First test build
The first patch note, which opens the series: it lists everything the game held that day. A semi-idle RPG where your party fights wave after wave on its own and you are the healer keeping it alive.
Combat
- Tap a hero for a quick heal (spamming it tires you: each tap costs more mana)
- Tap a spell to auto-target it, or drag it onto a hero
- Spells have mana costs, cooldowns and cast times; instant spells break the current cast
- Enemies poison, stun, and cast big spells you must Interrupt
- A boss every 10 waves, with a second phase under half health and reinforcements
- Elites (from wave 6): gleaming, tougher enemies that always drop a weapon
- Wave events (from wave 8): Golden wave (double gold), Enraged wave (+30% damage, +80% XP), Swarm (more but frailer enemies), Blessed wave (double mana regen)
- Threats to answer: anti-heal wounds, bombs you defuse by healing their bearer, marks that double damage, curses that spread
- Save a hero under 10% and they thank you: rescues count toward feats
9 zones, 12 bosses
- Meadow → Forest → Cavern → Swamp → Ruins → Castle → Volcano → Desert → Abyss (wave 81+, endless)
- Every zone after the Meadow has its own rule: thorns, rockfalls, poisonous miasma, silence, royal guard, rising lava, scarabs, darkness that swallows your heals
- Every zone ends on its guardian, from the Goblin king to the Leviathan. Past wave 90 the bosses loop, all the way up to the Dragon
- The map: tap the wave medal to travel back to any wave you already reached
- Stay on this wave: a flag on the wave track makes your party farm its current wave
4 healer classes
- Each class keeps 4 shared spells (heal, cleanse, interrupt, revive) and brings 5 of its own
- Priest: the classic, with shields, group heals and a divine shield
- Druid (1st ascension): stack blooms, plant seeds, then harvest them
- Bard (3rd ascension): hold a melody that buffs the party, punctuate it with chords
- Monk (5th ascension): fights in the front row and heals by punching, with chi instead of mana
- Each class has 3 paths; at level 20 your path turns the ultimate spell into its own
Your party and your gear
- 6 companions: Warrior, Rogue (dodges), Mage, Archer, Paladin (self-heal), Berserker (huge damage, but hurts itself)
- Formation: the front row takes 70% of the hits. 3 slots, a 4th at level 8, a 5th from the Divine Tree
- Companions level up, pick a perk at levels 10 and 25, and get gold upgrades (HP, damage, armor)
- Enemies drop weapons (common, rare, epic, legendary); fuse 3 identical weapons into the next rarity
- Weapon sets: three fighters in rare, epic or legendary gear buff the whole party
- Relics for the healer: 9 of them, dropped by bosses, ranked up with soul shards
Automation
- Gambits: ordered rules like "if a hero is below 50% HP, cast Greater Heal". Unlocked at levels 30, 36 and 42
- One switch in the arena puts every rule to sleep
- Offline progress: your party keeps fighting while you are away (6 h, 12 h with the Extended watch pack) and you come back to a report
Progression
- Healer upgrades: tap power, mana, regen, healing, HoT duration, cooldowns, shields, spell ranks
- Talents: two per spell, one point every two levels, free respec
- Divine ascension (from wave 20): restart the run for soul shards and spend them in the Divine Tree (gold, XP, healing, mana, head start, gambits, 5th hero, second wind, offline gains)
- Bestiary: 15 monster families. Kills unlock 3 tiers each: bonuses against the family, their story, their techniques, their weak point
- 19 feats that pay soul shards, and a monthly season track
Challenges and dailies
- Daily dungeon (from wave 25): 5 bosses in a row, one per zone. 3 keys a day (+1 with an ad); a key is only spent once the first floor falls
- Weekly trial: a separate run from wave 1 with a special rule each week
- Leaderboards for both, under the name you pick at the start
- Login gifts: a 7-day cycle (gold, boosts, a soul shard, an epic weapon on day 7, legendary every 4th cycle). A missed day only pauses the cycle
- A Quests page, and optional reminders (never between 10 pm and 9 am, one a day at most)
The camp, and the rest
- All menus live around a campfire: the altar (spells and path), the rack (gear), the fire (companions), the board (challenges), the tent (settings). A glowing dot tells you something waits there, and why
- Fight report: journal, healing, damage dealt and taken per source
- Wardrobe: outfits for your heroes, and lessons that show up once, only when they become useful
- English and French, a dark theme (default) or a light one, music per zone, boss, dungeon and trial, vibrations, 3 save slots, and landscape on foldables and tablets
About this test build
- Shop purchases are simulated: nothing is charged, try every pack for free
- Packs do not carry over to a new save slot during the test