Patch Notes · Dispatches from the Dungeon

The Chronicle

What we've built, what we've broken, what we've quietly buried on floor 4. Newest first.

◀Page 1 of 11 · v1.34.0 — v1.26.0▶
v1.34.0#October 16, 2026Feature

1.34.0 — The Sint dimension, materials and longer skill trees

Everything in this release was dreamed up by Dominik. A new dimension, new bosses, weapons and armor made of different materials, and skill trees twice as long.

The Sint dimension

  • The three Tuners play together and a portal opens in the hub. On the other side is a bright dimension of music and souls in light blue, green and pink.
  • Five floors: Meadow of Music and Peace, Monstrum Seen from Afar, Soul Meadow, Screaming Peak and Northern Caves. Each has its own name, enemies and look.
  • The first meadow is calm. No enemies there, only music.
  • The Soul waits on the Soul Meadow. She is weak in a fight herself, but she keeps calling souls. Those are much stronger than the usual ones.
  • Its own music for the dimension and for the calm meadow.

The Monstrum, rebuilt

  • The Monstrum attacks in a fixed order: fists, a frost that slows you, and lightning. You can learn the order.
  • During the long pause it can't be hurt. That's the moment to back off and heal.
  • It has a little less health than before.

Materials

  • Weapons and armor are made of a material: bronze, silver, gold, diamond or platinum. Bronze makes an item weaker, platinum makes it much stronger.
  • The better the material, the rarer it drops. Deeper in the dungeon you find better ones.
  • The merchant sells a random item of the material you choose.

Skill trees

  • Every class has 32 skills instead of 15. There is a fourth branch, and the old branches go deeper.
  • The best skills cost more points, so you have to choose.

Smaller changes

  • New difficulty names: Bloodless, Stony and Bloody. Hardcore is now called Very Bloody.
  • Mr Wawrzyn upgrades three items of the same rarity and kind, for example any three rare swords. They don't have to be identical.
  • The Dark Cave has grey stone walls and normal light. The map you uncover is remembered.
v1.33.0#October 16, 2026Feature

1.33.0 — Priest, bard songs, Wisdom and Intelligence

A new class, a bard who really plays, and two new attributes.

Priest

  • The eleventh class. White robes, a mitre and a sun staff. His light burns the undead harder than anything else.
  • Turn Undead (G): skeletons and ghosts are thrown back, burned and run away. Other enemies are just pushed out of the light.
  • Blessing (1), from the very first floor: the party in the circle heals and fights better for a while.
  • His heavy attack is a sunbeam through the whole line.

New powers on keys 1–3

  • Next to G there are now extra powers on keys 1, 2 and 3. On a phone they get their own buttons.
  • Druid: Grove Blessing. The party regenerates, roots slow the enemies.
  • Paladin: Consecration. Holy ground under him burns enemies, and the undead even more.

The bard plays

  • Key 1: Song. The floor music fades and the bard plays his instrument. He knows a few tunes on each.
  • Lute, flute or drum. Each instrument helps the party in its own way. The flute and the drum you have to find or buy.
  • In a party you hear the bard. The closer you stand, the louder he plays, and up close his song works on you too.

Wisdom and Intelligence

  • Intelligence makes skills and spells stronger.
  • Wisdom makes heals and buffs stronger, and skills come back sooner.
  • Mage, Alchemist and Necromancer start with Intelligence. Priest, Druid, Bard and Paladin start with Wisdom. Your existing characters got it too.

A new look

  • Bard, Paladin and Alchemist have new outfits. The bard carries a lute and a feathered cap, the paladin a hammer and a cape, and the alchemist an apron, goggles and a flask.
v1.32.0#October 15, 2026Feature

1.32.0 — Bard, Paladin and Alchemist

Three new classes at once. Each plays unlike anything before, and two of them are at their best in a party.

Bard

  • He plays, the party hits harder. Lute notes fly through the first foe, and a heavy chord slows the whole line.
  • His dash leaves a fermata. Enemies next to him wade through it.
  • Battle Ballad (G): you and everyone in the circle hit harder and faster and move quicker. Enemies in the circle slow to half speed.

Paladin

  • A heavy hammer and a full spin that hits everything around him, behind him too.
  • His dash wards him, so charging into a crowd hurts less.
  • Shield of Faith (G): for a few seconds everyone in the circle takes a third less damage, and the enemies stagger.

Alchemist

  • Every flask bursts over the target's neighbours.
  • The heavy throw leaves acid on the floor, the dash leaves fumes.
  • Cocktail (G): a big splash and a puddle that poisons and slows anyone who stays in it for a few seconds.

Class picker

  • All ten classes now fit in two even rows, on smaller screens too.

Who stays back, who shields and who throws — that's up to you.

v1.31.0#October 15, 2026Feature

1.31.0 — A new look for five lands

The last five lands got a fresh coat of paint. And buying the game now takes effect right away, no logging out.

New tiles

  • The Void, the City, the Ice Castle, Heaven and the Abyss have repainted floors, walls and props. Every floor and wall comes in several variants, so corridors no longer look copy-pasted.
  • Walls stand out from the floor better. It's easier to see where you can walk and where you can't.
  • Maps, collisions and tile size are unchanged.

Buying without logging in again

  • After you buy, the game unlocks itself. Gates, cards and the level cap update in the hub within a few dozen seconds, or as soon as you return to the game tab. No need to log out or reload.
  • Your character keeps the experience it earned, and the level cap is gone right away.

Under the hood we're also getting ready for a desktop version. More soon.

v1.30.0#October 15, 2026Feature

1.30.0 — Peace of Lightning and Frost

Dominik's biggest project yet: a whole story, a new face in the hub and an old acquaintance under a new name.

Peace of Lightning and Frost

  • The Wanderer stands in the hub. From level 10 he has a long story for you, told in ten missions.
  • The Dark Cave has opened beneath the hub. Three floors, less light than you'd like, and something drifting through the walls.
  • Three Tuners. Each lies somewhere else and each is won a different way. Not every secret of the cave is in plain sight.
  • New enemies and bosses wait deep in the cave and beyond the rift in the hub.
  • The mission journal (J) shows your current step. Later steps stay hidden until you reach them.
  • A reward waits at the end. What it is, you'll have to see for yourself.

Mr. Wawrzyn, the IT Guy

  • A new face in the hub, at a desk with a computer.
  • Roll: pick a rarity, pay, and see what comes out.
  • Upgrade: three identical items from your bag become one item a rarity higher.
  • Roulette: bet gold, fifty-fifty: double it or lose it. Stakes are capped, so one click can't take everything.

Enchanter of Frost and Lightning

  • Stormhorn has a new name. Now we know who he really was. His lair is called the Enchanter's Lair from today.

The storm over the hub won't calm down on its own.

v1.29.1#October 14, 2026Fix

1.29.1 — A second room in the same tab

Last night more people were playing than usual, and one of them couldn't host a room. The server wasn't struggling. The game itself was to blame.

What changed

  • A second room no longer hangs on "Connecting… Preparing lobby". Leave a room, then host or join another in the same tab, and the loading screen would spin forever. The multiplayer connector handles one connection per page load, and the second one silently stalled. Now the game reloads the page by itself and finishes what you clicked. Your name and room setting (public or private) carry over.
  • Connecting has a time limit. If the multiplayer server doesn't answer within 20 seconds, you get a message instead of an endless spinner.
  • The shopkeeper no longer crashes the game on a floor change. The game could take one more look at a shopkeeper it had just cleared away.
  • Browser autofill no longer crashes the menus. Browsers can send a "key press" with no key in it. The menu, class and character screens, HUD, minimap and editor stopped tripping over it.

We also went through every error report and closed the ones that haven't come back in a long time. 🧹

v1.29.0#October 13, 2026Improvement

1.29.0 — Who plays and who kills

Under-the-hood changes that help us tune the game.

  • The game knows who beat you. Every death now records who landed the last blow, so monsters that hit too hard are easier to spot.
  • Live status. Every few dozen seconds the game sends a short note: where you are (hub, dungeon, floor) and which hero you play. We store your country, and your region and city only if you accept cookies. We do not store your IP address, and the data is gone after 30 days.
  • The privacy policy describes this in detail, and your data export now includes live status too.
v1.28.0#October 13, 2026Feature

1.28.0 — Enchanting

Another idea from Dominik: the shopkeeper has learned a new trick.

Enchanting

  • A new tab at every shop. Pick an item from your bag and the shopkeeper will weave an enchantment into it.
  • It costs levels, not gold. Two of them — so think before you spend. Each item takes one enchantment, for good.
  • Changed your mind? Sell the enchanted item and you get your two levels back. The enchantment leaves with it.
  • Weapons, armour, rings, amulets and cloaks all have something to offer — go and see what. Legendary items are too proud to be enchanted.

The Chronicle

  • The changelog now has pages — ten dispatches each, with a pager that fits the timeline.
  • Every release has its own link: hover the version and grab the #.

Choose wisely.

v1.27.0#October 13, 2026Content

1.27.0 — Stormhorn's Lair

Dominik's boss has a home now — and a vault full of things he'd rather you didn't take.

Stormhorn's Lair

  • A new gate in the hub, at the edge of the ice. One floor, built exactly as Dominik drew it: the entrance, a corridor, the arena — and a sealed vault behind it.
  • A healing fountain stands in the arena. Stand next to it and you heal a tenth of your health every two seconds.
  • Beat Stormhorn and the vault opens. What's inside, you'll have to see for yourself — but he didn't guard it for nothing.

Fixes

  • Bosses only use their special attacks when they can actually see you. No more blizzards through three walls.
  • Big enemies wear their health bar above their heads, not across their eyes.
  • Picked-up items keep everything they had, and identified items stay identified.
  • The dungeon cards count floors properly.

Go on. He's waiting. ⚡❄️

v1.26.0#October 13, 2026Content

1.26.0 — Stormhorn awakens

A new boss, designed by Dominik — antlers, a storm cape and a very bad temper.

Stormhorn, Lord of the Blizzard

  • Strong as three and a half of you. His health grows with yours, so he's never a pushover.
  • Strike — a blow that takes a quarter of whatever health you have left.
  • Blizzard — a ring of frost marks where you stand. Stay in the storm and it bites every second.
  • Thunderbolt — a long, glowing warning, then a lightning line that can take half your health. Step aside!
  • Summons — when he's hurt, he calls wraiths and skeletons. They hit hard, but they fall with him.

He's in the training arena for now; his own level with a healing fountain comes next. ⚡❄️

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