Hello everyone!
It’s been a little while, but we’re excited to announce the release of Version 1.2.0 of Torches of Fate!
This update focuses on improving the storytelling experience. Thanks to community feedback, we’ve gone through and refined the grammar, dialogue, and narrative flow to make everything smoother and more immersive. In addition, we’ve added several new cutscenes that help tie the story and characters together in a more cohesive way.
This update is also dedicated to one of the writers who helped with the game, who sadly passed away this year. Thank you for everything, Cohl we’re sorry you never got to see the game in its completed state. You were a good friend, and we all miss you.
We hope you enjoy these improvements and continue your journey in Torches of Fate!
Game Type: B&S NEO
Promotion Duration: September 30 – October 14
Now is your chance to get some new drip Crickets! The Mystery Outfit Chest is now available in the B&S Shop! Grab this chest and open it to get one of three stunning outfits that will fill out your wardrobe. This is a limited time sale so make sure to get them while you can! See the details below.
Mystery Outfit Chest
Icon
Price (Divine Gems)
x 250
Mystery Outfit Chest Details
By opening the chest, you can obtain one of the following items at random:
Item
Name
NPC Sale
Recruit
Yes (100 Gold)
Special Operative
Yes (12.875 Gold)
Azure Stream
Yes (12.5 Gold)
Recruit
Special Operative
Azure Stream
Notice:
This is a Blade and Soul NEO exclusive product and can only be purchased with Divine Gems purchased from the Hongmoon Store.
Your purchases will be sent to your Received Items Box.
The same or similar products may be offered for sale again in the future.
Based on the feedback and reports we received on Discord,
we’ve made the following fixes and adjustments:
Bug Fixes
Fixed a bug where Phantom Thief Snow was treated as a consumable item
Peace / Building
Changes
Immortal Marcus
Changed Coins from -2 → 0
School
Changed effect: “Each month, if the deck has 22 or more pieces, gain 5 Coins.”
Reason for the School Change
Previously, the effect granted Population based on the number of Coins earned when “Baby” or “Child” pieces were cleared. However, since the target pieces were very limited—and in the Temperate biome the effect was only truly viable when combined with “Happy Cheese”—the building ended up being quite difficult to use.
To address this, we adjusted the effect so that it can better support a wider variety of playstyles.
While Neon Village encourages strategies where players destroy pieces to compress their decks and aim for high efficiency, we know that many players also prefer keeping a larger number of pieces in play. To make sure that this playstyle can also be a viable and enjoyable option, we introduced the current effect change.
We will continue fine-tuning the balance to support diverse ways of playing in the future.
NOTE: THIS PATCH WILL NOT BE LIVE UNTIL OCTOBER 1, 2025 @8:00AM PT
Happy Harvest SUPERVIVERS! 1.05 is our last patch in Season 1, and the team is hard at work getting prepped for our Season 2 launch in late October. But worry not! That doesn’t mean we’re sitting on our hands this week. In this patch we’re looking to improve our game pacing by making our day/night system more intuitive and standardizing boss spawns throughout the game. We also have a global mid-autumn festival with free hunters and a double xp boost. Read on!
Many cultures around the world celebrate a mid-autumn festival that gives thanks for ancestors, family, and a good harvest. This year, we’re celebrating our worldwide SUPERVIVE community with Mid-Autumn themed skins, a double xp boost, and making all hunters free-to-play! Happy Festival!

From 10/1 - 10/12:
All Hunters will be free to play
Double XP is enabled
Brall’s LMB knockback has been a longstanding pain point - both for Brall chasing down enemies, and enemies frustrated by their movement being constantly interrupted. We’re going to remove the knockback element from Brall’s LMB - and adjust his range down to compensate for his additional target stickiness.
Brall’s sustain on knocks has also been feeling a bit too strong recently. He has the base 250 health granted from Knock Resets, along with an additional bonus from his passive. We’re reducing the scaling on the passive to remove the amount of double dipping here.
Blazing Spirit (Passive)
On-kill heal reduced from 20% Enemy Max Health >>> 10% Enemy Max Health
Caldera, Molten Greatsword (LMB)
Knockback removed
Radius adjusted
Radius decreased from 400 >>> 320
Similar to Brall, Shiv has been able to double-dip on the amount of healing she receives from Knock Resets so we’re adjusting her here.
Resolve (Passive)
On-kill heal reduced from 25% Shiv Max Health >>> 12.5% Shiv Max Health
Saros has been starting to creep up in power over recent patches. His RMB damage also feels a tad high so we’re bringing it in.
Charge Sunfire (RMB)
Mana cost increased from 75 >>> 100 per shot
Damage reduced by 10%
With the removal of Rocket-High Tops we felt it was appropriate to get Wukong some of his mobility and playmaking back
Cloud Somersault (Shift)
Dash speed while RMB is active from 70 >>> 85%
Duality
The duration of 3s makes it really hard for Hunters that want to engage with this Relic to utilize it. As such we’re extending that window to make it more viable to use.
Buff duration increased from 3s >>> 6s
Percent increase for healing and damage dealt increased from 5% >>> 9%
Now has distinct icons for the different buffs
Festering Jawblade
We feel that the old 3* duration of Jawblade is what made effective as a viable antiheal option so we’re setting its value back to that level.
Duration increased from 4 >>> 8s
Armor Shredder
Often the first two seconds of combat is all you need in SUPERVIVE to cripple your enemies and this Perk was taxing armor too heavily.
Bonus shred from 50% >>> 25%
Bugfix: No longer drops on death
Days are weird in the Breach (guess that’s one of the side effects of living in the shattered remains of a magic apocalypse). The duration of days and nights has always been slightly inconsistent, since we want the pacing of the game to accelerate as teams get eliminated and the map gets smaller. However, a downside of shorter days is that it gets consistently difficult to complete objectives or realistically plan around things like Boss spawns.
We’re making some changes to timings to extend the length of most days and give you better opportunities to plan and react to objectives. Days will still accelerate throughout game phases, but in a slightly more consistent way.
Day 1
Duration changed from 3:50 >>> 3:30
Night 1
Duration remains 1:15
Day 2
Duration changed from 1:30 >>> 2:00
Night 2
Duration changed from 0:54 >>> 1:00
Day 3
Duration changed from 1:10 >>> 2:00
Night 3
Duration remains 1:00
Day 4
Duration changed from 1:00 >>> 1:40
Night 4
Duration remains 1:00
Days 5+
Unchanged
Similar to the day/night changes, we want to make boss spawns more predictable and give you more time to see a spawn coming, make a plan, and react within the span of a day. We’ve also removed the crystal phase for Meteor Bosses.
Drop Bosses
Spawn time changed from on Game Start >>> 60 seconds into Day 1
Abyssal Hatchlings
Spawn time changed from 45 seconds into Night 1 >>> 60 seconds into Day 2
Meteor Beasts
Spawn time changed from 45 seconds into Night 2 >>> 60 seconds into Day 3
Abyssal Hatchlings (2)
Spawn time changed from 45 seconds into Night 4 >>> 60 seconds into Day 4
Now that vaults are a reliable way to acquire Relics and Perks before they’re available in shops, their early game value has shot up. But later in the game, they’re much less appealing. We want to give vaults some juice so they’re worth opening even on later days.
Vaults now gain one additional item every day they remain unopened
Oracles
We want to increase the value of information Oracles provide, so we’re adding an indicator that highlights whether a scanned team is stronger than you (and by how much).
Oracles now display a different visual treatment based on how much stronger an enemy team is compared to your team.
Teams that are similar in strength or weaker are displayed the same.
Base Camp Oracles
We like the addition of these, but are looking to reduce the uptime slightly.
Cooldown increased from 75 >>> 90s
Elluna’s Soulpack (P) no longer drops wisps when travelling through an Unstable Anomaly
Mercury’s Magic Mortar (RMB)’s cooldown no longer resets when spending a charge
Zeph no longer receives the effects of Vortex Charm (Q) level 4 at level 3
Jin’s Flash Dagger (RMB) Advanced tooltip now mentions Antiheal duration
Resonating Idol no longer duplicates all of its effects when spawned naturally
Was granting 2 stacks per spellcast, and would shave off half of your stacks twice on casting another spell.
Guardian Angel now mentions it grants increased Revive Speed
The Group Teleport consumable has been reenabled
Custom Games have correctly had their Max Team count set to 40
Final Destination Storm Shift has been reenabled
For the 2 weeks leading up to Halloween, the graphics will be a little bit spookier!

