- Realmlords — V4.6.4 Major Patch - 23 August 2026
Realmlords — V4.6.4 Major Patch --- ### Performance - Significantly reduced lag during gameplay, especially in rooms with many entities on screen - Fixed gradual performance degradation that occurred level-by-level over long sessions - Fixed critical memory leak where enemy death animation elements were accumulating in the DOM - Fixed stale pathfinding cache causing AI slowdowns across level transitions - Cleared projectile, particle, and runtime effect arrays between level transitions to prevent accumulation - Optimized enemy AI pathfinding with room adjacency caching - Optimized fog of war rendering, enemy separation forces, and entity distance calculations --- ### Gameplay — Skill Trees - Skill trees now allow free investment across all three trees — no more forced single-tree commitment - Unlocking the next tier of skills now requires **3 points** spent in the previous tier (per tre…
- Realmlords — Version 4.6.3 Major Patch - 22 August 2026
Realmlords — Version 4.6.3 Major Patch --- ## Skill Trees **Free Tree Investment** - Removed the 30-point single-tree commitment lock. You can now invest freely across all three trees for your class. - Tier progression still applies: 3 points must be spent in a tier before the next tier unlocks. **Attack Ability Rebalancing (All Classes)** - Audited every class to ensure no single tree holds a disproportionate number of attack abilities. - Archer: Ice Arrow moved to Marksmanship, Lightning Arrow moved to Trapper. Fire Arrow and Poison Arrow remain in Hunter. - Wizard: Added Inferno Mine (Pyromancy), Arcane Bolt and Arcane Surge (Arcane tree). - Warrior: Added Iron Slam and Bulwark Strike (Fortitude), Thunder Cleave (Arms). - Paladin: Added Celestial Orbs and Divine Bolt (Aegis), Crusader's Wrath (Crusader). - Druid: Added Primal Roar and Wild Claws (Shapeshift), Lightning Root and Earth…
- Realmlords V4.6.2 Hotfix - 22 June 2026
Realmlords V4.6.2 Hotfix SEASON 1 CONTINUES (NO ROSTER WIPE) - V4.6.2 is a hotfix on top of V4.6 / V4.6.1. Competitive ladder season ID remains 1. Existing Season 1 characters are retained when updating. - Title screen now shows V4.6.2 while leaderboards remain Season 1. - A future Season 2 will only begin when the season ID is officially changed in version.json. NECROMANCER - Innate Skeletal Summoning is no longer stripped when skill-tree passive flags are applied on load. - Necromantic Void now triggers from projectile kills as well as melee ability kills (consistent with the skill description). VISUAL FIXES - Player debuff vignettes (poison, freeze, burn, etc.) render in screen space again and are no longer pinned to the world map when the camera moves. - Mana Surge rainbow projectile trails draw on the mid-fx overlay instead of leaking world-camera transforms (fixes random "spell co…
- Realmlords V4.6.1 Hotfix Patch - 21 June 2026
Realmlords V4.6.1 Hotfix Patch Notes Rendering — Native Pixi WebGL - Removed the legacy Three.js gameplay stack entirely. All world terrain, actors, projectiles, fog, doors, hazards, and ores now render through native Pixi WebGL only. - Replaced the old multi-pass GPU pipeline (PixiInstancedPass, separate HUD pass, world-buffer composites) with a single PixiGameplayView using one stage and one present() per frame. - Fixed a black-screen regression where gameplay UI appeared but the world stayed black due to a gpuPixiPass / gpuPixiInstancedPass mismatch. The active renderer is now window.pixiView. - Removed CPU-to-GPU world-buffer conversion paths that painted the offscreen p5 buffer and uploaded it as a fullscreen texture every frame. - Removed the tail-fallback canvas composite when GPU hazard or mineral counts were low. World content is now fed directly as Pixi sprites through PixiWor…
- Realmlords V4.6 Patch Notes - 21 June 2026
Realmlords V4.6 Patch Notes - V4.6 is still Season 1. Competitive ladder season ID remains 1. Existing Season 1 characters are retained when updating. - Title screen now shows V4.6 while leaderboards remain Season 1. - A future Season 2 will only begin when the season ID is officially changed in version.json. VISUAL FIXES & DRAW RELIABILITY - Realm Hoard anger warning no longer displays a giant red rectangle on the dungeon floor. Warning effects are now limited to a screen-edge vignette. - Spinning blade traps and other floor hazards now render reliably in GPU mode with Canvas2D fallbacks while textures load. - Hazard and mineral GPU rendering has been hardened with texture validation, retry paths, and procedural fallback rendering. - World-tail rendering now includes broader fallback handling to prevent hazards and minerals from disappearing. - Harmful ground effects such as lava pools…
- Realmlords V4.5 Major Patch Notes - 19 June 2026
Realmlords V4.5 Patch Notes (Season 1) A NOTE FROM THE DEVELOPER - Thank you — sincerely — to everyone who has been playtesting Realmlords, reporting bugs, sharing ideas, and pushing through builds that were not always in great shape. - You've stuck with the game through lag spikes, broken portals, balance swings, leaderboard wipes, skill-tree overhauls, and a lot of systems changing underneath you while we figure out what this game wants to be. - I know that is frustrating. I hear you, and I'm grateful you did not walk away. - Realmlords is not a solo project in spirit — it is something we are building together as a community: the best fantasy bullet hell we can make, one patch at a time. - Every dungeon run, every Discord message, every "this feels wrong" note helps me ship something better. - V4.5 is a big step, and the fixes in this document are me trying to honor the feedback you'v…
- Realmlords V4.4 Patch (Hotfix) - 14 June 2026
Realmlords V4.4 Patch Notes (Season 1 Hotfix) A NOTE FROM THE DEVELOPER Thank you for the balance and bug reports after V4.3. V4.4 is a gameplay hotfix focused on performance under load, difficulty and loot scaling, XP pacing, hoard frequency, portal boss spawning, Weapon Master tuning, and auto-sell reliability. Sorry for the leaderboard wipes lol — balance and scoring changes this patch reset or invalidated a lot of old runs. Fresh climb, new bragging rights. PERFORMANCE (LAG FIXES) - Lowered simultaneous caps for projectiles and enemies to reduce frame spikes during busy fights. - Collision broadphase now activates earlier when many enemies or projectiles are on screen. - Chain Lightning and Orbitals now use spatial queries instead of scanning every enemy every frame. - Enemy projectile wall checks are now camera-bounded. - Proximity grid threshold lowered for faster neighbor lookups…
- Realmlords V4.2 Patch Notes - 13 June 2026
Realmlords V4.2 Patch Notes (Season 1) --------A Note from the Developer-------- I am grateful for all the support for my game. Thank you to everyone who has sent bug reports and feedback. Realmlords is a huge task for one person, and I appreciate everyone supporting the game and sticking with it. I apologize if anything in this build is game-breaking. I do not have much time to test. Most of my time is spent building, patching, and shipping updates. Your reports help me find and fix issues much faster than I could on my own. Thank you for playing. ------------------------------------------------ V4.2 includes bracket-only boss scaling, full run saves on exit, smarter auto-sell and auto-equip for paired loadouts, Realm Boss loot fixes, improved chest distribution, minimap improvements, and permanent options and auto-setting saves. BOSS COMBAT TUNING Boss HP and damage are now determined…
- Realmlords V4.1 Patch Notes - 13 June 2026
# Realmlords — Patch Notes V4.1 (Season 1) - Realm Anger & hoard tuning, mob pacing fixes, Back & Hands gear, save/snapshot persistence, merged class weapon rules, inventory unusable markers, auto-sell QoL, and default options tuned for new installs. - Realm Anger & Hoards - Realm Anger bar (left HUD) — rises from kills, mining, and looting; at 100 the meter resets and Anger Level climbs (shown under the hoard icon). - Realm Hoard waves — distant summon circles, countdown, then a burst of enemies; screen pulse + Incoming Realm Hoard! warning. - Hoard size scales with Anger Level — each level doubles the maximum roll for normals, rares, elemental rares, and hoard mini-bosses (mins stay the same). Resets when you enter a new realm. - Hoard mini-bosses — portal-boss-style threats that do not open exit portals and never block the floor exit. - Exit portal gating — only the official floor Po…
- Realmlords — V4.0 Minor Hotfix - 11 June 2026
Realmlords — Patch Notes V4.0 Minor Hotfix (Season 1) V4.0 — Minor Hotfix — death/resurrection fixes, leaderboard reliability, Realm Token drain fix, and balance tweak. Death & Realm Lord - Pay Realm Tokens resurrects again — paying the Realm Lord no longer sends you straight to the score screen; your run continues with the correct token cost deducted. - Death snapshot preserved — player state is no longer wiped on death before you choose Pay or Accept Death, so resurrection and token checks work reliably. - Accept Death → leaderboard — only Accept Death submits your run to the class ladder (with forceLeaderboard), not a failed Pay attempt. - Realm Lord screen always shown — you always get the Realm Lord offering on death, even with 0 tokens (Pay hidden when you can’t afford it). Realm Tokens - Fixed Auto Gamble draining tokens — with Auto Gamble on and low gold, the game was spending 1…
- Realmlords V4.0 - Patch - 11 June 2026
Realmlords V4.0 - Patch Leaderboards - Class ladder stats record correctly on death (level, EXP, realm, difficulty, run time). - Alive = character still living (exit to menu / quit mid-run). - Dead = character died. - Exiting without dying still submits your run as Alive. - Death flips the row to Dead and keeps your best stats. - Season 1 ladders — one best run per player per class. - Supabase global ladder when online; local cache offline. Graveyard - Dead characters leave the living roster and go to local Graveyard. - Browse buried characters and view full run snapshots. - Remove entries from the graveyard in-game. Dwarf Warrior - Dual-wield two-handed swords, axes, and tridents. - Works with Mana Surge, abilities, and masteries. Combat & co-op - More reliable kill registration (bosses, portals, sage, loot). - Co-op loot is host-authoritative; EXP orbs are competitive. - Host-only ene…
- Realmlords v3.9 — Season 1 Early Access - 10 June 2026
Realmlords v3.9 — Season 1 Early Access Global Class Leaderboards - Added 12 class ladders (one best run per player per class) - Available from the Main Menu and Post-Run Score Screen - Added Season Selector - Added Date Column - Added Live / Offline Status Indicator - Added Local Cache Fallback when offline Steam - Removed Steam Leaderboard API integration - Removed Steam Achievement API integration - Kept Steam Overlay support - Kept Steam Cloud achievement synchronization - Kept Steam ID support for leaderboard identity - Cleaner developer startup process (no more UserStats FFI errors) Fixes - Fixed score screen class leaderboard crash - Fixed season dropdown refetch issue - Improved Supabase and local cache merge behavior Other - Added bug report button to Title Screen - Added bug report button to Pause Menu - Added bug report button to Options Menu - Reduced menu background downloa…
- Realmlords — V3.8 Patch Notes - 9 June 2026
Realmlords - V3.8 Patch Notes Build focus: Combat and ability polish, Realm Anger / Hoard tuning, Realm Lord rules, UI/tooltip fixes, narration audio, and lore economy. Combat, Weapons and Projectiles - Bows shoot elemental arrows matching their element - not bow sprites - Artifact projectiles gain +12% size per difficulty tier they were earned on (hidden stat; Tier I starts at +12%) - Fixed mob spawn pressure when spawners die in certain map layouts - Mana Surge melee uses your equipped weapon sprite (sword, axe, trident, etc.) - not a generic sword - Bow and Wand Mana Surge still fire elemental arrows / spells - Mana Surge melee projectile size fixes for undersized shots (including trident) - Boomerang spin speed tuned; fixed excessive spin on installed builds vs dev - Whirlwind redesigned - equipped weapon circles the player in a 360 spin instead of slash VFX - Whirlwind stops when m…
- Realmlords — V3.7 Patch Notes - 8 June 2026
Realmlords — V3.7 Patch Notes Build Focus: Combat systems overhaul, Bard & caster identity, dual-wield, boss fights, Lore Archive, menu polish, loot/gear fixes, and a full UI pass. Combat, Gear & Shields - One-handed vs two-handed weapons reworked. 1H weapons attack faster while 2H weapons hit harder and prevent shield usage. - Added Shields & Block Chance system. Block Chance now appears under Armor. - Physical attacks can be blocked normally. - Elemental attacks require matching elemental resistance to block. - Hazards, lava pools, poison pools, void damage, and ground DoTs ignore block. - Blade traps can now be blocked. - Added Magic Focus as a caster off-hand alternative to shields. - Added 27 Magic Focus appearances including elemental variants. - Added dual-wield support for Warrior, Dwarf Warrior, and Rogue. - Off Hand slot now accepts a second weapon for dual-wield classes. - Re…
- Realmlords — V3.6 Patch Notes - 7 June 2026
Realmlords — V3.6 Patch Notes Build focus: QoL and pause fixes, Realm Boss readability, bow/shuriken identity, mana sustain, and progression tuning - Pause & Menus - Skill timers freeze while paused — Cooldowns no longer tick during pause, inventory, options, skill tree, ability screens, or other open menus - Gameplay clock — Ability, skill, and HUD cooldowns all use the same pause-aware timing so nothing burns in the background - Options Cleanup - Removed Auto Reinforce gear — Wood reinforcing is gone; tempering remains - Removed Rainbow Blood — Unused setting removed from options and old saves - Realm Boss Chamber - ~40% less pressure in Realm Boss arenas - Fewer spawners and slower spawn pacing - Lower enemy/minion caps and smaller reinforcement waves - Smaller hazard pools, fewer pools overall, fewer spinning blades (smaller hitboxes) - Minion drops — Realm Boss chamber minions have…
- Realmlords - V3.5 Patch Notes - 7 June 2026
Realmlords — V3.4 Patch Notes Build Focus: Smoother Realm Boss runs, fairer progression when grinding, stronger bosses, improved artifacts, abilities, gear, and UI. Realm Boss & Victory Flow - Sage now appears only after collecting the Realm Boss Artifact. - Opening the exit portal immediately removes the Sage. - Improved Sage spawn positioning to avoid hazards and player overlap. - All combat events stop after defeating a Realm Boss. - Realm Bosses now reliably drop Artifacts. - Victory rewards load gradually to reduce lag spikes. - Improved performance entering boss chambers and opening Sage portals. - Reduced hazard density in Realm Boss arenas. Progression & Realm Transitions - Fixed Portal Boss appearing before spawner objectives were completed. - Removed unintended instant boss spawns during realm transitions. - Combat state now properly resets between realms. - Difficulty scaling…
- Realmlords — V3.4 Patch - 7 June 2026
Realmlords — V3.4 Patch * Build Focus: Realm Boss stability, gear/loot integrity, UI polish, and early-run balance. --- ## REALM BOSS & END-OF-RUN FLOW * Realm Boss artifacts — Boss kills now reliably drop artifacts again. * Lag spikes reduced — Sage, loot, and post-boss rewards spawn gradually instead of all at once (boss death, boss spawn, and entering the Realm Boss chamber). * Sage behavior — Sage vanishes after opening the next portal (no more sliding around or blocking the player). * Safer Sage placement — Sage no longer spawns on the player, on harmful ground effects, or on the edge of walkable terrain. * Realm Boss combat — Themed attacks, shot patterns, and phased behavior tuned for a clearer bullet-hell feel without absurd bullet walls. * F4 DevJx — Realm Boss portal test button works for full loop testing (including artifact drops). --- ## MINIMAP * Portal Boss & Realm Lord i…
- Realmlords - V3.3 Major Hotfix - 7 June 2026
This update delivers major combat balancing, performance improvements, bug fixes, progression fixes, and quality-of-life enhancements across the game. ## Combat & Difficulty ### Enemy Scaling Overhaul * All enemies, rare spawns, and portal bosses now scale based on Portal Level and Difficulty Tier. * Scaling no longer uses player level or player damage values. ### Boss Balancing * Portal bosses and rare enemies now use shared health and damage scaling brackets. * Veteran and higher difficulties now provide a more consistent challenge at deeper portal levels. * Removed several cases of double-scaling that caused unintended balance issues. * Realm Boss time-to-kill calculations now use bracket-based DPS estimates instead of player damage statistics. ## World Objects ### Scaling Improvements * Breakable objects, including Spawners, Pillars, and all Chest types, now scale properly with Port…
- V3.1 - Boss Balancing - 6 June 2026
- Boss Balancing - Skill Changes - Item balancing - Portal fixes - Minot hotfixes - Item changes
- Realmlords — v3.0 Patch Notes - 5 June 2026
Build focus: cleaner progression, sharper boss fights, and your first real Steam leaderboard hookup. New & improved Steam Leaderboards Top Scores now has a Steam Leaderboards button at the top—one place for global ranks, board picker, and refresh. Run score screen stays local-only; no more per-stat Steam clutter. Leaderboard backend fixes so uploads and downloads actually talk to Steam when you launch from the library. Realm Boss progression After you claim a relic, the Realm Boss matches that realm’s element (Fire relic → Fire boss), not the next realm you’re heading to. Relic → boss → travel loop should feel consistent end-to-end. Portal & Realm Boss combat Boss shots are fewer, faster, and straighter—less bullet hell, more readable dodging. Bosses can’t outrun their own projectiles anymore; patterns stay fair at every tier. Ability select UI Elemental Wave cards use shorter descripti…