0.7.14: the Eternal picks his inheritance
0.7.14 has a few new things to play with and a lot of redrawing. The Eternal now picks what he inherits from his last winning run instead of getting it at random, and he picks it in a papercraft void. There's a new minigame event, The Mason's Wager, where you stack a tower on a crane against the clock. And nearly every unit in every pack was drawn again from scratch in flat paper.
The Eternal picks his inheritance
The Eternal carries relics and cards over from the last run he won. Until now the game chose them for you. Now, straight after the pack draft and before Uncle Jim sends you off, the screen warps and drops you into the void between eras: a small floating island in a papercraft sky with galaxies being born, colliding and rolling past.

Two options stand either side of the island. The hourglass holds the relics from your last winning run, and you choose one. The spiral portal deals out that run's cards, and you choose two. Each pick changes him. The relic warps into being out of his head and reshapes it as it leaves, and the two cards come out of his left and right hands, reshaping each arm. So every Eternal run starts with a slightly different Eternal.

Once both picks are made, the warp runs backwards and drops you at Uncle Jim's send-off.

If you quit inside the void, you come back to whatever is still owed.
The Mason's Wager
A guild of masons is building a watchtower at a crossroads, and the foreman is bored. She'll hang the guild's brass plumb bob round your neck if you can lay twelve courses off her crane before her sandglass runs out, which takes 40 seconds.

It's Stacker, played for real. The stone rides back and forth along the jib and you click to drop it. Whatever hangs past the course below gets sawn off, so every stone you set crooked makes the next one smaller, and a tower that wanders off its footing sways harder. A stone dropped dead true snaps square, and three true in a row win back a little width.

The prize is the Master Builder's Plumb, a new relic you can only get here: at the start of each round, your units with no Shield gain Shield 2. If you'd rather not, you can haul stone for a day's wage or walk on.
Minigames on stage cards
The Stacker was built as a flat-paper scene mounted on a card, and it looked so much better than the old minigame screens that the rest followed. Skip rope, the horse race, the shell game, the three doors, pachinko, press your luck, the bandit, the long reach, the joust, the skill check, the drum, Simon and the chest pick are all played inside their own cut-paper scene now. The orrery is set against a night sky and the auction room stands on the boards.


The Mysterious Egg hatches
Warming the Mysterious Egg at the campfire now lets you pick what hatches, in a cut-paper professor's lab: the Pterodactyls, or two new ones. The Liopleurodons are four small sea reptiles that make whatever they hit Vulnerable. The Kosmoceratops is one big armoured body with 25 HP and a Madness aura that hits friend and foe alike. Then the egg flips faster and faster until it hatches.

Every pack, drawn again
0.7.13 redrew the warlords' starters. This time it was everyone else. Nearly every unit a player can summon, pack by pack, was drawn again from scratch in flat paper, then checked over several rounds: hands that close on what they hold, arms that come off a shoulder, heads with necks, mouths built from two jaws, and a stranger shown each sheet to check they could tell every unit apart and say what it does. Each board has 0.7.13 on the top row and 0.7.14 below it, at the same scale.

The goblins were squat blocks. Now they're lanky and bent-kneed. The Warboss shouts through a megaphone, the Matron carries her brood in a pannier, and the Horde King has a sack tied at the mouth.

Half the Steel Legion used to carry its spear across its belly. The Hoplite throws his overhand now, the Phalanx Guard thrusts his, and the Knight wears the Legion's blue with a crimson bend on his shield.


The Instar line was eight green spiders. It's one green crab now that grows through eight molts, from a tiny hatchling to the spined, pincered Instar VIII.

The slimes are all one translucent jelly now, told apart by what each one is doing. Papa has a chunk being torn off, and the Engulfer has a skeleton, a horse and a tombstone inside it.



Behind You! was seven copies of one hooded ninja. Now it's a street crew with faces, top hats, silks and a swag bag.


The giants were five identical brown blocks. Each one now carries something small for scale, like a sheep, a fir tree or a torch, so they read as big. The Storm Titan has his own raincloud.


The traps used to be lumps of dirt. Every one is a device now. The Deathtrap is a sawblade engine and the Frag Charge is a bundle of rolled paper tubes with a fuse.
Bug Hive, Siege Works, Vanguard, Draw and Order, Forbidden Lore, The Wasting, Mutagenesis, Bloodletting and the neutral units got the same treatment. There was also a colour pass. A lot of units had been printed as grey ramps waiting for a tint, and now they have their materials: the Winter bodies are glacier ice, the Knight has his livery, and the cinder hounds look like banked coals.
The Pale Rider was redrawn too. He's a ghost cowboy on a pale horse now, with a revolver instead of the scythe, and he fights differently: before he rides off, he sends riders down every road, and more come up to guard the cairn he comes back in at.

Paper that moves
Removing cards used to fade them out under an orange tint. Now each card lifts and shivers as a glow swells behind it, catches at a corner, and burns away one after another, the same fire the letters burn in. This plays for event sacrifices, the shop's brazier and Jim's boons.

Everything printed on the battle mat is a toy now. Poke a piece and it hops, flips or sinks into the paper. Trees shake off their leaves, and some pieces let a bird or a ghost out or take off and come back.

Earning an achievement pops a plate in the lower left with your warlord's paper doll dancing on it and confetti across the screen, at the same moment as Steam's own toast. In co-op your allies see yours, in your colour.

Balance
- Every Path of Evolution level now has one safe choice: the card it replaces, only better. The other choice is still the wild one. Wailing Host and Read Further are spells again.
- Spellburn Circlet: the first exhaust each round refunds 1 energy. It used to deal 4 damage to eight enemies on every burn.
- Shadow Step only frees summons that cost 1 energy or less.
- Spells that summon, like Thrall Call, now get Conscription and Full Ranks like any other summon.
- Cattle Drive and Longship Levy put +1 unit on every summon, as the card says.
- Growth: Time Skip grows on Growth's own clock, Wild Growth also skips 6 seconds for the allies it catches, Metamorphosis quickens Growth a unit gains later, and Overgrowth stacks onto Growth a unit already has.
- The Rapt-Boar hits for 2 again.
- Bill's fight: The Mob Answers comes at half health, and the first half is lighter.
- The Nightmare is back to 10 HP and 5 attack.
Smaller things
The compendium has a Filters tray: card type, cost, rarity, card art, statuses, unit kind and keywords, each with its own scrolling list and a count per pack.

There are twelve player colours now; Cobalt, Mint, Plum and Umber are new. On character select only the front warlord's disc is painted in your colour.

- Right-click on the battlefield pings, and right-drag draws the laser, like the pen on the map.
- 38 spells that used the generic rune line now each have their own line when you aim them.
- The Action camera (still off by default, in Settings > Display) watches what is about to happen, like queued enemy spells and lit fuses, and frames all of it instead of following one swing.
- Your spot on the map is circled in red ink under a pool of lamplight, and the map's pen lands like real ink.
- HP is a red paper heart in the top bar.
- 306 event epilogues were rewritten in plainer prose.
- The paper tint over the battle mat is off by default. The box is still in Settings > Display.
- Co-op: a joiner can summon onto their Landing Pad, a joiner's ranged units show their real reach, fused pairs keep both members' powers, and the Regicide's contract pays out even when the throne's riposte kills it.
This post went out to players on Steam and itch.io on 27 September 2026, and is kept here. Comments and questions are read on either of those, or through the quill in game.