Demonic Defense

Changelog

Every build, newest first. Numbers quoted here are measured, not estimated — where a note claims a win rate it comes from an independent sample with its own confidence interval.

1.0.1 12 August 2026 Latest

Patch

Changes across 4 heroes.

Heroes

  • Ash the Ranger — weapon knockback: 1 → 0.5
  • Sir Baldric — initial resources gold: added (2); weapon knockback: 6 → 1
  • Yll the Frost Warden — initial resources crystal: added (1); weapon knockback: 1 → 0.5
  • Copper the Tinker — initial resources gold: 2 → 3; initial resources crystal: removed; weapon knockback: 2 → 1.5
1.0.0 10 August 2026

Steam Release

Demonic Defense launches on Steam: lobbies you can join without swapping IP addresses, a rebuilt difficulty ladder, and the first stable card pool.

Multiplayer

  • Steam lobbies: create, browse and join with no IP addresses and no port forwarding. The browser only lists Demonic Defense games.
  • LAN and direct IP remain available and still need no setup at all on a local network.
  • Your profile follows your Steam account — the game adopts your Steam name when the client is running.

Opponents

  • Rebuilt Easy, Medium and Hard. Each difficulty now makes genuinely different decisions rather than being the same opponent with its numbers turned down.
  • Hard buys weapon upgrades, repairs its base, engages you instead of ignoring you, and keeps developing its economy past the early game.
  • No difficulty gets extra resources or extra vision.

Balance & polish

  • Card rules text now always matches what the cast actually does, including every enchanted variant.
  • Card packs guarantee at least one Rare or better.
  • Legendary cards are singletons; everything else caps at 3 copies per deck, counting enchanted variants together.
0.9.0 6 August 2026

Trained Minds

Opponents learn to do things they simply couldn't do before — upgrade their weapons, patch their walls, and fight back when you walk into their arena.

Opponents

  • Bots now visit the Armory, repair damaged walls and buildings, and push their base tier past the opening.
  • They read their own deck: a bot holding a rush list plays the fire clock differently from one holding a turtle list.
  • Bots engage attackers instead of walking past them.

Fixes

  • Fixed units occasionally stepping past each other instead of connecting.
  • A match that runs impossibly long now ends in a draw rather than continuing forever.
0.8.0 5 August 2026

The Ladder

Three difficulty tiers that are three different players, plus a pass over the card pool for the cards that were quietly deciding matches.

New

  • Difficulty picker in the lobby: Easy, Medium and Hard.
  • Each tier plays its own game rather than being a handicapped copy of the one above it — different priorities, different cards, different opening.
  • Bots fill any empty seat, in Free-for-all or Teams.

Balance

  • Broad pass across the card pool for outliers at both ends.
  • Character stat lines reviewed against each other.
0.7.0 4 August 2026

Enchantments

Ten enchantments and enchant scrolls — build-defining variance on cards you already own, without ever changing what a card costs to cast.

New

  • Ten enchantments: Dawn, Dusk, Fireproof, Flammable, Golden, Shiny, Echo, Bloodbound, Cursed and Wild.
  • No enchantment moves a card's mana or heat cost. The ones that charge you do it in a currency of their own — Golden in gold, Bloodbound in HP, Cursed in imps added to your own night legion.
  • Enchant scrolls arrive as level-up rewards: select a plain card in the deck builder and spend a scroll to convert one copy.
  • Sparks: duplicate cards you can't use become a currency you can spend on the card you actually want.
  • Decks allow at most 3 copies of any card counting all of its enchanted versions together.

Changed

  • Cosmetic hats removed ahead of the enchantment system.
  • Every enchantment announces itself when it procs, and enchanted cards carry a coloured marker in hand, in the deck builder and in pack reveals.
0.6.0 3 August 2026

Warren

The bunny archetype: a swarm line that multiplies if you let it, plus the Golden Hedgehog and a new starter deck to hold it all.

New cards

  • Bunny Call, Killer Bunny, Bunny Launcher, Bunny Hop, Burn Bunny Burn, Carrot Farmers, Clover Patch, Clover Field and Lord of Clover.
  • Golden Hedgehog: a pinball that accelerates around your arena shedding gold — or, burn-cast, swallows your whole purse and bursts into eight coins when it dies.
  • New starter deck: Warren.

Bestiary

  • Bunnies that survive long enough become something you'd rather they hadn't.
0.5.0 27 July 2026

Arena Gauntlet

A run-based mode: pay to enter, draft a deck out of packs, and fight escalating opponents until three losses end it.

New

  • Arena mode: spend Sparks to enter, open five packs at the start, and build a 20-card deck out of what you drew — by hand, with no auto-fill.
  • Win a round and a reward pack drafts into your run pool; lose one and you pick one of two permanent stat buffs for the rest of the run.
  • Ten wins refunds the entry cost in full.
  • Co-op Arena: two players share the run and fight a pair of opponents 2v2, while each keeps their own pool, deck and buffs.
  • Runs survive quitting — the main menu offers Resume Run rather than losing your progress.

Presentation

  • A showdown screen before each round introduces the opponent you're about to face.
  • Results screen tallies the run's Sparks, packs and scrolls.