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Steam News6 May 20262mo ago

v0.5.5

I've got a pretty big update today, thanks to some great feedback from the demo (shout-out to Lord Dyran on steam, and as always to TigerJ for playtesting on his youtube channel).

Full notes

Full SnekromancY update

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

What changed

0 fixes10 additions9 changes2 removals
  • Maps
  • Gameplay
  • Store
  • Balance
  • Performance
  • UI and audio
changedI've got a pretty big update today, thanks to some great feedback from the demo (shout-out to Lord Dyran on steam, and as always to TigerJ for playtesting on his youtube channel). The big effort in this update is around the level generation, and trying to make maps feel more interesting and require more strategic pathing. Rooms will now be more densely populated with columns, or even patterened layouts of traps, but these columns can be shot over by all minions. Maps will now have larger sections of mazes that you'll have to get through to reach the end, and the maze sections feature narrow corridors. Since traps are now more prevalent, they have an activation lmit for each time you pass over them.
changedGameplay:
addedChest rolls now offer one minion upgrade, one minion-or-relic upgrade, and one bonus upgrade.
addedAdded chest rerolls with increasing coin cost.
changedReduced normal coin spawn count slightly.
removedNon-store levels no longer have upgrades for sale.
Tuned trap damage: Spikes:1025Tuned trap damage: Spikes: increased, buffFlamer:2550Flamer: increased, buffSling Blade:50100Sling Blade: increased, buff

SnekromancY changes

changedI've got a pretty big update today, thanks to some great feedback from the demo (shout-out to Lord Dyran on steam, and as always to TigerJ for playtesting on his youtube channel). The big effort in this update is around the level generation, and trying to make maps feel more interesting and require more strategic pathing. Rooms will now be more densely populated with columns, or even patterened layouts of traps, but these columns can be shot over by all minions. Maps will now have larger sections of mazes that you'll have to get through to reach the end, and the maze sections feature narrow corridors. Since traps are now more prevalent, they have an activation lmit for each time you pass over them.
changedGameplay:
addedChest rolls now offer one minion upgrade, one minion-or-relic upgrade, and one bonus upgrade.
addedAdded chest rerolls with increasing coin cost.
changedReduced normal coin spawn count slightly.

I've got a pretty big update today, thanks to some great feedback from the demo (shout-out to Lord Dyran on steam, and as always to TigerJ for playtesting on his youtube channel). The big effort in this update is around the level generation, and trying to make maps feel more interesting and require more strategic pathing. Rooms will now be more densely populated with columns, or even patterened layouts of traps, but these columns can be shot over by all minions. Maps will now have larger sections of mazes that you'll have to get through to reach the end, and the maze sections feature narrow corridors. Since traps are now more prevalent, they have an activation lmit for each time you pass over them.

Gameplay:

  • Chest rolls now offer one minion upgrade, one minion-or-relic upgrade, and one bonus upgrade.

  • Added chest rerolls with increasing coin cost.

  • Reduced normal coin spawn count slightly.

  • Non-store levels no longer have upgrades for sale.

Dungeon Generation:

  • Mazes now have smaller corridors instead of using the same value as room width.

  • Reworked hybrid dungeon generation to support alternating room and maze regions.

  • Added pillar placement in dungeon rooms, with a new pillar obstacle type that can be shot over, but still blocks movement.

Traps:

  • Added room-aware trap placement instead of purely global random placement.

  • Added trap placement protections for entry and exit rooms. Neither will spawn any traps, and exit rooms no longer spawn columns.

  • Added spawn reservation checks so traps, pickups, food, and enemies avoid colliding with pending spawns.

  • Added per-trap trigger limits.

  • Tuned trap damage:

    • Spikes: 10 -> 25, max 1 trigger.

    • Flamer: 25 -> 50, max 2 triggers.

    • Sling Blade: 50 -> 100, max 3 triggers.

Combat:

  • Debuff damage no longer forces enemies into hit-stun animations (this makes bosses less trivial since you can't just stun-lock them with debuffs).

  • Bomb damage logic was optimized.

Performance:

  • Cached inspectable sprite lists and added dirty-state invalidation.

UI / Setup:

  • Added an aiming mode option to setup: Auto, Assisted, Manual (same as the one that was already in settings).

  • Updated theme styling for checkboxes and option buttons.

Source

Steam News / 6 May 2026

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