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Steam News22 January 20265mo ago

Choose Your Path!

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.

In this update10

Full notes

Full 21 Dungeons update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

4 fixes3 additions16 changes1 removal
  • Maps
  • Events
  • Store
  • Balance
  • Gameplay
  • UI and audio
addedThe 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.
addedThe New Map SystemThe dungeon is no longer a straight line. I have added a new layer of Strategic Depth to every run.
changedBranching PathsAfter 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.
changedNew Encounter NodesElite: A high-stakes fight against a dangerous foe. Surviving yields superior rewards .
changedNew Encounter NodesEvent: A random narrative scenario. Great fortune... or great peril?
changedNew Encounter NodesShop: Visit the Tavern to spend gold on helpful items.

21 Dungeons changes

addedThe 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.
addedThe dungeon is no longer a straight line. I have added a new layer of Strategic Depth to every run.
changedAfter 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.
changedElite: A high-stakes fight against a dangerous foe. Surviving yields superior rewards .
changedEvent: A random narrative scenario. Great fortune... or great peril?

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

Steam News / 22 January 2026

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