v2.3.0

From BossRush Wiki

Release Date

  • 2026-09-03

Main Theme

  • A mode where you never step onto the field: in the Black Market Duck Cup you play the manager — sign two fighters, read the odds, place your bet, call one order per match, and let them do the rest.
  • The mod has a story now: the Duck King Campaign strings five existing modes into a six-chapter investigation, and finishing chapters unlocks facilities in the Arena Backyard.
  • There is more to do at base: raise cubs at the Relic Nest, farm and display trophies out back, and read a new issue of the Duckov Daily every in-game day. The time between runs is no longer just restocking.
  • More reasons to hunt Bosses: the Duck Emperor Codex records every Boss you personally kill, Affix Forging changes how your gear behaves rather than just its numbers, and runs now throw timed events at you.

New: Black Market Duck Cup

  • A new mode. Bring one BossRush ticket and take the new "Black Market Duck Cup" option next to "Boss Rush" at base — no mode-specific item required. The ticket is refunded if entry is turned away.
  • You don't fight. From five tryout candidates you sign a starter and a substitute, and they play out six matches for you. Match six is the final.
  • Before each match you read the board: the enemy lineup is already locked in, and the odds convert the public strength gap into x1 through x5.
  • You get virtual chips to bet with, 0 to 2 per match. Winning pays out by the odds and adds candidates to your gear reward.
  • The brief gives you one free scout per match: pick one of four reveals about the enemy. What it uncovers folds into the public summary, so it moves the odds too.
  • Your only action mid-fight is ringing the bell — lock in one order before the match, then call it once.
  • A downed fighter gets injured; an injured fighter who goes down again retires for good. Benching them for a match lets them recover instead.
  • This mode lets you stake real items from your warehouse, and losing forfeits them permanently. The entry page keeps that warning on screen.
  • Winning puts your champion in the Hall of Fame: persistent across seasons, exactly 32 seats, and the thirty-third arrival pushes the oldest out. The season wrap-up page lets you browse it.

New: Duck King Campaign

  • The mod's first story campaign, taken from the Campaign Board you build at base.
  • Six chapters send you to the Standard Arena, From Scratch, Faction War, Blood Hunt and Zombie Mode for special objectives, then to a final showdown in the arena against the Shadow of the Champion.
  • Objectives track themselves while you play the mode normally. Nothing extra to activate.
  • Each delivery pays a reward and hands you a piece of evidence, which is filed into the game's own notes index.
  • The first three chapters each unlock one Arena Backyard facility.

New: Arena Backyard

  • Three base facilities, unlocked one at a time by the first three campaign chapters.
  • The garden plugs into the game's own farming system, and the three custom Bosses drop the matching seeds.
  • The trophy showcase registers gear you've earned. Registering does not take the item away — the bonus comes from having beaten it.
  • The jukebox adds mod battle tracks to the base playlist.
  • Adds three seeds and three raid meals. You eat a meal at base and the effect applies to your next run, then clears at the end of it.

New: Relic Nest

  • Killing a Boss has a chance to drop a relic egg, and always yields souls — bank enough of one bloodline and you can condense an egg of exactly that Boss.
  • Hatching locks in talents, temperament and colour variance all at once. No rerolls.
  • You can bring one cub per run. It fights alongside you and gives you an extra scavenging bag. While you're on the field it can't die — it only withdraws wounded and carries a scar out of it.
  • The disaster expedition is the only place a cub is truly at risk: three destinations, three risk tiers, and the death rate is printed on the button before you commit.
  • The Relic Museum tracks the bloodline index, taming achievements, and a memorial for cubs lost on expedition.

New: Duck Emperor Codex

  • A Boss collection book that keeps its own records. Buy one from the base shop and use it from your bag — using it doesn't consume it.
  • Records total kills, the date you first met each Boss, which mode you first killed it in, and your fastest kill.
  • Almost every mode counts, including Bosses you happen to kill on vanilla raid maps. The Black Market Duck Cup is the one exception - you never step onto the field there, so those kills are not yours.
  • Only kills where you personally dealt the finishing blow count. Companions, pets and environmental damage don't.
  • Reaching collection milestones unlocks achievements and pays out rewards.

New: Affix Forging

  • Talk to the Goblin and pick "Affix Forging" to spend a forge stone on a random affix for a piece of gear.
  • Reforging changes numbers; affixes change behaviour — explode on kill, leech on hit, reflect damage from armor.
  • Twelve affixes across three tiers. The cursed tier is powerful, and every one of them charges you for it.
  • How many affixes a piece can hold depends on its rarity, and you can lock the ones you like before rerolling.
  • Forge stones come from the Goblin's shop and from Boss drops.

New: Random Events

  • Things now happen mid-run: an airdrop slams down, a blood moon rises, money falls out of the sky, or a Boss that has no business being there walks in.
  • Eight events in all, each announced by a banner, each on a timer that ends it automatically.
  • Different from mutators: mutators are rolled at run start and last the whole run; events happen partway through and expire.
  • They only fire in Standard BossRush, Infinite Hell and From Scratch, and only one runs at a time.
  • The Boss from "Uninvited Guest" does not count toward the current wave, so you can ignore it and still progress.

New: Duckov Daily

  • Build a mailbox at base and a new issue arrives every in-game day, writing up what you did yesterday.
  • Each issue carries the front-page story, yesterday's numbers, a daily bounty, weather and gossip, and a check-in wall.
  • One bounty per day. Completing it is announced in the next day's paper and pays out automatically.
  • Check-in runs 30 days per issue, with high-quality prizes on milestone days. Missing a day resets the current issue's progress.
  • All prizes go to the courier's pending list rather than straight into your bag.

Improved: Music and Interface

  • Boss fights now have looping battle music and victory stingers, and the tracks are available on the jukebox. Tracks are driven by a playlist file, so swapping the audio files swaps the music.
  • Panels, buttons and cards now use a replaceable interface skin, and fall back automatically if the skin files are missing.

Changed: Content Systems No Longer Need Enabling

  • The Relic Nest, Duckov Daily, Duck Emperor Codex, Affix Forging, Random Events, Duck King Campaign, Arena Backyard and Black Market Duck Cup are now on by default, and their master toggles no longer appear in the settings screen.
  • Old saves that still had them switched off are corrected automatically, so you won't end up with a system installed but unreachable.
  • Tuning options are unaffected — the random event frequency tier and the backyard's skip-unlock toggle are still there.

Fixes

  • Fixed mod-spawned enemies being silently switched off once you moved far away, which left waves that could never finish. This was the single biggest cause of stuck waves.
  • Fixed deaths of enemies outside the current wave — intruding event Bosses, From Scratch Bosses — counting toward wave progress and causing skipped or early-finished waves.
  • Fixed airdrop crates expiring while you still had them open, taking everything you hadn't picked up with them.
  • Fixed the Skyburner Dragon Lord never dropping Affix Forge Stones. It was the only one of the three custom Bosses missing that roll; it now drops them at the same rate as everything else.
  • Fixed broken achievement chains and a silent ending in Fate Echo, and added a way to abandon a run partway.
  • Fixed the faction assignment of enemies spawned in From Scratch, and a failure to initialize Faction War's roaming merchant.
  • Fixed movement behaviour under Blood Hunt's bloodfire state, and added a kill reward prompt.
  • Fixed the portable safe zone in Zombie Mode behaving inconsistently between combat and preparation phases.