Patch 07-29
The run now makes a promise at the fifth fire, packs against the weather at forty-one, and keeps the storm for last.
- NEW: The Storm (rounds 45–48). The last act plays under a black sky. One thing goes wrong every storm round — torn tents, a drowned fire — and each one pushes the party's fear up a step. No fear number anywhere: the camp is the meter. Fear follows you into the last fight (a few % on your side only), and hardship bonds the party — every storm night, every unfinished bond grows.
- NEW: The Expedition (round 41). The party packs for the storm: a quick forage trip, tap a few spots, come home with supplies that counter the hazards. Coming back short-handed is normal. After the third row you can GO FURTHER — a printed 40% chance of getting caught out, and the jackpots live down there.
- NEW: The Bet (round 5). The party boasts at the fire and you back one hero. A safe promise, a bold one, a wild one. The road checks in at 24 and 37, and the last fire calls it KEPT or BROKEN. Titles only for now — no reward, and never a punishment.
- Three of the ten promises were secretly the same promise. They all just asked "did you win the run". Re-cut so each one asks its own question.
- The road between bosses got 5% tougher. Almost nobody died between the gates — the free ride is over. The round-36 boss got easier on purpose; the other gates feel the same as before.
- The rhythm moved around: the dream is at 31 now, the last shop at 47, and the late Wanderer visit is gone — by round 40 he was just a shop with legs.
- Your dyes show up everywhere a hero is drawn — battle, briefing, the March, all of it. You paid for it, you get to see it.