Demo Update 0.5.1: First Public Balance Pass
Leyline framed 0.5.1 around player frustration, broader Endless and Red Rift viability, and internal data from nearly two million completed first-week runs.
- Old build advice that depends on exact relic, hero, or modifier numbers should be reconsidered.
- Rush counters no longer double-count refreshed Rushes.
- Several underused class modifiers received buffs, widening viable A/S offers.
- Team Size quest relics cost 5 fewer Shards at the Auction House.
General changes
Small quality-of-life changes reduce repeated setup between runs.
- The last difficulty selected in the previous run is now selected by default for the next run.
- Leaderboard panels now show a reset timer.
- Merged and SSS leaderboards reset with weekly updates; Red Rift remains on a longer seasonal cadence.
Bug fixes
The patch closes several progression and interface failure cases.
- Refreshing Rush abilities no longer counts twice toward the Rush counter.
- The shop quit-without-saving exploit was fixed.
- The data-collection opt-out now appears correctly in settings.
- An Emergency Rewind result-screen timing issue that could soft-lock the run was fixed.
- Rapidly pressing Proceed in the shop no longer causes the reported exception.
- S-rank shop and Endless event heroes should no longer receive duplicate class modifiers.
Challenge fights
The most punishing higher-difficulty outliers were reduced.
- Rapid Growth no longer multiplies the Hydra Healing SSS Act Boss effect beyond the intended amount.
- Pain in Act 1 was reduced from 2.75% to 2.5% Max HP damage per second.
- Pain in Act 2 was reduced from 8% to 7% Max HP damage per second.
- Decay in Act 2 was reduced from 17.5% to 15% decreased basic stats.
Fight events
Fight-event difficulty was brought closer to neighboring choices.
- Single Combat was moderately reduced in both acts.
- Endurance in Act 2 was slightly reduced.
- Forest Golem offensive and defensive pressure in Single Combat was reduced.
Relics and items
Quest pricing and several performance outliers changed.
- All Team Size quest relics cost 5 fewer Shards.
- Merchant Mandate now asks for 8 rerolls instead of 9.
- Bossy grants 40 Shards instead of 50.
- Shield Fragmentation Engine reflects 250% instead of 200% of Shield damage taken.
- Critical Absorption Prism steals 50 Max HP instead of 60.
- Deceleration Aegis grants 700 Shields instead of 800.
- Poison Ascendancy reduces affected enemy Attack and Attack Speed by 66% instead of 50%.
- Precision Nexus heals 30 HP and grants 3 Mana on Crit.
- Adaptive Sword gained more base Attack Speed and now resolves later than other start-of-combat effects.
Class modifiers
This pass was primarily buffs for underperforming modifier choices.
- Assassin Poisonous Eye, Poisonous Edge, and Poisonous Burst were buffed.
- Duelist Golden Eye and Poisonous Attacks activate more efficiently.
- Mystic Sideline Empowerment grants more base Attack and Magic.
- Mage Burning Absorption, Hermit, and Stalled Heat were buffed.
Heroes and specializations
Hero changes were deliberately smaller than the systemic relic pass.
- Hoyoung's Killshot now scales its Crit gain by rank.
- Zuri received base-stat and Max Mana adjustments.
- Funke's The Inferno reaches its Stall breakpoint sooner.
- Kai's The Bold grants less base Shield on cast.
- Dragomir's The Sanguine moved Omnivamp from base value into per-rank scaling and now grants 60 Mana on a Devour kill.
- Nyx's Ferality no longer double-counts refreshed Rush triggers.
Exact 0.5.1 balance ledger
The patch explains intent; this field-by-field ledger records changed values and old-to-new numbers by entity.
Heroes2 records
- Mana Lock Time
0.75→0.5 - Defense
37→39
- Max Mana
110→100 - Base Attack Damage
30→33 - Base Attack Speed
0.37→0.38
Abilities13 records
- Effect reworkedModifyStatAction → ModifyStatPerRankAction
- Displayed value
25→0 - Text updatedText updated
- Effect reworkedModifyStatFromStatAction → ModifyStatPercentAction
- Damage Scaling: Rank1 Factor
1→0.75 - Damage Scaling: Rank2 Factor
1→0.75 - Damage Scaling: Rank3 Factor
1→0.75 - Damage Scaling: Rank4 Factor
1→0.75 - Displayed value
100→75
- Stalker Gain Vamp: Base Vamp
4→0 - Stalker Gain Vamp: Vamp Per Rank
4→5
- Protector Base Shield
250→100
- Apply Status From Owner Stat (Attack Speed): Base
2→1 - Apply Status From Owner Stat (Attack Speed): Base
0→1 - Apply Status From Owner Stat (Attack Speed): Increment
30→50 - Apply Status From Owner Stat (Attack Speed): Increment
40→75 - Apply Status From Owner Stat (Attack Speed): Increment
50→100 - Text updatedText updated
- Displayed value
1→2
- Displayed value
25→15 - Stall Duration
20→15
- Modify Stat (Defense)
50→40
- Displayed value
4→0 - Displayed value
4→5 - Give Mana
70→60
- Displayed value
250→100
- Effect reworkedModifyStatFromStatAction → ModifyStatPercentAction
- Generous Shield And Heal: Shield Per Rank
333→250
Rank Modifiers10 records
- Apply Status From Owner Stat With Max (Attack Speed): Increment
120→100 - Text updatedText updated
- Trigger Increment
10→9
- Effect reworkedModifyStatFromStatAction → ModifyStatPercentAction
- Displayed value
25→50 - Text updatedText updated
- Apply Status From Owner Stat (Crit): Increment
15→10 - Text updatedText updated
- Modify Stat Percent (Crit)
0.5→0.66 - Displayed value
50→66
- Apply Status From Owner Stat (Crit): Base
10→15 - Apply Status From Owner Stat (Crit): Increment
4→3 - Displayed value
25→33
- Modify Stat Percent (Magic)
0.25→0.33 - Displayed value
25→33
- Modify Stat From Specific Debuff In Range Of Owner: Increment
8→6
- Apply Status From Owner Stat (Magic): Multiplier
0.5→0.66 - Displayed value
50→66
Relics16 records
- Modify Stat (HP Per Second)
10→15
- Modify Stat (HP Per Second)
20→25
- Heal
40→30 - Give Mana
4→3
- Displayed value
20→15 - Modify All Target Basic Stat Percent
0.2→0.15
- Apply Shield
800→700
- Source Steal Flat Max HP From Target
60→50
- Quest reward: Modify Stat Percent (Attack Speed)
0.5→0.66 - Quest reward: Modify Stat Percent (Attack)
0.5→0.66 - Displayed value
50→66
- Quest reward: Modify Stat (Attack Speed)
10→15
- Quest: Required Progress
9→8
- Displayed value
200→250 - Reflect Damage From Shield Removed: Percent Reflect
2→2.5
- Effect Interval
15→10
- Displayed value
2.75→2.5 - Deal Damage From Effect Target Stat (Max Health): Percent Damage
0.03→0.02
- Displayed value
8→7 - Deal Damage From Effect Target Stat (Max Health): Percent Damage
0.08→0.07
- Displayed value
17.5→15 - Modify All Basic Stats Percent
-0.18→-0.15
- Quest reward: Gain Shards
50→40
- Effect reworkedModularEffect → PriorityModularEffect
Items1 records
- Effect reworkedModularEffect → PriorityModularEffect
- Modify Stat (Attack Speed)
20→30
Enemies2 records
- Attack
27→28
Stages1 records
Game Constants1 records
- Relic shop cost: Legendary quest relics
30→25
What shipped and what remains planned
Each entry labels its current state so a release plan is not mistaken for a live feature.
Guildrun Demo Is Live on Steam
Leyline launched a free standalone Demo for Windows and macOS with the complete current campaign loop, eight difficulties, and Endless mode.
- 25 heroes across 75 specialization paths.
- Around 180 specialization outcomes when later class modifiers are included.
- More than 300 relics and more than 100 items.
- Eight campaign difficulties followed by Endless mode and leaderboards.
- Single-player PvE with no PvP.
- Mid-run saving and no decision timer.
- Hero, item, relic, enemy, event, stage, and status pages identify the applicable Demo version.
- Strategy guidance is kept separate from fixed names, values, and effects.
- The current in-game tooltip remains final authority after a patch.
Guildrun Full Release Is Planned for 2027
Guildrun is planned as a premium full release in 2027. No exact launch date or final price is announced.
- Target year: 2027.
- Business model: premium one-time purchase.
- Final price: not announced.
- Platforms: Windows and macOS are supported by the Demo.
- Steam Deck is playable with the mousepad and shoulder-button setup described by the developer.
Two-Player Co-op Is in Development
Guildrun currently focuses on single-player PvE. Leyline says a two-player co-op mode is in development, while PvP is not planned.
- Current public Demo: single-player PvE.
- In development: two-player co-op.
- Not planned: PvP.
- Co-op date and exact rules: not announced.
Demo Progress Is Planned to Carry Into the Full Game
Leyline plans to preserve metaprogression, difficulty unlocks, and hero mastery stars for each Steam account.
- Metaprogression unlocks.
- Difficulty unlocks.
- Hero mastery stars.
- Progress is associated with the same Steam account.
How changing information is labeled
Balance values belong to a named Demo version. Development plans such as release timing, co-op, and carryover remain plans until shipped. Strategy guidance is situational interpretation rather than developer instruction.