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Kingdom of Ashes - Day & Night

About this game

** TWO SKIES. ONE BLADE OF LIGHT, ONE OF SHADOW. CHOOSE YOUR HOUR.**

Day & Night is a standalone expansion built around a single up-front choice and a single rising tension. Every new run you pick your hour — **Day**, **Night**, or **Random** — and the whole run bends to it. Then every fight you're filling two opposed charges: a **Light** bar fed by holy cards and a **Dark** bar fed by shadow cards. Cross a cap and it spills into power. Cross *both* in one turn and the sky goes dark at noon.

Toggle it on from the title screen and the duality spreads everywhere: new cards, relics, and enemies mix straight into the base game's reward pools. Toggle it off and the game is exactly as it was. Your call, every run.

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CHOOSE YOUR HOUR — Day, Night, or Random

Before the first card is drawn, you pick how the run is lit:

- **☀️ Day** — start armored and healing harder, your Light bar primed to spill sooner. The endure run — Light races, so you pump Dark to line up an Eclipse.

- **🌙 Night** — hit harder and draw deeper, your Dark bar primed to spill sooner, but you fight on thinner HP. The race run — Dark races, so you pump Light.

- **🌗 Random** — tilt deck-building toward higher-tier cards — but your hour re-rolls *every fight* and stays hidden while you draft, so you build blind. Trade control for loot.

One choice, a whole new run shape — and a reason to come back as the other.

ECLIPSE CHARGE — fill past the brim

Holy cards fill the Light bar, shadow cards fill the Dark bar, each capped at 12. Cross the cap and the bar **spills**, pouring its stored value into an effect — then keeps the remainder, so your tempo never resets to zero. Two spills, two answers:

- **Daybreak** (Light) — Protection, a heal, a card, and a cleanse. The outlast button.

- **Nightfall** (Dark) — a multi-hit barrage plus Bleed, biting hardest into the wounded. The break-them button.

Bank the bar, read the turn, spill on the beat that matters.

ECLIPSE — when both skies break at once

Spill **both** bars in the same turn and Light and Dark collide:

- **Eclipse** — a burst of damage and durable Protection, a fresh hand, a permanent jolt of Strength, and the enemy struck **Blind**. Both bars reset; the engine begins again.

Double-spill is the payoff you build a whole deck toward — the moment the two heroes' schools become one.

NO SAFETY NET BUT TIMING

Overfilling never burns your health — the cost is opportunity, not HP. But you don't fight in a vacuum: enemies **drain** your Light, **flood** your Dark, and **stoke** your bars to force a wasted spill at the wrong moment. Reading their intent against your two bars is the whole game.

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TWO NEW HEROES — their cards, no one else's

Day & Night adds two playable characters — one of the light, one of the dark — and a pool of cards

**exclusive to them**, never handed to the base roster.

- **Dawnbringer Sol** (Holy) — a radiant ward-engine. Pour Light into Protection, stand behind a reflecting wall that turns every blocked blow back on the attacker, and outlast anything.

- **Duskblade Vesper** (Shadow) — a swarming assassin. Ramp Dark fast off a discounted opener, then chain Nightfalls that pile on extra strikes the more wounded the foe — an accelerating kill.

Each hero has 20 signature cards locked to them alone, on top of the shared Day & Night pool the two of them draft from.

WHAT'S INSIDE

- **A run-defining choice** — **Day / Night / Random**, a run-wide modifier bundle picked at the start of every run, applied to *any* hero you play.

- **50 new cards** — 20 Common · 16 Rare · 9 Legendary · 5 Legendary+. A 10-card shared pool plus 40 signature cards split across the two heroes. Costs spread 0–3 mana (Legendary+ at 4), effect budget scaling with cost. Built on the existing Holy and Shadow elements — no new element to learn.

- **4 relics** — from the **Twin Lantern** that cross-fills both bars into easy convergence, to the unique **Eclipse Glass** that doubles your first Eclipse every fight.

- **7 new foes** — 3 normals, 2 elites, and 2 bosses that hunt your charges:

- **Glimmerleech · Duskmoth · Nightjar** — normals that bleed your Light dry, flood your Dark off-beat, or heal whenever you spill carelessly — so bar tension is in every fight, not just the big ones.

- **The Unsetting Sun** — a Light-side wall that gifts you Light and starves your Dark. Balance both skies to break it.

- **The Long Night** — a tempo race that feeds on your Eclipses. Burst it down before its fury peaks.

BUILT TO FIT

- **Standalone** — no other DLC required; completes a trio with the Scorching Region and Overflow.

- **On/off any time** from the title screen — never mid-run, so nothing orphans.

- **Mixed in everywhere** — DLC content drops into base reward pools, not walled off behind a new map region.

- **Same progression** — DLC enemies grant ash and character mastery exactly like the base game. No separate grind, no second meta track.

- **Save-compatible both ways** — turning the DLC on or off never rewrites a save.

At dawn the light gathers; at dusk the dark deepens. Hold both to the breaking point — and meet the hour you chose.

Kingdom of Ashes - Day & Night

Day, Night, or Random — choose every run. Fill the Light and Dark charges, then spill them: Daybreak to outlast, Nightfall to break, align both for Eclipse. 2 new heroes, 50 cards, 4 relics, 7 foes. Hold both to the brink.

Developer

ArcadeDeck

Publisher

ArcadeDeck

Release Date

24 July, 2026

Platforms