Hey everyone! 👋
We’ve released a small but important update for the demo. Here’s what’s new and improved 👇
🗺️ Fixed an issue where location names were not visible on the tablet.
🌍 Localization updated.
⚙️ General performance improvements.
🔔 Fixed tablet alarm sound issue.
🌳 Tree collision issues fixed.
🛣️ Road edge visuals adjusted.
👀 View area edges optimized.
🌿 Landscape foliage issues fixed.
⚙️ Fixed an issue where pressing ESC in the settings menu did not save changes.
🚪 Added interaction prompt for the parking gate.
🖥️ On first launch, the game now defaults to High graphics settings, with Ray Tracing and DLSS turned off.
🌾 Updated grass visuals.
🧱 Meshes merged to improve performance.
🛣️ Fixed Area-1 spline road intersections.
💧 Fixed pool overflow issues in Area-1 hill cages.
💡 Adjusted Area-1 gift shop lighting.
🛞 Fixed spline road collisions.
🐔 Increased chicken size by 20% and rabbit size by 70%.
🗑️ Reduced trash generation by 50% visitors now litter much less.
🏪 Fixed texture issue on the gift shop door.
Short gameplay clips, screenshots, and your opinions play a huge role in shaping the game. We especially value your thoughts on balance, performance, and overall playability.

Projectiles spawned by Multiply on bounce now always spawn with forward momentum.
While using the Line multibullet formation, if there are too many projectiles they are spawned in the double line formation.
Fixed a bug where sometimes projectiles spawned by multiply on bounce chance didn't get destroyed when the wave ends.
Mutation rewards are now consistent when restarting game.
Improved shrapnel performance

Say meowdy to another patch! With each update, we hope to bring you closer to your favorite NPCS–not just through chats, but also memorable interactions that make you come back for more. 💖🔪
Eddie heard you wanted more cosmetics, so she did what she does best with her knife… and now she’s wearing a pumpkin’s skin! Click here for scary-fast steps to generate a special promo code and unlock Eddie’s spooky szn look. Whether you’ve got your HalloWAIFU hoodie or not, get ready to cuddle up next to the Catgirl by either of the TVs in her apartment.
📺 Watch TV with Eddie
You may recall her living room TV being broken–but we’re happy to report it’s been canonically fixed! It now includes a few Easter eggs and a mischievous way to upload footage of your choice. As always when sharing your content in community spaces, please follow basic community guidelines–especially Gemini’s usage policies and our own pinned rules. ⚠️ Do not upload or promote copyrighted material. For your own safety, we also recommend avoiding personal video shares in community spaces. For upload instructions, click here.
🎮 Play a Game Against Eddie
Meanwhile, her game room TV now features a charming minigame you can play together! Give it a try and see if some friendly competition reveals her true colors at the moment: whether she’s a butt-kicker, sore loser, or your forever cheerleader.
Once you’re done with the TVs, consider stepping out and exploring the building. That’s all we can tell you right now. 🤫
Level 1 AI-television Interactions
- Living Room TV: The Catgirl's living room TV has finally been fixed! Players can switch on the living room TV and watch programs or import their own videos through the StreamingAssets folder in the game directory. The Catgirl will react accordingly to what is being played.
- Gaming Room TV: Players can switch on the TV in the gaming room to play a minigame against the Catgirl.
General
- Added laughing animation and sound effect for all NPCs
- NPCs are now more likely to enter the warning attack phase when angered before initiating the final chase sequence.
Atrium
- In Chat Only mode, the girls will now know which ending the player last achieved.
General
- Added Catgirl's Halloween Skin: "Final Girl." This cosmetic skin can be acquired using a promotional code. Check out this patch's article on Steam or official AI2U socials for more info.
Level 1
- Updated the hallway and lobby areas with new environmental pieces and interactables.
- Added internet disconnection warning UI.
- Added German and Russian language support for Patch Notes.
- Added sound effect for Catgirl’s eating animation.
General
- Fixed an issue that was constantly switching the keyboard setting to American English during gameplay.
- NPCs will be able to say single emphasized words marked with *asterisk* in all languages except Chinese and Japanese.
Level 1
- Fixed an issue that could cause players to get stuck in the corner of the indoor garden rooms.
- Fixed a bug that prevented players from opening the apartment door during the final chase sequence.
Level 2
- Fixed an issue that prevented players from destroying the witch's necklace during the final chase sequence.

Think you’re a true strategist? The Battle of Polytopia is part of the Difficult Games Bash—a ruthless test of intellect and precision where only master tacticians conquer the Square. Show what you’re made of—or is it all just talk?
Discount on Steam until November 4th.
We're going into Early Access on November 7th! We're excited to finally show the world our game. It's been a lot of hard work and there's still a lot to be done but glad we've made it this far.
This is only the beginning for the world Veridia. We're already working on post-release plans and content including but not limited to more areas, dungeons, items, improvements and other features we want to do but had to get the foundation laid first. Keep a look out for upcoming events!
Check out the early access trailer on youtube:
Today’s update addresses the community feedback we received over the past few weeks, with the majority of our changes focused on the Hellion’s Carcass and Berserker paths. This build will contain what we intend to be the final retail versions of both Leper and Hellion reworks, with the target of release next week, after some final testing by you!
We also intend to deploy another minor patch tomorrow with odds and ends that have surfaced in the feedback from both Steadfast Steward’s Updates.
Before you begin testing, we recommend making a backup of your save file before switching branches! Save files are found here: C://Users/Username/AppData/LocalLow/RedHook/Darkest Dungeon II/ How to access the coming_in_hot public beta branch on Steam:
Right click on Darkest Dungeon II in your Steam library
Click Properties
Click Betas
Choose ‘Coming_in_hot - experimental builds’ from the Beta Participation dropdown menu.
How to send us feedback The best way to do this is by joining the Darkest Dungeon Discord. We have a specific section dedicated to the Steadfast Steward’s update with different channels for each hero rework You can also email your thoughts to
https://feedback@redhookgames.com
if you’d prefer to send feedback that way. You may notice that these patch notes are more detailed than usual. We have included a number of ‘Developer Notes’ beside many of the entries here, to better express the intent behind the changes. By outlining our goals we hope that this will help measure if our intent is matching our implementation. Read on to learn about all the changes present in today’s public beta build.
Read on to see the full list of changes in today’s update:

Wanderer
• Updated Path seal to reflect that, unlike most self-inflicted negative tokens, Leper Blinds are resistable
• Reflection+ Debuff RES bonus is no longer capped at 3 instances of +10%
Dev Note: This eliminates situations in which newly added instances of the buff were not being applied because the stack was already filled with older instances (with shorter remaining duration) and allows Debuff RES to be pushed to new heights in a bad situation.
• Ruin and Ruin+ mouseover tool tip fixed to correctly show token info
• Withstand and Withstand+ descriptions received minor adjustments for consistency of common elements between Paths
Tempest
• Updated Path seal to reflect that, unlike most self-inflicted negative tokens, Leper Blinds are resistable
• Fixed an issue with Strength token incorrectly appearing in Ruin and Ruin+ mouseover
• Fixed an issue with inconsistent reference to Withstand in Revenge and Revenge+ description
• Fixed an issue with Break and Break+ token ignores giving the impression they only ignore Block when the target has Combo
Poet
• Updated Path seal to reflect that, unlike most self-inflicted negative tokens, Leper Blinds are resistable
Monarch
• Updated Path seal to reflect that, unlike most self-inflicted negative tokens, Leper Blinds are resistable
• Monarch's Oath rate of gain has been adjusted to +1% for normal kills, +3% for bosses (e.g. Antiquarian, Chirurgeon), and +6% for Lair Bosses
• Fixed an issue where Monarch's Oath was not being removed from the Conditions tab if the Leper's Path was changed; it will now clear at the start of the next battle
• Fixed an issue where Purge and Purge+ token removal and the innate Dodge removal for ignoring Dodge could conflict, resulting in a seemingly random 2-3 tokens ultimately being removed; innate Dodge removal now has priority over the 2 positive token removal in order of execution
Wanderer
• Updated Crossroads descriptors text to use the term "Low Health Buffs" instead of "Bloodlust"
• Fixed a number of instances where mousing over Hellion skills did not show accurate token info
• Barbaric YAWP! and Barbaric YAWP!+ text updated to better reflect that they generate Winded per target hit
• Bloodlust has been reworked
• Bloodlust and Bloodlust+ now grant positive tokens based on how many Winded are being removed
• Bloodlust+ now grants Execution 2 to Melee skills for 3 Turns, unconditionally
Dev Note: Bloodlust has been revised to allow more flexible timing of use for benefits as well as more direct incorporation into the token system. The Execution option remains on mastery but is no longer tied to Winded for duration.
• Breakthrough and Breakthrough+ text updated to better reflect that they generate Winded per target hit
• If It Bleeds and If It Bleeds+ now increase the duration of their Bleed by 1 turn if the target has Combo
• If It Bleeds Bleed increased from 2 to 3
• If It Bleeds CRIT increased from 5% to 10%
• If It Bleeds+ CRIT increased from 10% to 15%
• Raucous Revelry and Raucous Revelry+ cooldown increased from 1 to 2
Dev Note: Raucous Revelry was deemed quite powerful but we'd rather use a cooldown than change the interesting array of positive effects it provides.
Ravager
• Path Seal now briefly describes what Winded does on this Path
• This Path no longer receives Fatigue for hitting Death's Door in Kingdoms
• Adrenaline Rush and Adrenaline Rush+ passive has been reworked, now removing all DOTs and granting Stealth when hitting Death's Door once per battle
• Adrenaline Rush now grants +10% Bleed RES (3 turns) per Winded removed
• Adrenaline Rush+ now grants +10% Bleed, Blight, and Burn RES (3 Turns) per Winded removed
Dev Note: Adrenaline Rush's passive and Bloodlust's active achieved very similar goals so we opted to have Adrenaline Rush's passive provide a different kind of protection. This also eliminated some confusing edge cases where the passive effect could be construed as not working. Some additional DOT RES was added to Adrenaline Rush to help make up for the fact that it provides much less overall healing compared to Wanderer, since the Ravager often wants to remain at very low health.
• Bloodlust DMG reduced to from 7 + 7 per Winded to 5 + 5 per Winded
Dev Note: Adjusted the base version down to provide better delineation between mastered and unmastered versions.
• Breakthrough and Breakthrough+ target ranks changed from 1 2 3 to AoE 3 4
• Breakthrough and Breakthrough+ no longer ignore Block
• Breakthrough and Breakthrough+ forward move reduced from 2 to 1
• Breakthrough and Breakthrough+ no longer require less than 3 Winded to use
• Breakthrough and Breakthrough+ now require less than 50% HP to use
• Breakthrough and Breakthrough+ now gain +50% DMG while on Death's Door
• Breakthrough and Breakthrough+ no longer remove all Block
• Breakthrough DMG increased from 3-6 to 3-7
• Breakthrough+ DMG increased from 4-8 to 4-9
• Breakthrough+ no longer prevents Block gain for 2 rounds
Dev Note: We felt that Ravager's version of Barbaric YAWP! did a fine job of dealing with Block tokens so Breakthrough has been redone to give the Ravager a low-health alternative to Howling End that enjoys increased reach and area of effect instead of Howling End's single target firepower.
Berserker
• Path Seal now briefly describes what Winded does on this Path
• This Path now ignores Winded for 1 Turn whenever it lands a CRIT
• The +1 Bleed Duration Dealt health threshold has been lowered from 50% to 33%
• This Path now gains +10% CRIT while under 66% health
Dev Note: The passive effects of Bloodlust have been rolled up into the Path itself, since it felt like such a must-have skill to make the Path work.
• Winded DMG penalty increased from -1 to -2
• Winded no longer reduces Bleed Dealt by -1 per token
• Winded now reduces Bleed RES Piercing by -10% per token
Dev Note: Winded is primarily punitive in nature and needs to reflect that for the Path, so we opted to make it more difficult to apply Bleed rather than reduce the amount dealt because there are more readily available counters to that; trinkets, Combo, CRITs, etc.
• Bleed Out is now a Path skill
• Bleed Out and Bleed Out+ launch ranks increased from 1 to 1 2
• Bleed Out DMG reduced from 4-8 to 4-6
• Bleed Out+ DMG reduced from 6-9 to 5-7
Dev Note: The Berserker now has her own version of Bleed Out that exchanges some of the up-front DMG for better launch ranks, allowing for more flexible placement in parties.
• Bloodlust is no longer a Path skill
Dev Note: The new Wanderer version of this skill benefits Berserker just as much and the (overly complex) CRIT benefit has been rolled up into the Path's passive low health benefits while the ability to ignore Winded has been made an innate Path effect.
• Breakthrough and Breakthrough+ target ranks changed from AoE 2 3 to AoE 1 2
• Breakthrough DMG increased from 3-4 to 3-5
• Breakthrough no longer reduces the target's Bleed RES
• Breakthrough+ DMG increased from 4-5 to 4-7
• Breakthrough+ CRIT increased from 5% to 10%
• Breakthrough+ no longer reduces the target's Bleed, Blight, or Burn RES
Dev Note: This provides a better identity for the skill when compared to Bleed Out and If It Bleeds, providing a single point of overlap between their target ranks instead of matching If It Bleeds completely.
• Howling End and Howling End+ no longer ignore DMG modifiers
• Howling End and Howling End+ can now CRIT
• Howling End and Howling End+ will remove all Bleed from the target on a CRIT
Dev Note: We hear you about the keystone skill feeling unsatisfying since it can't CRIT on a Path that values CRITs, so we've made some adjustments. It is now subject to all DMG modifiers (good and bad) and the bonus DMG from Bleed is factored into CRITs. In order to keep the skill's power in line, CRITs will now remove the Bleed from the target.
• Iron Swan and Iron Swan+ now move the Berserker back 1
• Iron Swan and Iron Swan+ now pull the target forward 1
• Iron Swan+ now applies Combo on CRIT
Dev Note: Iron Swan has been adjusted to provide synergy with other Bleed launch and target ranks.
Carcass
• Fixed an issue with two versions of Winded appearing in the Token Glossary while on this Path
• Adrenaline Rush is no longer a Path skill
Dev Note: Given that the Carcass can draw fire, it felt better to let her access the Wanderer version for some hefty recovery.
• Barbaric YAWP is now a Path skill
• Barbaric YAWP! and Barbaric YAWP!+ grant 2 Taunt
• Barbaric YAWP! and Barbaric YAWP!+ do not ignore or remove Stealth
• Barbaric YAWP! and Barbaric YAWP!+ do not grant Strength per CRIT
• Barbaric YAWP! and Barbaric YAWP!+ apply an additional Weak on CRIT
• Barbaric YAWP! cooldown increased from 1 to 2
• Barbaric YAWP!+ cooldown increased from 0 to 2
Dev Note: The Carcass now has a unique version of YAWP that has the potential to dish out a large number of Weak tokens while attracting attention.
• Breakthrough and Breakthrough+ now ignore Winded
• Breakthrough and Breakthrough+ cooldown increased from 1 to 2
Dev Note: As an offensive skill that is also divesting the Carcass of her Winded, it makes sense to get the full DMG. However, cooldown has been slightly increased to help account for how quickly she can build up Winded against bosses to prevent chaining Breakthrough's potent debuff too rapidly.
• Howling End+ now converts any Block the Carcass has into Block+
Dev Note: This will give the chance to shore up any Block you have before sacrificing the Winded that generates it.
• Iron Swan and Iron Swan+ now grant a Speed token
Dev Note: This helps make it usable at full Winded to quickly flow into Breakthrough, Howling End, or similar skills as a follow-up despite the SPD penalty.
• Toe to Toe and Toe to Toe+ now grant 1 Winded
• Toe to Toe+ grants an additional Winded if the target is size 2 or larger
Dev Note: Toe to Toe has been adjusted to provide some self-sufficiency in its effects via Winded generation while also allowing faster generation of Winded when fighting larger, singular targets such as bosses
Survivor
• Fixed a text coloration issue in Searing Strike and Searing Strike+
Wanderer
• Dead of Night and Dead of Night+ are now tagged as Heal skills
Instructrice
• Fixed an issue with Wanderer version of Aggressive Stance token appearing in Token
Glossary
• Fixed an issue with Instructrice Aggressive Stance token description incorrectly showing the heal icon instead of the regen icon
• Fixed an issue with Death's DOT transfer listener being visible on the Condition's tab during combat with her
• Fixed a number of size 2 or larger monsters not being tagged as large for narration purposes
• Cultist Cardinal is no longer considered a Boss in Kingdoms
• Cultist Deacon is no longer considered a Boss in Kingdoms
• Fixed an issue with Purloiner Felid description incorrectly showing heal instead of regen icon
• Fixed duplicate region duration on character sheet buff description for Rhizanthella
• Fixed Experimental Remedy applying effects multiple times on each hero when it should occur once per hero
• Highwayman's Morbid Joke item and the Catacombs inn item Rhizanthella now correctly apply effects based on the number of positive or negative relationships the hero has
• Fixed Kingdom Full Inventory tutorial that incorrectly stated that items cannot be sold anywhere
• We now allow inventory to be opened during siege selection
• Fixed combat icon info override tooltip filtering out path specific tokens
• Fixed Path Comparison Panel not showing Hero Move changes before Path be confirmed
• Fixed a case where the wrong path was displayed after changing paths at inn
• We now Load player collection, tutorials and narration jsons when switching profiles regardless of the previous profile state. This fixes the issue where modded profiles would not save tutorial/academic view and other game history properly.
• Path panel's affected skill order changes when confirming a path change
• When a damage range for a skill has a minimum value of 0 (e.g. this can happen if the hero is Winded), we no longer show the preview differently if the random number generator picks 0 damage. Also, if the random number generator picks 0 damage AND the skill is a Crit, the damage will be adjusted to the maximum value instead of staying at 0.
• Fixed a softlock in battle where it could stall if your whole party is dead.