Patch v3.1.20 (18/07/2026) β

Happy 1 Year Anniversary! π β
Duelyst: Blitz turns one β and we're celebrating with the two biggest features the game has ever shipped, landing together: a full Roguelike run mode, and a brand-new seasonal Battle Pass. On top of that, winning finally pays β every win drops gold, daily streaks build, jackpots exist β plus real notifications, cleaner card text, and major connectivity fixes.
ANNIVERSARY GIVEAWAY π
To celebrate the anniversary we're running a 20 Γ 1000 Gold giveaway on the Duelyst: Blitz Discord β twenty winners, 1000 Gold each. Join in, and stay for the discussion and tournaments.
πΊοΈ The Roguelike, Reforged β

Pick a General and journey through nine floors of a branching map β battles, elites, a final boss, merchants, treasures, and Mystery events. Your General's health carries between fights, and a single defeat ends the run. Every choice compounds.
- The Map & the Run β nine floors, chosen a node at a time. Damage follows you from fight to fight; there is no reload, one death ends the run.
- Archetypes β start on a path that grants a starting relic and shapes the cards you're offered: Vanguard (a raging 5/6 Golem at your side), Bulwark (two Bastions), Arcanist (+1 mana), or Warband (a loyal Jaxi).
- Curve-aware starting decks β every run begins with a compact 10-card deck built to actually curve out, and the merchant lets you add, upgrade, swap, or remove exactly the card you pick β no more random deletions.
- Relics that stack into builds β including General-forging ones: Warblade and Twin Fang artifacts, Blood Fury (+2 Attack every battle), Ironhide (+5 max Health every battle).
- Amplifier Relics (new) β War Banner gives every relic minion +2/+2, and Overgrowth pumps all your minions an extra +1/+1 on top of any Empower bonuses. Weak alone, devastating in the right build.
- Battlefields (new) β every fight rolls a mana-spring layout, revealed before you commit: Mana Surge (two extra springs), Central Nexus, Frontline, or Barren Waste (a single precious spring).
- One Currency β run gold is your payout now. Earn it by winning fights, spend it at merchants, bank what's left when you leave β and clearing all nine floors adds a 150 gold completion bonus.
- Pacing & Healing β the map's rhythm is up to RNG, but you can take at most two non-combat floors in a row before a fight finds you. And you now only heal after winning a battle β the safe path won't patch you up.
- Ascension β clearing a run unlocks the next of five Ascension levels: enemies fight like they're a floor deeper, healing gets scarcer, and prize gold grows +15% per level.
- Boss Variety β a far wider reinforcement pool, bosses wielding artifacts, and signature gimmicks (Grow / Frenzy / Forcefield / Blast / Ranged), tuned to be hard-but-fair.
BUILD AROUND IT
The relic pool is designed to combo. A few proven directions:
- The Warlord β Warblade + Twin Fang + Blood Fury + Ironhide β a General that ends games personally.
- The Swarm β Stone Guardian + Iron Wall + Blood Ritual + War Banner β a wall of buffed bodies from turn one.
- The Tempo β Arcane Battery + Mana Font β a huge mana lead, absurd on a Mana Surge battlefield.
- The Snowball β Greedy Pouch + Vampiric Idol β more gold per win, more healing per fight, deeper every run.
Quality of life across the whole mode: always-visible run-modifier chips, event result banners (no more silent rewards), accurate relic descriptions (Iron Wall really does say two Bastions now), a persistent best-run stat, a confirmation before abandoning a run, and the shop's Empower now states its full price up front: +1 Attack for your minions, at the cost of β1 max mana. One rule to respect: leaving a battle before it finishes forfeits the run β you keep your banked gold, but you don't get to retry a fight by fleeing it.
π The Battle Pass (new) β
An entirely new seasonal progression track. Every month is a fresh season, every game moves you forward, and every tier pays out.
- Every game counts. Finish any scored match and earn Pass XP β 250 for a win, 100 for a loss, scaled by game length so a real match pays full and an instant concede pays a sliver. No mode grinding required: just play.
- 30 tiers per season, 1,000 XP each, with a fresh season every 30 days.
- The Free Track is for everyone: gold at most tiers, Spirit every third, and a Spirit Orb every tenth tier β just for playing.
- The Premium Track (750 diamonds) doesn't replace the Free Track β you claim both rewards at every tier. It layers on bigger gold, more Spirit, an extra orb every fifth tier, and a tier-30 finale of 250 diamonds + 2 Spirit Orbs. Claim it all and you get back roughly double what you paid.
- You'll never miss a reward β a badge lights up in the menu whenever something is waiting to be claimed.
π° Winning Pays Now β
The reward system got a full overhaul β playing well (and playing daily) finally shows up in your gold count:
- Every win drops gold. Each scored win rolls a bonus that starts at 1 gold minimum and curves up β most wins pay small, some pay surprisingly well.
- Jackpots are real. Every win has a rare chance to hit the jackpot: 100β250 gold in one shot.
- Daily win streaks. Your first win each day pays 15 gold, +5 for every consecutive day you keep the streak alive, up to 8 days β a 50-gold first win at full streak. Miss a day, and the streak resets.
- The free card of the day can now be any rarity. It's usually a common β but a rare, an epic, or even a legendary might be waiting for you.
β¦ Card & Keyword Changes β
"Summon Surge" is retired as a keyword. Those cards now read plainly β "Whenever you summon a minion, β¦" β same effect, no jargon.
Balance pass:
| Card | Before | After |
|---|---|---|
| Portal Guardian | 1/6 | 1/5 |
| Khanuum-ka | 3/3 | 2/4 |
| Swarmking Scarab | 5/7 | 2/5 |
Swarmking's Scarabytes also scuttle about 1.6Γ faster, so swarm turns don't drag.
π Notifications β
- Match-found alerts. Queue up, switch apps, and your phone tells you the moment a ranked match is ready β no more babysitting the search screen.
- A live "Searching for a ranked matchβ¦" notification sits in your notification bar while you queue in the background.
β Connectivity & Performance β
- Reconnects actually reconnect now. Drop mid-match β an idle timeout, your phone waking up, a network blip β and the game forces a full state re-sync on return. No more dead board, cards, or mulligan that needed an app restart.
- Smooth highlights at 30 FPS. Hovering a unit to see its reachable tiles no longer flickers or lights up unevenly on the 30 FPS setting.
- Matchmaking that stays put. The "Searching" banner survives menu navigation, and tougher server timeouts stop won games from being dropped.
- Future updates install themselves. From this version on, most patches download quietly in the background and apply on the next launch β no store round-trip.
π Small but Nice β
- Chat got civilized: timestamps finally render, and messages are capped at 500 characters.
- Mana Forger's challenge hint no longer pretends to know what it's doing.
Summary β
A new game mode and a new progression system in one patch β built to be replayed, season after season. Dive into the roguelike, climb the pass, find a broken combo, and let us know what feels too strong (or too cruel) on the Duelyst: Blitz Discord.
And happy anniversary once more β don't forget the 20 Γ 1000 Gold giveaway running on Discord. See you on the board!