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Steam News8 June 20251y ago

Demo Update v0.26 – Smarter Combat, Tactical Enemies & Cleaner Gameplay

Demo Update v0.26 – Smarter Combat, Tactical Enemies & Cleaner Gameplay The newest update to the Go Deep Or Go Home demo is live!

In this update11

Full notes

Full Crown of Kings update

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

What changed

8 fixes8 additions15 changes1 removal
  • Gameplay
  • Balance
  • Store
  • Fixes
  • Events
  • Maps
changedDemo Update v0.26 – Smarter Combat, Tactical Enemies & Cleaner GameplayThe 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.
addedEnhanced Combat AnimationsAdds variety and natural motion during combat
addedNew Weapon: The DaggerCan now be picked up from environmental decorations (e.g., tabletop daggers)
addedNew Weapon: The DaggerAdded to the inventory system like any other weapon
changedNew Weapon: The DaggerOccasionally equipped by weaker enemies as their melee weapon
changedNew Weapon: The DaggerUses a unique reversed-hand stab animation when equipped

Crown of Kings changes

changedThe 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.
addedAdds variety and natural motion during combat
addedCan now be picked up from environmental decorations (e.g., tabletop daggers)
addedAdded to the inventory system like any other weapon
changedOccasionally equipped by weaker enemies as their melee weapon

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

Steam News / 8 June 2025

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