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Steam News16 June 202618d ago

Demo Update #2

Demo Update 2 Patch Notes New: Traveling between biomes now plays a teleport transition: the Wizard spins and is pulled into the portal before arriving in the new biome.

In this update3

Full notes

Full Dungeon Potato update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

6 fixes3 additions11 changes0 removals
  • Maps
  • Balance
  • UI and audio
  • Gameplay
  • Fixes
  • Performance
addedDemo Update 2 Patch Notes New:Traveling between biomes now plays a teleport transition: the Wizard spins and is pulled into the portal before arriving in the new biome.
changedDemo Update 2 Patch Notes New:Damage-over-time effects (such as fire, poison, and bleed) now stack their ticks into a single growing number that follows the enemy, instead of spawning a separate number for every tick.
changedDemo Update 2 Patch Notes New:Damage-over-time numbers are now colored to match their source, making different effects easier to tell apart. Source coloring can be toggled off in the settings menu.
changedDemo Update 2 Patch Notes New:Damage numbers now pop and scale with the size of the hit instead of appearing at the target size instantly.
changedChanged:Reworked the visual effects for the Wizard's Fire spell, covering the flame cone and the piercing upgrades.
changedChanged:Reworked the visual effects for the Wizard's Acid spell, including the acid pool and acid ignition.

Dungeon Potato changes

addedTraveling between biomes now plays a teleport transition: the Wizard spins and is pulled into the portal before arriving in the new biome.
changedDamage-over-time effects (such as fire, poison, and bleed) now stack their ticks into a single growing number that follows the enemy, instead of spawning a separate number for every tick.
changedDamage-over-time numbers are now colored to match their source, making different effects easier to tell apart. Source coloring can be toggled off in the settings menu.
changedDamage numbers now pop and scale with the size of the hit instead of appearing at the target size instantly.
changedReworked the visual effects for the Wizard's Fire spell, covering the flame cone and the piercing upgrades.

Demo Update 2 Patch Notes New:

  • Traveling between biomes now plays a teleport transitionthe Wizard spins and is pulled into the portal before arriving in the new biome.
  • Damage-over-time effects (such as fire, poison, and bleed) now stack their ticks into a single growing number that follows the enemy, instead of spawning a separate number for every tick.

  • Damage-over-time numbers are now colored to match their source, making different effects easier to tell apart. Source coloring can be toggled off in the settings menu.

  • Damage numbers now pop and scale with the size of the hit instead of appearing at the target size instantly.

Changed:

  • Reworked the visual effects for the Wizard's Fire spell, covering the flame cone and the piercing upgrades.

  • Reworked the visual effects for the Wizard's Acid spell, including the acid pool and acid ignition.

  • Reworked the visual effects for the Wizard's Earth spell, covering its base version and the Small Stones upgrade.

  • Reworked the visual effects for the Wizard's Blood spell, including the blood-binding chains and the slash hits and sprays.

  • Reworked the Rune Zone visuals, including its explosion effect and lighting.

  • Reworked the cast, trail, and impact effects for the Necromancer's projectiles, arrows, and the arcane projectile.

  • Reworked the Artillery Strike explosion effect with new smoke and lighting.

  • Dungeon doors received a visual overhaul, with a reworked portal effect and new particles.

  • The Spark upgrade of the Wizard's Fire spell now applies a slightly bigger knockback, and its explosion causes a minor camera shake.

  • The Piercing upgrade of the Wizard's Fire spell now applies a small knockback to each enemy it passes through.

Bug Fixes:

  • Fixed an issue where falling rocks from the Wizard's Earth spell could freeze in mid-air after leaving and re-entering a room mid-cast.

  • Fixed the skeleton archer's arrow trail so its wind streaks now stream off the back of the arrow instead of its center.

  • Fixed a shader warmup issue that could cause a brief stutter the first time certain effects appeared.

The focus of this patch was to make effects less "square-ish" and to use some actual particles with cooler shapes all around. Shoutout to Kenney's pack.

Thank you for giving Dungeon Potato a chance, and please join our Discord or use the feedback feature if there are any QoL changes or bugs you would like to see fixed.

~`Dawid

Source

Steam News / 16 June 2026

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