ZENKO WIKI / PATCH NOTES
Running changelog · newest first · every balance dial + feature drop, with the exact live numbers
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Patch Notes Newest first

What Changed in Zenko

A running record of every balance pass and feature drop, newest at the top. Each entry is dated, tagged by area, and lists the concrete changes — including the exact numbers, so you can always trace what a patch did to your economy.

ECONOMY FEATURE MARKET REMOVED
HOW TO READ THIS PAGE

Dates are the day a change went live. A gold-edged entry is a major, economy-wide rework. Bulleted lines under each entry are the individual changes; when something (like Shards) is marked removed, it was fully deleted from the game — not just re-priced.

Changelog Genesis → now
2026-07-29 v0.35.5 — Make-Good for the Raid Runs the Join Bug Ate
Fix

🔧 Who this is for

  • 25 raid runs across 16 players were genuinely lost to the join bug fixed in v0.35.4 — turned away from a full or already-started raid with the attempt spent anyway. 17 of those 25 landed on a day that player had paid 1,000 $ZOLANA for extra runs, which is the version of this that stings most.
  • A further 62 failed joins were already whole: those raids ended up abandoned, and the abandoned-run sweep returns the attempt automatically. Nothing was owed there. The “85 joins” figure in the v0.35.4 note counts every join that hit the bug; the number actually owed was 25.

🎁 What was granted

  • One extra-runs day unlock per run lost — the same +3 runs that normally costs 1,000 $ZOLANA, granted free. Three runs lost, three days of it. 75 extra runs in total, deliberately more than was taken.
  • Unlocks land on consecutive days from 2026-07-30 and skip any day the wallet had already bought, so none is swallowed by an existing purchase.
  • Why runs and not a refund: the daily raid cap counts only runs started on the current UTC day, so an attempt lost last Thursday cannot literally be returned — that allowance reset long ago. Unlock days are the only lever that hands back real playing time rather than a consolation prize.
2026-07-29 v0.35.4 — A Raid You Can’t Get Into No Longer Costs You a Run
Fix

🔧 Fixed

  • Being turned away from a co-op raid is now free. Entering a run code for a fight that had already started, or for a party that was already full, counted the attempt against your daily limit before anything checked whether you could get in — and the connection then rejected you. No fight, no reward, one run gone. Especially costly if you had paid for those extra runs. The raid party is now asked first, and if it cannot take you, your run is untouched. 85 joins across 36 players hit this between 2026-07-11 and the fix.
  • A real reason instead of a silent failure. The join used to report success, with the rejection surfacing a moment later as a disconnect — which read as a fault on the player’s end. You now get “This raid already started”, “This raid is full”, or “The host closed this raid”, each stating plainly that no run was used.
  • The 4-player party limit is now genuinely enforced. The capacity check was a separate read from the write that filled the slot, so two players entering a code at the same instant could both pass it — four raids ran with five players in a four-player party. The limit now lives in the raid party itself, which processes joins one at a time and therefore cannot be raced. Rejoining a raid you were already in still works, even at full capacity.

🛡️ Under the hood

  • The join route now asks the authoritative raid party before writing the record that spends the run, so the failure direction favours the player: a rejected join costs nothing. A new raid-join-gate test guards both the refusal handling and the ordering of those two steps, and was verified to fail when either is reverted — a guard that has never gone red proves nothing.
  • Not addressed: the 85 runs already lost to this have not been refunded.
2026-07-27 v0.35.3 — Quitting a Match Always Costs the Match
Fix

🔧 Fixed

  • Leaving a Gladiator fight was not counting as a loss. Walking out of the arena or navigating away sent the match to the server without the retreat marker. The server then finished simulating the fight the player had already abandoned — their squad kept fighting on its own — and frequently won, awarding a victory and rating for a match nobody played out. 2,802 matches were affected between 2026-07-09 and the fix, across 40 ladder identities. This was a bug, not cheating: leaving a fight you are losing is normal, and the game was quietly rewarding it.
  • Closing the tab escaped the result entirely. With the browser gone, the client never reported anything, so the match sat unfinished forever at no cost. The cleanup routine meant to close those out had never once run since launch — it updated a column that does not exist, failing silently every time — and it was never wired into the scheduler at all. 356 matches were sitting open, the oldest for over two weeks. Abandoned matches are now settled server-side as a loss, which is the only place the rule can be enforced for a client that never runs.
  • The old backlog was closed with no rating change. Those 356 include a day when a large batch of matches was interrupted by a fault on our side, and a disconnect is indistinguishable from a deliberate quit in the data. The rule applies going forward only.

⚔️ Season 1 ladder

  • Standings corrected before rewards. Season points earned from phantom wins were removed for the clearest cases, restoring several players to the paying top 10. No season rewards had been paid — this was corrected first, deliberately.
  • Ratings were left alone. A full correction would have moved hundreds of uninvolved players, including some the bug hurt most; ELO had already self-corrected roughly two-thirds of the inflation.
2026-07-26 v0.35.1 — The One-Tick Bug
Fix

🔧 Fixed

  • Safe Jimothy clears that paid nothing. Players who beat the Coyote Warden on screen could be scored a loss by the server — no reward, and the daily run consumed. Cause: when you clicked to move, the click was recorded one tick earlier than the moment it actually happened. Your client played the fight correctly, but the server’s verification replay fired every click a fraction of a second early, and across a 4,000,000 HP fight that compounded into a different battle entirely.
  • Correction to the v0.34.2 note. That note attributed this to differences between web browsers. The cross-browser work was real and the fix for it was correct, but it was not the cause of this bug. The actual cause was the one-tick recording error above, which affected every player on every browser equally.
  • Made good: 15 affected runs were returned to 12 players, each replayable with a fresh reward roll (jackpot chances included). No gold was granted — the run slot itself was refunded, which is strictly more generous.

🛡️ Under the hood

  • The same recording flaw was present in the main raid gauntlet, where it could have produced identical wrongly-scored losses; it is fixed for every arena. A new live-vs-batch parity test replays a live fight against its own recording and fails if the two ever disagree, so this class of bug cannot return unnoticed.
2026-07-26 v0.35 — The Apex & the Witch Dog
BalanceFeature

⚔️ Balance

  • The Manticore hits harder. Its Attack is raised so the 1-in-1000 apex chase out-damages every rival decisively — a clean +27% damage across raids, dungeons, PvP and trials (base ATK 63 → 80). Its speed and fragility are unchanged: still a glass-cannon striker, just a deadlier one.

✨ New

  • The Witch Dog ascends to Mythical. The Witch Trial’s headline prize is now a full MYTHICAL god: stronger across the board (140/56/26/22 → 165/63/28/24), wreathed in an always-on rotating Void aura, and 50% larger so it towers like the apex creature it is. Already own one? It’s been upgraded in place — no action needed.
2026-07-26 v0.34.2 — Raid & Witch reward fix
Fix

🔧 Fixed

  • Beating any raid boss or the Witch now always pays out. The same browser-dependent bug we fixed for Safe Jimothy could also drop rewards on solo Manticore, the Bull, the Sand Man, and the Witch — most often on Safari or Firefox, where the fight scored differently than the server. Every fight now resolves identically on every browser, so a clear is a clear.
2026-07-26 v0.34.1 — Safe Jimothy reward fix
Fix

🔧 Fixed

  • Beating Safe Jimothy now always pays out. Some players — most often on Safari or Firefox — cleared the Coyote Warden but hit a “Couldn’t reach the vault” error and got no reward, because the server scored their honest clear as a loss. The fight now resolves identically on every browser, so a clear is a clear.
2026-07-25 v0.34 — Safe Jimothy: Limited-Time Event
FeatureFixBalance

🦝 New — Limited-Time Event

  • Safe Jimothy is here. Bust the trash-panda out of The Pound — a solo crawl down a rainy Seattle back-alley, past packs of raccoon bandits, to the Coyote Warden (4,000,000 HP) guarding the cage. Beat it, free Jimothy, and open a 6-chest reward.
  • Free entry — 2 runs a day, level 15+. No cost, no paid extra.
  • Rewards found nowhere else: the Legendary Jimothy himself (event-exclusive, ~1 in 1,000 — the only place he drops) and the Jimothy Mask (~1 in 150), plus gold and materials on every clear.
  • It’s time-boxed — when the event closes, the Legendary and the mask are gone with it.

🔧 Fixed

  • You’re in control the moment you join a co-op raid. Some players — usually joining by code, or reconnecting mid-fight — would drop into the Manticore Raid stuck behind the lobby screen, unable to move. Joining, force-starting, and reconnecting now put you straight into the fight.

⚔️ Balance

  • The Mythical Manticore hits about 15% harder. The rarest creature in the game now deals damage worthy of a 1-in-1,000 chase — the buff carries across raids, dungeons, and Gladiator.

🧹 Under the hood

  • Backend stability work so the world stays fast as it grows.
2026-07-24 v0.33.3 — Gold trading paused
EconomyFix
  • Gold trading is paused. You can’t currently buy or sell Gold on the Marketplace — we’re reworking it into something that isn’t a race to the bottom. Any Gold you had listed has been returned to you, and all your Gold is safe.
  • Everything else on the Marketplace is unaffected — creatures, relics, cosmetics, eggs, gems, and materials trade as normal.
2026-07-23 v0.33.2 — Gladiator rating display
FixQoL

🔧 Fixed

  • A decisive Gladiator win never shows “Rating +0” anymore. When you were rated far above your opponent, the rating change could round down to zero on a clear victory. Real, decisive matches now always move your rating by at least 1 point (win or loss).

⚖️ Changed

  • Practice and unranked matches now say so. Instead of a confusing “Rating +0”, they read “Rating unchanged — practice opponent”.
2026-07-23 v0.33.1 — Fixes & Performance
FixQoL

⚡ New

  • Performance mode (Settings → Game). One tap turns off auras and screen effects for smoother play on slower devices — the individual Aura VFX and Reduce motion toggles are still there if you want finer control.

🔧 Fixed

  • Gladiator season-ticket recharges now always credit. A recharge whose payment confirmed but didn’t register is now retried and resumed automatically, so your tickets always land. Anyone affected has already been made whole.
  • Several Manticore Raid co-op fixes — visual desyncs and reward reliability.

⚖️ Changed

  • Gold listings now have a 1,000,000 minimum — this clears out tiny dust listings so the market stays readable.
2026-07-23 v0.33 — The Manticore Raid, Gladiator Season 1 & the new Breeding
FeaturePvPEconomy

The biggest drop since the Abyss: a full nine-arena raid gauntlet that ends at the Manticore, Gladiator becomes the PvP with Season 1, and breeding is rebuilt from the ground up — off Gold, onto $ZOLANA and slots.

🐉 The Manticore Raid — a nine-arena gauntlet

  • One unbroken chain, three bosses. Fight through 3 creep rooms → the Black Bull → 3 more creep rooms → the Sand Man → the Manticore’s Roost. Nine arenas, back to back, ending at the live finale.
  • Boss health: Black Bull 2,500,000, Sand Man 2,000,000, the Manticore 3,500,000. Bring a real team.
  • Up to 4 players co-op — host a room and share the code — or run it solo, fully scaled so it’s beatable alone.
  • The Skyhunt. When the Manticore takes to the air, you climb a ballista, drop into a first-person view, and shoot it out of the sky before it comes back down on you. Nothing else in Zenko plays like it.
  • Rewards pay only on a FULL clear — you have to beat the Manticore. Do it and you open a six-chest, pick-2 reward: choose two of six, over 15 exclusive drops in the pool, topped by an apex Mythical at 1-in-500.
  • Entry: 3 free runs per day, plus 3 more unlocked for 1,000 $ZOLANA. Resets at UTC midnight.

🏆 Gladiator is now THE PvP — Season 1

  • Async 3v3 and 5v5 are retired. Gladiator — real-time 5v5 on one shared ladder — is the PvP mode from here on.
  • Season 1 opens at 14:00 UTC. One ladder, one climb, a fresh season.
  • The Champion aura is a living trophy. It’s never minted and never owned — it rides on whoever sits at #1, and the moment someone takes the top spot, it moves to them. Hold first place, wear the crown.
  • 10 ranked runs per day, and you can recharge with $ZOLANA when you want more.

🥚 Breeding, rebuilt

  • Breeding no longer costs Gold. Instead, each breed pays a small on-chain $ZOLANA fee scaled by rarity — 200, 350 or 600 $ZOLANA — with the Legendary jackpot breed a flat 1,000.
  • Breeding runs on slots. You start with 3, gain +1 every 24 hours, and your slot cap grows with your $ZOLANA holdings, up to 12. Out of slots and impatient? Refill instantly for $ZOLANA.
  • Unlocks at Level 15.
  • Mastery is a floor; holdings are the ceiling. Your lifetime breeds raise the minimum Legendary-jackpot odds — a floor that only goes up. Your $ZOLANA holdings raise the ceiling — both your slot cap and the jackpot’s apex, up to 18%.
  • You never lose your fee for nothing. A failed breed refunds the slot and pays XP, and any breed that can’t complete after you’ve paid is always refunded in $ZOLANA — never silently kept.
2026-07-21 v0.32 — The Fishing Lake, and a brand new town
FeatureEconomyQoL

Resting is now fishing. The town has been rebuilt around a proper square.

🎣 The Fishing Lake

  • The AFK Zone is gone — the lake replaces it. Walk to the pier at the bottom of town and take the boat out to the Fishing Lake.
  • Cast a line and it fishes itself. Stamina refills at the old resting rate while your line is out, and you’ll pull in gold and cheap materials the longer you leave it. Nothing to babysit.
  • Tap when it bites. A bar sweeps; hit the green band and you land a clean catch — an extra roll of the same table. There is no fail state. Miss it, ignore it, walk away: your line keeps earning exactly the same. It’s a bonus for being at the keyboard, never a penalty for not being.
  • Ignore a few bites and the bar goes quiet so it isn’t nagging you. Tap it whenever you want to start landing catches again.
  • Your rest gold was paid out in full before the AFK Zone closed — 6,235,537 Gold across 2,586 trainers. Check your ledger; it’s there.
  • You can’t fish and fight at the same time. Starting a dungeon, raid or duel will offer to reel your line in first (you keep the catch).

🏘️ The town, rebuilt

  • The town is now a proper square — one plaza with every building on it, the fountain dead centre, and grass and treeline all the way round. No more hunting the far corner for the Gem Stall.
  • New cobble and flagstone underfoot, and the trees actually move now.

🔮 Relics

  • Relic stats now show in your vault. Level, full stat line, and an ⓘ for the complete read-out — no more withdrawing one just to see what it does.
  • Relic passives are finally visible. A Witch Stone showed you two stat lines and never mentioned that it freezes on hit. Now every passive says what it does and where it applies.
  • Charms no longer render under a combat relic’s name and icon, and the ⓘ works on relics you have listed for sale.

⚔️ Combat

  • Ward shields survive a Bulwark cast. A tank shielding you used to overwrite a Ward relic’s permanent shield with a 40-tick one — and if the cast was bigger, your ward was gone for the rest of the match. Ward now always comes back.
2026-07-19 v0.31.4 — Soulbound relics, now sellable
Fix

Perfect (Soulbound) relics can be made tradeable.

🔮 Relics

  • A perfect relic that locked to you when equipped (Soulbound) is no longer stuck forever. Use Convert to Tradeable (10,000 $ZOLANA) — the same path as a bound relic — and you can sell or auction it. A Convert button now shows on the sell screen and in your relic collection.
  • Once you convert a Soulbound relic it stays tradeable — re-equipping it won’t lock it again.
2026-07-19 v0.31.3 — Bug fixes
Fix

Marketplace and relic fixes.

🛒 Marketplace

  • Bound relics — from the Soulbound Capsule, or fused from one — now point you to Convert to Tradeable, with a Convert button right on the sell screen, instead of a confusing “bound starter item” error.

💎 Relic Combine

  • Bound relics are now marked while you pick them to combine, and you’re warned that fusing a bound relic makes the result bound too — so a hard-earned Mythical won’t come out untradeable by surprise.
2026-07-18 v0.31.2 — Bug fixes
Fix

Payment and raid reliability fixes.

💸 Payments

  • Fixed a rare case where a slow network confirmation could charge $ZOLANA twice — or take payment without delivering — on stamina refills, relic conversion, extra Witch runs, and revives. These now recover on their own and never re-charge.
  • Relic Convert to Tradeable now clearly says when an item can’t be converted, instead of appearing to succeed.

⚔️ Raids

  • Fixed creatures that could get stuck “On a Raid” after a run finished — they free themselves now.
2026-07-18 v0.31.1 — Fixes
Fix

A round of fixes to Gladiator, Witch Raid, and the raffle house.

🏆 Gladiator

  • Your all-time Rank now spans both 3v3 and 5v5 on one board — climb it in either bracket. (Your ELO rating stays separate per bracket.)
  • Top-of-ladder players with no nearby rival now get matched against real opponents instead of endless practice bouts — your wins count again.
  • Battle results now show the all-time points a win earned, not just the rating change.

🧙 Witch Raid

  • Fixed Buy 3 extra runs: a slow network confirmation can no longer take your $ZOLANA without granting the runs (it retries and self-heals), and the button now hides once you’re at your daily cap.

🎟️ Raffle

  • Fixed a bug where buying a very large number of tickets could take your $ZOLANA without giving tickets. Big buys now work correctly, and any purchase that can’t be completed is automatically refunded.
2026-07-17 v0.31 — Combat Signatures & Gladiator Ranks
FeatureBalance

Every element now fights with its own signature skill, and the Gladiator ladder gains a permanent all-time Rank — Novice to Ascendant — shown right on your character.

⚔️ Element Signature Skills

Your creature’s battle skill is now fixed by its element rather than derived from stats, and it’s consistent everywhere combat happens — Gladiator, the Witch Trial and co-op raids. Higher rarity scales how strong the signature is.

ElementSignatureWhat it does
TerraBulwarkShields the front-line ally and taunts, pulling enemy fire onto your tank.
IgnisCinder LanceA searing execute — the more wounded the target, the more damage it deals.
VoidUmbral ReaveShadow-steps to the back line and cuts the target’s healing for a few seconds.
AeroHeadwindSlows an enemy’s attack speed.
AquaTidal SiphonTurns its own strikes into lifesteal for a window.
FloraBloomHeals your most-hurt ally over time.
LuxDawnsongHastes the whole team’s attack speed.

Each signature has its own cast VFX, and new buff / debuff aura rings show at a glance who’s shielded, slowed, healing, or having their healing cut.

🏆 Gladiator — All-Time Rank

Winning rated Gladiator matches earns all-time points that never reset. They build a permanent named Rank, shown on your character in town, right above your name. Both brackets feed one Rank — 5v5 and 3v3 — but a 3v3 win is worth half. A win pays more the stronger the opponent; NPC / practice fights pay nothing, and a daily cap keeps the board honest. Check the All-Time board in the Arena to see where you stand.

RankAll-time points to reach
Novice500
Fighter2,000
Gladiator6,000
Warlord15,000
Champion35,000
Legend75,000
Ascendant150,000

⚖️ Gladiator balance

  • Healer + tank “fortress” teams are no longer unkillable. Healing loses strength as a fight drags on, tank shields refresh instead of stacking, and damage ramps up sooner when a match stalls — a pure-sustain wall can finally be broken.
2026-07-15 v0.30 — Faint rework: Required vs Recommended power BALANCE ECONOMY

Dynamic Risk Scaling. Dungeons no longer hard-lock you out — you can challenge any floor, but your faint risk scales with how your power compares to the floor’s Recommended power. The faint tables in the v0.29 notes below have been updated to match.

  • Required power = the bar to enter. Recommended power = where risk drops to a small floor. Risk scales: well below Recommended → High (up to 2 faint), just under → Medium, at Recommended → Low (~6%, rarely >1 creature).
  • Full farm status = over-gear it. Reach 20% above Recommended and faint risk hits 0%. Between Recommended and that point there’s a small always-on chance, so at-level farming keeps a little stake (and a little Gold sink) alive — out-gear the floor for true safety. The dungeon card shows the exact 0% number.
  • Recommended scales with depth — ≈ Required on the earliest floors (safe for new players), up to 1.5× Required on the Abyss. A run never knocks out more than 2 of your party, but every creature you send can faint — including a solo one (no party size dodges the risk).
  • Revives ~40% cheaper at every level (new curve 400 + 400·L^1.30): a Level 10 revive fell from ~14,000 to ~8,400 Gold, a Level 50 from ~118,000 to ~65,000. Calculated at revive time, so anything already fainted gets the cheaper price automatically.
2026-07-14 v0.29 — The Witch, The Abyss & the Faint System FEATURE ECONOMY BALANCE

The biggest content drop yet: a permanent solo raid boss with her own exclusive relic set, four endgame Abyss dungeons each guarding a unique Legendary + a brand-new Skill Relic, and a Faint system that finally puts stakes on every dungeon run. Everything below is the exact numbers — bookmark this page.

🕯️ The Witch — permanent solo Raid Boss

  • Where: Town → the Raid Boss gate → pick The Witch (solo). Minimum account Level 15.
  • The fight: she has 2,000,000 HP and summons the dead in three waves as her health drops — 8 → 11 → 15 skeletons at the 100% / 60% / 30% health gates. Click to focus-fire what matters. You have a 10-minute time limit; only a real clear pays out.
  • Runs: 3 free per day, plus 3 paid runs unlocked by a one-time 1,000 $ZOLANA payment for that day — 6 total per UTC day. Resets at UTC midnight.
  • Reward: beat her and open 1 of 3 chests (you pick; the other two are shown but not granted). Every chest is an independent roll on the table below.

Witch chest drop rates (per chest you open)

RewardRarityChanceStats / effect
Witch StoneMythical0.2%+5% ATK · +10% Crit · Freeze passive
Dog BonesLegendary3%+15% ATK · +12% AGI · +7% Crit
Coven SigilEpic12%+11% Crit · +16% Anti-Heal · +11% Armor Pierce
Frostbrand CharmRare18%+8% Crit · +11% Anti-Heal
Hexed BeadCommon26.5%+3% Crit · +4% Anti-Heal
Gold or Materials40.3%2,000–8,000 Gold, or a materials bundle (see below)
  • These five relics are witch-exclusive — she is the only source. The Witch Stone is a genuine long-haul trophy: at ~0.2% per chest you open, that’s roughly 1 every 500 runs.
  • Witch Stone’s Freeze passive: equipped on a creature as a combat relic, it has a 35% chance on a boss hit (off a 6-second per-creature cooldown) to freeze the boss for 1 second. Works in Raids and the Gladiator Arena (not PvP).
  • The 40.3% floor is never empty — 35% of it is Gold, 65% is a tiered materials bundle. The rare tier (10% of bundles) includes 1–2 Gem Catalyst — the premium crafting material.
Materials bundleOddsContents
Basic60%Relic Shard 3–6 · Glimmer Dust 2–4 · Mana Shard 1–3
Good30%Relic Shard 6–10 · Glimmer Dust 4–7 · Mana Shard 2–5 · Astral Core 0–2
Rare10%Relic Shard 8–14 · Glimmer Dust 6–10 · Mana Shard 4–7 · Astral Core 1–3 · Gem Catalyst 1–2

🌑 The Abyss — four endgame dungeons

  • A brand-new region gated at 100,000+ power — true endgame. Each of the four depths is a distinct element, guards its own exclusive Legendary, and drops its own Skill Relic. Runs are 30 minutes each (the game’s longest, highest-stamina dungeons).
  • Legendary drop rate: ~1.5% per clear of that dungeon’s own Legendary — a dedicated named drop, not the old shared pool.
DungeonElementPower req.Gold / clearLegendarySkill Relic
Verdant AbyssFlora101,510114,853–287,134VerdantmawVerdant Stone
Howling AbyssAero108,852121,085–302,713TempestrixGale Stone
Radiant AbyssLux116,428127,410–318,524RadihelmRadiant Stone
The AbyssVoid124,236133,825–334,563AbyssourceAbyss Stone

The four Abyss Legendaries (base stats: HP / ATK / DEF / AGI)

CreatureElementHPATKDEFAGIRole
VerdantmawFlora168403016Bruiser / drop-finder
TempestrixAero150422034Fast striker
RadihelmLux162403020Balanced radiant
AbyssourceVoid158482226Void nuke

⚙️ Skill Relics — a new relic class

Unlike the Witch Stone’s random freeze, a Skill Relic casts a guaranteed team buff on a fixed cooldown — no dice. Each carries a modest base stat (the buff is the payload), and each Abyss dungeon drops its own.

RelicRarityBase statBuff (auto-casts when off cooldown)
Verdant StoneLegendary+8% HP+25% party Defense for 3s · 12s cooldown
Gale StoneLegendary+8% AGI+20% party Agility for 3s · 12s cooldown
Radiant StoneLegendary+8% ATK+15% party Attack for 3s · 12s cooldown
Abyss StoneLegendary+8% ATK−20% enemy Defense for 3s · 15s cooldown
  • In dungeons: only the flat +8% stat counts (it adds to your party power — dungeons are a power check, not a live fight).
  • In Raids & the Gladiator Arena: the timed buff fires — every carrier casts on its own cooldown, so multiple Skill Relics stagger their windows. Fully deterministic: same fight, same buffs, no RNG.
  • The four Skill Relics work in the Witch raid, the Manticore co-op raid, and the Gladiator Arena.

🩸 The Faint System — every run now has stakes

  • Dynamic Risk Scaling (v0.30): your creatures can faint when your party is below the floor’s Recommended power, and the risk scales with how far under you are. At Recommended there’s a small Low-risk floor (~6%); reach 20% above Recommended for a true 0%. The table shows the per-creature faint chance at each key point, by floor depth:
Floor depthRecommendedFaint @ RequiredFaint @ Recommended0% at
Floor 1 (Meadow start)1.00× req6% (Low)6% (Low)1.20× req
Floor 101.18× req~19% (Med)6% (Low)1.42× req
Floor 201.38× req~34% (High)6% (Low)1.66× req
Floor 26+ (Abyss)1.50× req35% (max)6% (Low)1.80× req
  • A run can never knock out more than 2 of your party, but every creature can faint — including a solo one, so no party size is a free pass. The small always-on Low-risk floor at Recommended keeps a little Gold flowing out of the economy — out-gear the floor (20% over Recommended) for true 0% full-farm safety.
  • A fainted creature can’t fight until revived — but it can still breed. Revive with Gold or a flat 50 $ZOLANA per creature.
  • Gold revive cost scales with the creature’s level (Legendary & Mythical cost ×1.5). ~40% cheaper across the board as of v0.30 (curve 400 + 400·L^1.30):
Creature levelCommon–Epic (Gold)Legendary / Mythical (Gold)$ZOLANA (any)
Level 108,38112,57250
Level 2020,05230,07850
Level 3033,69050,53550
Level 4048,78873,18250
Level 5065,07397,61050

Anti-exploit note: a fainted creature stays fainted when sold or transferred — you can’t launder a revive cost by selling and rebuying. The buyer inherits the creature and its revive bill.

🎟️ Also this drop

  • Abyss Gold ×4: because Abyss runs are 30 minutes, their base Gold was quadrupled — the Abyss is now the best Gold-per-hour content in the game (roughly 400k–470k Gold/hour), not a downgrade from the shorter dungeons.
  • Prismatic Wings raffle: a limited raffle for 1× Prismatic Wings (Mythical accessory) — 10 $ZOLANA per ticket, running for a few days. Buy as many tickets as you like; the winner is drawn provably-fair from the published commit-seed.
2026-07-11 v0.28 — Low-Level Breeding: a $ZOLANA floor ECONOMY BALANCE

Breeding a tradeable Legendary under Level 26 now needs some $ZOLANA held — closing a free-tradeable loophole for fresh and alt accounts.

  • Below Level 26: a bred Legendary is tradeable only if you hold at least 100,000 $ZOLANA at breed time. Hold less → it comes out bound (yours to use, not sellable).
  • Before, any low-level breeder could mint a tradeable Legendary with zero $ZOLANA — easy for alts to farm sellable Legendaries. Now every breeder needs real skin in the game.
  • A genuinely bought-in low-level player is unaffected (e.g. Lv 12 holding 1,000,000 $ZOLANA still breeds tradeable).
  • Level 26 and up is unchanged — the existing level-scaled requirement takes over (caps ~658,000 $ZOLANA at Lv 75+). Full table on the Bound vs Tradeable Legendaries page.
2026-07-11 v0.27 — New Combat Relics + the Forge Cache FEATURE ECONOMY

Three brand-new Legendary combat relics built to crack open defensive teams — plus the Forge Cache, a Gold-priced gacha stuffed with materials and relics.

Three combat Legendaries

  • Piercer’s Fang — Armor Pierce. Ignores a chunk of the enemy’s Defense. The anti-tank relic — melts Guards and heavy front-liners that used to wall your damage.
  • Sunder Seal — Anti-Heal. Cuts enemy healing, both support heals and lifesteal. The stall-breaker against defense teams built around a healer.
  • Chrono Core — Cooldown. Your creature fires its skill more often — faster nukes, shields and heals.
  • All three drop as Legendary combat relics and stack across your 3 combat slots. They work in the Gladiator Arena and against co-op bosses alike.

The Forge Cache — a Gold gacha

  • A new Gold-priced cache in the Gachaponz — spend Gold, get a handful of crafting materials and combat relics every pull.
  • No real currency, no Gems — the reliable Gold sink for gearing up. Relic pulls can roll up to Epic.

Balance — no more infinite stalls

  • Defense teams stacking a healer + guard to run out the clock now have the timer working against them: the longer a fight drags on, the harder every hit lands. Damage ramps up over the back half of a match, so a stall can no longer heal forever — someone has to fall.
2026-07-11 v0.26 — Co-op Boss Battles + 3v3/5v5 Arena FEATURE

Team up for real-time co-op boss fights, and choose your bracket in the Arena — 3v3 or 5v5, each with its own team and ladder.

Co-op Boss Battles

  • A brand-new real-time co-op boss mode: gather your squad, walk into the arena, and take down a towering boss together.
  • Party up with a friend — host a room and share the code, or fight it solo. Every player sees the same fight in perfect sync: the boss, your teammates, their creatures, cosmetics and all.
  • Server-authoritative combat — the boss telegraphs its charges and slams, so read the fight, dodge, click-to-target, and burn it down as a team.
  • Rolling out gradually while we tune the balance — more bosses on the way.

Arena: pick your bracket

  • The Arena now runs two brackets side by side: 3v3 and 5v5. Switch between them right on the ladder.
  • Each bracket has its own team and its own rating — build a 3-squad AND a 5-squad, and climb two separate ladders.
  • 3v3 is a lower barrier to jump in; 5v5 is the whale bracket for a full roster of heavy hitters. Still Pre-Season — free to play, no rewards yet while we tune it.
2026-07-10 v0.25 — Bound vs Tradeable Legendaries ECONOMY

A clear guide to why a bred Legendary comes out tradeable (you can sell it) or bound (yours to keep and use — it shows a SOULBOUND tag and can’t be sold) — and exactly how much $ZOLANA to hold to keep yours tradeable.

Two roads to a Legendary

  • Every breed takes the higher of two roads, never both: your $ZOLANA holdings (raise your Legendary chance up to a 25% cap) or your trainer level (raises it up to a 10% cap).
  • Holdings win → tradeable. You minted it with real skin in the game, so you can sell it.
  • Level wins → bound. You’re high-level but hold little $ZOLANA, so you grinded it — yours to use, but not to sell. This keeps the market from flooding with farmed Legendaries, so everyone’s Legendaries keep their value.

How much $ZOLANA to keep it tradeable

Hold at least this much at the moment you breed (the game reads your live balance) and your Legendary comes out tradeable:

  • Level 10–25: any amount — always tradeable.
  • Level 30: ~191,000 · Level 40: ~284,000 · Level 50: ~387,000 $ZOLANA.
  • Level 60: ~497,000 · Level 70: ~614,000 $ZOLANA.
  • Level 75+: ~658,000 $ZOLANA — and it stops rising here (the level road caps at 10%), so it never asks for more no matter how high you level.
  • The rule only switches on at Level 26 — below that, a lucky low-level roll is never bound.

Example scenarios

  • Grinder — Lv 51, holds 27k → BOUND (level road 7.8% beats holdings 2%). Would need ~387k to flip it tradeable.
  • Mid holder — Lv 28, holds 463k → TRADEABLE (holdings 8.4% beats level 2.4%).
  • Whale — Lv 25, holds 8.6M → TRADEABLE (holdings maxed at the 25% cap).
  • Bought-in low level — Lv 12, holds 1M → TRADEABLE (buying in is a legit road to a sellable Legendary).

Two things to remember

  • It’s your live balance at breed time that counts — you can top up right before breeding.
  • A bound parent still forces a bound child no matter how much you hold — a tradeable Legendary needs two tradeable parents and enough $ZOLANA for your level.
  • Legendaries from a Mystery Egg (not breeding) are always tradeable. Full details & the complete level table are on the new Bound vs Tradeable Legendaries page.
2026-07-09 v0.24 — Gladiator Arena (Pre-Season) FEATURE PVP

A brand-new PvP arena is open! Build a 5v5 squad, challenge other trainers’ ghost teams in a real-time auto-battle, and climb the ladder. We’re launching in Pre-Season — free, unlimited, and reward-free — so everyone can test the system and tune their squads while we balance it.

New — The Gladiator Arena

  • Visit the new Colosseum in town (northwest of the fountain) to enter the arena.
  • Set a 5-creature defense team (1 front, 4 back), then Challenge another trainer’s ghost team — walk your avatar to position your squad while your creatures fight.
  • Matchmaking is power-aware: you face squads close to yours in rating and power, so fights stay fair.
  • Climb the ladder — rating is earned only from real trainer-vs-trainer battles.

Squad tips

  • Put a real tank up front — the front creature draws enemy fire and shields your back line. Terra creatures make the best tanks.
  • Balance it: a tank, damage dealers, and a support healer beats five of one kind.
  • Relics carry into the arena — attack, crit, lifesteal and ward all matter. Kit your squad before you fight.

Pre-Season

  • Battles are free and unlimited during Pre-Season — play as much as you like.
  • No rewards yet — real prizes arrive when Season 1 begins. For now it’s all about experimenting and climbing.
  • Live real-time PvP is coming soon — ghost battles are live today. Get your Zenkos ready.

Also fixed

  • Hall of Fame opens instantly again — fixed a timeout that appeared as the leaderboards grew.
2026-07-09 v0.23 — Two Roads to Breed ECONOMY FEATURE FIX

Breeding just got fairer for loyal players: you can now grind your way to better breeding, not just buy it. Your daily breeding follows the higher of two roads — how much $ZOLANA you hold, or how high your Level is — whichever is greater. You never lose your current tier.

New — Two Roads to breed

  • Grind up: a dedicated free player can reach the same daily free breeds and daily limit as a mid-tier holder just by leveling — no tokens required.
  • Hold up: $ZOLANA is still the fast road, and the only road to the very top — the rarest Legendary breeding odds stay a holdings chase.
  • The two roads are never added together — you always get the better of the two, per limit.
  • Breeding now unlocks at Level 10 — a small floor that keeps brand-new alt accounts from mass-producing on day one. Almost everyone is well past it.

Fixed — Marketplace

  • Fixed a bug where a Gem-priced listing could get stuck “locked” after listing — forcing a delist/relist that burned your daily listing limit. Gem listings buy instantly and can no longer be locked.
  • Cancelling a listing no longer counts against your daily listing limit — only live and sold listings do.
  • When a buyer opens a purchase and backs out, the listing returns to available instantly. A listing is only ever removed by you, the seller — a buyer changing their mind never cancels it.

Fixed — Relics

  • A relic's enhance level now shows the same number everywhere — the Forge and the equip screen no longer disagree on a relic's “+N”.
2026-07-08 v0.22 — Relic Enhancement Rework FEATURE ECONOMY FIX

The Relic Forge is now a high-stakes upgrade system: a safe track everyone can reach, then a risk track where a failed push can permanently destroy the relic — unless you protect it. Plus fixes to breeding Gem charges and the community Gem Chest.

New — Relic Enhancement Rework

  • Safe Zone (+0 → +5): 100% success, no risk. Each level adds +50% of the relic's base stats — every relic reaches +5 safely.
  • Risk Zone (+6 → +15): each attempt is Success or BOOM — on failure the relic is permanently destroyed (no downgrade). Each risk level adds +7% more stats on top of the +5 floor. A destroyed relic is unequipped and returns 25% of its craft materials as shards.
  • Protection Scroll (Gems): optional on any risk attempt — if the enhancement fails, your relic is NOT destroyed (the scroll is consumed instead), and it also raises your success chance.
  • Every risky enhance shows a confirmation with the exact success %, destroy %, and cost before you commit. Your existing enhanced relics keep all their power.
EnhanceSuccessSuccess (Protected)Destroy
+680%90%20%
+765%85%35%
+850%70%50%
+938%58%62%
+1028%48%72%
+1120%40%80%
+1214%34%86%
+1310%30%90%
+147%27%93%
+155%25%95%

Fixed

  • Breeding — no more surprise Gem charges. Past your free daily breeds, extra breeds cost Gems — you now always get a clear "Pay X Gems?" confirm before any Gem is spent.
  • Breeding daily limits fixed. Every holdings tier now has a proper Gem-paid buffer before the daily cap (some tiers previously hit the wall with no option, and a display quirk showed more free breeds than the limit allowed).
  • Community Gem Chest — smooth, instant claims. Claiming no longer feels laggy or randomly fails with "Just missed that Gem"; your Gold and materials now update the instant you click.
  • Marketplace — enhanced relics now show their true (enhanced) stats on their listings.
2026-07-08 Leveling Rework — Faster, Especially Early BALANCE QOL

The creature EXP curve was reworked so leveling is quicker across the board, with the biggest improvement to the early levels — a fresh hatchling climbs fast, and since evolution is level-gated, quicker leveling means quicker evolutions too. Higher levels still ramp up so the cap stays a real achievement.

  • EXP curve: was 100 × level (flat), now round(8 × level1.42) — cheaper at every level, dramatically so early (Lv1→2 dropped from 100 to 21 EXP).
  • Mobile fix: the Marketplace filter row (rarity / element / variant / price) no longer runs off the edge on narrow phones — it wraps cleanly so every control is reachable.
2026-07-08 v0.21 — Mythics, Pity & the Breeding Curve FEATURE ECONOMY BALANCE

A major balance update: Mythics reclaim the throne, the Mythic Altar's pity becomes a powerful luck boost, creatures evolve by level instead of waiting, and breeding rewards now scale with how much $ZOLANA you hold.

New

  • Evolve by LEVEL, not by waiting. Evolution timers are gone. Creatures now evolve when they reach a level: Baby → Juvenile at Lv 10, Juvenile → Adult at Lv 25, Adult → Elder at Lv 50. Send them into dungeons to earn XP, hit the level, pay the Gold, and evolve.
  • Holder breeding tiers. Breeding now scales on a smooth live curve of your exact $ZOLANA balance — the more you hold, the more you breed and the better your odds at the rare Legendary jackpot. Every extra $ZOLANA nudges your numbers up (the tiers below are just labelled points along one continuous curve). Titans (4M+) also get −40% Gem cost on Boosted Breeding.
Tier$ZOLANA heldFree breeds / dayDaily limitLegendary jackpot
Hatchling< 10k35~0.9%
Holder100k46~1.3%
Baron250k58~3.9%
Duke500k69~8.7%
Whale1M812~12.4%
Leviathan2M914~17.9%
Titan4M+121825% (max)

Free players keep a generous free daily allowance. Holding whole always beats splitting across accounts — a single Titan out-produces any way of scattering the same $ZOLANA.

How the daily limit works: your first breeds each day are free (Gold only). Past that, up to the Daily limit, each extra breed costs Gems (5 → 10 as you go) — so the gap between Free breeds and Daily limit is your gem-paid buffer. At the Daily limit you're capped for the day (resets 14:00 UTC). Hold more $ZOLANA to raise both.

Balance

  • Mythics are the true apex again. Mythical power has been buffed so a normal Mythical now matches a Legendary Rainbow — and a Mythical Rainbow towers over everything, across PvP, dungeons and raids.
  • Mythic Altar — Pity reworked. Pity is now a powerful luck boost rather than a hard guarantee: at 50 sacrifices every ritual rolls at a 70% Mythic chance, and your pity is kept if you miss — you stay at 70% until a Mythic finally lands.
  • Starter gold retuned. Gold from Meadow Hollows & Tidal Caverns (dungeons 1–10) is down ~30% to keep the early economy healthy. Ember, Shadow & Celestial dungeons are unchanged — deeper runs pay the same.
2026-07-06 v0.20 — Legendary Raid Fix & Celestial Wishling FEATURE FIX ECONOMY

A big balance fix to make Legendary raid creatures a true chase again, two new holder servers, a stunning remodel for Wishling, and a smoother interface on smaller screens.

New

  • Two new VIP servers — Aurora & Celeste. A new mid-tier home for holders of 10,000+ $ZOLANA, sitting between the open servers and the 100k whale servers.
  • Wishling, reborn. The Day-30 exclusive Wishling is now a god-tier Celestial Wish-Star Spirit — much larger, with an always-on animated starlight aura befitting its Mythical status.

Balance

  • Legendary raid drops fixed. Legendary raid creatures (Tidalord, Magmarok, Umbraxis, Geargrove) were dropping far too often — in some regions almost every few raids. They're now a proper rare chase (roughly 1 in 100 raids). Creatures you've already earned are completely safe — nothing was removed.

Fixes

  • Smoother on smaller screens. The desktop HUD and panels now scale gracefully on laptops and smaller windows — no more oversized or cramped chrome.
  • Marketplace & shop polish. Fixed the Marketplace title overlapping its tabs and centered the Shop's Eggs/Decor tabs.
2026-07-06 v0.19 — Titles, Astral Vanguard & Marketplace Fixes FEATURE FIX ECONOMY

Earn and show off Titles for your greatest achievements, chase the new Astral Vanguard auction bundle, and enjoy a marketplace that finally shows every listing.

New

  • Titles. A full title system — earn ranks for your holdings (Coffer-Keeper → Vaultlord → Goldtide → Fortune Sovereign), deep exploration (Spire Warden), Mythic ascension (Ascendant), Founder status, and more. Equip your favorite on your profile.
  • Astral Vanguard. A new auction bundle featuring an exclusive set — a fresh chase for collectors.

Fixes

  • Every listing is visible now. The Marketplace previously only searched the newest few hundred listings per category — older active listings were invisible to buyers even via search. Browse, search, filter and sort now cover all active listings, server-side.
  • My Sales, redesigned. A cleaner view of your active listings and sales history.
  • Legendary Cobble fix. Premium eggs no longer produce off-spec "Legendary Cobbles" — every elemental egg now hatches its correct element and rarity.
  • Cancel & refund safety. Cancelling a stack listing now refunds atomically — no more rare edge cases.
2026-07-05 v0.18 — Soulbound Capsule & Variant Badges FEATURE FIX ECONOMY

A brand-new gacha pool for free players, color-coded rarity variants everywhere, pixel emblems for your titles, and a fix for a stuck incubator slot.

New

  • Soulbound Capsule. A new gems-only capsule where free players can even pull Legendary gear — but everything comes out Soulbound (marked across your whole inventory, creatures included). It also grants a bonus mystery egg every pull.
  • Convert to Tradeable. Want to sell a Soulbound item? Pay 10,000 $ZOLANA to unbind it — a simple one-tap Convert button wherever a bound item shows.
  • Variant badges everywhere. Shiny · Golden · Shadow · Rainbow now show a clear color-coded badge on every screen that displays a Zenko (Rainbow shimmers!) — so you always know your rare variants at a glance.
  • Title emblems. Earned titles like Witch Watcher now carry a hand-made pixel emblem, and your equipped title reads crisp and sharp on your profile.

Fixes

  • Incubator slot fix. A nest slot could get stuck showing empty but unusable (the nest read as full). Fixed the underlying cause and repaired every affected nest — no eggs lost; any over-cap eggs are back safe in your inventory.
2026-07-04 v0.17 — Mythic Billboard & Phoenix's Heart FEATURE FIX ECONOMY

A new server-wide moment when Mythics are born, a living aura for Cosmium, a big buff to the Heart of the Phoenix, clearer recycling, and important marketplace + anti-exploit fixes.

New

  • Mythic Born billboard. When any trainer hatches a Mythic, the whole server sees a celebration banner with the creature and the trainer's name.
  • Cosmium's aura is alive. Cosmium's signature aura now animates, and Mythic auras shimmer on your following companion.
  • Recycling clarity. The recycle screen now shows exactly what materials you'll get, by rarity, before you commit.

Balance

  • Heart of the Phoenix. This Mythic relic now grants +50% HP and +45% ATK — and every existing owner has been buffed automatically.
  • Rarer top-tier relics. Legendary & Mythic combat relics are now a much rarer chase from capsules and deep raids (Mystery-egg Legendary hatch 25% → 18%).

Fixes

  • Marketplace balance (mobile + desktop). Many players couldn't load their $ZOLANA balance to buy or sell. Fixed the on-chain read and added a "Refresh balance" button on the Market.
  • Closed a Storage exploit that let creatures mature and breed faster than intended via the vault.
2026-07-04 v0.16 — Español, Recycling & Fixes FEATURE FIX ECONOMY

A quality-of-life wave straight from community feedback — a new language, bulk gear recycling, listing from storage, clearer relic stats, and a batch of important fixes (including a reforge double-charge we've already refunded).

New

  • Español. The whole game is now fully localized in Spanish — switch language in Settings (English · 中文 · 日本語 · Español).
  • Equipment Recycling. Bulk-select junk relics in Relics → Collection and recycle them for materials in one tap — no more clearing them one at a time.
  • List from Storage. Sell items straight from your Storage vault — no need to withdraw them first.
  • Auto-update prompt. When a new version ships, you'll get a one-tap Reload so you're always on the latest.

Relics & Marketplace

  • All stats, everywhere. Relics now show every stat they carry (not just the main one), and the Collection tab tells you which creature each relic is equipped on.
  • Reforge is a real gamble. Reforging a trainer relic now re-rolls which stats you get — a true gamble, not a tiny nudge.
  • The Sell button now states the Level + $ZOLANA hold required, up front — no more surprise at checkout.

Fixes

  • Reforge double-charge. A mobile double-tap could charge you twice. Fixed — and everyone affected has been refunded in Gold (check your in-game notifications).
  • Closed a loophole that let bound Elders be sacrificed at the Mythic Altar.
  • Items sold from Storage now arrive ready to use for the buyer instead of hidden in their vault.
2026-07-03 The Witch Trial EVENT FEATURE ECONOMY

The biggest update since the Economy Rework — a limited leaderboard event, a new endgame chase, creature retirement, three new servers, full Chinese & Japanese localization, and a wave of combat + quality-of-life upgrades.

The Witch Trial — a limited leaderboard event

  • Seal the pact. Sacrifice 3 Elders (account Level 10+) for a one-time event pass, then face the Witch in a real-time boss fight — you personally dodge her attacks in the arena while your 3-creature squad auto-battles. The whole town turns cursed while she's here.
  • Two leaderboards. Climb 🗡️ Most Damage (cumulative) and ⚡ Fastest Clear (best single-kill time) across the event window — 2 runs per day, up to 10 minutes each, and re-pick your squad before every run.
  • Prizes at settlement. 🐺 the Witch Dog — a 3-headed Void cerberus Legendary, only 10 will ever exist (top 5 of each board) · 5,000,000 Gold + 1,000 Gems across the top 50 · Witch Slayer / Witch Watcher titles for your nameplate.
  • A new town countdown billboard shows the live time remaining until the event ends.

New systems

  • Mythic Ascension. A new Mythic Altar tab in Breeding — offer Elder Legendaries for a chance at a Mythic Egg (+2% per Elder, up to 20%, with a pity guarantee). The ultimate endgame chase.
  • Creature retirement. Bred a creature to its lifetime limit (8)? Now you can Renew it with Gems to breed again, or Let it Go for a one-time Gold payout.
  • Three new servers — Haneul, Lotus, and Fuji join the roster.
  • 中文 & 日本語. The entire game is now fully localized in Chinese and Japanese — switch language in Settings.
  • Titles. Earn and equip titles, shown on your nameplate around town.

Combat & creatures

  • True combat stats on the card. A creature's stat card now includes its rarity power bonus (Mythical ×4, Legendary ×2.8) plus stage & variant — so a Mythical finally reads as strong as it actually fights (no more "why is my Mythical's Attack lower?").
  • The god-tier Mythicals now hit harder — the defensive ones had their base Attack raised.
  • Cosmium — the one breedable Mythical — now renders god-sized with a radiant cosmic aura.
  • Relic fixes. Fortune now genuinely boosts raid Gold + material drops, Breed Speed actually shortens breeding, and the Aurora Banner maxes your idle coins.

Quality of life & fixes

  • Unequip-all in Relics · a BOUND tag in the breed picker so you never mix them up · a bound creature's relics are never stranded when it's sacrificed.
  • Gacha Possible Rewards panel + pull history · the Dex now counts vaulted creatures.
  • The Marketplace shows a creature's level + breed count on its card, and never silently loses a paid-but-late purchase.
  • A much faster Witch fight start, instant renew / release, and a batch of server correctness fixes.
2026-07-01 v0.12 — Camera, Auras & Fixes FEATURE UI

A new camera control, a visual fix so your aura shows off to everyone, and a batch of quality fixes.

  • Drag to look around. Press and hold anywhere on your island or in town and drag to pan the camera — let go and it glides back to your character. Great for taking in the view or lining up decor.
  • Auras now show to everyone. Your trainer-relic aura used to appear only on your own screen — now other players in town see it too (rainbow Aurora Banner included).
  • Breeding hatch time fixed. Mystery Eggs quoted "3 min" but actually hatched over their real per-tier time — the Nest and Incubate screens now show the true duration up front.
  • Raid team, less scrolling. The SEND button now sits at the top of the team picker and stays pinned as you scroll — no more hunting for it under a long roster.
  • Casino payout fixed + refunded. A brief window paid winning bets less than intended. That's fixed, and everyone affected has been refunded the difference in Gems — check your notifications.
2026-07-01 v0.11 — Systems & UX Update FEATURE UI

A big batch of systems, social, and quality upgrades — plus a fresh, cleaner look across the game's screens.

  • Town chat, reimagined. Chat now lives permanently in the lower-left like a real MMO, and sending a message pops a speech bubble above your character — seen by players near you in town. A Global channel stays for shard-wide talk.
  • Relics, Gems & Marketplace redesigned. Relics is a clean 4-tab flow (Equip / Amulet / Forge / Collection) with a visual creature picker + live combat-stat readout; the Gem/Epoch screen shows the full community chest and mint-from-bag; the Marketplace gains an item-detail drawer + a fungible order-book. Every clunky dropdown is gone.
  • Weekly bonus — tier top-up. Grow your $ZOLANA mid-week and jump a tier? Claim the difference right away, without waiting out the cooldown.
  • Dungeon drops clarified. Every raid now correctly shows all three base materials at every depth.
  • Fixes: mobile Phantom sign-in, PvP defense teams (place any owned Elder), the jetpack cosmetic staying equipped, and correct relic names + stats everywhere.
  • Wiki upgrade. A full visual Bestiary — all 105 species with portraits — plus complete pages for Economy, Dungeons, Breeding, Combat, Elements, Abilities, Town, Casino, Progression, Glossary and FAQ.
2026-07-01 The Economy Rework ECONOMY REMOVED

The biggest rebalance since launch. Two clean currencies now: Gold is abundant (the dungeon / AFK grind) and Gems are scarce (the premium tier). The confusing third currency — Shards — is gone entirely.

  • Gold ×2.5. Every dungeon's Gold payout was multiplied by 2.5 vs the old base. Gold is now the main dungeon reward, not a side prize — a run pays 300–750 × depth1.4 Gold (Dungeon 1 ≈ 300–750; Dungeon 25 ≈ 27.7k–69.3k).
  • Shards removed. The Shard currency was deleted from the game. Anything that used to cost or grant Shards was converted to Gold; the old database column is kept inert only for history.
  • Breeding pays Gold only. No more Shard cost and no more Shard "guarantee." New costs by parent tier: 3,000 / 10,000 / 30,000 / 80,000 Gold. A failed breed refunds 50% of the Gold (1,500 / 5,000 / 15,000 / 40,000) plus trainer XP — so a miss is a soft sink, not a wipe.
  • New stamina model. Regen is fast and generous — +1 every minute passively (60/hr), and double while resting in the AFK Zone (+1 per 30s). An empty bar (0→180) refills in ~3h active / ~1.5h resting, or buy an instant full refill for 50 $ZOLANA.
  • Materials ungated on every dungeon. All 25 dungeons now drop all three base materials (Glimmer Dust, Mana Shard, Astral Core), scaling 1.0× → 1.5× with depth. Any player can gather a full Gem recipe from low-level raids — only Gem throughput stays gated, never the materials themselves.
Breed · parent tierGold costSuccessFail refund (50%)Time
T0 → T1 (Bred)3,000100%1,50030 min
T1 → T2 (Advanced)10,00085%5,0001 h
T2 → T3 (Elite)30,00060%15,0002 h
T3 → T4 (Legendary)80,00025%40,0004 h
WHY THE SPLIT

One abundant currency (Gold) and one scarce premium currency (Gems) makes value legible. Idle income was already cut to a trickle (cap ~10 Gold/hr for a Legendary) back in June, so Gold now comes almost entirely from playing dungeons — and Gems stay a genuine premium, minted through the recipe (50 Glimmer + 25 Mana + 10 Astral + 5 Catalyst + 90,000 Gold per Gem).

2026-07-01 Gem Stall & Geo FEATURE ECONOMY

A new town merchant, Geo, opens the Gem Stall — a daily, gem-only store. Because Gems are scarce, every price is low.

  • 3–5 deterministic offers per UTC day. Everyone sees the same stall that day (seeded from the date), re-rolling at 00:00 UTC. The set always includes exactly one creature offer, one stamina offer, and one featured cosmetic, plus 0–2 weighted fillers.
  • Stamina is now gem-buyable. A Stamina Draft (+60) is 5 Gems; a Stamina Elixir (full) is 9 Gems.
  • Sample prices. Common Creature 5 · Uncommon 12 · Rare 35 Gems · Gold Pouch (25k Gold) 4 · Gold Hoard (200k Gold) 24 · Glimmer Dust ×40 for 6 · featured cosmetics 30–80 by rarity.
  • Premium animated decor moved to the Gem Stall's rare filler rotation (60–120 Gems), out of the coin Decor Shop.
2026-07-01 Epoch Holder Stipend — Tier Top-Up ECONOMY

The free weekly Gem stipend got a retention pass so F2P income lifts off the starvation line and holders always earn more — but with a hard anti-inflation cap.

  • F2P floor: 4 Gems / week for everyone at account level 5+ (an anti-bot gate).
  • Holders (≥10k $ZOLANA) instead earn a concave, sqrt-scaled bonus: 10k → 9 Gems, 50k → 20, 100k → 28, capped at 40 Gems / week at ≥250k. Whales scale sub-linearly and can never runaway-mint.
  • Paid on top of the FCFS Epoch pool. The Epoch's per-Gem Gold leg was also cut to 100,000 Gold so the ~470k/wk Gold faucet can actually fund the grind.
  • Epoch claim caps by holdings: Newcomer 3 · Holder (≥10k) 10 · Patron (≥50k) 100 · Whale (≥100k) unlimited.
2026-06-28 Zothebyz Auction & Raffle House FEATURE MARKET

A player-run auction and raffle house opened in town. List creatures, relics, cosmetics, eggs, or fungibles for $ZOLANA or Gems, with escrow held until close.

  • Auctions & raffles. Auctions settle to the top bid; raffles draw a winner via commit-reveal. A raffle with fewer than 10 tickets sold voids and refunds everyone.
  • 80 / 20 split. A player host nets 80% of proceeds; the 20% tax is burned. House-funded (admin) lots send 100% to treasury.
  • Anti-snipe: a bid in the final 60s pushes the end time out by 60s.
  • Merchant subscription to host: $10/month paid in native SOL, 30-day term, launch cap of 30 Merchant slots. Each host may run up to 15 live lots; lots run 5 minutes to 7 days.
2026-06-27 Chat Rework — Overlay + Speech Bubbles FEATURE

Chat moved out of a tab and into the world. It's now MMO-style — always visible while you roam.

  • Lower-left overlay. A compact, collapsible chat box anchored bottom-left, with SERVER and GLOBAL tabs, live delivery, and scrollback backfill. Collapses to a slim bar with an unread badge.
  • Proximity speech bubbles. In the shared town, a message pops a pixel speech bubble above the sender's avatar — but only for nearby players (proximity enforced server-side, so distant chatter stays in the log, not over your head).
  • Emote / wave bubbles and live chat bubbles share one slot per head, so they never stack or fight.
2026-06-26 Non-Custodial Player Marketplace MARKET FEATURE

Player-to-player trading went live with an atomic, non-custodial settlement — you keep your keys, the server just verifies the chain and flips ownership.

  • USD-denominated pricing with a 90-second quote lock; the buyer signs one transaction paying the seller and treasury legs in $ZOLANA.
  • 5% fee taken from the seller's proceeds (500 bps). Gems trade fee-free via instant DB settlement.
  • Requires account level 5 to access. Listed unique assets are locked from consume ops (no incubate / dismantle dupes) while they sit on the board.
  • Trades creatures, relics, cosmetics, and eggs, plus fungibles (Gems, Gold, materials) with a 100M Gold/week cap.
2026-06-30 Genesis — Mainnet Launch FEATURE

Zenko went live on Solana mainnet. $ZOLANA is a Token-2022 mint (6 decimals, authorities revoked); all game assets are off-chain, with $ZOLANA settling on-chain transfers.

  • New players start with 2,500 Gold, 1 free Basic egg, and no Gems — the guided tutorial hatches the first egg and gifts a second.
  • 105 species across 7 elements and 6 rarities; 72 combat relics; 25 dungeons in 5 regions.
  • Async 3v3 PvP ladder, raid-boss co-op town, AFK Zone, Casino, Forge, and the Epoch community fund all shipped at launch.
Live Numbers at a Glance 2026-07-01 economy

The current, shipped values referenced above — handy for cross-checking the other wiki pages.

DialLive valueNotes
Dungeon Gold300–750 × depth1.4×2.5 vs pre-rework base; the main payoff
Idle Gold cap~10 / hr (Legendary)A trickle only — Gold is a grind currency
Stamina max180+1 / min passive · +1 / 30s resting
Instant stamina refill50 $ZOLANAFull bar · → treasury → burned
Gem recipe50 + 25 + 10 + 5 mats + 90,000 GoldGlimmer / Mana / Astral / Catalyst + Gold
Breeding cost3k / 10k / 30k / 80k GoldGold only · 50% refund on fail · no guarantee
Weekly Gem stipend4 (F2P) → 40 (cap)Concave holder curve, hard-capped
Marketplace fee5% (500 bps)From seller · Gems trade fee-free
Zothebyz tax20% burnedHost nets 80% · anti-snipe 60s
ShardsRemovedDeleted game-wide; column kept inert