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Steam News26 August 202510mo ago

2.7.0 Environment Update

It’s been more than a full moon since the last time I wrote. Which makes calling it a weekly update a bit contradictory.

Full notes

Full Onychomp : Lush journey update

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

What changed

4 fixes2 additions3 changes0 removals
  • UI and audio
  • Gameplay
  • Balance
  • Fixes
changedNew Environment!Each dungeon has its own theme, color, and environment. However, the second-to-last dungeon had remained more like a combination of the four previous ones. We finally managed to give it its own unique voice.
addedDungeon Environment UpdatesNot only has the fifth dungeon been reworked. We’ve also reworked all the other dungeons, adding elevation and new effects like fog.
changedDash ImplementationPreviously, dash was only available in the tutorial. Now, it’s part of the natural dungeon generation and can be used in regular runs.
changedDamage EffectsNow, whenever characters take damage, you’ll see a small effect outlining their silhouette in a flat color. This helps with overall visibility during gameplay.
addedHunger UpdateThere are now two different ways to experience hunger: the classic one where it constantly decreases (now called *starving*), and a new one where hunger decreases only when performing actions. Be careful, some actions will consume more hunger than others!
fixedBug FixesIn corridor generation, the closest path is now chosen, preventing hallways from cutting through rooms.

Onychomp : Lush journey changes

changedEach dungeon has its own theme, color, and environment. However, the second-to-last dungeon had remained more like a combination of the four previous ones. We finally managed to give it its own unique voice.
addedNot only has the fifth dungeon been reworked. We’ve also reworked all the other dungeons, adding elevation and new effects like fog.
changedPreviously, dash was only available in the tutorial. Now, it’s part of the natural dungeon generation and can be used in regular runs.
changedNow, whenever characters take damage, you’ll see a small effect outlining their silhouette in a flat color. This helps with overall visibility during gameplay.
addedThere are now two different ways to experience hunger: the classic one where it constantly decreases (now called *starving*), and a new one where hunger decreases only when performing actions. Be careful, some actions will consume more hunger than others!

It’s been more than a full moon since the last time I wrote. Which makes calling it a weekly update a bit contradictory.

We got really excited about this version, so it took us a little longer to bring it to you, but I’m thrilled for you to see everything we’ve been working on!

New Environment!

Each dungeon has its own theme, color, and environment. However, the second-to-last dungeon had remained more like a combination of the four previous ones. We finally managed to give it its own unique voice.

[carousel autoadvance="true"]

[/carousel]

Dungeon Environment Updates

Not only has the fifth dungeon been reworked. We’ve also reworked all the other dungeons, adding elevation and new effects like fog.

[carousel autoadvance="true"]

[/carousel]

Dash Implementation

Previously, dash was only available in the tutorial. Now, it’s part of the natural dungeon generation and can be used in regular runs.

Creature Variations

Every creature now comes with different color palettes and slight variations. These palettes also have rarity levels, so expect to run into some surprises!

[carousel autoadvance="true"][/carousel]

Damage Effects

Now, whenever characters take damage, you’ll see a small effect outlining their silhouette in a flat color. This helps with overall visibility during gameplay.

Hunger Update

There are now two different ways to experience hunger: the classic one where it constantly decreases (now called *starving*), and a new one where hunger decreases only when performing actions. Be careful, some actions will consume more hunger than others!

Bug Fixes

  1. In corridor generation, the closest path is now chosen, preventing hallways from cutting through rooms.

  2. Fixed infinite dash in the same spot.

  3. Fixed the possibility of dashing through walls.

-Hector

Source

Steam News / 26 August 2025

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