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Steam News9 August 20261mo ago

Elite Enemies, Dodging Attacks, and Redesigned Screens - 0.7.0 is LIVE!

New Features and Updates ● New Death Summary & Item Unlocking Both screens got rebuilt from the ground up — cleaner layout, high score tracking, and a full breakdown of what you achieved (and missed) on the way down.

In this update11

Full notes

Full End of End update

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

What changed

12 fixes11 additions5 changes2 removals
  • Events
  • UI and audio
  • Balance
  • Gameplay
  • Fixes
  • Maps
added● Elite EnemiesEvery enemy in the dungeon can now spawn as an elite . They'll roll modified stats that buff one category, and nerf another. While a normal skeleton might be trivial with a Bleed build, a Chunky skeleton is going to be a much bigger challenge. There are four different combinations of elite enemies per creature, so... good luck!
added● DodgeSpeed doesn't add to your strikes anymore. Instead, it fuels a totally new mechanic in the game - Dodge. It does exactly what it sounds like. Each point of speed will grant you 0.5% to your dodge chance. It'll be a trade-off though because when you dodge, you won't be able to trigger any abilities that proc when you get hit. So it creates a new mitigation path that we think will be really fun!
changed● Extra StrikesNow that you can't gain strikes through speed, it's become a rarer and more valuable mechanic. This also goes for enemies. They won't automatically gain tons of strikes as they level up. Hopefully this will prevent "whoever attacks first wins" in the very late game. Also, whenever you gain extra strikes, those extra strikes will be listed in the battle window as a stack. When you perform an extra attack, it will consume one of those stacks.
added● Item ClassesYou're going to notice a new classification on items: Organic, Mystic, Treasure, Junk, and more. What does that mean? Well, nothing yet. But we are laying the groundwork for cool stuff!
changed● BalanceRestored enemy min attack back to 1 at base level
changed● BalanceElite enemies grant 2 XP

End of End changes

addedEvery enemy in the dungeon can now spawn as an elite . They'll roll modified stats that buff one category, and nerf another. While a normal skeleton might be trivial with a Bleed build, a Chunky skeleton is going to be a much bigger challenge. There are four different combinations of elite enemies per creature, so... good luck!
addedSpeed doesn't add to your strikes anymore. Instead, it fuels a totally new mechanic in the game - Dodge. It does exactly what it sounds like. Each point of speed will grant you 0.5% to your dodge chance. It'll be a trade-off though because when you dodge, you won't be able to trigger any abilities that proc when you get hit. So it creates a new mitigation path that we think will be really fun!
changedNow that you can't gain strikes through speed, it's become a rarer and more valuable mechanic. This also goes for enemies. They won't automatically gain tons of strikes as they level up. Hopefully this will prevent "whoever attacks first wins" in the very late game. Also, whenever you gain extra strikes, those extra strikes will be listed in the battle window as a stack. When you perform an extra attack, it will consume one of those stacks.
addedYou're going to notice a new classification on items: Organic, Mystic, Treasure, Junk, and more. What does that mean? Well, nothing yet. But we are laying the groundwork for cool stuff!
changedRestored enemy min attack back to 1 at base level

New Features and Updates

● New Death Summary & Item Unlocking

Both screens got rebuilt from the ground up — cleaner layout, high score tracking, and a full breakdown of what you achieved (and missed) on the way down. Dying now comes with paperwork. Fun paperwork!

● Elite Enemies

Every enemy in the dungeon can now spawn as an elite. They'll roll modified stats that buff one category, and nerf another. While a normal skeleton might be trivial with a Bleed build, a Chunky skeleton is going to be a much bigger challenge. There are four different combinations of elite enemies per creature, so... good luck!

● Dodge

Speed doesn't add to your strikes anymore. Instead, it fuels a totally new mechanic in the game - Dodge. It does exactly what it sounds like. Each point of speed will grant you 0.5% to your dodge chance. It'll be a trade-off though because when you dodge, you won't be able to trigger any abilities that proc when you get hit. So it creates a new mitigation path that we think will be really fun!

● Extra Strikes

Now that you can't gain strikes through speed, it's become a rarer and more valuable mechanic. This also goes for enemies. They won't automatically gain tons of strikes as they level up. Hopefully this will prevent "whoever attacks first wins" in the very late game. Also, whenever you gain extra strikes, those extra strikes will be listed in the battle window as a stack. When you perform an extra attack, it will consume one of those stacks.

● Village Storage

There's now a place in the village to stash an item for your next run. It'll cost you to drop it off, and it'll cost you again to pick it back up. Neat!

● Item Classes

You're going to notice a new classification on items: Organic, Mystic, Treasure, Junk, and more. What does that mean? Well, nothing yet. But we are laying the groundwork for cool stuff!

● Did You Hear That?

I heard a noise in the dungeon. Something crying out for help. It's rare, but... maybe you'll find it?

Change Log

● Balance

  • Restored enemy min attack back to 1 at base level

  • Elite enemies grant 2 XP

  • Mirror Knight grants 3 XP

  • Removed ORB upgrade once-per-visit restriction (more to come here)

  • Rebalanced all speed items around new speed mechanics

  • New (Restored) Item - Surge Grips

  • New Item - Clay Kettle

  • New Item - Heavy Ring

  • New Item - Panic Spindle

  • New Item - Jade Parrot

  • New Item - Pain Converter

  • New Item - Echo Harp

● Bugfixes

  • Fixed a combat softlock

  • Fixed Mirror Knight potentially taking no damage

  • Fixed the material converter and Forever Map breaking on upgrade

  • Fixed black jets potentially sticking around

  • Fixed boss deaths not recording correctly

  • Fixed a battle buff UI overlap issue

  • Fixed the quest board button

  • Removed a weird automatic speed-at-5 behavior

  • Fixed double NPC messages on the tutorial NPC

  • Fixed vendor stock at the Pocket Portal

  • Fixed village free-look

  • Fixed bugs in destination select screen (visual and audio)

  • Fixed several localization issues

  • Adjusted max map object values for consistency

  • Paused the game properly on overlays and when the window loses focus

Source

Steam News / 9 August 2026

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