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Full notes
Full Crown of Kings update
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What changed
- Gameplay
- Events
- Balance
- Maps
Crown of Kings changes
Demo Update Now Live – Smarter Loot, Better Dungeons, and a Leaner Loop!
We've just pushed a big update to the Go Deep Or Go Home Demo, focusing on gameplay flow, loot systems, dungeon variety, and progression clarity. This is our first major Q2 update!
Item Pickup Logic Overhaul
Players will now automatically pick up certain items under smarter conditions:
Stackable items (already present in your backpack)
Imbue items, gems, potions, scrolls, and collectibles are now picked up automatically
Everything else must be picked up with the Use Key
Keeps your inventory organized and intentional
This change prevents the backpack from filling up with junk while still reducing friction with common loot.
Enhanced Dungeon Variety
More decor randomization across Catacombs, Classic Dungeons, and Mines & Caves
Less predictable room structures and visuals
While subtle, these changes make dungeon layouts feel less predictable during repeated runs.
New Progress Unlock System
Inventory size and item tiers now scale as you complete objectives
Loot and merchant stock improve over time
No more access to everything right from the start
Town Collection Tasks
Collect mushrooms, flowers, and parchments
Turn in for rewards like pumpkins, potions, scrolls
Tasks unlock new dungeons and expand inventory
Socket Limitations by Act
To help stretch progression across the full game and give sockets more meaning.
Act 1: 1 socket
Act 2: 2 sockets
Act 3: 3 sockets
Improved Help Tips (FTUE)
The in-game Help Tips system has been expanded and restructured:
New contextual help prompts for first-time players
Reorganized tips appear at better moments
Helps direct players through the Lich King intro, town systems, and more
Balanced Game Economy
Level gating for item spawns (weapons, armor, imbue items, etc.)
Weapon damage, stack sizes, potion effects all tuned
Only one imbue item per floor, found in locked chests
Full Screen Scrollable Map
Toggle between Hidden, Mini, and Full Screen
Scroll using movement keys while character is locked
Demo Scope Adjusted (45–60 Minutes)
Focused on Quest 1 and 2 early Town Tasks
Enough to hook new players and let gear progression shine
Replayable, but much tighter
What’s Next
The next update will focus entirely on polishing and finalizing all of Act 1. The goal is to make sure everything in the first act feels like a complete and well-rounded game experience before moving forward.
Planned work includes:
- Combat improvementsNew animations for both player and enemies, including dodging, varied attacks, and cleaner transitions. More visual feedback!
Lich King Arena Battle: After completing Quest 4, players will ascend to the mountain arena to confront the Lich King in a proper boss encounter. You’ll need to bring everything you’ve earned... potions, scrolls, and gear upgrades, if you hope to survive.
Post-Battle Story Reveal: Defeating the Lich King triggers a cutscene that explains your true identity, connecting the player to the larger world and lore.
Village Reactions: After the boss fight, town gossip and NPC dialogue will change to reflect the outcome, signaling that Act 1 is complete and the world is evolving.
Leaving the Village: A small boat and a captain NPC will appear at the docks, offering transport to Act 2 once Act 1 is fully complete.
Ongoing polish: Expect continuous updates to potions, scrolls, harvesting, character control, enemy behavior, and everything else that
Source
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