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Steam News4 June 20261mo ago

v0.7.2

I know 0.7.1 was just a few days ago, but I wanted to push this update out quickly, because I decided to introduce a reworked progression and unlocking system, and it's not fully backwards-compatible with the old one.

In this update5

Full notes

Full SnekromancY update

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What changed

0 fixes14 additions9 changes0 removals
  • Gameplay
  • Balance
  • Store
  • Compatibility
  • UI and audio
changedI know 0.7.1 was just a few days ago, but I wanted to push this update out quickly, because I decided to introduce a reworked progression and unlocking system, and it's not fully backwards-compatible with the old one. From this update forward, unlocks will now be persisted and even if the score thresholds or conditions change in the future, anything previously unlocked will be kept. Additionally, any new unlocks added will be available to unlock in your first game after the update. I figured it was worth getting this out quickly in order to set up that baseline for current players.
addedWith that boring stuff out of the way, time for the cool stuff in this update! The biggest change is two new minions! Devil and Hell-Hound are late-game minions that bring the heat with close-combat attacks. I'll be adding more and more minions as we approach release, but these were needed now because I've reworked the debuff system with a new affinities system. There are now three main affinities: Fire, Frost, and Poison. Fire is DoT and spread, Frost is DoT and movement slowing, and Poison is a damage multiplier effect (same as the previous Bleed debuff, which is now removed). This gives all three distinct gameplay effects, and now every minion can pick one of two options for its upgrade path.
addedAdditionally, instead of taking multiple levels of the debuff upgrades specific to a minion, you'll be able to choose a new blanket upgrade that increases the effect for that debuff on all minions.
addedI hope this new system should add some additional strategic depth and allow for creative synergies when picking your teams, to go with the newly added flexibility of starting lineup selection. Let me know how it plays out!
addedMajor AdditionsAdded two new minion families: Devil and Hell Hound.
addedMajor AdditionsAdded a broader affinity system built around Fire, Frost, and Poison minion effects.

SnekromancY changes

changedI know 0.7.1 was just a few days ago, but I wanted to push this update out quickly, because I decided to introduce a reworked progression and unlocking system, and it's not fully backwards-compatible with the old one. From this update forward, unlocks will now be persisted and even if the score thresholds or conditions change in the future, anything previously unlocked will be kept. Additionally, any new unlocks added will be available to unlock in your first game after the update. I figured it was worth getting this out quickly in order to set up that baseline for current players.
addedWith that boring stuff out of the way, time for the cool stuff in this update! The biggest change is two new minions! Devil and Hell-Hound are late-game minions that bring the heat with close-combat attacks. I'll be adding more and more minions as we approach release, but these were needed now because I've reworked the debuff system with a new affinities system. There are now three main affinities: Fire, Frost, and Poison. Fire is DoT and spread, Frost is DoT and movement slowing, and Poison is a damage multiplier effect (same as the previous Bleed debuff, which is now removed). This gives all three distinct gameplay effects, and now every minion can pick one of two options for its upgrade path.
addedAdditionally, instead of taking multiple levels of the debuff upgrades specific to a minion, you'll be able to choose a new blanket upgrade that increases the effect for that debuff on all minions.
addedI hope this new system should add some additional strategic depth and allow for creative synergies when picking your teams, to go with the newly added flexibility of starting lineup selection. Let me know how it plays out!
addedAdded two new minion families: Devil and Hell Hound.

I know 0.7.1 was just a few days ago, but I wanted to push this update out quickly, because I decided to introduce a reworked progression and unlocking system, and it's not fully backwards-compatible with the old one. From this update forward, unlocks will now be persisted and even if the score thresholds or conditions change in the future, anything previously unlocked will be kept. Additionally, any new unlocks added will be available to unlock in your first game after the update. I figured it was worth getting this out quickly in order to set up that baseline for current players.

With that boring stuff out of the way, time for the cool stuff in this update! The biggest change is two new minions! Devil and Hell-Hound are late-game minions that bring the heat with close-combat attacks. I'll be adding more and more minions as we approach release, but these were needed now because I've reworked the debuff system with a new affinities system. There are now three main affinities: Fire, Frost, and Poison. Fire is DoT and spread, Frost is DoT and movement slowing, and Poison is a damage multiplier effect (same as the previous Bleed debuff, which is now removed). This gives all three distinct gameplay effects, and now every minion can pick one of two options for its upgrade path.

Additionally, instead of taking multiple levels of the debuff upgrades specific to a minion, you'll be able to choose a new blanket upgrade that increases the effect for that debuff on all minions.

I hope this new system should add some additional strategic depth and allow for creative synergies when picking your teams, to go with the newly added flexibility of starting lineup selection. Let me know how it plays out!

Major Additions

  • Added two new minion families: Devil and Hell Hound.

  • Expanded starting minion options with additional unlockable choices, including Portia, Knightmare, and Vlad.

  • Added a broader affinity system built around Fire, Frost, and Poison minion effects.

Progression and Unlocks

  • Expanded the achievement progression track with new unlocks for minions, relics, starting options, and upgrade families.

  • Adjusted unlock pacing and progression thresholds across the achievement system.

  • Changed unlocks so earned rewards can be claimed from the store instead of being applied silently.

  • Added compatibility for previously earned unlocks whose upgrade names changed in this version.

Store and UI

  • Added a dedicated Unlocks tab to the store for viewing and claiming earned rewards.

  • Added a Build tab to review the player's current upgrades.

  • Added attention indicators for available shop offers and claimable unlocks.

  • Updated upgrade and store cards with clearer visual categories for minions, relics, and other upgrades.

  • Added affinity icons to minion cards so Fire, Frost, and Poison synergies are easier to read.

Gameplay and Combat

  • Added support for targeted close-range attacks and shockwave attacks.

  • Added new impact and bite effects for the new minion attack styles.

  • Reworked several minion status upgrades into the new Fire, Frost, and Poison affinity structure.

  • Added global affinity upgrades that strengthen all minions sharing the same elemental effect.

  • Changed Poison to increase damage taken instead of acting as a simple damage-over-time effect.

  • Improved upgrade offer weighting so upgrades are more likely to appear for minion types the player already owns.

Visuals and Fixes

  • Improved projectile layering so enemy and minion projectiles display more consistently.

  • Updated end screen and unlock progress UI behavior for the revised unlock system.

Source

Steam News / 4 June 2026

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