- Update v1.0.2 - 1 August 2026
By popular request, you can now use items on any card in your deck, rather than just the ones currently in your hand.Item tooltips also no longer get suppressed when a reward menu opens, and transmuted cards now stay on screen until you click.Various other improvements have been made.CHANGELOGv1.0.1 -> v1.0.2BUG FIXESFixed typo in turn undo tutorial.Reviving your ally now also restores their AP and GP and draws a fresh hand of Gambits.The "Retain" tooltip no longer appears while drafting Actions with "Each Turn" effects.VISUALSPillars now have height variations.Slightly increased the size of status icons.Slightly intensified lighting effects for gaining buffs and debuffs.The Library menu now draws horizontal lines to more clearly indicate conversation timelines.GAMEPLAYYou can now use items on any card in your deck by opening your draw/discard pile.Difficult terrain appears slightly les…
- Update v1.0.1 - 25 June 2026
I lied about there being only bug fixes from now on.Here's some gameplay tweaks and new content too.CHANGELOGv1.0.0 -> v1.0.1BUG FIXESFixed Butterfly's Arcane Grapple.Fixed camera centering in certain mid-run story scenes.STORYAdded two new post-story lore entries.VISUALSStatus effect announcement text is slightly smaller.GAMEPLAYNeutral bosses (Nightmare, Behemoth, Void of Nostalgia) now only have a chance to spawn when you've defeated that region's boss before.Neutral bosses appear slightly more often when the above condition is met.Certain late-game events can now appear earlier in a run.QUALITY OF LIFERealm selection now shows when you haven't defeated a region's boss yet.Edited some tutorial text for clarity.CARDSSeagull's Alacrity now must be played on an ally, but it fast-forwards statuses for both party members.Terrain-creating card text now consistently highlights tile names.
- NOMIA is Out Now! - 31 May 2026
After nearly 3 years of working on this almost every day, the game is out in 1.0 now. Thanks for following along the journey! I hope you enjoy the full release.If you'd like to offer additional support to me and/or the composer, you can also get the soundtrack right here on Steam, too.I'll be around for bug fixes, so if you encounter anything strange, please report it using the in-game link.Reviews and comments are always appreciated!CHANGELOGv0.9.5 -> v1.0.0BUG FIXESFixed incorrect spike tile damage preview for lunge cards that don't move you.Fixed a duplicate prologue conversation appearing in the library.Fixed a softlock associated with banned enemies in the early game.Cards can no longer have negative potency.The first "item gained" trail no longer flies off the side of the screen.Wildfire Exemplar no longer has intense time dilation on splitting.Butterfly's Shield Collar no longer…
- NOMIA 30% Discounted @ Deckbuilders Fest - 4 May 2026
NOMIA is discounted by 30% as part of Steam's Deckbuilders Fest!From May 4th to 11th, you can pick it up in Early Access at the (new) lowest price it's ever been, just ahead of its May 31st 1.0 release.If you'd like to try before you buy, the demo remains available indefinitely here:
- NOMIA Releases May 31, 2026 - 17 April 2026
NOMIA will release into 1.0 on May 31, 2026.The non-early-access version of the game will feature:All remaining story scenesAdditional music by Will GossAdditional audiovisual polishGameplay and balance improvementsAs many quality of life improvements and bug fixes as I can getThanks for following along this journey! I hope to see you there at the finish line.
- v0.9.5 Hotfix - 7 April 2026
This build fixes a softlock associated with early game runs where certain enemies are forbidden from appearing.Save files that were affected by this softlock could already continue by ending the run from the pause menu and starting a new one, but they should now be able to continue their run without having to do so.
- Update v0.9.5 - 2 April 2026
Act III continues.Also: Some light animation has been added to rewards for readability. Adventurers' field-generating cards now only buff allies and debuff enemies. Some enemies have been edited in order to smooth out the early game learning curve.The next update will be the game's 1.0 release! Thanks for following along this journey. Soon, I'll have more to announce on when 1.0 will arrive.CHANGELOGv0.9.4 -> v0.9.5BUG FIXESFixed edge case where the enemy turn wouldn't proceed if an enemy is destroyed in the middle of its turn (e.g. by stepping onto spikes).STORYImplemented Act III Scene III.Added a poem to the cutscene that plays between act I and act II.VISUALSAdded an effect for party members tethering out.Made the enemy-defeated particle a little more intense.Card rewards now have a small flip animation.Memory rewards now have a small expanding animation.Item rewards now have a smal…
- Update v0.9.4 - 21 March 2026
Act III continues. Also, you can finally level up everyone's bonds to 5.CHANGELOGv0.9.3 -> v0.9.4BUG FIXESFixed varied backgrounds toggling back and forth when going through the conversation log.You can no longer make Copied cards into permanent cards with items such as Chirography/Muscle Memory (they would have disappeared after use anyway).Crow's Eclipse now gains Draw 1 on upgrade (previously did not change on upgrade).STORYImplemented Act III Scene II.Implemented bond level 5 conversations.Added new lore entries.VISUALSAdded more backgrounds to certain conversations.Enemy sprites now have a red overlay that intensifies as they take damage.GAMEPLAYSome of the more complex enemies no longer appear in the first few runs, to reduce information load.QUALITY OF LIFEReward menu titles are now more direct (e.g. "Memory Upgrade" rather than "Reflection").The Monsters tab now shows blank card…
- Update v0.9.3 - 25 February 2026
Act III begins.Also, the realms look slightly better lit now, and damage numbers are now different colours when applied to enemies versus allies.CHANGELOGv0.9.2 -> v0.9.3BUG FIXESFixed no-line-of-sight eye icon being much smaller than intended.STORYImplemented Act II Scene V.Implemented Act III Scene I.Implemented lore entries linked to the above scenes.Implemented Act III dive intro conversations.VISUALSAdjusted lighting and colours in most realms.Especially powerful card plays now have an anticipation effect.Damage numbers on enemies are now white or orange, while damage numbers on allies remain red.Vulnerable/Parry overlays now fade in when statuses are applied, and fade out when a unit is destroyed.Status effect icons above units are slightly larger for the compact indicator style.Background darkening when menus are open is less intense.QUALITY OF LIFEAll reward menus can now be min…
- Update v0.9.2 - 4 February 2026
The story continues!Certain statuses are now a bit more clearly communicated: Vulnerable/Parry draws an overlay on the unit, and Stable/Unstable shows a brief message when they change knockback.I've also ironed out a few bugs: all Memories that activated on defeating an enemy now work again, certain mid-story scenes have the right sprites now, and a few typos or unclear descriptions have been fixed here and there.From here on out, I'll be prioritizing further story updates and gamefeel improvements to lead up to the 1.0 release.CHANGELOGv0.9.1 -> v0.9.2BUG FIXESFixed Memories that activated on defeating a unit, such as Butterfly's Armour Laces.Fixed unavoidably exiting the keybinds menu when binding a "Back" key.The banners on the sides of the memory draft menu now have tooltips that say "X's Build" rather than "X's Memories".Fixed Hawk having the wrong sprites in a certain story scene.…
- NOMIA 25% Discounted @ Tiny Roguelikes 2026 - 31 January 2026
NOMIA is discounted by 25% as part of Tiny Roguelikes 2026!From January 31st to February 14th, you can pick it up in Early Access at the lowest price it's ever been.If you'd like to try before you buy, the demo remains available indefinitely here:
- v0.9.1 Hotfix - 21 January 2026
This build fixes an issue with some characters having the wrong sprites in certain mid-run story scenes. It also includes a few changes underneath that one, which will be fully described in 0.9.2's changelog.
- Update v0.9.1 - 14 January 2026
Once per battle, you can now undo your turn.This was one of the most commonly requested features! I couldn't offer the player infinite undos since that would make it optimal to repeatedly retry percent-chance effects, and it's never good to make an unfun way to play the most optimal one. One undo every battle should cover for the occasional misclick, or let the player retry an especially heinous missed attack just the one time.Turn undo is unlocked after the first proper story cutscene, to lighten the information load on new players (and to get them used to playing their turns carefully at first).In other news, Crow's seasonal cycle cards have been reworked since they were lacking identity, and the drafted cards that permanently give her the starting card of her day and season cycles have had their text clarified, since some folks believed the cycle cards themselves were one-time use.Ne…
- Update v0.9.0 - 30 December 2025
A major update to the game's look and core gameplay!Adventurers are now represented by "figurines" that have multiple frames, and unit status indicators have been completely redesigned to be more compact and stylish.In addition, party members can now move through each other, and the line of sight algorithm has been made more permissive: if you would have line of sight by moving one tile (with some caveats), you have line of sight from where you're standing.You can also unlock the ability to manually rearrange your cards, which is important because keywords like Overheat and Discard now deterministically affect your rightmost Action or leftmost Gambit. This also means you get to choose which Action gets hit by the Curse of the Clay Devourer, and it also means you can now overheat even your basic movement action if nothing else is available.Hopefully, all of these changes expand tactical…
- Update v0.8.5 - 4 December 2025
This update continues polishing the overall shape of a run. Tactic/Skill/Spell drafts have been replaced with Movement/Attack/Block/Status drafts, which are a lot more intuitive. Item events now give you one of your choice rather than two random ones.Also, if you've won a run with any given Curse, you can now intensify it for truly absurd levels of difficulty. CL 30 (every single Curse intensified) is not designed to be fair or even possible, though CL 15 (every single Curse at a normal level) is. I wonder at which level it crosses over.CHANGELOGv0.8.4 -> v0.8.5BUG FIXESCurse of the Wildfire Exemplar now properly reduces healing according to max HP rather than missing HP.Butterfly's Arcane Grapple can no longer target bridge tiles.You can no longer apply assists to the tutorial.Curse of the Invective Scholar now properly applies damage to the whole party when it defeats one party member…
- Update v0.8.4 - 21 November 2025
Adding a tactics component to a deckbuilder means two new avenues of defense: moving out of enemy range, or taking aggro with another unit.It also adds new restrictions on offense: your own attack range, and line of sight.This naturally led to more defensive play. For a while, I was thinking of a way to reward aggressive play to balance this out.This update, I'm trying a new thing where the faster you finish a battle, the more Stars you get.Please let me know how this feels! Also, the third layer of Curses is implemented.Also, the third realm should feel much different in terms of build choices.Also, the story continues.CHANGELOGv0.8.3 -> v0.8.4BUG FIXESPer-turn and per-battle effects are reset for cards on battle end, so they don't look misleading in post-battle upgrade menus.Fixed damage preview when an enemy would push a blocking party member off a ledge.Descriptions for inverted DoT…
- Update v0.8.3 - 5 November 2025
The second layer of Curses has been implemented! This update also brings a number of assorted quality of life and battle improvements.Every Memory that gives Block or defensive statuses now ticks before DoTs do. Seagull's Duality now truly inverts every status, even those whose opposites can't be gained in any other way. Enemy AOE indicators have been redrawn to be more readable. Chronomancer enemies no longer act on the enemy turn. Certain bosses will now summon adds when they've taken enough damage.There's not really a theme to this update, because behind the scenes I've been focused on writing. More story content is coming soon!CHANGELOGv0.8.2 -> v0.8.3 BUG FIXESFixed Invective Scholar's Mind Empty card reading "1 copies".Fixed Cricket's Vice Grip showing cards on screen before he was selected.Made capitalization consistent across path choice descriptions.Enemies with Witness no long…
- Update v0.8.2 - 27 October 2025
This update introduces the Curse system, which lets you increase the difficulty of each run at will.After your first winning run (and certain story progress), each realm cleared will unlock the associated boss's Curse, a unique modifier that will make the run harder.Currently only the first of each path's Curses is implemented, but I plan to have the others ready in future updates.A few new Assist Mode options have also been added, in case you would like to tune the difficulty the other direction.In addition, the shape of the run has been further tuned to increase the diversity of Memories, and some bosses have been rebalanced.CHANGELOGv0.8.1 -> v0.8.2BUG FIXESFixed edge cases where the run progression would lock up if one character was already defeated.Fixed card hitboxes occluding part of the "Confirm Upgrade" button.Cards no longer stay on their hovered size when opening a new menu.M…
- v0.8.1 Hotfix - 18 October 2025
Wanted to get these out pretty quick since at least one person has gotten stuck due to an edge case. BUG FIXES Fixed edge cases where the run progression would lock up if one character was already defeated. Fixed card hitboxes occluding part of the "Confirm Upgrade" button. Cards no longer stay on their hovered size when opening a new menu. STORY Added single-character variations of mid-run cutscenes. This will also be on the v0.8.2 changelog.
- Update v0.8.1 - 17 October 2025
This update focuses on tuning the overall shape of a run and giving the player more control over their build.Previously, the math worked out where a run would include between 9-10 "breather" battles (realm-start battles and stray threats) and 14-15 "full" battles (including bosses).This has been reduced to 4-5 "breather" battles and 10-11 "full" battles. The exact placement of fights still varies between runs, but now it's expected that about one third of rooms lead to a fight, rather than about two thirds. The 100 Stars achievement is still quite attainable under these conditions, but to compensate for their being fewer battles, you now also gain 1 Star by default for discarding an item.Cauldrons are now guaranteed to offer an upgrade and a removal, which do not refresh.Card removal events now give you an item that lets you remove a card, rather than having you choose one of five.Items…