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Steam News9 January 20265mo ago

Post-processing, and Demolish card rework update | January 9th 2026

Hey there! We've reworked the demolish card, significantly improved post-processing for all biomes, fixed some bugs, and did some prep work for an upcoming content update...

In this update3

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Full Auto Dungeon update

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Hey there! We've reworked the demolish card, significantly improved post-processing for all biomes, fixed some bugs, and did some prep work for an upcoming content update...

What changed

9 fixes2 additions2 changes2 removals
  • Maps
  • Performance
  • Gameplay
  • Balance
  • Store
  • UI and audio
fixedHey there! We've reworked the demolish card, significantly improved post-processing for all biomes, fixed some bugs, and did some prep work for an upcoming content update ...
removedMajor Changes:The Demolish card, which destroys walls over a room to render it walkable, no longer spawns enemies in place of walls.
addedMajor Changes:Additionally, when you demolish walls over a room that's adjacent to an empty space (i.e., a ledge), walking onto that room will generate more adjacent rooms to allow further progression. This is a siginificant buff to the card, as it can now be used to carve a direct path through ruins, to the main dungeons.
changedMajor Changes:Significantly reduced the intensity of post-processing effects across all biomes. This makes the game far more readable in general. Especially late game, when units tend to clutter the screen. To clarify, this means: Less intense contrast, less hue shift, less intense desaturation, less film grain, etc. The undead (swamp) biome, and the greed (dungeon) biome in particular are most noticeably affected by these changes.
changedMajor Changes:Rebalanced shrine rewards, nerfed a particularly overpowered shrine reward.
fixedMajor Fixes:Fixed extremely strict spawn conditions that were preventing a unit, the Formless Elemental, from spawning in most cases.

Auto Dungeon changes

fixedHey there! We've reworked the demolish card, significantly improved post-processing for all biomes, fixed some bugs, and did some prep work for an upcoming content update ...
removedThe Demolish card, which destroys walls over a room to render it walkable, no longer spawns enemies in place of walls.
addedAdditionally, when you demolish walls over a room that's adjacent to an empty space (i.e., a ledge), walking onto that room will generate more adjacent rooms to allow further progression. This is a siginificant buff to the card, as it can now be used to carve a direct path through ruins, to the main dungeons.
changedSignificantly reduced the intensity of post-processing effects across all biomes. This makes the game far more readable in general. Especially late game, when units tend to clutter the screen. To clarify, this means: Less intense contrast, less hue shift, less intense desaturation, less film grain, etc. The undead (swamp) biome, and the greed (dungeon) biome in particular are most noticeably affected by these changes.
changedRebalanced shrine rewards, nerfed a particularly overpowered shrine reward.

Major Changes:

  • The Demolish card, which destroys walls over a room to render it walkable, no longer spawns enemies in place of walls.

  • Additionally, when you demolish walls over a room that's adjacent to an empty space (i.e., a ledge), walking onto that room will generate more adjacent rooms to allow further progression. This is a siginificant buff to the card, as it can now be used to carve a direct path through ruins, to the main dungeons.

  • Made the demolish card drop much more frequently.

  • Significantly reduced the intensity of post-processing effects across all biomes. This makes the game far more readable in general. Especially late game, when units tend to clutter the screen. To clarify, this means: Less intense contrast, less hue shift, less intense desaturation, less film grain, etc. The undead (swamp) biome, and the greed (dungeon) biome in particular are most noticeably affected by these changes.

  • Rebalanced shrine rewards, nerfed a particularly overpowered shrine reward.

Major Fixes:

  • Fixed extremely strict spawn conditions that were preventing a unit, the Formless Elemental, from spawning in most cases.

  • Prevented phasing through most rooms while over-encumbered.

  • Fixed camera clipping through ice biome walls.

Minor Fixes:

  • Lowered volume of shop music. It's still loud, but it's no longer defeaning compared to the rest of the game's tracks.

  • Fixed some incorrectly scaled UI sprites that appear for npc interaction states.

  • Fixed a visual bug that caused boss character models to spawn over shrines.

Any feedback is welcome! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions.

Steam reviews are also deeply appreciated. We read them all, and take them to heart. To everyone who left a review or gave us feedback, thank you very much!

Lastly, thank you for playing our game, and helping us iron out all the wrinkles. It means alot to us.

  • Cam

Source

Steam News / 9 January 2026

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