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Steam News21 July 202625d ago

Stability Patch #1 - 2026.20.07

Launch Stability Patch A focused patch built straight off your feedback. A couple of reviews called out the tutorial breaking in co-op and the game feeling buggy at launch, so I spent the day hunting down the worst offe

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Full Cryptr update

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What changed

1 fix1 addition3 changes1 removal
  • Performance
  • Gameplay
  • Workshop
  • UI and audio
changedLaunch Stability Patch
changedA focused patch built straight off your feedback. A couple of reviews called out the tutorial breaking in co-op and the game feeling buggy at launch, so I spent the day hunting down the worst offenders. Here is what changed.
fixedThe tutorial is solo only now. Running the Trial Grounds as a co-op party could leave the host stuck between lessons if a teammate desynced or wandered off. The tutorial now always runs as a clean solo session, so you can finish it start to end without a networking hitch. Jump straight into co-op for the real dungeons once you know the ropes. - Smoother framerate during teleports and cinematic moments. Any time the game briefly took control of your hero (a teleport dissolve, the tutorial's gate-reveal camera pan, a fall or stuck recovery) it could quietly flood the log every frame and drag your framerate down until control returned. One shipped session logged over 80,000 of these. That is fixed, so those moments stay smooth. - Coming back to the Tower keeps your class. Returning to the hub could force you to re-pick your hero at the table every single time. Your selected class now spawns you back in directly. - No more instant fake "Dungeon Cleared." A misconfigured dungeon with nothing to fight could pop a false victory the moment you entered. A dungeon like that now just returns you safely to the hub instead of handing you a bogus clear. - Casters and archers score properly in solo runs. Run scoring was counting bot allies in a way that shortchanged ranged and spellcasting classes. Solo runs now score your own performance cleanly. - The objective tracker no longer shows a broken box on completion. Finishing an objective tried to draw a checkmark in a font that does not carry that symbol, so it came out as an empty square. The title now simply turns green when complete (red if it fails), which reads clearly. The same stray box on the Workshop browser's "Subscribed" button is gone too. - A failed hero spawn recovers gracefully. If your character failed to spawn on entering a level, it could soft-lock you. The game now recovers you to the hub instead of leaving you stuck.
changedCamera following. After a teammate joined or someone swapped classes, your view could occasionally snap to follow a teammate instead of your own hero. Fixed. - Class co-op pick stability. Claiming a class no longer writes to a body that is being torn down mid-swap, which could leave your pick in a bad state. - Party-wipe state resets between runs. A leftover wipe flag from a previous run could carry into the next one; it now clears when the session starts. - Cleaner menu audio. The class-select screen could end up with two audio listeners fighting each other. Now there is one, as intended.
addedTwo mods that add same-named classes no longer overwrite each other. Class exports are now keyed uniquely, so a "Paladin" from one mod and a "Paladin" from another can both exist without one clobbering the other.
removedAll classes but wizard lose their elemental summon talent. - The Ranger's bow has a subtle shimmer. I removed the orbiting glow auras from a few Ranger talents (they read as a distracting orb) and replaced them with a soft blue emissive shine on her bow, her signature look.

Cryptr changes

changedLaunch Stability Patch
changedA focused patch built straight off your feedback. A couple of reviews called out the tutorial breaking in co-op and the game feeling buggy at launch, so I spent the day hunting down the worst offenders. Here is what changed.
fixedThe tutorial is solo only now. Running the Trial Grounds as a co-op party could leave the host stuck between lessons if a teammate desynced or wandered off. The tutorial now always runs as a clean solo session, so you can finish it start to end without a networking hitch. Jump straight into co-op for the real dungeons once you know the ropes. - Smoother framerate during teleports and cinematic moments. Any time the game briefly took control of your hero (a teleport dissolve, the tutorial's gate-reveal camera pan, a fall or stuck recovery) it could quietly flood the log every frame and drag your framerate down until control returned. One shipped session logged over 80,000 of these. That is fixed, so those moments stay smooth. - Coming back to the Tower keeps your class. Returning to the hub could force you to re-pick your hero at the table every single time. Your selected class now spawns you back in directly. - No more instant fake "Dungeon Cleared." A misconfigured dungeon with nothing to fight could pop a false victory the moment you entered. A dungeon like that now just returns you safely to the hub instead of handing you a bogus clear. - Casters and archers score properly in solo runs. Run scoring was counting bot allies in a way that shortchanged ranged and spellcasting classes. Solo runs now score your own performance cleanly. - The objective tracker no longer shows a broken box on completion. Finishing an objective tried to draw a checkmark in a font that does not carry that symbol, so it came out as an empty square. The title now simply turns green when complete (red if it fails), which reads clearly. The same stray box on the Workshop browser's "Subscribed" button is gone too. - A failed hero spawn recovers gracefully. If your character failed to spawn on entering a level, it could soft-lock you. The game now recovers you to the hub instead of leaving you stuck.
changedCamera following. After a teammate joined or someone swapped classes, your view could occasionally snap to follow a teammate instead of your own hero. Fixed. - Class co-op pick stability. Claiming a class no longer writes to a body that is being torn down mid-swap, which could leave your pick in a bad state. - Party-wipe state resets between runs. A leftover wipe flag from a previous run could carry into the next one; it now clears when the session starts. - Cleaner menu audio. The class-select screen could end up with two audio listeners fighting each other. Now there is one, as intended.
addedTwo mods that add same-named classes no longer overwrite each other. Class exports are now keyed uniquely, so a "Paladin" from one mod and a "Paladin" from another can both exist without one clobbering the other.

Launch Stability Patch

A focused patch built straight off your feedback. A couple of reviews called out the tutorial breaking in co-op and the game feeling buggy at launch, so I spent the day hunting down the worst offenders. Here is what changed.

Fixes

  • The tutorial is solo only now. Running the Trial Grounds as a co-op party could leave the host stuck between lessons if a teammate desynced or wandered off. The tutorial now always runs as a clean solo session, so you can finish it start to end without a networking hitch. Jump straight into co-op for the real dungeons once you know the ropes. - Smoother framerate during teleports and cinematic moments. Any time the game briefly took control of your hero (a teleport dissolve, the tutorial's gate-reveal camera pan, a fall or stuck recovery) it could quietly flood the log every frame and drag your framerate down until control returned. One shipped session logged over 80,000 of these. That is fixed, so those moments stay smooth. - Coming back to the Tower keeps your class. Returning to the hub could force you to re-pick your hero at the table every single time. Your selected class now spawns you back in directly. - No more instant fake "Dungeon Cleared." A misconfigured dungeon with nothing to fight could pop a false victory the moment you entered. A dungeon like that now just returns you safely to the hub instead of handing you a bogus clear. - Casters and archers score properly in solo runs. Run scoring was counting bot allies in a way that shortchanged ranged and spellcasting classes. Solo runs now score your own performance cleanly. - The objective tracker no longer shows a broken box on completion. Finishing an objective tried to draw a checkmark in a font that does not carry that symbol, so it came out as an empty square. The title now simply turns green when complete (red if it fails), which reads clearly. The same stray box on the Workshop browser's "Subscribed" button is gone too. - A failed hero spawn recovers gracefully. If your character failed to spawn on entering a level, it could soft-lock you. The game now recovers you to the hub instead of leaving you stuck.

Co-op

  • Camera following. After a teammate joined or someone swapped classes, your view could occasionally snap to follow a teammate instead of your own hero. Fixed. - Class co-op pick stability. Claiming a class no longer writes to a body that is being torn down mid-swap, which could leave your pick in a bad state. - Party-wipe state resets between runs. A leftover wipe flag from a previous run could carry into the next one; it now clears when the session starts. - Cleaner menu audio. The class-select screen could end up with two audio listeners fighting each other. Now there is one, as intended.

Mods

  • Two mods that add same-named classes no longer overwrite each other. Class exports are now keyed uniquely, so a "Paladin" from one mod and a "Paladin" from another can both exist without one clobbering the other.

Classes

  • All classes but wizard lose their elemental summon talent. - The Ranger's bow has a subtle shimmer. I removed the orbiting glow auras from a few Ranger talents (they read as a distracting orb) and replaced them with a soft blue emissive shine on her bow, her signature look.

Source

Steam News / 21 July 2026

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