off and rely on space bar. Quicksilver Vial- changed from 1 use CD to 1 battle CD. Campfire- removed the hit on use, made it reveal on creation. I'm curious how this will play it- it's intended to be a buff for Worldtree strats. Some bugs fixed as well, hopefully fixed a few more really rare bugs that require a mostly or entirely fog mosaic. Reworked the enemy tile replacement system. You probably won't notice much here, but this fixed one of the bugs above. Outside of extreme scenarios, it should make enemy replacements slightly more accurate (sometimes replacements cannibalized each other previously). Added a couple tips. If you turned these off ages ago, most of the newest ones are regarding changes made since then. The save system, the new m…
- 10/13/22 - 13 October 2022
Added a save system. You need to be in the Lattice (tile selection) to save and exit, from the menu. When you reopen Madcap Mosaic, it will load directly to the Lattice. I wasn't sure how possible it was, turns out it was possible. I expect some bugs to have gone unnoticed. If you use the save system, you can help by letting me know if you encounter any inconsistencies. It's been working for me in my tests, but with so many tiles and traits it seems inevitable for some oversights to crop up. Limiting it to the Lattice has two effects. One, it prevents scumming. That's fairly minor, but it was something I wanted to prevent if possible. Two, it makes saving possible. It would have been far, far more work to try and save something from the middle of combat. So if you don't like leaving the window open and are concerned you may not have time to finish a run, all you need to do is make it th…
- 10/10/22 - 10 October 2022
Small patch, though there a few things you may notice while playing. Added a sprite tweak while the red dragon is limiting your movement, similar to the black dragon's. Changed Research's effect slightly in the lattice. Also, I think I made it more consistent? I noticed it wasn't always unveiling the correct amount of tiles always. Hopefully normalized. Made Witch hit for 0 a little less often. Still possible to get consecutive weak turns, but more likely to offer up some damage now. Made Burning Oil visible from creation. Little bit of a buff there (and helps World Tree out). Spent a while on a save system, but I ran into some issues that look pretty tough to untangle. I'll try, but still no promises there.
- 10/1/22 Patch - 1 October 2022
Color coded Fast/Tips being on or off (and fixed the button effect on one so it looks like it becomes depressed). Added hover over tooltips for the exit/home options in the pause menu. Fixed a big Cyclops bug. Vulnerability tiles were spawning close to the player. I don't remember if I changed this to test something or if this was just a typo. He should be a little less simple... Changed the Bard trait. Buffed Black Dragon, partly fixed Acid. It had been making fewer than it should, I still feel like it sometimes only makes 7 but it definitely works a bit better now at least. We'll see how he plays out now. I think I fixed the Lightning Bolt/Take Cover animation issues in Lattice. Changed how the game resets after winning or losing a run. It shouldn't recenter the game window anymore. It will center on opening the first time and stay put thereafter. This did require changing how a numbe…