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Steam News23 January 20265mo ago

Dungeons

I was planning on releasing dungeons and Enchanting at the same time but decided to do one at a time and start with dungeons first.

In this update11

Full notes

Full Aiyana update

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What changed

41 fixes14 additions18 changes2 removals
  • Events
  • Gameplay
  • Maps
  • Fixes
  • UI and audio
  • Performance
addedDungeonsEach dungeon is generated randomly and will be a bit of a challenge to clear since they are inhabited by a fair number of enemies. There is also a new enemy unique to dungeons called the Caretaker but I wont go into details on how they look here. Once you reach the end of a dungeon you will find a switch that takes you back to the start where a door is unlocked containing your loot.
addedDungeonsYou should also find various new blocks that you can loot and bring back for your base decorations.
changedEnchantingThe final rewards chest for dungeons almost always contains a recipe for enchanting. Currently all they will do is unlock that recipe for the future once enchanting is ready. I'm not sure when that will be which is why it felt wrong to delay dungeons until its ready.
changedChests LootThe loot that chests can contain has been reworked completely. Currently this will only affect the chests found near portals but I'll go over the loot for the Lost Civ soon to get it on par. Overall they now contain a much wider variety of things.
addedChests LootThe biggest change is that they can now contain random leather strips and crops.
changedBug Fixes & ChangesChanged the walking animation for the corrupted guardian

Aiyana changes

addedEach dungeon is generated randomly and will be a bit of a challenge to clear since they are inhabited by a fair number of enemies. There is also a new enemy unique to dungeons called the Caretaker but I wont go into details on how they look here. Once you reach the end of a dungeon you will find a switch that takes you back to the start where a door is unlocked containing your loot.
addedYou should also find various new blocks that you can loot and bring back for your base decorations.
changedThe final rewards chest for dungeons almost always contains a recipe for enchanting. Currently all they will do is unlock that recipe for the future once enchanting is ready. I'm not sure when that will be which is why it felt wrong to delay dungeons until its ready.
changedThe loot that chests can contain has been reworked completely. Currently this will only affect the chests found near portals but I'll go over the loot for the Lost Civ soon to get it on par. Overall they now contain a much wider variety of things.
addedThe biggest change is that they can now contain random leather strips and crops.

I was planning on releasing dungeons and Enchanting at the same time but decided to do one at a time and start with dungeons first. This is mainly because some nasty bugs had come up once I made a start on the breaking changes. As a note, after this update I'm going to spend some time starting a fresh repository with a branch structure to make it Much easier for me to do hot fix patches. I've been avoiding doing it for various reasons but its causing enough issues like this I just need to bite the bullet and get it done.

Portals

The main change here is that portals now behave completely differently. Now when you find one in the world it will take you to a dungeon. It will also be automatically atuned, meaning you can choose it as a destination from the portal at your base to resume exploring. Also whenever you enter a dungeon it will become a destination you can select from any portal. This means you can find a portal/dungeon. Enter to unlock it. Teleport home to unload your loot and then teleport back to the dungeon from your home base (so long as you have a portal placed there).

Dungeons

Each dungeon is generated randomly and will be a bit of a challenge to clear since they are inhabited by a fair number of enemies. There is also a new enemy unique to dungeons called the Caretaker but I wont go into details on how they look here. Once you reach the end of a dungeon you will find a switch that takes you back to the start where a door is unlocked containing your loot.

You should also find various new blocks that you can loot and bring back for your base decorations.

Enchanting

The final rewards chest for dungeons almost always contains a recipe for enchanting. Currently all they will do is unlock that recipe for the future once enchanting is ready. I'm not sure when that will be which is why it felt wrong to delay dungeons until its ready.

Chests Loot

The loot that chests can contain has been reworked completely. Currently this will only affect the chests found near portals but I'll go over the loot for the Lost Civ soon to get it on par. Overall they now contain a much wider variety of things.

The biggest change is that they can now contain random leather strips and crops.

Roadmap

I'm still doing this working towards the pieces I feel I need for a proper combat update but I want to give Dungeons some time to mature/gather feedback and there is still plenty I want to improve around them such as lighting bugs. So my plan is for the next couple of updates to be full of smaller tweaks and bug fixes in general before I get sunk into Enchanting.

Bug Fixes & Changes

  • Changed the walking animation for the corrupted guardian

  • Updated the visuals of the corrupted guardian to be far more ethereal

  • Improved animal/enemy logic to prevent them standing half inside blocks

  • Fixed a whole bunch of portal icons being added to the map (was added each time you selected a portal in your hand!)

  • Fixed being able to interact with the Lost Civ portals, which could lead to you getting stuck

  • Fixed compasses not being added to death urns after a death

  • Fixed compass UI elements staying active after a death

  • Fixed an error where teleporting back from the Lost Civ would get you stuck and not render the world

  • Fixed cobbled orthoclase not having any audio

  • Added death audio to the corrupted guardian

  • Fixed icons getting stuck to the mouse when you try to unequip things like armour and talismans by dropping them directly into the world or destroying them

  • Fixed players inventory being lost when taking them to a new world

  • Updated the colliders for the corrupted guardian to be slightly more accurate (the lowest one was out of place)

  • Added a damage flash effect to the corrupted guardian

  • Fixed the kill all animal types achievement having an extra space in the animals list

  • Fixed projectiles from flying golems not always causing damage and being too easy to avoid

  • Fix damaged tree light looking Very inconsistent (some tree branches looked Really bright)

  • Fixed pine tree leaves being invisible once damaged

  • Fixed various small issues with portals (multiple map icons again, teleporting to the slightly wrong place or facing the wrong way etc)

  • Fixed not being able to scroll the structures list with the mouse wheel when you have a lot of structures

  • Added a search bar to the structures list

  • Enabled flipping for L shaped blocks

Release 0.4.3.1

  • Fixed some issues with the new chest loot tables doing things like spawning the same thing many times

  • Added proper breaking effects to: coffins, columns, pillars, long thin wooden tables and pedestals

  • Tweaked the loot drops in the lost civ chests to better match changes for dungeons

  • Fixed being able to partially see through the world when shown one of the dungeon tutorials

  • Removed some references to missing scripts that was logging some harmless warnings on each launch

  • Add a new utility to capture Unity logs on launch and store them in My Documents/Aiyana instead. This way more than 2 logs can be captured at a time to help me with debugging

  • Added an emission texture for the 2 flowers in the savanna so that they now glow at night

  • Fixed the standing candles not spreading light

  • Removed an invalid statue type from being able to spawn in dungeons, probably resulting in seeing no statues in some spots

  • Reworked how light spreads to fix some issues seen in Dungeons (applies to Overworld and Lost Civ as well it was just most obvious in Dungeons)

  • The lava lord will now respawn each time you enter his throne room

  • Diamond ore can now be found in the lost civ

  • Fixed the pencil icon on the portals screen still rendering when it shouldn't

  • Fixed not being able to scroll to the bottom of a list of portals once you discover enough of them

Release 0.4.3.2

  • Fixed an error thrown whilst teleporting (also caused by the 'fix' introduced in 0.4.3.1)

  • Improved some edge case scenarios where you teleport very quickly and lots of chunks are still prepping to rebuild etc

  • Fixed the previous light spreadng fix not closing its data properly on quit (may have resulted in a crash on quit)

  • Fixed light not properly spreading across chunks when placing a torch

  • Fixed standing candles breaking any structure they place within (cause by a fix in 0.4.3.1)

  • Fixed a scenario in dungeon generation that could result in them being comically small (1 room only)

  • Fixed one room missing its decorative trims/beams

  • Fixed the forward arrow not working properly with structures you can rotate/scale in more detail

  • Fixed being able to sleep even though an enemy is currently trying to attack you

Release 0.4.3.3

  • Fixed toggled spells like Mining Light not casting properly when using right click to cast

  • Added a new button to reset all tutorials so they play again

  • Reworked how square rugs place so they are actually square in an effort to make them look nicer in dark rooms/dungeons

  • Updated the crafting recipe for square rugs to match their smaller size

  • Fixed an issue with carpetted steps that could cause them to flicker on one edge

  • Metal chandeliers not spread their light further

  • Updated the layout for the dungeons starting room very slightly (added chandeliers so its a little brighter)

  • Fixed objects like rugs always placing as though in no light when placed in dungeons/lost civ

Release 0.4.3.4

  • Changed corrupted guardians to fly slightly lower to the ground so they hit you more consistently and dont appear to always attack your head

  • Added a fallback system to save ungenerated instructions for dungeons (extremely unlikely to be needed unless you generate a HUGE dungeon and have a tiny chunk distance)

  • Changed the logic for enemies in dungeons so that once they spot you, they never lose aggro

  • Fixed the homing perk for Energy Blast hurting you instead of the enemy

  • Updated the wooden fence post mesh so its stacks cleanly

Release 0.4.3.5

  • Fixed some blocks placing flipped when being placed in a spot that was previously a flipped block

  • Reworked how blueprints are placed after a challenge to better distinquish between you purposely destroying a block vs enemies exploding them

  • Fixed bushes in some biomes spawning much smaller than ones placed by hand

  • The speed grow spell now also affects bushes and saplings

  • Fixed the text of Walk On Water spell perk overlapping the perk above it very slightly

  • Fixed sometimes being able to see through the world once blueprint blocks are placed (E.G after a challenge)

  • Fixed the Lore screen showing info about crops you had yet to discover

  • Fixed grass visuals still rendering after placing a campfire and similar blocks over them

  • Updated the Exploring objective that involved atuning a portal to instead trigger when entering a dungeon

  • Fixed entering a Dungeon via an underwater portal still rendering the dungeon as though underwater

  • As part of above, generally fixed some lighting effects not running when in Dungeons/Lost civ

  • Fixed some chests in the lost civ spawning an excessive amount of compost

  • Fixed enemies not respawning in dungeons after a load!

Source

Steam News / 23 January 2026

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