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Commune: Heroes Voices
UPDATE

Sep 26, 2026

Commune: Heroes Voices

Greetings, Masters. Before they step into the depths, your heroes are more than just stats, levels, and gear. They carry memories, burdens, and wills of their own. Today, the silence breaks. Hero Commune is live. You can now speak directly with your heroes from the dimension lobby whenever they are resting between expeditions. Under the new COMMUNE tab in the hero interface, you can engage in direct dialogue with your warriors: Unfiltered Thoughts: Ask them anything—whether they are ready to lead the party, who they trust as a companion, or what they left behind in the world before. Living Persona: What they decide about themselves stays true for them—both here in the lobby and deep inside your future expeditions. Interference Cost: Conversations consume 1 Interference Point (IP) only when the hero responds to your words. What would you ask them first?

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Milestone: 10,000 Expedition Rounds
EVENT

Sep 21, 2026

Milestone: 10,000 Expedition Rounds

Across 330 dimensions and 1030 unique summoned heroes, Masters have guided their parties through ten thousand rounds of combat, exploration, difficult choices, and unexpected heroics—each narrated live and resolved against the game’s evolving state. The cost of glory: 265 heroes have fallen and embraced the arms of the Goddess. Thank you to every Master who has helped build this world alongside us. From our first expedition to our ten-thousandth round, your parties and their stories have shaped Taonere.

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Patch Notes 0.5 — The Daily Dungeon
PATCH

Sep 10, 2026

Patch Notes 0.5 — The Daily Dungeon

Greetings, Masters. The Dungeon opens today, and the tower it sits beside has been rebalanced from the creature up. THE DAILY DUNGEON A run a day, separate from your expeditions and resolved on the spot. No Arbiter, no interference points, no waiting on prose, no permadeath — a branching map of doors, and you pick your way down. Every door is a choice with a price. A regular fight is a pack. An elite is fewer, heavier bodies and worth the detour. The boss is the door the whole descent walks toward. During Daily Dungeons, Heroes can equip temporary items that increases Hero stats to help Heroes go deeper in the dungeon. Daily Dungeon will be one of the ways to raise Heroes and strengthen them without the risk of permadeath in Expeditions. When clearing a daily dungeon, you can gain XP, Gold and a Random Loot. THE TOWER Monsters fight like themselves. Four out of five creatures in the game resolved to the same archetype — heavy, slow, no magic defence — and the nimble one had never once fired in the history of the game. They now read their own stat block, so a Goblin Scout skirmishes and an assassin is an assassin. Something new is on the board: the Phantom archetype. Hard to touch with steel and hard to touch with a spell, and it dies to two solid blows. Every other creature has an obvious answer; this one refuses the question. Nine regions got a faction. A theme without one drew from anything that shared a biome — up to ninety-two species deep — which is how a knight, a lizardman shaman and a cloud giant ended up in the same cave. The Tide Throne, the Buried Market, the Winter Host, the Scaled Court, the Long Shift, the Hellmouth Bastion, the Deathless Court, the Stormriders and the Whisperers now hold their own ground, alongside three militant orders who kept every discipline of their faith and lost the thing it was for. Floors one through ten are built for two heroes. From floor eleven down they are built for three, which is when the third slot is yours anyway. HEROES Promoting a Novice is finally an upgrade. A Thief had less than half a Novice's health, and lost to it on evasion, defence and accuracy too — the novice class was the second-toughest body in the game. Thieves are tougher, Novices are what they should always have been, and the Thief keeps the trade it was designed around: slips a hex, does not slip a halberd. Your male heroes are men. and female heroes are women, A third of every hero ever summoned carried a biography that contradicted their own sheet. Heroes finish their sentences. A spoken line was cut at exactly 160 characters wherever that landed, so heroes were reading half a word and stopping. They now speak to a budget and stop on a boundary. FIXES Potions can be given to a hero again. The sheet said equipped, the server refused it, and nothing told you — so the potion was back in your stash the next time you looked. A wiped party can no longer clear a Survival floor. The hold clock was the entire verdict, so a party that went down on the last round was told it had held, and banked the clear, the experience and the floor. Heroes deploy at full health. Equipping anything that raised maximum HP left the extra unfilled, so a hero read as wounded for no reason you could see. INTERFACE The navigation bar has been rebuilt for phones, and so has the arena. PvP was the worst offender — a stage built for a desktop window, squeezed. It is now laid out for the screen it is on. The home dashboard, the footer, the dungeon battle screen and the run map all got the same pass. —
 The Heroes in the image banner are the top three ranked heroes as of date. From left to right Mercadrum Sanctean (★★★★★) from Dimension #110 - Telaithas Freyzan Steeltribe (★★★★) from Dimension #51 - Ironobor Basna Ordinrender (★★★★) from Dimension #110 - Telaithas

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UI/UX: Front Gate and Expedition Text You Can Read for Hours
UPDATE

Sep 12, 2026

UI/UX: Front Gate and Expedition Text You Can Read for Hours

Two changes went live this patch. One you’ll notice before you even sign in. The other you’ll only notice about twenty minutes into an expedition, when you realize your eyes have finally stopped aching. The Front Gate The landing page has a new backdrop. We've shifted the focus entirely to the tower: you now look through a ruined gateway directly onto the infinite shaft your heroes are climbing, complete with floating isles suspended at every height. The tower runs out of the top of the frame on purpose. Nobody has seen the top. The Thing That Actually Matters Taonere is a reading game. A single expedition can run for thousands of words, and the Arbiter does not summarize. Until this week, all of that prose was set in a monospace font—the fixed-width type you see in a terminal—with the lines packed tightly together. Monospace is the right face for a damage roll. It is the wrong face for a novel. The daily dungeon has quietly been doing this correctly for a while: a serif face, two points larger, with a lot more breathing room between the lines. As of this patch, the expedition uses exactly that. Same type, same size, same spacing. If you run a dungeon and then run an expedition, they finally read like they came out of the same book. Formatting Tweaks Hero names got an adjustment, too. They used to be bold and colored; now they are only colored. Bold text in a serif font sits heavier and wider than the sentence carrying it, so every name landed in the paragraph like a stone in a shoe. The color was always doing the work. The weight was just visual noise. Dice rolls, damage, misses, and system notices all stay monospace. That contrast is the whole point: if it is set in the readout face, it’s a number. If it is set in the book face, it’s the story. P.S. — Titan's Grip Fix We fixed the Titan's Grip ability bug, so heroes can now properly equip a two-handed weapon and a shield in their off-hand. For those waiting to dual-wield greatswords, hang tight: that is coming with the upcoming classes and abilities rework.

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Valhalla: A Hall for the Fallen
UPDATE

Sep 06, 2026

Valhalla: A Hall for the Fallen

Greetings, Masters. Permadeath was always the promise. Today, it becomes a legacy. Valhalla is live. You can find this brand-new board on the Rankings page, sitting proudly right next to the Heroes tab. With this update, the Heroes board is now exclusively for the living. When a legend falls, they are struck from the active ranks—no matter how powerful they were when they died. But their sacrifice is not forgotten. Valhalla is the other half of that promise. It is the exclusive pantheon for the 100 greatest heroes across all of Taonere who did not come back. Ranked only against their fellow martyrs, the living can never crowd them out. Every card in Valhalla carries the weight a memorial should: Immortalized Stats: Displays their exact Combat Power and the floor level at the moment they fell. Faded Glory: Portraits permanently desaturate the moment they enter. Valhalla isn't just the Heroes board with a grey filter—it is built from the ground up to look and feel like a true monument to sacrifice. Find it now under the Rankings tab. Top 100. Paginated. Permanent. 🌑 A Rumor from Deeper in the Tower... The dead don't necessarily stay quiet. We’re currently forging a new daily dungeon. It will be free to enter and cost absolutely zero Interference Points. One of the encounters we are testing is something we call a Shade Curio—an echo of a fallen hero that you encounter in the dark, rather than summon. But if Valhalla is where the fallen are remembered... don't assume that's the last you'll hear from them.

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Patch Notes 0.4 -  Every Round Moves
PATCH

Sep 05, 2026

Patch Notes 0.4 - Every Round Moves

Greetings, Masters. The Expedition Arbiter has been rebuilt around a single rule: a round you paid for has to change something. We measured the problem before touching it. Across a thousand logged rounds, 43% ended with nothing moved — no ground gained, no blow landed, nothing found. A hero would search the same stretch of mud four rounds running, and the chronicle would dutifully report all four. That is over. Searching compounds. A fruitless search makes the next one easier, and past a point the party simply finds what is there. No more rolling forever against the same ground. Standing still is now dangerous. Every wasted round raises how thoroughly the floor has noticed you. Linger, and whatever was waiting stops waiting — a stalled party is a hunted one. Enemies hold their ground instead of swarming. A floor's creatures are posted across its areas rather than arriving as one wall. You will meet two at the treeline and three deeper in, not five at once. Warbands make sense again. A bandit road fields bandits. A desert warren fields its own kin. No more banshees, hags and harpies sharing a camp because they happened to sit at the same difficulty. Heroes speak rather than narrate themselves. The italic inner monologue is gone; what a hero fears now reaches you through what they say and what their hands are doing while they say it. Beats are shorter, sharper, and no longer close on the same image twice. Sieges field real reinforcements. Each wave brings distinct creatures — no more watching the same named enemy fall twice in one hold. And the first floor is what it always should have been: a burning village, people running from it, and one goblin standing in the lane.

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Milestone: 1,000 Expedition Rounds
EVENT

Sep 02, 2026

Milestone: 1,000 Expedition Rounds

The Expedition Arbiter just logged its 1,000th expedition rounds. Across 77 dimensions and 156 summoned heroes, masters have pushed parties through over a thousand rounds of combat, exploration, and improvisation — every one of them narrated live and resolved against real game state. The cost of glory: 35 heroes have fallen and embraced the arms of the Goddess. Thank you for building this world with us. Here's to the next thousand.

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Beta Phase II - Revamped Expedition
EVENT

Aug 23, 2026

Beta Phase II - Revamped Expedition

Greetings, Masters. The response to Beta I was more than we expected, and with so many Masters asking when they could get back in, this is the perfect opportunity to put the revamped mechanics in front of real players before anything is locked in. The Tower reopens September 1, 2026 for Beta Phase II — and it's not the same climb you remember. Combat is simplified. Weapon and magic damage now scale directly with your stats, and we've rebalanced combat resources across heroes, enemies, and NPCs for a sharper narrative and progression fantasy. Every stat now maps to exactly what it does in a fight: Physical Atk scales with STR Magical Atk scales with INT Defense scales with DEX Magical Defense scales with CHA Speed scales with DEX Build a hero, and you'll know exactly what you're building toward. Heroes grow beyond the fight, too. Expedition experience now teaches new active and passive abilities as your heroes rise. Weapon Mastery has also been overhauled — mastering a weapon now grants its own line of active and passive abilities as your hero's skill with it deepens. Fight other Heroes in the Dimensional 1v1 Arena and climb the leaderboard to gain more rewards! We've also improved hero avatar generation, shifting the look toward a richer fantasy anime aesthetic and fixing a bug that kept Beastfolk avatars from consistently matching their intended design. Gain the exclusive Beta Tester Badge displayed on your Dimension Profile upon registration during the beta phase. Beta Phase II is completely free to play for everyone. No purchase, no barrier — just the revamped Tower, waiting to be climbed. Join the Discord to get notified the moment it opens: discord.gg/7p2UTz2g2h

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Beta Testing Phase Concluded
UPDATE

Aug 08, 2026

Beta Testing Phase Concluded

The beta testing phase is now over. Thank you to every Master who climbed with us and their feedback during the beta testing phase. We will be using the data we gathered to improve our product at launch. Huge shoutout to everyone who made a contribution for over 50+ unique summoned heroes and 300+ expedition rounds during the testing phase of Taonere. Stay tuned as we will be back soon to provide you a better service.

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Patch Notes - 0.3
PATCH

Aug 07, 2026

Patch Notes - 0.3

Heroes can now recover between fights instead of limping into their way onto the next encounter during an expedition. EXPEDITIONS · Added camping — heroes regenerate lost HP and Stamina while resting between encounters. Camping is blocked with enemies nearby, so it can't be used to duck a fight mid-floor. · Improved narration latency and response time during an expedition.

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Patch Notes - 0.2
PATCH

Aug 06, 2026

Patch Notes - 0.2

Arena throughput is up, the floor generator is faster and better balanced, and the Arbiter now keeps voices separate. Full breakdown below. BALANCE · Expedition floor CR budget retuned — encounter difficulty now tracks party strength more closely across the tier. EXPEDITIONS · Floor generation and rendering reworked: floors build faster and read cleaner at every resolution. · Arbiter narration now separates hero, NPC and enemy speech from action, so it's clear who is talking and who is swinging. PVP · Daily PvP tickets increased from 1 to 2. · Arena loading time reduced. PLATFORM · Full support for mobile and tablet resolutions.

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Games Like Pick Me Up! Infinite Gacha
GUIDE

Aug 01, 2026

Games Like Pick Me Up! Infinite Gacha

If you went looking for games like Pick Me Up! Infinite Gacha after finishing it, you already know how that search ends. There isn't one. There are gacha games, and there are tower climbers, and there are dungeon RPGs, and none of them are the thing you actually wanted. There is no official Pick Me Up! Infinite Gacha game — no licensed adaptation, no announced project, nothing to wait for. So the real question isn't which one to play. It's whether anything captures what made it worth reading. We went looking too. Then we built it. [ NOTE ] Taonere is not affiliated with, licensed by, or connected to Pick Me Up! Infinite Gacha or its creators. It is not an adaptation and contains none of that story's characters. We name it here because it is the honest answer to why this game exists and who it is for. WHAT PEOPLE ACTUALLY WANT FROM A PICK ME UP INFINITE GACHA GAME The gacha is not the appeal. Plenty of games let you roll for characters. The appeal is that the summoned heroes are people. They arrive with a history you did not write, they have opinions about the person commanding them, and when they die they are gone — and the story treats that as a death rather than a resource loss. The tension was never "will I pull the good unit." It was "these are individuals, they can be lost forever, and I am the one sending them up." Almost no game does that, because it is hard. A pre-written roster can't surprise you twice. Once you've read the character bios, they're inventory. WHAT TAONERE DOES » EVERY HERO IS GENERATED WHEN YOU SUMMON THEM. Not chosen from a roster — written into existence. Their name, their face, the world they were pulled out of, what they believe, what frightens them. Nobody else in any dimension has that hero, and you will never pull them again. » THERE ARE NO DUPLICATES. None. No shred pile, no dupe-to-upgrade loop, because there is nothing to duplicate. » HEROES DECIDE FOR THEMSELVES. Every round, each hero looks at the situation and chooses. Give an order they think is suicide and they may refuse it — and the game genuinely resolves whether that refusal stands. You are not moving units. You are persuading people. » DEATH IS PERMANENT. A hero who falls does not come back at a discount or at all. The roster carries the empty space afterwards. » THE TOWER DOES NOT END. Floors rise in bands, each meaningfully worse than the one below, and something is always waiting further up. » AN AI GAME MASTER NARRATES IT. Underneath is a tabletop engine — dice, armour, wounds, rated encounters, resolved by the server. On top, the run is written back to you as a chapter: what your hero did, what it cost her, what she said while doing it. None of it written before you pressed the button. WHERE IT IS DIFFERENT Being honest about this matters more than winning you over. Taonere is not that story. There is no protagonist to follow, no licensed art, no cast you already know. You aren't reading someone else's adventure — you're commanding your own, and the chronicle it writes is about heroes nobody has ever met. It's also a game rather than a novel. There are gems, floors, gear, a summoning economy, an arena. If what you loved was purely the reading, a game will feel like more work than a book. And it's early. The tower is deep but the world is young. SO, ARE THERE GAMES LIKE PICK ME UP! INFINITE GACHA? Honestly: one, and we wrote it. Not because the field is crowded and we're the best of it, but because almost nobody builds summoned heroes who can be lost for good and argue with you on the way up. It's free. The daily summon costs nothing. Open the rift, see who answers, and find out whether they'll do what you say. That's the whole pitch. We built the game we couldn't find.

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