In this update10
Full notes
Full 21 Dungeons update
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What changed
- Maps
- Events
- Store
- Balance
- Gameplay
- UI and audio
21 Dungeons changes
The dungeon has shifted, and the way you explore has completely changed. Alongside a brand-new Map System, I have overhauled game balance, reworked items, and squashed some pesky bugs.
Here is the full changelog for today’s update:
The New Map System
The dungeon is no longer a straight line. I have added a new layer of Strategic Depth to every run.
Branching Paths
After clearing a node, a map will appear revealing several paths forward. Will you take the safe road, or risk a dangerous encounter for greater rewards? The choice is yours.
New Encounter Nodes
The dungeon is now populated by distinct encounter types:
Combat: A standard battle against a dungeon denizen.
Elite: A high-stakes fight against a dangerous foe. Surviving yields superior rewards.
Event: A random narrative scenario. Great fortune... or great peril?
Shop: Visit the Tavern to spend gold on helpful items.
Rest: Fully heal your HP or dig for treasure (Gold/Souls).
Boss: Every 10th floor, you face a mandatory boss.
Endless Floors
I have removed the old "Loop" system. Progression is now measured in Floors which continue indefinitely. How deep can you go?
Balance & Mechanics
I have adjusted several core mechanics to improve scaling and fairness.
Bust Damage Overhaul: Player "Bust" damage now scales with your progress. It starts at 3 HP and increases by +2 every two levels (Levels 3, 5, 7, etc.).
- The Cheating DealerThe damage for a Draw against the Cheating Dealer is now a fixed 5 damage .
Dynamic Shop Pricing: Item prices now scale based on your progress in the run, making items more accessible in the early game.
Tutorial Skip: Selecting "Skip Tutorial" now properly skips the Practice Dummy entirely. You will start the run immediately at Level 1 against a normal enemy with full HP.
Class & Item Adjustments
Executioner’s Axe Rework: This item is now a Passive. Once per fight, right after the monster draws its opening card, if that card is a J, Q, or K, it is automatically replaced. It cannot retrigger in the same fight.
- Mage AdjustmentMana Shield has been adjusted. It now reduces incoming hits by 2 damage , with a guaranteed minimum of 1 damage taken.
UI & Quality of Life
- Status IconsAdded visual icons next to the character portrait to clearly show active effects (e.g., Damage Boosts) separate from your static Attack Power.
Loot Clarity: Items that are consumed immediately upon pickup (like potions) now display an"Auto-Used"text to prevent confusion.
- Text ConsistencyRogue and Archer descriptions updated to standard "Triple damage" (fixing inconsistencies between "triple" vs "x3").
Tavern Improvements
Beer will now refuse to sell if you are already at Max HP.
Beer now displays the exact amount healed (capped at +20).
Soul Shop Text Updates
- Perma Max HPChanged from "...Before every descent" to "Every run" to better reflect how the upgrade works.
- Critical HitsUpdated for clarity: "21 Critical hits deal more damage."
Spades Upgrade: Clarified mechanics:"When attacking, there's a 50% chance to gain +1 damage for each spade in your hand."
Bug Fixes
Fixed a bug where the"Reached Level 5" achievement triggered after playing the first hand. It now triggers immediately when Level 5 begins.
Fixed a bug where DOT effects (like Poison) would carry over and deal damage to the next enemy at the start of a new dungeon/fight.
Update your game now to experience the changes! Good luck on the floors.
Source
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