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Interface Overhaul

4 Aug 2026·3 min read

A real home screen, enemy inspection in battle, a rebuilt info panel, per-character effects, and readable character pages.

A pass over the screens you actually spend time in. Nothing about combat itself changed — every number, kit and ruling is exactly where it was.

A Home Screen, Not a Menu

The main menu was seven identical buttons that told you nothing. It's now a hub:

  • Your stamina, gems and coin are visible the moment you land
  • MAIN STORY shows the chapter you're actually up to next
  • WORLD BOSS and GACHA show the current boss and the live banner
  • Modes are sized by importance instead of all looking the same

The top navigation bar also now lists every mode. World Boss, Gacha and News were previously unreachable from any page except the home screen — that's fixed.

You Can Inspect Enemies Now

Tap any enemy in battle to see their full details — stats, active effects, ult gauge, complete kit. Previously this only worked for your own team.

Tapping a unit now always means "inspect", on both sides. Focus-firing an enemy moved to its own ◎ button on the enemy's card, so the two actions can't be confused. Marking a target is still optional — unmarked attacks pick a living enemy at random, same as before.

Rebuilt Character Info Panel

The in-battle info panel used to be one long scroll where you'd see about a third of a character at a time. It's been rebuilt to fit on one screen:

  • Stats sit over the character's artwork instead of beside a thumbnail
  • HP, active effects and ult gauge come first — the things that change
  • Skills moved into tabs, each showing that skill's own art
  • Your team's roster and the enemy roster each have their own shortcut

HP numbers now show directly on the battle cards, so you don't have to open anything to read them.

Every Character Hits Differently

Impact effects used to be a generic coloured ring for all but five characters. Every character now has their own: Killua and Seris crack with lightning, Diane and Mustafa shake the ground, Siddiq blooms, Sara leaves spectral paw marks, Meliodas trails demonic haze, Molvarr corrodes.

Ultimate cut-ins now show that ultimate's own artwork instead of the character's portrait, so each one reads as its own move.

Character Pages Read Like Pages

Archive entries were a stack of boxes inside boxes. They're now laid out as documents, matching these patch notes:

  • Each skill gets a heading and a rank table — R1/R2/R3 side by side with their damage multipliers, so you can see exactly what a merge buys you
  • Skill type and mechanics are listed under the name
  • Passives and the damage preview follow the same layout
  • Multi-phase bosses get the same treatment, per phase

Kit Preview Replaces Damage Preview

The table at the bottom of a character page only ever spoke about damage. Support skills showed "1 damage" and nothing else — Mustafa's Fortress, a team-wide damage-reduction stance, told you nothing at all.

  • Support skills now state their actual effect: "Damage taken −60% (2 turns)"
  • Heals show the amount healed in the result, not buried in a footnote
  • Passives are listed, with the condition that triggers them
  • Multi-phase bosses show every phase — Molvarr's second phase was missing entirely
  • Rank-gated effects only appear at the ranks where they actually apply

Growth Moved

The level and ascension controls used to sit permanently expanded on every character's archive page — including characters you don't own and enemies you never will. They're now behind a Growth button that only appears for characters you actually own.

Fixes

  • The Preview training dummy no longer dies partway through — it now has enough health to survive anything you throw at it, so you can try a character's full skill set and ultimate in one session
  • The battle log is now grouped by turn and collapsible, showing exactly what hit what for how much, with crits, dodges and knockouts marked
  • Ability descriptions, damage previews and every combat rule are unchanged