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Steam News1 November 20258mo ago

Early Access Release 5: Dungeon Update!

Entirely New Dungeon Level: A follow up of sorts to the Mansion level: a secret underground Dungeon hidden beneath the Mansion, what are the servants getting up to?

Full notes

Full Lethal Dose update

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

What changed

6 fixes6 additions3 changes0 removals
  • Gameplay
  • Performance
  • Fixes
addedEntirely New Dungeon Level: A follow up of sorts to the Mansion level: a secret underground Dungeon hidden beneath the Mansion, what are the servants getting up to? Features two new traps, plus a portcullis gate you can close to cut off enemies. The furniture is designed to fit in with the Mansion's furniture.
addedNew Props:
changedImproved Fail Screen and Level Chooser Screen visuals
addedAdded speed multiplier to Enemies (for speeding up near axes) can be used in future for stuff like slowing down in mud
addedInfrastructure for Enemies avoiding traps, and melee traps. Can be used in the future for similar pathfinding and trap purposes
addedInfrastructure for Toggleable props: can make new props with levers in the future

Entirely New Dungeon Level: A follow up of sorts to the Mansion level: a secret underground Dungeon hidden beneath the Mansion, what are the servants getting up to? Features two new traps, plus a portcullis gate you can close to cut off enemies. The furniture is designed to fit in with the Mansion's furniture.

New Props:

  • Coffin Trap: shoots poison darts when the Player walks in front of it

  • Axe Trap: swinging pendulum axe, Enemies are very clever and pathfind around them

  • Portcullis Gate: opened and closed via a lever. Can cut off Enemies and force them to take another route

Miscellaneous:

  • Improved Fail Screen and Level Chooser Screen visuals

  • Added speed multiplier to Enemies (for speeding up near axes) can be used in future for stuff like slowing down in mud

  • Infrastructure for Enemies avoiding traps, and melee traps. Can be used in the future for similar pathfinding and trap purposes

  • Infrastructure for Toggleable propscan make new props with levers in the future
  • Changed how Enemies check bodies: instead of lingering for a long time at every body they see, they don't linger as long for subsequent bodies

Code improvements & Bug Fixes:

  • Staggered Enemy LoS checks

  • Added in some missing remove listeners for some events (might give a slight performance boost but probably negligble)

  • Fixed bug with Nav Area in Level Editor

  • Fixed bug where aggroed Enemies would go to Last Seen and get stuck. Fix needs improvement: might cause strange movement, but it's better than Enemies getting stuck

  • Fixed bug where Enemies wouldn't see a body that should be in their LoS

  • Fixed (invisible) telefragged bodies being sent flying, causing Enemies to get aggroed by seeing a body where they shouldn't

  • Fixed Level Editor furniture not showing when far down the Y axis

  • Fixed bug where you could shoot, die and restart, and Enemies would get aggroed by gun shot from before you died

Source

Steam News / 1 November 2025

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