- Patch 1.0.3 - 11 February 2026
Hi there! Another small but meaningful update is here to smooth things out and improve the overall experience. Thank you all for the reports and feedback, it truly helps shape the game ːsteamhappyː Fixes Yohlon Timing: Slightly adjusted the timing of Yohlon’s attack for more consistent interactions. Combo Symbol (Tutorial): The combo symbol is now hoverable during more tutorial steps in the first battle. Thanks to dontnormally for reporting this! Rewarding Craft + Snake Tiles: Fixed an issue with the interaction between these two mechanics. Thanks again to dontnormally for the report! Infused Lemon: Fixed an issue where said lemon didn't have an edition when obtained as a bonus for restarting the run, thanks to Azu for reporting this. Eidolon’s Ring: Fixed an incorrect description. Power Surge: Rarity adjusted from Uncommon to Rare. Witch’s Hut: Now grants 4 Ni instead of 5 when visitin…
- Patch 1.0.2 - 6 February 2026
Hi there! Another update is here to keep the gears turning. A huge thank you to everyone in the community for the continued feedback and bug reports ːsteamhappyː. Bug Fixes Prayer Discovery: Fixed a bug that prevented prayers from being discovered in certain scenarios. Chiseler Targeting: Fixed an issue where the "Chiseler" tile would incorrectly target the wrong tile upon activation. Infinite Djinn Achievement: Fixed a bug where defeating the Djinn in Infinite Mode would sometimes fail to trigger the achievement.Balance Changes To the Limit (Nerf): Rarity decreased from Rare to Uncommon. Gut Buddy (Nerf): the provided Ni was reduced from 4 to 3. Laughing Relic (Nerf): Scaling reduced; now gains 0.25 xNi (down from 0.50) when selling an Uncommon or Rare card. Floating Scimitar (Nerf): Damage reduced from 8 to 6. Keikaku (Adjustment): Now explicitly incompatible with Canyons' Echo to pre…
- Patch 1.0.1 - 2 February 2026
Hi there! First of all, thank you for the love and support you have shown for the game. We are greatly heartened by the reception so far! Bug Fixes Deck unlocking bug: Fixed a bug where returning to the menu instead of entering Infinite Mode after defeating the Djinn prevented the game from unlocking new difficulties and decks. The developer assumed everyone would jump straight into Infinite Mode; they were wrong! Special thanks to BERS for reporting this. 1 Billion Achievement Bug: Fixed a bug where the achievement for reaching 1 billion power was erroneously unlocking at 1 million. Thanks again to BERS for the report. Save File Bloat: Fixed an issue where certain temporary cards were lingering in the save file. These had no impact on gameplay and were cleared upon starting a new run. Balance Changes Nobility Certificate (Nerf): To bring its power level in line, the cost has been incre…
- Aliosso is OUT - 30 January 2026
Aliosso is finally out! It's been quite a journey, and we are super excited to see what kind of funky builds you come up with, and to what extent you will make those numbers go up. Over the next few days, we’ll be closely monitoring your feedback and in-game data to see what needs tuning, updating, and so on. Thanks again to everyone who believed in the game and kept us company during its development!
- Aliosso RELEASING on the 30th! - 22 January 2026
Aliosso is coming out very soon! It's been quite a journey, and we are super excited to share the game with you. See you in a week, and don't forget to tell your friends!
- New Year New Demo - 2 January 2026
It's been a while! We have been busy finishing the game (almost there!), and decided it would be a good time to release a new version of the demo. The new version contains a lot of quality-of-life changes, along with UI and different improvements, balancing, and some new content. If you haven't played it in a while, it's worth giving it another spin, I promise :)! >When is the game coming out? Very soon!
- Patch 1.6 & VOTE FOR US at #FirstImpression event - 15 September 2025
We’re happy to announce that we’re taking part in the #FirstImpression event by StakSense! In this event, gamers create tier lists of proposed game trailers—and by doing so, also enter a contest for some sweet rewards (like free games 👀). Give our trailer some love and help shape its place in the rankings! Patch Notes The concept of attacks having a fixed number of strikes, modified by certain signets and cards, has been removed. It didn't bring enough to the table for the added complexity it introduced. For example, we didn’t like how fighting 3 enemies with only 2 strikes per attack forced a 2-turns battle, even when your power far exceeded their combined HPs. From now on, any overkill damage (power) will be used to strike another target, and so on. This way, scoring a power value higher than the combined HPs of the enemy team will lead to winning the battle on the first turn. * Rewo…
- You'll never guess who made it into the the demo - 25 August 2025
First of all, thank you for trying out the game during the festival! ːsteamthumbsupː Since this train has no brakes, we decided to follow up by patching in Kagu, to allow players to experience how different character tiles will affect the run. The starter tiles of Kagu are the following Conjure Air: While in hand, your attack strikes one additional time. Stone Skin: If discarded without others, grants 6 armor. Rocklings: On trigger, all played tiles gain 2 Tak value. An important archetype among the tiles of Kagu is Mantras. Mantra tiles can be discarded in pairs to destroy them and give an edition to a random card. For example: Sunborn Mantra: when discarding exactly 2 tiles of this type, destroy them and make a random base edition card Sunborn Aside from mantras, we're trying to give Kagu a more RPG-y feeling that differentiates him from Balthaz (which is a sort of baseline closer to…
- We just ruined the game… or made it 1000% better - 14 August 2025
at the bottom :). Our last post (two months ago!) promised some news about the future of the release. We lied! For a long while, we weren't satisfied with dice as the engine of the gameplay. While on the surface things felt okay, on a closer look, dice had a number of issues that were either too difficult to solve or made the learning curve significantly worse.Here's a brief summary of the problems:The split between symbol and numeric faces made some mechanics awkward.The split between character and support dice also made some mechanics awkward, especially regarding runes..Playing with 5 dice meant a lack of "breadth" in terms of interactions with cards or situational dice faces.Having 5 dice also led to the "one-way door" issue of dice vases. Changing the type of a die or finding the right one was difficult or led to always skipping the vase's content.Not all faces provided Tak. This m…
- Announcing an announcement - 8 August 2025
We'll be releasing some major news (and a BIG demo update) for the Ukrainian Games Festival, which starts next week on the 14th of August. We're excited to show you what we have been working on, but I won't say more for now. We like to keep an aura of mystery around here.Expect a longer post, and, more importantly, a big reason to play the demo again and again and again! See you next week!
- Of saves and seeds - 6 June 2025
Hi there! Today, we're releasing a new demo update along with some development news.TLDR: save system, seeded runs, reworked character selection screen, new biome and balance & bug fixes.We finally found the time to implement a proper save system for the game; unsurprisingly, this means you'll be able to quit and reload from where you left off. Along with saving, this release also brings seeded runs, you'll be able to find, share, and play fun and/or interesting seeds!Seeds can be set in the character select screen, which has been touched up! Regarding balance and bugs, we've gone through a simplification effort for dice and masteries, along with the usual tweaks. By popular demand, we've added the "play again with a bonus card" button to the win screen, rather than keeping it only for the loss one. When it comes to non-demo related news, we've added the Ruins biome, here's a couple of…
- Card Unlocks Update & Looking Ahead - 9 May 2025
This update is a mix of demo content and progress on the game's full version. Take a peek at what's coming in the full release—or find out why it's worth revisiting the demo. Card Unlocks (part of the demo) Some familiar cards are now part of a new unlock system — giving seasoned players something fresh to chase, and newcomers a smoother learning curve. Each locked card has its own unique requirement, turning unlocking them into a game of its own. Head to the Collections menu to track your progress and see what it takes to unlock them all. New Yellow Runes (part of the demo) Savagery: Sets the selected Support die face to a random symbol face from its die type (if any). New Sphinx Runes (part of the demo) Perch: Makes a random card Windborn, destroys all other cards. Magnificence: Sets the selected Support die face to the highest numeric face among your dice. Reactivity: When the die ro…
- The Kagu update - 7 April 2025
News We're excited to bring you a new character, new content, and card editions that add some side effects to cards. New Character Kagu is the venerable shaman of the Crab Clan, he who yells at clouds for thunderous effects. Kagu has a single attack, Thunder, which acts as an axis around which his other abilities are built around. Be it increasing the number of thunder strikes, or mantras that permanently use up an ability slot to set an edition to a random card. Card Editions A card edition adds an extra effect to a card. Any character can find cards with editions at the merchant or in vases, and any card can have an edition. Ethereal: Doesn't occupy a card slot. Earthen: +1 Armor each turn. Sunborn: +3 gold on battle end. Windborn: Attacks strike one additional time. Veiled: On battle start, the next Prayer costs 2 less. Ni Infused: +5 Ni. Tak Infused: +25 Tak. Serpentine: Adds a free…
- Thank you - 4 March 2025
Thank you for playing the demo—we hope you had a great time during the Next Fest! We've been carefully reviewing all your feedback, whether through the in-game form or the forums, and we truly appreciate your insights. Over the next month, we'll be rolling out minor patches to improve the demo, and we're working hard to introduce a second character by the end of it. Stay tuned!
- Play the demo! - 14 February 2025
We'll keep this nice and short: the demo is finally out, go play it! See you at the Next fest folks!
- Playtest 7.0 - 1 January 2025
News This playtest introduces new cards, new dice, and the concept of level for a die face. Red runes are used to level up said faces. Cards, dice, and runes no longer give Power directly, but provide either Tak or Ni. These are then multiplied to obtain power. New Content New Cards: Ammonite's Avarice: When visiting a merchant, find a free Golden Roll Rune. Blessed Earring: Adds Ni equal to water. Rolling Vases: Rerolls at the merchant affect vases. Suspect Relic: If it's the bottom card on turn 1, disables the first die for 5 turns and levels up its face. Spare Talon: Increases the value of each triggered numerical face by 3. Old Boomerangs: +40 Tak on first turn. Mechanical Eye: 1 in 4 chance to level up a face on trigger (when applicable). Raging Bull: Gains 1 Ni every turn. Resets to 0 on battle end (currently x Ni). Apply Bandages: +10 Max HP, 1 less reroll on first turn. Arithmir…
- Playtest 6.0 - 22 November 2024
News With this playtest, we'll experiment with refilling HP after every battle, balanced by much lower max HP (25). Aside from that, lots of new content! A number of UX improvements have also taken place, but we won't bother listing such things for now. New Content Prayers: Camel's Patience: +5 max Water. Elephant's Aspect: On battle start, add 5 Armor. -10 max Water. Greed: Adds 1 Gold upon entering a scenario or battle. -10 max Water. Tidebound Power: Adds 30 base Power. -15 max Water. Health Aura: Grants immunity to physical conditions. -15 max Water. Festering: Doubles the stacks of Bleeding and Poison on all enemies. Prayer of Creation: Creates a copy of a random rune in your inventory (must have room).Green Runes: Haggling Rune: All items are at a 50% discount. Can only be used at merchants. Rune of Wealth: Doubles your gold (adds a maximum of 20). Rune of Vigor: +5 Max HP. Can on…
- Aliosso! - 28 October 2024
Path of the Djinn is becoming Aliosso. The game has evolved so much from its infancy that the original name no longer fits the game. We wanted a name that more closely suggested the theme of the game one way or another. The term "Aliossi" comes from an ancient way of using animal knucklebones to make dice, if you want to know more, I suggest following the rabbit hole on Wikipedia, it's quite interesting. The community hub might show the old name for a couple of days.
- Playtest 5.0 - 10 October 2024
News This playtest sees a slight restructuring of the rhythm of traveling. Every 3 rounds, a battle will be forced, while, on other rounds, there will always be a battle and 2 scenarios to pick from. Merchants can no longer be found as scenarios, instead, they will be visited after every battle. Merchants have also had some changes, you'll now be able to buy dice and vases, which grant a pick out of N cards/runes. The following rewards have been introduced for battles: No prayer used: +1 Gold No damage received: +1 Gold No rerolls used: +1 Gold Win on first turn: +1 Gold New Content! Green Runes: Rune of the Ouroboros: Creates the last Rune used during this run. Excluding Rune of the Ouroboros. Quenching Rune: +10 Water. Oasis Rune: Leads to an Oasis scenario. Can only be used when traveling.Blue Runes: Weakness: Applies 1 stack of Weakness to the target (Requires an Attack). Mastery Ru…
- Playtest 4.0 - 19 September 2024
Today we're releasing Playtest #4, which brings exciting changes on different fronts: new dice, new runes, new scenarios, a dedicated traveling area, and, most importantly, changes the game from a team-based adventure to a solo one. Existing "work in progress" art has been updated and UX has been improved across the game. Solo Mode Each run will now be about a single character at a time. We concluded that this would allow us to make game mechanics deeper and improve replayability. Traveling Traveling happens in a dedicated scene, with scenario cards coming up. Not much to say here, we just thought it would be nicer. We're excited about seeing how players react to the blazing-fast (TM) loading we worked on. New Scenarios New scenarios allow us to introduce new mechanics, like new ways to customize dice or make use of them in another way. Broadly speaking, scenarios act as a sort of dialo…