v0.12.0: Combat Rework


Crab1:

  1. Added elite enemies that spawn every 60 seconds, all elites drop chests containing a weapon
  2. Reworked player data plate to hide kills and score, and to show xp bar and minor realm level
  3. Reworked played level-up function to reward 1 of 3 random upgrade cards (weapons or stat upgrades), also limits choice to 10 sec's
  4. Reworked xp drop rates from enemies
  5. Reworked events to prep for NPC's
  6. Increased size of exit circles
  7. Fixed bugs that I forgot to write down before writing this devlog

AUTO:

Ascend or Die v0.12.0: Pickups, Events, and Elites

Hey cultivators!

v0.12.0 changes how combat rewards feel. Enemies drop real loot you have to pick up, a new arena type swaps combat for a choice encounter, and elite enemies arrive mid-fight with cultivation cards on the line.

Ground Pickups

Enemies no longer hand you loot the moment they die. Now they drop it on the floor. Weapons, items, and spirit stones are physical objects you collect by running over them, the same way XP orbs work. Spirit stones from multiple drops stack into a single glowing pickup so you're not chasing a dozen loose coins across the arena.

Every pickup has a limited lifetime. After the last enemy falls, the post-combat chest waits until the floor is clear before it spawns. Sweeping the arena clean is now part of finishing a fight, not an afterthought.

In co-op, pickups are first-come-first-served: whoever runs over a drop claims it. You see it disappear the moment you touch it, no delay.

Event Worlds

Some map nodes now skip combat entirely. You walk in, face a choice, and the exits that open reflect what you committed to. The options carry different consequences and you cannot go back. It's a quieter encounter between fights, and the decisions stack up across a run.

In online co-op, the host's selection is final. Everyone gets the same exits regardless of who chose.

Elite Enemies

A new enemy type can spawn mid-fight. Elites hit harder than anything else in the arena and look distinct enough that you'll spot them the moment they appear. When one falls, the cultivation card select opens right there, mid-arena: take the upgrade while the fight is still live, or focus the remaining enemies first. In co-op, everyone gets their own card draw.

Stat Upgrade Cards

A new card type is in the offering pool at chests and after cultivation level-ups. Instead of another piece of gear, you can pick a permanent stat boost that lasts the run: luck, harvesting, Dao comprehension. Each one compounds across the rest of your run. They appear mixed in with weapon and item cards, so every upgrade moment is a real choice between gear and raw cultivation.

Card Select Screen

The cultivation card select now shows the choosing player's name and a visible countdown timer. When time runs out, the top card is taken automatically. Works the same across solo, local co-op, and online.

Co-op Fixes

A focused round of online stability work went in this update. If you were seeing desyncs, dropped rewards, or other players' health bars showing wrong values, those are fixed.

What's Next

The cultivation system has more layers to reveal. Most players have not seen what waits at the deeper realms, and the next stretch of work is about making the path there feel earned. Keep ascending.


Ascend or Die is a 2D co-op roguelite with xianxia cultivation. 1-4 players, local and online.

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