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Steam News1 May 20262mo ago

0.7.0 | Duskfall Update

Welcome to 0.7.0 Duskfall! This is UnderMine 2's biggest update yet. Discuss these notes with other players and the developers on Discord! New Content The Duskfall The goblins have been busy!

Full notes

Full UnderMine 2 update

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

What changed

26 fixes13 additions20 changes11 removals
  • Store
  • Balance
  • Events
  • Fixes
  • UI and audio
  • Gameplay
addedThe DuskfallThe goblins have been busy! We’ve added a new starting zone called The Duskfall, a goblin-infested, subterranean wilderness, full of magic and danger. Stop by the Thimble Thicket and purchase some size-related items from the Wizardlings. Defeat the fearsome duo of Bul & Gogi and claim the key to reopen the Goldmine.
addedBul & GogiFor this boss, we wanted something friendly to new players (since this is now the first boss) with very clear telegraphs and big sweeping attacks and small invulnerability windows to force the player to survive. The fight ratchets up as Bul’s health drops, so be on your toes!
addedGrim CrucibleGrim Crucible is a new end-game system that combines Heat and Summoning Stones and allows you to choose the challenge you want on your next run based on a series of Ascendent Hexes.
changedGrim CrucibleAfter completing your first run, you can unlock the hatch under Camilla’s office and access the Grim Crucible. As you complete Crucible runs, you will be rewarded with Grim Tokens, which you can use to level up your Crucible for ever greater challenge. Don’t be afraid of the grind, this mode is meant to give a long-tail challenge to those who seek it!
changedBalance ChangesYour first Attunement now costs no gold, and instead of taking a whole blessing, it simply Descends the chosen blessing by 1. The order in which you choose blessings has been reversed, so be careful!
removedBalance ChangesFusing gold cost has been removed

Welcome to 0.7.0 Duskfall! This is UnderMine 2's biggest update yet. Discuss these notes with other players and the developers on Discord!

New Content

The Duskfall

The goblins have been busy! We’ve added a new starting zone called The Duskfall, a goblin-infested, subterranean wilderness, full of magic and danger. Stop by the Thimble Thicket and purchase some size-related items from the Wizardlings. Defeat the fearsome duo of Bul & Gogi and claim the key to reopen the Goldmine.

Thimble Thicket

A peaceful tribe of forest dwellers known as Wizardlings have set up a marketplace in the center of The Duskfall. Known for their love of shrinking and growing things, the Wizardlings are happy to share their powers if you can afford them.

Bul & Gogi

In goblin culture, the goblin who tames the biggest frog becomes chieftain. It’s no wonder then that Gogi is chieftain since he rides Bul, an ancient frog of gigantic proportions.

For this boss, we wanted something friendly to new players (since this is now the first boss) with very clear telegraphs and big sweeping attacks and small invulnerability windows to force the player to survive. The fight ratchets up as Bul’s health drops, so be on your toes!

Grim Crucible

Grim Crucible is a new end-game system that combines Heat and Summoning Stones and allows you to choose the challenge you want on your next run based on a series of Ascendent Hexes.

After completing your first run, you can unlock the hatch under Camilla’s office and access the Grim Crucible. As you complete Crucible runs, you will be rewarded with Grim Tokens, which you can use to level up your Crucible for ever greater challenge. Don’t be afraid of the grind, this mode is meant to give a long-tail challenge to those who seek it!

New Enemies

  • Mycrocap

  • Macrocap

  • Sidewinder

  • Gyrocopter

  • Goblin Tinkerer

  • Goblin Armorsmith

  • Goblin Butcher

  • Goblin Chef

  • Goblin Clearcutter

New Items

Relics

  • Backpack

  • Demolitionist Duffel

  • Metal Detector

  • Stiletto

  • Aura Farmer

  • Bent Coil

  • Geometric Fetish

  • Mushroom

  • Embiggener

  • Debiggener

  • Brass Raptor

Potions

  • Vendor in a Bottle

Curses

  • Defiance

  • Spite

  • Dread

Hexes (Grim Crucible only)

  • Addled

  • Diminished

  • Formidable

  • Hyperinflation

  • Insatiable

  • Nosis

  • Picky

  • Starcrossed

Artifacts

  • Goblin Fuse

  • Grim Emblem

New Achievements

  • Frog Stomped

  • Yearn for the Mine

  • Brave the Light

  • Brave the Darkness

  • Grim and Bear It

Balance Changes

  • Your first Attunement now costs no gold, and instead of taking a whole blessing, it simply Descends the chosen blessing by 1. The order in which you choose blessings has been reversed, so be careful!

  • Fusing gold cost has been removed

  • Meteors now move faster, have increased AOE, and spawn Iron on death

  • Shiva’s Guard is now a relic

  • Ice Armor Shards deal more damage

  • Capala’s base cost and base damage have both been increased

  • Added clamps to the amount of stats that the Consume action can siphon, allowing us to better control the scaling of things like Rapacious Tome

  • Smoldering Coal now ignites enemies on pathfind and multiplies your fire damage based on the number of ignited enemies in the room

  • Food now gives 2x resources when Embiggened and 0.5 resources when Debiggened

  • Items now build up chill instead of instantly freezing upon taking Ice damage

  • Shoguul's Ratchet no longer lowers your MaxMana (via things like Lapis Lazuli)

  • Bobo's Charge no longer does friendly fire when he's charmed

  • Mettle now has a 50 MaxHP pickup requirement. This means you cannot pick up a Mettle blessing through normal means unless you have at least 50 MaxHP

  • Regin’s 2nd ability now reads “Reach 50 Intelligence” and cannot be lost once you achieve it

  • Cruciferous Smidgen Toss smidgen count reduced to 3

  • Some Bubble rework:

  • Bubbles now switch to the team that popped them and do not do friendly fire. This means you can now use the bubbles in the Cruciferous fight to damage him and not yourself

  • The pop damage is only amplified by the incoming projectile damage if that projectile is owned by the player, which should really help prevent player oneshots

  • Bubbles have a fixed Recklessness stat, meaning their pop AOE is now much more in-line with their visual size

Bug Fixes

  • Fixed a bug with Grotesque that would cause you to slide across the ground after activating it

  • Fixed an issue with the way that modifiers applied by Remote Detonator were displayed in the Journal

  • Fixed some issues with transferring effects between your body and your ghost when dying in co-op

  • Spawn Table logic has been further improved (again!) in order to prevent rolling into a Hot Cross Bun before the table has been exhausted

  • Fixed some issues with the CaptureService (the Service that keeps track of which items have been placed on BR’s tables, in the Tomevault, etc) not resetting itself correctly when switching save files. Also, if you had sold modded relics to BR and then uninstalled those mods, you will no longer be “stuck” with tables that look empty (but that the CaptureService thinks are full)

  • Fixed a tagging issue that prevented you from cooking food that had been thawed

  • Hoarding Pilfers are now invulnerable once they jump out of the room, hopefully preventing some issues where the pilfer take damage over the wall, causing loot to get stuck in the wall

  • The Apparition now randomly chooses between living players each room, preventing an issue that would cause the Apparition to kill P1’s ghost

  • Fixed an issue in Crackle’s puzzle that would cause you to be chased by thunderbolts for the rest of the run

  • Fixed an issue with the Pathfind indicator not restoring itself correctly on load

  • Fixed an issue where floating, non-flying enemies couldn’t path correctly, since there was no NavMesh that accurately represented them

  • Improved how damage modifiers are applied, which fixes some issues around “bonus damage” (e.g. Clockwork) being able to deal more than 1 damage to targets with Normalized Health

  • Fixed an issue that would softlock if you if you tried to repeat the Vespiri sequence a second time by sequence breaking back in to the jail cell

  • Fixed an issue that would softlock if you if you tried to repeat the Vespiri sequence a second time by sequence breaking back in to the jail cell

  • Added some Ground colliders along the lip of the Down prefab so you have something to land on if you jump right on the edge of a down. This should help prevent some extremely rare, pixel-perfect cases of landing exactly on the lip and never confirming the land event

  • Boomerang charges are no longer managed by the boomerang projectiles dying, as this seems unreliable in mysterious ways. Instead, when the player moves rooms

  • Fixed an issue where rerolling a curse at an Altar doesn't stay rerolled if you leave the UI and return to the same Altar

  • Fixed a problem with Nullification sometimes disabling a relic’s “helper” status effect (e.g. Keyblade) instead of the relic itself

  • You can no longer select a Soulbound relic when paying a relic cost in Portimer’s shop

  • The engine now prevents you from rerolling stasised items, which should make this mechanic more reliable than the spotty checks we had all over the place before

  • Fixed an issue with blessings dropped by Holesome not actually giving you any stats

  • Fireblast no longer does knockback, since it could get you in a bad movement state by knocking you exactly straight up

  • Fixed some issues with followers unstunning too early when loading into a room already in an NIS (like boss encounters)

  • Fixed an issue that caused Familiar task progress to always be 0 when viewed in the Journal

  • Fixed some stat inheritance issues with Trifle’s Green eyeball

  • Some Potion results are now cached to prevent you from being able to cancel out of the Chooser and then be presented with more options

  • Fixed an issue with Dark Aetherdrift not showing correctly in the Journal

  • Fixed an issue with Blood Pact not working on any Bomb Relics past the one you had when you gained it

  • Blacklight Lantern now has a correct Purchase_2 cost, meaning it will no longer become free if you manage to get Blood Money in the Hub

  • Fixed an issue with Clockwork Lv2 that would grant immunity to *all* explosive damage, regardless of the source

  • Cleaned up some issues with the Flail Knight’s flail persisting when switch teams

  • Fixed some targeting issues making enemies think they aren’t in range to attack you when they actually are

Other Changes

  • Thresh is now unlocked by completing a special puzzle encounter in Halls of Dinn

  • Regin is now unlocked by completing a special puzzle encounter in the Arcande Sanctum

  • The skeleton in Crackle’s Puzzle now has 3 hp to prevent people from accidentally killing it before starting the puzzle

  • Achievements are no longer disabled by installing mods or using the in-game Damage Reduction feature

  • Ricochet indicators no longer show on player-controlled projectiles, in order to cut down on visual clutter

  • Tempestaria has been added to the arcana table

  • Mushroom debris no longer blocks beams

  • Increased the chances that BR’s slingshot gallery can spawn during a run

  • Button hotkeys have been enabled for keyboard

  • Canary is now better about not picking up golden food based on your Pickup Resources When Full setting

  • The weapons summoned by Regin now have a “charmed” hue to them to make them easier to distinguish from enemy weapons

  • Coming out of Grotesque is now instant (does not play your Cast animation) meaning you can instantly dodge on the very next frame

  • Siegfried’s Aegis no longer curses you in Antechambers

  • After opening the room that contains Din’s Skull, it remains open for future runs

  • Projectiles of type “Expand” (such as Bat sonic blasts) can now be affected by Fork

  • Hot Cross Bun is now Authentic (cannot be rerolled)

  • Explosive damage against your Mana (e.g. you have Lapis Lazuli) now counts towards Clockwork’s ability unlock

  • Certain Load Tips are now gated behind requirements to avoid minor spoilers

  • Caustic Vial no longer works on bosses

  • Tagged some more items with the Special_Item tag to prevent them from showing in the Journal

  • Various co-op HUD improvements

  • Various Loc system improvements for parsing multiple flags and hints in the same line

Thank you for your continued support. We really hope you enjoy this update. If you'd like to let us know what you think, join us in Discord or drop a message on the Discussion Board.

Cheers!

  • Thorium

Source

Steam News / 1 May 2026

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