Above all else, Stash is a Looter game with randomized cards inspired by Loot from ARPG-games.
 
With an endless variety of unique cards, no two drafts are ever the same. 
Every decision is a razor-sharp balance between pushing your luck for that perfect chase card and the urgency of locking in a game-changing pick before the next battle begins.
!!! Notice for players in CHINA:
Due to regional restrictions, the game is currently not playable in your region. We are working on a solution and plan to release a localized version in the coming months.
Make quick decisions with intuitive swipe-based card selection that feels just like opening a real pack of cards. Thanks to procedural generation, no two choices are ever the same. But don’t let the smoothness fool you, this is a game of deep strategy


Choose from six distinct card types: Heroes, Weapons, Relics, Quests, Consumables, and Upgrades. Craft unique heroes, build strategic advantages, or grab a quick buff to turn the tide of battle.
Compete against players who came before you in asynchronous multiplayer battles. Draft the right cards and combine them into unique Heroes that your overall strategy perfectly.

Explore a world map filled with bits of lore and opportunities to unlock new allies, uncover powerful weapons, and expand the pool of cards available in your loot.
Seasonal Content
In Stash, competitive players compete to climb the monthly rankings! The Alpha on the Leaderboard is crowned the King of the Land until a new contender defeats his deck and ascends to a new level.  
Every new season, we will come with balance adjustments and new cards to unlock to mix up the challenge.
 Launch date: 
- Season 1: The Awakening
 
A global competition to compete for the first crown of King of Nyveris and seasonal unlockables!
- Locked Heroes are no longer available in town selection and starting drafts
- Fixed a bug where selecting a relic would end the starter draft
- Fixed an exploit where a player could surrender immediately to farm souls
- Added an hero overview to all regions during the draft
- Fixed some leader board ranking issues
Who will claim the throne first?
Full patch notes can be found on Steam community hub. 
Come join our discord for all your questions and screenshots.
https://discord.gg/vhsJ6xQbfU
Expected downtime is 2 hours and the game will be up again at 6pm Eastern time.
STASH SEASON 2 UPDATE NOTES
Welcome to Season 2 of Stash: A Card Looter!
This update refines the core experience with faster runs, deeper strategies, and more ways to build your squad.
Explore whats changed across Nyveris below.
MAJOR GAMEPLAY CHANGES
New Run Structure
Streamlined to 18 total battles for a more focused, tactical experience:
[/*]
8 fights in the first region
7 fights in the second region
1 final King fight: a win or die challenge
2 optional Mouse fights (quick start available from run 3 onwards)Goal: Shorter, smoother progression without sacrificing strategic depth.
[/*]
King Ghosts
The ghost decks of your Kings now earn your Leaderboard points until they are defeated and replaced by a new contender!
[/*]
Souls New Permanent Currency
Earned by retiring Heroes.
[/*]Souls can be spent to:
[list]Unlock new starting deck options
[/*]Reroll Legendary Heroes from a chosen region
[/*]Occasionally purchase armor upgrades in towns
[/*]
Souls carry over between runs.
[/*]Speed System Rework
The Speed value now represents the exact number of ticks between Hero turns.
[/*]Weapon speeds now range between 40 and 80, with total battle length at 1,500 ticks.
[/*]Designed for clearer pacing and smaller gaps between fast and slow weapons.
[/*]
Health and Spell Progression
All Heroes now have higher hit points, supporting more defensive and control-based strategies.
[/*]All spells level up faster to match the shorter run length.
[/*]Increased focus on team synergy rather than pure value stacking.
[/*]
Heal Efficiency
Now affects all effects that restore or increase Hitpoints,
[/*]
including spells from Meerkat, Crocodile, and Panda.
NEW AND UPDATED CONTENT
Unlockables
New Hero: Hedgehog
[/*]New Weapon: Fauchard
[/*]New Armor: Regeneration
[/*]New Relics: Several additions expanding build variety
[/*]
Spells
Lynx now uses the former Gorilla spell (Chance to gain Victory Points).
[/*]Gorilla gains a new spell that reduces enemy Speed.
[/*]Bunny now heals allies in its row while increasing Spell Power.
[/*]Hippo now steals VP from the lowest health ally to heal himself.
[/*]
RELICS
Reworks and Adjustments
Elemental Damage: buffed scaling and progression.
[/*]Speed Buff for Slow Weapons: rebalanced for the new speed system.
[/*]Heal Efficiency: adjusted for expanded effect scope.
[/*]Crit Chance after Spell: significantly increased.
[/*]Mana on Stun: removed.
[/*]Retaliate: now triggers only on melee attacks.
[/*]
New Relics
Poison on Stun adds toxic synergy to control builds.
[/*]Slow Weapon Power slow weapons now grant additional Spell Power.
[/*]
ARMOR AND ATTRIBUTES
Armor attribute scaling adjusted to the new maximum rank of 18.
[/*]Minor buffs: Poison on Hit, Crit Chance, Hitpoints.
[/*]Minor nerf: Spell Power.
[/*]Major rework: Speed, to align with the new tick system.
[/*]
HERO BALANCE CHANGES
Heroes have health classes that determine how high their health can roll. We are using those numbers to adjust their rolls.
[table equalcells="1" colwidth=","]Hero
[/th][th]Changes
[/th]Squirrel
Energy cost increased to 4; Health reduced by 1 class; Slightly slower spell progression.
Badger
Minor improvement to spell progression.
Meerkat
Minor improvement to spell progression.
Lion
Energy cost increased to 4; significant nerf to spell scaling and value.
Deer
Health increased by 2 classes; spell value buffed.
Armadillo
Health reduced by 2 classes.
Bear
Minor improvement to spell progression.
Boar
Energy cost set to 4; minor nerf to spell progression.
Bull
Health increased by 2 classes.
Bat
Health reduced by 1 class; Energy cost reduced to 4.
Gecko
Buffed spell scaling and values; damage is now elemental.
Fox
Health increased by 2 classes; minor spell progression buff.
Chameleon
Health reduced by 1 class; spell scaling buffed.
Snake
Buffed spell value and progression.
Wolf
Buffed spell value and progression.
Panda
Health increased by 1 class; spell value and healing buffed.
Yak
Health reduced by 1 class.
Turtle
Health increased by 1 class.
Panther
Health reduced by 2 classes; slightly slower spell progression.
WEAPON BALANCE CHANGES
[table equalcells="1" colwidth=","]Weapon
[/th][th]Changes
[/th]Flail
Damage class reduced by 1.
Crook
Minor improvement to spell progression.
Staff
Spell progression buffed.
Sabre
Damage class increased by 1; Speed set to Slow; Resistance reduction can now go negative (targets take up to 100% more elemental damage); spell progression buffed.
Claws
Damage class increased by 1.
Guard
Damage/Defense class reduced by 1.
Scutum
Damage/Defense class increased by 2.
Cane
Damage class increased by 1.
Axe
Damage class increased by 1.
Dagger
Speed set to Fast.
Spear
Damage class reduced by 1; major improvement to spell progression.
Shield
Damage class increased by 1.
Slingshot
Damage class reduced by 1; major improvement to spell progression.
Elven Bow
Speed set to Slow; Damage class increased by 1; minor spell progression buff.
Crossbow
Speed set to Medium; Damage class reduced by 1; minor spell progression nerf.
Root
Speed set to Medium.
Warden
Speed set to Fast.
QUALITY OF LIFE AND FIXES
Fixed an issue where enemy Heroes could not be hovered during combat.
[/*]Added an option to disable Screen Shake in combat settings.
[/*]Added a Stashed Card Overview during Loot selection.
[/*]
CLOSING NOTES
Season 2 marks a major step forward for Stash.
Runs are faster, spells grow stronger, and strategies are more distinct than ever.
Roam the lands of Nyveris, master your Stash, and let chaos spread once more.
Fixed a bug where the Gecko would show up in the Thamurs Reach instead of the Frog.
[/*]The Hippo now correctly steals the displayed amount of VP.
[/*]Removed incorrectly displayed sets.
[/*]Fixed a bug that sometimes allowed you to repick a region on the world map.
[/*]
- Fixed a bug where Legendary Cards would sometimes get a relic buff twice
 - Fixed an issue that would show non-set cards as having a set
 -  Fixed the leader board scores displaying correctly at all times
 
- Fixed a bug where the Cane weapon would drop with the wrong Set archetype.
 - Fixed a bug where quests would display the wrong reward (Charm instead of gold).
 - Fixed a bug where elemental damage on hit was not properly stacking.
 -  Fixed a bug causing hero duplication (please inform me if this still occurs for you).
 
Freezing issues solved. Thanks for your patience!
- Fixed an issue where Contract rewards were not always granted.
 - Fixed an issue where the Soldier and King achievements were not properly recognized by Steam.
 - Significantly optimized overall CPU usage.
 - Added a combat log when the game is paused (Work in Progress) press Space to advance to the next action of the selected unit.
 - Fixed several bugs causing heroes to remain on the field after being defeated or to be incorrectly counted toward final Victory Points.
 -  Fixed a bug where Heroes could be duplicated (please give us feedback if this would still occur)
 
- Added a QUICK START option for players on the 3rd run and beyond to start with a full board and skip the drill mice battles
 - Fixed a bug where the bench from a previous run would sometimes carry over
 - Fixed a bug where Victory Points were incorrectly calculated at the end of the game
 -  Added a Quit Game button to the Settings menu
 
Included hotfix to failed deck loading. The game requires an update. Sometimes Steam does not automatically start the update and forces you to QUIT the Steam App to force an update. 
Thanks for your patience :)
The servers are currently down to maintenance. Action will resume in about 5 hours. We will keep you updated.
Thanks for the understanding and we will have you back in action as soon as possible.
-Fixed at a bug that would load 2 enemies deck at once in rare occasions
-Fixed a bug that would incorrectly count the VP at the end of a fight (please report any further incidents in case this would still occur).
-Fixed a bug for the Hyena displaying the wrong buffed Faction
-Fixed a bug where cards would be disabled if put into the Forge during save state
-Cards that increase the odds of one specific element now increase its odds by +25% (up from +15%)
-The setting for animation speed now speeds up most UI animations.
-Quest cards now advance their completion on all games (wins and losses)
-The Chameleon now copies only the Hero ability and faction of its target (it keeps the same Weapon, Armor and Victory points)
-Fixed a bug where the rank 9 rewards of each faction would not display the correct weapons 
-Meercats and Pandas can now use their last energy even if their lane has been completed
-Slightly decreased the spread of weapons damage (small buff to the minimum damage rolls)
-Fixed a bug where the Arakh weapon would not heal the wearer on all ally deaths
Note: Next patch will include a full rework of the game summary screen with combat logs. It will take a bit longer to deploy!
- Fixed a bug where Legendary Cards would lose their legendary status after restarting the game.
 - Adding Damage to a shield now always correctly increases its Defense value.
 - Adding a new relic during the loot screen now correctly displays the relic.
 - During the first two Drafts, you will only loot Character or Weapon cards.
 - Contract rewards always contain at least 4 silver and 1 push below rank 6.
 - Fixed a bug where gaining a life would not prevent the run from ending if you lost the following round.
 - Fixed a bug where you could not delete cards even when you had enough Heroes in your deck for the next game.
 - Fixed a bug where you could forge Armor with the Smith using the same attribute twice.
 - Fixed a bug where you could not select Relic cards if you had more than six.
 -  Final solution to faction upgrades: Added the option get a random weapon upgrade instead of the 2 faction options
 
- Fixed a bug where looking at a card when pausing the game would lock you on the screen.
 - You always roll at least 2 heroes and 2 weapons.
 - Fixed an issue that caused crashes after a fight.
 - Added faction icons to units in the arena when colorblind mode is enabled.
 - Fixed a bug where the card tutorials were not properly shown to all new players.
 - Changed the Scutum Shield ability.
 - Fixed a bug where you could create a second Hero in the same slot.
 - Fixed a visual bug that did not properly display life gained from a faction reward.
 -  We noticed that it has become too easy to hyperfocus on specific heroes and weapons. We want the game to be more open and force the player to draft from all types based on the right rolls. We made a few subtle changes to the distribution of upgrades to facilitate that. We also removed the option to skip weapon upgrades for that same reason!
 
- Fixed a bug where Legendary cards would lose their legendary status
 - Added an option to enable quicker Forging Animations
 - Correctly storing the player settings
 -  Additional bug fixes
 
Added the option to return to the main scene if the game fails to load an enemy deck. (The player does not lose a life.)
  Added a Quit Game button if login fails.
  The game now remembers whether you play in Windowed or Fullscreen mode.
  Reworked armor visuals to make them more distinct from weapons.
  Relic info is now highlighted on hover in the relic menu
Horn weapons have been replaced with Hooks (same values but different range).
The Root weapon now has magical range (always hits the back row).
Weapon upgrades from Faction rewards are now skippable.
Unique weapons now roll their speed 0.5 below the weapons minimum (not always 0.91.1).
Fixed a bug where you could delete enough Heroes to lock yourself out of a run.
Correctly displays weapon cap at 0.8.
Fixed a bug where weapon range was not shown on weapon previews.
Fixed some tooltips.
Minor UI improvements.
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