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
anyin 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.