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Crimson Moon Patch 1.1 Guide: 6-Skull Difficulty, Omens, Leaderboards, New Boons and 300+ Fixes

Crimson Moon Patch 1.1 is live Nov 5: 6-Skull one-life difficulty, 7 Omens, leaderboards, 12 Boons and Trinkets, Hub chest, new saves and 300+ fixes.

Rhea KoslovNov 5, 202619 min read
Crimson Moon Patch 1.1 Guide: 6-Skull Difficulty, Omens, Leaderboards, New Boons and 300+ Fixes

Crimson Moon Patch 1.1 is live today, Thursday, November 5, 2026. ProbablyMonsters calls it the first major update for the gothic action RPG, and the list is not small. You get a true one-life mode called 6-Skull Difficulty, a new Omens system with seven difficulty modifiers, Leaderboards for every mission and difficulty, twelve new Boons, twelve new Trinkets, Boon re-rolls at Nexus Gates and Mereda, a mystery reward chest in the Hub, controller remapping, clearer Quest XP, a rebuilt save system, and more than 300 fixes that touch co-op, combat, quests, performance, and Steam Deck.

This guide walks through everything the studio published, with times in Central. For the complete changelog I used the full Patch 1.1 notes on the Crimson Moon wiki, which ProbablyMonsters links from its own post. Where the studio left a spoiler closed on purpose, I leave it closed. Where a detail is not in either primary source, I say so.

QUICK ANSWER · CRIMSON MOON · PATCH 1.1 (NOV 5, 2026)
• Status: Live November 5, 2026 per ProbablyMonsters. Exact clock time not published
• Developer: ProbablyMonsters (Team Metal)
• 6-Skull: New difficulty with one life
• Omens: 7 new selectable difficulty modifiers
• Leaderboards: Every mission and every difficulty level
• Builds: 12 new Boons, 12 new Trinkets (Rings and Amulets), Boon re-rolls for Souls at Nexus Gates and Mereda
• Hub: New reward chest (contents intentionally undisclosed)
• QoL: Controller remapping, Quest XP in Quest Log, HUD/menu polish
• Systems: New save system, 300+ fixes, co-op/multiplayer repairs, Steam Deck and Series S performance
• Platforms: PC (Steam, Epic), PlayStation 5, Xbox Series X|S

What Is Crimson Moon Patch 1.1?

Patch 1.1 is the first major post-launch update for Crimson Moon, the heavy-metal gothic action RPG from ProbablyMonsters. The studio's Team Metal voice in the announcement speaks to Nephilim by name, which is how the game addresses its player characters, and frames the update as both new challenge content and a large stability pass.

At launch on September 1, 2026, Crimson Moon shipped on PC through Steam and the Epic Games Store, PlayStation 5, and Xbox Series X|S, with solo play and 2-player online co-op. Patch 1.1 does not change that platform list. It does change how hard you can push a run, how you compare scores, how you roll Boons, and how safely the game stores progress.

Headline features at a glance

FeatureWhat ProbablyMonsters says
6-Skull DifficultyOne life. Survive if you can
Omens7 new difficulty modifiers for runs
LeaderboardsEvery mission and every difficulty level
New Boons12 new Boons via Nexus Gates, drops and other sources
Boon re-rollsSpend Souls at Nexus Gates and Mereda (Hub)
New Trinkets12 new Trinkets, including Rings and Amulets
Hub rewardNew reward chest in the Hub (details withheld)
QoLController remapping, clearer Quest XP, HUD/menu/control improvements
Save systemRebuilt to address progress-loss issues
Fixes300+ across co-op, combat, quests, equipment, performance, UI

The official post is careful about tone. It is not a content dump of new zones or a new campaign chapter. It is a difficulty and systems update wrapped around a very large fix list. If you bounced off early bugs, especially save loss or co-op weirdness, this is the patch that tries to win you back. If you already cleared every mission on a high skull setting, 6-Skull and Omens are the reason to open the War Table again.

When Did Patch 1.1 Go Live?

ProbablyMonsters dated the announcement November 5, 2026 and opens with "Patch 1.1 is now live." That is the primary clock for this guide. I did not find an official hour in the studio post or in the wiki notes. Treat "live on November 5" as confirmed, and treat any specific clock time you see on social media as unverified unless ProbablyMonsters posts one.

Practical checklist if your client is still on the old build:

  • Force a store or launcher update check on Steam, Epic, PlayStation, or Xbox.
  • Confirm you are looking at Crimson Moon app 4317690 on Steam, not another title that shares the words crimson or moon.
  • Restart the game fully after the download finishes so the new save system and remapping menus can initialize.
  • If you play co-op, both players should be on 1.1 before you host. Mixed-version sessions are a classic way to get invite and Quick Match failures.
Central Time is the zone used throughout this article. Daylight saving in the United States ended on November 1, so Central is UTC-6 right now. Without an official hour, I will not invent one.

6-Skull Difficulty: One Life

6-Skull is the feature that will define how the community talks about this patch. The studio's description is short and deliberate: "You have just one life. Can you survive?" The wiki notes repeat the same framing. That is all of the official text.

What that means in practice, based only on what is published:

  • It is a difficulty setting, not a temporary event mode.
  • The defining rule is a single life. There is no published wording about mid-run continues, shared co-op lives, or whether a downed co-op partner counts as a fail for both players.
  • Leaderboards cover every mission and every difficulty, which strongly implies 6-Skull has its own board slots once you clear or attempt runs on it.
What is not published yet:
  • Exact enemy damage or health multipliers compared with 5-Skull (or whatever the previous top skull was)
  • Whether consumables, Hub blessings, or Mereda services are restricted
  • Whether Omens are required, optional, or locked on 6-Skull
  • Whether dying on 6-Skull still awards partial XP, loot, or quest progress
Until community runs and a later studio FAQ fill those gaps, treat 6-Skull as a pure one-life challenge layered on top of the existing skull ladder. If you are still climbing 4-Skull or 5-Skull, you do not need to jump straight to six. The patch also gave you Omens and Boon re-rolls, which are better training tools than a cold one-life attempt.

Who should start 6-Skull first

A reasonable order of operations, as a player recommendation rather than an official tip:

  • Finish the Hub reward chest hunt and any unfinished Relic Quests while the new save system is fresh. You want progress locked down before you risk a brutal run.
  • Spend a few Nexus Gate re-rolls learning which new Boons actually change your build math.
  • Turn on one or two Omens on a lower skull setting so you learn the modifier language before you combine Omens with one life.
  • Then take 6-Skull into a mission you already know cold, not into a boss you have only beaten once.

Omens: Seven New Difficulty Modifiers

Omens are the second new challenge layer. ProbablyMonsters says there are 7 new difficulty modifiers that "give you more ways to change the challenge of your runs." The wiki notes confirm the Omens system launches with those seven Omens available.

That is the full official description. The studio did not publish the names, icons, or mechanical effects of each Omen in the 1.1 notes. Expect the community wikis and Discord to fill that table within a day or two of live play. Until then, the useful facts are structural:

  • Omens are selectable difficulty modifiers, not random curses you cannot refuse.
  • There are seven of them at launch of the system.
  • They exist alongside skull difficulty, including the new 6-Skull tier.
  • Leaderboards track every mission and difficulty, so Omen-modified runs may or may not get separate board categories. The published text does not say whether Omens create their own leaderboard filters.

How Omens change the meta without knowing their names

Even without the seven names, Omens change how you plan a week of Crimson Moon:

  • You can practice a modifier on a comfortable skull instead of only learning it on a failed one-life run.
  • You can build around a specific pain point. If one Omen hits resource economy and another hits combat tempo, your Boon and Trinket priorities shift.
  • Co-op pairs can agree on a shared Omen loadout before they queue, which matters once Quick Match and invite fixes from this patch make matchmaking more reliable.
If you are writing a guide or recording a run, say which Omens were on. Otherwise other players cannot compare your clear to a clean skull clear.
What is confirmedWhat is not published yet
7 Omens ship with Patch 1.1Individual Omen names
They are difficulty modifiers for runsExact mechanical effects
They sit alongside skull difficultyWhether Omens have separate leaderboard filters
Meant to change challenge in more waysWhether any Omen is locked behind 6-Skull

Leaderboards Across Every Mission And Difficulty

Leaderboards are the competitive layer that makes 6-Skull and Omens stick. Official wording: put your skills to the test and see how you stack up against other Nephilim across every mission and difficulty level. The wiki notes match that language.

Confirmed:

  • Boards exist per mission.
  • Boards exist per difficulty level.
  • The feature ships in 1.1, not as a later season toggle.
Not confirmed in the primary notes:
  • Whether scores are time, damage taken, remaining lives, or a composite
  • Whether boards are regional, platform-specific, or fully crossplay
  • Whether Omen runs share a board with clean runs or get filters
  • Whether co-op and solo share boards or split them
  • Season resets, anti-cheat notes, or ghost replay support
Until those details show up in-game or in a follow-up post, the safe assumption is simple: if you care about rank, screenshot your clear screen and note platform, skull level, Omens, and co-op versus solo. Do not assume a friend on PlayStation and a friend on Steam are climbing the same list.

Why leaderboards matter more than a vanity rank

Crimson Moon already had mission replay value through Boons, Trinkets, and skull difficulty. Leaderboards turn that into a public ladder. Combined with one-life 6-Skull, the update gives streamers and guild groups a shared target that does not require a new map. That is a smart live-service move for a game that launched as a complete campaign with co-op rather than as a seasonal extraction shooter.

Twelve New Boons, Twelve New Trinkets, And Re-Rolls

Build variety is the other half of Patch 1.1's content. Official and wiki notes agree on the numbers and the acquisition rules:

  • 12 new Boons, available through Nexus Boon Gates, equipment drops, and other sources
  • 12 new Trinkets, including new Rings and Amulets
  • Boon re-rolls in exchange for Souls at Nexus Gates and at Mereda in the Hub
ProbablyMonsters' announcement has a small grammar slip ("re-rolls Boons"); the wiki phrasing "re-roll Boons in exchange for Souls" is the clearer one, and that is the wording this guide uses.

Why re-rolls change runs more than raw Boon count

Twelve new Boons sound like a content drop. Re-rolls are the systems change. Before 1.1, a bad Nexus Gate offer could brick a build for the rest of a mission. Paying Souls to re-roll at the Gate, and also having Mereda available back in the Hub, means you can:

  • Protect a run that already invested heavily in one damage type
  • Fish for a new 1.1 Boon without abandoning the mission
  • Clean up a Hub loadout before you commit to 6-Skull or a heavy Omen set
Souls are the cost. The notes do not publish the Soul price per re-roll, whether the price escalates, or whether Mereda and Nexus Gates share the same rate. Check the UI the first time you open either service after updating.

Trinkets: Rings and Amulets

The wiki specifically calls out new Rings and Amulets inside the twelve Trinkets. That matters for loadout slots. If your Ring and Amulet slots were already filled with launch staples, you now have twelve more candidates competing for those slots, not just more generic trinket fluff. Names and effects are not in the patch notes, so identify them in the Blacksmith and Loadout screens once you find them.

Build changeDetail from notes
12 new BoonsNexus Boon Gates, equipment drops, other sources
Re-roll at Nexus GatesSpend Souls during a run
Re-roll at MeredaSpend Souls in the Hub
12 new TrinketsIncludes new Rings and Amulets
Soul costNot listed in the patch notes; check in-game
Names and effectsNot listed; discover in Gildenarch

The New Hub Reward Chest

ProbablyMonsters is intentionally vague here: there is a new reward chest waiting in the Hub, and the studio will leave the rest for you to discover. The wiki notes confirm "Added a new reward chest to the Hub" and stop there.

What you can do with that information:

  • Walk the Hub thoroughly after updating. Do not assume the chest sits next to Mereda or the Blacksmith.
  • If you play co-op, check whether both players can open it or whether it is host-only. The notes do not say.
  • Do not spoil yourself if you want the discovery. The studio clearly wants that moment.
I am not going to guess the contents. If a secondary site posts loot tables today, treat them as community finds until ProbablyMonsters confirms them.

Quality Of Life: Remapping, Quest XP, HUD And Menus

Patch 1.1's quality-of-life list is shorter than the fix list, but it hits daily friction.

Controller button remapping

Controller remapping support is new. The wiki notes also say the team fixed cases where custom mappings blocked actions or showed the wrong inputs, and that tutorials now reflect custom keybindings. That last point matters. A remapping feature that leaves tutorials on default glyphs trains you into the wrong fingers.

If you play on Steam Deck, DualSense, or an Xbox pad, open the control settings once after updating and save a profile before you jump into 6-Skull. The notes also mention broader fixes to controller and keyboard/mouse prompts, glyphs, menu navigation, and control settings.

Quest XP in the Quest Log

Quest information in the Quest Log now shows XP rewards. The announcement calls this "clearer Quest XP information." If you have been choosing Relic Quests and side objectives blind, you can finally compare payouts without finishing them first.

HUD, menus, and readability

Both sources mention further improvements across the HUD, menus, and controls. The wiki expands that into War Table, Loadout, Blacksmith, Quest Log, settings, button prompts, readability, and UI scaling. None of those lines include screenshots, so expect polish rather than a full UI redesign.

The New Save System

This may be the most important non-glamour change in 1.1 for anyone who lost progress after launch. ProbablyMonsters says it introduced a new save system designed to address issues that could cause players to lose progress. The wiki calls it a completely rebuilt save system and lists related fixes:

  • Second player in co-op could lose save progression if the host left during a level
  • Various additional fixes to save data, progression, unlocks, and save-related UI
If you had a corrupted or rolled-back save before today, update first, then boot once offline if you can, then verify that unlocks, Relic Quest flags, and Hub progress still look right before you invest a long 6-Skull attempt. I cannot promise the rebuild restores every pre-1.1 loss. The studio describes it as designed to address those issues going forward.

Co-op save hygiene after 1.1

Because the notes specifically call out the host-leave case for player two, change your co-op habits:

  • Do not rely on the host force-closing the game mid-level.
  • Let both players return to the Hub cleanly when possible.
  • If someone must leave, prefer a safe menu exit over killing the process.
  • After any ugly disconnect, both players should check Hub progress before starting another mission.

Co-op And Multiplayer Fixes

Crimson Moon launched with 2-player online co-op as a core pitch. Patch 1.1 spends a large part of its 300-plus fixes on that promise. From the official summary and the wiki breakdown:

  • Quick Match fixes
  • Crossplay friend request fixes
  • Hosting and joining fixes
  • Second-player combat issues, including Ripostes, parrying, and rejoining encounters
  • Gold collected in co-op not shared correctly between both players
  • Additional fixes to invites, player states, spectator mode, and co-op interactions
If you stopped inviting friends because player two felt like a guest character, this is the patch to retest with. Run a short mission first. Check gold split, check that Relic Quest objectives tick for both of you, and check that a mid-fight reconnect does not soft-lock the encounter.

Crossplay note

Crossplay friend requests are called out as fixed. That does not automatically mean every board, invite path, and party permission is flawless across Steam, Epic, PlayStation, and Xbox. It means the studio identified and patched issues in that systems area. Verify with your actual friend list after updating.

Combat, Boons, Weapon Arts, Quests And Equipment Fixes

Beyond the new toys, Patch 1.1 is a broad correctness pass. Highlights from the wiki notes:

Combat and Boons

  • Stackable Boons could lose levels or disappear
  • Boons could fail to grant or fail to work as described
  • Status effects, resistances, and elemental damage bugs
  • Individual Boon and Weapon Art trigger failures
  • Additional combat, enemy, and boss fixes

Quests, Relics, and Lore

  • Relic Quests not progressing correctly
  • Lore Scrolls that could not be collected or that incorrectly progressed other Quests, including in co-op
  • Quest availability and progression issues
  • Quest and Lore information, notifications, icons, and objectives

Equipment and Blacksmith

  • Upgrading a holstered weapon could swap its Weapon Art with the currently equipped weapon
  • Defender of the Oath Shield issues
  • Better equipment comparison and identification in the Blacksmith
  • Additional Loadout and upgrade information fixes

Runs and world

  • Locations where players got stuck, trapped, or entered a falling state
  • Enemies stuck in the environment
  • Overlapping loot drops blocking collection
  • Objectives, interactables, collision, and environment fixes
Any one of those lines would be a hotfix. Together they explain why the studio keeps saying "300+" instead of listing every bullet on the marketing page.
AreaExamples called out in 1.1 notes
Save and progressionNew save system; co-op guest progress if host leaves; unlocks and save UI
Co-op and multiplayerQuick Match, crossplay friends, join/host, Ripostes, parry, rejoin, gold share
Quests and LoreRelic Quests, Lore Scrolls, quest availability, icons and objectives
Combat and BoonsStack levels, missing grants, status/element bugs, Weapon Arts
EquipmentHolster upgrade Weapon Art swap, Defender of the Oath Shield, Blacksmith compare
WorldSoft locks, stuck enemies, overlapping loot, collision
PerformanceCrashes on PC/consoles, boss areas, Steam Deck, Xbox Series S
UI and audioHUD, War Table, Loadout, prompts, scaling, audio, localization

Performance, Stability, Steam Deck And Xbox Series S

Performance work in 1.1 covers crashes and frame time, not just feature polish:

  • Multiple crash fixes across PC and consoles
  • Better performance in several areas and boss encounters
  • Specific attention to Steam Deck and Xbox Series S
  • Additional stability improvements across the game
Steam Deck players should re-check Proton or native behavior after updating, retest the new remapping UI with the Deck controls, and watch thermals on a 6-Skull boss that used to dip. Series S players should pay attention to the same boss encounters the notes say improved, because that SKU was called out by name.

PC players on high refresh displays should still verify settings after a major save-system patch. A rebuilt save path sometimes resets graphics or control profiles. Confirm before you blame the patch for a sudden FPS change.

Platforms And How To Update

Crimson Moon's supported platforms at launch, confirmed by ProbablyMonsters store links and the September 1, 2026 launch coverage, are:

Patch 1.1 is described as live for the game as a whole, with performance notes that explicitly mention PC, consoles, and Steam Deck. I did not find separate per-platform version numbers in the studio post. If one storefront lags another by a few hours, that is normal for console certification pipelines. Check your platform's update queue rather than assuming Steam and PlayStation flipped at the same minute.

What Is Still Coming

ProbablyMonsters closes the 1.1 post by saying the team is already working on what comes next, and that it is not ready to share details yet. Launch marketing for the Deluxe Edition also promised a post-launch expansion at a later date. None of that is dated in the 1.1 notes. Do not expect a roadmap table inside this patch. Treat 1.1 as the foundation: hard mode, modifiers, boards, build toys, and a safer save layer for whatever Team Metal ships next in Gildenarch.

How To Spend Your First Session On 1.1

A concrete first-night plan that respects what is actually confirmed:

  • Update on your platform and boot to the Hub.
  • Open controls and set remapping the way you actually play.
  • Walk the Hub for the new reward chest without looking up spoilers.
  • Open Mereda and a Nexus Gate once each to learn the Boon re-roll Soul cost.
  • Pick one unfinished Relic Quest and confirm it progresses, especially in co-op if you have a partner online.
  • Turn on a single Omen on a mid skull difficulty and clear a mission you know.
  • Only then attempt 6-Skull, on a short mission, with a build you already trust.
  • Check the new leaderboards so you know what the score readout looks like before you chase rank.
That order keeps the mysterious chest, the re-roll economy, and the one-life mode from stacking panic on top of each other.

Frequently Asked Questions

When did Crimson Moon Patch 1.1 release?

ProbablyMonsters published the Patch 1.1 announcement on November 5, 2026, and states that the patch is now live. No official clock time appears in the studio post or the linked wiki notes. If your launcher has not offered the update yet, force a manual check and give console storefronts time to finish certification rollout.

What is new in Crimson Moon Patch 1.1?

The headline additions are 6-Skull Difficulty, the Omens system with seven modifiers, Leaderboards for every mission and difficulty, twelve new Boons, twelve new Trinkets, Boon re-rolls for Souls at Nexus Gates and Mereda, a new Hub reward chest, controller remapping, clearer Quest XP in the Quest Log, HUD and menu improvements, a new save system, and more than 300 fixes across co-op, combat, quests, equipment, performance, and UI.

What is 6-Skull Difficulty?

6-Skull is the new top-end challenge mode described by ProbablyMonsters with one rule in plain language: you have just one life. Detailed multipliers, co-op fail conditions, and reward rules are not listed in the 1.1 notes. Leaderboards track every difficulty, so 6-Skull clears are part of the competitive picture.

What are Omens in Patch 1.1?

Omens are seven new difficulty modifiers that let you change how hard a run feels on top of the skull setting. The official materials confirm the count and the purpose. They do not publish the seven names or effects yet. Learn them in-game or from community databases after you update.

How do Crimson Moon leaderboards work after 1.1?

Official text says leaderboards cover every mission and every difficulty level. Scoring formula, platform separation, Omen filters, and solo versus co-op split are not documented in the patch notes. Open the boards in-game to see how your platform presents them.

Which platforms get Patch 1.1?

Crimson Moon runs on PC through Steam and Epic Games Store, PlayStation 5, and Xbox Series X|S. The 1.1 notes discuss fixes and performance across PC, consoles, and Steam Deck. Update through your storefront. Exact simultaneous timing across every store is not guaranteed by the announcement.

Did Patch 1.1 fix co-op and multiplayer issues?

Yes. ProbablyMonsters and the wiki notes call out Quick Match, crossplay friend requests, hosting and joining, second-player combat problems such as Ripostes and parrying, rejoining encounters, gold sharing, invites, player states, spectator mode, and other co-op interactions. Retest with a short mission before a long 6-Skull co-op attempt.

What changed with the Crimson Moon save system?

Patch 1.1 introduces a new save system meant to stop progress-loss bugs. The notes specifically mention a co-op case where the second player could lose progression if the host left mid-level, plus broader save, unlock, and save UI fixes. Update, verify your Hub progress, then play. The notes do not claim every historical lost save is restored.

Can you re-roll Boons in Patch 1.1?

Yes. You can re-roll Boons for Souls at Nexus Gates and at Mereda in the Hub. The Soul price and any escalation rules are not printed in the patch notes, so check the prompt in-game.

Are the new Boons and Trinkets named in the patch notes?

No. The notes confirm twelve new Boons and twelve new Trinkets, including Rings and Amulets, and say Boons can appear through Nexus Boon Gates, equipment drops, and other sources. Individual names and effects are left for discovery in Gildenarch.

Is there anything left unconfirmed about Patch 1.1?

Yes. Exact live hour, Omen names and effects, Boon and Trinket names, Hub chest contents, leaderboard scoring rules, Boon re-roll Soul costs, and the precise combat multipliers behind 6-Skull are not in the primary notes. This guide flags those gaps instead of inventing numbers.