In this update7
Full notes
Full SnekromancY update
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What changed
- Gameplay
- UI and audio
- Balance
- Fixes
- Workshop
SnekromancY changes
Major Additions
Added the Cursed Shell relic: removes hunger decay, but spawns an invincible Giant Snail that hunts you each level.
Added the Giant Snail enemy.
Added Big Gems for every gem color, giving higher-value XP pickups later in a run.
Added Big Shield as a stronger shield item.
Items can now be carried into the exit and you will start with it on the next level.
Vamp now has a "direct" shot style that comes down from the sky.
Added a new Fusion Pixel UI theme and smaller font tiers for clearer, crisper text across menus, cards, tooltips, and HUD elements.
Added a Pause on Focus Loss setting.
Improved fullscreen and windowed resolution handling, including better multi-monitor positioning.
Progression and Balance
Rebalanced XP scaling around the new larger gem payouts.
Added normal enemy health scaling so later rooms hold up better against stronger builds.
Large balance pass across relics, minions, upgrades, enemies, traps, and shop costs.
Adjusted minion attack speed display and runtime scaling for clearer upgrade behavior.
Adjusted speed items and speed foods around the new flat movement-speed system.
Reduced poison damage amplification.
Adjusted Spider and Vampire minion damage.
Increased offering frequency for Hawk's Eye and Soul Magnet.
Moved several relics into the starting unlock set instead of later score thresholds.
Resetting stats now also resets run achievement tracking correctly.
Fixed show tutorial checkbox sometimes showing unchecked.
Changed default config values for fullscreen and the default starting minion.
Adjusted Magnet behavior so attracted gems move in more cleanly.
Combat and Effects
Multiple different debuffs can now be active at the same time instead of waiting in a queue.
Debuff visuals now cycle between active effects on enemies.
Improved damage indicators so repeated damage numbers are cleaner and less noisy.
Updated Blood Pendant behavior to trigger after losing a segment instead of only checking low snake length.
Improved projectile setup so projectiles with missing or zero direction resolve a valid direction or expire safely.
Improved pooled projectile cleanup so old targets, sources, and hit areas do not leak into reused projectiles.
Improved enemy attack-area handling so enemies only count live snake segments and stop attacking stale overlaps.
Debuff damage indicators now use the debuff's color when applicable.
Enemies and Traps
Added support for invincible enemies and enemies that should not despawn off-screen.
Improved enemy targeting edge cases, especially flying projectile enemies on wall tiles.
Updated off-screen enemy despawn rules so special enemies are preserved correctly.
Updated Sling Blade trap animation timing and warning visuals.
UI and Quality of Life
Added new on-screen and off-screen compass indicator visuals.
Improved setup screen locked-item details.
Improved store tab attention behavior so it only highlights affordable offers.
Improved end of level sound behavior so tally animations are less repetitive.
Added achievement and unlock support for Cursed Shell.
Updated the pillar graphic to look more wall-like, while still being visually distinct.
Improved upgrade and store cards so only one card description is shown at a time.
Improved inspect label cleanup so stale labels are less likely to remain after objects disappear or focus changes.
Lowered controller/keyboard deadzones for more responsive menu navigation.
Gameplay and Controls
Reworked snake speed math so speed boosts, slowdowns, held shoes, and size penalties behave more consistently.
Improved turn buffering to prevent invalid or duplicate queued turns.
Fixed the hidden tail spacer so it no longer behaves like a real snake segment for enemies and traps.
Modifier keys no longer accidentally toggle pause.
Fixes
Fixed XP gain so collecting enough XP for multiple levels processes every level-up correctly.
Fixed item and trap spawning so they avoid reserved tiles, exits, existing pickups, and occupied trap positions more reliably.
Improved Hammer wall breaks so breaching earlier rooms opens the correct doors.
Fixed several targeting and projectile edge cases involving dead, invalid, or invincible enemies.
Source
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