← News
Update

The Story So Far

1 Aug 2026·2 min read

A full recap of everything Toll has grown into so far — roster, combat, story mode, world boss, and more.

Toll started as a small combat prototype. Here's everything that's shipped since — one place to catch up if you missed an update, or just want the full picture.

Roster

  • 18 playable characters, each with a full kit (skills, ultimate, passive)
  • Guest crossover trios: the Seven Deadly Sins (Meliodas, Ban, Diane) and Hunter x Hunter (Gon, Killua, Leorio)
  • Every character has custom-generated art, including a full 56-piece set of per-skill art
  • Type advantage, evade, and status mechanics (Shock and more) layered on top of the base kit system

Combat System

  • Turn-based battle engine with a full deck-draw and card-merge system
  • Sub (bench) units with format-based rules and turn-start promotion
  • Multiplicative stat stacking for all buffs/debuffs — effects always combine predictably, never overflow or zero out
  • Substats: Crit Damage, Recovery Rate, Lifesteal, and Crit Resistance, wired into every relevant roll
  • Live passive status icons on character cards, so buff stacks and cooldowns are readable at a glance

Story Mode

  • Dokkan-style story mode with multiple playable parts
  • Boss encounters with their own phase-transition mechanics and dedicated art
  • Character Archive with full kit details, tags, and glossary footnotes for every keyword

World Boss & Progression

  • Character leveling and ascension, with a dedicated Profile page
  • Stamina system (120 cap, regenerates over time)
  • World Boss encounter: fight Molvarr for materials, Training Manuals, and coin
  • Mid-session progress now syncs to your account automatically — no more waiting for next login

Battle Presentation

  • Single-viewport HUD redesign with a "Balanced Stack" layout
  • Battle cinematics: lunge/impact VFX, ultimate cut-ins, phase-break flourishes
  • Rank-based card frames, enemy target reticles, and an inline substat drawer
  • In-progress battles now survive a page reload

Under the Hood

  • Full TypeScript coverage across the codebase, zero any in app code
  • Accessibility pass: touch targets, aria-labels, focus states
  • Performance pass: lazy-loaded animations, reduced bundle weight
  • This News page — where all future updates will be posted

Thanks for playing. More to come.