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Spells that shove and drag: Push gets stronger, Pull arrives

Alpha · Alpha 5.3.0 · 22.07.26

Push and Pull are now true movement magic. How far a target flies depends on the spell's strength, so a heavy Push can hurl an enemy across the field while a light one just nudges them out of position. Pull is the new counterpart: yank a ranged attacker out of cover and into your melee line. The Ochre Pits arena fight rotates in as a proving ground for both.

Fixed a bug where Auri's daily rewards could stay locked on "come back tomorrow" even after the new day's reward was ready. If you saw the daily-rewards popup but the shop disagreed, that's gone — the shop now always knows what day it is.

Quest rewards have been rebalanced: quests now pay out more generously in uncommon materials, and strength-sigil unlocks no longer demand arena wins — you can progress your sigils through the story alone.

A new Controls tab in Settings lays out every way to play: all keyboard schemes and touch controls, on every platform. The Use-item button on the fight field also sized itself to match the spell cards next to it.

Under the hood: sigil unlock gates were reworked so every sigil is reachable at a sensible point, and groundwork continues for the desktop build on Steam.

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