Full notes
Full Delverium update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Server
- Maps
Delverium changes
After an initial review of the latest Playtest feedback, we can share our development plans for Q4! There is a lot to do, and some of these are stretch goals, but we want to aim high.
Difficulty Rebalancing/Improvements:
Improve spawn rate balancing for ‘Normal’ difficulty
Review/Improve ‘Casual’, ‘Hard’ and ‘Horde Mode’ modifiers
Improve ‘Permadeath’ end-run flow
Control Improvements:
First phase of rebindable controls
Update the default configuration of a few important actions
Multiplayer Enhancements:
Support more than 4-players max
Support simultaneous split-screen + online multiplayer
Art/Biome Improvements:
Update swamp biome vegetation
Add labyrinth biome dressing
Review/Improve vegetation sprites
Add growth stages for more vegetation types
New World Bosses:
No spoilers, so watch this space ;)
Big Demo Update (Release date TBD):
Add online multiplayer support
Add journey shrines, features and improvements from the Playtest
Refine Demo map layout
Note: We are working on the Demo update in Q4, but it might not be released until later
Delverium Release Date:
A lot of people have asked about the Release Date of Delverium. Unfortunately there is still a lot of content/features to add and we want to make sure Delverium meets player expectations, so the Release Date is getting pushed back slightly to Q2 2026 (exact date TBD). I hope everyone understands and we will do our best to run additional Playtests in the meantime to help evaluate upcoming features and content.
Thank you for your support and we really look forward to sharing more of Delverium with you.
Skoddle
Source
Changelog.gg summarizes and formats this update. How we read updates.
