Full notes
Full Dobbel Dungeon update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- UI and audio
- Fixes
- Performance
Dobbel Dungeon changes
Heyo!
Dobbel Dungeon will be taking part in the upcoming Steam Next Fest!
In preparation for this event, we’ve just updated our demo with a whole bunch of polish, balance and QoL tweaks that resulted from us slowly but surely closing in on that sweet V1.0!
Speaking of V1.0: Given the amount of work that’s still ahead for the two of us before we’d feel comfortable releasing Dobbel Dungeon for real, we felt that our release window of Q4 2025 was unfortunately a bit too ambitious. As such, we’ve decided to adjust our release window to Q1 2026, so we can give the remaining content the care & attention it deserves. As someone somewhere probably once said: “A delayed game is eventually good, but a rushed game is forever bad”.
In any case, please note that this update features a breaking change to the way overworld data is saved, so if you were in the middle of a run, you will unfortunately have to start a new one after this update. High-level save data, such as tutorials and unlocked heroes, remains unaffected though!
Changelist
Changed the way run data is saved in preparation for v1.0
Added sneak-previews for all heroes planned for v1.0
Inspected actions now show tooltips for any buffs they may apply. These tooltips will also automatically appear when inspecting things that contain actions (e.g. skills, items).
Implemented new battle transition animations
Implemented ‘Flying’ passive, which allows units to move over chasms / water and ignore ground-based effects like earthquakes.
‘Building’ passive has been replaced with separate ‘Object’ and ‘Immovable’ passives
Implemented ‘Shove’ mechanic, which allows you to push units away from you and possibly cause collision damage with others.
Healing potions now add a bonus to a roll, rather than using a fixed value.
Slightly reduced difficulty scaling and enemy spawn rates on tactician difficulty.
Slightly reduced difficulty of escort missions.
Destroying a cage will now release the prisoner inside again with no penalty to health.
Increased cage health.
The intro cinematic now first takes you into the party creation menu, instead of straight into the tutorial battle
Tweaked Game Over screen
Tweaked glass shader
Various balance tweaks to all heroes.
Fixed various LOD issues
Improved the way passive buffs are handled under the hood
Improved controller navigation & inspection systems
Added missing controller glyphs in various menus
Fixed some potentially critical order-of-execution issues in the overworld regarding tutorials and failstate
Fixed various misconfigured animators, which caused some characters to not show the correct emotions in the battle result screen
Improved the way action previews are calculated and shown
Fixed certain characters appearing in overworld dioramas still having their walk puffs enabled
Fixed custom cursor hotspot offset
Happy Dobbeling!
Jim & Michelle
Source
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