15 September: every class is named, and the non-CN stutter finally gets a named cause and a fix
A no-downtime update applied at 08:00 UTC+0 on 15 September, with a client update from your platform store required afterwards. It is the fifth balance pass and the broadest by coverage — all six classes appear, plus tactical items and a gem affix — but it is not the biggest by magnitude: most lines are bug fixes, and every numeric move is written as “slightly”, with no figure published for any of them. The line worth reading twice is not in the class lists at all. Under Critical Fixes, Bellring says non-CN servers were switched from AWS EFS to EBS storage, and names what that resolved: rare hitches lasting over five seconds, caused by a log I/O disk-write bottleneck. That is the first time since launch the studio has published a cause at the infrastructure layer rather than at the game layer, and the first time it has written “successfully resolved” about stutter instead of “under investigation”.
- Withered Knight takes the pass: Heavy Strike damage down, including its branch after a forward dodge; delayed and consecutive Execution damage down; Sacred Bulwark cooldown down; Spear Barrage damage up. Four of those are the class being pulled away from Execution pressure and toward its spear.
- Execute no longer triggers the [Smiting] affix, and Blackarrow's [Blood Infection] explosion damage now does — the same affix, corrected in both directions in one patch. Any Smiting figure measured before today was measuring one of the two errors.
- The [Fervor] affix damage boost is reduced. It is the only gem affix in the patch and it carries no number, so this site records the direction and not a value.
- Mercenary gets a cheaper [Stonebreaker Slash] and two fixes to it — a low-Energy block interrupting the follow-up, and damage taken mid-skill leaving the animation unplayed while the skill still worked. Read against 28 August and 3 September, the class continues to be nudged back toward blocking.
- Shadowstrix gets an audio cue for [Flurry Strike] charge phases. That is a direct concession to 3 September, which made that charge drain Energy continuously: a cost you cannot hear is a cost you cannot budget. Also an [Ankle Cut] fix and a rubberbanding fix for dodges chained off the end of [Bloody Blade Dance].
- Blackarrow is the one class with a clear nerf: [Spore Arrow] cooldown up. Against it, uncharged [Featherlight Arrow] damage up, a backward [Dodge Power Shot] cooldown fix and an [Impact Grenade] double-cast fix.
- Sorcerer and Seer get small, mostly defensive moves — [Forbidden Gate] obstacle health up, a [Stardust Arcana] trigger bug under Stamina Overdraft, [Shelter Rune] cooldown down, and [Blinding Rune] no longer interrupted by jumping.
- Tactical items: the [Revealing Bulb] series loses its dodge-energy reduction, and Exposed can no longer be re-applied to a target that already has it. Both changes cut the same loop — chaining Bulbs to keep a target permanently marked while paying less to reposition.
- Three rubberbanding fixes sit alongside the storage switch: client-side interrupted animations that kept playing server-side under continuous hits, extra network fault tolerance on post-dodge branch attacks in high-latency matches, and steadier dodge directions as other players see them. Position desync is what four consecutive patches have been chipping at.
What else 15 September changed: four season tasks recut, and Pip’s Pouch stops eating inventory slots
The task easing that 28 August opened and 3 September called closed turns out not to be closed. Four season tasks are rewritten or unblocked here, and two more are fixed for being wrong rather than hard. What the post does not do is touch the count: DevNote #8’s 152 tasks for every end-game reward is still the season, and Bellring still publishes no Season 1 end date, so the season is the same length with each task asking less — the same shape as the 28 August pass.
- [Soul Hunt] now asks for "Complete 1 Soul Harvest while staying alive". One ritual and one survival condition — on the task the season is named after.
- [All or Nothing] now asks for "Defeat 1 Gyldhunter". That is the 28 August execute-to-defeat change applied to a single named task, with the count down to one.
- The "complete all objectives within a single session, or all progress will be reset" restriction is removed from [Battle-Tested] and [Preserving the Truth]. That restriction, not the objectives, is what made those two read as punishing.
- Two season tasks were simply wrong and are fixed: [Polishing the Story] displayed requirements that did not match what it actually checked, and [Show Your Edge] was calculating completion incorrectly. If either refused to tick for you, it was not your reading of it.
- Stackable items in Pip’s Pouch now stack instead of taking a fresh inventory slot each time you pick the same thing up. The least dramatic line in the patch and probably the one most players will feel every match.
- Map and marker fixes: terrain collision in parts of Hallowgrove and Brandrgarde, abnormal minimap markers at Brandrgarde’s Sealed Grounds, and the minimap icon after picking up a Soul Cocoon during a Soul Harvest.
- Three action-lock bugs, all of them run-ending: the Item Wheel locking you out of every action, interacting with Soekja doing the same, and the Collection Pedestal disappearing after being previewed at camp.
- Also fixed: in-match tasks not counting on the Fate Chart, the per-match Path of Glory point cap displayed wrongly on the results screen, garbled recruitment messages in chat channels, Gyldjar and Bell skins displaying abnormally in the in-match inventory, and on PS5 a voice type in character creation not playing its audio preview.
9 September: weekend Combat Supplies, and every mode can start with fewer players
The newest official post is a rewards announcement with a server-side update hidden in its last paragraph. From the weekend of 11 September until the end of Season 1, Bellring sends Combat Supplies by in-game mail at each server’s own 00:00 on Friday, Saturday and Sunday. The same post says that through today’s server-side update, the team implemented a dynamic player cap for matchmaking, so all game modes may now start with fewer players. No client download, queue floor or Season 1 end date is published.
- Weekend mail is three separate 24-hour windows, not one bundle: Pro Combat Bag ×1 on Friday, Pro Combat Bag ×1 on Saturday, and Elite Combat Bag ×1 on Sunday.
- The schedule is server-local: International UTC+0, Oceania UTC+10, North America UTC-8. Oceania’s “Friday 00:00” grant is Thursday 14:00 UTC, so a UTC-only calendar is already late there.
- The dynamic player cap applies to all game modes and is framed as an evaluation of lower-density, lower-intensity matches. Bellring publishes no new player-count floor, no per-mode figures and no opt-out.
- This is not a redeem-code event. The rewards arrive through in-game mail, and the official post names no CDKEY, no promo code and no console redemption path.
3 September: Brandrgarde opens to solo players, and Shadowstrix takes the pass DevNote #8 promised
A no-downtime update applied at 08:00 UTC+0, with a client update from your platform store required afterwards — and the first one since launch to add a mode rather than tune the ones that exist. Solo Mode opens for both Brandrgarde difficulties, Normal and Cataclysm, which closes the question the 5 August roadmap opened and does it four weeks after the announcement rather than in "the middle of Season 1" that the announcement named. The balance half is the fourth pass since launch and the first to land on Shadowstrix in the way DevNote #8 said it would on 20 August.
- Solo Mode is added to Brandrgarde Normal and Cataclysm. Nothing in the post restates or changes the trio gear gates — Cataclysm's 2500 Gyldenblod floor with Elite bags only, Normal's 300 Gyldenblod with starting gear capped at Epic — so this site still records the trio figures and marks the silence as silence.
- Shadowstrix: wind-up increased on both Phantom Shift and the Free Movement talent, and the Flurry Strike charge now drains Energy continuously instead of being free to hold. Bellring names the target outright — zero-cost pressure where Dual Blades players sat in a charge state indefinitely. Two small Energy refunds are added back, on a charged Flurry Strike under Deep Charge and at max Wound Buildup stacks, so the class is being made to pay for pressure rather than being stripped of it.
- Blackarrow's Steel Arrow cooldown drops in both queues, "with a slightly larger reduction applied in Trio Mode compared to Solo Mode". That is one line and it is the most informative line in the patch: on the day two solo queues open, Bellring is already tuning a single number differently per mode. The queue split it warned about on 5 August is now a balancing surface.
- Sorcerer: Thunderstrike loses its distance falloff entirely and deals the same damage at the edge as at the centre — a straight buff to the class's worst-case hit, and the largest single change to a damage profile here. Input buffering on Flameblade and Windcraft was also fixed, along with two talent buffs that could persist indefinitely.
- Mercenary: Perfect Block inflicts more stagger, making post-block damage more consistent, and the Block Damage Boost talent gives a larger shield in Trio. Read against 28 August, which removed the dodge invincibility frames under three talents, the class is being pushed back toward blocking and away from dodging.
- Withered Knight gets two fixes and no numbers: Joint Pierce no longer applies to targets it hit but failed to pull, and Auto Execution's detonation now sounds different for friendly and enemy factions.
- Critical, and easy to miss under the class lists: two Gyldening bugs are fixed — damage spiking abnormally, and damage occurring before the Gyldening progress had fully accumulated. If a fight this week ended in a way that made no sense, that is the likeliest reason.
What else 3 September changed: task grind eased, railings on the tower lifts, and a one-month reward mail on a clock
The companion announcement published an hour after the patch note is where the rewards are, and it also confirms in plain words what the patch note lists as a bullet: Solo Mode opens following this update. It is worth reading for one more thing — Bellring names what is still open rather than claiming it fixed, listing performance optimisation, class balance, matchmaking rules and illegal teaming as the ongoing priorities. That is the fourth consecutive post to leave performance outstanding.
- The one-month launch mail was three grants on three days, all gated behind one deadline: Pip's Rare Pouch Voucher (3 Days) and a Pro Combat Bag on 3 September, a Rare Repair Kit (7 Days) and a Pro Combat Bag on 4 September, and a Premium Legendary Material Selection Chest plus an Elite Combat Bag on 5 September, each sent at 08:00 UTC+0. Bellring required Lv.5 before 16:00 UTC+0 on 13 September to claim any of them; that eligibility window is now closed.
- The Season and Contract Task easing from 28 August is referred back to as done — this post frames it as the previous update having "reduced the progression grind", which is the first time Bellring has treated that pass as closed rather than ongoing.
- Safety railings were added to every elevator platform inside the towers. A patch note that reads as trivial and is not: falling off a lift is a run ending with your kit on the floor.
- The red dot above enemy characters was retuned so you can gauge an opponent's gear level at a glance. On the day solo queues open, that is the cheapest read you get on whether to commit — with no teammates, the decision is entirely yours.
- Recruitment messages in chat channels now show region server details, and the Collection Pedestal accepts materials in phases rather than all at once.
- Movement smoothing on rapid direction changes during displacement skills, Bloody Blade Dance named as the example, aimed at rubberbanding. Plus a fix for characters teleporting a short distance when interrupted mid-mobility-skill.
- Two Season Task fixes that were quietly blocking completion: the Moonprayer investigation-site icon failing to appear on the minimap, and All or Nothing being uncompletable under some circumstances.
- Looting UI fixes worth the read: the interface closing unexpectedly in container-dense areas, and closing automatically after emptying a container. Console gets a keybind-reset fix; PS5 gets gem affix values no longer truncated to whole numbers and a Victory Wine display fix.
28 August: the task grind is cut, and Mercenary loses its dodge i-frames
The first update since launch that takes the servers down rather than landing live — roughly two hours from 06:30 UTC+0 on 28 August, with matchmaking closed from 06:00 and a client update from your app store afterwards. The title says maintenance and the contents are anything but. Bellring opens with an admission it has not made before: Season Tasks and Contract Tasks are too hard, the feedback was persistent, and the team met about it. The easing that follows is broad, and it is worth being precise about what it does not do — no task was removed from the count. DevNote #8 priced the season at 152 tasks for every end-game reward a week ago; that number is not addressed here. What changed is what each task asks of you.
- Season Tasks: kill-count requirements reduced and difficulty-mode restrictions lowered, so tasks that forced you into a harder mode no longer do. Tasks that asked you to *execute* Gyldhunters now only ask you to defeat them, and they ask for fewer — the single most annoying condition in the season, because an execution depends on the other player's squad rather than on your aim.
- The equipment-value restriction is gone, replaced by an equipment-rarity requirement. That is a cheaper condition to satisfy and a more predictable one: a rarity is on the item, whereas a value moved with the Auction House.
- Contract Tasks: most completion counts reduced, tasks requiring you to search specific containers removed entirely, and tactical-item tasks now accept any tactical item rather than the one named. The Daily Task reward goes from 30 Contract Sigils to 40, which is a 33% raise on the one thing you do every day.
- Objectives that share progress across a team now say so on the card. Squads have been guessing at this since the tasks opened.
- The balance pass in the same post is the third since launch, and the biggest single mechanical line in any of them: dodges performed under Mercenary's Leap Step, Dynamic Charge and Relentless Advance no longer grant invincibility frames, and cost more Energy. A Mercenary who has been dodging through hits for four weeks is now dodging around them.
- The Hammer's free pressure loop is closed with it: Earthshaker and Skullcrusher spend Energy at startup instead of on release, so charging and cancelling repeatedly is no longer free, and Skullcrusher's cooldown went up as well. DevNote #8 said on 20 August that Warhammer might get "minor tweaks" on later data. This is not minor.
- Shadowstrix takes the Super Armor line that note hedged three deep: Spinning Slash loses damage and movement distance, aimed by name at indiscriminate Super Armor counterattacks. Sorcerer takes ten lines, the largest block here — Meteor Charm loses PvP damage, Gravitational Vortex is "greatly reduced", and Stardust Torrent's damage moves into its third channelling stage only if you take Unending Torrent.
- Blackarrow gets its first increase of any pass since launch: Spore Arrow damage up, against a reduced crowd-control extension on Lasting Pain. Cut on 6 August, cut again on the 12th and absent on the 19th, it is the one class this pass points upward.
What else 28 August changed: no enemy nameplates, an Oceania server, and a fix for flying into the sky
The systems half of this patch is where it touches players who never look at a balance table. Enemy player names no longer appear above characters in a match, and Bellring gives the reason: reducing cross-teaming violations. Read it against the Fair Play post of 21 August, where over 80% of poll respondents supported penalising temporary teaming — the poll asked whether to punish it, and this is the mechanical half of the same answer. It also changes how you read a fight. You can no longer confirm who is who at range, so a squad you assumed was two duos is now just shapes in the mist.
- Soul of Return now stacks to 1. The stated reason is grief prevention — malicious players were snatching or destroying stacks — and the practical effect is that the item that gets you out is no longer something you can hoard or lose in a single grab.
- A new Oceania server. The first regional addition since launch, and the one change here that a ping graph will show rather than a patch note.
- Two named sources of server-side rubberbanding are reduced: branch skills executed immediately after a dodge, and destroying breakable objects through movement or skills. Note what is not here — the chime and treasure-chest refreshes the 19 August post identified as the cause of the frame-rate hiccups are not mentioned, so that diagnosis is still outstanding. A system performance diagnostic pop-up was added, which is how Bellring expects to collect the rest.
- A protective constraint system now applies across every class to stop characters launching into the sky after high-speed movement. That bug has been patched one instance at a time since 6 August; this is the first line aimed at the whole class of it.
- Brandrgarde had low-level monsters thinned where they were packed too densely or sat near the map edges. If a route felt unreasonably busy on the way to an edge extraction, retest it.
- Quality of life that adds up: the Blocklist limit is raised to 100, chat gained a "Scroll to Bottom" button, World Chat now carries recruitment messages, and buying anything priced inside the Overpayment Range asks for a second confirmation — the first mechanical protection against an Auction House price trap this game has shipped.
- Fixes worth knowing if they cost you a run: Withered Knight's Parry dash could throw you into the sky, Seer's Burst Rune could strip an enemy's invulnerability as they left a Mist Lord's room, the Creation gem affix could stack abnormally, and Withered Knight footsteps could go completely silent — which in an extraction game is not a sound bug, it is an information bug.
19 August: the balance pass turned around, and a third cause for the stutter
Live at 08:00 UTC+0 with no downtime, then a client update from your app store. The headline is what it does to the two classes at either end of it. Mercenary — the only class of six that the 12 August pass did not name at all — takes thirteen lines here, seven of them reductions, concentrated on its defensive kit. Withered Knight takes ten lines and not one is a cut. Blackarrow, cut on 6 August and again on the 12th, is absent from this post entirely. That is the pass pointing the opposite way from the last one, and it is still not a tier list: nobody has played matches on these numbers, so the ranking on this site has not moved.
- Mercenary's cuts land on defence: Perfect Block staggers for less, Perfect Defense costs more Energy in solo, Block Damage Boost gives a smaller shield and stops carrying through a weapon switch. Stacked Slash loses PvP damage with no mode named — unlike the 12 August cuts, which said solo-only in the note itself.
- Withered Knight gains movement distance on four separate attacks, Super Armor on a fully charged heavy, and cheaper Parry and Breakthrough Charge. Withering Mark now slows what it hits and shortens the target's dodge, which is a new tool rather than a bigger number.
- The stutter is explained a third time in seven days, and this post fixes none of it. New dedicated server frame-rate monitoring traced hiccups to chime and treasure chest refreshes triggering excessive computation — and the post says those "will be systematically resolved in upcoming updates". A diagnosis and a plan, not a change that shipped today.
- Soul Harvest corrections worth knowing if you ran the ritual before today: Mistchaser Shop limits failed to refresh after completing it, purification-phase Soul Incubators wrongly dropped Soul Cocoons, and Smuggler Woodlings failed to spawn once the ritual began.
- Entering a Mist Lord's room now gives a brief window of invulnerability — a doorway death is a run lost before the fight starts.
- A monster hitting you while you accepted an in-match task could lock out every action. That is the third distinct input lock fixed since 12 August, and the known-issues page still keeps the raid soft-lock open rather than closing it on the strength of them.
15 August: the stutter finally has a named cause, and it was the servers
Not a client patch, and that distinction is the practical part: there is nothing to download for this one. Bellring changed server configuration across all servers on 13 and 14 August, then explained why on the 15th. This is also the first time the cause has been named rather than described as under investigation — one source of the intermittent stuttering, lag and character teleporting was traced to cloud server CPU hyper-threading. Read it against what the 12 August notes claimed, which was that client hitching and stuttering were fixed. They were not, or not entirely; three days later the developers were still rolling out fixes for the same symptom from a different direction. Bellring says its own monitoring shows the stutters occurring less frequently and calls performance its highest priority with work still open, so this is a direction of travel rather than a closed case — retest on your own machine before rebuilding around it.
- The dated grant in this post: an appreciation mail of Moonlight Nectar ×5, Pro Combat Bag ×2 and Advanced Combat Bag ×2, claimable from in-game mail until 22 August 2026 at 00:00 UTC+0. It is a separate grant from the Wave 3 milestone mail that closed on the 12th — different quantities, no Standing Pose — so claiming that one does not mean you have this one.
- Soul Harvest runs now pay a token that is spent at the Mistchaser Shop, which is where the Season-exclusive Holy-quality Soulbound Serpent Crystal comes from, alongside a Holy Material Selection Chest, Moonlight Nectar and Soul Coins. This is the first official reward list for the mode; before it, the shop was named in no post.
- The Fate Chart Shop gained Moonlight Nectar and a Legendary Material Selection Chest, with more said to arrive as the season progresses — so a Fate Chart stock check made before 15 August is out of date.
- The boss to beat for the Soul Harvest rewards is the Soulgnawer, named here and in DevNote #7 and nowhere in the 12 August patch notes that shipped the mode.
- No balance lines, no class changes and no new fixes list. If your class feels different since the 12th, this post is not the reason.
12 August: the first real balance pass, and Soul Harvest early
The biggest update since launch, delivered without downtime at 08:00 UTC+0 on 12 August — two days before the 14th the publisher's launch press release had named, so anyone still waiting on that date has already missed it. You need to update the client from your app store to have it. Two things happened at once. Soul Harvest went live alongside a new stage of the Fate Chart, triggering by chance inside ordinary Hallowgrove and Brandrgarde matches rather than as a mode you queue for. And twenty-nine balance lines landed across five of the six classes — the first pass that reads as tuning rather than bug-fixing, and the first to touch PvP damage directly.
- The line that will move tier lists: Blackarrow and Sorcerer both had their PvP damage multiplier reduced in solo mode only. PvE damage and trio PvP are explicitly unchanged, so this is aimed at solo queue being decided by whoever fires first.
- Shadowstrix took the most detailed pass — Spinning Slash Super Armor and Battle Frenzy piercing down, Phantom Shift costlier, against a faster Inspiring Impale and Wound Accumulation detonating at 8 stacks.
- Mercenary is the only class the pass did not touch at all.
- Two systemic changes affect every build carrying them: DoT ticks are less frequent for the same total damage, and the Eloquence affix's high-tier anti-interrupt went from a 10-second cooldown to 15.
- Quality of life nobody had announced: real-time voice chat, and an "Add to Blocklist" control inside the World Chat window — the chat blocking the 7 August notice had promised for "next week".
What else 12 August fixed: the stutter, the ping number, and a cosmetics leak
The balance lines got the attention, and the fix list underneath them is where this patch touches most players. One entry is a first: the notes claim the client-side stutter directly, rather than describing it as under investigation the way every previous post had. Bellring still says the remaining hiccups are being looked at, so this is a claim to retest on your own machine rather than a closed case.
- "Fixed client hitching, stuttering, and crash issues occurring under certain scenarios." Before working through the settings guide, retest — this is the first patch note to name the stutter as fixed rather than acknowledged.
- Ping display logic was reworked to give "a much more accurate, real-time reflection of your actual in-match input latency", so a ping figure from before 12 August is not comparable with one after it. A number that got worse may be the display getting honest.
- Cosmetics meant to be visible only to you and your teammates could become visible to enemies under specific circumstances. In an extraction game that is an information leak rather than a cosmetic bug.
- Einherjar mode could not be activated when the Dried Flower Knot's remaining durability fell below the expected consumption amount — the mode the 6 August update had opened a week earlier.
- Two interruptions that cost runs are gone: being interrupted while looting could leave you unable to attack, and being interrupted mid-execution could lock you out of every action.
- Out-of-match economy fixes worth knowing: warehouse items disappearing from view while preparing gear, and the Loadout screen buying gems from the Auction House that were already sitting in your warehouse.
7 August server-side update: Focused charge bug fixed
Bellring rolled this one out online rather than as a store-download client patch. The concrete gameplay fix is narrow but important for Withered Knight players: canceling a Polearm & Shield charge should no longer abnormally trigger the Focused affix movement-speed bonus. Treat any build advice that depended on that cancel as outdated until it is retested.
- No redeem code, tier reset or reward table was announced in the 7 August notice.
- Server lag remains under investigation. Bellring says the causes vary by in-stage situation and should taper off over successive updates rather than in a single all-purpose fix.
- A Block feature for chat is planned for next week, and successful in-game cheating/Illegal Teaming reports should soon send feedback emails.
- Bellring says next week's client update will officially launch Soul Harvest and open Season Tasks; exact patch contents are still to be announced.
What the 6 August update changed
It shipped as a no-downtime update at 09:00 UTC on 6 August and needs a client update through your app store. Two things in it matter beyond the fix list: Dried Flower Knots now drop, and the Einherjar Mist Lord challenge is open. The balance work is narrow — one Blackarrow nerf and two Withered Knight energy-cost cuts — and Bellring said plainly that a class left untouched is not a class it considers balanced, only one still under review.
- Blackarrow, Steel Arrow: "Removed the impact effect from uncharged shots, and slightly reduced the impact of fully charged shots." Plus fixes to displacement after a side dodge and a false collision prompt when aiming at stealthed targets.
- Withered Knight: "Slightly reduced the Energy Cost of" both Sprinting Slash and Withering Mark — the second energy pass this class has had in a week.
- Withered Knight fixes: skills catching on obstacles and launching you vertically, casts cancelled by the Inspect action, and Thorn Guide dragging Richie the Merchant.
- Crash and loss fixes: the PS/Xbox friends list crash, gem affixes crashing a match, Hallowgrove's Gyldenmist dealing no damage, and stackable items stacking wrongly.
- Mercenary and Sorcerer got fixes only — a stray Sword and Shield auto-block, and Stardust unable to charge Meteor Charm in some situations.
Launch-day fixes still worth knowing about
Several of these were actively costing players runs, so if you hit one before 30 July it was not your fault.
- "Fixed incorrect key prompts in the Sorcerer's spellcasting tutorial."
- "Fixed a mismatch between the visual effect range and actual damage range of Flameblade" — the effect was lying about its reach.
- Fixed repeatedly entering and exiting the area around the Soul Tree consuming extra resources.
- "Fixed an issue where items could not be split via the secondary menu."
- "Fixed an issue where some matches on console platforms could not reconnect" — a reconnect failure in an extraction game means a lost bag.
What shipped inside the launch build
The balance pass that actually reshuffled the tier list went out with the launch client rather than as a separate patch, which is why pre-launch guides and beta tier lists disagree with what you see in game.
- Buffed: Sorcerer, Mercenary and Withered Knight.
- Cut: some of Blackarrow, Shadowstrix and Mace Seer's strongest PvP tools, with Ice chain crowd control taking the single biggest reduction.
- Withered Knight also gained the entire Polearm & Shield weapon path, an extended parry counter window and a Thorn Guide collision fix.
Launch rewards and player count
Bellring reported over 100,000 Gyldhunters within eight hours of launch and granted a Thumbs Up gesture plus 500 Soul Coins. On 1 August it followed up with a second login reward after saying more than 500,000 Gyldhunters had entered Weavereach. On 5 August it announced a third wave for over 1,000,000 Gyldhunters: Standing Pose: Spellcasting, Moonlight Nectar ×5, Pro Combat Bag ×1 and Advanced Combat Bag ×1, from in-game mail, on a claim window that closed 2026-08-12 12:00 UTC+0.
What is shipped now, and what is still only announced
The 12 August update cleared most of this list at once. Soul Harvest is live, chat blocking shipped as an "Add to Blocklist" control inside the World Chat window, and real-time voice chat arrived unannounced. Season Tasks came off this list on 19 August, and by an aside rather than an announcement: that update’s fix list contains “Fixed incorrect text in Objective 2 within Season Tasks”. Nobody can correct the wording of an objective inside a feature that has not shipped, so the tasks are live and being maintained — which is the first official use of the phrase since 7 August. DevNote #8 then priced them on the 20th: 152 tasks to unlock all end-game rewards, 50 core tasks for Pip’s Rare Pouch and 93 for the Legendary Nether Ferry skin, published inside an apology for how large the first number is. The day they opened remains unpublished. The 3 September update then cleared the Brandrgarde Solo Mode line: Normal and Cataclysm solo queues are live, four weeks after being announced for the middle of Season 1. The 9 September rewards post clears one more matchmaking item by shipping a dynamic player cap server-side: all game modes may start with fewer players, but Bellring publishes no floor or per-mode figures. The 15 September update then closes one narrow slice of the performance item, and is the first post to do so with a cause rather than a symptom: non-CN servers moved from AWS EFS to EBS, which it says successfully resolved rare hitches of over five seconds caused by a log I/O disk-write bottleneck. Read the scope before reading it as a fix — it names non-CN servers, one symptom and one cause, and says nothing about CN servers, about shorter hitches, or about latency in general. What is still left is narrower: report-feedback emails were promised for "this week" as of the 12 August Fair Play post, and latency remains open — the 12 August notes claim server-performance work and fixes for "select server-side lag issues" while saying the investigation continues. Until a patch note says otherwise, those remaining items are official plans rather than shipped mechanics.
How this page is maintained
Balance moves fast on a live-service game, and stale advice is worse than no advice. The status board is not typed in: an automated job reads the official Steam announcement feed every four hours, and the current build, the last-checked date and whether an announced update has actually shipped are all derived from that snapshot, so they cannot quietly fall out of date between edits. What stays hand-written is the reading — what a change means for your build. When a patch lands, it is quoted here from the official notes first, and only then are the class and gear pages updated to match. If a page contradicts this one, this one is newer.



