Full notes
Full Cryptr update
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What changed
- Workshop
- Balance
- Events
- Maps
- Gameplay
- Compatibility
Cryptr changes
What's new in Update 4
Since the last update I have been building out the endgame and everything around it. There are real boss fights now. A new generator writes a fresh dungeon story every run, and the Crucible wave arena is finally live. Mods arrived with full Steam Workshop support. A merchant sells enchants and supplies for your gold. The whole game got a pass on audio and accessibility. Thank you for the feedback that shaped it!
Boss Fights
The final boss is the Demon Lord. He opens as a towering Colossus. Break every crystal to cut him down to size. He hides behind an infernal shield, raises the dead in waves, and rains hellfire that heals him. Burning rocks drop from above for you to dash clear of, and a raking beam drives you behind cover that shatters after a few hits, so your hiding spots keep shrinking. He booms threats and commands his skeletons the whole way through; your hero answers back. Every line is captioned.
The Broodmother rules an alien waste. She is a giant spider matriarch, and the fight plays out beneath an aurora. Up close she trades blows. Push her and she retreats onto a web, safe up there while a brood of spiderlings spills out to swarm you. Clear the brood or torch the web to drag her back down. Each retreat births a larger wave, and webbing seals the arena the moment you engage.
Two dragons reward the right element. The Volcano Dragon in the Old Cliffs fights on the ground, then takes wing to rake you with fire. Kill it and its molten bones rise again as the Cinder Bone Dragon. Its frost cousin is the mirror image. The Ice Dragon breathes a freezing cone that can chill you to a crawl or lock you solid, then returns as the Frost Bone Dragon. Frost tears through the fire forms and fire melts the frost ones, so pack the opposite school. Both scale hard with your level, your party size, and the difficulty.
Bosses lock you in. Pick a fight and the arena seals behind you: webbing for the Broodmother, a glowing elemental barrier for the rest. There is no kiting a boss across the map anymore. The barrier only drops when it dies. Down in the Old Cliffs, burrowing Giant Worms surface to bite and then vanish underground between strikes for as long as the boss lives.
The Delve: Dungeons With a Story
Every delve starts from a theme. It might be a heretic knight's sepulcher, a ratkin undermine, a drowned cistern, a burning foundry, a pharaoh's tomb, or a silent chantry. That theme decides who lives there, how the halls look, what the run asks of you, even the boss's name. The shapes vary just as much, from winding crawls and grand rotundas to cramped warrens, mirrored cloisters, and chasm-split halls you cross on bridges.
Each run reads like a small campaign. It moves through a three-act arc with breathers, named set pieces, hidden side loops, a horde moment, and a boss that only wakes once you have earned the fight. The whole thing is tuned to a 15 to 20 minute descent. The game also remembers your last ten delves and steers the next one clear of them.
The dungeon fights back. A director watches how the party is doing. Coast along and it springs an ambush from the walls. Take a beating and it eases off, so a breather actually breathes. Twice a run the dungeon shifts outright and breaches fresh enemies into the halls, and every so often a named horror is announced the instant it starts hunting you. Now and then a grunt hoists an explosive barrel overhead and walks it straight to your feet.
You always know where to go. A quest marker follows your current objective. Up close it pins to the target and shows its name and range. When the goal is far off or around a corner, it slides to the screen edge as an arrow with the distance left.
Supplies are scattered through the run. Look for health, mana fruit, and flasks in the rooms, with the richest stashes tucked into quiet larder chambers. On a Famine run those shelves come up bare.
The Crucible
The Crucible is a survival colosseum. A new marker on the map table leads you in. You hold against ten escalating waves. Between them you pick a class boon, scrounge the health and mana fruit that drops mid-fight, and brace for the next surge. A boss caps the run. The whole map is live ground: enemies climb the ramps to contest the heights, and some waves erupt from the bastion tops and pour down into the pit. Throw the gate lever and an oil trench ignites across the incoming wave. One objective, Charge the Beacons, scatters braziers you have to light all at once.
The arena got a full visual overhaul. It sits on a real frozen plateau now instead of floating in a white void, framed by ice cliffs rather than looming walls. Its heart is a proper monument: a man-high dragon altar, rune-carved standing stones, a snow-worn griffin idol, and a broken archway behind them all. The courtyard tells the story of the garrison that died here, from a collapsed breach and abandoned scaffolds to a barricade of tipped wagons and beast skulls, watch posts, and supply caches. The fighting ground is a grand colosseum built around a raised stone dais, ringed in fire and climbed by ramps. Red rifts tear open at the gates and the horde spills through.
More Dungeons and Objectives
There are new places to crawl. A walled desert town ends at the sealed Alcazaba and the Chimera guarding it. A spiralling ice road climbs to the Ice Dragon's summit past a wolf den and a court of yeti and ice golems. The Troll Village pit raid drops you into five rounds of pit fighting, then turns you loose to torch the village while hunters keep raining in. Two Sky Citadel dungeons round it out, including an eight-wave sanctum defense.
The Tempering is a multi-floor deep run. Built on the Delve, it sends you down floor after floor, each one harder than the last, to find out how far you can push before it ends you.
The Lordenfel Depths load into their own scene now. The endless descent no longer bleeds into the Tower keep the way it used to.
Traps and barrels fill the halls. Spinning blades, spikes, bumpers, and sweeping gates carve up players and enemies without prejudice, and most can be shut off at a lever hidden inside a breakable box. A wall of blades can seal a corridor outright until you find it. Explosive barrels sit around the cleared rooms too. Strike one to light the fuse, hit it again to set it off, and watch it chain into its neighbours.
Eight new objectives put tools in your hero's hands. (Beta) You might mine buried relics with a pickaxe, kneel to cleanse a defiled altar (take a hit and the prayer breaks), or race a clock to loot every chest. Other runs have you ring alarm bells to summon the horde, plant war standards and defend the raise, crank a winch to haul a boss gate open, carry a powder keg across the map to blow a sealed door, or pick the locks on soul cages to free captives. A few add an escort leg, where a payload cart has to survive the push to the next chamber.
Loot, Shop, and Enchants
You can never lose a drop again. Your weapon reward is granted and saved the instant you win, before the results screen even appears. Skip the results, close the game, or drop offline right after the kill, and the loot is still yours. In co-op a disconnect at the moment of victory just holds your reward until you reconnect. A win will never hand you the same drop twice, and the Necromancer now finds its own staves alongside every other class.
The merchant runs a shop. (Beta) Walk up for a Press E to Shop prompt and browse his stock. He sells health and mana potions to carry into your next run, weapon-drop reroll tokens, armor dyes you can unlock outright, and permanent Max Health upgrades that stay with your hero for good. The shop opens in real time, so the hub keeps breathing around you while you browse, and in co-op each player spends their own gold.
He also enchants your weapon. (Beta) A fresh enchant, tuned to your class, rolls in every hour. Each one is assembled from layered parts (a primary boost, a secondary boost, an on-combat effect, and an element) for thousands of possible combinations. Elemental enchants wrap your weapon in a matching glow that brightens with rarity. Anything you buy is saved to your collection and can be re-equipped at no cost, so you are free to swap between favorites once you own them. Your enchants are yours alone, one collection per class.
Mods and Creation Tools
Mods have arrived. A new Mods page lists everything installed and toggles each one on the spot, no restart required. Most mods are just folders of text files. With them you can rebalance an enemy, retune a class or a weapon, recolor a dye, add whole new weapons and dyes to the loot pool, redub a voiceline, replace a sound, or drop in your own music. A single global tuning mod can reshape the game at once, from enemy health and damage to horde density, gold and XP rates, and camera zoom. Example mods and templates ship in the box, standard Unity code-modding through BepInEx works out of the gate, and nothing a mod does will disable achievements or touch your save.
Steam Workshop is wired in. Subscribe to a mod and it appears on your Mods page on its own. Every class you forge and every level you build carries a Share button that wraps it into a mod, and every mod carries a Publish button that sends it to the Workshop. Press Publish again later to push an update.
The Class Forge lets you build a hero of your own. (Beta) Open it from the main menu and assemble a class from hand-picked parts: a base fighter, a name, a description and icon, a weapon, a voice, and a pool of points to spread across its stats. Your creation stands on a pedestal in full 3D as you work. When it is done, a new Custom Classes button on the class-select screen has it ready to play.
The Level Editor grew a great deal. (Beta) New tools include Mirror, Drop-to-floor, Select Similar, Replace, Hide, Lock, Isolate, an Outliner, reusable Stamps, favourites, a top-down view, a measure tool, a scatter brush, and WASD camera flight. Start from a built-in template, from a freshly generated dungeon, or from an empty stage. The Logic tab handles the gameplay: drop your spawns, horde perches, and idol runs, then choose the objective, with full Wave and Boon settings for building your own arena. Share a finished level by one-click code, or publish it and browse the Workshop without ever leaving the game.
Audio Overhaul
The audio got a real overhaul. Everything routes through a proper mixer now, capped by a master limiter, so a chaotic fight no longer turns to crackling mush when a horde, a boss roar, and the music all land at once. When a character says something that matters, the music ducks for a beat so the words come through, then swells back on its own. As your health falls toward death the world goes muffled around you, and it clears again when you heal. Distant and off-angle sounds roll off more naturally, and a bigger pool of voices keeps the important cues (a block, a kill, a boss telegraph) from being drowned out by a big pack.
A sound polish pass went in alongside it. Every world effect plays in true mono now, which sharpens where each one comes from and trims the memory it uses. Ambient loops in the levels, like those glowing portal stones, finally obey the Ambience slider. And a scene can no longer end up with no listener in it, the bug that used to leave a few places dead silent. When a track changes, a small Now Playing card credits it and its artist.
Accessibility
Accessibility got another broad pass. New rebindable keys turn and tilt the camera, mapped to the arrow keys by default. Alongside them sit a Look Sensitivity slider, Invert Look on the Y axis, and a Block: Toggle option. There is a gentle, optional Aim Assist, a Brightness slider, and a Reduced Flashing setting that opens with a one-time photosensitivity notice. Sound Captions spell out incoming boss attacks at an adjustable size, Mono Audio folds everything to one channel for single-sided hearing, and Damage School Labels tag each number with its element so colour is never the only cue. Screen Shake, Motion Blur, and Toggle-or-Hold options for Sprint and Crouch round it out. Every line your hero speaks now carries a subtitle as well, down to the offhand mutters between fights and the boss's own dialogue. Wordless grunts and roars stay silent.
Combat and Enemies
A new breed of enemy hunts the party. Each one telegraphs its trick. Grimfang pounces to pin you momentarily. The Widow Spinner binds you in webbing. The Troll Hurler grabs you and throws you across the room. The Mourner keens quietly and turns vicious the moment you provoke it. The Pyre Acolyte breathes a stream of flame, the Rime Adept freezes you at range, and the Plague Bloat always bursts into a caustic pool when it dies. Seven in all.
Being pinned is a setback but not a sentence. Every pin, snare, grab, and knockdown wears off on its own after a few seconds. A teammate can free you faster by holding interact, and more hands make it quicker still. Kill or stagger whatever holds you and you break loose at once. Harder difficulties keep their grip longer, but the last hero standing is never left helpless.
Some armored enemies have a genuine weak point in the head. Armored Ogres, Crusaders, Golems, Demon Guards, Bone Legionnaires, and the Skeleton Warlord shrug off nearly everything until you strike it. A bow or a spell lands the headshot outright. In melee your heaviest blow does the same: a finished combo, a whirlwind, a quake kick, or a stomp. An ultimate always breaks through. Poke at them and you will barely scratch the paint.
The Powderkeg Ogre carries the bomb to you. It lumbers out cradling a lit barrel and comes straight on while the fuse burns down. Put it down before it reaches you, though it drops the live barrel where it falls. Let it arrive and the blast takes everything nearby, its own kind included.
Set up elemental combos, then trigger them. A magic hit leaves a mark on the target: a chill, a burn, a shock, or a curse. Land a heavy blow on that mark and it detonates in a staggering burst, and a chilled enemy shatters and freezes solid. Strike it with a different element instead and you get a reaction rather than a blast. It pays off a party that coordinates, and a lone caster can chain it alone by switching schools.
Enemies read more clearly in a fight. Any hit flashes an enemy white. One winding up a blow at you holds a red outline. Elites wear a steady purple, and a poisoned or burning foe is outlined in that effect's colour. The new Enemy Visuals settings let you turn any of it off or recolour it, and an elite badge adds a shape cue for colourblind players.
Heroes and allies wear an outline of their own. A soft rim glow keeps them legible against a busy background. Switch it off in the pause menu or recolour it, with separate colours for you and for your allies. Cyan and gold are the defaults.
Objectives glow so they are easy to find. An unused shrine, the soul-relay idol, and its altar all carry the same soft outline the heroes do. A shrine reads as active from across the room, and the idol stands out on the floor. The glow fades once you pray at the shrine or deliver the idol.
Talents
Improved and extended talent trees. Each class tree is rebuilt into linked clusters: travel nodes feed into damage nodes, an anchoring notable, the support nodes around it, and the major nodes near each finisher. There is much more to invest in and many more builds worth trying. The screen pans and scrolls now so the larger tree still fits.
New signature abilities. A talent can grant a self-shield that soaks a hit and bursts into a shockwave, with party-wide versions too. Others call down a standing Blizzard or a Lightning Storm that leaps from foe to foe. Each is themed to its class, and every one behaves correctly in co-op.
The Wizard can lock down a battlefield. Spec into frost and his ice bolts leave a lasting chill that drags down enemy footwork and swings. A Deep Chill node sharpens the bite and adds damage against anything already chilled. The Frostfire Beam freezes and ignites everything it sweeps across.
Co-op
Co-op has voice chat now. (Beta) It runs on Steam voice, with a Voice Chat page to set it up. Switch between Push-to-Talk, rebindable and set to V by default, and Open Mic. From there you set Mic Sensitivity and Voice Receive Volume, and mute anyone you like. A small indicator shows who is talking.
Your save copies to Steam Cloud. (Beta) It backs up there on top of the local file, once Cloud is turned on for the app.
Co-op took another hardening pass. (Beta) It closed several ways a tampered client could grief a shared game, and it cleaned up glitches on the guest side: a join that could stall mid-countdown, a razed building that stood back up for late arrivals, doubled death sounds, and health bars that came in stale. A mismatched build is now turned away before it can corrupt a session. A guest who leaves mid-run is backfilled with an ally at once. A dropped host tells everyone "Lost connection to the host," and a join that cannot reach the host times out with a clear message instead of a silent freeze.
Look, Feel, and Quality of Life
The Cryptrography Table anchors the hub. The old War Table has a new name, and the keep is a single circular wall now. Every destination lives on the map itself: the dungeon portals, the Crucible, the Delves, the Depths, and your own custom levels. Study the table and you can see and choose any run from one spot. Hover a marker for a tooltip on what it is, and each dungeon shows its level.
Portals tell you what waits on the other side. Walk up to one and a card rises over the Press E to Enter prompt, describing the place, its objective, and the rewards you can expect from it.
Two new video settings trade sharpness for frames. Render Scale renders the game below your monitor's resolution and scales the picture back up. Then you choose how it rebuilds: Off, FSR 1.0 on any GPU, or STP, Unity's newer temporal upscaler. Your pick carries across every scene.
New Steam achievements cover the big moments. There is one for each named boss (the Skeleton Warlord, the Broodmother, the two dragons, and the Demon Lord), plus more for chaining an elemental Break, clearing the Troll Village pit, finishing a full Tempering run, surviving the Crucible, and clearing the Depths. Anything you already earned unlocks the moment you load in.
You can send feedback without leaving the game. The main-menu Feedback button opens a panel. Type what happened, press Send, and it reaches me with your game log attached. An email fallback is there if you prefer it.
Two smaller comforts round things out. Repeated emotes now cool down instead of spamming the squad, and a new Corpses section in the pause menu adds a Body Linger Time slider and a Max Bodies cap to keep busy rooms tidy on slower machines.
A Few of the Many Fixes
The Crucible sends you home with your loot when you clear it, and its entrance no longer strands you invisible in the Tower. Several dungeons that could not be completed are fixed, and one with nothing left to fight can no longer hand out a false clear. The campaign runs end to end again.
Enemy attacks have to reach you now. A ranged caster fires a real bolt you can dodge or block behind a wall, and a melee swing only connects when it actually lands. Skeleton Mages finally cast, lobbing shadow orbs that arc over cover, and the Wizard's fire beam lights the room instead of glowing alone in the dark.
A round of animation and boss fixes went in. The catacombs skeletons and the Bone Warlord animate in full, and the Warlord charges into a real second phase. Mimics sit on the floor rather than half-buried in it, and an enemy with no death animation topples over instead of freezing on its feet.
Defend maps mark their attackers. Every foe carries a marker, a skull for the ones you can see and an edge arrow for those you cannot, and anything striking a building flags red under a siege icon. The building list and the name plates read in the game font now instead of garbled symbols.
Known Issues
Co-op has no host migration yet. If the host's game crashes or their connection drops outright, the session ends for everyone. Guests at least get a clear "Lost connection to the host" now rather than a silent bounce.
A few specialty vendor surfaces still look plainer than intended, or can flash pink. Animated foliage, flowing lava, translucent ice, and some realistic water are the usual suspects, and each is being rebuilt one pack at a time.
Colorblind Mode corrects the 3D world for now, but not the HUD. The orbs, buff bar, tooltips, and menus are not recoloured by it yet.
The Paladin's two-handed grip is still being tuned and can sit a little off in the hand.
More dungeons, more of the merchant's stock, and more multiplayer hardening come next. Thank you for playing, and for the feedback.
Source
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