Pocket Rumble: Army Raid RPG
Real-Time Monster Auto Battler
Only for iPhone
$0.99 · In‑App Purchases · Designed for iPhone. Not verified for macOS.
Command a huge army in real-time auto-battles! Invasions, liberate villages across worlds, capture-fuse-awaken your legion, plus online weekly Arena PvP. No ads.
Command a huge army in a real-time auto-battle RPG.
Pocket Rumble is a fantasy army RPG where you build a large party of heroes and captured monsters, explore the field, and fight in real-time auto-battles. Every village you liberate opens up a brand-new world. No ads.
- Master a wide variety of jobs: Warrior, Martial Artist, Mage, Priest, Thief, Archer, Summoner, Necromancer, Zone-caster, and Tamer. There are currently 10 class lines, each promoting through 3 tiers for 30 jobs in total. Leveling jobs builds "Class Mastery" - permanent bonuses that make your whole army stronger the more you train.
- Massive real-time battles: Form squads of heroes and monsters and watch your whole legion clash at once. Switch between two squads for tactical depth.
- Front/back rows & attack priority: Place each unit and set who they target first. Matching elements and classes triggers Team Synergies.
- Capture, recruit, fuse, evolve, awaken & reincarnate: Capture enemies, spend Souls to recruit, fuse to evolve, stack duplicates to Awaken up to 5 stars, then Reincarnate back to Lv1 for permanent growth (with auto-reincarnate).
- Monster combos & gear refining: 38 special combo effects trigger when you pair the right monster species. Refine awakened gear for up to +50% on top of upgrades.
- Dynamic invasion battles: Enemy squads can charge into your fight. Field bosses and bandits appear, too.
- Save villages, cross worlds: Clear each village raid to unlock the next world - and raid the bandits' own fort in reverse.
- Endless modes: Endless Raid (wave after wave) and Survival (infinite spawns) - climb the rankings.
- Online weekly Arena PvP & Solo Arena: Register a defense squad for async PvP, or duel 1v1 per class system.
- Lightweight mode keeps things smooth.
Gather allies, refine your formation, grow your army, and save the world!
Free to play with optional in-app purchases. No ads.
more New
• Traditional Chinese is now supported. Choose "中文" with the language switch on the title screen.
• New Third Class: Plaguebringer. A ranged class that eats away at enemies with poison gas (miasma) and empowers allies.
• Monster elements can now be changed. Use Awaken Stones from "Awaken & Reincarnate" in a monster's details to change it at random.
Changes
• The element gained by evolving now depends on the two monsters: an element plus None gives that element, and two different elements give one of them. The evolved element is shown in the name and color.
• A monster using a skill of its own element deals 1.2x damage.
• Hold the Enhance button to keep enhancing even after you let go. It stops at every +5 step (+5, +10, +15...), and you can tap the button to stop at any time.
• Hero and monster stats now show thousands separators, like "1,000,000".
• The screen no longer turns off by itself while Auto Battle is ON. This prevents the app from closing and returning to the title while left running.
• Reworked monster and hero sprites: sizes and facing are now consistent, and some characters have redrawn animations.
• Added help for element traits, Auto Battle, Missions, shops and more.
Bug fixes
• Fixed retreating sometimes not working in the Infinite Tower and similar modes when the next floor started while the retreat confirmation was open.
• Fixed monster-derived Signature gear names showing in Japanese in the English version.
• Other minor fixes.
1.2.19 11h ago
Martial Artist
• Fixed Dan rank not increasing. Each enemy a Martial Artist defeats in battles against field bandits or at a bandit camp now counts toward Dan (enemy heroes included).
Options
• Added "Bulk best gear: ask about unassigned" (OFF by default). When ON, auto-equipping all monsters asks whether monsters not in any squad should get gear too. Choose "Squads only" to equip only the monsters in Squads 1 and 2.
Bug fixes
• Fixed the Class Mastery breakdown jumping back to the top after every battle during Auto Battle.
• The Monster Combo description now explains that combos are checked per squad and do not form when the monsters are split across squads.
• Other minor fixes.
1.2.18 1d ago
Enhancement
• Hold the Enhance button to keep enhancing about every 0.5 seconds. It pauses at +10 and +15, and at every 5 levels from +25 (hold again to continue). It also stops when you let go, run out of gold or souls, or reach +50. Gem-guaranteed enhancement is not repeated.
Auto Battle
• When you turn Auto Battle ON while "Fight strong foes" is OFF, you are now asked whether to turn it ON as well.
Bug fixes
• Fixed the party sometimes getting stranded after a battle in places you cannot walk out of, such as small islands.
• Fixed "Auto-Equip Best" choosing different equipment each time it was pressed. It now always picks the same set.
• Fixed the Attack, Defense, Speed and Balanced modes of "Auto-Equip Best" so that each picks the set that raises its own stats the most.
• Other minor fixes.
1.2.17 5d ago
New: Genome Research
• Added "Research" to the Info menu. Two research trees, Human Genome and Beast Genome, let you turn the monsters you have defeated into permanent power.
• Boost ATK, HP, DEF, INT, MDEF, SPD, crit, status effect duration, evasion, EXP, gold, souls, capture rate and more. The effects also work in the arenas.
• Each step can also be paid with kills of the rarity one tier above. Gems can cover up to 60% of a step. A confirmation appears when you use higher-rarity kills.
Battle
• The battle summary table now has a Healing column. Tap a row to see healing broken down by skill.
• The item bar and the battle order bar can now be collapsed. In portrait, open and close them from the edge tabs on the menu side of the screen.
• New "Enemy list position" option (Auto / Left / Right). The battle log moves to the other side.
• In portrait, the Retreat button now sits at the bottom center of the screen.
Screen orientation
• Added landscape support. Choose Portrait, Landscape or Match device in the new "Screen orientation" option (default: Portrait). Landscape arenas use the full width of the screen.
Heat and performance
• The "Frame Rate" option now works as set: while it is ON (30 FPS), effects are simplified; turn it OFF (60 FPS) for full effects.
• Idle auto battles draw at 30 FPS, and nothing is drawn behind full-screen menus, the town or the title screen.
• Lighter drawing during battles.
• New option "Lightweight while auto-battling" (Off / 30 FPS / Saver 20 FPS).
Growth
• The Reincarnation and Nature screens now show your souls (and gems for Nature), and the confirmation shows what you will have left.
Bug fixes
• Signature-gear set skills can now be turned ON/OFF, and fixed some of them never being used in battle.
• Other minor fixes.
1.2.16 Oct 7
New arena
• Added the "Cost Arena", a ranked mode fought with monsters only: up to 12 monsters and no equipment. Each rarity has a cost (Common 1 to Set 6), and your team's total cost must be 18 or less. Rewards are the same as the other PvP arenas.
Growth
• Raised the level cap for heroes and monsters from Lv 999 to Lv 3000.
Dungeons
• Fixed monsters not being capturable in field dungeons. Aura leader monsters can be captured too.
Battle
• In the battle summary table, tap an ally or enemy row to see their damage broken down by basic attack and by skill.
• You can now choose which damage popups (damage numbers) are shown: with the new "Minimum damage shown" option, damage below the chosen value is hidden (Show all, or 10+ up to 5,000,000+).
Display
• The "Field view" option can switch the field to an angled, 3D-looking view (Isometric, beta). The classic top-down view stays the default.
Help
• Reorganized the class help into Class Change, Class Tree, Base Classes, Second Classes, Third Classes, Class Mastery, Traits and Class List. The monster help was also reorganized and now explains Reincarnation.
Other
• Minor bug fixes.
1.2.15 Oct 6
New class
• Added the Valkyrie, an advanced class that masters three lines (Warrior, Priest and Summoner). A hero who raises two of the Grand Aegis Saint, Kishin Sovereign and Underlord lines to Tier III Lv 70 can change into it.
Class change
• Gear the new class can still equip now stays on when you change class. Only gear it cannot equip is removed, and the confirmation shows which items will come off.
Auto Battle
• Added a "Fight strong foes" setting for Auto Battle (Menu > System). When ON, Auto Battle also takes on enemy squads with higher levels or more units. When OFF (default), it avoids foes that are too strong, as before. Auto Battle never challenges bosses or bandits with either setting.
Battle
• Added status resistance. The more your INT + DEF + Magic Defense (counted double) exceeds the INT + ATK of the unit inflicting a status effect, the shorter the effect lasts (down to half at most). The chance to be affected does not change.
Covered: Freeze, Petrify, Confusion (including string control), Root, Poison, Burn, Slow, Speed Down, Knockdown, stat-down debuffs (ATK, DEF, accuracy, etc.), and unique status effects from advanced class skills.
Not covered: knockback/pull distance, damage, effects from terrain or ownerless traps, and buffs/heals from allies.
Guide: about 3x the attacker's total shortens effects by about 10%, 10x by about 20%, 100x by about 30%, and 1000x or more by half. It works the same for allies and enemies in every mode.
• Simplified skill effects now also lighten the effects of the three-line advanced classes.
Other
• Minor bug fixes.
1.2.14 Oct 4
New class
• Added the Mechanist, an advanced class that masters three lines (Warrior, Archer and Summoner). A hero who raises two of the Bolt Trooper, Puppeteer and Haunted Armsman lines to Tier III Lv 70 can change into it.
Shop
• Added "Auto Battle" (600 Gems, permanent). When it is on, the squad you control chases and fights enemy squads by itself, and rests at a village inn when it gets weak (paid in Gold). Turn it on or off with the AUTO tab on the field. Gem drops are 1/10 while Auto Battle is on.
• Added the "Sea Emperor Pack" (500 Gems, one-time, from World 5) with the Sea Emperor plus Soul and Gold.
• Added the "Awaken Stone x30 Pack" (from World 4, can be bought any number of times): the same Gems as buying the stones one by one, with bonus Soul and Gold.
• Packs that include monsters now show a confirmation before purchase when you do not have enough roster slots.
Arena
• Units have more HP in arena battles, so evenly matched fights last longer (Solo and Martial Arts Tournament x4, Pair and Normal Arena x10, Quad x20).
• Arena battles now have a 120-second time limit (battle time). When time runs out, the side with the higher remaining HP ratio wins.
• After an arena battle you return to the arena screen you were playing, so you can fight again right away.
Clearer battles
• Units now keep their distance around their targets in battle, so fights pile up less.
• Squads that join a battle midway now appear at the edge of the fight, spread out and then charge in. They are not hit by area attacks while spreading.
• In the "Vanguard Cover" class synergy, the Warrior no longer leaps to the Mage and back (the damage sharing still works as before).
Other
• The menu now stays open when a field battle ends, and Auto Battle keeps running while the menu is open.
• Minor bug fixes.
1.2.13 Oct 4
Notice
• As announced, Class Solo has been discontinued and merged into the all-class "Solo".
• The "Martial Arts Tournament", a 1 vs 1 ranking only for the Martial Artist line (Martial Artist, Martial Master and Fist Saint), remains in the Arena. Existing Martial Artist records carry over.
Clearer battles
• Calmer unit motion in big fights: smaller hops and slides when using skills, no idle stepping, less jitter from units pushing each other, and a steadier camera.
• The red, blue and other rings around units, as well as area skill circles and magic circles on the ground, are now thinner and fainter.
• Units no longer pile onto a single target as much, and squads that join a battle arrive in formation.
• HP bar colours now tell allies and enemies apart in towers, dungeons, arenas and other fixed-screen battles too.
• With "Show enemy names in battle" turned off, the enemy list becomes a compact total count, freeing up the screen.
Battle
• Added a battle summary table showing damage dealt, damage taken and kills for the current battle and in total (the total can be reset). Open it with the summary button in the battle log; you can show or hide the button in Options.
• Fixed autonomous squads stealing field bosses and bandits, which caused their rewards to be lost.
Arena
• In the PvP Arena, "Rewards" now sits below team registration so you can start a match right away. Its open/closed state is remembered.
• Fixed the Normal Arena ranking not scrolling to the end on smaller screens.
Effects & visuals
• Fixed some skill effects playing in reverse and impacts such as Fireball not being shown.
• Heal, revive and cleanse each have their own effect.
• Elemental monster variants now show their element colours in battle on iPhone.
• Fixed archers drawing their bows away from the enemy, characters changing appearance mid-animation, and white patches left in some images.
• Decoys and doubles now look like their caster.
Shop & purchases
• When you are short of gems, you can now go straight to the gem shop. Your gem balance is shown on the Gacha screen.
• Added support for Ask to Buy. Gems are delivered automatically once the purchase is approved.
• Purchases are now more reliable: gems are delivered even if the app closes right after buying.
Other
• The "How to play" guide for new games no longer gets in the way of controls.
• Improved performance when many squads are fighting and in Low Power Mode.
• Plus display fixes (such as the reforge cost description) and minor bug fixes.
1.2.12 Sep 30
Notice
• The class-based Solo Arena will be merged into the new all-class "Solo" and discontinued in the next version. Until then you can still play it as "Class Solo" in the Arena. Your highest-scoring class representative is automatically registered in the new Solo (points start from 0 in the new ranking).
Arena
• Added the PvP Arena, open to every class and monster: Solo (1 vs 1), Pair Tag (2 vs 2) and Quad (4 vs 4), each with its own weekly ranking.
• Points now reset every week, and weekly rewards (gems, Legendary monsters and more) are sent based on your final rank. Check "Rewards" on the PvP Arena screen for the daily and weekly amounts.
• Tamer-line classes can now enter the PvP Arena, fighting alongside their summoned beasts. Note that Tamer-line classes cannot enter the Normal Arena.
Classes
• Martial Artist line: the smaller its squad, the stronger it fights (up to ×3 damage when alone).
• Martial Artist line: lifetime kills now unlock unique perks (Shadow Clone, Shockwave, Heavy Knockback, Flurry Strikes), and kill-based stat growth is doubled.
Saves & more
• Fixed large save data sometimes failing to back up to the cloud or to save on the device.
• Plus various display and minor bug fixes.
1.2.11 Sep 29
Classes & battle
• Indirect-attack classes (the Spirit Archer, Nightstalker, Bolt Trooper, Prayer Archer, Light Caster, Elementalist, Zone Caster, Necromancer, Tamer, and Puppeteer lines) now keep their distance and attack from range instead of rushing into melee.
• Fixed ranged units sometimes not attacking in the Arena, Infinite Tower, dungeons, and similar battles.
• Fixed the leader and other allies sometimes circling far around the fight instead of joining it.
• Some new-class skills (Crippling Shot, Reaper's Arrow, Death Hex, Soulburn Hex, Veil Step, Shadow Glide, Oni War Cry, and more) and the "Ever-Zone" awakening now work as described.
Gacha & shop
• The Monster Gear 3-piece Set now always comes as a set that one class family (Warrior, Thief, Archer, or Mage) can fully equip.
Events & more
• Fixed purchased Arena and Subjugation Event tickets disappearing at the daily reset.
• A wipe in a Subjugation Event no longer costs gold.
• You can now receive the login bonus even if you keep playing past midnight.
• Plus various display and English-text fixes and performance improvements.
1.2.10 Sep 26
New: 7 new advanced classes
• Added 7 advanced classes formed by combining the base jobs — Heavy Ranger, Templar, Inquisitor, Shadowcaller, Seeker, Luminary, and Elementalist. This completes the full lineup of base-job combinations. Each grows through 3 tiers with its own skills, awakening, and a permanent passive.
Each class's permanent passive
• Heavy Ranger: basic attacks deal bonus damage equal to 50% of DEF.
• Templar: continuously self-heals about 1.5% of max HP per second while alive.
• Inquisitor: basic attacks hit harder the higher the target's remaining HP (up to +50% at full HP).
• Shadowcaller: +25% basic-attack damage while its shadow (summon) is near the target.
• Seeker: heals the most-wounded ally for 20% of its basic-attack damage.
• Luminary: heals the lowest-HP ally for 10% of its light-element skill damage.
• Elementalist: its summoned spirits gain +30% HP and ATK.
More improvements
• You can now expand the storage caps for equipment, captured monsters, and ally monsters by a further +500 each (expandable with gems).
1.2.9 Sep 24
Fixes
• Fixed an issue where monster signature equipment (e.g. Void Dragon's Staff) could display and be calculated at the wrong rarity ("Rare"). Signature gear you already own is automatically repaired to its correct rarity on launch (its level and defeat-growth are preserved).
• Improved cases where allies could get stuck on a terrain corner (town outer-wall corners) near towns.
1.2.8 Sep 22
[5 New Hero Classes]
Rune Knight, Spellblade Thief, Elemental Marksman, Shadowhunter and Oni-Clad Warlord join the battle — each with a unique signature ability, custom skills, and a Lv75 "Awakening." Unlock them by combining two Tier-3 classes.
[Class Tree]
See every job line at a glance and what unlocks what — and change jobs directly from the tree.
[Monster Equipment Gacha]
A new gacha for "Monster Equipment" that outclasses ordinary Mythic gear (3-piece set / single & 10-pull).
[Dungeons Progress Offline]
Field-dungeon cooldowns are halved and now advance even while you're away.
[Help Revamped]
Reorganized into category tabs with a tidy collapsible list; every class now shows its attack type, traits and awakening in a uniform format.
[Other Improvements & Fixes]
- Monsters are now drawn larger the higher their rarity.
- Fixed daily missions showing an unimplemented feature.
1.2.7 Sep 20
Field Dungeons
- Cleared dungeons can now be re-challenged after a cooldown
- Each enemy squad now has an "aura leader" — capture it to buff your whole squad based on its rarity
- Rebalanced rewards
Field / Map
- Cleared villages turn green, so you can tell your progress at a glance without opening the map
UI
- Capture / equipment drops / reincarnation now shown in the top log (filterable in settings)
- Tamer monster picker is color-coded and sorted by rarity
- Fixed a bug where "Signature" gear was checked by default in the sell list
1.2.6 Sep 18
Adjusted battle balance.
- Eased the situations where a wide-area Confuse turned your own units against each other and wiped the party at once (lowered its chance and duration). This covers the Sea Emperor and several other enemy skills that inflict Confuse.
- Fixed an issue where "bind/root" enemy skills fully disabled your units instead of only stopping their movement as intended. They now only halt movement; the unit can still attack and cast.
- Fixed an issue where a multi-hit skill applied its status effect more often than its set chance.
- Enemy self-splitting could keep multiplying without limit; it now follows the same cap as other summons.
- Toned down HP drain on enemy skills so a foe can no longer keep healing off area attacks and become nearly unkillable.
Made the map easier to read.
- The World Map now shows the locations of "Lairs" and "Bandit Forts" (with a legend added). Ones on cooldown after being cleared are shown dimmed.
- The fast-travel village list now shows whether each village's raid is "cleared" or "not cleared," making it easier to choose where to go.
Other minor adjustments and bug fixes.
1.2.5 Sep 17
Fixed an issue that prevented purchasing gems. You can now buy gem packs from the shop.
Added a "multi-squad battles" setting.
- When ON, nearby enemy squads join the same battle (more foes at once, so it plays harder). OFF (the default) behaves as before. You can toggle it from the System screen.
Fixed an issue where, when several enemy squads approached at once, squads other than the first one to make contact would vanish. Nearby squads now join the battle (or, with the setting off, are fought in sequence afterward).
Adjusted skills.
- Reined in the Samurai's area attacks, whose radius could reach almost the entire field, to a sensible size.
- Reviewed the MP cost of some healing skills.
- Fixed an issue where some status-effect skills triggered more often than their set chance.
Improved how states are shown.
- Slow, defense-up, root, and other states are now visible on the character.
- Root (which stops movement) now works correctly.
- Summons (shadow clone, familiar, skeletons, and so on) can now be told apart by their look.
Other minor adjustments and bug fixes.
1.2.4 Sep 16
Added a new mode, "Subjugation Event."
- A ticket-based dungeon where only Legendary/Mythic monsters appear. Up to 40 waves / 200 monsters in total, with enemy levels rising as the waves progress.
- Rewards (EXP/Soul/Gold) are one-third of normal. Kills are added to the "defeat count" used to craft Signature Gear.
- Three free runs per day; additional tickets can be purchased with gems (Village menu → "Event Dungeon" → "Subjugation Event").
Added "Awakening" for third-tier classes.
- When a third-tier class reaches level 75, it learns one class-specific passive ability. You can keep up to three even after changing classes.
- Effects differ by class (for example, a Warrior can occasionally take zero damage, and a Martial Artist's basic attack strikes twice).
Added a "Belt" and "Dan" rank to the Martial Artist.
- Belt: rises through seven ranks, from white to black, based on the number of Legendary monsters defeated.
- Dan: rises from 1st to 10th dan based on the number of bandits defeated.
- Both are counted per hero, with progress bars shown on the hero detail screen.
Signature Gear stat growth now varies with the source monster's rarity (Common to Mythic). The craft screen and item details show an estimate relative to a Mythic piece.
Adjusted the damage dealt in field battles so they no longer end instantly. It applies equally to both sides, so the win/lose balance is unchanged. *This fixes battles feeling monotonous because they ended the instant the forces collided. As a side effect, allies and enemies may again circle a little before engaging, though less often than before the earlier fix.
Reorganized the hero/monster detail screens into collapsible sections to reduce scrolling, enlarged the skill list area, and aligned the reincarnation-inheritance screen with the other screens.
Adjustments and fixes
- Newly crafted Signature Gear and Mythic monsters are now locked automatically (both can be unlocked manually).
- When buying an Awaken Stone, a shortfall in Soul can be covered with gems (the gem option is set a little cheaper to offset the high Soul cost, but it isn't very cost-efficient, so paying with Soul is recommended).
- Added filtering (by rarity and name search) and sorting to the target list for Reincarnation Inheritance.
- Other minor fixes to display and sound (on/off is now reflected; the volume slider is still being adjusted), among others.
1.2.3 Sep 15
Introducing "Signature Gear" (Monster Equipment)!
- Forge Signature Gear: spend a monster's defeat count in the Bestiary to craft gear from that monster (sword, greatsword, bow, armor, accessory, and more). It can be equipped by heroes only - monsters can't wear it.
- Gear that grows: Signature Gear starts at LV1 and grows two ways - by defeating the same species, and from battle EXP (it levels up together with the hero wearing it).
- 3-piece set: equip a matching weapon, armor, and accessory from the same monster on one hero for a big boost, and unlock that monster's skills.
- New "Reincarnation Inheritance": pass a monster's reincarnation count on to another monster.
- Mythic-forge / Awaken now lets you choose which surplus gear to consume (or auto-pick the cheapest).
- Added a "Signature only" filter and sorting to the equipment list.
- Eased the difficulty of Worlds 1-5 (Worlds 6+ unchanged).
- Samurai now benefits from Class Mastery.
- Reduced allies spinning in place while moving.
- Reduced low-HP ranged allies fleeing endlessly (they now keep their distance and attack).
- Various balance tweaks and bug fixes.
1.2.0 Sep 14
- New class "Samurai": every attack and skill pierces through enemies. Unlocked once your Warrior, Thief, and Archer all reach their 3rd-tier class.
- Equipment Reforge: re-roll an item's random options at will - including new per-second HP/MP recovery (%) options.
- Skill Mastery: skills grow stronger the more you use them, with progress shown in-game.
- Defeat bonus: all heroes gain stats based on your total monsters defeated.
- Added the in-game News inbox.
- Many balance tweaks and bug fixes.
1.1.9 Sep 11
[Version 1.1.8]
- New item "Cleansing Powder" - clears status ailments from your whole party mid-battle
- "Best Gear" auto-equip now lets you pick the basis (Attack / Defense / Speed / Balanced)
- Stat tuning: stronger DEF/MDEF mitigation, and SPD is now multiplicative for a more noticeable effect
- Auto-Reincarnation re-tuned to unlock at Lv.50 (no longer scales with reincarnation count)
- Fusion search: added an "Awakening only" filter
- Awakening fusion now shows a confirmation dialog (what's lost / what's kept)
- Rebalanced Tower and field-boss rewards
- Tuned a few of the strongest monster combo skills
- Lowered General Store and Inn prices
- Improved the monster roster UI on narrow screens (iPad, etc.)
- Smoother field camera and more accurate taps (fixes the "screen-jumping" lag)
- Faster title screen with less startup dimming
- Other minor tweaks and bug fixes
1.1.8 Sep 10
[New Monsters]
Added 100 new monsters across Worlds 1-20.
[Special Fusion]
Added ~30 special-fusion monsters obtainable only through specific combinations.
[Monster Combos]
Added ~25 new formation-triggered monster combos.
[New Skills]
Many new skills for the new monsters.
[New Class: Puppeteer]
A ranged INT caster that reels enemies in and turns them against their allies: Puppeteer -> Marionettist -> Threadweave King.
[Bestiary]
You can now tap a monster in the Bestiary to view its stats, skills, and artwork.
[Balance & Fixes]
- Fixed a bug with monster auto-reincarnation
- Fixed a bug where the 2nd squad could get stranded off-area after a warp / world transition / returning from a dungeon
- When you reposition in battle, the whole squad now moves together as a formation — fighting members included (less clumping)
- Tweaks to avoid overlapping skill effects (cleaned up distracting rings/frames)
- Added/refined JA-EN text, added sorting/filters to lists, and more
1.1.7 Sep 8
[Tamer Artwork]
The Tamer classes now feature finalized character art and animations.
[Sound]
Improved support for silent mode (the mute switch). Addressed an issue where background music could keep playing on some devices.
[Graphics]
Overhauled the entire field design. We redrew terrain detail and its natural transitions, village buildings and campfires, dense forests, cave dungeons, bandit forts, and more for a big visual upgrade to the world. Each world has its own atmosphere. Runtime load is unchanged.
[Arena]
When no defense squad is set, your first squad now automatically becomes the defense.
[New]
Added automatic reincarnation for monsters. When enabled on each monster's detail screen (below the Reincarnate button), the monster automatically reincarnates back to Lv1 when it reaches Lv50 by leveling up in battle and the like (not during fusion; it costs Soul, like manual reincarnation).
[New (Pilot)]
Added Bandit Camps. In the latter half of each world, an outpost of other players' bandits appears. Approach to raid it and defeat the bandit groups for rewards. (Implemented as a pilot/trial version.)
[Adjustments & Fixes]
- Fixed an issue where allies would freeze up inside enemy zones (such as the curse zone), for smoother battles.
- Fixed an issue in Endless Raid where moving the view shifted enemy spawn positions.
- Adjusted World 1 so monster lairs no longer appear near the first village.
1.1.6 Sep 5
[New Class] Tamer
A new class that summons monsters you have captured. Unlock it in the Gem Shop (400 Gems) after reaching World 5. Capture a species 5+ times to summon it, and the more you capture, the stronger the summon. It grows through three tiers: Tamer, Beast Handler, Beast King.
Note: this is a fun, gimmicky "fight with lots of characters" playstyle. Its strength is still being balanced, so Tamers cannot enter the Arena for now, and the artwork is not final and is planned to change.
[Sound]
- BGM now respects your device's mute (silent) switch, so it stays quiet when your phone is muted.
- Adjusted sound-effect volume so SE can actually be heard. (Note: battles produce a lot of attack sounds, so turning SE off is recommended.)
[Packs]
- The legendary monsters from the Starter Pack and the World 2 Pack now have a fixed +20% growth bonus.
[Balance and Fixes]
- From this version, the Bestiary shows how many times you have captured each species.
- Class changes now tidy your skills so only your current main-class and sub-class skills are used.
- Fixed the enemy list lingering on screen after retreating from battle.
- Various small tweaks and bug fixes.
1.1.5 Sep 2
[Balance]
- Overworld enemies that spiked too hard in higher worlds are toned down.
- Zone-caster skills adjusted (ally buff + enemy HP drain).
- The Martial Artist line (Brawler / Martial Artist / Fist Saint) attacks faster.
- Required EXP past LV45 is eased for heroes and monsters (LV44 and below unchanged).
- Boss "enrage" (late-fight power-up) toned down a little.
- A downed party member now rejoins the next field battle at 10% HP (a stopgap until you heal at an inn).
[Fixes]
- Fixed a case where enemies could become excessively strong (boss and bandit buffs stacking).
- Fixed a visual glitch where normal enemies appeared to glow red.
- Fixed the Solo Arena ranking list not scrolling all the way to the bottom.
[Quality of Life / UI]
- Added a "Contact Us" button in Help (send feedback or bug reports to the team directly).
- Arena / Solo Arena close button now returns to the Normal/Solo selection hub.
- Added a Hero / Monster filter to the reserve list in squad formation.
- Improved the trait list: the current trait's rarity is shown in color with its rarity-scaled values, and you can re-roll in place.
1.1.4 Sep 1
A big update that deepens monster growth and party synergy.
[NEW SYSTEMS & FEATURES]
- Monster "Nature" slots: slot count depends on awakening stage (1 at base, +1 per awaken star, up to 6). Spend Soul (or Gems) to roll random effects - stat boosts, extra gold, skill cooldown, or on-hit effects. Lock the ones you like and reroll the rest. Not inherited through fusion or evolution.
- Monster "Combos" (38 total): two specific species in the same squad trigger a special effect in battle (e.g. two dragons make a Magma Zone). Enemies can use combos too (toned down). See them in Info > Monster Combos.
- "Treasures": collect one per monster species via ultra-rare field drops and the Treasure Gacha (10 pulls / 100 gems). Holding more raises your whole party's stats (physical -> ATK, magic -> INT). Each caps at 200; a maxed pull converts to 2 Gems.
- Hero "trait" re-roll: traits have a rarity (Common to Legendary) - the higher the rarity, the bigger the stat swing.
- New field feature "Monster Lairs": approach to trigger a swarm; clear it for Gold and Soul.
- Species gimmicks: on-hit poison/burn/petrify/knockback, death explosion or ally-blessing, thorns, lifesteal, placed traps. Shown in the Bestiary.
- Bosses now "enrage" later in a fight (normal battles only).
[SOLO ARENA]
- Daily reward (gold by leaderboard rank, summed across systems).
- Rating changes only in Auto match; a hand-picked opponent is practice (no score change).
[BALANCE]
- Infinite Tower: rewards (Gold/Soul/Gems/EXP) reduced, especially beyond floor 100. Past floor 100, gear drops match your squad's average level and enemies are stronger (the late tower was too easy).
[QUALITY OF LIFE / UI]
- New battle-log category filter in Options (Defeats/rewards, Units downed, Combos, Revives, Damage, Other).
- Arena tickets buyable with gems, up to 15/day (up to 20 gems each).
- Adjustable max units per field battle; full-inventory warning; clearer daily-mission claim indicators.
[FIXES]
- "Max units per battle" setting no longer resets on update or cloud restore.
- Fixed: enemies could stop spawning in Endless Raid; a custom name not showing in the hero list; a captured monster's name/level not displaying. Plus UI tweaks.
Note: Solo Arena, Treasures, Nature and Combos are experimental. Values and rankings may be adjusted during tuning.
1.1.3 Aug 31
New
• Traditional Chinese is now supported. Choose "中文" with the language switch on the title screen.
• New Third Class: Plaguebringer. A ranged class that eats away at enemies with poison gas (miasma) and empowers allies.
• Monster elements can now be changed. Use Awaken Stones from "Awaken & Reincarnate" in a monster's details to change it at random.
Changes
• The element gained by evolving now depends on the two monsters: an element plus None gives that element, and two different elements give one of them. The evolved element is shown in the name and color.
• A monster using a skill of its own element deals 1.2x damage.
• Hold the Enhance button to keep enhancing even after you let go. It stops at every +5 step (+5, +10, +15...), and you can tap the button to stop at any time.
• Hero and monster stats now show thousands separators, like "1,000,000".
• The screen no longer turns off by itself while Auto Battle is ON. This prevents the app from closing and returning to the title while left running.
• Reworked monster and hero sprites: sizes and facing are now consistent, and some characters have redrawn animations.
• Added help for element traits, Auto Battle, Missions, shops and more.
Bug fixes
• Fixed retreating sometimes not working in the Infinite Tower and similar modes when the next floor started while the retreat confirmation was open.
• Fixed monster-derived Signature gear names showing in Japanese in the English version.
• Other minor fixes.
more Version 1.2.19 11h ago
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