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 2 of 11 · v1.25.0 — v1.20.3▶
v1.25.0#October 12, 2026Content

1.25.0 — The Beast Hunter

The seventh class never walks into a dungeon alone.

The Beast Hunter

  • A grey wolf from the first step. He comes along to every floor and fights at your side. When nothing's around he rests and licks his wounds; if he falls, he's back on the next floor.
  • A tracker's bow and a bola. Holding attack throws a bola that pins the enemy you're aiming at — and shows the wolf who to bite.
  • A whistle on the move. Every dash patches your wolf up.
  • Wolf Pounce (ability on G). The wolf leaps on whatever you point at, bites hard and pins it down. Wolf down? The same call brings him back. In multiplayer your wolf fights for the whole party, and his kills count as yours.
  • Her own skill tree: Pack, Hunt and Wild, topped by Lord of Beasts — up to three wolves at once.

Two of you, one hunt. 🐺

v1.24.0#October 12, 2026Content

1.24.0 — The Necromancer

The sixth class doesn't fight alone. It fights with whoever fell last.

The Necromancer

  • A skull staff and a life-draining bolt. The Necromancer fights from range, and holding attack lashes the enemy you're aiming at with a violet tether that gives half the damage back as HP.
  • Soul Harvest. Every kill heals a little — and a dash freezes whatever was standing next to you.
  • Raise Dead (ability on G). The enemy you just killed gets back up and fights on your side for 20 seconds. No body nearby? A skeleton claws its way out of the floor. In multiplayer your minions fight for the whole party, and their kills count as yours.
  • Her own skill tree: Grave, Blight and Soul, topped by Lord of the Crypt — more minions, stronger and longer-lived.

Fixes

  • The Rogue and the Druid finally have their ability icon in the HUD and proper frames in the skill tree.

Death is just a change of sides. 💀

v1.23.0#October 12, 2026Content

1.23.0 — The Druid

The fifth class arrives with a staff, a grey beard and one promise: nobody falls on his watch.

The Druid

  • An oak staff and thorns. The Druid fights from range, and holding attack lets loose a fan of five thorns.
  • Living wood. He regenerates from the very first step, and every dash patches him up a little more.
  • Circle of Life (ability on G). A green circle heals the Druid and everyone in the party standing inside it, and throws enemies back with a moment of stun. In multiplayer it's the first class that heals other players.
  • His own skill tree: Life, Thorns and Grove, topped by Heart of the Wild.

Bring a Druid into a room with your friends — they'll thank you. 🌿

v1.22.2#October 11, 2026Polish

1.22.2 — The Rogue's own outfit

Remember the Rogue's borrowed outfit? It's back from the tailor.

  • A hood instead of a helmet, daggers instead of a shield. The Rogue has her own look: a charcoal-plum cloak, a crimson sash and a glint of eyes under the hood.
  • New animations. A thrust with a cutting streak, a fan of three knives on the heavy attack, and a violet trail on the dash.
  • New emblem on the class select screen and in the HUD.
v1.22.1#October 11, 2026Polish

1.22.1 — Who sees what

Friends came with new data, so the privacy policy now says plainly what other players know about you.

  • The privacy policy covers Friends and multiplayer: what we collect, who can see that you're playing and where (only accepted friends, only while the game is open), what players in your room see, and how long we keep it all.
  • Offline means offline. When you're not playing, friends see just that — not when you were last on.
v1.22.0#October 11, 2026Feature

1.22.0 — Friends

Dungeons are scarier on your own. Now you can go down with friends — or at least check which of them went deeper.

Friends

  • Your friend code. Every account has a short code, like K7Q-2MX. Give it to a friend or send them the invite link. They add you, you accept — done.
  • Who's playing. Under the 👥 button in-game you can see which friends are playing and where: in the hub, in a dungeon on which floor, in a multiplayer room.
  • Join. If a friend is in a room, one button drops you straight in.
  • You played together. Someone great ended up in your room? They're on the list, one click away from being a friend.
  • Friends leaderboard. The "Friends only" switch on the leaderboard shows how your crew is doing.

No chat and no searching by name — you add a friend only with the code they gave you themselves. Friends need an account.

Fixes

  • "Total Runs" and "Total Boss Kills" on the leaderboard count again. A query bug kept both boards empty.
v1.21.0#October 11, 2026Content

1.21.0 — The Rogue

A fourth class joins the party. Nobody heard her come in.

The Rogue

  • Two daggers, no questions. The Rogue starts with Twin Daggers: short, fast cuts up close. More dexterity and luck, less health, and +10% crit chance from the very first step.
  • Ambush. After a dash, your next strike always lands and always crits. Roll in, come out with a knife.
  • Fan of Knives. Hold attack and the Rogue throws three knives at once.
  • Shadow Step (ability on G). Vanish and reappear behind the enemy you're aiming at: a 4× damage strike and a moment of stun. With nobody in reach it's simply a blink — handy for getting out.
  • Her own skill tree: Blades, Shadow and Cunning, topped by Nightblade.

For now the Rogue is wearing a borrowed outfit. Her own is at the tailor's.

Fixes

  • Your class's weapons give their bonus again. Items a class prefers grant +10% to their stats — except that information got lost on the way out of the database. Not any more.
v1.20.5#October 11, 2026Balance

1.20.5 — The Descent lets you in

The Descent stopped asking for a code at the door and stopped killing you on arrival. The Arena has closed its gates, and the end credits have gained the people without whom this game would have more holes.

The Descent

  • No code. The Descent's gate opens like any other — walk up, walk in.
  • You go in armed. The toll at the door stays (level one, empty purse), but your class weapon — sword, bow, wand — stays in your hand. Armour and a trinket are already on you, and three potions wait in your bag.
  • The pit eases you in. The first four floors are slimes, rats, goblins, imps and skeletons. Wraiths and harpies wait further down, orcs further still, and iron knights and void hounds sit at the very bottom. Enemies also grow stronger floor by floor, not from the first step.
  • More time. Seven minutes on the first floor, never fewer than four. The stairs only need a key from the fifth floor on.

The Arena

  • PvP Arena closed. It didn't work the way it should, and its bots could wander into multiplayer rooms. Better to shut the door than to pretend there's something playable behind it.

Credits

  • The Testers' Guild joins the end credits: Maciek (the one who found items that were in two places at once), Tymek, Mr Wawrzyn and the whole of class 3e. Thank you for every death. 🎮
v1.20.4#October 10, 2026Hotfix

1.20.4 — The Tower opens

The Tower Key did exactly half its job. The gate appeared in the hub, just as the description promised — and a moment later swung shut again, because the server, asked which dungeons were open, never looked inside your bag. While we were at it, the bag turned out to be too generous: dropped items could lie on the floor and stay with you at the same time.

What changed

  • The key opens the Tower. It's in your bag — the gate is open and stays open. The key is still used up on entry, as it should be.
  • Dropping an equipped item takes it off. A sword dropped straight from its slot used to land on the floor while an identical one stayed in your hand.
  • One item, one copy on the floor. Every trip into a dungeon gave the game one more ear listening for drops, so after a few runs a single drop left a whole pile on the ground. The same went for the Scroll of Teleport and the on-screen phone buttons.
  • No more "Drop" button in the hub. There's no floor there for anything to land on, so the item simply vanished.

Free copies were nice while they lasted. 🗝️

v1.20.3#September 20, 2026Hotfix

1.20.3 — A new room is a new room

Pressing "Create room" did not always create one. The address bar quietly held on to the code of the game you had just finished, and the game took it at its word — so your brand-new room was sometimes the old one wearing a fresh coat of paint. The lobby then refused to list it, on the entirely reasonable grounds that it already knew a room by that name.

What landed

  • Create room now creates a room. Ask for a new one and you get a new one, with a code nobody else is holding.
  • Abandoned codes go back into circulation. Four letters are four letters, and a room whose players left long ago has no business sitting on one forever. If the game behind a code has gone quiet, the code is free again.
  • A code held by a game still in progress tells you so — and, more to the point, nobody can take it. Strangers walking into your lobby entry and renaming it was never on the menu, but now it is properly off it.
  • A room that fails to be created no longer pretends otherwise. The host used to be dropped into a game the lobby had never heard of, while quietly keeping somebody else's room alive under the same code. Two parties, one entry, and nothing to explain it.

Four letters caused all of this. 🔡

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