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!
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.
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