buffed Mana Staff: +2 damage, +1 damage increase per upgrade
buffed Hungry Sword: +1 attack increase per upgrade, +1 base attack per upgrade
buffed Mimic Staff: +1 repeat of effects, +1 repeat per upgrade
added option for faster room animations
improved text rendering of cards
bugfix for monster achievements not unlocking
Following through on our commitments, we'll continue actively monitoring community feedback to deliver further content updates. Your voices are vital in shaping Lost for Swords' evolution.
Keep sharing your thoughts through our official channels - together, we'll forge the ultimate card adventuring experience!
Hey Everyone, 0.2.1 is now available on the testing branch. This update is still in development, so you may experience bugs or corrupted save files. Huge thanks to everyone on Discord who has already been involved in testing so far.
As always, feel free to provide feedback and report any bugs you come across on Discord or the Steam forums. Some of these changes are experimental so they're very much subject to change.
To access the Beta, right click on From Glory To Goo in your Steam library and then click Properties -> Betas, and select "testing - Beta Branch". I'm releasing daily updates to this branch so you should expect some instability.
If you would like to take part in the beta testing I recommend backing up your "gameStats" folder (Normally within C:\Users\%USERPROFILE%\AppData\LocalLow\Stratagem Blue\From Glory To Goo) so that you can roll back if required. You can also find your local backups here.
Some changes may be missing from these notes as the update is still being worked on.
Summary
More Laboratory units
Graphics uplift for many human buildings, icons and some terrain tiles
Move formations and a lot of other QoL features
More points of interest on maps
Artifacts and more module types for spaceships
Extra skills, a 4th stratagem slot, balance changes and more
Laboratory Units
Added 9 new robot alternative units to unlock (Another coming next week).
Added 2 new human alternative units to unlock. The AA Cyborg and The Transporter.
Reduced the cost of alternative units to 75 biomass. Previously unlocked units will refund 25 biomass on load
Graphical Improvements
Improved many human structures with extra detailing. Connectors now also have appropriate corner and 3 way connections.
Improved some terrain tiles
Improved most skill icons
Maps
Robot hordes are available across more maps and endless mode. Watch out for their heavy vehicles and drop pods.
Added swamp tile and creatures to Caelus Region
Added whirlpool tiles and scavengers to Seth 148
Added scavengers to Anomaly Oscar
Added Robot outposts to Ignis Rift
Added laser towers to lost colony
Buildings
Forge to both the humans and robots. Allowing you to purchase tier 1 and tier 2 items for your captain
Terminus Cannon to the humans. A high tier rapid firing cannon with incredibly long range and firepower.
Spaceships
Garden Module for humans. Boosts crew efficiency
Academy Module for humans, upgradable from Armoury modules. Units start with some experience
Warehouse Module, upgradable from Manufacturing modules. Boosts construction speed
Radar Module upgradable from Relay modules. Displays the path of one horde group
Containment Module, upgradable from Laboratory modules. Activates 1 collected artifact
Artifacts. Items that can be collected in the game that provide buffs or new spaceship weapons
Improved some of the spaceship GUI numbers to be a bit clearer
Stratagems
Added a 4th stratagem slot to The Laboratory
Added 4 new stratagems
QoL
Formation Move, hold control and right click drag or activate attack move+ctrl. Units will match the speed of the slowest unit in the formation.
Units will now follow another unit when you right click them
You can rally barracks on to other units or bunkers
Added a toggle for mouse map scrolling
Added the ability to delete units by pressing delete (default)
Added a toggle for right click to be attack move by default in the controls panel
If you hold control and drag walls they will now place as 2x2
Added hotkeys for the captain and ship panel
Explosive radius of unit projectiles and their spread is now displayed in the GUI
Added a toggle for idle markers
Added a garrison bar to units to display their current garrisoned capacity
Added the ability to right click the minimap to move units
Added a controls reset button
Added a captain marker to the minimap
Achievement status now updates immediately
Added a UI volume slider
Your last The Survivor custom loadout now saves
Some improvements to range indicators
Various improvements to the GUI including clearer button selection in the main menu map selection panel and spaceship module information.
General
Removed the start up splash screen
Added some new captain skills
Items may be found in wreckage pickups
Balance Changes
Subject to change and may be missing some changes.
Armour now provides a % reduction in damage. Many armour values have been changed to adjust for this.
Destroyers have regained their cleave attack
Wall heat reduction changed from 5% to 7%
Battery rework. Reduced their cost significantly and they now act like solar panels for the adjacency bonus and can boost solar panel output to 11.
Hey all! Here's a quick look at the Berserker class, with some work-in-progress attack animations! Of our eight beta classes, Berserker has seen the least amount of dedicated development time, but after our time spent developing VFX like last week's Sword Wave we're now ready to tackle our dual-wielding destroyer.
These are our first drafts for two different styles of basic attack animation, specifically for when wielding dual greatswords. We'll likely make some major adjustments to both the character sprite as well as the weapon designs, but here's where we're starting at for this. Of the two attack styles, we'd love to hear your thoughts on which you think looks better or has more potential!
Our first style features the Berserker slashing through the target once, then slashing back to their starting position. Our second has two consecutive slashes. We're using the same poses and weapon sprites for both while drafting, but depending on which we decide to pursue we'll be able to better adjust the sprites to match the chosen animation. Thanks for tuning in, and I'll see you next week!
The following updates have been made - The UI for duels has been improved. - The matching screen has been improved. - The UI for solo mode has been improved. - The UI for editing accessories has been improved. - Other bugs have been fixed.
Stalkers! A few personal safe boxes are reported missing, and this weekend you will have a chance to find them. While the exact coordinates are unknown, what we do know is that there can only be one safe box per location, and a total of 6 boxes per server. Inside you can find supplies, ammo and other useful things.
The event shall start this Saturday, May 10th, at 3 pm Moscow time. The codes to the safe boxes will be disclosed shortly before the start of the event.
Good luck with your search!
Also coming this Saturday - our weekly Mutant hunting event.
Hunt down mutants and earn rewards for each batch you eliminate, as well as for the total number of mutants killed. If you reach the maximum number of kills, the count will reset. If you don't finish the hunt, your progress will carry over to the next weekend, starting from where you left off.
Mutant Variants: Pups/Dogs – 2000 total, in batches of 500 Brownies/Hobgoblins – 2000 total, in batches of 500 Spiders – 2000 total, in batches of 500 Rats – 2000 total, in batches of 500 Fiends – 800 total, in batches of 200 Verliokas – 800 total, in batches of 200 Jellies – 800 total, in batches of 200 Brutors – 800 total, in batches of 200 Blyaks – 400 total, in batches of 100 Basilisks – 400 total, in batches of 100 Sorcerers – 400 total, in batches of 100 Worms – 400 total, in batches of 100
Attention! Mutant types in the event may vary. Watch the chat closely — only kills confirmed by the system message will count!
Added tutorial description. While guarding, press A for backdash, B for dodge roll. The last attack of a fighting attack can be cancelled in the same way.
The Songs of the Broken Crowns Open Playtest is going live very soon (or might already be live by the time you're reading this)!
This is your chance to jump in early and experience the core of the game — hero-driven decks, tactical 1v1 battles, and an evolving meta shaped by the community. The playtest branch will be updated regularly based on your feedback, with balance changes, bug fixes, and new content rolling out as we go.
Keep in mind: the game is still in active development. Most visuals are placeholder, the music is a mockup of the final score, and you’ll likely encounter bugs and unfinished elements. That’s part of the process — and your feedback is what helps move things forward.
Join our Discord to share feedback, report issues, and connect with other players. Together, we’re shaping what Songs of the Broken Crowns will become.
What is it? The Open Playtest Branch is a special build of Songs of the Broken Crowns where you can test the core gameplay early. It features hero-based deckbuilding, strategic 1v1 combat, and a growing pool of cards.
Live & Evolving This build will be updated frequently as feedback rolls in. Expect balance changes, card tweaks, bug fixes, and new content as we continue shaping the game with your input.
Still Early This is an early look at the game. Many assets are temporary, and systems are still evolving. If you spot something rough — good! Let us know.
Join the Feedback Loop You can report bugs and suggest improvements in-game or directly on Discord. We're building this hand-in-hand with the community, and this playtest is a key milestone.
See you at the Sprawling Dragon Inn!
A haven for the bold. A battleground for the forgotten.
For centuries, the Sprawling Dragon has welcomed exiled champions, fallen nobles, and nameless wanderers. Its fires burn still — a flickering beacon in a world undone.
Here, cards are more than weapons. They are echoes of broken thrones and shattered oaths. Each match tells a story — of the kingdoms that rose, and the crowns that fell.
Step into the inn. Play your hand. Let the world remember your legend.
UI * Supported Advanced Search in Store * Fixed wrong score display in Result(Reported by:46266) * Fixed some UI bugs in multiplayer watch Play * Supported setup custom hitsound for live wipe and flick * Added an optional Note appearence for key mode, switch from Play-Setting Edit * Supported remove images in composer
Duriano 0.2.2f2 Patch Notes – Gameplay, UI, and Core System Improvements
The journey through the Nine Realms continues in Duriano with update 0.2.2f2. This patch focuses on gameplay feel, VFX polish, and a long list of critical bug fixes tied to augments, blessings, and progression. As always, your feedback is what keeps pushing the game forward — and we’re thrilled to share what’s improved.
Tweaks & Improvements
Slow motion effect added when:
Activating a God’s Trail
Successfully dodging a boss skill with a dash These moments now feel more impactful and cinematic.
Adjusted drop probabilities to improve progression pacing:
Explosion Egg: 36%
EXP Egg: 30%
Norse Coin Egg: 30%
Treasure Crate Egg: 4%
Added a new Gameplay Tutorial UI to guide new players through the basics of combat and progression.
Improved and optimized VFX for several key items:
Jewel Scale of Jormungandr
Elf Earrings
Arrow Darts of Hodr
Thousand-Year-Old Vine
Heimdall’s Horn (Gjallarhorn)
Freyja’s Thorned Circlet
Valkyrie’s Wings
Aegir’s Ocean Belt
Sound fades out briefly when a God’s Trail is activated, enhancing dramatic timing.
Adjusted Bow & Arrows sound cooldown to better match its rapid-fire rhythm.
Bug Fixes
Fixed Fate’s Flavor Level 2 effects function bug in this list
Fernbound Armament (Forseti)
Druidic Vitality Blessing (Forseti)
Mystic Forseti's Armor Ward (Forseti)
Seer's Healthbound Harmony (Mimir)
Mimir's Trail of Rune Mastery (Mimir)
Visionary Mimir's Rune Torrent (Mimir)
Mystical Echo Trails (Frigg)
Echoic Reverie (Frigg)
Harmonic Echo Spiral (Frigg)
Vidar's Rune of Vengeance (Vidar)
Titan's Wrath (Vidar)
Impervious Impact (Vidar)
Eir's Impenetrable Assault (Eir)
Deflective Eir's Strike (Eir)
Eir's Spell Blessing (Eir)
Hodr's Blessing (Hodr)
Hodr's Blitzkrieg (Hodr)
Hodr's Elegance (Hodr)
Hodr's Tranquility (Hodr)
Resolved a bug where Bow & Arrows augments were still active in the Prophet and Blacksmith chambers scene.
Fixed an issue where eggs could not be destroyed.
Fixed bugs where monsters spawn inside pillars.
Looking Ahead
This patch is all about improving the gameplay loop, tightening responsiveness, and clearing out bugs. We're actively working on the next phase of development.
Thank you for being part of the Duriano community. To all the brave Durianians out there, your feedback continues to shape the Nine Realms.