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Steam announcementView the game on SifterOctober 9, 2026

Possess Your Senior Sisters and Duel!

I've just read three reviews. Some of the complaints made me smile, and some of the suggestions were very fair. Reading them together also made one thing clear: having a feature in the game doesn't help much if new players can't find it or understand how to use it. That needs work.

This update improves the default deck, tutorials and card previews. It also adds safeguards for card-delivery commissions and clearer explanations when a deck fails validation. Here's my response to the main concerns.

A little joke before we start: no need to play hard to get, or leave a negative review just to catch my attention and get something fixed 😂. Tell me what's wrong in the community group and I'll follow up just as quickly. Feedback is welcome, and problems I can reproduce are much easier to fix.

1. Gift codes in a paid game

Some gift codes are already shown in the game. Other bonus codes are mainly available through the community group or by following the creator. You don't need to go hunting all over the place. These are optional extras, so you can simply skip them if you don't like the way they're claimed.

The main purpose of the group is to help players discuss strategies, share decks and copy each other's deck lists. You can also send screenshots, saves and steps to reproduce a problem, which helps me find and fix it faster. Joining the group isn't required for normal play.

Official QQ group: 959729548. After joining, open the Group Announcements to find the group gift code, then enter it in the game. For gifts whose codes are already displayed, just enter the displayed code to claim them. Other clearly explained claim methods remain unchanged.

2. Heavenly Spirit Root, story difficulty and cultivation

“Other Foundation Establishment cultivators have 5 Spirit Energy, while the protagonist only has 4. What makes his Heavenly Spirit Root so powerful?” That's a fair question, and the earlier explanation wasn't clear enough.

Its strength is the final cost reduction of 1: a 1-cost card can become a 0-cost card. The advantage comes from low-cost combinations and playing several units in succession, rather than simply having a larger Spirit Energy number. A 0-cost card lets you keep playing without spending Spirit Energy, although you still need cards in hand and space on the field.

The deck editor already had a Starter Deck button, but some players didn't know it could generate a recommended build. That same 30-card Biyun Mountain starter build is now the default deck for new players. You can use it from the beginning without having to discover the button first. It focuses on low-cost units, growth and evolution, with combinations you can play even at 3 Spirit Energy. It can be used to challenge enemies at higher cultivation levels, though the outcome still depends on your play order and opponent.

The tutorial now explains the Heavenly Spirit Root's cost reduction and demonstrates a regular evolution using Little Spirit Bamboo Guardian and two Herb-Gathering Spirit Children. When the Guardian reaches 10 HP, it evolves into Guardian Deity of Biyun Mountain, showing how a low-cost combination can bring out a high-cost unit. Xie Shuangzhu's dialogue after the tutorial also explains starting Spirit Energy, cultivation growth and the Heavenly Spirit Root's advantage.

Card battles are still the core of the game. Early on, you can practice against your senior sisters at Foundation Establishment or Golden Core difficulty to learn your deck, and take sect commissions to build up resources. The match-three meditation game is one way to cultivate. I don't want players to feel that repeatedly playing match-three is the only way to advance the story.

The expensive EXP pills in town are mainly intended for late-game players with plenty of Spirit Stones who want to push toward higher cultivation levels. They aren't a required early-game purchase. This update doesn't change their prices or cultivation rewards; the focus is on the starting deck and clearer guidance.

3. Small cards, hard-to-find details and fullscreen

Thank you for the kind words about the artwork, and for describing the readability problems so clearly. The small cards on the battlefield are mainly there to show costs, stats and the board state. Full effect text is available in the detail view. If a first-time player finds the text hard to read and can't find that view, the controls and prompts aren't clear enough. Players shouldn't have to figure that out alone.

The PC version now has a borderless fullscreen option. Holding a unit card still for one second reveals the Details button and hides the attack prompt so it doesn't cover the button. Releasing a long press won't accidentally attack.

Shared card-selection windows for revival, graveyard retrieval and deck searches now support a one-second hold to preview the card's effects on the right. Releasing a long press doesn't confirm a target; a short click or tap, followed by release, does. A “Hold 1 second to view card effects” hint has been added at the bottom left. The search panel has also moved slightly to the right, with space reserved for the preview's page buttons.

Unit cards have ATK and HP, while spell cards don't. Rarity is also marked at the top right. But whether those differences are easy to recognize at a glance depends on the actual experience. I've noted the suggestions for thicker borders, stronger color distinctions and more space between cards. This update doesn't redraw the borders or change battlefield card spacing; it addresses fullscreen, access to details and accidental selections first.

The problem where card-delivery commissions could leave a new player with fewer than 30 cards has also been fixed. Deliveries only use spare copies, keep at least three copies of each card, and protect the quantities used by saved decks. The commission screen now shows how many cards can actually be submitted, rather than treating the entire collection as disposable. If there aren't enough spare cards, it explains why and doesn't remove cards or award the commission rewards.

When confirming a deck, the editor now lists specific problems: how many cards are missing, which cards exceed a limit, and which cards or artwork variants aren't available in sufficient quantities. Even with fewer than 30 cards, you can cancel and return to collect more cards instead of being trapped in the editor. An invalid deck still can't be confirmed for battle.

The sect-construction upgrade previously called Sparring Bonds has been changed to Trial Bonds. Purchased upgrade levels are retained, but it now increases base Affection rewards from Sister Trial battle nodes. It no longer gives that bonus in ordinary sparring. The existing Trial Unity bonus remains in place.

I'll keep checking other player reports too. For character-related problems, please include the character's name, where the issue happens and a save file if possible. Confirmed fixes will go into the update notes; unfinished changes won't be listed as completed.

Thank you to everyone who takes the time to explain what's wrong. You bought the game to enjoy it. If something feels awkward or frustrating, please say so, and I'll keep working on what I can fix.

CURRENT AND RECENT UPDATES

1. New players now start with the deck editor's recommended 30-card Biyun Mountain build. Initialization supplies enough copies of the required cards.

2. Custom decks in existing saves are preserved. Existing players can use Starter Deck in the editor to generate a recommended build from the cards they own. Export your current deck through the sharing feature first if you want a backup.

3. Search and graveyard-selection panels have moved slightly right, leaving space for the card preview and its page buttons.

4. Added a saved borderless fullscreen setting on PC.

5. Holding an on-field unit still for one second reveals the Details button and clears the attack-target prompt.

6. Shared selection windows for revival, retrieval and searches now offer right-side previews on a long press. Long presses don't select; short clicks or taps confirm on release.

7. Added Chinese and English long-press instructions to card-selection windows.

8. The tutorial now explains the Heavenly Spirit Root's final cost reduction and demonstrates the advantage of reducing a 1-cost card to 0.

9. Added a regular-evolution tutorial using Little Spirit Bamboo Guardian and two Herb-Gathering Spirit Children, showing the evolution into Guardian Deity of Biyun Mountain at 10 HP.

10. Added post-tutorial dialogue from Xie Shuangzhu about starting Spirit Energy, cultivation growth and the Heavenly Spirit Root's advantage.

11. Spring-Budding Spirit Bamboo now gains +1/+1 each turn. When healed or given HP growth by a spell card, it gains +1 ATK.

12. Deck confirmation now provides a paginated problem list covering missing cards, individual and same-name copy limits, fusion restrictions, insufficient inventory and artwork variants. Adding a card at its limit also identifies the card and limit.

13. Canceling the deck editor returns you to the previous screen. Invalid decks still can't be confirmed for battle.

14. Card-delivery commissions only consume spare copies with default artwork. They retain at least three copies of each card, protect all saved decks and keep at least 30 cards in the collection overall. Alternate-art copies aren't automatically submitted.

15. Delivery windows show the number of cards available to submit. Insufficient quantities cause no deduction. If a deduction fails, inventory and decks are restored and no rewards are granted.

16. The group gift now explains the steps: join the group, open Group Announcements, find the code and redeem it in-game. Gifts with displayed codes explicitly say to enter them directly. Other clear instructions are retained. Gift codes, rewards and claim conditions are unchanged.

17. Sparring Bonds is now Trial Bonds. Existing upgrade levels are retained. It increases base Affection from Sister Trial battle nodes instead of ordinary sparring. The existing Trial Unity effect is preserved; encounter nodes receive no additional Affection.

Note: This update doesn't change story-enemy difficulty, EXP pill prices, cultivation rewards or rarity-border artwork. Apart from the card and tutorial changes listed above, battle-resolution rules are unchanged.

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SHORT RESPONSE TO THE FIRST REVIEW

Thanks for the feedback. Some gift codes are already displayed in the game; others are optional bonuses available through the group or by following the creator. You don't need to hunt around for them, and you can skip them if you prefer. The group mainly helps players discuss and share decks and report problems. The group gift now clearly explains that you should join QQ group 959729548, check Group Announcements for the code and enter it in-game. Hopefully that saves some unnecessary searching.

SHORT RESPONSE TO THE SECOND REVIEW

I've read your concerns about the early-game experience. The Heavenly Spirit Root's strength is its final cost reduction of 1, which turns 1-cost cards into 0-cost cards and allows you to play units in succession. That wasn't explained clearly enough. The tutorial and dialogue now explain it, and the recommended low-cost starter build is now the default deck for new players, so players who miss the Starter Deck button don't have to struggle through the story with an unsuitable build. Early resources are also available through senior-sister sparring and sect commissions. The expensive EXP pills are mainly for late-game cultivation, and their prices haven't changed in this update. Thanks for explaining where you got stuck; I'll keep adjusting things based on how they actually play.

SHORT RESPONSE TO THE THIRD REVIEW

Thanks for the detailed suggestions, and for the kind words about the artwork. PC now has borderless fullscreen. Holding a field unit for one second reveals its Details button and hides the attack prompt. Revival and search windows also have right-side long-press previews and instructions, without selecting a card by accident. Unit stats and rarity markers were already present, but your concerns about hard-to-find details and small-card readability are useful. I've noted the border-color and spacing suggestions. This update improves access to card information; it doesn't count those artwork changes as finished. You're welcome to give it another try later.

ADDITIONAL RESPONSE: CARD DELIVERIES AND GETTING STUCK IN THE DECK EDITOR

This was a real gap in the card-deduction safeguards, and it has been fixed. Deliveries now take only spare copies, leave at least three of each card and protect the quantities used by saved decks. If there aren't enough cards to submit, you'll get a clear explanation instead of losing cards and then being told to assemble a 30-card deck. The editor also lists how many cards are missing and which cards are restricted, and you can cancel to return. Thanks for reporting it.

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.