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Steam News18 April 20262mo ago

v1.1.0 — Balance Patch

v1.1.0 — Balance Patch This patch exists almost entirely thanks to L Saille, one of the top Devil Daggers players in the world, who has been sending incredibly detailed feedback after long runs.

In this update3

Full notes

Full Void Daggers update

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

What changed

1 fix3 additions10 changes1 removal
  • Security
  • Balance
  • Fixes
  • Gameplay
  • Performance
changedv1.1.0 — Balance PatchThis patch exists almost entirely thanks to L Saille , one of the top Devil Daggers players in the world, who has been sending incredibly detailed feedback after long runs. Every one of the balance changes below came directly out of their notes. The boss-stall exploit, the weapon tier pacing, the endgame variety, the vertical spray problem, even the death screen bug. I genuinely could not have made this patch without that input. Thank you!
removedBalancePer-boss grace windows replace the old spawn suppression. Stalling a boss no longer pauses the world. Each boss gets a short breather when it arrives (Skein 20s, Maw 15s, Nexus 10s), and after that, phase spawning ramps back up regardless of whether the boss is still alive. If you stall hard enough, the next boss will spawn on top of the current one, and pressure compounds.
changedBalanceWeapon tier costs increased 30% for tier 3 and above. Endgame weapons should feel earned.
addedBalanceSplitters introduced earlier. A new Splitter tower spawns during THE HUNT (140s+) so you learn target priority before THE SIEGE floods you with them.
changedBalanceGreen towers in the endgame. The Wanderer hive (green spawner) now rotates into THE CONVERGENCE and THE ABYSS, bringing in some variety through fast green swarms to pressure the late game.
addedBalanceVertical threats. Elevated phaser and drone waves added to Phase 5 and Phase 6. Tier 5 horizontal spray no longer clears everything on its own.
Boss-fight enemy cap1230sBoss-fight enemy cap increased, buff

Void Daggers changes

changedThis patch exists almost entirely thanks to L Saille , one of the top Devil Daggers players in the world, who has been sending incredibly detailed feedback after long runs. Every one of the balance changes below came directly out of their notes. The boss-stall exploit, the weapon tier pacing, the endgame variety, the vertical spray problem, even the death screen bug. I genuinely could not have made this patch without that input. Thank you!
removedPer-boss grace windows replace the old spawn suppression. Stalling a boss no longer pauses the world. Each boss gets a short breather when it arrives (Skein 20s, Maw 15s, Nexus 10s), and after that, phase spawning ramps back up regardless of whether the boss is still alive. If you stall hard enough, the next boss will spawn on top of the current one, and pressure compounds.
changedWeapon tier costs increased 30% for tier 3 and above. Endgame weapons should feel earned.
addedSplitters introduced earlier. A new Splitter tower spawns during THE HUNT (140s+) so you learn target priority before THE SIEGE floods you with them.
changedGreen towers in the endgame. The Wanderer hive (green spawner) now rotates into THE CONVERGENCE and THE ABYSS, bringing in some variety through fast green swarms to pressure the late game.

v1.1.0 — Balance Patch

This patch exists almost entirely thanks to L Saille, one of the top Devil Daggers players in the world, who has been sending incredibly detailed feedback after long runs. Every one of the balance changes below came directly out of their notes. The boss-stall exploit, the weapon tier pacing, the endgame variety, the vertical spray problem, even the death screen bug. I genuinely could not have made this patch without that input. Thank you!

Balance

  • Per-boss grace windows replace the old spawn suppression. Stalling a boss no longer pauses the world. Each boss gets a short breather when it arrives (Skein 20s, Maw 15s, Nexus 10s), and after that, phase spawning ramps back up regardless of whether the boss is still alive. If you stall hard enough, the next boss will spawn on top of the current one, and pressure compounds.

  • Weapon tier costs increased 30% for tier 3 and above. Endgame weapons should feel earned.

  • Splitters introduced earlier. A new Splitter tower spawns during THE HUNT (140s+) so you learn target priority before THE SIEGE floods you with them.

  • Green towers in the endgame. The Wanderer hive (green spawner) now rotates into THE CONVERGENCE and THE ABYSS, bringing in some variety through fast green swarms to pressure the late game.

  • Vertical threats. Elevated phaser and drone waves added to Phase 5 and Phase 6. Tier 5 horizontal spray no longer clears everything on its own.

  • Tower kill penalty reworked. Towers are no longer invulnerable while spawning. You can rush-kill them early, but the spawn queue aborts and you only get the core token as your reward.

  • Boss-fight enemy cap raised from 12 to 30 so ramping waves actually reach you instead of queueing up.

Bugs Fixed

  • FOV stretch The bhop + shotgun + void dash combo was compounding FOV every cycle until the screen was unplayable. Fully gone, including in replays.

  • Death screen always showing SHARD I Weapon tier is now captured before reset.

  • Translucent rotating tower debris The ghostly tower shape that spun around after killing a structure is fixed.

  • Music loop dropout Seamless loop now, no silent gap.

  • Boss health bar Moved down so it stops overlapping the survival time.

Performance

  • Added object pooling for projectiles, particles, trails, and muzzle flashes.

  • Heavy combat with dual fire and structure spawns should be noticeably smoother.

Source

Steam News / 18 April 2026

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