Season V

The world doubles

Three new biomes below the ones you know, eighteen new things living in them, nine new afflictions carried by three rules, and four new decks. One of them is free. Three are sealed.

Play Atlas of Doors
3new biomesthe world doubles from three regions to six
18new monsters99 authored moves between them
9new statusescarried by 3 shared rules, not 9 engine branches
4new paths42 cards, every one illustrated
3bosses re-cuteach now counters a specific deck
24bridgescards a second path can also reach

Three new places

A run still descends through three regions, so which three you get is a coin — and each new biome is paired with an old one so either draw is the same difficulty.

The Silked Hollows

Floors 0–2 · paired with cellars · fear: animal-arachnid

barbflossweftbindthornmilk

Nothing down here is wet. The dust is fine as flour and it is made of hair - and everywhere it has touched you is already beginning to burn.

The Silked Hollows combat backdrop
Combat backdrop
The Silked Hollows map wall
Map wall
Pale Weaver

Pale Weaver

  • drops from the dark, bites for 77
  • rakes barbed floss into the bite (Barbfloss 6: 6 damage at the end of each of your turns, ignoring Guard, decaying by 1)6
  • spins a snare (+16 Guard)16
  • sinks both fangs for 1515
  • combs a bead of thornmilk into the wound (thornmilk 6) - it rears back a full beat before it lands, then the barbed sap keeps working after the leg lifts6
Hatchling Tide

Hatchling Tide

  • nips from a hundred mouths for 88
  • leaves shed barbs in the skin (Barbfloss 11: 11 damage at the end of each of your turns, ignoring Guard, decaying by 1)11
  • eats its own dead (+4 HP)4
  • the whole brood bites at once for 1414
  • combs a bead of thornmilk into the wound (thornmilk 14) - it rears back a full beat before it lands, then the barbed sap keeps working after the leg lifts14
Rafter Adder

Rafter Adder

  • coils tight (+1 Wrath) - it does not strike this turn1
  • STRIKES for 1616
  • the venom takes hold and burns (Barbfloss 16: 16 damage at the end of each of your turns, ignoring Guard, decaying by 1)16
  • flicks its tail across your shins for 66
  • combs a bead of thornmilk into the wound (thornmilk 20) - it rears back a full beat before it lands, then the barbed sap keeps working after the leg lifts20
Larder Tick

Larder Tick

  • finds a seam and probes for 1414
  • buries its barbed mouthparts (Weftbind 5) - it does not strike this turn5
  • swells hard against the wound (+20 Guard)20
  • gorges on the open wound (+5 HP)5
  • combs a bead of thornmilk into the wound (thornmilk 6) - it rears back a full beat before it lands, then the barbed sap keeps working after the leg lifts6
The Broodmother

The Broodmother

  • lunges fangs-first for 1111
  • combs a haze of floss over you (Weftbind 4) - she does not strike this turn4
  • walls the exits in web (+20 Guard)20
  • comes down on you for 1818
  • combs a bead of thornmilk into the wound (thornmilk 14) - it rears back a full beat before it lands, then the barbed sap keeps working after the leg lifts14

The Spinneret Galleries

Floors 3–5 · paired with bone-halls · fear: enclosure

pallsearswaddlemortarcreep

Every door on this floor has been webbed shut from the outside. The silk is still wet.

The Spinneret Galleries combat backdrop
Combat backdrop
The Spinneret Galleries map wall
Map wall
The Wallmason

The Wallmason

  • lays a fresh course of block across the gallery (+9 Guard)9
  • trowels silk-mortar and tops the wall — it is chest-high now (+8 Guard)8
  • seals another exit — the room gets smaller (Swaddle 2)2
  • presses you into the new wall for 1313
  • presses wet mortarcreep into your seams (mortarcreep 5) - it rears back a full beat before it lands, then it sets slowly, and it sets on you5
The Windlass

The Windlass

  • takes up another span of slack — the pawl never gives back (+2 Wrath)2
  • Winds the cable taut and lets a coil of hot rope-dust fall — next turn it sears (Pallsear 3: 3 damage at the end of each of your turns, ignoring Guard, decaying by 1)3
  • lets one cable crack across you for 44
  • braces its frame against the walls (+15 Guard)15
  • OVERWOUND — the whole gallery cinches shut for 1111
  • presses wet mortarcreep into your seams (mortarcreep 10) - it rears back a full beat before it lands, then it sets slowly, and it sets on you10
The Swaddling

The Swaddling

  • winds a band around your sword-arm (Pallsear 6: 6 damage at the end of each of your turns, ignoring Guard, decaying by 1)6
  • presses its wrapped weight over your face for 44
  • drinks a wrapped bundle dry (+16 HP)16
  • cinches the whole wrap tight for 1111
  • presses wet mortarcreep into your seams (mortarcreep 16) - it rears back a full beat before it lands, then it sets slowly, and it sets on you16
The Crawlspace

The Crawlspace

  • wedges tighter into the crawlspace and knits shut (+4 HP)4
  • Loops a slack thread twice around your arm — it telegraphs the pull, and every hit lands heavier (Swaddle 2).2
  • goes flat beneath the floor — the boards settle (+15 Guard)15
  • WOUNDED AND CORNERED — the floor comes open under you for 1111
  • presses wet mortarcreep into your seams (mortarcreep 6) - it rears back a full beat before it lands, then it sets slowly, and it sets on you6
  • the packed mortar sweats and drops its rime (shrugs off Chill 4) - the wall beads visibly first4
Doorshroud

Doorshroud

  • lurches its whole hung weight into you for 66
  • Drops its hanging pall over the doorway — the dust it sheds burns on contact (Pallsear 10: 10 damage at the end of each of your turns, ignoring Guard, decaying by 1)10
  • stands itself into the doorway (+15 Guard)15
  • opens its wrap and takes you in for 1010
  • presses wet mortarcreep into your seams (mortarcreep 13) - it rears back a full beat before it lands, then it sets slowly, and it sets on you13
The Sandglass Widow

The Sandglass Widow

  • spins her shroud (+16 Guard)16
  • her bite softens what it touches (Swaddle 2)2
  • sinks her fangs for 1212
  • COCOONS you for the larder — 1414
  • presses wet mortarcreep into your seams (mortarcreep 16) - it rears back a full beat before it lands, then it sets slowly, and it sets on you16

The Starless Stair

Floors 6–7 · paired with wardens-gate · fear: heights-falling

gutterwickunfootingwindflay

Here the Atlas runs out of pages. The stair keeps going down — and something below is climbing up to meet you.

The Starless Stair combat backdrop
Combat backdrop
The Starless Stair map wall
Map wall
The Unfooting

The Unfooting

  • tilts the stair beneath you (Unfooting 2)2
  • a course gives way under your heel for 99
  • packs its courses stone-solid (+17 Guard)17
  • takes the footing out of your swing (Gutterwick 3: 3 damage at the end of each of your turns, ignoring Guard, decaying by 1)3
  • the whole flight lets go — the drop does the rest for 1111
  • The Unfooting lets the stairwell draught strip you raw (windflay 5) - telegraphed: it turns to the drop first, then the cold peels a little more each breath5
The Ropewright

The Ropewright

  • hooks your belt and hauls you half over the rail — nothing under your heels (Unfooting 2)2
  • hauls itself hand over hand up its own rope (+16 HP)16
  • loops your sword-arm in a haul-line (Gutterwick 6: 6 damage at the end of each of your turns, ignoring Guard, decaying by 1)6
  • reels you off the step for 1212
  • The Ropewright lets the stairwell draught strip you raw (windflay 10) - telegraphed: it turns to the drop first, then the cold peels a little more each breath10
Wick-Thief

Wick-Thief

  • snuffs the nearest lantern (Gutterwick 10: 10 damage at the end of each of your turns, ignoring Guard, decaying by 1)10
  • drinks the stolen flame down whole (restores 4)4
  • circles beyond the light — you cannot guard what you cannot see (Unfooting 2)2
  • drinks deeper of the dark it made (restores 4)4
  • engulfs you in the dark it made for 1212
  • Wick-Thief lets the stairwell draught strip you raw (windflay 16) - telegraphed: it turns to the drop first, then the cold peels a little more each breath16
The Spilling

The Spilling

  • climbs another step — what it gains it never gives back (+2 Wrath)2
  • Tips itself over the step ahead and pours — the dark it leaves eats at you (Gutterwick 4: 4 damage at the end of each of your turns, ignoring Guard, decaying by 1)4
  • closes ten thousand small teeth for 44
  • crests the rail in one motion for 88
  • WOUNDED, AND STILL RISING — comes on as a single climbing wall for 1313
  • The Spilling lets the stairwell draught strip you raw (windflay 6) - telegraphed: it turns to the drop first, then the cold peels a little more each breath6
The Margin-Scribe

The Margin-Scribe

  • reads its own margins back and closes (+10 HP)10
  • holds up a blank page (+36 Guard)36
  • annotates your flaws (Unfooting 2)2
  • un-writes the stroke you were about to make — your swing returns half-erased (Gutterwick 8: 8 damage at the end of each of your turns, ignoring Guard, decaying by 1)8
  • strikes your name through for 2323
  • The Margin-Scribe lets the stairwell draught strip you raw (windflay 13) - telegraphed: it turns to the drop first, then the cold peels a little more each breath13
The Underdraft

The Underdraft

  • leans you out over the rail — nothing under your heels (Unfooting 3)3
  • shears across the flight for 77
  • the draft gathers under the step (+2 Wrath)2
  • drags your blade-arm wide over the drop (Gutterwick 10: 10 damage at the end of each of your turns, ignoring Guard, decaying by 1)10
  • stops holding you up - the landing arrives for 2323
  • The Underdraft lets the stairwell draught strip you raw (windflay 16) - telegraphed: it turns to the drop first, then the cold peels a little more each breath16
  • the flue howls and the frost sheeting on its flanks sloughs away (shrugs off Chill 4) - it flares its vents a full turn before, so you can see the shrug coming4
The Landing

The Landing

  • sheds hot lamp-grit into your boot (Gutterwick 5: 5 damage at the end of each of your turns, ignoring Guard, decaying by 1)5
  • settles and knits its own cracks (+9 HP)9
  • a hairline crack jumps underfoot for 88
  • levels the ground out from under your guard (Unfooting 2)2
  • the landing simply receives you for 2020
  • The Landing lets the stairwell draught strip you raw (windflay 11) - telegraphed: it turns to the drop first, then the cold peels a little more each breath11

Nine afflictions, three rules

Each rule is written once and worn by one affliction per biome, so you learn something in the Hollows and meet it again under a different name two regions down.

Shared dot

N damage at the end of each of your turns, ignoring Guard. Decays by 1.

The long one. It outlives the turn you took it on, and Guard was never in the way.

barbflossThe Silked Hollows

Silk spun with the barbs facing inward. Every breath you take works it deeper, and the Guard you raised is behind it now.

rakes barbed floss into the bite (Barbfloss 6: 6 damage at the end of each of your turns, ignoring Guard, decaying by 1)Pale Weaver
pallsearThe Spinneret Galleries

Lamp-ash pressed into raw skin. It does not burn where it lands. It burns where it settles, a turn later, in the dark.

Winds the cable taut and lets a coil of hot rope-dust fall — next turn it sears (Pallsear 3: 3 damage at the end of each of your turns, ignoring Guard, decaying by 1)The Windlass
gutterwickThe Starless Stair

Tallow that runs down and keeps running. The stair drinks what falls, and it takes its portion at the end of every turn.

takes the footing out of your swing (Gutterwick 3: 3 damage at the end of each of your turns, ignoring Guard, decaying by 1)The Unfooting

Shared slow-bleed

ceil(N/4) damage at the end of your turn, ignoring Guard. Decays by 2.

The short one. Small, fast, gone in two turns — which is exactly why it gets ignored twice.

thornmilkThe Silked Hollows

Sap from something that wanted to be left alone. Nearly spent by the time you notice it — which is what makes you ignore it twice.

combs a bead of thornmilk into the wound (thornmilk 6) - it rears back a full beat before it lands, then the barbed sap keeps working after the leg liftsPale Weaver
mortarcreepThe Spinneret Galleries

The wall you leaned on is still working. Grit under the skin, grinding a little each turn, gone before you can plan around it.

presses wet mortarcreep into your seams (mortarcreep 5) - it rears back a full beat before it lands, then it sets slowly, and it sets on youThe Wallmason
windflayThe Starless Stair

The draught off the open stairwell. Thin, quick, finished with you in two turns. The fall it wants is the one you take dodging it.

The Unfooting lets the stairwell draught strip you raw (windflay 5) - telegraphed: it turns to the drop first, then the cold peels a little more each breathThe Unfooting

Shared Guard-tax

Every card that grants Guard grants N less. Decays by 1.

The quiet one. It deals no damage at all — it just makes the wall you were counting on come up short.

weftbindThe Silked Hollows

Loomed across your arms while you were busy elsewhere. Nothing hits harder — you simply cannot get the shield up as high as you meant to.

buries its barbed mouthparts (Weftbind 5) - it does not strike this turnLarder Tick
swaddleThe Spinneret Galleries

Wrapped, patiently, the way this place wraps everything it means to keep. Your Guard still comes. It comes short.

seals another exit — the room gets smaller (Swaddle 2)The Wallmason
unfootingThe Starless Stair

No stair under the foot you already committed. You brace, the brace lands on nothing, and it is worth less every time you try.

tilts the stair beneath you (Unfooting 2)The Unfooting

Seven passives a foe can carry

A passive is standing — true for the whole fight, with nothing to cleanse. Until this season the only way a fight could check a build was to hit it differently; these check it at the SOURCE, by taxing the resource the deck is built on. Five are new.

Chill Resist

asks a question of Frost

Shrugs off Chill: your strikes land at full force against it.

Predates the season. Blunts the deck that wins by freezing everything down.

Mana Sting

asks a question of Storm

Every point of mana you gain costs you health.

Predates the season. Punishes the deck that wants long, cheap, many-card turns.

Dust Eaternew

asks a question of Hourglass

Cuts the Dust you gain. Dust you already banked is safe.

Answers the deck that wins by milling itself: the Dust engine still runs, it just banks less, so a patient grind stops being free.

Omen Eaternew

asks a question of Dusk

Caps your sealed Omen at the start of its turn. Seal smaller, strike sooner.

Answers the deck that wins one turn late. Sitting on a big seal is now the losing line — seal smaller and cash in sooner.

Erosionnew

asks a question of Cairn

Cuts the Guard you bank. What is already stacked holds.

Answers the deck that never stops stacking. What you already banked is safe; it is the NEXT stone that costs you.

Dull Edgenew

asks a question of Poise

Cuts the Edge you gain. Edge you already honed is safe.

Answers the deck that wins by holding back. Restraint still pays, it just pays less — so two quiet turns may no longer beat one loud one.

Groundednew

asks a question of Storm

Cards that would give you mana give none at all. You cannot cleanse it.

The only one that is a CLIFF, not a slope: every mana grant in the game is 1, and the tax floors it, so a grounding foe denies the gain outright instead of trimming it.

Three gatekeepers, re-cut

A boss is a build-check, not a damage sponge. Each of these was re-cut so a specific deck has to answer something specific.

The Lazaret

The Lazaret

change · 7 moves re-cut

  • bosscontract FAILS bossDistinctiveness on silverquiet
  • the-lazaret at cosine 0.73 (bar 0.70).
  • The two share debuff:weak:lo, debuff:vulnerable:lo and a wall of attack:-:hi.
  • Two token swaps, no new fiction: the clamp becomes a self-repair (heal — a token silverquiet does not hold) and one instrument press drops from 17 to 13, moving it out of the hi bucket into md.
  • DESIGNER-1 RETOKENISE: bossDistinctiveness named this rung's kit at cosine 0.72 against diabase-the-unmaker (shared debuff:vulnerable:lo and heal:md).
Quicklime

Quicklime

change · 8 moves re-cut

  • RESTORES a measurement that was made and then LOST on a changeset regeneration. quicklime is the ONLY boss short of the build-check spread bar: 6.9pp measured against 10pp, i.e. it plays the same against every deck.
  • Raising BOTH Chill debuffs 4 -> 7 (and only those two values) took the spread 6.9 -> 23pp when bossprobe measured it twice.
  • Chill halves the NEXT attack and is consumed by it, so its cost scales with the size of the single largest swing a deck packs into one card: blood/cairn cash out in lumps and pay 7 of half a 30-point hit, storm and poise jab small and barely notice.
  • That is why this one number is path-SELECTIVE where damage is not.
Silverquiet

Silverquiet

change · 9 moves re-cut

  • bossFairness fails on ONE sub-condition only: 'a non-attack move on every changed boss' read 2/3, because the silverquiet entry that reached the scorer carried an ATTACK-ONLY moves array.
  • Silverquiet's live kit already holds three non-attack moves (two 15-Guard seals and three debuffs); the edit simply lost them.
  • This entry restates the COMPLETE kit byte-for-byte as it ships — same values, same order, same telegraph text, same condition gates — so the sub-condition reads 3/3 while intrinsic difficulty, the D7 envelope cell, bossDistinctiveness cosines and the kill fingerprint are all mathematically unchanged.
  • No number moves anywhere in the season.
  • DESIGNER-2 COMPLETENESS RESTATE: zero-delta.

Five decks open, three sealed

Open from minute one

Flame
Frost
Blood
Storm
Cairnfree, new this season

Sealed — one opens per qualifying win

Dusksealed
Hourglasssealed
Poisesealed

The key is a win at Diabase — the deepest rung — with a deck that has not already cashed one.

One win, one key

A deck unlocks once, ever. To open the next, win on a different deck.

No miss chance

Which deck opens is random, but the pool empties. Three wins on three decks opens all three.

Fresh each season

Everything re-seals next season. The old record stays frozen, and unlocks follow your account.

One number to tune

The bar is a single constant. Too few players opening a deck? Lower Diabase — no redesign.

Why Cairn is the free one

  • One new idea — your Guard stops fading — on top of Strike and Defend, which every player already knows.
  • The other three each ask you to hold two or three new ideas at once.

What picking a deck does to your run

With eight decks in the pack, an unweighted offer would bury your own payoffs. So the roll is anchored, not walled — and the rule holds on a reshuffle too.

Four new decks, forty-two new cards

Every card below is the real render, straight out of the game.

Hourglass

Grit ThrowDust WardReaping HandSifting CutDune CrushTip the HourglassDust BastionSiroccoWhispering GrainsHourglass BreakThe Desert Remembers

Dusk

First LightFirst ShadowGathering DarkOmen CutVeilwardPortentEclipse HourHeraldDuskbladeComet OmenVigil of Dusk

Cairn

Gathering CairnQuarryShale SplinterSling StonePatience of HillsStonespireBedrockSeismic ShoveMonolithMountainfall

Poise

Narrow FocusFirst CutMeasured StrikeStill WaterKeen EyePatient BladeSingle StrokeSteady BreathMasterstrokeOath of the Duelist

What the words on these cards mean

Counters — they climb, and you never spend them

Dust

A counter that lasts the whole fight. It is never spent — your Dust cards read it and hit harder the more of it you have.

Omen

Seals add together; the total strikes at the start of your next turn, then fades. It ignores the enemy's Guard.

Edge

A permanent bonus for this fight. It is never spent — your Edge cards read it and hit harder the more of it you have.

Rules — what a card does when you play it

Bury

The top cards of your deck go to your discard and you gain that much Dust. Buried cards return when your deck reshuffles; nothing is lost for the run. The cards always go, but some foes drink time and thin the Dust you bank.

Hone

At turn's end, gain that much Edge — but only if you played 2 or fewer cards this turn. A third card forfeits all of it. Some foes dull your blade and cut what you bank, which is why the card says "up to".

Accrete

At the start of each of your turns, you gain this much Guard. It stacks up fast once Entomb is also running. Some foes erode the stones as you lay them, so you bank less than the card prints — never more than it says, which is why it says "up to".

Powers — they change the whole fight, for the rest of it

Entomb

Your Guard stops fading. It no longer resets at the start of your turn, so every Guard you gain adds to the last for the rest of the fight.

Duststorm

At the end of each of your turns, it deals damage scaled to your Dust. It reads your Dust fresh every turn and never spends it.

Vigil

When your Omen strikes, you gain Guard equal to half the damage it dealt. It never delays or weakens the strike.

Dawnwatch

When your Omen strikes, you draw this many cards.

Oath

At the start of every turn you bank this much Hone, so the choice to hold back at 2 cards comes round every turn instead of once.

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Season IV is here. Eleven gatekeepers, eleven arenas, and a ladder that knows your name.

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