Devil Spire Falls
Steam News 30 January 20263mo ago

The Temple Update is LIVE

As chosen by the Update Poll, the Temple Update is up! There's so much new content packed in this new Dungeon type, spawning anywhere the other dungeons won't (except underwater), so hop right in! Featured are also a lo…

Update log

Full Devil Spire Falls update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes3 additions1 change1 removal
  • Gameplay
  • Store
  • Workshop
  • Balance
addedAs chosen by the Update Poll, the Temple Update is up! There's so much new content packed in this new Dungeon type, spawning anywhere the other dungeons won't (except underwater), so hop right in! Featured are also a lot of improvements and additions that the players have long desired for...
addedNEW FEATURES & CONTENT New Dungeon type: TEMPLES ! Flat, flooded, wide and liminal. What more could you ask for? New Crate-like GatherSpot: The famous, easily breakable JAR ! Now spawning in Temples, Pyramids, and the houses of the wealthy! New Item Container: Sarcophagus ! Coffins of stone, full of items, but now devoit of their former occupants! Find them in Temples and, of course, Pyramids! New Light: Gem Globes , providing good, colored light based on what gem you use to build them. You can't take the gem inside out!
removedGAMEPLAY BALANCE & CHANGES Increased minimum and maximum size of Dungeons (except the Devil Spire), as per popular request! Nerfed the Skill EXP gain of Peasantry, Survival, Mechanics, Stealth, Riding and Athletics Nerfed the character Level Experience gained when levelling up Skills by 40% Cut the Durability cost of playing Instrument Tools by 10x Made it so the distance from other characters matters a lot for training Stealth, with the max being in the same room Levels gained while transformed into a beast (past the maximum) can no longer be used to re-create characters of that level Levelling up if you're above the maximum level will now stop you from gaining further levels Monsters no longer sleep on their bed time when inside Buildings/Dungeons Made it so Materials in Buildings are only spent if you can actually build it (so failing to build due to being in combat or in the air no longer consumes them) NPCs now no longer sometimes teleport to doors when running away, and they also have to get closer to open them Playing the Flute no longer causes the horse you're riding to flip out
addedUSER INTERFACE & QUALITY OF LIFE Changed the rounding of the HP and MP values in the interface (so HP is ceilled and MP is floored, to avoid confusion with Damage and Mana values) Made the buffed Attribute text in the Status Menu gold if it took your Attribute to above 999 and was thus clamped Added a Completed text to Quest descriptions that use that system, like Delivery ones When you complete a Quest away from the giver, like giving the Letter in Delivery ones, a message now pops up informing that and to return to the giver Changed the Quest text in the HUD to tell you to return to the giver if you already completed the Quest, instead of always showing the objective Improved the Quest descriptions of targets in Cities to not mention them as "The CITYNAME", only "CITYNAME" Resized the Tutorial Window so it covers more of the screen, and is more vertical Sped up the zooming in and out of your character's face while editing their appearance in Character Creation when using the mouse wheel or the Q and E buttons You can now press SPACE or ENTER twice to quickly move one item from a stack to a container in the Inventory, similar to how it works with gamepads Better memory usage of Gather Spot (trees, rocks, etc.) audio resources. Please report any issues that may pop up!
changedWORLD GENERATION & LOCATIONS Increased the minimun size of Worlds from 4km² to 9km² to avoid cramped Cities causing generation to fail Made it so Cities can't spawn too close

As chosen by the Update Poll, the Temple Update is up! There's so much new content packed in this new Dungeon type, spawning anywhere the other dungeons won't (except underwater), so hop right in! Featured are also a lot of improvements and additions that the players have long desired for...

CHANGELOG

  • NEW FEATURES & CONTENT

    • New Dungeon type: TEMPLES! Flat, flooded, wide and liminal. What more could you ask for?

    • New Crate-like GatherSpot: The famous, easily breakable JAR! Now spawning in Temples, Pyramids, and the houses of the wealthy!

    • New Item Container: Sarcophagus! Coffins of stone, full of items, but now devoit of their former occupants! Find them in Temples and, of course, Pyramids!

    • New Light: Gem Globes, providing good, colored light based on what gem you use to build them. You can't take the gem inside out!

  • GAMEPLAY BALANCE & CHANGES

    • Increased minimum and maximum size of Dungeons (except the Devil Spire), as per popular request!

    • Nerfed the Skill EXP gain of Peasantry, Survival, Mechanics, Stealth, Riding and Athletics

    • Nerfed the character Level Experience gained when levelling up Skills by 40%

    • Cut the Durability cost of playing Instrument Tools by 10x

    • Made it so the distance from other characters matters a lot for training Stealth, with the max being in the same room

    • Levels gained while transformed into a beast (past the maximum) can no longer be used to re-create characters of that level

    • Levelling up if you're above the maximum level will now stop you from gaining further levels

    • Monsters no longer sleep on their bed time when inside Buildings/Dungeons

    • Made it so Materials in Buildings are only spent if you can actually build it (so failing to build due to being in combat or in the air no longer consumes them)

    • NPCs now no longer sometimes teleport to doors when running away, and they also have to get closer to open them

    • Playing the Flute no longer causes the horse you're riding to flip out

  • USER INTERFACE & QUALITY OF LIFE

    • Changed the rounding of the HP and MP values in the interface (so HP is ceilled and MP is floored, to avoid confusion with Damage and Mana values)

    • Made the buffed Attribute text in the Status Menu gold if it took your Attribute to above 999 and was thus clamped

    • Added a Completed text to Quest descriptions that use that system, like Delivery ones

    • When you complete a Quest away from the giver, like giving the Letter in Delivery ones, a message now pops up informing that and to return to the giver

    • Changed the Quest text in the HUD to tell you to return to the giver if you already completed the Quest, instead of always showing the objective

    • Improved the Quest descriptions of targets in Cities to not mention them as "The CITYNAME", only "CITYNAME"

    • Resized the Tutorial Window so it covers more of the screen, and is more vertical

    • Sped up the zooming in and out of your character's face while editing their appearance in Character Creation when using the mouse wheel or the Q and E buttons

    • You can now press SPACE or ENTER twice to quickly move one item from a stack to a container in the Inventory, similar to how it works with gamepads

    • Better memory usage of Gather Spot (trees, rocks, etc.) audio resources. Please report any issues that may pop up!

  • WORLD GENERATION & LOCATIONS

    • Increased the minimun size of Worlds from 4km² to 9km² to avoid cramped Cities causing generation to fail

    • Made it so Cities can't spawn too close

Source

Steam News / 30 January 2026

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