
It has been almost seven years since the release of Forgotten Artifacts. What started as a singular mode, without even having a town, where you ran dungeons and had to choose between keeping inventory space for loot or equipping artifacts to support your run, has evolved massively over the years.
With this update, it feels like we are closing a major chapter of the game's base development. "Closing" might be a strange word to use, since we still have plenty of ideas and plans on the to-do list. But when it comes to the core gameplay loop and mechanics, the foundation is now firmly in place.
From the very beginning we made a conscious decision to prioritize mechanics over co-op. You only get one chance to hook players when they first try a game. If players had jumped straight into co-op runs without a clear progression path or meaningful goals to pursue, many would have left just as quickly.
This update is therefore a major milestone mechanically. We are excited to explain the choices behind it and share a roadmap for what comes next.
There is quite a lot to cover, and many of these changes originate from systems that have evolved over time. We will do our best to present everything as clearly as possible, though with this many moving pieces, a little chaos is inevitable!
Data showed that even with the introduction of Nature's Gift, where players spend many of those on containers instead of resources, the game is still generating a surplus of consumable items.
At the same time, we want to reintroduce more challenging gameplay and meaningful decision-making during adventures.
For that reason we made the following changes:
These changes help balance resource generation and consumable usage, while also increasing the value of artifacts and permanent upgrades.
They will also make it much easier to properly balance future content and upcoming Colossi fights (which we will explain later).
We understand that some players optimized their builds around clearing multiple runs with a single potion setup. However, this was never intended as a core mechanic.
Potions are now meant to support builds and provide tactical boosts, rather than defining an entire run.
To support this change, we have significantly reduced the resources required to craft potions.
It is also worth noting that not everyone plays the game as a speedrunner. For many players, this change is actually beneficial; allowing you to take breaks, answer the door, or step away briefly without worrying about potions expiring mid-run.
We've added a new hotkey for 'Potion Surge', so be sure to check your keybinds as you might want to use it.
It'll allow you to consume all of your potions in your inventory with a single key.
If you favorite your potions in your stash/codex, it'll consume those with priority.
With immunity potions removed, we wanted to reintroduce a layer of skill and timing.
Every pet now grants you the ability to cleanse negative effects from yourself.
This includes:
However, this ability comes with both an energy cost and a cooldown.
This means you will need to carefully decide when to use it.
Higher rarity pets will grant:
making them more efficient at supporting players during difficult encounters.
The following monsters now apply a status effect, or have a reworked version:
On top of that, Guardians have gained a new ability. When they strike you with their basic attacks, they apply Guardian's Reclaim. This debuff drains your energy and converts it into health for the Guardian at an amplified rate. Consider yourself warned.
You are also able to use your Cleanse ability while you are stunned!
In order to properly use and time the cleanse ability, and to increase both difficulty and consumable usage, we increased the duration of damage over time (DoT) debuffs applied by monsters.
The DoTs all have different damage values, which increase depending on the tier difficulty of the adventure.
Note: Check your armor perks. If you invested in health or damage reduction, you'll also gain an additional effect that reduces the duration of crowd control. This helps maintain balance for melee players.
Players with an abundance of crafted resources can now take them to the Artisan Kiln, where you'll be rewarded with Artisan Sigils.

These Artisan Sigils can then be exchanged at the Kiln for containers containing Arcane Fragments.
Another balancing change affects Nature's Gift exchanges:
We believe these changes will help create a better balanced and longer-lasting virtual economy.
With so many changes affecting virtual items, we also needed to rebalance the collectible economy.
Previously we introduced sinks through Empowered and Supreme artifact upgrades. The new mechanic expands on this concept.
Players can now take collectibles they no longer want to the Shatterforge and receive a new currency called Shattercore. When collectibles are broken down at the Shatterforge, their remaining supply is reduced.

This currency can be used to:
The exchange can yield:
Some items require a Shattercore Blueprint. Each time you break down collectibles there is a chance to obtain one:
Transcendent items cannot be broken down.
Note: some older virtual items that were converted into collectibles follow different rules.

This new container has a chance to yield two new artifacts:
Riot Medallion (L) - 10% chance to trigger Frenzy
Shatterlord's Crest (M) -20% ranged, magic and melee attack speed, 5% movement speed, 10% critical damage
Note: These items have limited supplies. Once they are exhausted, they are not guaranteed to be replaced with other collectibles. The same applies to the transcendent weapon and/or Valor Triad.
Arcane Fragment (L) can now also be used to activate a unique goal.
Completing this goal rewards Shattercore, offering another way to diversify how you earn rewards in the game.
We have reworked how players obtain Nightmare Vaults.
Previously, players needed to complete a fixed number of runs or floors. Now we simply count the total number of levels cleared.
You now need to clear 30 levels to earn a Nightmare Vault. (Credits to Selseia for the idea.)

If you run Descending Hellfire, you start with +3 levels counted.
For example:
Completing level 1 of DH (equivalent to floor 4 in DN) now counts as 4 levels toward the 30-level goal.
This change will result in more Nightmare Vaults being distributed.
As many players already noticed, Breach showed the same behavior. In the first weeks, multiple Astral Dreams (T) were discovered simply because more players were running DN and opening vaults.
To keep the system balanced, we adjusted the entry cost of keys for this mode.
Building on the DN changes, we increased Axiom Sigil drops from Custodians, making it easier to reach weekly rewards.
We also adjusted the Primeforge Shard system.
I.e. when you select effects to apply, you'll be limited to just a single effect at 5%, guaranteeing the effect that's applied.
While +5% is not the maximum possible upgrade, it provides a reliable and appealing option for players.
For Primeforge Shards (M) and (T) the system remains randomized, requiring players to select multiple effects and letting the system roll the outcome.
This ensures long-term longevity for the system.
The base mechanics of Expeditions remain the same.
You purchase weekly contracts, complete them, and earn rewards.
However, there are both minor and major adjustments.
Some contract goals have been slightly reworked. Nothing drastic, but you may notice the differences as you complete them.
Additionally Bronze and Silver contract prices have been increased
We introduced many new ways to obtain Arcane Fragments, and this change ensures a stable economy.
We simplified rewards even further.
Every completed tier now grants a Valorbound Mark, allowing players complete freedom in choosing their progression path.
You can use them to:
Level 17 still grants a Valorbound Seal, which can be exchanged for:
We want this encounter to be significantly more challenging for everyone.
To achieve this, we are introducing a completely new item class: Titanforged gear.

Players cannot bring their own equipment into this encounter.
Instead, you must obtain Titanforged items.
Purchasing an Expedition Pass grants your first Titanforged Token, allowing you to exchange it for a weapon of your choice.
Players who leveled Titanfall will have access to their Combat Augment, previously called Soulcraft Combat Augment.
This artifact becomes your first item allowed in the encounter.
To properly balance this system, we significantly reduced the bonus values. The original values were designed for players using Soulcraft (L) weapons, which is no longer relevant here.
Fighting a Colossus with just a weapon and one artifact is a serious challenge.
A new weekly goal will reward an additional Titanforged Token, allowing players to gradually build their Titanforged setup.
You can also choose to sell these artifacts if you prefer not to use them.
As with every Expedition, we've added a new Valorbound Chest, available for purchase for 5000 Luneri.

To give everyone a fair chance to obtain one, the chest will have an unlimited supply for the first 24 hours. After that period, we will review how many were sold and determine the remaining fixed supply.
This update introduces the ability for players to unlock a home in Inverdhen.
If you've always been loyal to this icy town, your prayers have been answered!

Unlocking the home requires 5000 Luneri plus an Inverdhen Homestead Deed.
This item is one of the guaranteed drops from the Valorbound Chest.
If you don't want to buy a Valorbound Chest, you can also try your luck by opening the new Guardian's Warchest (Dropped from Guardians), which also has a chance to roll the Inverdhen Homestead Deed.
To ensure everyone has a fair chance to obtain the new Inverdhen Homestead Deeds, we are making the following changes:

The new Guardian's Warchest does not require a key to open.
We will monitor the market and remove the Inverdhen Homestead Deeds from the drop table at a later time.
Valorbound Chests have a 10% chance to contain a Champion's Residence Emblem.
Having this item in your stash grants access to a dwelling reserved for accomplished heroes.

There is no unlocking required, simply having the emblem in your stash activates it.
Though it does not confer ownership, its authority remains unquestioned.
If you ever grow tired of it, you can list it on the Emporium for other players who would love access.
Tired of traveling back to Talmuth just to trade?
Valorbound Chests also have a 10% chance to contain an Inverdhen Market Sigil.

Having this item in your stash grants permanent access to the Emporium in Inverdhen.
There is no other way to access it; owning the token is required.
If you decide you no longer need it, or prefer trading in Talmuth, you are free to sell it to other players.
We've updated the Adventure and Game Mode starting screens.

These now provide an overview of:
We've added a Currency Configuration window where you can choose which currencies to show in the top right corner of the screen.
To access it, click the Cog icon in the Top right Corner.

You can toggle and re-order currencies. Those marked with (Event) can't be toggled because they're only active during a special event, but they can be re-ordered.
We have removed and reworked several weekly goals, and added a few new ones.
Be sure to check them out!
There are now various new perks and additions available from the Rewards Tab in the Main menu, which you can use your Royal Sapphires on.

To earn more Royal Sapphires, simply purchase Luneri Packs from our Shop tab, with each pack granting more Royal Sapphires.
We sincerely thank everyone who has supported, and continues to support, the game. It's a difficult space, but we're proud to still be alive and kicking, building an engaging and sustainable game for many years to come.
The Astral Chest system has been retired.
Players can now directly purchase Elixirs from Viola Nightbloom, either to use themselves or sell on the Royal Emporium.
No more hoping to receive the Elixir you want; simply grab the one you need.
We have added Elixirs for Breach and Titanfall, while removing Colossi boosters.
To give everyone a fair chance, we have also increased the duration of Global Boosts to 60 minutes.
Happy grinding!
We increased the base damage of Shortbows and one-handed melee weapons by 5%.
This adjustment was necessary due to the broader balance changes introduced in this update.
We will continue actively monitoring weapon performance and attack speeds to determine if additional adjustments are required.
For those who may have forgotten, we still plan to introduce unique minor and major effects based on weapon types. However, we currently consider this more of a quality-of-life feature rather than a core gameplay mechanic, which is why it has not yet been prioritized.
We're aware that with the recent addition of new inputs like Cleanse and Potion Surge that the number of buttons required exceeds what a gamepad can do.
Our gamepad support has always been experimental, but we've been working to improve this and we'll soon be adding better support for keybinds with modifiers. I.e. you'll be able to hold left trigger and press another button to trigger an action, allowing you far more options for bindings.
In the mean time, you may need to switch back to Keyboard/Mouse if it's too awkward to bind the keys you're trying to use.
Due to the massive amount of changes and new item sinks, we've cancelled/collected all marketplace orders.
Any partially filled orders have had their income collected and credited to your account.
All items have been returned to your stash.
We've upgraded our Query documentation and functionality, which is available for members, and can be enabled in the Settings.
For players creating local tools, we recommend using our WebSocket endpoint as they're more performant, and support bi-directional events, meaning you don't need to constantly ping for data.
We've expanded the amount of available commands and data too.

Some items are now obsolete, or updated and so we've performed the following swaps:
So what's next?
Running a live-service game means that balancing, introducing small new mechanics, releasing expeditions, fixing bugs, and supporting players will always consume a large portion of our time.
However, we can finally say the word many of you have been waiting for:
We are now actively working on co-op.
Over the past years we focused on building the core systems and foundation of the game. With that groundwork in place, we can now start building something many of you have been asking for.
That said, we also want to manage expectations early.
We've seen many suggestions and discussions on Discord, and while we love the enthusiasm, some ideas simply don't align with our capabilities or with the vision of Lost Relics.
Our goal is to add meaningful cooperative gameplay without losing the tight gameplay loop and performance stability that Lost Relics relies on.
This is a big step for the game, and we're excited to share more details as development progresses.
Thank you for continuing to explore, experiment, and push the limits of what Lost Relics can become. The next chapter is only just beginning.
Other changes