Campaign III: Twilight’s End & XBOX out now!

Greetings adventurers,
Are you ready to face your biggest challenge yet? Demeo x Dungeons & Dragons: Battlemarked ‘Campaign III: Twilight’s End’ is out now on XBOX, Steam, Meta Horizon and PlayStation!
Campaign III: Twilight’s End
Journey from the dwarven hold of Mithral Hall out across the Silver Marches, chasing the chaos as it spreads. Get ready to face an enemy whose ambitions threaten not only kingdoms, but reality itself.
‘Twilight’s End’ picks up the threads woven throughout ‘Embers of Chaos’ and ‘Crown of Frost’, returning to familiar lands now transformed by the consequences of the conflicts that came before.
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Nintendo Switch™ 2 and PICO versions of “Twilight’s End” will be released soon.


Included in the DLC
- More weapons
- New locations
- Several familiar locations reshaped
- A whole new range of monsters
- New bosses
- New one shot dungeons
- New dice
- New achievements

Local Co-op
Level up your IRL game night with local multiplayer – no DLC required! Gather around with ‘Couch Co-op’ using multiple controllers (on Steam and XBOX), or pass around a single gamepad with ‘Pass and Play’. Either way, the game keeps track of who goes next. Local Co-op is not available in VR.
More Game Updates
Apart from the new DLC, our team has also worked hard on some general game updates including:
- Improved enemy behavior: enemies will waste fewer turns and use some abilities more intelligently
- Improved companion behavior: wolves summoned with ‘Primal Companion’ are now better at following their summoner, won’t attack explosives or eggs, and are generally more reliable
- All players can now see status effects in the party view
- A bunch of bug fixes that can be found in the patch notes below

Battlemarked Is Now Available on XBOX
Demeo x Dungeons & Dragons: Battlemarked is now available on XBOX! Command your heroes, unravel sinister plots and party up with your friends regardless of platform. The base game and the DLC are available on XBOX Series X|S, XBOX on PC and XBOX Handheld!
BUY NOW ON XBOX!

Patch Notes
Version Number: 7.2.39817 / 7.2.39768 (PlayStation)
Features:
- Added a new campaign, “Twilight’s End”, as a paid DLC
- Added 3 new DLC exclusive dice pairs (Spectral, Cerebral, Planar Chaos)
- Added 3 new DLC exclusive piece baseplates (Spectral, Cerebral, Planar Chaos)
- Added 6 new achievements related to the new campaign
- Added a new dice pair for all players (Mithral Hall)
- [NonVR] Added Couch Co-op.
- Steam and XBOX have Pass & Play and multiple controller support
- Other consoles only have Pass & Play
- Improved behavior of non-player pieces.
- Enemies will waste fewer turns and use some abilities more intelligently.
- Wolves summoned with Primal Companion are better at following their owner, no longer see explosives and eggs as chew toys, and more reliably useful in general.
- Players on all platforms can now inspect status effects on heroes from the party view.
- Added description images to some settings.
- Added saving throws.
- When affected by a status effect that can cause your character to skip your turn such as Sleep or Stun, you now get to make a skill check to see if you recover early.
- [VR] [Quest] Added local anchor mode supporting proximity snap and axis rotation. Activating it creates a spatial anchor on the nearest scene mapped table, or if there’s none, at the current spot. Grab with one hand and drag to detach from the anchor and drag it back to attach. While attached, rotate it around by grabbing both hands.
- [VR] Added environment toggle setting to turn the surrounding apartment environment on or off.
Balance Changes:
WEAPONS
General
- A lot of weapons have had their description changed to better match their effects.
- When a weapon gives Bonus damage as a separate damage instance, that damage does not in most cases benefit from damage buffs such as Bardic Inspiration anymore. A weapon that increases the damage of a card or attack can still benefit from damage buffs.
Fighter
- Thought Render makes Battle Cry always apply weakened to enemies instead of having a chance to do so. It now also has a chance to confuse them.
- Battleaxe now has an increased chance to trigger.
Paladin
- Wyrmrage Hewer now applies a permanent damage bonus to Acid Breath. It also has a chance to return the card.
Druid
- Storm's Wake now has a chance to trigger instead of a permanent damage bonus.
Ranger
- Tomb Whisperer now applies a permanent damage bonus to elemental arrows.
Rogue
- Dual Daggers now apply a permanent damage bonus to Throw Dagger.
- Gambler’s Blade now has a lower chance of triggering but deals even more damage (2 -> 4)
TRAITS
General
- Unshakable presence has been reduced from 20% -> 15%
- Deflect Magic has been increased from 8% -> 10%
- Groundpound AOE range increased from 1 -> 2
- Endure's healing is increased from 5 -> 8
- Leap Cooldown reduced from 4 -> 3
Ranger
- Quick Dodge has been fixed. It accidentally had a 100% chance to reduce all damage on the first hit each turn but only a 20% chance to trigger the actual dodge jump. Now it has a 25% chance to trigger the dodge and reduce all damage for the first hit each turn. This was the intended behavior.
- Explosive Fire Arrow now gives an area of effect target marker and correctly ignites all tiles around the target (Only deals damage to the main target).
CLASSES
Ranger
- Primal Companion Wolf base HP increased by +3, from 9 -> 12 (12 -> 15 with Canine Spirit)
General
- Cleepto's Bazaar on the map now offers more cards, including class cards.
- Elves are now immune to Sleep.
- Thorny Vines duration on players has been reduced.
- Water Flask and Douse can now remove Acid and Oil from targets.
- Frozen is no longer removed on taking physical damage.
- Potions that were exclusive to Tasha's Bubbling Cauldron can now also be found in some chests and shops.
- All Skeletons now have a unique Pile of Bones that always transforms back into the same Skeleton that created it. The visuals have been updated to show what type of Skeleton a Pile of Bones will transform into.
Bug Fixes:
- Fixed inconsistency with achievement unlocking
- The Level Up achievement should now trigger correctly
- Fixed a bug where changing settings while in game would unmute you
- Improved the behavior of Banish to more consistently send targets out of sight.
- Fixed disconnect between visible and targetable tiles on certain levels.
- [NonVR] Fixed issues with the avatar view (accessed by holding the M key or clicking Right Stick) that allowed it to rotate at strange angles and at inconsistent speeds between devices.
- [NonVR] [Steam] Improved the screen resolution setting to work more reliably.
- Fixed a bug that caused some area of effect cards to have no effect on the caster unless directly placed on them.
- Fixed a bug where counter attacks could still hit even if the piece that triggered it was no longer in range.
- Fixed a bug where visual effects on heroes could vanish when advancing between dungeon floors.
- Fixed a bug where wolves tamed through a certain encounter would fail to be properly set as friendly.
- Improved the handling of bouncing projectiles.
- [NonVR] Improved the handling of teleporting back to the table when moving out of bounds.
- Improved the targeting logic of the Repeating Ballista to avoid trying to shoot dead or otherwise untargetable characters.
- [VR] Speech indicators are now tilt adjusted.
- Fixed a bug that caused the distance to big pieces to not be correctly calculated when determining if a piece was blocking an exit or not
- The Killer’s Momentum trait no longer triggers if the target is saved by Death Ward.
- Fixed a bug that could cause heroes to not be revived properly in certain cutscenes.
- The spinning dice on the dice unlock pop up can no longer spin out of view.
- [VR] The dice that pop up when you unlock them can no longer be grabbed out of thin air.
- [VR] [Quest] Colocation user experience improvements.
- [VR] [Quest] [HandTracking] Improvements to triggering locomotion.
- [VR] Fixed wrong offset on status icons in party view.
- [VR] Fixed placement and formatting of the forced skipped turn popup notification.
- Fixed some cutscenes where pieces would rotate oddly at the start of movement, such as walking backwards for one tile.
- Traits that grant additional card hand capacity could under specific circumstances stop working for a hero, preventing that hero from increasing the size of their card hand. This has now been fixed.
- Ladders should no longer stand straight up after a cutscene or encounter finishes
- Transformed pieces such as Wildshaped druids or Polymorphed characters could gain incorrectly configured status effects when reverting transformations under specific circumstances. This has been fixed.
- Fixed an issue in multiplayer where objects would sometimes briefly snap to a previous location when picked up by another player.
- Fixed an issue where proximity-based abilities (such as Pack Tactics) would sometimes ignore walls, allowing them to apply to pieces that were in entirely different rooms.
- Reduced the amount of time spent waiting between boss attacks.
- Wildshaped Druids should now trigger tile based encounters correctly no matter which parts of the piece overlaps the trigger
- Tidal Wave should be much more lenient regarding where you can play it. It no longer requires the target area to have all tiles be valid, the epicenter should be enough.
- Fixed an issue where spam-clicking the Continue button on an encounter dialogue popup could sometimes lead to a softlock.
- Improvements to networked avatars.
- Fixed potential clipping with card hand when receiving cards.
- Fixed Combat Magic trait.
- Spike Growth tiles no longer expand when coming in contact with Electrified Water tiles.
- Fixed visual inconsistencies with hit point bars, such as an issue where Charmed creatures could sometimes show the wrong bar color or one that sometimes made the bar animate as if from full when already hurt.
- Performance improvements when hovering talkable NPC’s using gamepad.
- Fixed issue where the “auto-advance dialogue” toggle could sometimes become unresponsive.
- Fixed multiplayer bug that sometimes would cause two exit keys to exist at the same time.
- Fixed bug that would cause stationary objects such as ladders and doors to be shunted if they overlapped with regular combat pieces
- Fixed an issue where being in Stealth when you become Frozen would cancel both. Instead, you now lose Stealth when Frozen applies but remain Frozen. (It’s hard to be sneaky in a block of ice.)
- Fixed an issue where being afflicted with Acid or Burning when you gain the Ice Troll Heart status effect would cancel all of them. Instead, you now lose Acid and Burning when Ice Troll Heart applies but keep the Heart status effect.