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 11 of 11 · v0.21.0 — v0.19.0▶
v0.21.0#April 22, 2026Feature

Gold Stars for Dying Creatively

Achievements are in. 26 of them to start. A toast pops in the top of the HUD when you unlock one — First Blood, Level Five, Full Gear Set, Full Strength Build, and more specific ones we won't spoil here.

They sync between devices for logged-in players and fall back to local storage for anon runs, same pattern as saves. No badges to show off yet — that's on the roadmap — but the system tracks everything so the profile showcase is ready whenever we ship it.

What landed

  • 26 achievements across progression, gear, combat, and exploration milestones.
  • Toast notifications — top-center slide-in with the unlock name, auto-dismissed after 4s.
  • Cross-device sync for logged-in players; localStorage for guests.
v0.22.0#April 20, 2026Feature

Seven Dungeons' Worth of Wallpaper

The dungeon used to be one tileset with the hue swapped. This patch brings a proper 7-theme rotation: Dungeon, Sewer, Cave, Forest, Ice, Crypt, Void. Each theme has its own floor texture, wall texture, atmospheric palette, and themed props (mushrooms in the forest, skulls in the sewer, ice crystals where you'd expect).

Boss floors still land every three floors, but now they use the matching theme's boss variant — so the Cave boss fights in a cave, not in a generic dungeon box.

Props are procedural scatter: each room gets a random-but-bounded selection so two adjacent floors don't look identical.

What landed

  • 7-theme rotation — Dungeon → Sewer → Cave → Forest → Ice → Crypt → Void, cycling every floor % 7.
  • Themed props — per-theme prop pool (forest has mushrooms, crypt has coffins, sewer has pipes, etc.). Scattered per procedural seed so re-running the same seed reproduces the layout.
  • Boss themes — boss floors inherit the current theme's palette and prop set. No more Crypt boss in a Dungeon room.
v0.20.0#April 20, 2026Major

Turning Out the Lights

The dungeon got dark. Properly dark. Every floor now runs a field- of-view pass — you only see what your hero can see, with the rest gradually dimming into black. Lanterns hang on walls and cast actual light, each with its own pre-computed FOV so closing a door containes the glow to its room.

On top of that we ran the HUD v5 pixel-vocabulary rewrite — the top bar, the shop modal, the inventory, the character sheet, all redone in a consistent pixel aesthetic. The menu got a matching upgrade. Everything now looks like it belongs in the same game.

Content also got a fresh pass: more items, more enemies, more floor layouts, and translations for the whole interface (English + Polish so far, more to come).

What landed

  • Lighting / FOV — per-player shadowcast, per-lantern FOV bitmap, darkness overlay as a render texture.
  • Lantern placement — generator hangs one on every shop + boss room guaranteed; other rooms get them by chance with wall- adjacent placement.
  • HUD v5 — full pixel-art reskin of every HUD surface (top bar, modals, menus, tooltips).
  • Content expansion — more items, more enemies, more room variety.
  • i18n — EN + PL throughout the UI, with a locale switcher in the navigation.
v0.19.0#April 18, 2026Launch

Everything That Came Before

We've been making this for a while. Before we started the public changelog, nineteen sprints had already landed — everything from "can a goblin walk" to a working level editor with community maps.

Rather than backfill each one individually, here's the consolidated story of the first nineteen sprints. The game you're looking at existed, in some form, by April 18th 2026 — that's when the public design pass finished and we started writing these notes properly.

What came before

  • Core game loop (Sprints 1–9) — player movement, enemies, inventory, shop, items, procedural floors, keys, stairs. The dungeon-crawler bones.
  • Boss fights + deploy (Sprint 10–11) — every third floor ends on a themed boss; game goes live at aot-game.com.
  • Multiplayer (Sprints 12–14) — up to 4 players in the same dungeon, lobby + room browser, sync polish. Drop-in, drop-out, cross-device.
  • Attribute system (Sprint 15) — STR/DEX/VIT/PER/LCK, points from level-ups, derived stats on equipment.
  • PWA (Sprint 16) — installable on phones and tablets, works offline after first load.
  • Virtual joystick (Sprint 17) — touch controls for mobile players. The on-screen thumb pad.
  • Level editor (Sprint 18) — build your own dungeons in the browser, share them with other players.
  • Community maps (Sprint 19) — browse + rate + report custom maps built in the editor. Moderation queue for admin.

Every release from here on has its own entry.

Here the chronicle begins