Developer Note (2026/01/26): Season 2, Balance Adjustments — Chaos Zero Nightmare
As Galactic Disaster Season 1 draws to a close, the Chaos Zero Nightmare development team has detailed a series of pivotal balance adjustments for the upcoming Season 2 update designed to restore meta diversity and reduce player fatigue. These changes move the game away from the rigid, "optimal" deck-building strategies of the past by overhauling the Save Data system to be more intuitive and rebalancing dominant combatants like Tressa and Cassius. By shifting from process-based calculations to result-based rewards and easing growth barriers, the team aims to foster a more dynamic roguelite experience where strategic discovery takes precedence over manual tracking.
Quick LinksDeveloper Note (2026/01/26): Season 2, Balance Adjustments — Chaos Zero NightmareSave Data, Point System Rule AdjustmentChange Background and DirectionKey Details of the Rule ChangesBalance Adjustment: Combatant ReworksTressaCassiusCompensation: Flash of PossibilityBalance Adjustment: Combatant ImprovementsCounterattackNiaReiOrleaHaruYukiChizuruKhalipeMagnaHugoRinBalance Adjustment: EquipmentBalance Adjustment: Neutral CardsShoppable Neutral CardsMonster CardsLooking Ahead to Season 2
Save Data, Point System Rule Adjustment
The Save Data system is the mechanical heartbeat of Chaos Zero Nightmare, determining the strength and efficiency of your future runs. However, the complexity of calculating "Faint Memories" has long been a barrier for Protos looking to optimize their rosters. For Season 2, the development team is implementing a sweeping overhaul to the underlying math, shifting the focus from tedious calculation to intuitive gameplay.
Change Background and Direction
The primary driver behind these changes is the realization that the Season 1 storage rules were unintuitive and often required players to rely on external spreadsheets or community-made tools to "fish" for the perfect 100-point Save Data. This "process-based" approach meant that the specific order in which you acquired cards or made choices during a run could drastically change your final result, even if two players ended with the exact same deck. This created a high level of "calculation-driven stress" that detracted from the core roguelite experience.
To fix this, the storage rules are moving toward a result-based valuation. This means the final value of your Save Data will be determined by what you have in your deck at the end of the run, rather than the path you took to get there. This transparency allows players to focus on strategic choices and immersion rather than manual tracking.
Key Details of the Rule Changes
The following adjustments outline the new numerical logic and mechanical limits for generating Save Data in Season 2:
- Base Calculation: Save Data value is now calculated based on additional elements acquired beyond a base of 8 cards (consisting of uniquely obtainable starting cards and Epiphany cards).
- Neutral Cards: These now have a fixed value, regardless of whether an Epiphany has been applied, removing the previous +10 point penalty for Epiphany-boosted neutrals.
- Divine Epiphany: Remains unchanged at 20 pts.
- Monster Cards: Now categorized into tiers based on power:
- Common: 20 pts
- Rare: 50 pts
- Legendary: 80 pts
- Card Duplication Points: Adjusted from 0 / 10 / 30 pts to 0 / 0 / 40 pts. The first two duplicates are essentially "free" in terms of point scaling, but the third becomes significantly more expensive.
- Duplication Limit: You are now limited to a maximum of 4 duplications per Save Data.
- Card Removal Points: Removing cards other than your starting cards no longer grants points. Each starting card removed is valued at 20 pts (transforming a card is also treated as a removal).
- Removal Limit: You are now limited to a maximum of 5 removals per Save Data.
- In-Game UI: Players can now review these storage rules directly via the in-game Help section and check their current "Faint Memories" status during active Chaos runs.
Balance Adjustment: Combatant Reworks
The development team is addressing specific combatants whose synergy and power levels became so dominant during Season 1 that they effectively "fixed" the meta. By reworking these characters, the goal is to restore strategic diversity, ensuring that no single combination of units feels mandatory for high-level Chaos runs or the Spiral Tower.
Tressa
Tressa is being reworked primarily due to her overwhelming influence on the Season 1 meta as a Psionic DoT specialist. Additionally, her "Agony" mechanic created significant HUD clutter, with individual stacks appearing as separate debuffs that made it difficult for players to intuitively track damage output and enemy status.
- Agony Effect has been overhauled from multiple individual debuffs into a single, consolidated stack. Instead of each stack reducing by 1 at the end of a turn, the new mechanic deals damage based on the total count and then reduces the stack count by half, with a new maximum cap of 20 stacks.
- Shadow Dagger cards have had their base damage increased to 80% to compensate for a reduction in Agony application. This change prevents Tressa from hitting the new 20-stack Agony limit too quickly, which would have resulted in wasted damage potential.
- Advanced Shadow Dagger has been completely revamped to improve its "feel" and utility. It is now a 0-cost card that scales its damage by 10% for every stack of Agony currently on the target, turning it into a powerful finisher within her consolidated DoT loop.
- Shadow Reload—previously her most dominant card—sees significant Epiphany adjustments. Epiphany 4 has been entirely redesigned to focus on converting standard Shadow Daggers into Advanced versions, while other Epiphanies have had costs reduced or effects randomized to offer more varied playstyles.
- Vital Attack has received a cost reduction from 2 to 1. Its utility has been shifted to specialize specifically in building Agony stacks quickly, ensuring Tressa can reach her damage ramp-up phase more reliably in shorter encounters.
- Cursed Gouge no longer functions as a simple debuff tool for increasing Agony application. It has been reworked into a utility card that directly "activates" the Agony damage currently on the target, allowing for burst windows that were previously unavailable to her kit.
Tressa Balance Adjustment Details
Adjustment Target | Before | After |
Agony Effect Mechanics | Applied as a new debuff to the target each time Agony is inflicted. At the end of the turn, each Agony debuff deals damage and reduces its stack by 1. | Agony applied by the caster is stacked as a single debuff.At the end of the turn,damage is dealt based on the number of Agony stacks, then the stack count is reduced by half (The number of damage count increases based on the stack count) |
Agony Continuous Effect | At turn end, deal Fixed DoT equal to 50% of the amount of Agony. On effect activation, reduce Agony by 1 | At turn end, deal Fixed DoT equal to 50% of the amount of Agony, On effect activation, decrease Agony stacks by half (max 20 stacks) |
Shadow Dagger | Cost 0 / Attack [Exhaust] Damage 50%, 2 Agony | Cost 0 / Attack [Exhaust] Damage 80%, 1 Agony |
Advanced Shadow Dagger | Cost 1 / Attack [Retain/Retrieve] Damage 100%, 2 x 2 Agony | Cost 0 / Attack [Retain/Exhaust] 2 Agony, Damage 50%, +10% Damage Amount for each Agony on target |
Unsheathe Dagger – Unique Epiphany 4 | Create 2 Shadow Dagger, Increase the Agony effect of the created Shadow Dagger by 3 | Create 2 Shadow Dagger, Increase the Agony effect of the created Shadow Dagger by 2 |
Shadow Reload – Unique Epiphany 1 | Cost 2 / Attack [Retain] 80% Damage to all enemies, 2 Agony, Exhaust all Shadow Dagger in hand, repeat equal to that number | Cost 1 / Attack [Retain] 80% Damage to all enemies, 2 Agony, Exhaust all Shadow Dagger in hand, repeat equal to that number |
Shadow Reload – Unique Epiphany 2 | Cost 1 / Skill Heal 100%, Create 2 Advanced Shadow Dagger | Cost 0 / Skill Heal 150%, Create 1 Advanced Shadow Dagger |
Shadow Reload – Unique Epiphany 3 | Cost X / Skill Heal 100% × X, Create X Shadow Dagger | Cost X / Skill Heal 100% x X, Create X cards, each randomly chosen to be either Shadow Dagger or Advanced Shadow Dagger |
Shadow Reload – Unique Epiphany 4 | Cost 1 / Upgrade [Initiation] When Healed by a Skill Card, create 1 Shadow Dagger | Cost 1 / Skill Exhaust all Shadow Dagger, then create Advanced Shadow Dagger for each Exhausted |
Shadow Reload – Unique Epiphany 5 | Cost 1 / Skill [Exhaust] Discard all cards, Create Shadow Dagger equal to that number | Cost 1 / Skill [Exhaust 2] Discard all cards, Create Shadow Dagger equal to that number |
Vital Attack – Unique Epiphany 3 | Cost 2 / Attack 80% Damage x 3, +50% Agony Damage Amount for 1 turn | Cost 1 / Attack 80% Damage x 3, 2 – 6 Agony |
Cursed Gouge | Cost 1 / Skill 2 Agony Imprint, 2 Weaken | Cost 1 / Skill Activates this unit’s Agony applied to the target |
Cassius
Cassius is being reworked because his quest rewards were disproportionately powerful compared to their completion difficulty. This led to a "dominant strategy" where players felt forced to pick specific Epiphanies and builds, stifling the adaptive decision-making that his multi-quest design was originally intended to encourage.
- Quest Mechanic itself has been updated to provide baseline utility regardless of the specific quest chosen. To help with team sustain, completing a quest now triggers an 80% Fixed Healing effect (limited to 3 times per turn), ensuring Cassius remains a viable Controller/Support hybrid even when his deck isn't perfectly optimized.
- Triple 0 and its empowered version have been tuned to prevent the infinite-scaling damage loops seen in Season 1. While it still rewards high card-play volume, it now features a hard cap on the number of damage increments it can receive in a single turn, preventing him from overshadowing dedicated DPS units.
- Dice Trick has seen its cost-reduction logic adjusted to prevent it from becoming a permanent 0-cost high-damage nuke. By rebalancing the damage-to-cost ratio, the development team aims to keep this card as a strategic payoff for completing quests rather than a spammable basic attack.
Cassius Balance Adjustment Details
Adjustment Target | Before | After |
Quest Mechanic Changes | When conditions are met during battle, generate a Quest card as a reward. Quest card is excluded from the criteria. | When conditions are met during battle, generate a Quest card as a reward, 80% Fixed Healing (3 times per turn),Quest card is excluded from the criteria. |
Triple 0 | Cost 0 / Attack [Exhaust/Ephemeral] 40% Damage for each Attack Card used this turn | Cost 0 / Attack [Exhaust/Ephemeral] 40% Damage, +40% Damage Amount for each Attack Card used this turn (max 4 times) |
Empowered Triple 0 | Cost 0 / Attack [Exhaust/Ephemeral] 50% Damage for each Attack Card used this turn | Cost 0 / Attack [Exhaust/Ephemeral] 50% Damage, +50% Damage Amount for each Attack Card used this turn (max 4 times) |
Triple 1 | Cost 0 / Attack [Exhaust/Ephemeral] 90% Damage, Heal 90% | Cost 0 / Attack [Exhaust/Ephemeral] 150% Damage, Heal 150% |
Empowered Triple 1 | Cost 0 / Attack [Exhaust/Ephemeral] 120% Damage, Heal 120% | Cost 0 / Attack [Exhaust/Ephemeral] 200% Damage, Heal 200% |
Full House | Cost 0 / Skill [Exhaust/Ephemeral] Draw 1 | Cost 0 / Skill [Exhaust/Ephemeral] Draw 1, Decrease Stress of a random ally by 2 |
Empowered Full House (Added on 2026/01/26) | Cost 0 / Skill [Exhaust/Retain] Draw 1 | Cost 0 / Skill [Exhaust/Retain] Draw 1, Decrease Stress of a random ally by 3 |
Dice Trick | Cost 2 / Attack / 240% Damage, Decrease Cost by the number of completed Quests | Cost 2 / Attack / 240% Damage, reduce 1 Morale for 1 turn,decrease Cost by the number of completed Quests |
Dice Trick – Epiphany 1 | Cost 2 / Attack 360% Damage, Decrease Cost by the number of completed Quests | Cost 2 / Attack 360% Damage, reduce 1 Morale for 1 turn, decrease Cost by the number of completed Quests |
Dice Trick – Epiphany 2 | Cost 2 / Attack 300% Damage to all enemies, Decrease Cost by the number of completed Quests | Cost 2 / Attack 300% Damage to all enemies, reduce 1 Morale for 1 turn, decrease Cost by the number of completed Quests |
Dice Trick – Epiphany 3 | Cost 0 / Attack 80% Damage, +80% Damage Amount for each completed Quest | Cost 0 / Attack 80% Damage, +80% Damage Amount for each completed Quest (max 5 times) |
Dice Trick – Epiphany 4 | Cost 2 / Upgrade When using Quest Card, Heal 100%, 100% Fixed Damage to a random enemy | Cost 2 / Upgrade [Unique] When using Quest Card, Heal 100%, 100% Fixed Damage to a random enemy |
Dice Trick – Epiphany 5 | Cost 2 / Upgrade When Quest is completed, create 1 Quest Card | Cost 2 / Upgrade [Unique]At the start of the turn, create 1 empowered Quest card |
Compensation: Flash of Possibility
Flash of Possibility is a powerful new consumable currency designed to provide players with more control over their end-game builds. This item can be used on a completed Save Data to allow players to reroll or specifically edit the Epiphanies of their stored cards, effectively saving a run that might have otherwise been "bricked" by poor RNG.
To compensate for the sweeping changes to the Save Data system and character balances, three (3) copies of Flash of Possibility will be distributed to all players via the in-game mailbox alongside the Season 2 launch. Going forward, Flash of Possibility will be integrated into the game's regular reward structure. Players will be able to obtain these items through high-level play in the Spiral Tower of Screams, as milestones on the Season Board, and through participation in special seasonal events.
The implementation of this system is a direct response to player fatigue regarding the difficulty of obtaining "perfect" Save Data. For players who find the Tressa and Cassius reworks too significant for their playstyle, the Character Recall (Growth Reset) system will also be available, providing a full refund of all invested growth materials.
Balance Adjustment: Combatant Improvements
In addition to the major reworks applied to dominant meta-defining Combatants, Season 2 introduces a wide range of targeted improvements aimed at raising the baseline usability of underperforming Combatants and mechanics. These adjustments primarily focus on enhancing healing reliability, stabilizing Controller roles, and improving damage consistency for Combatants whose identities were not fully expressed in the Season 1 environment.
While this Developer Note outlines only select highlights, the development team confirms that additional Combatants will also receive balance improvements, with full numerical details scheduled for release in a follow-up notice on February 3.
Counterattack
Counterattack mechanics will be adjusted to improve the effectiveness of Vanguard-class Combatants in the current fast-paced combat environment. As encounters increasingly reward rapid clears, shield-based reactive damage has struggled to keep pace. This adjustment increases the damage dealt when an attack is fully blocked, improving the combat contribution of shield-focused units without altering their core defensive identity.
Adjustment Target | Adjustment Direction |
Conditional Damage Amount | Damage amount dealt when an attack is fully blocked by a shield will be increased. |
Nia
Nia will receive improvements aimed at strengthening her healing output and better supporting her deck-cycling–focused playstyle. Her previous reliance on rapid card flow was not sufficiently rewarded in Chaos content due to limited sustain. These changes add healing to her core mechanics and improve synergy across her supporting cards.
Adjustment Target | Adjustment Direction |
Decibel | Healing equal to the number of stacks will be added to the default effect. |
Elasticity | The stack limit will be increased, and the effect will now trigger based on the number of stacks. |
G Chord | The Decibel gain effect will be increased. |
Soul Rip | An effect that grants Elasticity will be added. |
Rei
Rei’s improvements focus on increasing her contribution to party sustain without over-reliance on Ego Manifestation. By replacing a low-impact basic card effect and enhancing her healing-oriented skills, Rei will be able to provide more consistent recovery throughout combat.
Adjustment Target | Adjustment Direction |
Basic Card Potential Effect | The Critical Chance increase effect will be changed to a damage-based healing effect. |
Snack Time | Healing capability will be increased. |
Orlea
Orlea will receive several systemic improvements designed to stabilize her early-game performance and improve the usability of her Creation-based mechanics. Changes to her base deck composition and Creation values aim to better align her with other Controller Combatants and enhance her overall support reliability.
Adjustment Target | Adjustment Direction |
Base Card Composition | Changed from 2 basic attack cards and 1 basic skill card to 1 basic attack card and 2 basic skill cards. |
Basic Card Potential Effect | The chance to generate Creations will be increased. |
Creation | The effect values of Creations will be increased. |
Growth Acceleration | Healing will be increased. |
Will of Light | Reduce cost by 1. |
Haru
Haru’s adjustments aim to improve her effectiveness as a single-target specialist by strengthening Anchor Shot and reducing friction tied to its repeated use. These changes improve damage consistency and usability, particularly when transitioning into Ego Manifestation Stage 2.
Adjustment Target | Adjustment Direction |
Anchor Shot | Damage amount will be increased. |
Lift Anchor | The cost of Anchor Shot will no longer increase. |
Yuki
Yuki’s fast-paced playstyle remains popular, but her damage output has lagged behind other options. These improvements increase damage across her core cards and enhance underutilized Epiphanies, allowing her to perform more effectively in both multi-target and single-enemy encounters.
Adjustment Target | Adjustment Direction |
Flash Slash | Damage amount will be increased. |
Trickery Strike | Damage amount will be increased. A single-target damage-focused effect will be added to low-pick-rate Epiphanies. |
Freezing Blade | Damage amount will be increased. |
Chizuru
Chizuru’s unique mechanics previously imposed strict operational constraints that limited build flexibility. These improvements ease several of those restrictions while enhancing damage scaling, allowing her to better express her intended role as a high-impact single-target damage dealer.
Adjustment Target | Adjustment Direction |
Karmic Flames | Effects triggered against targets inflicted with Cursed Shackles will be enhanced. Certain Epiphany costs will be reduced. |
Inhibit | AP can now be gained through the user’s own cards and continuous effects. |
Bound At Dusk | Base-state cost of two cards will be reduced. |
Oni Hunt | Damage increase effects will be enhanced, and low-pick-rate Epiphanies will be improved. |
Shadow of the Moon / Shadow of the Moon+ | Damage amount will be increased. Cards of the same pile will now stack even when in the Graveyard or Draw pile. |
Moonlight of High Tide | Damage amount will be increased. |
Khalipe
Khalipe’s adjustments are aimed at improving her performance in higher-difficulty Chaos content. While effective in early progression, her impact diminished later in runs. These changes enhance both offensive and defensive scaling to improve consistency across combat scenarios.
Adjustment Target | Adjustment Direction |
Upward Slash | Damage amount when Potential is not applied will be increased. |
Vulture Ejection | Damage amount and shield gain of certain Epiphanies will be increased. |
Overpower | Shield gain will be increased. |
Magna
Magna’s improvements reinforce her identity as a reactive damage Combatant by strengthening both her counterattack-related damage and defensive tools. These changes complement the broader Counterattack adjustments introduced in Season 2.
Adjustment Target | Adjustment Direction |
Glacial Iron Fist | Damage amount will be increased. |
Ice Wall | Shield gain will be increased. |
Hugo
Hugo’s reliance on specific early-turn strategies limited build diversity. By adding Initiation effects to Hunting Instinct–related Epiphanies, these improvements reduce dependence on a single opening pattern and improve overall flexibility.
Adjustment Target | Adjustment Direction |
Hunting Instincts | An [Initiation] effect will be added to select Epiphanies. |
Rin
Rin’s adjustments address constraints introduced by Dark Mist–related Epiphanies that reduced gameplay flexibility. These changes restore stance access, enhance damage scaling, and remove hit-count limitations, increasing her overall combat potential.
Adjustment Target | Adjustment Direction |
Dark Mist Secret Art: Destruction | Adds Gain Dark Mist Stance to certain Epiphanies. Conditions for Dark Mist Blade Art will be removed from select Epiphanies. |
Dark Mist Inner Art | Damage amount increase effects will be increased. |
Dark Mist Secret Art: Black Dance | Card hit count will be increased. |
Balance Adjustment: Equipment
Certain equipment pieces demonstrated disproportionately high defensive value when paired with high-frequency card draw or exhaust mechanics, allowing sustained shield generation far beyond intended limits. To address this, the following adjustments introduce per-turn activation caps, limiting repeated triggers while preserving each item’s core functionality within its original design intent.
Adjustment Target | Before | After |
Brainwave-Blocking Helmet | When you Draw a card via an ability, gain a fixed Shield 40% | When you Draw a card via an ability, gain a fixed Shield 40% (5 times per turn) |
Psionic Combat Suit | On card Exhaust, gain Fixed Shield 30% | On card Exhaust, gain Fixed Shield 30% (5 times per turn) |
Balance Adjustment: Neutral Cards
Neutral cards play a critical role in shaping Chaos runs by filling gaps in deck functionality and enabling flexible responses to unpredictable encounters. However, during Season 1, certain neutral options either became overly dominant or failed to see meaningful adoption. To address this, Season 2 introduces targeted adjustments to both shoppable neutral cards and Monster cards, with the goal of expanding viable choices while preventing specific cards from overshadowing others.
Shoppable Neutral Cards
Several shoppable neutral cards demonstrated either excessive efficiency compared to alternatives or low adoption due to limited impact. These adjustments aim to rein in dominant effects through added restrictions while improving the usability and appeal of underperforming options, encouraging more diverse deck-building decisions during Chaos runs.
Adjustment Target | Before | After |
Wanderer of the Void | Cost 0 / Skill / For 1 turn, target’s Action Count does not decrease | Cost 0 / Skill / [Exhaust] For 1 turn, target’s Action Count does not decrease |
Tactical Action | Cost 1 / Upgrade / [Initiation] Increase Damage Amount to targets granted Shield by 15% | Cost 1 / Upgrade / [Initiation] Increase Damage Amount to targets granted Shield by 25% (max 1) |
Acid Gas | Cost 1 / Skill / [Retrieve] Deal 2 Impair to all enemies | Cost 0 / Skill / [Retrieve/Exhaust] Deal 3 Impair to all enemies |
Rally | Cost 0 / Skill / [Haste] Draw 1, Increase Action Count of all enemies by 3 | Cost 0 / Skill / [Haste/Exhaust 2] Draw 1, Increase Action Count of all enemies by 3 |
Monster Cards
With the revision of Save Data storage rules in Season 2, Monster cards will be reclassified from their previous Unique status into Common, Rare, and Legendary tiers. While the effects of most Monster cards will remain unchanged, this reclassification ensures consistency with the updated Save Data valuation system. As part of this process, one Monster card (Spirit Kefox) will receive a direct effect adjustment to better align with its new rarity.
Grade | Name | Type | Cost | Card Effect |
Common | Shy Gardener | Attack | 1 | 50% Damage × 4, 3 Marks |
Common | Sorrowful Godfather | Attack | 1 | 50% Damage × 4, 6 Agony |
Common | Winged Humanoid Beast | Attack | 1 | 50% Damage × 5 |
Common | Wolves Bane | Attack | 1 | Deal 120% damage to all enemies, 2 Weaken, 2 Impair |
Common | Dark Grip | Attack | 1 | 120% Damage × 2, Defeat: Deal 120% × 2 damage to random enemies |
Common | Rotten Ripper | Attack | 1 | [Haste] 160% Damage, increase Action Count by 1 |
Common | Seraphim of Pain | Attack | 2 | 250% Damage. If this is the only card in hand, decrease Cost by 2 |
Common | Beam Shooter | Attack | 3 | 350% Damage. If the target has Shield, +50% Damage Amount |
Rare | Automata Cavalry | Attack | 1 | Deal 150% damage, 4 Vulnerable |
Rare | Soldier Prime | Attack | 2 | 300% Damage. When Ravaged, gain 2 AP |
Legendary | Seven Arms | Attack | 1 | [Haste] 120% Damage. If target’s Action Count is 5 or more, gain 2 AP |
Common | Abyssal Bug | Skill | 0 | [Exhaust] Reduce 1 Morale, reduce 3 Resolve |
Common | Chilling Godfather | Skill | 0 | Activate the bottom 1 card of the Draw Pile. Choose 1 card in hand and move them to the bottom of the Draw Pile. |
Common | Trapper | Skill | 1 | 120% Shield, 1 Vulnerable. If the target did not act, +120% Shield Gain, add 1 Vulnerable |
Common | Cultist Arbiter | Skill | 1 | 140% Shield. At the start of the next turn, increase Action Count of all enemies by 2 |
Common | Slaughter | Skill | 2 | [Exhaust] 200% Shield, Damage to all enemies by the amount of Shield gained |
Rare | Hunger of the Void | Skill | 0 | [Exhaust] 2 Morale Leech |
Rare | Evil Spirit Salamander | Skill | 1 | [Exhaust 2] Draw 4 |
Rare | Hunger of Loss | Skill | 1 | [Exhaust] Draw 1. If there are no cards in hand, Draw 4 extra |
Rare | Elemental Phoenix | Skill | 1 | [Exhaust] 2 Resolve, gain Shield equal to the amount of lost HP |
Rare | Spirit Kefox | Skill | 1 | [Exhaust] From the Draw Pile, choose 1 card to Draw, apply Retrieve to that card |
Rare | Arbitum | Upgrade | 0 | -15% Damage taken (1 time per turn) |
Rare | Gloomy Godmother | Upgrade | 1 | At the end of the turn, 200% Damage to a random enemy |
Rare | Shell Bug | Upgrade | 1 | 5 Crystallization |
Legendary | Evil Spirit Dullahan | Upgrade | 1 | When using a Targeting Attack Card, inflict 1 Agony |
Legendary | Dominion | Upgrade | 2 | At the start of turn, 1 Morale |
Spirit Kefox Adjustment
Adjustment Target | Before | After |
Spirit Kefox | [Exhaust] From the Draw Pile, choose 1 card to Draw, duplicate that card 1 time into hand | [Exhaust] From the Draw Pile, choose 1 card to Draw, apply Retrieve to that card |
Looking Ahead to Season 2
With Season 2 on the horizon, Chaos Zero Nightmare is entering a defining transition shaped by the lessons of Galactic Disaster Season 1. These balance adjustments collectively reinforce the developers’ commitment to long-term meta health by reducing runaway scaling, dismantling fixed optimal paths, and encouraging broader experimentation across Combatants, Equipment, and Neutral Cards. From reworked keystone characters and capped defensive engines to refined Neutral Card roles that better align with the revised Save Data framework, the changes signal a shift toward clarity, flexibility, and strategic discovery at every stage of a Chaos run. Season 2 is a big update as preview from this Developer Note and the previous (2026/01/20). Team Tiertactix will be updating the wiki database with the updated effects and build. stay tuned.