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Steam News2 April 20264mo ago

Apr 1 Demo Update

Greetings, dungeon delvers! 🏰 Today may be April First, but I assure you this update is no joke! And, neither is the new difficulty scaling for the inner dungeon!

In this update5

Full notes

Full Few Shall Return update

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Repeated intro

Greetings, dungeon delvers! 🏰 Today may be April First, but I assure you this update is no joke! And, neither is the new difficulty scaling for the inner dungeon! Additionally, the settings screen should now be controller navigable.

What changed

4 fixes4 additions3 changes3 removals
  • Gameplay
  • Events
  • Fixes
  • UI and audio
  • Server
addedGreetings, dungeon delvers! 🏰 Today may be April First, but I assure you this update is no joke! And, neither is the new difficulty scaling for the inner dungeon! Additionally, the settings screen should now be controller navigable.
changedDifficulty ScalingTo help make the inner dungeon the formidable challenge we've imagined, we've implemented difficulty scaling for everything past that initial triply-locked door. That means if you choose to push onward, you can expect to find the skeletons guarding the loot a bit sturdier than the ones you're used to! Take advantage of stuns when you're able to and spacing when you're not, and you should still be able to come out on top. You should, at least... or maybe those locks were there for your protection?
addedNew LogoThe new logo, which you may have seen on the Steam page, is now used across scenes in the game itself! Take a look, I'm a big fan of how it turned out 😊
fixedBug fixesFixed a bug where bullets from the Gambler's Folly weren't being rendered for client players
removedBug fixesTutorial pop-ups being disabled by the last tutorial message (the one that tells you how to re-enable the tutorial) should now persist over relaunching the game
fixedBug fixesItem pickup indicators should now be properly cleared for all players

Few Shall Return changes

addedGreetings, dungeon delvers! 🏰 Today may be April First, but I assure you this update is no joke! And, neither is the new difficulty scaling for the inner dungeon! Additionally, the settings screen should now be controller navigable.
changedTo help make the inner dungeon the formidable challenge we've imagined, we've implemented difficulty scaling for everything past that initial triply-locked door. That means if you choose to push onward, you can expect to find the skeletons guarding the loot a bit sturdier than the ones you're used to! Take advantage of stuns when you're able to and spacing when you're not, and you should still be able to come out on top. You should, at least... or maybe those locks were there for your protection?
addedThe new logo, which you may have seen on the Steam page, is now used across scenes in the game itself! Take a look, I'm a big fan of how it turned out 😊
fixedFixed a bug where bullets from the Gambler's Folly weren't being rendered for client players
removedTutorial pop-ups being disabled by the last tutorial message (the one that tells you how to re-enable the tutorial) should now persist over relaunching the game

Difficulty Scaling

To help make the inner dungeon the formidable challenge we've imagined, we've implemented difficulty scaling for everything past that initial triply-locked door. That means if you choose to push onward, you can expect to find the skeletons guarding the loot a bit sturdier than the ones you're used to! Take advantage of stuns when you're able to and spacing when you're not, and you should still be able to come out on top. You should, at least... or maybe those locks were there for your protection?

The new logo, which you may have seen on the Steam page, is now used across scenes in the game itself! Take a look, I'm a big fan of how it turned out 😊

Bug fixes

  • Fixed a bug where bullets from the Gambler's Folly weren't being rendered for client players

  • Tutorial pop-ups being disabled by the last tutorial message (the one that tells you how to re-enable the tutorial) should now persist over relaunching the game

  • Item pickup indicators should now be properly cleared for all players

  • Restored missing weapon sounds (and added some tests, so we can't break them THAT way again!)

  • Sprout's gambling VFX should now be visible for all players

Lots of settings bug fixes this time around! The highlights are:

  • The menu now scales properly across the menu and game scenes

  • The menu flow navigation was updated to move you to the next element you expect

  • Resetting an input binding no longer clears the player's movement direction override, de-syncing the direction you're pressing with he direction you're moving

  • Aim is no longer listed as a bindable input

What's next?

With the most pressing bugs out of the way, we've got some time to make some treasures to find! The swords and ore you've been finding are plenty fun, but we've been cooking up some new treasures that'll really change the way you delve the dungeon ⚔

We've also got a lobby in the works, to give you a chance to group up with your fellow adventurers without losing your items if you disconnect before the game starts.

As always, please share your thoughts on Discord and follow us on social media:

https://linktr.ee/ballardgames

-- The Ballard Games Team

Source

Steam News / 2 April 2026

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