Late April Patch Guide: v0.103.2, v0.104.0, Doormaker Feedback, and How to Adapt
A current late-April guide to the live v0.103.2 update, the April 24 beta v0.104.0 follow-up, the Doormaker and Ascension feedback loop, and the practical changes you should make in your runs now.
What exactly landed on April 17
The update most players hit on April 17, 2026 is Major Update #1 - v0.103.2. It was officially posted by Mega Crit on April 16, 2026 on Steam, then reached most main-branch players on April 17. This was not one small patch. It was the live-branch rollout of the beta changes tested across v0.100.0, v0.101.0, v0.102.0, v0.103.0, and hotfix v0.103.1.
The most important follow-up in the last week is Beta Patch v0.104.0, published on April 24, 2026. It did not replace v0.103.2 on the main branch, but it shows where Mega Crit is steering the next balance pass: lower Ascensions are being softened gradually, high Ascensions are still intended to be a serious mastery target, and Doormaker is being monitored through in-game feedback, social media posts, and metrics rather than being immediately reworked.
- Official live post date: April 16, 2026.
- Widespread player uptake: April 17, 2026.
- Main branch now includes beta work from v0.100.0 through v0.103.1.
- Latest beta follow-up: v0.104.0 on April 24, 2026.
What changed in the April 24 beta follow-up
v0.104.0 is less about one huge new system and more about the studio answering the last week of feedback. The headline is not just the individual card text. It is Mega Crit openly saying the base game is currently hard, that lower Ascensions are being made a little easier over time, and that high Ascension wins should remain rare, meaningful mastery goals.
Doormaker is the other key signal. The studio says its millions-of-runs data does not show Doormaker as harder than the other Act 3 bosses overall, but it also acknowledges that the mechanics may be too abrasive against some playstyles. That matches the player split: statistics may say the boss is within range, while players still hate how it can delete the logic of a draw-heavy, low-cost, or Souls-based deck.
- Lower Ascensions are being adjusted downward gradually, not through one emergency patch.
- Doormaker was not immediately nerfed in v0.104.0, which means players should still draft around it for now.
- Neow’s Fury and Neow’s Booming Conch were buffed, making some Neow starts more attractive than they were last week.
- Conflagration and Drum of Battle were reworked to fit Ironclad more cleanly.
- Multiplayer scaling for Artifact, Slippery, and Skittish powers was reduced, which directly answers co-op frustration.
The full update timeline, patch by patch
If you only read the main update post, you miss the chronology. The beta cadence matters because several changes were introduced, partially reverted, and then reworked into their final live form. Borrowed Time is the clearest example: it was first nerfed, then reverted, then completely redesigned into a different type of energy card. The same is true, to a lesser extent, for map generation, Gloom/Inflation, the Doormaker fight, and how the team approached Silent balance.
Below is the practical reading order for the patch, from first experimental push to final live rollout.
- v0.100.0 on March 20, 2026: first big post-launch beta patch. New Deprecated Card placeholder; major Ironclad reworks to Dominate, Expect a Fight, Spite, and Stoke; Silent Prepared temporarily became Prepare; Regent Glow changed; Hidden Gem reworked; Doormaker and Skulking Colony both reworked; Hefty Tablet and Neow’s Talisman added; all shop relics became 25 gold cheaper; gold-generating relics were removed from shop pools; Phobia Mode was introduced; Daily and Custom progression restrictions tightened.
- v0.101.0 on March 27, 2026: partial reversions and cleanup. Prepared was effectively restored, Borrowed Time and Capture Spirit were reverted to their previous stronger forms, Arsenal and Pendulum were reworked, map generation was made more consistent, elites stopped spawning on floor 6, and the team began openly walking back Gloom as a map-based Ascension modifier.
- v0.102.0 on April 2, 2026: system consolidation. Ascension 6 was fully reworked from Gloom to Inflation, Blade of Ink became an Inky Shiv generator, Borrowed Time was fully redesigned into a burst-energy card, Badges entered the game structure, and Doormaker shifted again so its Grasp turn became a real decision point instead of dead air.
- v0.103.0 on April 9, 2026: balance stabilization before live. Friends-only leaderboards, new score schema, Neow’s Bones, Phial Holster, and Winged Boots entered the pool, Not Yet was added to Ironclad, Grapple was deprecated, Acrobatics was moved from Common to Uncommon, Regent’s Regalite broadened, and Doormaker, Byrdonis, Living Fog, and Skulking Colony all took targeted nerfs.
- v0.103.1 on April 15, 2026: crash and rules hotfix. Rest-site and room-entry crashes were fixed, some run-history and combat reload issues were fixed, Not Yet was blocked from random combat generation, A10 score bugs were fixed, and multiplayer issues around Neow’s Bones and daily loading were cleaned up.
- v0.103.2 on April 16, 2026: official main-branch rollout and recap of the above.
- v0.104.0 on April 24, 2026: beta follow-up focused on baseline difficulty, Doormaker monitoring, Neow-start buffs, Ironclad reworks, low-Ascension enemy softening, multiplayer scaling nerfs, UI polish, art, crash fixes, and three new multiplayer Badges.
The complete gameplay changes that matter most
The full list of meaningful gameplay changes is broader than the headline versions people repeat on day one. This patch changed system rules, map generation, shop economics, Neow opening states, multiple card pools, event costs and conditions, boss behavior, score logic, and even whether old runs survive cleanly after card deprecations.
- General rules: Deprecated cards in old runs now become a temporary Status that draws 1, removes itself from the deck, and Exhausts. Power and Block values are capped at 999,999,999. Daily and Custom runs no longer feed some progression and stat systems the way they used to.
- Map and route structure: map generation was repeatedly improved across beta, elites no longer spawn on floor 6, and the team explicitly tried to reduce overly spiky early maps. This means route reading is now more reliable and less hostage to bizarre seeds.
- Shop economy: every shop relic is 25 gold cheaper, but gold-generating relics no longer show up there. Merchant removes on Ascension 6 now cost much more because Inflation replaced Gloom. In practice, planned shop visits are stronger, but greedy repeated removes are weaker.
- Ascension and difficulty: Gloom as a “fewer rest sites” idea was walked back and replaced by Inflation. Community-facing difficulty pressure therefore moved away from map randomness and more toward spending decisions.
- Neow and Ancients: five new Neow relics now matter in live play. Hefty Tablet and Neow’s Talisman arrived in v0.100.0. Neow’s Bones, Phial Holster, and Winged Boots arrived in v0.103.0. Some other Ancient offerings and relics also had balance adjustments.
- Ironclad: survivability and Exhaust overlap were clearly buffed. Not Yet was added, Colossus moved down in rarity, Grapple was removed, and several older cards were reworked or buffed to make his runs less brittle.
- Silent: the team did not want to delete Sly, but did want to stop it from crowding out the rest of the class. Acrobatics moving to Uncommon is the headline change. Blade of Ink was reworked, Follow Through was reworked, and a few surrounding cards were tuned up or down.
- Regent: this is the patch’s biggest broad help package. Arsenal and Regalite now care about created cards more generally, and Regent received a long list of card buffs across damage, Block, Forge, and draw cadence.
- Necrobinder: this class changed shape the most philosophically. Borrowed Time moved from a Doom-self-tax enabler to a burst-energy setup piece. Capture Spirit and other Souls/Doom cards were buffed, nerfed, reverted, and then separated into more distinct strategic lanes.
- Defect: relatively light touches. Hotfix was nerfed, Rocket Punch improved, Voltaic was nerfed in beta, and the class otherwise avoided the wholesale identity shifts that hit some other rosters.
- Colorless, relics, potions, and events: Hidden Gem and Pendulum were reworked, several relic rarities were reshuffled, many event costs and spawn conditions changed, and some “costs 0 this turn” wording was converted into proper free-to-play behavior for cleaner rules.
- Enemies and bosses: Doormaker saw the most dramatic rework cycle. Skulking Colony was repeatedly tuned. Living Fog, Byrdonis, Waterfall Giant, Lost and Forgotten, and several others were adjusted to reduce the worst early spikes and make late-game checks more intentional.
- UI, UX, art, and score systems: Badges were added, leaderboards became friends-only for now, score now sorts by win, then badge count, then time, run history got better support, controller support improved, character-specific energy VFX were added, many placeholder arts were replaced, and Phobia Mode shipped with bespoke assets.
What these changes do to the meta
The broad design trend is easy to miss if you fixate on one card or one boss. This patch makes the game more hostile to autopilot thin-decking, more willing to let bosses and elites dictate your draft, more explicit about gold as a balancing lever, and less tolerant of single-card glue pieces dominating an entire class. That is why so many players felt the game become both clearer and harsher at the same time.
In practical play, Ironclad and Regent are the clearest “relearn the patch with these first” recommendations. Ironclad gained survivability and cleaner overlap. Regent received enough broad buffs that his average run quality should rise, not just his high-rolls. Silent remains powerful, but fewer runs get to rely on free Acrobatics smoothing. Necrobinder is still dangerous, but the class asks for much more deliberate commitment because the old Borrowed Time heuristics are partially dead. Defect changed the least and therefore benefits indirectly from everyone else relearning their assumptions.
- Biggest systemic winner: the Merchant.
- Biggest class-level comfort pick: Ironclad.
- Biggest broad buff package: Regent.
- Biggest forced relearn: Necrobinder.
- Most targeted anti-dominance change: Silent Acrobatics and surrounding Sly pressure.
- Biggest boss identity shift: Doormaker.
How to adapt your play immediately
The fastest adaptation is not memorizing every number. It is changing what you respect. Respect shops more. Respect future bosses more. Respect gold planning more. Respect the possibility that a once-automatic card is no longer guaranteed to appear or no longer does the same strategic job it did last week.
Most losing habits from the pre-update environment are now easier to punish. Blindly forcing tiny decks is riskier. Over-trusting common smoothing tools is riskier. Treating Doormaker as just another damage race is riskier. Assuming A6 is mostly a route issue is wrong now. Entering a shop without a clear plan wastes more equity than before.
- Plan more routes around one early merchant.
- On Ascension 6, decide before entering the shop whether this stop is for power, scaling, or removal.
- If you see Doormaker in Act 3, draft like the boss matters. Stop pretending every deck should ignore boss texture.
- Re-test every old Silent “auto-pick”, especially cheap cycle tools.
- Use Ironclad if you want the cleanest re-entry into the patch.
- Treat Necrobinder’s Borrowed Time as a new card, not a patched old card.
- Value Neow starts that preserve coherence over starts that only spike greed.
What players are saying this week: positive reactions
The positive reaction is not imaginary. A meaningful segment of experienced players likes the current direction because it punishes autopilot and asks decks to answer concrete bosses instead of goldfishing toward the same generic ideal. The April 24 Steam event comments are broadly warm toward the Neow’s Booming Conch and Neow’s Fury buffs, and several players were surprised but receptive when Mega Crit said Doormaker is statistically slightly weaker than the other Act 3 bosses.
There is also visible support for the broader difficulty stance. Some players argue that Ascension should be allowed to stay punishing at the top end and that the right fix is a smoother lower-Ascension ramp, not making A10 easy. On Reddit, one recurring pro-Doormaker argument is that the fight finally checks infinite and tiny-cycle habits in a way that asks players to build more robust decks.
- Positive theme 1: bosses should shape your draft, not politely accept every thin-deck plan.
- Positive theme 2: Doormaker now rewards adaptation and bigger-deck tolerance.
- Positive theme 3: top-end Ascension should remain genuinely hard.
- Positive theme 4: Early Access balance should be iterative, not treated as final law after one patch.
What players are saying this week: negative reactions
The backlash is also real, and it is not limited to people who simply dislike difficulty. The sharpest criticism still focuses on Doormaker. Players who dislike the fight usually do not claim it is mathematically unbeatable; they claim it is emotionally and strategically abrasive because Hunger, Scrutiny, and Grasp can make normal deck plans feel illegal. Untapped.gg’s community roundup captured the split well: some players call the new fight engaging, while others call it RNG-heavy, overtuned, or boring during the locked-down phases.
The April 24 Steam comments and follow-up discussion threads add two more complaints. First, some players distrust the “millions of runs” argument because the meta has already adapted around Doormaker, which can distort raw win-rate comparisons. Second, some card and relic changes are read as anti-infinite collateral damage. The Conflagration rework, Tezcatara’s Nutritious Soup, high card-removal costs, and Silent’s Acrobatics rarity all remain common friction points.
- Negative theme 1: Doormaker feels too prescriptive and can invalidate whole deck styles.
- Negative theme 2: raw boss metrics do not fully answer “this invalidates my deck plan.”
- Negative theme 3: some balance changes feel like anti-infinite collateral damage.
- Negative theme 4: high card-removal costs and Acrobatics at Uncommon remain common complaints.
- Negative theme 5: the low-Ascension learning curve may still be too punishing for newer players.
Steam review fallout and Chinese-language sentiment
The review fallout after the April 17 live rollout remains part of the current conversation. Steam review tracking and games press coverage both noted that sentiment dropped sharply after the patch, especially among players who felt the beta changes reached the main branch before the most painful feedback had been resolved. The negative reviews are not all saying the same thing, but the repeated themes are consistent: Doormaker, difficulty ramp, balance whiplash, and frustration with feeling forced into thicker or less elegant decks.
Chinese-language sentiment is especially sensitive to the beta-to-live pipeline. The dominant complaint is not simply “the game is too hard.” It is closer to: feedback was visible during beta, the final live version still felt hostile to common play patterns, and official communication leaned heavily on data after players had already formed a strong negative feel around specific mechanics. That makes the April 24 v0.104.0 note important, because it directly acknowledges the baseline difficulty problem and explains why Doormaker is being watched instead of instantly nerfed.
For guide writing, the useful conclusion is to separate emotion from action. The sentiment problem is real, so guides should not tell players to “just get good.” But the current beta direction also shows that Mega Crit is not trying to erase every hard check. Until the next live patch lands, your practical response should be to draft with Doormaker in mind, budget gold more deliberately, and avoid building decks that only work when the boss lets you cycle freely.
- The review drop is tied to Doormaker, difficulty ramp, and beta-to-live trust, not just raw difficulty.
- Chinese-language feedback is especially focused on whether beta feedback meaningfully changed the live patch.
- Mega Crit’s April 24 note acknowledges base difficulty while defending a data-led Doormaker watch period.
- Guides should respect player frustration while still teaching concrete adaptation.
Bottom line
This is a high-impact patch, and the polarized reaction makes sense. Mega Crit’s own explanation is that balancing will continue to be iterative, feedback-driven, and non-linear through Early Access. From the official notes and the first wave of community reaction, the cleanest conclusion is this: v0.103.2 is not trying to make every strategy equally easy. It is trying to make drafting, routing, and boss recognition matter more than they did a month ago.
If you liked the old environment because it let you standardize thin decks and rely on a few premium glue cards, this patch probably feels worse. If you wanted runs to ask harder structural questions and punish laziness more aggressively, this patch probably feels better. Either way, if you are writing or reading guides for the current live branch, you need to treat April 17, 2026 as a real dividing line.
- Read the official recap together with the beta notes, not in isolation.
- Expect more iteration after this patch, not less.
- Treat April 17, 2026 as the start of a new live meta.