In this update11
Full notes
Full Crown of Kings update
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What changed
- Gameplay
- Balance
- Store
- Fixes
- Events
- Maps
Crown of Kings changes
Demo Update v0.26 – Smarter Combat, Tactical Enemies & Cleaner Gameplay
The newest update to the Go Deep Or Go Home demo is live! This version introduces major improvements to combat animations, enemy tactics, loot variety, and dozens of polish and quality-of-life fixes.
Enhanced Combat Animations
Attack types like Punch, Swing, Stab, Slash, Overhead, and Thrust now feature multiple animation variations, including alternating left and right-handed motions.
Adds variety and natural motion during combat
Less repetitive and more satisfying!
New Weapon: The Dagger
Can now be picked up from environmental decorations (e.g., tabletop daggers)
Added to the inventory system like any other weapon
Occasionally equipped by weaker enemies as their melee weapon
Uses a unique reversed-hand stab animation when equipped
No backstabbing or stealth mechanics (yet) — just early-game flavor
Not particularly strong or fast, but looks cool and feels right
Added mainly because play-testers kept trying to grab it... now you can!
Weapon Collision Fix
Rebuilt hit detection using interpolated raycasts
Fixes gaps and improves swing accuracy
Combat feels tighter and more fair
Enemy Ranger Tactics
Some enemies now switch to ranged attacks mid-fight
Smarter AI positioning and pacing
Balanced spawn chances between 1–20% depending on enemy
No ranged enemies in early scenes... avoids overwhelming new players
Cutscene Skipping
Hold E (PC) or A (Xbox) to skip
On-screen prompt shows during hold
FTUE Help Tip Updates
Stash: Tip disappears on opening (no more required item move)
Tent: Tip clears on interaction (no forced outfit changes)
Quest tips: Delay now waits for player movement, rather than upon completion of previous quest or task.
Quest Giver Logic Fixed
Quest givers now guide players to the correct next step
Previously broken... now fixed
Dungeon Decoration Pass
Catacomb crate tables now have randomized clutter (bones, candles, documents, lockpicks)
Spiderwebs add flavor
Key spawn locations added
Sarcophagi decorations now visible and functional again
Bug Fixes & Tweaks
Crossbows and bows now lose durability when their projectiles deal damage, just like melee weapons
Potions now work correctly (yes, they were broken last build... that’s fixed)
Inventory upgrades preserve item layout when expanding, avoiding unnecessary re-shuffling
Force Field Scroll now properly blocks incoming projectiles... finally safe inside the bubble
Enemies no longer crowd awkwardly close to the player; spacing feels more natural in melee
No more item pickups while dead! That awkward bug is gone
Moving a potion during use now cancels the action cleanly, preventing animation errors
Consumed food is now wiped from the player’s stomach on death (no more undead digestion)
Xbox controller input now registers when using the stick, not just buttons
Coming Soon
The next update focuses on finishing Act 1 and preparing for the Lich King boss encounter.
Final Arena Battle: A hand-crafted showdown with the Lich King and his minions, featuring respawning enemies, destructible spawn sources, and a difficulty curve that rewards players who’ve built up socketed gear, imbues, scrolls, and potions.
NPC Gossip Upgrades: Dialogue will evolve with player progress. NPCs will drop useful tips... including how to defeat the Lich King (for those who actually take the time to talk).
Leave Act 1: (When You’re Ready) Once the Lich King is defeated, a ship captain appears to offer travel to Act 2. You choose when to leave. Immediately or after cleaning up remaining content.
Expanded Collection Tasks
Existing collection mechanics (mushrooms → pumpkins, flowers → potions, parchments → scrolls) are in.
More are coming
Map Collector: Trade maps for treasure hints or reveal full dungeon
Source
Changelog.gg summarizes and formats this update. How we read updates.
