HomeGamesUpdatesPricingMethodology
Steam News13 March 20263mo ago

Patch v0.0.177

Changes Monsters on floors below 15 are now 1 level lower (minimum level 1), easing the early game difficulty curve.

In this update2

Full notes

Full Nocturnal Quest: An Idle RPG Adventure update

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

What changed

4 fixes0 additions1 change0 removals
  • Gameplay
  • Balance
changedChangesMonsters no longer roll for higher rarities until level 6 (previously level 3), keeping early encounters more manageable for new players.
fixedFixesFixed Burning damage double-dipping with Inferno: burn ticks no longer get amplified by Inferno stacks a second time, since the burn pool is already calculated from amplified damage. Stacks still accumulate from burn ticks.
fixedFixesFixed Burning debuff showing "Remaining damage: 0" with nearly full duration left — the burn pool now drains by the base tick amount rather than the amplified amount.
fixedFixesFixed Infernal Feedback gem combo incorrectly using cumulative damage dealt instead of current remaining damage for its feedback calculation.
fixedFixesTotem effects (Air Totem, Grounding Totem, etc.) and other encounter-start effects now apply before turn order is determined, so initiative modifiers correctly influence who acts first.

Nocturnal Quest: An Idle RPG Adventure changes

changedMonsters no longer roll for higher rarities until level 6 (previously level 3), keeping early encounters more manageable for new players.
fixedFixed Burning damage double-dipping with Inferno: burn ticks no longer get amplified by Inferno stacks a second time, since the burn pool is already calculated from amplified damage. Stacks still accumulate from burn ticks.
fixedFixed Burning debuff showing "Remaining damage: 0" with nearly full duration left — the burn pool now drains by the base tick amount rather than the amplified amount.
fixedFixed Infernal Feedback gem combo incorrectly using cumulative damage dealt instead of current remaining damage for its feedback calculation.
fixedTotem effects (Air Totem, Grounding Totem, etc.) and other encounter-start effects now apply before turn order is determined, so initiative modifiers correctly influence who acts first.

Changes

  • Monsters on floors below 15 are now 1 level lower (minimum level 1), easing the early game difficulty curve.

  • Monsters no longer roll for higher rarities until level 6 (previously level 3), keeping early encounters more manageable for new players.

Fixes

  • Fixed Burning damage double-dipping with Inferno: burn ticks no longer get amplified by Inferno stacks a second time, since the burn pool is already calculated from amplified damage. Stacks still accumulate from burn ticks.

  • Fixed Burning debuff showing "Remaining damage: 0" with nearly full duration left — the burn pool now drains by the base tick amount rather than the amplified amount.

  • Fixed Infernal Feedback gem combo incorrectly using cumulative damage dealt instead of current remaining damage for its feedback calculation.

  • Totem effects (Air Totem, Grounding Totem, etc.) and other encounter-start effects now apply before turn order is determined, so initiative modifiers correctly influence who acts first.

Source

Steam News / 13 March 2026

Open original post

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