Development covered 2 Oct 2026 to 3 Oct 2026 (commit dates).
Thirty commits landed in this window and almost none of them add content. They correct sentences. A cultivation game devlog post usually leads with a feature, so this one leads with the claim underneath the week: when a card prints a number beside a label, the label asserts an identity between the number and an effect, and I kept shipping cards where that identity was false. Every fix below is one of those false identities, found by reading two panels side by side.
Attack is one line, Combat Power is two
The biggest sweep started with Adamant Body, a talent that says +8% attack per level. The talent multiplies the attack line. Combat Power folds attack together with defence into one headline figure, so one level of the talent moved Combat Power by x1.039 while the card beside it promised +8% combat power. Both statements were true of different lines; the card named the wrong one. The same confusion ran through artifact cards, array effect chips, and the three attack-boosting natal glyphs, in eleven locales, and it mattered most wherever the two naming systems sat on one screen: the Natal tab said attack, the artifact card next to it said power, and both multiplied the same line.
Defense got the mirror correction. A gem's bonus now reads body defense and a glyph's reads spell defense; each one moves a single line out of the three the Defense figure averages. Under the old shared label, a +5% defense gem moved the headline Defense by about 1%, and the player had no way to know which third of the system they had just bought.
Doors the copy points at
A second family of false identities was spatial: sentences that point at a counter when the thing is already coming to you. A technique that an unfinished quest teaches for free showed a 300-stone price on its Scripture Library card, and a newcomer in my own test run spent 300 of an 851-stone purse on the Calm-Heart Art that Chapter 1's story hands out a few scenes later. Craft cards did the same with join gifts: a recipe the player's own sect sends on joining offered a Market door, so a Medicine King Valley newcomer was one tap from paying 184 stones for a delivery already in flight. Both cards now state the arrival instead of the purchase, and the pending join-gift line says how many lamps are coming, because a weak spirit root's gift is several and the old line said "a".
The design reason I care about this family more than the price typos: in an idle game the market is the fallback, so a wrong door is not a dead end, it is a worse deal the player accepts without noticing. Nothing breaks. They just pay.
Controls that confess their state
The third family was visual instead of verbal. A disabled gold button was rendered at 70% grey with its glow intact, and on a phone it still read as pressable; it is now fully desaturated with the glow gone. A locked skill node drew its cost in the same gold as an affordable one, so a newcomer tapped a bright "1 Insight" and met a prerequisite error; the cost is now muted until the node unlocks. The first-level tutorial step said "your level goes up by itself, no need to tap anything" while sitting beside a full-width gold button, and the button only dismissed the sentence. The step now reads as information, because a player who is told nothing to do should not be handed the biggest button on the screen.
The remainder, in one pass
The rest of the window, briefly: an encounter's cultivation gain at a full pinnacle bar now reads as the Heritage it banks, since the bar held 413 of 413 and "+40% Cultivation" pointed at a number that could not move. The Daily Sign-In tile now lists everything a day pays, having mentioned only the stones while every calendar day also grants Bound Jade and a mystery box. The Spirit Gathering Array stopped promising a cultivation speed it cannot give to disciples, who have no cultivation rate of their own, and now says it sits inside the free speed ceiling. Mined refining stock wears a pickaxe glyph in the map quick bar rather than the potion vial it borrowed. The novel reader's phone header wraps a chapter title onto two lines, because "A Single Candle-Fl" was leaving the wrong impression of the chapter's mood. And in the CJK locales, durations finally stopped printing as 1m 11s, which a Chinese newcomer read as English decoration on a Chinese screen.
Halfway through the sweep I wrote the rule the team now tests against: a label is a claim, and every claim gets checked against the line it actually moves. If you want to see whether the labels hold up under your own reading, the game runs in a browser here. The skill tree guide covers what a muted cost means, and the techniques codex lists which arts the quests hand out.




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