EARLY ACCESS 0.61.1
Hey everyone,
This update introduces Season Modifiers, 14 new Shiny styles,Chaos Thunder 8v8, reworked Relic management, new Staff specializations, major combat performance improvements and expanded character customization (you don't have to use a bald Voidfist anymore).
It also includes a large class balance pass across HP, Power, abilities and resource regeneration, alongside smarter AI, improved controls, UI polish and many fixes.
As always, thank you for playing Eslabong, for your support... and for your patience.
EARLY ACCESS 0.61.1
Major Features
- Added Campaign Difficulty to Gameplay Options. Difficulty can now be changed between battles without restarting the campaign.
- Added Season Modifiers, a pool of different seasonal rules that can alter combat, class availability, progression, economy, Markets and lineup building. You can always disable it from settings.
- Added 14 new Shiny visual styles: There are now 34 possible Shiny styles.
- Added new Staff specializations.
- Expanded Character Customization across 11 classes with many more hairstyles, facial hair, helmets, armor, clothing and color options.
- Reworked Relic management with fighter and slot filtering, comparisons, direct equipment transfers, Undo support and access to Relics equipped by substitutes.
- Saved lineups now remember fighter positions and formation duration. Ranked also includes a Formation button before matchmaking.
Ability Buffs
- Archmage: Invoke cast time from 0.30 to 0.24 seconds; casting movement from 30% to 50%.
- Astralwing: basic attack damage increased by 15%; Falling Star cast time from 1.35 to 1.10 seconds and mana cost from 42 to 36.
- Barbarian: basic attack reach from 50 to 56.
- Crossbowman: Arbalest Shot cooldown from 1.80 to 1.60 seconds; casting movement from 5% to 15%.
- Fire Mage: basic attack damage increased by 10%; Fireball mana cost from 25 to 20.
- Goblin Ambusher: Shank and Run stamina cost from 22 to 18.
- Goblin Archer: Slingshot base damage from 18 to 20, plus an additional 10% damage bonus.
- Hierophant: Invoke cast time from 0.30 to 0.24 seconds; mana cost from 25 to 20.
- Hunter: basic attack damage from 12 to 14; Wild Boar basic attack damage increased by 15%.
- Lancer: Spear Thrust damage from 12 to 14.
- Mirage: Fold Step cooldown from 4.50 to 4 seconds.
- Sentinel: ability damage increased by 15%, including basic attacks, bleeds and counters.
- Steelwind: basic attack damage from 9 to 10.
- Thunderclaw: basic attack damage increased by 10%, including charged hits.
- Witch Hunter: basic attack damage increased by 10%, The Nail by 15%, and Explosive Nail impact and explosion damage by 20%. Nail evolutions receive the corresponding bonuses.
Class Balance
- Future DEF growth reduced for Tanks, Melee DPS and Controllers to prevent excessive late-game scaling. Support and Ranged growth remains unchanged.
- Backward movement now retains 85% movement speed instead of 70%.
- Rebalanced base HP across every class. These are individually tuned final values, not a flat global reduction, so you should not compare it with the previous number, but as a whole.
Values are class bases before any rolls, leveling and equipment. Existing campaign fighters receive the corresponding base-stat corrections.
- Archmage: HP from 180 to 190, Power from 8 to 10.
- Astralwing: HP from 155 to 170, Power from 12 to 14.
- Barbarian: HP from 370 to 320, Power from 11 to 12, speed from 160 to 170.
- Blackguard: HP from 322 to 310.
- Bladedancer: HP from 275 to 230.
- Bowman: HP from 150 to 130.
- Bullbreaker: HP from 350 to 330.
- Cleric: HP from 130 to 110.
- Conjurer: HP from 170 to 140.
- Crossbowman: HP from 120 to 100, Power from 10 to 13, speed from 140 to 155.
- Crusader: HP from 250 to 270.
- Ember Priest: HP from 145 to 140, Power from 9 to 10, DEF increased by 25%.
- Fighter: HP from 322 to 290, Power from 10 to 11.
- Fire Mage: HP from 150 to 130, Power from 11 to 13.
- Frost Knight: HP from 315 to 310, Power from 10 to 11.
- Goblin Ambusher: HP from 200 to 210, Power from 11 to 12, speed from 170 to 185.
- Goblin Archer: HP from 125 to 140, Power from 12 to 13.
- Halberdier: HP from 288 to 280, Power from 10 to 12.
- Hierophant: HP from 170 to 190, Power from 8 to 9.
- Hunter: HP from 175 to 190, Power from 9 to 10, speed from 130 to 150.
- Ice Mage: HP from 150 to 130, Power from 10 to 11.
- Lancer: HP from 265 to 280, Power from 11 to 12, DEF increased by 20%.
- Lightning Mage: HP from 175 to 160, DEF increased by 20%.
- Matriarch: HP from 230 to 260.
- Mirage: HP from 275 to 280, speed from 170 to 180.
- Monk: HP from 290 to 260, Power from 10 to 12.
- Orc Berserker: HP from 400 to 350, Power from 11 to 10.
- Orc Shaman: HP from 200 to 210.
- Orc Warrior: HP from 360 to 320, Power from 10 to 11.
- Priest: HP from 130 to 110.
- Railcaster: HP from 160 to 140.
- Reaper Mage: HP from 125 to 110, Power from 12 to 11.
- Reaver: HP from 200 to 230, Power from 10 to 11, speed from 150 to 160.
- Rockscar: HP from 330 to 310.
- Rogue: HP from 270 to 230, Power from 11 to 13.
- Sentinel: HP from 277 to 290, Power from 10 to 12, speed from 140 to 150.
- Spellblade: HP from 260 to 220, Power from 11 to 12.
- Steelwind: HP from 265 to 280, Power from 10 to 11, speed from 160 to 175.
- Stormhorn: Power from 9 to 10.
- Swordmaster: HP from 250 to 270, speed from 145 to 155.
- Templar: HP from 310 to 280, Power from 11 to 12, DEF increased by 20%.
- Thunderclaw: HP from 251 to 270, Power from 10 to 12, speed from 160 to 170, DEF increased by 20%.
- Timesworn: HP from 250 to 230.
- Voidfist: HP from 260 to 250, Power from 10 to 11.
- Warlock: HP from 150 to 140.
- Wind Twister: HP from 180 to 160, Power from 11 to 12.
- Witch Hunter: HP from 155 to 170, Power from 10 to 13, speed from 145 to 160.
Resources & Casting
- Orc Shaman mana regeneration increased from 20 to 24 per second.
- Reaver stamina regeneration increased from 20 to 24 per second.
- Sentinel stamina regeneration increased from 10 to 14 per second.
- Swordmaster stamina regeneration increased from 13 to 16 per second.
- Templar stamina regeneration increased from 25 to 30 per second.
- Thunderclaw mana regeneration increased from 18 to 21 per second.
- Witch Hunter stamina regeneration increased from 10 to 13 per second.
- Summon Wildling: cast time reduced from 2.8 to 2 seconds.
- The One and Only: cast time reduced from 2.7 to 2 seconds.
- The One’s Mine: cast time increased from 0.6 to 1 second.
- Cry for Glory: cast time reduced from 2.5 to 1.8 seconds.
- Summon Vanguard: cast time reduced from 2.5 to 1.8 seconds.
- The One: cast time reduced from 2.5 to 1.8 seconds.
- The One and Only: Void: cast time reduced from 2.4 to 1.8 seconds.
- Deadeye Shot: cast time reduced from 2 to 1.5 seconds.
- Double Meteor: cast time reduced from 2 to 1.8 seconds.
- Hex: cast time reduced from 2 to 1.8 seconds.
- Megameteor: cast time reduced from 2 to 1.5 seconds.
- Earth Nova: cast time reduced from 1.8 to 1.2 seconds.
- Blazing Dash: mana cost reduced from 45 to 30.
- Boar Frenzy: cooldown reduced from 14 to 12 seconds.
- Shaman Bolt: cast time reduced from 0.40 to 0.30 seconds, mana cost from 10 to 6 and projectile speed increased from 500 to 650.
- Chain Lightning: cooldown reduced from 9 to 7.5 seconds and mana cost from 30 to 25.
- Stormhorn: mana regeneration increased from 15 to 20 per second.
- Thunder Attack: cast time reduced from 0.50 to 0.35 seconds and cooldown from 2 to 1.6 seconds. It now allows movement at 50% speed while casting.
- Storm Slam: cooldown reduced from 15 to 12 seconds.
- Spirit Shield: mana cost reduced from 50 to 40.
Voidfist Balance
- Void Singularity: attraction and explosion radius reduced from 250 to 125.
- Event Horizon: radius reduced from 325 to 162.5.
- Void Cut: damage increased from 45 to 55 and range from 58 to 72.
- Inner Meditate Void: shields increased from 30/45/100 to 40/55/120.
- Void Swap: cooldown reduced from 10 to 8.5 seconds and stamina cost from 35 to 30.
Additional Balance
- AboBro: HP reduced from 370 to 340, Power from 11 to 10, stamina regeneration from 28 to 24 and CC Resistance from 55% to 35%.
- Skeleton Mage HP increased from 40 to 44. Its lightning damage increased from 7 to 12, range from 330 to 420 and target search radius from 360 to 450. Summon cast time was reduced from 1.7 to 1.4 seconds and cooldown from 18 to 14 seconds.
- Oxifall Fighter HP reduced from 45 to 34.
- Broxifall Warrior HP reduced from 145 to 100.
Season Modifiers
- Each season can roll from a pool of 40 rules affecting combat, XP, Gold, Renown, Markets, loans, Form, class availability and lineup building.
- Relaxed and Normal campaigns receive two modifiers, Hard receives three and Infernus receives four.
- Season Modifiers are enabled by default and can be disabled during campaign creation or from Gameplay Settings.
- Disabling and re-enabling them preserves the campaign’s original roll.
- A persistent badge displays active rules, explanations and required lineup changes.
- Added dedicated VFX for Mana Storms, Second Wind, Volatile Summons, Death’s Gift, Blood Magic, Last Stand, Vendetta, Escalation, Opening Rush, Vampiric Moon, Glass Shields, Mana Drought and Predator’s Season.
- Season Modifiers never affect Hall of Legends, Challenge Tower, Ranked, online matches, Draft or Practice modes.
Chaos Thunder
- The second Chaos Thunder event of each season is now an 8v8 club battle against one randomly selected rival from the same league.
- The event uses five survival rounds, awarding one point for each round victory.
- Improved fighter placement across every supported arena and orientation.
- The first Chaos Thunder event remains unchanged.
AI
- Astralwings now use Cosmic Dash offensively to activate Constellation and chain Lesser Star attacks.
- Tight formations no longer prevent melee fighters from reaching attack range.
- Push + Close now respects the selected engagement distance.
- Bullet Time and Freeze Time now evaluate enemies using their real range.
- Improved Haunt and Lights Out range evaluation, including fighters using older AI profiles.
- Refresher effects no longer consider basic attacks when deciding whether a cooldown reset is worthwhile.
Staff
- Added 16 passive Staff specializations across Medical, Scouting, Training, Captain Instruction, Treasure Hunting, Legendary Expertise and Shiny Catchers.
- Specializations can improve healing prices, Form preservation, scouting candidates, hiring discounts, fighter XP, captain bonuses, Relic odds and skill offerings.
- New weekly Staff offers provide different specializations for each profession.
- Existing Staff members retain their previous behavior and remain compatible with old saves.
- Staff specialization names and effects are available in all 11 supported languages.
- Shiny Staff efficiency has been rebalanced to 275%, remaining above the best regular Staff.
Relics, Market & Club
- Relic Inventory capacity increased from 20 to 30 slots per page, using a 6 by 5 grid.
- Relic Market rotation increased from 45% to 75%.
- Relic listings now remain available for a maximum of two weeks instead of four.
- Rival interest now explains when a regular or Shiny fighter is considered a key player and requires an exceptional offer plus a suitable replacement.
- Fixed fighter-for-fighter trades returning to the rival Club screen instead of submitting.
- Loaned fighters are no longer incorrectly leveled by the receiving club between seasons.
- The first Emblem or Team Logo change is free in each campaign. Further changes cost 5,000 Gold.
- Added Sort substitutes by group number.
Performance
- Optimized valid arena-position searches, combat resource inspection and summon HUD creation.
- Preloaded frequently used projectile, status and Warlock VFX to reduce first-use combat spikes.
- Reduced repeated targeting and ability-selection calculations.
- Reduced the cost of range-based targeting queries.
- Improved Warlock VFX drawing performance by skipping fully transparent geometry without changing visible effects.
- Optimized Lightning Mage and Stormhorn electric fields between damage pulses.
- Removed invisible drawing work from several sanctuary, Fire Bond, War Cry and Bloodlust effects.
- These improvements preserve full AI, VFX, combat feedback and statistics without simplifying combat behavior.
Hall of Legends & Online
- Returning to a completed Hall challenge automatically selects the next unlocked Threat level.
- Added fighter progression validation to Hall submissions, preventing impossible or modified stats from reaching the rankings.
- Ranked normalization now correctly includes class-specific ability damage multipliers.
- Ranked combat results created immediately before a balance or build update are handled more safely.
UI & Controls
- Added full controller navigation to the Roster, including actions, swaps, empty slots and focus recovery.
- Tournament, Cup and Hall selectors now display the correct number of empty slots.
- Hovering fighter portraits in the battle HUD now opens their Fighter Card.
- Champion selection supports arrow keys and Enter.
- Market keyboard navigation now refreshes fighter statistics automatically.
- Enlarged the Academy panel to reduce unnecessary scrolling.
- Improved class-tag colors for Bladedancer, Rockscar, Oxibroxi units and summons.
- Iron Gate’s Starting Floor selector now matches the facility’s visual style.
- All-Star matches preserve the previously selected Control or Autobattle mode.
VFX & Audio
- Reduced Ice Apocalypse projectile and explosion visuals by 30% without changing its actual area of effect.
- Rebalanced SFX volume across multiple abilities.
- Improved effect cleanup and reduced unnecessary invisible particle and geometry processing.
Fixed
- Fixed Resurrection tooltips and upgrade previews not combining ability level with Quick Return.
- Fixed specialization changes occasionally charging twice and reverting to the original choice.
- Fixed healing areas missing allies during dashes because of temporarily disabled collision.
- Resurrection abilities no longer target temporary summons or skeletons.
- Added missing Volcanic Eruption information to its tooltip.
- Fixed some abilities incorrectly hiding Player 2’s cursor during Remote Play.
- Fixed Relic transfers failing when both fighters were already at the Legendary Relic limit.
- Fixed equipped Relic indicators becoming outdated after transfers, replacements or Undo.
- Fixed several Relic selection, comparison and substitute interaction issues.
- Fixed Chaos Thunder formations and spawn positions not being respected consistently.
This announcement was originally published by shirowita on Steam on Sep 29, 2026.
Open the original on Steam