Full notes
Full Cryptr update
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What changed
- Balance
- Gameplay
- UI and audio
- Workshop
- Events
- Performance
This is the first big build on top of it, and it is a large one. Every class now has a signature ultimate, the talent trees have been torn down and rebuilt so every node actually does something, the whole game plays end to end on a controller, co-op grew up with revives and chat and a public lobby browser, and there is a fresh stack of dungeon modes and monsters to crawl through. Multiplayer is still in active testing, so this is a great time to bring friends. Thank you for the feedback that shaped all of it.
Unleash your ultimate. Every class now has a signature ultimate, charged by a new meter beside your skill icons. It fills as you fight, faster the more damage you deal, and at 100% press R to let it rip: the dual-wielder's spinning Bladestorm, the archer's Rain of Arrows, the knight's healing Aegis Burst shockwave, the Wizard's Frostfire Cataclysm, the Paladin's Consecration, the Necromancer's lingering Grave Tide. It starts empty each dungeon, so spend it well.
The Wizard rains fire and ice. The Wizard's ultimate is now Frostfire Cataclysm: a storm of fire and frost shards screams out of the sky and hammers the ground ahead of you for several seconds, biting as fire and then ice in turn so armored and warded foes alike get torn up.
The Paladin calls down Consecration. A golden sigil of holy light blazes into the floor and lingers. Stand in it and you and your allies are steadily healed, while enemies caught in the light burn for holy damage. The Paladin pauses only for the brief cast, then is free to keep fighting while the ground does its work.
Practice your ultimate in the Tower. Your ultimate now charges and fires in the hub so you can try it between runs. The meter resets the moment you cast it or head into a dungeon.
Every ultimate floods the screen with its own color, and a new Screen-Space FX toggle under Video turns those full-screen flashes off (it also covers the poison and fire tints from hazards) if you prefer a clean view.
Talent trees Press N for a hand-painted talent screen. Every class now has three themed paths that climb from small stackable boosts up through a pick-one fork, a rule-bending keystone, and a build-defining capstone that visibly transforms you. You earn 2 points a level, and refunds cost gold that scales with your level, so respeccing is always possible but never free.
Talents do what they say now. Every tree is live end to end. Passives trigger off the fight (heal as you strike, ignite on hit, frenzy on a kill, reflect blows, execute the wounded, drain life and mana), and the marquee talents enhance the abilities you already use: arrows that pierce or fan into a volley, spellbolts that split or splash, the Knight's riposte and shield slam, the Berserker's leaping slam, the Necromancer's tougher minions and rotting bone rain.
See your talents fire. When a passive procs in a fight its icon flashes up in a row along the bottom of the screen and lingers a moment before fading. No more guessing whether it went off.
Each class's talent tree has its own crest, a carved-stone emblem behind the nodes themed to your hero and washed in the class color.
The Necromancer's dark magic hits with weight. Shadow bolts now burst on impact, a flare snaps from the caster's hand on each cast, and the kit recolors to match your talents: toxic green for rot, bone white for the spear path, blood red for life drain, deep violet otherwise.
Rebind your ultimate and comms wheel alongside the rest of your controls.
Command Your Hero
Play the whole game on a controller. Cryptr now plays end to end with a gamepad, not just the menus. Left stick moves, right stick aims, triggers attack and block, face buttons jump, dodge, interact, and fire your ultimate, and the D-pad opens emotes and talents. Keyboard and mouse stay fully live at the same time.
See and remap every control. The Controls page now shows a Keyboard and a Gamepad column side by side for each action. Click either to rebind it, and Reset to Defaults restores both sets at once.
Play the menus without a mouse. Every menu now responds to keyboard and gamepad: Tab or the d-pad to move, Enter or A to choose, across the pause menu, class select, the talent screen, the death screen, and the results screen.
Say it with the comms wheel. Hold T (or middle-click) to open a radial menu and call out lines like "I need healing", "Follow me", "Attack", or fire off a Taunt, Laugh, or Cheer. Every class talks in its own voice and attitude, and the line floats over your hero for the party to read.
Know your abilities at a glance. A clean panel above your skill icons lists every ability your hero has, numbered, with its key, a short description, and its mana cost where one applies.
Your hero talks back in the heat of battle. Each class reacts in its own voice to how a fight is going: a triumphant bark on a kill, a real cry of distress when you are beaten into the danger zone.
Co-op, Deeper
Nobody dies alone. Drop to zero in co-op and you go down rather than out. A teammate can hold Interact to haul you back up at half health, the classic rescue. Bleed out and you ride along watching your friends until the next area, where the party comes back fresh. If everyone goes down at once the squad retreats to the Tower together. The host going down never ends the game, only the host actually leaving does.
Your squad talks to each other. Heroes of different classes banter: an ally cheers your kills, answers your cries for help, mourns the fallen, and grouses when you grab the pickup they needed. Every line is spoken and captioned, drawn from each class's own voice, and it stays occasional on purpose.
Talk to your squad with the chat box. Press Enter in a co-op run to pop a clean chat panel in the corner, type, and send. Scroll back with the wheel. Every line shows who said it as their class and Steam name with a timestamp in your own local time.
Browse and join public games. The Multiplayer screen lists open public games with the host's name, level, class, and how full the lobby is. Refresh to update, Join to drop in. Only games on your version show up.
Choose who can join. Pick Public or Steam Friends Only when you open your game. Every join still waits for your Yes or No approval.
Host controls to keep your game friendly. The host gets Kick and Ban buttons on each player's party frame, with a Banned list you can undo from. Anyone you have blocked on Steam is turned away automatically, and removed players get a clear message.
Steam co-op now hosts from the menu. Picking Host or Join from the main menu spins up co-op directly, no more silent nothing-happens.
Your squad sees and hears each other. Emotes from the comms wheel now play on everyone's screen, ultimates let out your class battle cry, and your level-up bark carries across the party, each from the right hero.
Co-op enemies are fully networked now, so guests see the same monsters the host does instead of empty dungeons. (Freshly wired and still being live-tested.)
New Ways to Crawl
First 5 dungeons all now have a goal, and several new ones to chase. Beyond Clear and Destroy-the-spawners, the crypt now runs Survive-the-onslaught holds, Defend objectives, Escort runs and ritual-interrupts (both in progress), each with its own on-screen tracker, a run clock, and a wave indicator where it fits.
Hold the line in the Overgrown Ruins. The catacombs' second dungeon is a survival gauntlet: eight waves of skeletons drop in from the walls above, building from a trickle of warriors to archers, elites, and a champion, with a short breather between waves to reposition. Scales up in co-op.
Defend the farm. A new run drops you into a farmstead under siege by ratkin and skeletons that ignore you and make straight for the buildings. Each building shows a health bar once it comes under attack, chars and smokes as it is battered, then collapses for good. Hit the raiders to pull them off, outlast the assault to win, lose the whole farm and the run is over.
The Catacombs have a final boss. The sector's last portal drops you into the Bone Warlord's vault. Bring him down and a results screen tallies your run before returning you to the Tower. Clearing him completes the sector.
The world opens up as you conquer it. The four sectors now unlock in sequence, each gated behind the boss of the one before it, and dungeons within a sector unlock one at a time.
Learn the ropes in the Trial Grounds. A new training dungeon sits beside the class pedestal and teaches by doing: movement, your basic attack, your class's signature move, dodging, headshots, smashing a fountain, surviving waves, defending a sanctum. Each room seals until you clear its lesson. Hold Interact to skip a step, and replay it any time. It runs in co-op too.
Build your own levels. A new Level Editor on the main menu lets you lay out scenes from the game's own art: place, move, rotate, scale, copy, group, and undo, with sky and weather presets, autosave, and a Load list of your levels. Coming soon: you will be able to launch your levels into the game directly to play. Later: possibly end to end integration with the Steam workshop.
New Horrors
Heavy Shield enemies turtle up. Some shield foes now spawn as a tougher steely-blue variant that hides behind its guard and only lunges in for the odd swing. Every block drains its stamina, so keep up the pressure until its guard breaks, or flank it. Ordinary shield enemies feel meatier too, and blocking now costs both sides stamina.
Watch your purse: the Gold Thief is loose. A fast ghostly cutpurse makes a beeline for you, snatches a fistful of gold on contact, then bolts for the dark. Run it down and kill it before it escapes and it drops every coin back to you. One thief prowls every crypt (boss lairs are spared).
New catacombs skeletons. The Cinder Knight and Dark Acolyte join the undead roster, fully animated.
Enemies fight back smarter. Shielded foes now sometimes catch a frontal blow on their shield and recoil, and quick lightly-armored foes sidestep out of the way entirely. Catch them mid-swing or strike from the flank and their guard will not save them.
Enemy attacks are physical now, with real projectiles and melee overlaps rather than guaranteed hits, so positioning and dodging matter.
Aim for the head. A clean shot to an enemy's head hits for double with a bold "HEADSHOT" popup. It rewards precise aim with arrows and single bolts, and it cuts both ways: enemy casters who nail you in the head hit harder too.
Atmosphere and Sound
The Tower and the crypts have their own music now. The Tower hums a warm restful theme, and each dungeon biome has its own score. The music breathes with the run instead of droning on, stepping back into silence for a stretch before drifting in again. Battle music swells when a fight breaks out, tougher elites raise a darker layer, and boss arenas stay scored start to finish.
A living sky over the Tower. Look up from the hub and the heavens are awake: a wheeling cosmos, a great hero sun, twinkling stars, streaking meteors and showers, solar flares, gliding comets, and aurora-like swells that settle and begin again, never the same way twice.
The cinematic look now follows you everywhere. The cool cosmic color grade no longer stops at the Tower door. It carries through every dungeon and is live from the moment the game opens.
Mind your footing. The crypts now run with hazards underfoot: pools of fire and acid that scald anyone who walks through them. And standing in a campfire sets you alight until you step clear.
Doors open for you. Heavy castle doors swing wide as you approach, with a creak of old timber, and ease shut behind you once you have passed.
The bear has a voice. The Warden's pet bear roars when a fight kicks off and snarls with every bite, kept soft so it adds menace without drowning out the battle.
New loading screens rotate through moody hand-painted medieval landscapes, dimmed just enough to keep the loading bar readable.
The gold pile sounds as good as it looks, with a soft clink of coins as your hoard stacks on the results screen.
Look and Feel
A redesigned combat HUD. Your vitals live in a clean panel in the bottom-left corner: class portrait, health and mana or stamina, experience bar, level and class name, with your ability icons and ultimate charge just beneath.
Pick your HUD style. Under Interface, choose the default bottom-left panel or the classic centered look with a health orb left, a resource orb right, and your abilities in the middle. Your pick is remembered.
Hide the combat HUD with a Player HUD toggle, great for screenshots, and turn off enemy nameplates for a cleaner battlefield. Both choices stick between sessions.
Your heroes line up for the curtain call. The end-of-dungeon scoreboard now spotlights the party in full 3D, each class posed in a stance that suits it, with names, gold, experience, and combat tallies over the top.
Set your own camera distance with a Max Camera Zoom slider in Video, from a tight over-the-shoulder view all the way out to the classic overhead.
Pickups catch your eye now. Health and mana restoratives glow with a colored outline when you are near and light up a small marker on your screen, brighter the closer you get.
Arrows stick where they land, burying themselves in whatever they hit and riding the body's movement until it dies.
Quality of Life
Share one copy, keep your own save. Cryptr now asks "Who's Playing?" first. Pick your profile or make a new one, and everyone on the same PC keeps their own heroes, levels, talents, gold, and achievements. A "change" link on the main menu switches who is playing at any time.
A performance overlay at your fingertips. Press the tilde key any time for a tidy stats panel: live FPS, frame time, recent low, memory, and resolution.
Better bug reports, automatically. The game writes a sectioned diagnostic summary into its log (hardware, frame rate, memory, current area, co-op status, and a health check), updated as you play, and you can press F9 to drop a fresh snapshot. An Open Log button in the pause menu and main-menu options opens it for you.
Good settings out of the box. On first launch Cryptr sizes up your PC and starts you on a recommended quality and frame rate, then remembers any change you make.
Mute voicelines without losing the words. A Voiceline Audio toggle turns off all spoken lines while their on-screen text still appears, and the Creature Voices slider now properly controls voiceline volume.
Balance
Classes have clearer identities and real scaling. A rebalance pass across all eight blueprints gave each class a coherent defensive identity and meaningful per-level growth, so leveling feels like it matters the whole way up.
Enemies hit a sharper tier curve, with elites and bosses landing the occasional crit, so the gap between a regular foe and a real threat reads clearly.
Later biomes stay threatening. Enemy levels now scale with biome and depth, so deeper zones do not fall behind your hero.
Deeper kills pay more. XP and gold now scale with depth, rewarding you for pushing further in.
A Few of the Many Fixes
Music now plays correctly in the Tower hub and in scene-based dungeons (a couple of pre-existing trigger gaps).
Opening the pause menu no longer fires a stray attack, and a co-op guest's pause no longer leaves their input live.
Players can no longer get wedged inside farm buildings: a guard now nudges you back out a doorway if you ever stick.
The ultimate charge readout now reads correctly at 100% instead of getting stuck.
Quit-to-Hub works again, and your ability and resource HUD no longer disappears after a Restart or a return to the hub.
The Archer and Ranger dodge is now a proper roll.
Several vendor surfaces that had gone pink or blocky were corrected.
Known Issues
The newly networked co-op enemies, the downed-and-revive flow, public lobbies, and host moderation are freshly wired and still need full multi-player live testing. This is exactly where your testing helps most.
The Paladin's two-handed grip is still being fine-tuned and may sit slightly off in the hand.
A few specialty vendor surfaces (some animated foliage, flowing lava, translucent ice, certain realistic water) still look simpler or can read pink while their proper shader variants are rebuilt one at a time.
An experimental stacked multistory dungeon builder is in the codebase but not yet wired into the live dungeon rotation.
More dungeons, the shopkeeper's wares, and continued multiplayer hardening are next. Thank you for playing and for the feedback. It is shaping the game.
Source
Changelog.gg summarizes and formats this update. How we read updates.
