Fixing the Horde: High Undead ????
One of the biggest changes in the game for now - is the higher undead system, which is meant to give players the ability to create the horde they want! From the very beginning, the behaviour of the undead horde been a focal point of player feedback. To address this, we have made many different additions and fixes to improve the experience of controlling the horde (more on those below), but in the end, we realized that part of the problem is rooted too deeply in the game's foundation, and it is geometrically impossible to make a horde that fills the screen without simultaneously feeling cumbersome and getting in its own way.

Balance revision: Binding Crucible and Increasing Power of Necromancy ????????
Many things have also been done to respond to your request for the Necromancer's tools to become more customizable. With new systems, you can make a composition that matches the style you want to play the game! If you love spell casting you can make spells world shatteringly powerful, at the cost of everything else. If you don't - all this power could be channelled into the undead, to make them mighty hulks. You could even can hog all power for the Necromancer himself - who decided that casters are fragile and need an army?



Achievements and Rewards: Citadel Store Update ????️
The need to spend Prima simultaneously in three different places - with Majra, Nazrail, and on the Ascension Throne - caused inconvenience, so we reworked the system. Now, apprentices will not have to wait for the Master to bring them resources, but will independently conduct research when certain achievements are reached!
Re-rolls and Grimoire empowerment ????
Some feedback suggested that restoring the grimoire often doesn't feel like progress because with a large pool of spells and runes, it becomes harder to find the desired spells. To address this, we added a system of rerolls to the game, tied to grimoire restoration! Now, when a necromancer unlocks a new circle of ten spells they will activate its core, which provides various bonuses, including additional reroll charges!

Navigation tool: Necromancer Divination ????️
In order for you to better navigate and make decisions on whether to deviate from the path in pursuit of the Zolarian's gold reserves, we have added a Divination system. This is a radar that, when activated by a button press, will display points of interest around the necromancer and their direction, as well as a pointer to the main path to the location boss.
Throne of Ascension update ????
Initially when developing the Necromancer's throne interface, we were focused on achieving a diegetic look, but from your feedback, players found the interface to be unclear... so we updated it! We made the Necromancer's throne more informative and obvious in conveying what needs to be done to unlock new powers within it. We also made the effects of the powers more obvious and displayed that only one of the two paired powers can be active at a time.
Late-game challenge: Vow of Deicide ????️
To ensure that after all the changes and various enhancement systems the player still has a challenge in the later stages of the game, we developed the 'Vow of Deicide'. The Vow of Deicide is a counter-part system, meant to oppose the Binding Crucible. It will allow you to raise the level of difficulty after the Necromancer reaches end-game stages - and you can get rewards for it! The Vow of Deicide is activated after you have defeated the final boss for the first time, and it allows you to start a new run with increased difficulty. All enemies, including bosses, will become stronger, but the amount of resources will increase as well. Additionally, rewards for first-time boss kills will be given for each level of difficulty. After the final boss is defeated on the new level of difficulty, the next level will be unlocked.
Different tweaks and Optimizations ????️
We worked hard on different aspects of how the army of undead work, and have made quite a lot of technical progress in response to all issues you, the community, are reporting. There was logic, and technical updates for pathfinding and aggression, the most noticeable change was the addition of a dash or jump to meelee units. Of course regular skeletons will never be on par with mighty werewolves, but now they have a line rush move to get them to the front line, rather than stuck behind archers!

Future of development ????
We are almost at the end of early access development, and the next big update will be version 1.0! All major systems and radical changes that we deemed necessary and that you asked for in the feedback are now online. We will most likely still make some changes for the release version, based on your further feedback, but the next update will have a focus on narrative. Most excitingly, the biggest part of this update will be the final boss and Zolar's elite guard.

