# Gunfire Reborn Update Notes - 12/12:Mid-Season Update for Season 6! - Product: Gunfire Reborn (https://whatsnew.fyi/product/gunfire-reborn) - Vendor: Gunfire Reborn Studio - Date: 2025-12-12 - Original notes: https://store.steampowered.com/news/app/1217060/view/643581785571065874 - Permalink: https://whatsnew.fyi/product/gunfire-reborn/releases/2025-12-12-update-notes-12-12-mid-season-update-for-season-6 What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — Added 17 new Dice to Season 6 including Heavy Bomb, Spirit Restore, Auto Cast, Spirit Bloom, Brave Assault, Death Whisper, Mega Summon, Level Boost, Spirit Surge, Polymorph Magic, Strength Taker, Spirit Conversion, Awakened Foundry, and Weapon Mastery - **added** — Added 6 new Fortune Cards including Store Membership, Quick Activate, Extra Slot, Twin Card (Active), and Twin Card (Passive) - **changed** — Lightning Ring now releases shockwave every 5s instead of 10s and deals Lightning DMG, removed self damage while moving and cooldown reduction per HP - **changed** — Cooldown Loop changed to grant all Auto Dice +80% cooldown speed instead of stacking up to 5 times per Primary Skill cast - **changed** — Blood Shot weapon damage bonus increased from 0.5x to 1x the HP lost - **changed** — Lucky Recovery HP restoration increased from 15% to 30% max HP when firing the last ammo in magazine - **changed** — Copper Imprinting added new blue point effect where Secondary Skill costs 0.1% current Copper and increases Secondary Skill damage by 3x the Copper spent for 5s, up to 500 stacks - **changed** — New Dawn ascension reworked to gain stacks per Weapon Skill cast or resource cost and restore resource at 60 stacks with extended duration per cast at level 3 - **changed** — Energy Recall ascension changed to provide Lucky Shot Chance and extra hit chance based on max Weapon Skill resources instead of resources used - **changed** — Natural Shield ascension reworked to create a barrier with 2/4/6 uses that grants 0.3s invincibility after blocking or absorbing, with level 3 restoring uses per resource spent or Staff casts - **added** — Added new routes, Vault stage, and Jump stage to Twilight Grove Act 3-2 and Act 3-3 - **changed** — Transcendent Arsenal capacity expanded from 3x3 to 4x4 - **added** — Added support for animated avatars and emoticon stickers in-game - **fixed** — Fixed multiple issues in game Hey everyone! In this update, we've expanded Season 6 "Fortune's Roll" with more Dice and Fortune Cards, and adjusted some Dice effects. We've also made gameplay adjustments to \ and added new stage routes to the Act 3 [Twilight Grove]. A limited-time sale is now live! From December 6th 10:00 to January 5th 10:00 (UTC-8), enjoy discounts on the Gunfire Reborn base game and DLCs! Thank you for your ongoing support, and have fun! --- Gunfire Reborn Studio ##### **Season** ##### **New Dice** [Heavy Bomb], [Spirit Restore], [Auto Cast], \, [Spirit Bloom], [Brave Assault], \, [Death Whisper], \, [Mega Summon], [Level Boost], [Spirit Surge], [Polymorph Magic], [Strength Taker], [Spirit Conversion], [Awakened Foundry], [Weapon Mastery] ##### **New Fortune Cards** [Store Membership], [Quick Activate], [Extra Slot], \, [Twin Card (Active)], [Twin Card (Passive)] The Mid-Season Update is packed with 17 new Dices and 6 new Fortune Cards, greatly expanding your options for Season builds. Check them out in-game to see their effects! ##### **Dice Adjustments** **[Lightning Ring]** Original Effect: \ Every 10s, release a 10m shockwave centered on the player, dealing (max Shield/Armor*5) DMG; +20 temporary Shield/Armor per enemy hit (lasts 5s); take self DMG while moving; Dice effect CD -1s per 200 Total HP changed New Effect: \ Every 5s, release a 10m shockwave centered on the player, dealing (Shield/Armor max*5) Lightning DMG; gain 20 temporary Shield/Armor per enemy hit for 5s **[Cooldown Loop]** Original Effect: After use Primary Skill, gain 1 stack every 5s; each stack: -5% Auto Dice CD (max 5 stacks); lose all stacks when this Primary Skill cooldown complete New Effect: All \ Dice share +80% cooldown speed **[Blood Shot]** Original Effect: Obtain 1 stack every 0.3s, up to 3 stacks; consume all stacks on Fire and lose (stacks*25)% HP, gain (HP lost*0.5)% Weapon DMG Bonus for this Fire New Effect: Obtain 1 stack every 0.3s (up to 3 stacks), consume all stacks on Fire and lose (stacks*25)% HP, gain (HP lost*1)% Weapon DMG Bonus for this Fire **[Lucky Recovery]** Original Effect: Restore 15% max HP when firing the last Ammo in magazine; Lucky Shot Chance +30% New Effect: Restore 30% max HP when firing the last Ammo in magazine; Lucky Shot Chance +30% **[Copper Imprinting]** Added new blue point effect: Using Secondary Skill costs 0.1% of current Copper, and for 5s, Secondary Skill DMG increases by 3x the amount of Copper spent, up to 500 stacks ##### **Hero** ##### **\ Adjustments** ##### **Ascensions** **[New Dawn]** Original Effect: After 3/2/3 casts of Weapon Skill, next 1/1/2 Weapon Skill refund 100% Weapon Skill resources New Effect: Gain 1 stack per Weapon Skill cast or per 16%/12%/10% Weapon Skill resource cost. At 60 stacks, fully restore Weapon Skill resource and refund resource cost for 1.6/2.4/2.8s. Stacks can be gained again 6s after effect ends. Level 3: Each Weapon Skill cast during this period extends it by 0.4s (up to 1.2s) **[Energy Recall]** Original Effect: Per 1 Weapon Skill resources used: +2%/4%/8% Lucky Shot Chance for next Weapon Skill, +1%/2%/3% chance to deal 1 extra hit New Effect: +2%/4%/8% Weapon Skill Lucky Shot Chance and 1%/2%/3% Chance to deal 1 extra hit per 1 Weapon Skill resource max **[Natural Shield]** Original Effect: Activate a nature field barrier that blocks projectiles and absorbs damage for Yoyo inside. Barrier absorbs up to 250/500/750 DMG New Effect: Activate a barrier in the natural zone. The barrier blocks projectiles or absorbs damage for Yoyo within the zone, 2/4/6 total uses. Gains Invincibility for 0.3s after each block or absorb. Level 3 Effect: Restore 1 use for every 16 Weapon Skill resources spent or casting Weapon Skill with Staff 3 times ##### **Stage** - [Twilight Grove] Act 3-2 and 3-3 added new routes, Vault and Jump stage ##### **Others** - Transcendent Arsenal capacity expanded from 3x3 to 4x4 - Animated avatars and emo _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1217060/view/643581785571065874]_