HomeGamesUpdatesPricingMethodology
Steam News1 April 20263mo ago

First major update! Not an April Fools.

Greetings, guildmasters! We have received a lot of feedback from players and we decided to put in some time to address issues people were having with progressing through the game by implementing an interactive Tutorial

Full notes

Full Dungeon Trail update

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

Repeated intro

Greetings, guildmasters!

What changed

0 fixes3 additions1 change0 removals
  • Gameplay
  • Events
  • UI and audio
addedWe have received a lot of feedback from players and we decided to put in some time to address issues people were having with progressing through the game by implementing an interactive Tutorial at the beginning of runs that will teach new players how rerolling, monster skills, Lucky Numbers and TRICKs work. We hope this will make the introduction to the game more of a frictionless experience. Completely skippable if you're a veteran.
changedBesides the tutorial, there was something we tackled in this update based on your feedback: a major overhaul regarding difficulty . We heard a lot of people wanting to use TRICKs more often, or struggling to progress after a particularly unlucky battle, be unable to upgrade characters to keep up with the challenges they faced... so we went through the game and adjusted it to make Normal Mode easier to go through, by ensuring players would have more options available at their disposal to face against The Lord of Fear's minions and perils.
addedOn the other hand, Hard Mode's difficulty increased , in spite of benefitting from the increased options it received from that same change; we didn't want to diminish the challenge players came to expect and love from the game, so we added one little rule that should spice things up: Steam post image Not getting a free Level Up after every area makes a world of difference when you're limited to a party size of 3, and the change in progression speed also affects the Level of the Adventurers you'll meet in the Village Taverns. You might be making more resources from the rebalancing, but rest assured you will have to spend them often. We feel Hard Mode became a much more satisfying experience and hope you will enjoy it as well as we have here at the studio.
addedBesides these aspects, we worked on minor UI glitches, added some QoL features, a little extra content here and here and went through the in-game manual editing it for clarity. We also made sure the Steam Demo reflects the changes we made to gameplay in the main game. These changes may not be as fancy to talk about, but we hope they make your journey a little less troubling in a bad way, so you all can be troubled only by trying to resolve dice rolls that don't result in party wipes. As always, your feedback matters a lot to us: please keep it coming. Best of luck, guildmasters!

Dungeon Trail changes

addedWe have received a lot of feedback from players and we decided to put in some time to address issues people were having with progressing through the game by implementing an interactive Tutorial at the beginning of runs that will teach new players how rerolling, monster skills, Lucky Numbers and TRICKs work. We hope this will make the introduction to the game more of a frictionless experience. Completely skippable if you're a veteran.
changedBesides the tutorial, there was something we tackled in this update based on your feedback: a major overhaul regarding difficulty . We heard a lot of people wanting to use TRICKs more often, or struggling to progress after a particularly unlucky battle, be unable to upgrade characters to keep up with the challenges they faced... so we went through the game and adjusted it to make Normal Mode easier to go through, by ensuring players would have more options available at their disposal to face against The Lord of Fear's minions and perils.
addedOn the other hand, Hard Mode's difficulty increased , in spite of benefitting from the increased options it received from that same change; we didn't want to diminish the challenge players came to expect and love from the game, so we added one little rule that should spice things up: Steam post image Not getting a free Level Up after every area makes a world of difference when you're limited to a party size of 3, and the change in progression speed also affects the Level of the Adventurers you'll meet in the Village Taverns. You might be making more resources from the rebalancing, but rest assured you will have to spend them often. We feel Hard Mode became a much more satisfying experience and hope you will enjoy it as well as we have here at the studio.
addedBesides these aspects, we worked on minor UI glitches, added some QoL features, a little extra content here and here and went through the in-game manual editing it for clarity. We also made sure the Steam Demo reflects the changes we made to gameplay in the main game. These changes may not be as fancy to talk about, but we hope they make your journey a little less troubling in a bad way, so you all can be troubled only by trying to resolve dice rolls that don't result in party wipes. As always, your feedback matters a lot to us: please keep it coming. Best of luck, guildmasters!

We have received a lot of feedback from players and we decided to put in some time to address issues people were having with progressing through the game by implementing an interactive Tutorial at the beginning of runs that will teach new players how rerolling, monster skills, Lucky Numbers and TRICKs work. We hope this will make the introduction to the game more of a frictionless experience. Completely skippable if you're a veteran.

Besides the tutorial, there was something we tackled in this update based on your feedback: a major overhaul regarding difficulty. We heard a lot of people wanting to use TRICKs more often, or struggling to progress after a particularly unlucky battle, be unable to upgrade characters to keep up with the challenges they faced... so we went through the game and adjusted it to make Normal Mode easier to go through, by ensuring players would have more options available at their disposal to face against The Lord of Fear's minions and perils.

On the other hand, Hard Mode's difficulty increased, in spite of benefitting from the increased options it received from that same change; we didn't want to diminish the challenge players came to expect and love from the game, so we added one little rule that should spice things up: Steam post image Not getting a free Level Up after every area makes a world of difference when you're limited to a party size of 3, and the change in progression speed also affects the Level of the Adventurers you'll meet in the Village Taverns. You might be making more resources from the rebalancing, but rest assured you will have to spend them often. We feel Hard Mode became a much more satisfying experience and hope you will enjoy it as well as we have here at the studio.

Besides these aspects, we worked on minor UI glitches, added some QoL features, a little extra content here and here and went through the in-game manual editing it for clarity. We also made sure the Steam Demo reflects the changes we made to gameplay in the main game. These changes may not be as fancy to talk about, but we hope they make your journey a little less troubling in a bad way, so you all can be troubled only by trying to resolve dice rolls that don't result in party wipes. As always, your feedback matters a lot to us: please keep it coming. Best of luck, guildmasters!

Source

Steam News / 1 April 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.