- Sheva 1.1 — Small Balance Update - 19 September 2026
Sheva 1.1 is live!Just a small balance pass based on what we’ve been seeing since launch.The main change is to Energy, it was a bit too abundant in the later parts of a run, so we lowered Energy rewards from fights and skipping fights.To balance that out, we also made some Shop stuff cheaper:Epic Talisman: 1200 → 1000Legendary Talisman: 2000 → 1500Epic Power: 500 → 400Legendary Power: 750 → 600We also lowered how much Power prices increase after buying multiple:Common: 50 → 0Rare: 100 → 50Epic: 200 → 100Legendary: 250 → 200A few other changes:Pressure Step now checks for Cards 3Harm multiplier reduced from 1.3x → 1.2xFixed tooltips sometimes appearing in the middle of the screenThat’s it for this one. Thanks for playing ❤️
- Sheva 1.0 — Full Patch Notes - 1 August 2026
SHEVA VERSION 1.0 — FULL PATCH NOTESVersion 1.0 is the largest update Sheva has received. For the full release, we rebuilt almost the entire gameplay database rather than continuing to adjust individual cards and encounters. Because nearly every card, deck, talisman, power and AI rule has changed, these notes cover the major systems rather than listing every individual numerical adjustment. Returning players should expect version 1.0 to play substantially differently from the Early Access version.CORE COMBAT RULESRemoved the automatic card loss caused by being attacked while charging.When Attack is used against Charge, the charging fighter now takes the incoming damage but keeps the cards already in their hand.Charge still completes normally and adds a new card to the charging fighter’s hand. Charging remains a risk because the fighter receives the full incoming attack, but it no longer…
- SHEVA 1.0 Is Out Now - 30 July 2026
SHEVA 1.0 IS OUT NOWSheva has officially left Early Access and entered version 1.0.This is not simply the Early Access version with a new label. For the full release, we went back through almost every part of the game and rebuilt it around the original core: simultaneous decisions, card manipulation, prediction and one-on-one combat.Version 1.0 features twice as many cards, rebuilt player and enemy decks, redesigned enemy AI, reworked talismans and powers, and a complete balance pass across the game.Sheva is also available with a 25% launch discount through August 13th.From Early Access to 1.0Sheva began with a simple question:What if a fighting game was turn-based?Instead of taking separate turns, both fighters choose to Charge, Attack or Block at the same time. Their decisions are revealed together, forcing each player to anticipate what the opponent is preparing before committing to…
- Tutorial Update – Clearer, Faster, Easier to Learn (v0.8.1) - 2 May 2026
Hey everyone!We just released a major update to the tutorial and onboarding experience.The goal here is simple: make Sheva easier to learn without slowing you down.What’s ChangedNew Tooltips in Tutorial Each tutorial step now includes tooltips to explain what’s happening as you play.Streamlined “How to Play” The guide has been shortened from 14 items to 6, focusing only on what you actually need.Auto Popup Removed The “How to Play” screen no longer shows automatically when starting a run. You can still access it anytime from the options menu.Why This MattersThe first few minutes of a game should feel clear and intuitive - not overwhelming (which, based on feedback, wasn’t always the case).This update is focused on reducing that friction, so players can understand the game faster and get into the fun part sooner.What’s NextWe’re getting close to our vision for the 1.0 version of the game…
- QoL Update – More Control, Better Clarity, Bigger Builds (v0.7.6) - 10 April 2026
Hey everyone,This update focuses on making Sheva easier to understand and more flexible when building your run. Quality of LifeTooltip Delay Setting You can now control how quickly tooltips appear (0–2 seconds) in the settings.New Combat Legend Added a legend button during fights that explains all card icons (conditions & effects).More Talisman Slots Increased the number of talismans you can equip from 3 to 6. This opens up a lot more build variety and stronger combinations.Improved Reward Screens Rewards now show their tooltips by default, so you don’t have to click each one to understand what you’re getting.Bug FixesBoss Rewards Boss rewards should now always be the highest rarity for that option, so you won’t get redundant choices anymore.Talisman FixesLotus Band now correctly applies Steadfast to a random cardMultiple "heal on charge" effects now stack and trigger correctlyNote on T…
- Sheva Update – Localization & UI Improvements - 12 March 2026
Hello everyone!We’ve just released a new update for Sheva, bringing a few improvements and fixes to the game.Localization AddedSheva is now available in:SpanishRussianPortugueseIf you play in any of these languages, you can change it directly from the game settings.UI ImprovementsWe’ve added visual indicators in the HUD for Talismans and Powers.Empty slots are now visible so players can clearly see when they have space to equip new Talismans or Powers during a run.Bug FixesEnemies now correctly display their chakra-specific skins.Fixed an issue where Reflect or Harm damage could end a fight without playing the proper animations.Known IssueDuring the tutorial, card names may appear empty. This is a minor localization issue and will be resolved when we release the new tutorial we’re currently working on.What We're Working On NextHere are a few of the things currently in development:A new…
- A New Way to Progress Through Sheva - 23 January 2026
Hello all! We just wanted to give you a preview of one of the new features we’ve been working on!We’re experimenting with a roguelike-style map, where you choose your path as you progress. Different routes can lead to different encounters and rewards — letting you choose how each run unfolds. Our goal is to mix up the flow of “one battle after another” and give players a bit more variety and control over how risky (or safe) they want to play it. Do you take the path towards more fights or chase after other rewards?This feature is still a work in progress, but it’s something we’re actively building and plan to release soon (no exact timeline yet).As always, we’d love to hear what you think — does this kind of progression feel like a good fit for Sheva?Cheers, Ben
- Sheva on SteamOS - 24 December 2025
Hi everyone!Just wanted to share that Sheva is fully playable on Steam Deck and SteamOS handheld devicesWe've been testing it internally but of course if any issues arise please let us know here or on our Discord server!Cheers,Ben
- Patch 0.0.5.1 - 23 December 2025
Hello all! Just a small update this time to address some feedback and a bug that's been avoiding us for a while. Enjoy :) New Functionality:Added a 'View Deck' button to the pause menu during fightsAdded a 'Skip' option to card rewardsBug Fixes:Fixed the short freeze that occurs when a fight endsFixed the chakra orb animation during the tutorial
- Ideas We’re Exploring for Sheva - 21 December 2025
Ideas We’re Exploring NextHey everyone,It’s been a couple of weeks since Sheva launched into Early Access — thanks a lot for the feedback so far. We’ve been looking at gameplay data, watching streams, and it really helped us see what’s working and what needs improvement.We wanted to share some ideas we’ve been exploring for the future. The image above shows them at a high level, and below is a bit more context.New ways to fightSome of these are pretty straightforward — PvP and new difficulty options are about giving experienced players tougher or more competitive ways to engage with the core combat.Mid-run events, on the other hand, are about breaking up the usual flow of fights. Think of moments where a fight is replaced by a special encounter, a choice, or a situation that changes how the rest of the run plays out — not just more enemies, but different decisions.Deeper combatCombat is…
- Patch 0.0.4.6 - How to Play Screen & Smarter AI - 3 June 2025
Patch Notes – Version 0.0.4.6 How to Play Screen Added a new How to Play info screen accessible from the options menu during combat. Covers key mechanics like: How cards work The action system (Charge, Attack, Block) UI elements (card queue, card structure, etc.) This screen will appear automatically once players finish the tutorial (returning players will have this screen appear once during their next fight) AI Improvements Reworked enemy AI behavior: Enemies now make decisions based on the cards they currently have Should make enemies easier to predict and play against UI Updates Changed the position of tooltips to not cover the element they're referencing Balance Tweaks Adjusted the talismans used by The Healer: Vital Emblem, Sanctuary Mark and Heart of Gaia now heal less Bug Fixes Fixed some freezing issues caused by fights ending due to card effects and not direct damage Fixed enem…
- Patch 0.0.3.5 – Shop Overhaul & Remote Config - 17 April 2025
Patch Notes – Version 0.0.3.5 Game Data We’ve implemented a remote data system! Sheva can now receive balance updates and content tweaks without needing a full new build. When you launch the game, it will automatically check for a new config file. You can still play offline with no issues—you just won’t get the latest changes until you’re back online. Shop Overhaul We’ve expanded and restructured the shop to give players more options—and better ones—as they progress. Cards: 3 → 5 Powers: 3 → 4 Talismans: 2 new ones added Healing Options Updated: Heal: Restores current HP Max HP: Increases max HP and restores current HP Guaranteed rarities now scale with your progress (i.e. more chakras cleared = more powerful rewards) Cards & Talismans Removed ≤ and ≥ conditions from all cards and talismans This helps simplify effects and results in cleaner tooltips for everyone (devs and players alike)…
- New Build - 9 April 2025
Version 0.0.3.0 Patch Notes: Tutorial: Updated the tutorial with some (hopefully) better texts Added a pop-up that explains Chakras can be unlocked in any order Added a notification icon when the player earns new items Opponents: All opponents had their attacks updated with effects that better match their chakra Removed some low rarity cards from higher level enemies Bosses now have talismans equipped Overall enemies should provide more of a challenge Cards: Guard: Reduced the amount of Guard cards have based on their rarity and increased their damage Common -50% Rare -30% Epic 25% Legendary 30% Increased the base damage of all cards with Guard effects by 10% Conditions: Some card conditions that are harder to accomplish now provide a bigger bonus to their card’s effect HP≤25% Cards≥3 Cards≥4 Shop: The ‘remove card’ option is now free to use each time player reaches a shop Players can r…