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Steam News8 June 202625d ago

Version 1.1.0 - The Infiniter-Crypt Update

Additions Resized the game window to be in a proper 16:9 ratio, removing black bars. This was a seriously huge undertaking, so I hope y'all like it!

In this update3

Full notes

Full Infinicrypt update

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

What changed

7 fixes6 additions46 changes10 removals
  • Gameplay
  • Events
  • UI and audio
  • Balance
  • Fixes
  • Performance
removedAdditionsResized the game window to be in a proper 16:9 ratio, removing black bars. This was a seriously huge undertaking, so I hope y'all like it!
addedAdditions70+ new rooms added to the dungeon environment
changedAdditionsMultiple floor events completely overhauled:
changedAdditionsRoving Patrols event
changedAdditionsWhile out of combat, patrols will continue to move around and spawn in without the player moving between rooms
addedAdditionsAdded new music
Floor event chance increased (3%10%Floor event chance increased ( increased, buffSawblades enemy damage decreased (124Sawblades enemy damage decreased ( decreased, nerfFlamejets enemy damage decreased (164Flamejets enemy damage decreased ( decreased, nerfDetonation burn stacks reduced (104Detonation burn stacks reduced ( decreased, nerf

Infinicrypt changes

removedResized the game window to be in a proper 16:9 ratio, removing black bars. This was a seriously huge undertaking, so I hope y'all like it!
added70+ new rooms added to the dungeon environment
changedMultiple floor events completely overhauled:
changedRoving Patrols event
changedWhile out of combat, patrols will continue to move around and spawn in without the player moving between rooms

Additions

  • Resized the game window to be in a proper 16:9 ratio, removing black bars. This was a seriously huge undertaking, so I hope y'all like it!

  • 70+ new rooms added to the dungeon environment

  • Multiple floor events completely overhauled:

  • Roving Patrols event

  • Max Patrol limit doubled

  • While out of combat, patrols will continue to move around and spawn in without the player moving between rooms

  • Slimes will never appear

  • Added new music

  • Total Darkness event

  • Assassins start invisible and are always active

  • Assassins spawn much more frequently

  • Boundless Halls event

  • Added new music

  • Slime Takeover event

  • All combats are slime combats

  • All patrols are slime patrols

  • Harder slimes can show up earlier

  • Toxic Fumes event

  • Poisonous gas occasionally spreads around the dungeon

  • Added Zombie Assassins, whose serrated blades causes more Daze than other attacks

  • Added some new items

  • Torchflower (General) - All burn effects burn faster

  • Hatchet Hurl (Knight Skill) - Throw a bunch of hatchets into the air. Leveling increases the amount of hatchets and the speed you throw them

  • Whirlwind (Knight Skill) - Spin around, slashing enemies around you. Leveling increases the speed and duration, eventually allowing you to fly!

  • Spellshield Signet (Wizard) - Consumes mana to block incoming damage while channeling a spell

  • Draught of Lethargy (Rogue) - Chance on hit to throw a draught that slows enemies

  • Lightning Step (Rogue Combo) - Blip forward, zapping all enemies in your path. Leveling increases the distance and applies conditions to you and your foes!

Changes

  • Floor event chance increased (3% -> 10%)

  • Updated several room tiles

  • All rooms slightly enlarged

  • Sawblades are now split into two types: triggered and continuous

  • Sawblades can hit enemies multiple times per move

  • Sawblades enemy damage decreased (12 -> 4)

  • Flamejets can hit enemies multiple times

  • Flamejets enemy damage decreased (16 -> 4)

  • When choosing rooms, the weight of the chosen room is reduced (i.e. it is more unlikely to run into two of the same room on the same floor)

  • Moved around what floors certain enemies will appear at. (This shouldn't affect too much of the progression, but it does push some rather strong enemies like Zombie Banshees further back in the progression)

  • Skel Knight moved to floor 2

  • Skel Clubber moved to floor 3

  • Skel Mage moved to floor 3

  • Skel Longbowman moved to floor 5

  • Skel Shielder moved to floor 6

  • Skel Royal Guard moved to floor 7

  • Zom Assassin added to floor 2

  • Zom Brute moved to floor 3

  • Zom Banshee moved to floor 5

  • Zom Spewer moved to floor 6

  • Zom Revenant moved to floor 7

  • Ratfolk Trapper moved to floor 2

  • Ratfolk Swarmer moved to floor 3

  • Ratfolk Hunter moved to floor 5

  • Ratfolk Swordsrat moved to floor 6

  • Ratfolk Fumigator moved to floor 7

  • Green Slime moved to floor 2

  • Big Green Slime moved to floor 3

  • Yellow Slime moved to floor 5

  • Big Yellow Slime moved to floor 6

  • Red Slime moved to floor 7

  • Skeleton Mage Ground Bones now need Line of Sight to the next bone in the sequence

  • Improved the Lich's phase 2 animations

  • Skeleton Blazer attack cooldowns increased

  • Detonation Lvl 5 size increased (+25%)

  • Detonation burn stacks reduced (10 -> 4)

  • Detonation gains +4 bonus dmg for every three charges

  • Removed delay before Detonation's first charge

  • Merchant music won't play on any boss floor

  • Increased the length you need to hold to skip the ending cutscene

  • Updated several spell effect descriptions to show which are charged/channelled

Fixes

  • Enemy gibs are no longer defaulted to a single sprite

  • Removed an invisible wall in the Bonelord's arena

  • Improved the Bonelord's Detonate spell targeting to prevent attacks from being spawned outside of the room

  • Enemy effects were still visible when the enemy was invisible

  • Changed how trap systems handle signals, making traps turn off if the trap system is turned off

  • Removed some debug text for the final exit portal

  • Fixed an issue that caused the Lich's phase 2 death ray animation to not play properly

  • Fixed an issue that made ending cutscene handlers visible

  • Removed some debug text from readable notes and tablets

  • Fixed an issue that caused notes and tablets to not save their rotation after leaving a room

  • Fixed a bug that caused patrols to stop spawning if all patrols were cleared

  • Removed soulful overlay from bone piles, the Bonelord, and the Bonemass

  • Removed some unnecessary logging which should lighten up the burden on disk writes

  • Removed the ability to pause during the ending cutscene which could lead to a crash if reloading the save was attempted

  • Fixed an issue that caused the Rogue Dash Style setting to not affect to Daring Leap

  • Coins will slide towards the player if outside of the room

  • Improved debris spawning to not be so grid-locked

  • Removed review text on the main menu in violation of Steam ToS (woops)

Source

Steam News / 8 June 2026

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