Conquest Dark - 0.20.0 Early Access Update 4

02/04/2026 · Patch Notes · Conquest Dark

Believed dead, it kept dragging itself forward…I’d like to start this post by apologizing for how long this update took to complete. When I first began working on it, I thought it wouldn’t take more than a month, but as with most things in game development, it turned out to be more laborious than expected.

I know a lot of you have been looking forward to new content, and even though this update doesn’t include it, there’s some really exciting stuff coming later this year.

Not dead, not abandoned.


So what is this update about then? Most of the community activity around the game revolves around asking for or sharing strong character builds for different types of content, classes or even specific abilities. While there are some community-made build planners, there hasn’t been an easy way to design and share builds and bring them directly into the game.

For those who already have their own meta builds it can become tiresome to recreate the same character for every run, making the same choices when selecting weapons, runes, and abilities, when all you really want is to just chill out, steamroll some mobs and watch the numbers fill the screen.

For players still figuring out their builds parts of the game can feel too difficult or unfairly balanced and finding help online often means trying to piece things together from screenshots.

The new In-Game Build Planner, Shareable Builds and Auto-Build Mode are an answer to all of this and more. They create a stronger foundation for a game that focuses on rapid theorycrafting and experiencing cool builds. These features will launch in beta form (you can consider it “Double Early Access”) and evolve based on player feedback.

In-Game Build Planner and Shareable Builds

The In-Game Build Planner allows players to create premade character builds and easily share them with others. The planner is divided into multiple sections where you can define your character’s properties, abilities, gear and even soul fragment preferences.



Sharing builds can be done either by sending the build file directly to other players, which is located in the Builds folder inside the installation directory, or more easily by using the Share button. This copies the build as a text string that can be pasted, for example into Discord and then imported by other players in-game.

I’ll be frequently sharing my own builds, as well as community-made ones, through our social media channels. If you have any cool builds you can also share them here on Steam or on our official Discord[discord.com].

Auto-Build Mode

Now that you’ve created a cool build or found one on Discord, what can you actually do with it? This is where the new Auto-Build Mode comes in.



It’s an extension of the infamous Zordolf Mode, where the game takes over and makes choices for you. Instead of the previous random selections, it now follows the planned build you’ve loaded at the start of the ritual to the best of its ability. It does not cheat, though, and the game still provides the Auto-Build Mode the same random choices as it would without it.

You can either give the game full control of your build or still make some of the choices yourself, such as armor and soul fragments. You can toggle Auto-Build Mode on and off at any time during gameplay using the designated hotkey (Z or Left Shoulder button).

The update also comes bundled with different farming and end-game builds for each class.

UI/Visuals
  • In-Game UI no longer shows the ‘Gameplay Modified’ text, but instead shows an icon for the active gameplay modifiers.

Balance Changes
  • Reroll Tokens in Primordial Dark Rituals increased from 666 to 10,000.

Bug Fixes
  • Fixed an issue in dagger attack animations where the damage event and animation were out of sync.

  • Fixed a visual bug that could cause enemy spell effects to remain visible if the enemy died from reflected damage.

  • Fixed an issue that caused rerolling Eldritch Gear to unintentionally consume reroll tokens.

  • Fixed an issue where reflected damage could become negative after reaching the 64-bit integer limit.

  • Fixed an issue where some inputs could still go through while Zordolf Mode was active, affecting its choices.

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