Release Log

Patch Notes

New content, balance changes, and fixes, organized so players can see what is live, what changed, and what comes next.

Current status The player-facing update is v4.0.3, live on iOS. Android is still in review at v4.0.2. Historical project notes remain below for context; nothing unreleased is listed as live.
Current live notice · v4.0.3

The Void gets limits, and hard Ice, America and Amazon open

  • Monsters you have fully looted come back to the Void rarely instead of vanishing from it, and bosses appear there less often than before.
  • The Void now gives only a few copies of any one item — 1 boss drop, 2 accessories, 5 for other gear. The rest must be found on the monster’s own map, and the drop panel shows “VOID MAX” when you reach the limit.
  • Some Void encounters are deliberately hollow — a normal fight paying gold and EXP but carrying no items at all.
  • Hard Ice, America and Amazon are open. They no longer need a key boss, and an old requirement that quietly demanded Normal-mode clears is gone. If one of those doors was blocked for you, it is not now.
The route today

Grassland to Monochrome

  • Seventeen regions across 114 maps: the five-region main route, the World Gate, the Maze chapter, and the endgame through the Graveyard, Korea, London and Monochrome.
  • Hard Mode mirrors run as far as the Amazon. The four endgame regions are Normal-only.
  • Difficulty is the only gate — every door opens once you can survive what is behind it.
Planned · not in the game

Beyond the west door

  • The World Gate’s left-hand door — the one that reads “Coming Soon” today — is planned to open onto the Cloud Plaza, a second hub town, with three new regions beyond it: Stone, Egypt and The Temple.
  • They are designed, not built. The atlas, monster, boss and item pages list them marked Upcoming so you can read what is coming, but none of it exists in the game yet and no combat data for it has been written.
  • Any level shown for them is a projected band, not a final value, and it can still change before release.
2026-09-10 · Version 4.0.3

The Void & the Maze (Hard)

  • Fully-looted monsters return to the Void rarely rather than disappearing from it, so the pool stops thinning as you complete it. Bosses show up there less often.
  • The Void is capped per item: 1 copy of a boss drop, 2 of an accessory, 5 of other gear. Everything past that has to come from the monster’s own map. The drop panel reads “VOID MAX” once you are there.
  • Some Void encounters are now hollow — “204 No Content”. They fight and pay gold and EXP like any other battle, but they carry no items.
  • Hard Ice, America and Amazon are reachable. Those three doors needed a key boss that was never the one named on the message, and behind it sat a requirement for Normal-mode clears that was never meant to be there.
  • Eight Maze items could not be obtained at all. They drop now.
2026-09-09 · Version 4.0.2

World Gate rebalance, and the win streak you could never see

  • Winning battles in a row multiplies gold and EXP up to 2×, and it was never shown anywhere. The multiplier now appears on the map, in battle and on the victory screen. A loss resets it to zero, which is why rewards dropped off after a death.
  • World Gate is easier in both modes: all five bosses eased, and monster resistances lowered across Japan, Greece and the Military Yard. Nothing was made harder.
  • “Equip Best” no longer unequips Chaos Heart, and gear AP applies the moment the accessory is worn instead of needing a re-equip.
  • Boss relic effects were stacking with no ceiling. Heartwood’s lifesteal is now 3% Normal / 5% Hard, Nine-Dragon adds one shield layer per copy, and First Dead’s dodge sits inside the 20% cap. Nothing already held was removed.
  • Shield is back to a full 50% of max HP.
  • The +20% gold reward was paying less than 20%: salvage gold was never counted toward the run total. Gold exchanged from diamonds now counts as well.
  • The Void map no longer sends monsters whose drops you have already completed, and a Void boss now offers both of its unique drops — the second one could never appear there before.
  • “CRITICAL!” and “COMBO!” appeared in English in every language. Ads return to the preferred network after a temporary outage instead of staying on the fallback.
2026-09-07 · Version 4.0.0

Everything to Monochrome

  • The route past the Amazon now runs nine legs and four new regions: the Graveyard (10 maps), Korea (8), London (8) and Monochrome (20), ending in three bosses at the end of everything.
  • Hard Mode mirrors for the Maze, Ice, America and the Amazon, each with its own monsters and gear.
  • Every stat earns a second job. ATK: combo chains grow a combo multiplier, so past the first tier every extra hit multiplies like a critical. HP: shields come in layers, each a full pool. DEF: blocks reflect harder tier by tier, and a DEF-focused build unlocks Guard tiers that cut every hit taken.
  • Going all-in on one stat is a real build — every all-in build is measured to land within 25% of a balanced one.
  • Gold Draw: every coin staked raises the chance toward 100%, and overflow pays more — stake 100× the ask for a second item, 10,000× for a third.
  • A region’s shop and item list appear after your first kill there. The last map of each region opens a portal back once its boss falls.
  • Difficulty is the only gate. Every door opens when you can survive what is behind it.
2026-08-27 · Companion site update

Complete regional data, clearer guides, and corrected artwork

  • Refreshed the companion catalog to 595 route monsters, 999 public collection items, 31 bosses, 68 maps, 624 zones, 25 characters, and 62 achievements.
  • Added the complete Maze, Ice, America, and Amazon equipment and monster artwork, plus all six regional boss images.
  • Corrected distinct monster archetypes that previously shared artwork in the Rotunda and three Maze gate maps.
  • Reworked the player guides around first-run help, stuck-run recovery, unlock order, current live content, and the next chapter.
2026-08-20 · Current project update

World Gate hard mode rebalanced

  • Critical-damage resistance in World Gate hard mode now scales with your agility. Previously a single critical hit could end even the final boss fight regardless of your equipment.
  • The Archangel Sovereign now has more health and hits less hard, so the fight lasts long enough for your gear to matter.
  • Fixed dodge resistance in the first half of World Gate hard mode, where it previously had no effect.
  • Hard mode now takes roughly twice as many battles per map, and every region boss remains beatable. World Gate normal mode is unchanged.
2026-08-13 · Current project update

iPad readiness, World Gate balance, and calmer ads

  • Prepared the iOS project for a universal iPhone and iPad release, including iPad orientations, safe-area layout checks, and the complete App Store icon set.
  • Rebalanced the two World Gate accessory expansion slots: slot 11 costs 1Q gold and slot 12 costs 1Qi gold, using the same abbreviated number format shown elsewhere in the game.
  • Added a three-minute cooldown to the automatic run-over video ad after any full-screen video ad starts. Ads remain enabled; only the automatic run-over ad is temporarily skipped during that window.
  • Added launch-event and future World Gate event deep-link routing for App Store in-app events.
  • Refreshed the companion data and World Gate artwork from the current Unity project, including the latest enemy placements and the 25-character roster.
2026-08-07 · Current project update

New worlds, deeper stats, and battle presentation

  • Implemented the World Gate expansion: 19 maps across Japan, Greek, Military, and Heaven, with new route monsters, 5 bosses, equipment, and 6 new achievements. The entrance remains sealed in the current hotfix build, so the site labels this content as an upcoming preview.
  • Extended large-number progression beyond the previous integer ceiling with new stat suffixes for World Gate scaling.
  • Added and refreshed monster artwork across the expanded bestiary, plus the complete set of available map backgrounds and newer item art.
  • Reduced Normal Grassland monster and boss HP, ATK, and resistance pressure to roughly two-thirds of their prior values; other regions and modes are unchanged.
  • Improved combat readability with solid HP bars, distinctive damage numbers, stronger attack/combo/critical effects, varied regional battle backgrounds, a scrollable battle log, and a clearer result screen.
  • Corrected directional movement presentation across the character roster and improved HUD spacing, localized labels, analytics precision, and ad-request safeguards.
2026-07-27 · Version 1.0

Infinite Loot-Loop launches on the App Store

  • Infinite Loot-Loop is now available as a free download for iPhone and iPad.
  • The launch build requires iOS 15.0 or later and includes cloud save, offline play, and complete Normal and Hard Mode progression systems for the open main route. The current project roster contains 25 heroes.
  • The official companion wiki now links directly to the live App Store listing and includes a first-hand developer design note about the AP economy and balance process.

Download on the App Store

2026-07-16

Mobile services, encounters & result polish

  • Fixed iPhone touch-and-hold movement: hold an empty part of the map to move, drag to steer, and release to stop.
  • Holding near the character now fills the Encounter Gauge, letting players seek a battle without leaving their current spot.
  • UI buttons and open menus now correctly block movement without decorative HUD layers swallowing map touches.
  • Gold purchases now require Purchase / Cancel confirmation, and unaffordable item, character, and slot buttons are disabled.
  • Improved rewarded-ad recovery for revives and run-over gold, banner positioning between runs, and App Store purchase availability feedback.
  • Redesigned the premium Store, item-drop result card, and equipment-upgrade indicator for clearer visual hierarchy.
  • Corrected normal item drops to one shared 3% roll per victory, and made recommended equipment stand out with a dedicated BEST badge.
  • Improved mobile readability for EXP and permanent stats, added clear Set purchase feedback, and reduced the overworld character size by 10%.
  • Rebalanced permanent item bonuses to 1% on the first copy and 3% at full completion, with existing saves recalculated from owned items.
  • Added full-edge safe-area padding for notches and rounded phone corners, completed battle prompt translations, and standardized Store purchase-button heights.
  • Added an optional translucent arrow-control pad for held movement, with a persistent on/off toggle in Settings.
  • Gold, EXP, and ATK zone bonuses now use distinct colors, with an ultra-rare rainbow Gold x7 bonus.
  • After the first boss victory, the game makes a one-time request for Apple’s native review prompt.
  • Improved Forest Upper Gate and Ashen Gate doorway detection, restored the Volcanic-to-Void route in both directions, and focused Witch’s Peak entry on its top-left cave.
  • Achievements now have a distinctive colored tab deck for All, Milestones, Combat, Collection, Normal, and Hard categories.
  • Erase Data now clearly covers both local and cloud gameplay saves, safely retries an offline cloud deletion on the next online launch, and keeps restorable Store entitlements.
  • Added edge-aware camera framing so entrances at the top and bottom of each map stay visible above the Set controls and lower HUD.
2026-07-05

Stability & localization pass

  • Fixed a hard freeze caused by corrupted enemy EXP values; level-up processing is now capped and EXP/gold are modeled per expected level.
  • Comprehensive 15-language localization sweep with a new re-localizing text component (boss / character / item / map names and the stat guide).
  • Main-menu Store button fix and a new character nameplate banner.
2026-06-12 · Session 42

Balance & polish

  • Adventure Point economy reconciled: 30 AP base · 4–6 AP on death · +3 AP per boss. Death now keeps your level, EXP, and gold.
  • Achievement stat bonuses are now derived from the unlocked set (no inflation, syncs across devices).
  • Full Reset now wipes all permanent progress.
  • Forest doorways re-laid (FR_03/FR_04) with zone levels flipped; central anti-stuck spawn corridor added.
  • Battle panel forced full-screen with a run-over tap guard; live derived stats in the stat panel; equipment icon blur fix.
  • Biome BGM name-matching fix; several doorway/trigger retunes across Forest, Volcano, Desert and Underwater.
Content complete

The game so far

  • 5 main-route worlds plus Void Hunt, the live World Gate hub and its 4 regions, with the 4-region Maze batch live in both modes.
  • 68 maps, 595 route monsters, 31 bosses, 999 public collection items, 25 characters, and 62 achievements in the current project export.
  • Hard Mode, grouped settings, and 15-language localization.
  • Cloud save deployed and live; real in-app purchases wired up.