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Steam News25 June 202610d ago

Din's Champion early access month 21

Din's Champion has now been in early access for over 21 months. As of this post, we've released 81 patches (23 since the last status blog) with 2,418 total changes (794 since the last post), which can be read here.

Full notes

Full Din's Champion update

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What changed

0 fixes1 addition0 changes0 removals
  • UI and audio
addedDin's Champion has now been in early access for over 21 months. As of this post, we've released 81 patches (23 since the last status blog) with 2,418 total changes (794 since the last post), which can be read here . This consists of a ton of small fixes and balance changes, but there have been a bunch of larger changes. Clans: There are 13 new clans including The Circle, Watchers, and Harvesters. Items: We've added 400 new unique & set items, new throwable items (bombs, flaming oil, & ice bombs), sanity potions for NPCs, and ego sparks. There are also now some items that have natural affinities. Optimizations: We've switched over to a new compiler and this helped increased the FPS by 15 to 30%. Environment: Overall the environment is more interesting: tunnels connect more of the cave systems, there are now dangerous ravines, there are various new colorful trees, trees now fall when cut down, trees now have 4 stages of growth, and jungles now have vines. UI improvements: Lots of new quality of life changes: quick salvage from anywhere, drawn map area boundaries, can now place blocks & torches directly from inventory, item scroll wheel cycling, salvage multiplayer sharing, more insight into NPC happiness/insanity, and a few new UI options. Monsters: We've added a new monster, the Scarabus Swarm. Monster projectiles are now more unique (mechanics, movement, and/or lighting). The arch-nemesis now adds a different world modifier depending on the monster type to skew the world to their liking. Quests: Now the nemesis & arch-nemesis can have support quests that greatly boost their power, basically working like optional quest lines. That's it for all of the major new changes, but there are still a lot of changes coming. As always comments are welcome!

Din's Champion changes

addedDin's Champion has now been in early access for over 21 months. As of this post, we've released 81 patches (23 since the last status blog) with 2,418 total changes (794 since the last post), which can be read here . This consists of a ton of small fixes and balance changes, but there have been a bunch of larger changes. Clans: There are 13 new clans including The Circle, Watchers, and Harvesters. Items: We've added 400 new unique & set items, new throwable items (bombs, flaming oil, & ice bombs), sanity potions for NPCs, and ego sparks. There are also now some items that have natural affinities. Optimizations: We've switched over to a new compiler and this helped increased the FPS by 15 to 30%. Environment: Overall the environment is more interesting: tunnels connect more of the cave systems, there are now dangerous ravines, there are various new colorful trees, trees now fall when cut down, trees now have 4 stages of growth, and jungles now have vines. UI improvements: Lots of new quality of life changes: quick salvage from anywhere, drawn map area boundaries, can now place blocks & torches directly from inventory, item scroll wheel cycling, salvage multiplayer sharing, more insight into NPC happiness/insanity, and a few new UI options. Monsters: We've added a new monster, the Scarabus Swarm. Monster projectiles are now more unique (mechanics, movement, and/or lighting). The arch-nemesis now adds a different world modifier depending on the monster type to skew the world to their liking. Quests: Now the nemesis & arch-nemesis can have support quests that greatly boost their power, basically working like optional quest lines. That's it for all of the major new changes, but there are still a lot of changes coming. As always comments are welcome!

Din's Champion has now been in early access for over 21 months. As of this post, we've released 81 patches (23 since the last status blog) with 2,418 total changes (794 since the last post), which can be read here. This consists of a ton of small fixes and balance changes, but there have been a bunch of larger changes. Clans: There are 13 new clans including The Circle, Watchers, and Harvesters. Items: We've added 400 new unique & set items, new throwable items (bombs, flaming oil, & ice bombs), sanity potions for NPCs, and ego sparks. There are also now some items that have natural affinities. Optimizations: We've switched over to a new compiler and this helped increased the FPS by 15 to 30%. Environment: Overall the environment is more interesting: tunnels connect more of the cave systems, there are now dangerous ravines, there are various new colorful trees, trees now fall when cut down, trees now have 4 stages of growth, and jungles now have vines. UI improvements: Lots of new quality of life changes: quick salvage from anywhere, drawn map area boundaries, can now place blocks & torches directly from inventory, item scroll wheel cycling, salvage multiplayer sharing, more insight into NPC happiness/insanity, and a few new UI options. Monsters: We've added a new monster, the Scarabus Swarm. Monster projectiles are now more unique (mechanics, movement, and/or lighting). The arch-nemesis now adds a different world modifier depending on the monster type to skew the world to their liking. Quests: Now the nemesis & arch-nemesis can have support quests that greatly boost their power, basically working like optional quest lines. That's it for all of the major new changes, but there are still a lot of changes coming. As always comments are welcome!

Source

Steam News / 25 June 2026

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