The full patch notes for Backpack Battles patch 0.9.4 on April 5 are below:
Hi everyone, We released Backpack Battles exactly 4 weeks ago, and we can say that it's been a massive success! The game means a lot to us, and we will continue to make it the best game we can 🤍 Today we have some more experimental changes for you! This patch adds badges, which are unique items that can be found at any point during a run, but have an especially high chance in the first round (25%!). They are designed to add variety and give you runs that otherwise would be impossible. We add 6 badges, and all of them alter which class items you have access to. Let’s all test this out, and see how we like it. It is to be expected that we adjust the frequency, and if we all decide we like the feature, we will probably add more badges as well.
Also, we are having a poll on Discord and in our Chinese community. So far, there are 3 main takeaways for us:You guys want a high variance class - so the Adventurer will be made to cover this!You want more Uniques - so we will keep adding those!And you want more items in the base pool - which we already started designing!
Balance-wise, Ranger, Reaper and Berserker seem even. Pyromancers still perform very well, but the gap isn’t large, so we will adjust very carefully. The goal of this patch is to lift up the subclasses and items that don’t see a lot of play yet. We will continue with weekly patches until we feel like every subclass is viable in some situation! - Dorothea and Mario
Backpack Battles Update Apr 5 0.9.4 New Content
ADDED 6 UNIQUE BADGES - They can appear in every round, with an increased chance of 25% in round 1. You cannot obtain a Leaf Badge as a Ranger etc.Leaf BadgeSkull BadgeFlame BadgeWolf BadgeRainbow BadgeStone Badge
Backpack Battles Update Apr 5 0.9.4 Balancing
Base Unique chance is increased to 3% (old Uniques can still only appear from round 4 onwards) Balance relevant fix: Shields did not remove stamina when the opponent had less than the amount that should be removed, missing chances to remove stamina. Reduced Block chance to 30% to compensate (keep in mind this is hard to predict and might require more adjustments in the future)
NeutralBurning Torch: Damage 2-4 -> 2-3, Heat required for bonus scaling 8 -> 12Eggscalibur: Cooldown 1.5s -> 1.6sSteel Goobert: Block 16 -> 14Impractically Large Greatsword: Buffed stamina usage 3 -> 2.5, buffed cooldown 3s -> 2.5sFancy Fencing Rapier: Cooldown 1.5s -> 1.4s, stamina cost 1.0 -> 0.8Fanfare: Cooldown 4.5s -> 4.0sHealth Potion: Heal 11 -> 12Strong Health Potion: Heal 18 -> 20Vampiric Potion: Life steal 10 -> 12Platinum Customer Card: Unique chance 10% -> 15%Heart Container: Health bonus 80 -> 90Heart of Darkness: Health bonus 80 -> 90Gloves of Power: Block 4 -> 5Stone: Cooldown 3.5s -> 3.2s, Block removal 3 -> 4Protective Purse: Block 7 -> 8Pineapple: Heal 3 -> 4Thorn Whip: Cooldown 2.4s -> 2.2s, stamina cost 2.4 -> 2.2Bloodthorne: Cooldown 1.7s -> 1.6s, stamina cost 1.8 -> 1.6Hungry Blade: Cooldown 1.7 -> 1.6, damage +1Pandamonium: Damage +2Hero Longsword: Damage +1Falcon Blade: Damage +1Lightsaber: Damage +1Magic Staff: Damage +1
PyromancerBurning Sword: Damage -1Draconic Orb: Cooldown 3.0s -> 3.5sSun Armor: Heal 17 -> 15Obsidian Dragon: Heat required for bonus attack 22 -> 26Dark Lantern: Debuffs per Dark item 6 -> 7Molten Dagger: Damage +2Molten Spear: Block removal 4 -> 5, bonus damage 3 -> 5Flame Whip: Heat 3 -> 4, cooldown 1.7s -> 2.0sStaff of Fire: Damage +2
BerserkerBrass Knuckles: Cooldown 2.0s -> 2.1sChain Whip: Cooldown 2.3s -> 2.1s, Stamina Cost 2.3 -> 2.1Deerwood Guardian: Battle rage bonus duration 0.5s -> 0.6sWolf Emblem: Empower requirement 5 -> 3Elephant Rune / Badger Rune / Hawk Rune: Cost 5g -> 4gDragonskin Boots: Block 8 -> 12, Cold resistance 25% - 20%Busted Blade: Bonus damage per Empower 4 -> 5Forging Hammer: Cost 6g -> 3g. If you sell your Forging Hammer or have a Wolf Badge or Rainbow Badge, you can now find it again in the shop.
RangerBig Bowl of Treats: Trigger twice chance 25% -> 20%, Food speed bonus 5% -> 10%Yggdrasil Leaf: Heal 8 -> 10Piercing Arrow: Block removal 5 -> 8Fortuna’s Hope: Luck chance 60% -> 70%, accuracy 85% -> 100%Belladonna’s Shade: Inflict chance 70% -> 60%, Poison 1 -> 2Belladonna’s Whisper: Damage required to generate Poison 9 -> 8Tusk Piercer: Start of Battle Spikes 2 -> 3Carrot Goobert: Empower Duration 4s -> 5s
ReaperSnake: Cooldown 2.2s -> 2.6sMiss Fortune: Cooldown 2.0s -> 1.8sCauldron: Now heals 12, gains 4 Mana or 3 Heat, has “Magic” typeThe Fool: Cost 5g -> 4gJimbo: Cost 6g -> 5gStaff of Unhealing: Heal +1Ruby Chonk: Damage +2Reworked Nocturnal Lock Lifter: No longer lifesteals through Poison, increases weapon lifesteal based on Vampiric items nowMrs. Struggles: Now triggers 10% faster for each * Dark item, cooldown: 3s -> 3.5sStrong Demonic Flask: Now also triggers when you fall below 25% health
Backpack Battles Update Apr 5 0.9.4 Other Changes
Improvements to item trigger order, nothing should work based on buy order now, identical trigger conditions either have a static priority (Dark Lantern triggers before other reincarnates) or are randomizedDjinn Lamp now shows the used buffs as “used” in the logThe game now supports rich presence, so you can see what your Steam friends are doing in the game
Backpack Battles Update Patch Notes 0.9.2c Mar 25 Balatro Bundle
That’s everything in the balance adjustment update 0.9.4 on April 5 for Backpack Battles on Steam PC.


