The Dungeon Starts Talking
This patch doesn't change how the game plays. It changes what the game knows about itself.
We finally wrote down the Shardrealm. There's a proper intro
chapter at /lore now — the Rift, the seventeen floors, the shop
that's always open whether or not its keeper has been home. It's
short, on purpose. The dungeon explains more of itself the deeper
you go, and we don't want to ruin that on page one.
We also wrote the first handful of bestiary entries. Slime, Goblin, Skeleton, Imp, the Stone Golem on floor three, the Trialmaster on six. Each one is one paragraph of what this is and one line of what the dungeon wants you to learn from it. Sixteen more entries to go; they'll keep showing up.
Quietly, in the same patch: every public release from v0.19 to v0.26
has a Polish translation now. The last three already did. Full
backfill closes the gap, so a Polish reader opening /changelog on
release day gets the whole timeline in their language.
And then on top of everything else, the enemy death animations landed. Every kill now plays a three-frame stagger → collapse → dust sequence before the sprite fades. It's a tiny change per kill, and genuinely a big one over a whole run.
What landed
- Lore intro chapter —
The Shardrealm/Kraj Odłamkówat/lore, both languages. - Bestiary entries — six enemies with proper flavour prose (Slime, Goblin, Skeleton, Imp, Stone Golem, Trialmaster), EN + PL each.
- Polish changelog backfill — every public release v0.19 → v0.26
now ships a
.pl.mdalongside the.en.md. - Enemy death animations — 22 enemies + 3 bosses each get a three-frame death sequence (stagger → collapse → dust) before the sprite fades.