Spellbreak (Switch): Software updates (latest: Chapter 2)

On this page, you will find all there is to know about the various Software updates for Spellbreak on Nintendo Switch (originally released on September 3rd 2020 in Europe, North America, and Japan)!

Click here for more Software updates!

Spellbreak – Ver. ??? (Chapter 2)

  • Release date: April 8th 2021 (North America, Europe) / April 9th 2021 (Japan)
  • Patch notes:
Chapter 2
  • A brand new chapter begins! Players will learn more about the cause of the Fracture while having to ward off an incursion by the sinister Vowguard.
  • 12 weeks of new Story and Honor quests will introduce the player to new NPCs.
  • A few new gameplay affecting objects have been sprinkled around the map…
  • Players can now reroll 1 daily quest every day.
    • We heard your feedback here!
Battle Royale
  • The final circle location is no longer completely random in Battle Royale. It now chooses (randomly) from a selection of hand-placed end locations.
    • This is similar to how Clash worked and should ensure the final circles are much more interesting!
  • Players will now have an option to resurrect their fallen teammates when crossing into the next circle in Battle Royale.
    • To resurrect a teammate, a player will have to enter a new safe zone AFTER their teammate has been exiled and hold Use key for 12s.
    • This does not include teammates who have been downed but not exiled.
    • Players respawn with their common class gauntlet but no other inventory.
    • Players retain their talent levels after respawn.
    • Folks have been asking for a way to get back in the game after being exiled early on. Don’t give up, Breaker, there’s hope for a comeback yet!
Gameplay and Balance (Battle Royale)
  • Increased time to exile a player to 6.5s (from 5.0s).
    • We wanted it to be slightly harder to sneakily exile someone so it’s now more of a commitment.
  • Downed “orb” timer reduced to 60s (from 90s).
    • On the flip side, playing hide and seek as/with an orb could potentially take a long time. Now, with resurrection, it’s easier to bring back fallen teammates and we wanted to lower this amount so we didn’t double dip.
  • The storm now deals increased damage early on before reaching its current damage values.
    • First circle does 2 damage per tick (up from 1), then 4 per tick (up from 2) until next closure, then 8, then 16, 20, 32
    • Early circles were almost entirely ignorable.
Gameplay and Balance (All Modes)
  • Overall gravity has been reduced by 25%.
    • This does not affect Shockwave, Springstep, Featherfall, or Bedrock fall speed.
    • This makes going airborne more of a commitment and puts the player more at risk for being shot down. After seeing how the change to wind jumping worked, we felt comfortable extending this wider.
  • Wind Surge no longer has a 35% gravity reduction.
  • Increased cast speed for ALL spells/sorceries other than Lightning Bolt and Wind Shear by 18%.
    • With the removal of Fervor, we took the opportunity to revisit cast speeds across the board (including sorceries!) to make things much more snappy at a base level.
  • Sped up drop recovery animation duration (when falling from a portal/respawn) to 1.0s (from 1.34s).
    • Made it slightly more responsive to account for the increased amount of falling that’s going on these days in Dominion and resurrection.
  • Fix issue where projectiles would occasionally fire in a random direction.

These changes are largely to decrease the ability for players to reset / escape fights entirely with runes.

  • Increased Featherfall cooldown by 2s across rarities.
  • Decreased Chronomaster cooldown by 4s across rarities.
  • Increased Teleport windup to 1.0s (from 0.6s)
  • Reduced Teleport cooldown by 2s across rarities.
  • Reduced Flight rune duration to 3.5s (from 5.0s).
  • Increased vertical flight speed of Flight rune to 60% of full speed (from 50%).
  • Reduced invisibility duration of Shadowstep to 1s (from 2s).
  • Springstep no longer maintains speed through levitation.
  • Increased horizontal speed/distance of Springstep.
  • Reduced Knowledge Potion drop rate.
  • Knowledge Potion now takes 3s to consume (prev 1s)
    • They were fun while they lasted, but it’s time to dial them back.
  • Safeguard Potion now takes 4s to consume (prev 5s)
  • Large Safeguard Potion now takes 6s to consume (prev 8s)
    • Safeguards took a little too long to drink for the amount they healed, so we’ve sped them up by 20%.
  • For this release, our goal with talents was two-fold:

    • We want to increase the number of viable builds.
    • We want to shake things up.
  • To that end, we’ve made the following changes:

    • Talents now cost between 1 and 4 points (up from 3).
    • Players now have 7 total points to spend (up from 6).
    • There are now 7 talents per category (up from 6).
Body Talents
  • Tough
    • Cost: 1
    • Max Armor: +10/12/15/25
  • Dexterity
    • Cost: 2 (from 1)
    • Run Speed +3
    • Levitation Mana Cost: -15/18/20/30%
    • No longer gives Jump Height
  • Wellspring
    • Cost: 2
    • Mana Recharge Rate: +25%
    • On 0 Mana: Spell Damage +10/12/15/20% (6s)
  • Vigor
    • Cost: 3
    • Max Health: +25/30/35/50
    • Moved from Mind to Body
  • Fellowship
    • Cost: 3
    • Any healing affects nearby teammates at 25/50/75/100% efficiency
  • Ambidextrous
    • Cost: 4 (from 3)
    • Gain Level 1 Skill of Offhand Gauntlet’s Class
    • Offhand Spell Mana Cost: -10/15/20/35% (from -5/10/15/25%)
    • Moved from Spirit to Body
  • Athletic
    • Cost: 4
    • On reading Body Scroll: +1 Character Level
Spirit Talents
  • Mystical
    • Cost: 1
    • Max Mana: +10/12/15/25
  • Thirsty
    • Cost: 2
    • Potion and Shard Consume Speed: +25/35/50/75% (from 35/50/65/90)
    • No longer has AoE effect
  • Vampiric
    • Cost: 2
    • Heal for 20/25/30/40% of health damage done
  • Inspired
    • Cost: 3
    • Spell Damage: +10/12/15/20% while you have a Rune charge
  • Fortitude
    • Cost: 3 (from 2)
    • Create a barrier that absorbs one source of damage before reforming
    • Cooldown: 60/50/30/20s (from 60/50/45/30s)
    • Moved from Body
  • Foresight
    • Cost: 4 (from 3)
    • See Future Storms and Mana Vaults
    • See Enemies on the Minimap every 10/8/5/3s (from 10/9/8/5)
    • Moved from Body
  • Gilded
    • Cost: 4
    • On reading Spirit Scroll: Upgrade all equipped items by 1 Rarity
Mind Talents
  • Intelligent
    • Cost: 1
    • Rune Cooldown: -5/10/15/25%
  • Spellslinger
    • Cost: 2 (from 1)
    • Store extra Gauntlets and Runes in your Inventory
    • Sorcery Cooldowns: -10/12/15/20% (from -5/8/10/15)
  • Curious
    • Cost: 2
    • Chance to find an extra Scroll: +12/25/35/50%
    • Scroll Reading Speed: +100%
  • Tracking
    • Cost: 3 (from 2)
    • On Damage Target: Outline target for you and your squad (3/5/7/10s) (from 3/3.5/4/6)
  • Hardened
    • Cost: 3
    • Immune to Ignition and Corrosion
    • Freeze and Shock Duration on you: -35/50/75/90%
  • Rebirth
    • Cost: 4 (from 3)
    • On Disruption (once): Resurrect with 20/30/40/50 Health (from 10/25/35/50)
    • Immune for 4s after Resurrection
    • Run Speed: +25% while immune
    • Moved from Spirit
  • Runic Fluency

    • Cost: 4 (from 2)
    • Max Rune Charge: +1
    • Rune Cooldown: -5/7/10/15%
  • The following talents have been removed for the time being:

    • Escapist
    • Fervor
    • Finders Keepers
    • Focused Mana
    • Harmony
    • Recklessness
    • Recovery
    • Scavenging
  • Projectiles fired after switching gauntlets with Spellslinger no longer fire off in the opposite direction.

For more information about the Chapter 2 talents, including some frequently asked questions, check out this post.

Classes and Gauntlets
  • Spell damages (other than Ice Lance) are being changed across the board to make more rare gauntlets more powerful than they were previously. Details below in the relevant sections.
  • Mana costs are now consistent across rarities. Generally speaking, mana cost is now equivalent to the old rare gauntlet. Details below in the relevant sections.
    • Adjusting your muscle memory to lowering mana costs while upgrading your amulet felt awkward at best. Standardizing them across rarities lets players strategize around their mana bar in a more straight-forward way and makes increases to max mana feel more impactful.
  • Sorcery cooldowns are lowered at higher rarities. Details below in the relevant sections.
    • On the other hand, sorceries NOT improving as rarity increased was always a headscratcher. Why doesn’t it get better over time? Now it does!
Conduit / Lightning Gauntlet
  • Lightning Bolt’s damage is now 7/8/9/10/11 (from 7/8/9/9/10).
  • Lightning Bolt’s mana cost is now 9 (from 9/9/9/8/8).
  • Lightning Strike’s cooldown is now 18/16/15/14/13 (from 15).
  • Lightning Strike now does 25 damage on hit (up from 20).
Frostborn / Frost Gauntlet
  • Ice Lance’s mana cost is now 24-48 depending on charge duration (from 30-60/27-54/24-48/21-42/20-40).
  • Flash Freeze’s cooldown is now 18/16/15/14/13 (from 15s).
  • Frozen Alacrity now grants “Ice Lance: Leaves Ice Trails / 150% faster acceleration on Ice Trails / Immune to Slow/Frozen”.
    • Frostborn has long struggled with getting frozen while on their own ice trails. No longer!
  • Icicle no longer grants “Ice Lance: Hover in mid-air while aiming (5s).”
  • Ice Lance now hovers across all classes while being charged.
    • This behavior being tied to a class felt very inconsistent and made it more difficult to swap between them in a way that didn’t happen with other class abilities. It also highlights the risk / reward of the sniping playstyle.
  • Ice Lance projectiles are no longer blocked by Toxic Spray or other Ice Lance projectiles
  • Fixed Ice Lance occasionally looking like it’s being fired from behind the player firing it.
  • Various fixes for rubber-banding caused by ice skating.
Pyromancers / Flame Gauntlet
  • Fireball’s damage is now 25/30/34/38/42 (from 25/30/34/36/38).
  • Fireball’s mana cost is now 17 (from 20/18/17/16/15).
  • Flamewall’s cooldown is now 18/16/15/14/13 (from 15).
  • Damage from lingering flames and flaming tornadoes increased to 18 damage/sec, ticking every 0.33s (Up from 12 damage/sec, ticking every 0.5s).
    • Ground flames were more of an annoyance than a threat. This makes standing in fire bad, like it should be.
Stoneshaper / Stone Gauntlet
  • Shockwave’s damage is now 30/39/42/45/50 (from 30/39/42/44/45).
  • Shockwave’s mana cost is now 21 (from 25/23/21/20/19).
  • Boulderfall’s cooldown is now 14/13/12/11/10 (from 10).
  • Boulderfall now does 30-50 max damage based on distance traveled.
  • Boulderfall windup animation takes 65% longer now.
    • Bouldering someone up close was an incredibly powerful burst and nearly instant. We’ve increased the minimum damage that a boulder can do while also making it slower to cast.
  • Stoneskin skill now grants Max Armor: +20 and On Cast Shockwave: +3 Armor.
    • The armor cap for Stoneskin wasn’t especially intuitive, so it’s been removed, but to keep it from getting out of control, the amount of armor gained has been greatly lowered.
  • Boulderfall now displays its trajectory indicator until the projectile is fired, rather than disappearing immediately when the button is released.

This is so that the trajectory indicator actually shows where the boulder will land, since it’s possible to continue to aim after releasing the cast.

Tempest / Wind Gauntlet
  • Wind Shear’s damage is now 7/9/10/12/13 (from 7/9/10/11/12).

  • Wind Shear’s mana cost is now 9 (from 9/9/9/8/8).
  • Tornado’s cooldown is now 18/16/15/14/13 (from 15).
  • Increased cast speed for Wind Shear by 15%.
    • Again, keeping in line with the cast speed improvements, but just slightly less than everything else.
  • Squall no longer grants its bonuses while in the air, but rather is now triggered based on Updraft or Wind Surge. It now reads: “”On Updraft or Wind Surge: Spell Damage: +20% / On Updraft or Wind Surge: Incoming Damage Reduction: +10%”
    • We sort of knew this was an experimental change when we made it originally. With the decreased gravity, it’s exacerbated further, so we’ve dialed it back to be a triggered ability.
Toxicologist / Toxic Gauntlet
  • Toxic Spray’s damage is now 30/36/41/46/51 (from 30/36/41/43/46).
  • Toxic Spray’s mana cost is now 17 (from 20/18/17/16/15).
  • Toxic Cloud’s cooldown is now 18/16/15/14/13 (from 15).
  • Damage from “toxified” clouds/puddles/tornadoes has been increased to 18 damage/sec, ticking every 0.33s (previously 12 damage/sec, ticking 0.5s).
  • Ignited clouds now do up to 3 ticks of 16 damage every 0.33s (previously up to 2 ticks of 20 damage every 0.5s).
    • We wanted the elemental interaction to have its bite back. It’s hard to pull off and needs to be rewarded as such. Good players would get hit for only 20, now they get hit for 16-32. Bad players got hit for 40, they now get hit for 32-48.
  • Fixed toxic puddles causing massive damage if someone rapidly moved in and out of them.
    • This is a bug fix, but wanted to call it out up here since it could result in some heavy damage.
  • Matchmaking work continues with this release, both to support Dominion and Leagues, but in general to hopefully make better matches, more quickly. Like always, we’ll be iterating on this once it’s live and we can see how matches are being formed and how players are performing.
  • Matchmaking is now much more flexible, balancing player skill, latency, and party composition to find the best possible matches in a reasonable timeframe.
  • Mage rank is no longer used in matchmaking, instead favoring other metrics, such as Leagues and other criteria.
  • Players now wait for their match to fill in the play screen instead of a pre-match lobby.
Store and Cosmetics
  • A new type of outfit has been added: Ascending Outfits. When acquired, they come with a quest that unlocks additional tiers of the outfit. With each tier comes an additional quest to complete.
  • Players who currently own any of the following outfits will now be able to upgrade them with the associated quest: Ascending Virtue, Blightbringer, Chilling Glare, Flinty Scrapper, Smoldering Warrior, and Spark Driver.
  • The Chapter 2 pass, Trickster pack, and Priestess Pack are all now available in the store.
  • Many emotes have had unique sound effects added to them.
  • Bundles of emotes will be going on sale.
  • Some outfits now have different idle animations on the play screen.
  • Players now default to their last played class on the class selection screen.
  • Added a news screen that shows relevant info, new features, or other updates.
  • Play screen got rearranged to better show party composition and active quests.
  • Quest dialog screen has been cleaned up.
  • Current Chapter level now displays on the play screen.
  • Players now get an alert when a friend request is accepted or received or when a party invite is received.
  • New celebratory animation when a player levels up in a chapter.
  • New celebratory animation when a player ranks up a class.
  • Players can now skip animations that trigger when players purchase or unlock a cosmetic.
  • Gamemode descriptions now only show on hover.
  • Banehelm has been completely reworked.
  • Added a number of POIs:
    • Boathouse
    • Gazebo near Ruby Grove
    • Bridge near Halcyon
    • Fever Break
    • Hymnwood Amphitheater
    • Westmar
Nintendo Switch
  • Added option for Gyroscope Smoothing under gameplay settings to control jitteriness versus responsiveness tradeoff.
  • Fixed camera snapping up or down while bringing up menus when Gyro is enabled.
  • Fixed a variety of gyro issues that would cause the camera to abruptly snap.
Optimizations and Performance
  • Optimized a number of VFX.
  • Optimized puddle rendering.
  • Optimized level streaming.
  • Optimized full screen VFX (damage overlays, etc).
  • Reduce animation CPU usage for distant characters.
  • CPU optimization for fired projectiles as well as other common situations.
  • Fix characters occasionally showing up as just gauntlets in-match.
  • Players who use a spellstorm rift are now able to interact with downed teammates.
  • Those of you with hundreds of friends no longer lag hard while loading the friends list.
  • Fixed up some inconsistent terminology referring to “level” instead of “mage rank”.
  • Fixed a crash that occurred if a player attempted to join another player who had blocked them while in the mastery menu.
  • Cleaned up a number of places in the map where the Teleportation rune could be used to get into otherwise inaccessible areas. The player would often end up stuck there!
    • Stop trying to hide!
  • Cleaned up a number of areas around the map that would report as invalid destinations when they should have been valid for the Teleportation rune.
  • Fixed a bug that caused the “Risky Landing” quest to not progress.
  • Fixed a bunch of places where players could fall into the Fracture safely.
  • Bots are now aware of players attacking them at extreme distances.
  • Red notification jewel is now properly dismissed after blocking/reporting a friend request.
  • Emote wheel is no longer accessible while a player is in the “hamburger” menu.
  • Fixed a bug that caused the in-game HUD to persist on the end of match screen if the player was in the options menu while transitioning out of the game.
  • Quests that need to be completed in a single match no longer display partial progress.
    • This was confusing UI, but represents no functional changes.
  • Fixed a number of instances where UI buttons would still activate if a player pressed down the button but dragged the cursor off of it before releasing the click.
  • Fixed navigation highlights in menus where they would move to a different menu that is not being focused on for the player.
  • Character model will no longer disappear during class selection.
  • Using the Firefly ability no longer progresses the “Rune User” quest.
  • Character models no longer occasionally freeze when they’re at the edge of the screen.
  • A number of floating chests have had gravity applied to them and have resumed their proper place on the ground.
  • Cleaned up numerous areas where grass and other foliage was clipping through floors or steps.
  • Fixed a number of issues with z-fighting and LOD pop-ing around the map.
  • Corrected bad mouse scaling for 4k displays.
  • Game mode now correctly updates when a player joins a party while in the tutorial game mode. Previously it would be stuck on tutorial mode.

Spellbreak – Ver. 2.1

  • Release date: February 8th 2021 (North America, Europe) / February 9th 2021 (Japan)
  • Patch notes:
  • The Bewitching Glimmer Starter Pack has been removed.
  • Added Beguiling Rogue Starter pack.
    • We’ll generally be rotating Starter Packs over the course of multiple releases. We’ll keep you updated as they’re coming and going though so you don’t miss out.
  • Added a whole bunch of new stuff that you’ll see over the coming weeks, including some festive items for the upcoming holidays.
  • When previewing a bundle, all included items will be shown equipped at the same time.
  • New UI transition to show which items in the store the player already owns.
  • Added a sweet “cutscene” to show off a purchased item instead of the “1 reward(s) added to inventory” popup.
  • Added ability to zoom in on cosmetics in the store.
  • Added item frames in the store to show item rarity.
Art, animation, and sound
  • Players can now emote on the Play screen.
    • Dance off while waiting for your teammate to hurry back with a drink.
  • Added audio effects to a number of emotes.
  • Can now toggle sound on/off when Spellbreak is in the background.
  • Chapter UI now more readily shows your next chapter unlock.
  • Chapter level progress is now displayed on the map screen.
  • When a player makes progress on a quest in match, a notification now pops up to let them know.
  • Hovering over an item in collections will now give a preview of that item.
  • Added the ability to “track” a quest, which makes them show up on the in-match quest UI.
  • Gamemode will now automatically adjust to accommodate party sizes.
Mastery Overhaul

We’re reworking a few major things here to prepare for some future features.

  • The XP required to level classes to 20 is now significantly lower than it was previously.
    • Existing earned XP will transfer over to the new curve which means players may find themselves at a higher level than they were pre-patch.
    • Eventually, the current class mastery system and rewards will be retired so we wanted to give you a heads up that if the higher level rewards are appealing to you, you should focus on getting them now. It’s still a ways off and we’ll give you plenty of notice, but even with the lowered XP curve, grinding all 6 classes to 20 is still quite the undertaking.
  • XP is no longer generated by damage done and time survived. Instead, XP is awarded in discrete amounts from achieving accolades in match.
    • We’ve added a large number of new accolades. It’s possible to earn a lot more XP in a given match, especially if you have a ‘good game’ where you pick up a bunch of accolades. It’s important for us to test this system out as it’s going to be built upon for some other features in the future. More info on that soon!
  • New UI shows by class type.
  • Gold granted by mastery levels is now shown in the reward’s title.
  • Mastery screen has custom backplates that correspond to the selected class type.
  • Elemental shrines have appeared across the map and will always spawn their matching gauntlet…
    • I wonder why!
  • Added POI in Shadowgrace valley.

Balance/Gameplay Changes:

  • Added VFX to show when a player is restoring health or armor.
    • This lets you see other players healing so you can do something about it.
  • Vital Stone now (again) gives a 25% movement speed boost while invulnerable.
    • Vital Stone’s use has fallen off over the past few months, partially due to an evolving meta, but also because people would pop it and then not be able to get away making it pretty lackluster. We’re reintroducing the movement speed boost, so when you’re invuln, it’s time to run!
  • Reduced Flight Rune speed when traveling upward.
    • Going (straight) up with Flight is becoming too common, even in the early/mid stages of the matches. Instead of preventing it entirely, we’ve slowed the rate of ascent (not lateral movement) to keep things from going too sky high.
  • Increased height of line-of-sight check for Teleport rune destination, making “Invalid Target” failures less frequent.
    • This make TP much smoother to use, especially when it made no sense why it was calling the target invalid.
  • Toxic puddles that have been lit on fire can now be extinguished by Ice Lance or Flash Freeze.
    • Just minor consistency here!
  • The radius of Lightning Storm has been reduced slightly to better match visuals (600cm → 575cm).
    • You know all those times where you swear you shouldn’t have been hit? Those should hopefully be less!
  • Fix unintentional height nerf of Updraft. It now lifts characters the same amount as it did in the Prologue.
    • Yay!
  • Fixed Ice Lance and Lightning Bolts sometimes tunneling through flames or Flash Freeze instead of getting blocked.
  • Fixed some occasional rubber-banding when skating on ice trails.
  • Fixed inconsistent deceleration when no movement input is provided while mid-air after skating on ice trails.
  • Fixed bug where making a poison cloud explode with fire would continue to block projectiles for a couple seconds after the flame has dissipated.
Nintendo Switch
  • Added separate horizontal and vertical gyroscope sensitivity.
  • Adjusted smoothing of gyroscope input for improved responsiveness.
  • Fixed a bug where gyroscope aiming would sometimes cause large snaps in camera rotation.
    • Finally. Hopefully..
  • Previously, purchasing a Chapter Pass with gold that would level your class or mage rank, the purchase could fail. This has been resolved.
  • Fixed a bug where players would sometimes rubber-band for up to 5 seconds, especially when first entering a match.
  • Edited level of detail properties on characters to lower the amount of perceived rubber banding on players who are far away.
  • Fixed the ‘Buy Chapter Pass’ option briefly appearing after entering Quests menu when the player already has the Chapter Pass.
  • Fixed a bug causing the Hinterland outfit to not stay equipped.
  • Stormseeker Slipstream Cloudburst VFX no longer lingers after landing.
  • Stalwart outfit is no longer completely black when facing a light source or standing in shadows.
  • Dusken Wake afterglow no longer appears stretched in the collections screen.
  • Fixed a bug causing the Mage Rank icon to appear black on the Match Experience screen when the starter outfit is equipped.
  • Re-added stone particles to Stone’s Plummet cloudburst after being erroneously removed.
  • The player card is now displayed properly upon returning to Main Menu from Solo BR, Practice, or Tutorial.
  • Denying an item ping after accepting it now correctly makes the ping disappear quickly.
  • Spellbreak no longer crashes when switching between the tabs on the Main Menu after the quests roll over from the previous week.
  • Resolved a bug causing rare amulets from exiled enemies to count towards the progress of the ’Epic Collector’ Honor quest.
  • Corrected the “Top Fifteen” quest never completing but continuously providing rewards.
  • “Top Fifteen” Daily Quest has been fixed to be “Top Ten” (it would also only give rewards if you were in the top 10).
  • Progress now correctly updates for the ‘Eye of the Storm’ quest on entering the 4th and later safe zones in a match
  • The completion of the first step in the Tutorial is now correctly tracked in the progression of the “Initiation” tutorial quest.
  • Fixed quest completion notifications on the after match summary screen that were showing the Gold icon as a reward instead of an XP icon.
  • Picking up an item while using the Spellslinger talent now correctly progresses the ‘Collect X item’ quests.
  • Honor quests UIs no longer change their sizes while scrolling through them.
  • Text in Quest widget on Play Tab no longer overlaps with Rewards icons.
  • Fixed a number of instances of gaps in terrain that let players teleport to unintended areas.
  • Fixed instances of LOD popping around Timberrend.
  • Fixed a number of instances around the map where chests were floating.
  • Fixed many instances of assets clipping into one another all around the map.
  • Spamming the “buy” button to purchase a cosmetic item no longer results in a purchase redemption error.
  • Rapidly changing tabs on the main menu no longer creates unintended additional highlights.
  • Fixed a number of mismatched textures on structures.
  • Fixed a bug that caused players to see their own status as “In Match” while in a party on the main menu.
  • Loading screen art now correctly scales to resolution in windowed mode.
  • Fixed a bug causing the potion consume UI to remain on the screen if a player dies while consuming one.
  • Fixed a bug causing SFX in the quest tab to layer over one another and play extremely loud.
  • Fixed delayed audio on some emotes.
  • Fixed an issue causing ambient sounds to not play in the main menu.

Spellbreak – Ver. 1.2

  • Release date: October 22nd 2020 (North America, Europe, Japan)
  • Patch notes:
  • Our first new game mode is here! Clash is a 9v9 team deathmatch mode where two teams race to exile enough of their opponents to reach a predetermined score. First one to make it, wins!
  • Clash is low on stress, but high on fun! It immediately thrusts people into combat and keeps them there for the duration. Great for learning new classes, blowing off steam, practicing, or just having good time!
  • Each side is made up of up to 3 squads of 3 players each.
  • Every time a player is exiled, the exiling team scores a point.
  • Players roam the map, gathering gear, and leveling their skills, just like in Battle Royale.
  • The circle will lead players to designer-placed areas that ensure good gameplay for both teams.
  • Upon being exiled, you keep all of your gear and levels but also drop a copy of your equipment that can be looted by other players.
  • After being exiled, you’ll respawn near your team, high above the battlefield, with full health, armor, and 2 armor shards.
  • Of note: Spellbreak’s game modes are not set in stone. We’ll be experimenting and rotating the available modes over time. We want Spellbreak to grow and change and not be the same thing forever.
  • Per the above, with the introduction of Clash, we’ll be disabling Duos.
Prologue Chapter
  • This release marks the introduction of the Chapter system in Spellbreak! This is the first take and we’re going to be listening to your feedback and evolving it further as we go forward.
  • Earn reputation by completing missions for Avira Emberdane and unlock 25 levels of rewards, including exclusive:
    • Outfits, including an Epic one!
    • Cloudbursts and Afterglows
    • Titles and Cards
    • Gold!
  • Come back every week for new quests or level your reputation up by playing and earning XP as normal.
  • As a celebration of the Prologue, we’re making it FREE for everyone!
  • Check out your progress in the Quests and Chapters tabs and see the story as it evolves over time.

For more about the Chapter system, take a look at this post.

Hollowed Eve
  • It’s time to get spooky with a bunch of new cosmetics arriving in the shop!
  • We’ve also added bundles so you can buy a set of items at the same time for a discounted price.
  • We’ve made a change to how lobbies are filled to allow them to better populate with players.
  • Now, as more players join, the match countdown timer increases up to a certain point (though it’s still capped at a few minutes) so that as long as new players are coming in, they’ll be placed in an existing lobby instead of closing down the lobby and spawning a second one. Basically, we’re trying to fill one game completely instead of making two half full games.
Bug fixes that deserve a callout
  • Fixed an issue with the Lighting Strikes sorcery not striking players in the outside edge of the sorcery.
  • Immediately jumping upon stepping in a puddle no longer prevents damage from correctly being applied.
  • Fixed a bug where shadow-stepping into a toxic cloud caused the dash component of Vanishing Mists to not trigger.
New Talents

In this release, we’re adding three brand new talents. They’re unlocked for all players from day 1, so get in there and try them out, make new builds, and let us know what you think!


  • Mind
  • Cost: 3
  • Description:
    • Max Health: +25/30/35/50


  • Body
  • Cost: 3
  • Description:
    • See Future Storms and Mana Vaults
    • See Enemies on the Minimap every 10/9/8/5s


  • Spirit
  • Cost: 3
  • Description:
    • Gain Level 1 Skill of Offhand Gauntlet’s Class
    • Offhand Spell Mana Cost: -5/10/15/25%

For more about talents, please see here.

Talent Changes
  • Vital stone’s immune effect now correctly protects against being pulled by a tornado.

  • Finders Keepers

    • Cost is now 1 (down from 2).
    • Its description now reads: “Chance to find Potions from Chests: +25% / Chance to find Scrolls from Chests: +50/75/100/150%”
    • Note: This description is slightly inaccurate. It increases the chance to find potions AND shards.
    • Finders Keepers* has struggled to find a place outside of very specific cases and we’ve wanted to buff it for a while now. With the changes to consumables, it seemed like a good time to expand its scope!
  • Fortitude

    • Cost is now 2 (down from 3).
    • Fortitude’s been overshadowed by other Body talents and we want to make it more appealing by lowering its cost.
  • Scavenging

    • Cost is now 2 (up from 1).
    • Scav was always a great deal… Too great of a deal in fact, especially with the introduction of some of the new talents.
  • Fervor

    • Cost is now 3 (up from 2).
    • Long the most dominant pick of any talent category, Fervor was too often a no-brainer for what it gave. This also indirectly lowers the power of some classes/skills as well.
  • Escapist

    • Now reads: “Run Speed +3 / On Damage Taken: Run Speed +1/2/3/5 (5s)”
    • We’ve added a hefty chunk of base movement speed to Escapist and it’s always on. Escapist is now for escaping, engaging, and just running around!
  • Thirsty

    • Now reads: “Consume speed 35/50/65/90% faster / Consumables replenish nearby teammates health and armor for 50% efficacy”
    • With the changes to consumables and more plans on the way, we needed to slow Thirsty down a bit as well as make it explicit that it only affects healing and armor. If we wanted to commit to it sharing ALL consumable effects at 50%, we’d likely have to rework it fairly significantly in the process.
  • After using a consumable, the player’s vitals bar shows how much they will heal over the duration of the consumable.
    • An oft requested feature. You’ll now be able to see just how much you’ll be healed as it’s happening!
New Small Health Potions and Small Armor Shards.
  • “After drinking for 2 seconds, heals you for 15 health over 5 seconds.” / “After consuming for 2 seconds, gives you 15 armor over 5 seconds.”
  • These are Common rarity.
  • They stack up to 6 in a hot bar slot.
  • They drop in stacks of 2.
  • These are for quick top ups in combat and since they stack to 6, you can carry around a bunch of them. Since they’re common and come in pairs, you’ll also find lots of them.
  • These can be used very effectively in combat to give a quick jolt to your vitals.

The current “small” versions that you’re used to have been renamed, given a new rarity, and had their values tweaked up a smidge for better rounding, but are otherwise unchanged.

Health Potions and Armor Shards
  • “After drinking for 3 seconds, heals you for 25 health over 10 seconds.” / “After consuming for 3 seconds, gives you 25 armor over 10 seconds.”
  • These are now Uncommon rarity.
  • They still stack up to 2.

We’re adding a new potion type called “Safeguard” that refills both health AND armor. These are primarily for out of combat regeneration but if you can find a longer window mid-fight, it’ll help you recover in a big way.

Safeguard Potion
  • “After drinking for 5 seconds, gives you 25 health and armor over 10 seconds.”
  • These are Epic rarity.
  • They take up a hot bar slot but cannot be stacked.
Large Safeguard Potion
  • “After drinking for 8 seconds, gives you 50 health and armor over 10 seconds.”
  • These are Legendary rarity.
  • They take up a hot bar slot but cannot be stacked.
Knowledge Potion
  • “After drinking for 1 second, gives you 2 bonus charges to your Rune and your Sorceries.”
  • These are Epic rarity.
  • They take up a hot bar slot but cannot be stacked.

For more about the new Consumables, check out this post.

  • The main menu bar has been slightly re-ordered.
  • All players now start with the title “Breaker” by default.
  • Emotes now loop in the store and collections menus.
  • Artifacts now freeze if the player is frozen.
  • Frozen boulder has improved vfx and material.
  • New sounds added for when players use consumables.


  • Switch now supports gyro controls.
  • Hopefully fixed the black screen issue for real this time.
    • We’re really sorry about this taking so long to fix!
  • Players with their system date set to before August 18 are now able to log in.
    • Just in case you need to be a time traveling island-hopper for some reason…

All Platforms

  • When servers are down for maintenance, the client now properly reports that instead of giving an authentication error.
  • When a player is exiled from a game and in a party with players still in the game, they are no longer incorrectly labeled as “in match” when they return to the lobby.
  • Fixed a bug causing the shop tab’s UI to become corrupted after idling on it for a long time.
  • If a player fails to enter correct account information, they’ll now be taken back to the login screen.
  • The “Bored” emote now has the correct icon.
  • Parties will no longer be broken up due to network hiccups.
  • Fixed an issue causing users with controllers to be repeatedly prompted to press the confirm button through “Lost Password” flow even after confirming.
  • Users who exit out of the current match and ready up are now able to unready while party members are in game.
  • Fixed a bug causing some users to randomly disband from a party after a match concludes.
  • Sound FX of a canceled sorcery will no longer play twice.
  • Fixed a rare bug that prevented voice chat from being enabled.
  • Players can now see the login queue countdown when logging into Spellbreak with high server load.
  • Adjusted Nature’s Bounty cloudburst color scheme to better match preview icon.
  • Fixed a bug causing unlocked Cards to appear squished when viewed from the rank up reward notification.
  • Exiled players no longer get interaction button hints.
    • As nice as it would be to drink that potion, it feels a little mean to taunt you.
  • Fixed a bug causing the cursor to lose focus when receiving a party invite on the party invites section of friends screen.
  • Sound FX for the menu and title screen, mana recharge, and mana depletion are now correctly affected by the sound effects volume slider.
  • Improved tracking on emote wheel when using a mouse.
  • Setting voice input volume to zero now correctly mutes teammates.
  • When one player leaves a party of two or more when all of their teammates are ready, the party no longer instantly joins a match.
  • Fixed a number of typos.
    • These were the source of deep shame!
  • Fixed a number of untranslated strings.
  • Fixed a bug causing the spectate camera to focus on the lobby map instead of another player when the spectate button is pressed immediately after being exiled.
  • Fixed an issue causing lag when getting exiled.
  • Fixed a bug causing the incorrect class icon to appear next to unlocked skill up on Mage Rank up.
  • And of course, fixed a whole bunch of miscellaneous crashes.

Spellbreak – Ver. 1.1

  • Release date: September 29th 2020 (North America) / September 30th 2020 (Europe, Japan)
  • Patch notes:
  • The Lighting Bolts spell’s recovery animation can now be interrupted by casting a sorcery.
  • Fix edge case where reviving or exiling someone could be canceled in order to get faster spell firing.
  • Fixed an issue that caused projectiles to sometimes not register damage even though they hit.
Aim Assist
  • Smoothed out difference in aim assist strength between different framerates.
    • This results in more consistent behavior for all players and eliminates advantages that came from very high framerate.
  • Fixed an exploit where aim assist could be much stronger than intended under certain combinations of distance to target and input sensitivity.
    • This meant it was possible for players under certain circumstances to make their spells incredibly easy to hit. This was mostly clearly seen with the Lightning Gauntlet on PC.
  • Adjusted aim assist values for various console platforms.
  • Aim assist now decreases over distance.
  • Default Look Deadzone setting on Switch is now 0%.
    • This is generally what you want, because deadzones are handled by the OS itself.
  • Enabled some extra anti-cheat mechanisms.
  • Game mode now automatically swaps to squad after completing the tutorial.
  • When a player accepts a party invitation while already in a match, they’ll get a UI notification and they can choose to immediately join the lobby.
  • Fixed cases where players would sometimes get stuck with a black screen during a match.
  • Addressed an issue where players couldn’t load into a lobby with enough time to properly select their drop portal.
  • Switch Pro and third-party controllers no longer send multiple inputs for a single button press.
  • Fixed a bug causing players to sometimes be unable to see disrupted player’s orbs.
All Platforms
  • Fixed a netcode issue that resulted in other characters appearing to stutter/jitter or otherwise not to update at full framerate.
    • Note this also caused “weird” aiming offsets that were reported where it felt like your aim was off. Due to this, your muscle memory with different spells may be affected!
  • Players should be able to interact with things after being interrupted while aiming a rune or sorcery.
  • Players should no longer get stuck indefinitely on the reconnect screen after internet connectivity had been lost and restored.
  • Fixed the infinite loading screen when entering invalid account credentials on login.
  • Fixed missing hit sound effect when your damage is buffed.
  • If the same Spellbreak account is used to log in to two machines at the same time, the most recent login will cause the early session to abort to prevent data corruption.
  • Controller vibration settings now correctly apply in game.
  • Fixed issues where item ping indicators would not draw/update correctly.
  • Added in translations for some previously untranslated text.
  • Fixed a bug that could cause quests to disappear from the main menu when restarting the game.
  • Corrected adjective/noun order indicating rarity for latin-based languages on the collection screen.
  • Fixed Mana Vault animations getting out of sync with sound and timer.
  • Fixed issue with Mana Vaults where its pieces would sometimes flicker as the player walked it.
  • Cleaned up some low-resolution textures that could sometimes appear.
  • Menu / UI sound effect volume is now properly controlled the associated volume slider.
  • Fixed a crash caused by repeatedly pressing the confirm button on the squad loading screen.
  • Fixed instances of shadow popping around the map.
  • Fixed a crash caused by viewing an item in the store while the rollover takes effect.
  • Ice Lance should no longer randomly generate a MASSIVE ice bow.
  • Fixed a bug causing 2 players with random outfits equipped to mirror one another’s outfits.
    • Spidermantwinsmeme.png
  • Fixed a crash caused by repeatedly exiling yourself in the tutorial.
    • Why do you keep hitting yourself?!
  • Fixed some chests not being visible on the player’s client.
  • And last but not least, a whole bunch of more rare crashes have been fixed.

Spellbreak – Ver. 1.0

  • Release date: September 3rd 2020 (North America, Europe, Japan)
  • Patch notes:
Database Wipe

In order for everyone to start on even footing, we’ve wiped game data from beta. If you’ve previously purchased a Founder’s Pack or received a promotional Outfit (Hollow, Treeline, Pioneer, etc), you’ll still have it in your Collection. Rewards earned from progression have been reset, however. This will be the last wipe we’ll be doing, so have fun ranking up and earning those juicy rewards!

  • All new and returning players are required to create a Spellbreak account in order to play.
  • You can now play Spellbreak on Microsoft Xbox One and Nintendo Switch!
  • There’s now a Spellbreak account that you can link your Epic, Playstation, Switch, and Xbox to and it will share progression across ALL platforms!
  • Friends can be added via their Spellbreak account ID.
  • Trophies are now available on Playstation and Achievements on Xbox.
Game Mode and Servers
  • For release, we have the following server regions available:

    • US East
    • US West
    • EU
    • South America
    • Australia
    • Japan
  • Each server will feature Squads exclusively at launch with Solos and Duos returning at a later time.

  • Spellbreak’s store is now live! Featuring a rotating set of items, you can now buy and spend gold to deck yourself out in the latest battlemage finery.
  • Players with Founder’s Packs will automatically receive all of their in-game rewards.
  • The Gold store also features a Starter Pack that you can purchase that comes with 600 Gold and a rare Bewitching Glimmer outfit.
Account Progression
  • Class Mastery now has 20 levels and you can earn a variety of cosmetics and gold for leveling up. As a part of this, the rewards have been restructured somewhat from previous patches.
  • Mage Rank now goes to 100 with a number of Badges as well as gold rewards all along the way.
  • We’ve temporarily turned off the Shadowstep and Chronomaster Runes.
    • This isn’t due to any balance concerns, so they’ll be back soon enough!
  • Increased the speed/distance of Springstep Rune by 100%, but increased its cooldown at all rarities by 0.5 seconds.
    • Springstep needed a little more … spring in its step. This makes it MUCH stronger, so we had to tone down its cooldown just a smidge.
  • Tempest’s Updraft now bounces 20% higher.
    • We wanted to make Tempest’s in-air capabilities easier to pull off. Note that this increase also applies to subsequent bounces on top of tornadoes as well.
  • Tempest’s Wind Surge’s horizontal impulse has been increased by 15%.
    • We heard you loud and clear on this one. Tempest’s horizontal abilities weren’t up to snuff and felt kind of kludgy to use. Now with more bounce to the ounce!
  • Electrifying a cloud or puddle no longer increases its duration.
    • Another bug, but it was possible to have things linger around for a long time if you kept “refreshing” them.
  • Lightning Strike should now properly target airborne foes.
  • Fixed Pyromancer’s Pyrolysis so that it now does a consistent amount of damage.
  • Fixed a number of sorcery targeting reticles to better match with the visual and gameplay effects.
  • Fixed a number of effects visual FX to better line up.
  • We’re introduced some very broad matchmaking rules so that new players will play against other new players and have a smoother on-ramp to the Hollow Lands.
Art, Animation, and Sound
  • Gauntlet models have been standardized across rarities.
    • This is to give us room down the line to further differentiate gauntlet art.
  • All outfits should animate properly when doing an emote or triumph
  • Added animations for sliding down unwalkable surfaces.
  • Sound effects have been added to numerous menus and UIs.
  • Added sounds to the storm, including when it’s stationary, when it’s moving, when it’s nearby, and when the player is in it.
  • Tamped down the very aggressive “armor break” sound.
  • Players no longer hear ambient audio when tabbed out of the game.

How to download updates for Spellbreak for the Nintendo Switch?

To download the updates for Spellbreak, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;


  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.



Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat. Also known as Maintenance Guy by some.