Official 1.0 notes add four Endless Weapon Aspects (Short Sword, Great Sword, Spear, Gauntlets), the Machine Gun gadget, Endless Armour, Shop Level 5 with an extra Bloblet slot and a cosmetic slot, Endless Vault VII, Hardcore Difficulty, the Bomb Path, new cosmetics, Codex pages and vendor progression.
The official additions, tracked in one table
| Area | 1.0 addition |
|---|---|
| Weapons | Endless Weapon Aspects: Short Sword, Great Sword, Spear, Gauntlets |
| Gear | Machine Gun gadget; Endless Armour |
| Shop | Shop Level 5, extra Bloblet slot, cosmetic slot |
| Vault | Endless Vault VII; Hardcore Difficulty |
| Perks | Bomb Path |
| Meta | New cosmetics, Codex pages, vendor progression |
Two of these change how the game is played rather than just how much of it there is. Hardcore is one life on expert tuning where a defeat deletes the save, per 1.0 community playthroughs — a fundamentally different routing calculus from a normal run. Shop Level 5 deepens the selling endgame, and official store screenshots show how elaborate the supported shop floor becomes by launch.

Why this matters for every price list
A site can be mechanically current while carrying an older price snapshot — that is exactly the trap Early Access set. The community price table this site loads was compiled during the Blob-Life Balance era, and 1.0 shipped after it. That is why our database is visibly labeled community-baseline instead of “verified for 1.0”: the values are sourced and complete for the launch dataset, but current in-game reactions and future patch notes outrank them when they disagree.
The practical habit for players: treat the database as a starting bid, and let your shop’s reactions arbitrate. For how we structure that workflow, see the price guide.

Returning player: what to do first in 1.0
Come back in this order. First, pick a difficulty consciously — the game now offers several, from an easier combat mode to Hardcore’s delete-on-death, and the default is no longer the only reasonable answer. Second, re-plan your opening run around the forge: the four crafting paths (spear, knuckles, short sword, great sword) plus the new aspects change which early perks are worth routing toward. Third, only then chase the new ceiling — Vault VII runs and Shop Level 5 upgrades both assume you have a working loop from the earlier systems.
Selling habits need the biggest reset. Price records written during Early Access describe a different economy; the shop’s reactions are the fastest way to re-anchor any relic’s value in the current build, and our price guide walks that adjustment loop step by step.
Release timeline at a glance
- November 19, 2025 — Early Access launch (Steam store data).
- Early Access updates — Greed & Glory and Blob-Life updates reshaped shop and relic balance along the way.
- September 2, 2026 — version 1.0 full release, followed by post-launch hotfixes; the game is also playable on Switch 2 and PS5 per launch-window coverage.
Older guides written against Early Access endgame are now incomplete by definition: Vault VII extends the vault, the aspects extend the arsenal, and difficulty selection changes what a “safe route” even means. Start from the bosses & vault guide for the new ceiling, and the weapons & builds guide for how the aspects slot into a run.
