A batch of quality-of-life and flavor changes.

Anti-debuff cards

Every class now has at least one card that cleanses a specific debuff, plus a rare card that cleanses everything:

  • Sword: Shake It Off (clear Weak), Iron Will (clear Vulnerable), Second Wind (clear all, gain armor)
  • Staff: Cleanse Pulse (clear Weak), Null Barrier (clear Vulnerable), Overclock Purge (clear all, gain shield)
  • Bow: Smoke Bomb (clear Vulnerable), Field Dressing (clear Burn + heal), Steady Focus (clear all + draw)

Pre-this-patch, stacks of Weak/Vulnerable/Burn would compound endlessly and end runs. Now each class has counterplay.

Cyberpunk class names

The weapon classes got theme-consistent names:

  • Sword → Vibro Blade (cybernetic melee)
  • Staff → Arc Staff (plasma caster)
  • Bow → Rail Rifle (precision shooter)

The underlying mechanics are unchanged — same starter decks, same stances — but the flavor now matches the game’s cyberpunk setting properly.

Combat log

Full rewrite. Replaces the old single-line status with a scrolling history panel (left column, below HUD) that shows enemy intents, damage dealt, status applications, and gear triggers. Colored by type (red for damage, amber for status, green for heals) so a busy fight reads at a glance.

UX polish

  • Hover preview on enemy intents shows exact damage + type (before only showed the number)
  • Stance buttons scale up slightly when active
  • Cards you can’t afford dim instead of becoming invisible
  • End Turn asks for confirmation if you still have unspent energy