Every update, documented
May 30, 2026
Most developers, in my position, would have split this across three patches. Possibly four. I considered it. Considered it for about half an hour, which is, frankly, about half an hour longer than I needed. The reason I rejected it - and I'll be honest with you - is that I'm not most developers. I'm a craftsman. An architect. A storyteller, fundamentally, who happens to work in code because that is the medium of our age. And what a storyteller of my calibre produces in three weeks, alone, in a flat, with a kettle, is - apparently - three patches' worth.
I built campaign mode. From scratch. Not many people have done that, contrary to what you might have been told. I built a Temple. Eight rooms. I designed the rooms personally. I built the shrines. There are seventy-six of them. I priced every one, individually, by hand. I built three save slots. I built a new shop slot, which did not previously exist. I wrote twenty cards. I reworked five demons from the ground up. I buffed nine more. I re-rendered every die in the game, which - and I won't get technical on you - is not a small job.
A bloke I know from the industry came round on Tuesday. Big name in his day, you wouldn't have heard of him unless you're as fanatical as I am about the GUTPUNCHER series of cult-classic point-and-click horror adventure games. Strictly speaking he's between gaming projects at the moment and doing some plumbing to keep busy. Anyway. He clocked the laptop. He said: J.D., that's two years of work for a team of four. I said: closer to three, if we're being honest, but in essence, yes. He said: how. I said: vision. He didn't have a follow-up because he had a stopcock to attend to, but I think he understood.
The patch is below. Read it slowly. There's a lot in there. Last patch I told you it was the biggest one I'd ever shipped. I lied. This is.
THE LOOP
Six steps. The sixth feeds the first.
A FRESH SAVE STARTS WITH
Deliberately lean. The campaign is the journey out of this baseline.
WAITING IN THE TEMPLE
Everything below is behind a shrine. You will unlock it. Eventually.
THE TEMPLE - EIGHT ROOMS
A single linear chain. Each room's prerequisite is the room before it. Costs in powerstones, +2 per step.
Total: 61 powerstones to open every room. Plus 76 shrines inside, each costing banked souls. ~35M souls to clear every shrine on a slot.
POWERSTONES PER FULL RUN
Each boss drops one. Michael drops two.
Die earlier and you still keep what you earned. ~13 fully cleared runs to build out the whole Temple.
RUN COMPLETION
In Campaign mode, beating the boss at your highest unlocked ritual ends the run as a victory. A dedicated "Run Completed" screen replaces the trial-complete reveal. You aren't punished for being capped at Ritual 2 - the boss kill counts, the rewards bank, the run is genuinely finished. Reach Michael (Ritual 4) and Endless mode unlocks - runs continue past Ritual 4 with escalating boss tiers and no soft cap.
TWO WAYS TO PLAY
CAMPAIGN
The full meta-progression loop. Three independent save slots.
FREE RUN
Sandbox. Everything unlocked. Nothing remembered.
COMING SOON: RINGS
Wired into the Throne Room as a scaffold. Effects land in a future patch.
Purchasable once Michael is dead and the Throne Room is built. Run-start modifier effects to follow.
THE INFERNAL PACK - REIMAGINED
Same chest. New innards. Whole new role in the run.
BEFORE
A grab-bag of small upgrades - extra dice, extra rolls, a sprinkle of luck. Useful but undifferentiated. The "buy and forget" pack. You opened it for chips, not for strategy.
NOW
A focused tool for shaping your scorecard. Every card boosts the base mult of one specific scoring category for the rest of the run. The pack is now the dial that decides what your hands are worth.
Cards per pack bumped from 3 to 5. Slot cost dropped from 10 to 6 sigils. The 1.2x escalation per purchase has been removed - the pack is the same flat price every time you see it, so a CategoryMult build is a strategy you can actually commit to. Card titles, descriptions, and values all bumped at the reveal screen so the cards read at arm's length.
WHAT'S INSIDE
Five CategoryMult cards per pack. One reveal might look like:
3 OF A KIND +1
4 OF A KIND +1
FULL HOUSE +1
LG STRAIGHT +1
OCCULTO +1
Every one of the 13 scoring categories - all six upper rows (Ones through Sixes), every lower-section hand (Three of a Kind, Four of a Kind, Full House, Small Straight, Large Straight, Occulto, Chance) - is rollable from the pack. Every card adds +1 base mult to its category for the rest of the run. Pull two Full House cards in a single run and that row pays +2 mult on every Full House you score - permanent, stacks, accumulates over the trip.
The Covenant pack has been removed from the game. Gone. Not gated behind a shrine, not waiting in a future patch - just gone. Demon-targeted upgrades that used to live in the Covenant pack have been folded into level-ups and item effects, and the shop is leaner for it.
THE CARD SLOT - NEW
A brand new shop slot. Did not exist in any previous patch.
Sitting alongside the Infernal pack is an entirely new shop fixture: a single-card slot stocking individually-purchasable cards every shop. Where the pack hands you a randomised set of CategoryMult cards (broad strategy), the slot offers one curated card at a time (specific tools).
The slot rotates across three families:
19 card types in total. The 13 new ones (Face + Utility) start locked on a fresh campaign slot and are unlocked via Temple shrines.
BASE CARDS (6)
The familiar core. Available from your first shop on a fresh save.
FACE CARDS (8) NEW
Each places a new face on a chosen die. Permanent. Stack them on a single die for a custom face roster.
UTILITY CARDS (5) NEW
Instant tricks, held buffs, and one rite of cleansing.
LUCK - SIMPLIFIED
One job, done well. No more invisible dials on cards and packs.
BEFORE
Luck pushed card rarity, pack rarity, AND demon rarity. The card you opened, the pack you opened, the demon you bought - all of it scaled with the stat. The stat itself was opaque; nobody could feel what +50 luck did.
NOW
Luck does one thing only: improves the chance that demons in the shop roll as Greaters or Kings instead of Lessers. Cards and packs are no longer affected by Luck - what you see is what's available to everyone, regardless of stat.
Why we did this. Card tiering used to be a luck-driven dice roll - your rare card was a stat-bump that someone else already had with lower luck. The shop favoured stacking the same stat-up cards over and over for slot-machine returns. Removing the tier dial means card choices read on genuine utility: a Soul Cache is a Soul Cache, no rarity rolls, no "did I get the good version" anxiety. Pick the tool that fits your build.
Luck still matters - the lift from a Lesser-only roster to a King-flecked one is significant. It just doesn't quietly inflate every other roll any more.
ALSO IN THE SHOP
THE OVERSCORE BAR - NEW
A brand new UI element. Five laps, five colours, five bonus sigils. The bar is the dial.
The bar lives beneath the scorecard and fills as you score past the trial target. Each score snaps it to its percentage instantly. Crossing 100% punches a lap-complete animation - shake, scale-pop, reset in the next colour. After 5 laps the animation collapses into a single washed-purple "cap" animation to keep things readable, but the bar keeps banking sigils. The 1x baseline is the trial reward you already get, so the bar starts paying bonus sigils from 2x onward. Hard cap at 11x = +10 bonus sigils per trial.
WHERE YOUR TRIAL SIGILS COME FROM
Three sources. The first is automatic. The other two you earn.
Base reward dropped from 10 to 5. Overscore bonus can stack up to +10 if you push the bar all the way to 11x. Prices have dropped to match (next section), and the system now rewards strong play rather than just any play.
BOSS HEART BONUS - NEW
On a boss trial, every heart you finish the fight with is +1 bonus sigil. You enter a boss fight with 4 hearts - survive untouched and you walk out with 4 bonus sigils on top of the standard trial reward.
=
+4 DEMON COSTS - HALVED
Uniform across ranks. Lessers are pocket change, Kings are an investment, none of them are a punishment.
Foras (was free) and Valac (was 10) corrected to the standard Greater price. Infernal pack slot also dropped from 10 → 6 sigils (see Shop section). Reroll start cost unchanged at 5.
SHADY DEALER PRICING
Ritual 1 item is now a freebie. Every other ritual is half what it used to be.
TRIAL-COMPLETE SIGIL REVEAL
Two-phase animation. Phase 1 bursts the 5 base coins left-to-right with an 80ms stagger, then punches in the "+5" label. Phase 2 (only if you earned bonus sigils) pops each bonus coin individually with the tally ticking up after each landing - 5 → 6 → 7 → 8. Zero bonus = phase 2 is skipped entirely.
The title screen has been split out of the run scene into its own dedicated scene. The main menu is now your home base - where you pick game modes, browse your unlocks, and manage save slots.
MENU BUTTONS
NEW SAVE SLOTS
Three campaign slots, each independent. Each panel shows banked souls, current ritual, runs completed. Per-slot buttons:
COMPENDIUM
Tabbed read-only catalogue of every unlock state on the currently selected slot. Tabs: Lessers, Greaters, Kings, Items, Cards, Packs, Angels. Tiles are sorted alphabetically per tab. Hover any tile for a full passive / active / lore / signature tooltip. Locked entries show silhouette and "???" until you unlock them - or, for angels, until you've seen them in a boss fight at least once.
Two new permanent-passive items added to the Shady Dealer's rotation.
SHEAF OF GLEAN
Book of Ruth - the gleaner picks up what spilled past the harvester's line.
Permanent passive: +1 sigil per 100% trial overscore. Stacks on top of the standard milestone bonus, so a strong trial pays double the bonus sigils it would normally bank.
SORTILEGE
Divination by the casting of lots - the dice fall, fate names a hand.
Permanent passive: at the start of every trial, picks one of the 13 scoring categories at random and grants it +10 base mult for that trial. The favoured row is highlighted on the scorecard. Score the chosen hand and the bound spirits answer in kind. Score around it and the boost is wasted - the divination is intentionally risky.
MORAX - REVISITED (#21, GREATER)
The Bull of Numbers has been remade. The starting-five gate is gone, the per-level scaling is gone. Every die in the pool counts, every time.
Passive: Bull's Tally - +5 mult per die in your pool. Eight dice = +40 mult.
Active: Chaos Reroll - reroll every die in your pool, ignoring holds. Same mechanic Aim uses; dispatched centrally now.
DEMON BUFF PASS
DEMON COST CHANGES
HIRAM'S GOLD - REBALANCED
Same item. Different maths. No longer a printing press.
BEFORE
10% of FinalScore (after mults). With Occulto mult builds it was paying 40+ sigils per hand and breaking the economy across its knee. Inadvertently the most overpowered item in the run.
NOW
10% of BaseScore (raw dice score, pre-mult, pre-demon). Same hand pays around 5 sigils - a steady drip rather than a fountain. The item still earns its slot; it just stops minting fortunes off mult chains.
UPPER BONUS - REWORKED
Was a fixed +5 mult to your next hand. Now doubles each upper-section category's current base mult (plus any demon-side boost on top). A category sitting at 7 mult becomes 14. A category at 1 with a +5 demon boost becomes 7. Per-category investment from cards, items, and demons is finally honoured rather than averaged into a single fixed number.
DICE RENDERING - FULL OVERHAUL
Every die in the game has been rebuilt from the substrate up. One stone die background, one overlay on top - procedural pips for the standard 1-6, glyph sprites for AP / Sigil / XP / Crit / Souls / Wounded, a pentagram for unrolled. Every dice surface in the game routes through the same renderer, so the main pool, the boss table, the hold-all bar, and the tooltip preview are all painted the same way.
May 10, 2026
My older brother is called Michael. He has had my hedge trimmer since November 2021. I have asked for it back five times, including once at our nan's funeral, where my mother told me, in front of the entire congregation, that this was not the moment. I disagreed. I still disagree. The trimmer is a Bosch AHS 50-20 LI cordless, originally £109 from B&Q, the 'lexus' of the premium trimmer market. I'm still gutted about it.
Archangel Michael is the hardest fight I have ever designed. He silences your demons mid-battle. He scores twice as fast as you. His passive scales harder than the queue at a Greggs on a bank holiday.
Five angels in total now stand against you instead of one: Sariel, Cassiel, Uriel, Metatron, and Michael. Each is unique. Each is intentional.
The Shady Dealer has also arrived. He sells items. Twenty of them, all built around the apocrypha of the Solomonic tradition. The Dealer himself is unsigned to any contract and could vanish at any moment. He is, after all, shady. I have not asked his name. He has not offered it. The arrangement suits us both.
Six demons have been reworked. I will not enumerate them here because the page below does so already, but I would direct your attention to Andrealphus, who in this patch is female. The Goetia describes her as a peacock. I have rejected the peacock. Geometry, not vanity, is the load-bearing motif. She knew the angles before angels did. I came up with that line in the bath and have been quietly waiting six weeks to deploy it.
This is the largest patch I have ever shipped. The hedge trimmer remains in my brother's possession. We carry on.
A run is no longer a single ritual ending in one boss. A run is now four rituals, four angels, and a final reckoning with the Archangel Michael himself. The boss roster has been more than doubled, the progression bar overhauled, and beating the final angel ends the run with a bespoke sequence rather than a return to the menu.
THE FIVE ANGELS
RITUAL PROGRESSION
Each ritual is 17 nodes (trials, shops, choice, boss). The final ritual always ends with Michael. Defeat him to complete the run and unlock endless mode.
At every choice node, you now decide between the familiar Summoner's Shop and the new Shady Dealer - a hooded figure who sells items instead of demons. Items occupy a new bottom-left slot bar (max 3 equipped) and grant passive effects, active abilities, or one-shot consumables drawn from Solomonic apocrypha.
Twenty items have shipped in this patch, each tied to a real Solomonic, Hebrew, or apocryphal artefact. The Dealer offers two at a time, costed in sigils.
PRICING BY RITUAL
Item costs scale with ritual number. The dealer's wares get more expensive as the angels above you get hungrier.
Mammon's Tongue (see below) shaves 25% off every shop purchase including dealer items.
Hover any item to read its effect.
Items occupy a new bottom-left slot bar (max 3 equipped). Right-click to discard. Items with charges show their charges in the slot UI. The Dealer offers two random items per visit, costed in sigils.
New trial-complete screen - the small generic boss icon is replaced with a chunky reveal-aware Boss Node Card. Sealed-state silhouettes hint at what is coming. Scouted and Revealed states show the full portrait, passive, and signature. Tooltip anchors to the left so it never overflows when the boss sits at the right edge of the bar.
Run Stats - History tab - the run-stats panel has tabs now (STATS / HISTORY). The new HISTORY tab lists every scored hand of the run, grouped by trial, expandable per trial. Default-expands the current trial. Used as the data source for Gusion's Echo active and the basis for any future "look at past hands" feature.
April 25, 2026
There is a room in every man's house that his wife has been telling him to do up for years. He nods. He says he will. He does not. He buys a paint roller in good faith, then the roller sits in its plastic for a season, and a year, and long enough to become part of the furniture. The nagging continues. The nagging never stops. Then one Sunday, with no warning, he rises from the sofa and says: screw it, I will do that room.
That room, for me, was the boss battle interface. You, my playerbase, are collectively my wife. Fortunately, I'm not married anymore.
Three demons have been reworked alongside the renovation. Naberius arrives with an entire new system attached - the AP card, a small currency minted by scoring his signature die face and spent on any other demon's ability points. Ronove speaks for the smallest voices, those being the dice showing 1, and bakes their value permanently into the scorecard for the rest of the run. Valefor builds you a fortune by leaving things alone, and ruins it the moment you touch them.
Naberius restores dignity. Ronove gives voice. Valefor takes whatever you set down. The three of them have agreed, as professionals, to share a patch for the sake of the players.
Boss fights have been rebuilt from the ground up. The previous interface treated the angel as another menu screen. The new one treats them as an opponent. Boss and player face each other directly across the table, every interaction has weight, and the scorecard now reads as a stone tablet contested in real time.
The headline changes:
A new run-scoped inventory system that lets ability points be carried and applied to any equipped demon. Lives below the dice grid, mints cards from scoring AP faces, and persists across trials and saves.
April 17, 2026
I was in the car park of a Lidl when the idea for undead dice came to me. A pigeon was eating a chip off the ground and I thought, "that chip is dead but it's still doing something useful." That's undead dice. They're dead. They multiply your score by x2. Then they rot away. I think it's elegant. My therapist says I need to stop finding metaphors in car parks.
This update brings five new demon reworks: a king who refuses to be controlled, a commander who delegates his way to godhood, a necromancer who raises your dice from the dead, a prospector who covers everything in gold dust, and a scholarly soldier who rolls a die to decide his own fate. I also added an entirely new dice type that decays and melts away in front of your eyes. I watched the melt animation forty-seven times in a row. I'm not ashamed of that. Art requires observation.
I've also temporarily disabled talent trees while I focus on getting all 72 demons reworked. They'll come back. Bigger. Weirder. With more branches than the tree in my nan's garden that fell on the neighbour's greenhouse. That was also my fault, technically, but the insurance company disagreed.
Talent trees launched as an experimental feature in a previous update to see if players enjoyed the concept. The response was overwhelmingly positive - you clearly love them, and so do I.
However, building a full talent tree for each demon requires knowing that demon's final abilities first. With 72 demons to rework and only a fraction complete, designing talent trees now would mean redesigning them later when the abilities change. That's wasted work, and I'd rather get it right once.
So talent trees are disabled until all demons have their final reworked abilities locked in. When they return, they'll be built on solid foundations and every branch will be designed around the demon's actual kit. The "Coming Soon" seal on each demon card is a promise, not a placeholder.
All existing talent code is preserved. Nothing has been deleted. When the time comes, they'll be back - bigger and better.
April 12, 2026
Last Tuesday I was eating a Peperami in the bath when I had a vision of a medieval knight whose armour had rusted shut with him still inside it. I could hear him breathing. Slow. Wet. I got out of the bath, dried one hand, and wrote "heartbeat on the wound" on the back of an electricity bill. That's the kind of developer I am. There's a reason why Eureka was called for the first time in a bath. I'm in good company.
This update brings three full demon reworks, a new face type for dice that currently does nothing but will absolutely ruin someone's day in a future patch, and an upper bonus system that I rebuilt from scratch because the old one was, frankly, beneath me. I also added a font size slider for the scorecard because my mum said she couldn't read it. She doesn't play the game. She was looking over my shoulder while I was testing. I told her it wasn't designed for spectators. She said "well it's not designed for anyone with eyes either, is it." So I added the slider.
Three demons enter the compendium this patch. Amy sets things on fire and watches what happens. Phenex dies on purpose and comes back stronger. Sabnock cuts your dice in half with a sword. I designed all three in a single sitting fuelled by four cans of Monster Energy and a family bag of Quavers. My flatmate said the Sabnock animation was "genuinely unsettling." I told him that was the point. He said "no, I mean your cheesy quaver breath mixed with Monster Energy. It's disgusting." I don't think he understands the creative process.
April 9, 2026
I've been sleeping badly. I think it's because I spent the last week staring at a portrait of a man whose face is being eaten from the inside out by some kind of bio-mechanical parasite. Well... It's either that or the fact I've been drinking too many cans of Monster Energy Mango Loco every day.
This update brings nine demon reworks (Foras, Vapula, Stolas, Ose, Leraje, Barbatos, Bifrons, Crocell, Halphas), a full day/night cycle with nocturnal demons and cinematic nightfall transitions, a coin flip gambling mechanic, an egg-cracking minigame, petrified dice, unusable dice faces, a new mult face dice type, unique book art for all reworked demons, and a scoring resolve animation that makes every hand feel like a small thunderstorm.
I showed my mum the Crocell portrait. She said it looked like the angel statue in her garden, except "sadder and with worse posture." I told her it was a duke of Hell who turns dice to stone. She said that sounded like what happens to the biscuits when I leave them on the radiator. I have not been able to look at Crocell the same way since.
New additive mult face type. Stolas's Precious Stone ability embeds +10 mult faces onto your dice. When scored, mult faces add directly to the hand's base mult before demons contribute. A die with a mult face shows a green "+10" overlay. Separate from xMult faces - these are additive, not multiplicative.
Banished dice now show a bold "X" instead of a blank face. A new Unusable face type has been added to the dice system - any state that renders a die unusable (banished, trapped in the void) sets its face to Unusable, making it immediately obvious which dice are out of play. Future mechanics that disable dice will use the same visual.
After demon contributions finish, a new resolve animation plays. Souls and mult values spin down to zero using mechanical flip-board digit rollers. The final calculated score simultaneously ticks up, digit by digit, locking into place from right to left. A lightning crack and purple flash illuminate the screen when the final number lands. Each demon contribution now plays escalating sound effects - crystalline clicks for souls, ominous bell tolls for mult - with independent pitch escalation tracks.
"One of Occulto's testers said he wanted to 'speed run' the game. I told him he'd never beat me in a foot race, but he said actually all he needed was the hold-all dice buttons to be bound to keyboard numbers. I think he was too scared to try and best me in a 100m dash."
J.D. Vex
April 6, 2026
I bought a Zoltar machine on eBay a few months ago. I've been booting it up every evening to try and get my wish granted. My flatmate tried to curtail me yesterday because apparently "shouting 'MAKE ME BIG!' at the top of your voice at 3AM is unacceptable"... according to him. I told him it was critical research. He told me he's moving out next month. I consider this an absolute win on both accounts.
This update brings four new demon reworks (Furcas, Haures, Vepar, Orias), a full parchment UI overhaul with wax seals, unique ability sounds and core colours for all reworked demons, passive notification animations, an in-game bug report system, a death screen feedback prompt, and mandatory email verification for alpha testers.
If you encounter any issues, please use the new in-game bug report button rather than emailing me directly. The last person who emailed me directly got a four-page response about the theological implications of hexahedral probability on demonic invocation theory. They did not email again.
Each reworked demon now has a unique core colour that tints their dust and wisp particle effects and passive stats text on tooltips. Non-reworked demons retain the default purple.
Every reworked demon now has a unique sound effect when their active ability is used. Each sound has been chosen to match the demon's identity and ability theme.
Non-scoring demon passives now show floating text notifications on the demon's portrait when they trigger. Orias displays "+5 Luck" when you score Chance. Haures displays "+10 Crit Damage" when a crit fires. Passive stacks are now visible as they accumulate.
New bug report button (beetle icon) in the bottom-right corner of the screen. Click to open a report form with category dropdown and description field. Reports are sent directly to the admin dashboard for tracking.
The death screen now includes a feedback prompt: "Imagine this game is fully complete, would you pay $10 for Occulto?" with a yes/no option and a free-text field. Feedback must be submitted before starting a new run. All responses are visible in the admin dashboard.
Players are now asked to enter the email they used to sign up for the alpha. This is a one-time verification - once confirmed, you won't be asked again. Existing players will be prompted on their next launch.
April 2, 2026
I've been told, on more than one occasion, that a single developer cannot build a talent tree system, a visual effects engine, a boss AI overhaul, and completely re-illustrate eight demons in the space of a few weeks.
To those people I say: you clearly haven't met me.
This update represents what I consider to be the most significant leap forward in Occulto's development. Not because of the volume of changes - though there are, I should note, rather a lot of them - but because this is the update where the demons became real. They have faces now. Unsettling ones. They have talent trees. They have visual effects when they cast their abilities. They have, dare I say it, personality.
I spent three days staring at portraits of Andras until his raven skull started appearing in my peripheral vision during breakfast. I consider this a sign that the art direction is working.
Several testers have reported that the new demon portraits make them "mildly uncomfortable." One described Shax as "the thing I see when I have sleep paralysis, except somehow worse." I have framed this feedback. It hangs above my desk.
There are now 150 of you testing this game. I did not expect that. I'm not sure any of you expected Occulto, either. We are all, in our own way, unprepared for what comes next.
Enjoy the update. Or don't. The demons don't care either way. They're watching regardless.
"The boss AI used to play like a first-year university student - always going for the flashiest option regardless of whether it made any sense. I've taught it restraint. Humility. The willingness to take a zero in Ones so it can devastate you with a Full House later. It's still an angel. It just plays like one who's been through some things."
J.D. Vex
Andras's passive trigger chance reduced from 1 in 3 to 1 in 5. Before you riot: the new talent tree's Crimson Eclipse capstone restores it to 1 in 3. You just have to earn it now.
Full 20-node talent tree across Blood, War, and Ritual branches. Blood Oath prevents bloodmarked dice from rolling below 3. Sacrificial Lamb discounts shop prices. Blood Money capstone gives each held bloodmarked die a chance to generate sigils.
"Andras was, previously, what I would describe as 'a guaranteed win condition with no counterplay.' Some developers would call that a balance issue. I call it a learning experience. For the players, obviously. Not for me. I knew exactly what I was doing."
J.D. Vex
Morax's base numbers have been rebalanced around his new talent tree. Passive souls per extra die reduced from 50 → 10. Chaos Dice multiplier per die reduced from x0.5 → x0.1. The base kit is weaker on its own now, but the Forge, Arsenal, and Chaos talent branches scale these values back up and beyond. You just have to invest to get there.
Seere's base numbers have been rebalanced around his new talent tree. Passive souls per banished die reduced from 50 → 10. Seere Banish multiplier reduced from x2 → x0.5. Banished dice now stay "unstable in the void" for the rest of the trial. Like Morax, the raw power has shifted into the talent tree - the Exile, Spirit, and Sacrifice branches reward commitment.
All eight reworked demons have new portrait art. The old portraits were too polished, too clean, too... comfortable. The new ones are eerie. Unsettling. Close-up faces in near-darkness, features that are almost human but deeply wrong. These aren't demons you'd put on a heavy metal album cover. These are demons you'd see in a sleep paralysis episode.
Andras
Morax
Seere
Berith
Halphas
Shax
Haagenti
Dantalion"I wanted the game to feel like something that watches you back. The old portraits were too friendly. Too approachable. Nobody should feel 'at ease' playing Occulto. That's not the experience I'm curating."
J.D. Vex
"I don't like the word 'bug.' I prefer 'unintended feature that I have graciously corrected.' The dice crash, for instance, was technically the dice expressing free will. I've put a stop to that."
J.D. Vex
March 8, 2026
Solomon's workshop has been cleaned up. The shop gets a visual overhaul, the scoring system gets smarter, demons come alive during boss fights, and the whole game gets a fresh coat of pixel art.
Halphas no longer requires 3 upper section scores in a single trial to trigger. Instead, once you've scored 6 total upper section categories across your entire run, Halphas grants you an extra die. This can be retriggered as many times as you want - every 6 upper scores earns another die.
The old version was nearly impossible to trigger consistently. The new Halphas rewards a long-term upper section strategy and pairs naturally with the upper bonus threshold - the same scores that push you toward the x1.5 upper bonus also fuel Halphas's die generation.
Bloodmark multiplier gain is now a 1 in 3 chance per held bloodmarked die, instead of guaranteed every roll. Andras was snowballing too fast in the mid-game - a few bloodmarked dice held over consecutive rolls would generate absurd multipliers with zero counterplay.
The RNG element adds risk to the bloodmark strategy. You still want to hold bloodmarked dice, but you can't count on every roll being a guaranteed mult ramp. High rolls feel exciting, dry streaks force you to adapt. Andras is still strong - just less of a guaranteed win condition.
March 3, 2026
The seal is broken. Solomon's first ritual takes shape - a structured journey through trials, shops, and choices, ending in a head-to-head battle against an angel sent to punish his hubris. Survive the ritual, and the endless grind begins.
March 2, 2026
Control returns to the summoner. A proper settings menu replaces the old corner buttons, and your runs now save automatically so you never lose progress to a stray alt-F4.
March 2, 2026
Order crumbles. Two more demons have been fully reworked, the scoring system has been overhauled, and new sounds echo through the halls.
Two new demon reworks, a completely reworked upper section bonus, new sound effects throughout, and a wave of bug fixes and quality-of-life improvements.
February 28, 2026
The pact is sealed in blood. Your dice remember every mark, every sacrifice. The shop has been rebuilt from the ground up - darker, sharper, dripping with intent. Three more demons have awakened.
Three new demon reworks, a brand new dice marking system, a completely overhauled shop, and 9 new music tracks. Shax, Seere, and Andras join the reworked roster with unique kits that change how you build your runs. The Bloodmarked system introduces persistent dice tags that last the entire run, and the shop has been redesigned from header to packs with new artwork, effects, and layout.