The Crypt has been silent for 5 years, but now the NecroDancer is back from the dead with a huge new DLC! SYNCHRONY adds online multiplayer (co-op and vs), three new characters, full mod support (& built-in mod portal), new items, enemies, & more! Let's take a look!
Wields the Zweihänder, a heavy sword that occupies a tile diagonally adjacent to her.
The Zweihänder follows Klarinetta's movement, striking any enemies in its way.
Diagonal movement buttons swing the Zweihänder around in a quarter-circle or half-circle, attacking enemies on several tiles at once.
Rotating the sword takes a full beat and causes Klarinetta to stand still momentarily.
When held in place, the Zweihänder acts as a barrier against enemies, preventing them from walking into the tile it occupies.
Chaunter
A frail, ghostly being who with only half a heart, which cannot be increased by any means.
Wields the Lantern, which has the range of a dagger and provides a small amount of light.
Striking enemies with the Lantern gradually takes over their soul, allowing Chaunter to possess them after dealing enough damage!
Possessing an enemy lets Chaunter take full control, copying their health, damage and abilities
All enemy abilities are mapped to the action and spell slots.
For example, a possessed Red Dragon breathes fire using the two spell buttons.
Slow enemies such as Skeletons or Golems can move quickly while possessed.
Unlike fast enemies or Chaunter itself, slow enemies are allowed to wield weapons, overriding their usual attack!
Attacking, digging or using items forces them to stand still for a few beats.
When losing all hearts while transformed into an enemy, Chaunter reverts back to its usual form.
Control of an enemy cannot be kept indefinitely - a countdown of 24 beats starts ticking as soon as Chaunter takes possession.
Once the timer runs out, the possessed enemy starts taking damage, eventually forcing Chaunter back into its base form.
This can also be done manually by performing the 'Eject' action (Left+Right).
Suzu
Wields the Lance of Courage, a melee weapon that unleashes a rapid, powerful dash when killing an enemy!
All enemies in a straight line are killed instantly as Suzu dashes through them.
The dash attack is only stopped by walls and shielded enemies, letting Suzu travel many tiles in an instant.
Bounce traps redirect her dash, altering her attack trajectory and final position!
Suzu is fully invincible during her dash, protecting her from any enemies waiting at her destiation.
Online Multiplayer
Play with up to 8 players at once in online co-op and versus modes!
Rollback Multiplayer Architecture
Play with friends from around the world without perceptible input/audio/visual lag!
High-latency support: two-player sessions are playable up to 300 milliseconds of latency.
In-game lobby browser and lobby visibility settings
Includes public, friends-only, and private lobbies
Steam multiplayer integration for creating and joining lobbies - no port forwarding needed.
Optional support for direct IP connections and LAN play.
Headless dedicated server to allow hosting persistent lobbies and tournament matches.
Spectator Mode
Spectate any individual player, changing targets at any time.
'Spectate everyone' mode, splitting the HUD and zooming out the game view to see all players at once.
Automatic spectator view upon death or after entering stairs while waiting for other players to finish the level.
Ability to return to the level after entering the stairs to rejoin players instead of waiting.
Late joining and rejoining support for online sessions
Disconnecting automatically enters spectator mode, allowing the player to jump back into the game after reconnecting.
Health bars and name plates for other players in online sessions and spectator mode.
In-game text chat with various scaling and visibility options.
Seamless hosting: an ongoing run can be opened up into a multiplayer session at any time via the 'Host online game' menu option.
Multiplayer save & quit restored sessions can be re-opened to the network, allowing other players to rejoin.
Replays and cutscenes can be watched together online, with the host player having access to the playback controls.
Per-player resource packs (Workshop mods):
Each player can load their own individual set of resource packs, independently of the host or other players.
The player character's appearance can be customized freely by choosing skins from any installed mod.
Support for custom beatmaps can be enabled by the host player, allowing players to move at different speeds.
Hybrid online and local co-op support
Up to 4 local players can play together, including in online sessions.
DLC Cross-Play Support
DLC-only modes, characters, items, enemies and Zone 5 are disabled while the DLC is inactive.
Players without the AMPLIFIED DLC can connect to lobbies hosted in non-AMPLIFIED mode.
AMPLIFIED players can join non-AMPLIFIED lobbies, automatically turning off DLC content in the process.
Online multiplayer is available to all owners of the Synchrony DLC, even if the new gameplay content is disabled.
Cross-platform multiplayer between Windows, macOS and Linux.
Networking performance features:
Desync detection, automatically resynchronizing players in case of a game state difference.
Dynamic input reprioritization, limiting the impact of any one player's lag spikes on other players in the session.
Hybrid peer-to-peer and server-client network code, reducing latency in cross-region multiplayer sessions.
Noise control system to gradually lower the volume of any repetitive player-made sounds.
New Items
Shield Slot
Faces in the wielder's movement direction and protects them against damage from that direction.
Wooden Shield: Protects against one hit before breaking.
Titanium Shield: Protects against two hits before breaking.
Heavy Shield: Protects against three hits before breaking, and also grants knockback immunity while active.
Obsidian Shield: Shields 1, 2 or 3 hits depending on the wielder's coin multiplier.
Shield of Strength: Protects against one hit before breaking. Grants +1 damage while unbroken!
Reflective Shield: Protects against one hit before breaking, deflecting damage back to the enemy in the process.
Shield of Shove: Protects against one hit before breaking, and allows the wielder to shove adjacent enemies.
Onyx Weapons
Deals greatly increased damage on consecutive hits, but loses the damage bonus upon moving.
Most effective on weapons that hit a broad range of tiles, less so on weapons with dash attacks
Trident
Attacks like a broadsword at a higher range, hitting a row of three tiles, or like a dagger at close range.
Comes in all common weapon flavors: Basic, Blood, Gold, Titanium, Glass, Obsidian and Onyx!
Throwable! When thrown, three lanes are hit at once instead of just one, clearing out a much wider area!
Throwing Charm
Allows any weapon to be thrown like a Dagger!
Once per level: throwing a weapon causes it to return to the wielder, dealing damage on the way back.
Stepping sideways after throwing slants the return trajectory, allowing different tiles to be hit!
Berserk Spell
Starts a berserking charge on the next move, killing any enemies unfortunate enough to stand in the way!
Stops upon colliding with a wall or any other obstacle.
The Berserk state grants immunity to incoming attacks, but removes the ability to change directions until it ends.
Greater Berserk fills the caster with even more blind rage, additionally killing enemies on adjacent tiles!
Dash Spell
Turns the next move into a long-range dashing attack, dealing 4 hearts of damage to any enemies along its path!
If an enemy is killed by the dash, the caster will pass right through.
Greater Dash increases the range and damage of the dashing attack!
Charm Spell
Charm nearby monsters to turn them into temporary allies!
Allied monsters will seek out and attack other enemies until the effect wears off.
Bumping into an allied monster pushes it out of the way, dealing damage when squished against an obstacle.
Greater Charm's effect does not wear off, turning monsters into allies for the entire duration of the floor!
Scroll of Duplication
Drops from an activated Shrine of Duplication.
Duplicates all items, enemies, crates and chests in 3x3 range around the user.
Enemies, crates and chests are only duplicated if there is space behind them.
Shop items retain their price tags when duplicated.
The Scroll of Duplication itself cannot be duplicated.
New Enemies
Thief
Runs towards the player and tries to steal their items! Weapons and items in locked slots are not stolen.
In co-op mode, the Thief takes turns trying to rob different players, and will dodge attacks from any player other than its target.
When two items are stolen successfully, the Thief laughs at their victims and quickly disappears.
When killed, it drops a random uncommon item, along with any potentially stolen goods.
The Thief has a low chance of spawning on any level but is slightly more common in co-op mode
Mannequin
Created by the Shrine of Duplication - copies all equipment of the player who activates the shrine.
Mirrors the actions the player closest to it - movement, attacks, digging and even using items and spells!
Can pick up items and gold from the ground, which are dropped upon death.
Shock Monkey
While grabbed, deals half a heart of damage to its struggling victim per hit!
Each hit also starts an electric arc that damages nearby enemies.
Stay away from water!
Stay tuned for more enemies to come during Early Access!
New Traps
Dice Trap
When stepped on, the Dice Trap spawns a number of completely random enemies from any zone, then disappears.
Automatic Spike Trap
Alternates between extending and retracting each beat. Inflicts damage only while extended.
Floor Crack
Guaranteed to spawn exactly once per zone, somewhere on a random level.
Creates a trapdoor upon being destroyed by a bomb.
Spiked Wall
Inflicts damage to the player when dug with a shovel.
Spikes are only visible if the corresponding side of the wall is adjacent to a floor tile.
Revealed enemies take damage when moving into spiked wall tiles.
New Shrines
Shrine of Duplication
Spawns a Mannequin wielding copies of all items worn by the player who triggered the shrine.
The Mannequin mirrors all actions of the closest player!
Defeating the Mannequin will drop its items on the ground, granting a duplicate set of items for other players to pick up.
Can only be found in co-op mode.
Shrine of Binding
When touched by two players at once, their souls are linked together for the rest of the run.
Linked players share one and the same inventory, health bar and coin multiplier.
If one player takes damage or dies, both players are affected!
In online multiplayer, linked players can always see each other, with the view expanding as needed to fit both players.
Can only be found in co-op mode.
Shrine of the Feast
Activates upon eating two food items adjacent to the shrine, granting a choice between three items.
Cannot be interacted with directly.
Shrine of Fire
Activates upon inflicting fire-type damage to the shrine, granting a choice between three items.
Cannot be interacted with directly.
Other Gameplay Features
Pawnbroker Rework
After two items have been sold to him, the Pawnbroker will present a selection of his finest wares at great prices!
He offers a choice between three items at a discount, of which only one can be chosen.
Selling more items causes him to re-roll his shop's contents, presenting a different choice of three items.
After purchasing an item, selling more equipment will not cause the shop items to reappear.
Selling enough items causes the Pawnbroker to present his Special Offer!
Equipment Sprites
Displays all held and equipped items on the player character's sprite.
The visibility of equipment sprites can be controlled in the 'Change Skin' menu.
By default, equipment sprites are only visible on the default skin, and hidden when selecting a custom skin.
New Game Modes
Versus Modes
Engage in combat with other players in Player versus Player modes!
Instead of going through the floors of the crypt together, use various items and strategies to defeat your opponents!
Arenas are procedurally generated, combining 2 zones into 1 floor!
As the game progresses, various events can happen on the arena. This includes shop travel runes spawning, everyone becoming confused, and... telemonkeys?!
Versus mode: Deathmatch (default)
In this mode, the winner is the player who manages to get the most points, which are earned by defeating others.
Getting defeated by taking damage from enemies or floor hazards results is penalized by losing one point.
However, if the above happens shortly after taking damage from a player, that player will be considered the killer. In this case, there's no penalty and the other player gains a point normally.
Players respawn shortly after being defeated, so you can get back to the action quickly!
To view the list of players and their points, use the 'Toggle player list' hotkey ('Tab' by default, configurable in menu controls).
By default, a deathmatch consists of 3 rounds on different floors. However, this (and many other things) can be changed in the 'Custom rules' menu after entering Versus Mode!
Versus mode: Last One Dancing
The winner is simply the player who manages to survive the longest - no complicated rules here!
To enable this mode, change the game mode in the 'Custom rules' menu.
Team Up With Other Players
The modes above can also be played in teams, which can be enabled within 'Custom rules'!
Players can either be assigned to teams automatically or choose their teams manually.
Use never-before-seen items, which appear exclusively in Versus
Wind Tomes: push away nearby enemies and players! It may also be used to surprise your opponents with bombs...
Goblin Bomber Charm: makes you drop a lit bomb when defeated.
Ring of Gluttony: makes food heal you a bit more.
Ring of Whirlwind: casts a greater wind spell which pushes enemies away when you get hit and also prevents the damage, then shatters.
Essences: these mysterious items allow you to enchant your weapon to a specific material!
Electricity Tomes: temporarily grants electric attack powers (note: this item will only appear if the AMPLIFIED DLC is enabled)
Versus-Specific Item Tweaks
Certain changes have been made to some items to make them work better in PvP. These changes are only applied when in versus mode, and the items function as normal outside of it.
Cookies: to prevent excessive invincibility frames, their base quantity has been lowered to 3.
Fireball Spell/Tome/Scroll: limited the range to 3 tiles and reduced damage to 2 and 4 for normal fireball and greater fireball respectively. However, the 2-damage version can still be used to open crates.
Pulse Spell/Tome/Scroll: reduced damage to 2 and 4 for normal pulse and greater pulse respectively, and similar to fireball, the 2-damage version can still open crates. Pulse now also bypasses shields and armor.
Freeze Spell/Tome/Scroll: duration of freezes has been halved.
Shield Spell/Tome/Scroll: duration of shields has been halved.
Various Spells also received adjustments to their cooldowns and blood cast costs.
Grenade Charm: the damage buff has been removed, making grenades deal the same damage as regular bombs.
Ring of Regeneration: heals 0.5 hearts every 50 beats.
Ring of Peace: makes you invisible to enemies (but not other players).
Arc Dagger: replaced the infinite damage when standing on a wire with a +2 damage boost.
Rifle/Blunderbuss: piercing effect has been removed, Rifle's range is now limited to 4 tiles.
Rapiers: when lunging, damage is increased by 1 instead of being doubled.
Battle Shovel: replaced the infinite damage after digging with a +2 damage boost.
Crown of Thorns: heals every 5 kills, removed damage on pickup.
Throwing Charm: the effect of making thrown weapons return is restored after 50 beats.
New Weapon Material: Jade
Use jade weapons to apply poison to the target of your attack!
After becoming poisoned, characters will take damage after 3 beats. This damage cannot be avoided by normal means.
However, poison can be healed by consuming food, preventing the damage from happening entirely.
Use Jade Essence to enchant your weapon to a jade version.
New Weapon Material: Crimson
:
Crimson weapons heal the user every 5 kills. However, unlike blood weapons, they do not grant a damage boost when on low health.
They are also piercing by default, bypassing any armor and shields your opponents may have!
Use Crimson Essence to enchant your weapon to a crimson version.
Other Mechanics
When multiple players perform actions on the same beat, they are resolved in the following order:
item/spell usage
weapon attacks
movement
This means that you are always able to use a defensive item before getting hit. However, when you are in someone's range, they will be able to hit you even if you try to move away!
When transmogrifying a weapon in Versus, it will keep its current material.
Balance Tweaks
Alongside a few quality-of-life changes, many of these tweaks are aimed at improving the game's balance for speedrun and races, while not affecting casual runs too significantly. All of these changes take effect when the Synchrony DLC is enabled:
Removed Boots of Lunging, Magic Cookies and Charm of Strength from crates.
Removed food items from Shrine of Pain's reward item pool.
Removed Blood Dagger from Shrine of Blood's item pool.
Removed Scrolls from boss reward chests.
Reduced the number of doorway-blocking Green Slimes on Monk/Coda.
Reduced chance of crates containing Boots of Leaping and Ring of Pain.
Reduced the number of enemies removed by Ring of Peace from 8 to 5.
Changed Shrine of Darkness to increase the tracking distance of enemies from 3 to 5 tiles.
Changed Mary's Curse to no longer bypass the Potion.
Increased the base price of the Map from 25 to 75.
Increased the base price of the Compass from 6 to 25.
Increased the base price of the Torch of Walls from 20 to 50.
Increased minimum spawning distance for enemies summoned by Nocturna's final boss from 2 to 3 tiles.
Increased the minimum distance for Skeletons summoned by Death Metal 1 and 2 from 2 to 2.5 tiles.
Changed Shrine of Glass to convert Heavy Plate Armor into Heavy Glass Armor.
Changed Shrine of Glass to no longer grant Glass Jaw to Melody, Eli or Tempo.
Reduced the number of trapdoors appearing in levels, particularly near the spawn point.
Reduced the maximum number of Skeletons summoned by Death Metal 1 from 3 to 2.
Reduced the number of upgraded Tentacles in Coral Riff by 2 per zone.
Reduced the spawn limit of Nocturna's final boss from 24 to 16 in single-player (unchanged in co-op).
Reduced the health of the batteries in phase 2 of Nocturna's final boss fight from 8 to 6.
Changed the batteries of Nocturna's final boss to be immune to the player's bombs.
Reduced the priority of Electric Orbs to be slightly above barrels, but below all other enemies.
Changed players to no longer collide with each other or block thrown weapons in co-op mode.
Changed co-op mode to require all players to finish the level to proceed to the next floor (with at least one player making it to the exit alive).
Throughout Early Access, we intend to make further adjustments and changes to these tweaks based on your feedback! We look forward to hearing your thoughts on these changes!
Modding Features
Full mod support via an extensive Lua modding API
Event-driven game code, allowing most gameplay events to be intercepted and handled by mods.
Full live-reloading: mods can be edited and the changes seen in real-time.
Mods can be loaded and unloaded in the middle of a run.
Ability to load multiple Lua mods at the same time.
Automatic multiplayer compatibility for most (deterministic) gameplay mods.
Flexible Entity-Component-System architecture, allowing for the extension and modification of all entities in the game.
Customization points for tiles, level generation and other gameplay systems.
Procedural weapon system to define new weapon materials and shapes and have their combinations generated automatically.
Customizable item pools for shops, secret rooms, chests and crates.
API reference webpage, listing functions, components, events and classes with descriptions where available.
Mod Portal for sharing and discovering community-made mods, powered by mod.io!
In-game menu to manage, browse and download gameplay mods.
Auto-download mods (after a confirmation prompt) when joining a server with mods that are not locally installed.
Auto-update system for mods, informing the user on the main menu when a new version of an installed mod is available.
Options for mod categorization (favorite/hidden, local/downloaded, active/inactive) and filtering.
mod.io upload integration: publish mods directly via the in-game mod menu!
mod.io account creation is not required to browse, download and play mods.
A log-in via Steam or an e-mail code is only prompted when publishing a mod.
Other Changes
Added leaderboards for No-Beat Mode, tracked separately from the Custom Music leaderboards
Added leaderboards for Bolt Double Tempo Mode
Added separate highscore leaderboards for the Gold Duplication exploit
Quirks
The following Quirks that were retained for compatibility with previous versions are now fixed when the Synchrony DLC is enabled:
Fixed Aria and Coda encountering empty barrels in Zone 4 when a barrel would have contained a monkey
Fixed Armadillo shields being bypassed by double attacks in co-op mode or via 'Pain' items
Fixed players not dash-attacking into Electric Orbs unless wielding a Rapier
Fixed Backpacks containing one item sometimes requiring the secondary key combination to be pressed to activate the item
Fixed explosions causing enemies to act one beat sooner
Fixed boss fights being skippable by using Earth Spell just below the main arena
Fixed Pack of Holding not dropping its contents when switching to a regular Backpack
Fixed gold coins being duplicated if picked up while merging with another gold pile (can be re-enabled to submit to "Duping" leaderboards)
Fixed Skeleton Knights sometimes taking double knockback when dismounted
Fixed Waterballs not causing the player to sink into the water if they had previously unsunken themselves on the same tile
Fixed Earth Spell not creating walls on final story bosses
Fixed Exploding Mushroom and Pixies being able to damage unrevealed enemies
Fixed Familiars becoming displaced from the player character when a Warlock is killed via Boots of Pain
Fixed Nocturna's penultimate boss being able to telefrag himself, sometimes skipping a phase of the boss fight
Fixed Heavy Glass Armor being stackable past 3 stacks
Fixed Boots of Leaping and Boots of Lunging sharing the same toggle state when switching between them
Fixed Boots of Leaping not stopping in front of walls in Phasing Mode
Fixed Boots of Lunging allowing Shopkeepers and story boss props to be knocked back
Fixed Aria's final boss being taking damage from non-weapon sources while confused
Fixed Shovemonsters and Gorgons not moving past Mary's lamb
Fixed Metrognomes teleporting to the exit stairs instead of the their spawn point
Fixed Mystery Mode not obscuring the player's shovel swipe
Fixed healing not granting invincibility frames on Cadence's final boss fight
Fixed Melody's final boss sometimes standing still near walls
Fixed Nightmare shadows causing enemies to act one beat sooner after being revealed
Fixed Eli's hand not starting an electric arc when attacking a Skull on a wire
Fixed Nocturna's minimap continuing to display the locations of enemies after transforming back into human form
Fixed Nocturna being able to transmogrify her weapon and head slots infinitely while in Bat Form
Fixed walls interrupting ice slides in Phasing Mode
Fixed Dagger of Phasing being stopped by chests and shrines when thrown
Fixed Pixie explosions not destroying items, wires, ice, water or metal doors
Fixed Vaults containing gold when playing Monk and Coda
Fixed the player's previous position not resetting when using a War Drum or other action items, affecting enemy movement
Fixed the Conjurer's and Transmogrifier's price resetting to the minimum after generating enough items using Ring of Shadows
Fixed Headless Skeletons, Cutlass parries, Ring of Pain, Boots of Lunging, Golden Lute and crate knockback treating diagonal damage as orthogonal
Fixed Pixies not retaliating against players lunging into them with an Axe
Fixed exploding Pixies damaging distant players wielding a Rapier
Fixed some enemies moving immediately after taking knockback in Randomizer Mode, even if they were randomized to be slower
Fixed Skeletons getting stuck in place when walking into a Rat Familiar
Fixed Slimes being biased towards bumping into walls
Fixed spellcasts being treated as movements in some cases, causing the player to start sliding on ice and Clones to move again
Fixed Ghasts and Ghouls idling for one beat after moving into a Rat Familiar
Fixed War Drum, Blood Drum, Boots of Leaping and Boots of Lunging causing level transitions to be delayed when used on a staircase
Fixed unaffordable chests resetting Tempo's death timer
General Changes for All Versions
New Features and Additions
Enemy outlines
Enemy silhouettes now have a faint outline, making them easier to see against dark floor tiles.
The intensity of this effect can be changed in the graphical options.
Enemies standing in total darkness or within a Nightmare's shadow do not have outlines.
Co-op target indicators
In co-op mode, enemies now indicate which player they are currently following via a small arrow pointing at the player.
Whenever an enemy's target player changes, this arrow appears for a few seconds before fading out.
The visibility of these indicators can be configured in the gameplay options.
Local co-op adjustments
Local co-op players now share their coin multipliers, gold counters and spell inventories.
This also applies to Cadence and Dorian in Cadence's final boss fight in single-player.
Local co-op players always teleport together when entering or exiting a secret shop, while online co-op players can enter and leave separately.
New International Font
Crypt of the NecroDancer now uses the Silver pixel font to display international characters.
The original vector font from previous versions can be enabled in the language options.
Workshop mod extraction
The contents of resource packs downloaded from the Steam Workshop can now be explored by using the 'open directory' option in the mod browser.
In order to use the modified resource pack, it must be copied from the <code>downloaded_mods</code> to <code>mods</code>.
Level Editor Improvements
The enemy types spawned by Sarcophagi can now be customized
The item dropped by Shopkeepers can now be customized
Boss levels can now be resized freely
Added a confirmation when trying to leave the level editor when there are unsaved changes
Added a setting to mute the music in the level editor (enabled by default)
Changed the Ghost Shopkeeper to no longer sing his soothing song while in the level editor
Game Window Improvements
Changed Vertical Sync to be controlled by a separate checkbox in the Display Options menu
Changed the game window to open at the appropriate resolution immediately, instead of resizing shortly after launch
For the full patch notes, including a ton of bug fixes not listed here, head over to our website! For all the latest NecroDancer-related announcements and discussions be sure to join our Discord and follow us on Twitter!
Crypt of the NecroDancer v3.0.3 is now available! We'd like to give a special thank you to community member Elyscape who provided extensive support for the MacOS ARM64 build. NecroDancer v3.0.3 should now run correctly on Apple M1 devices!
New features and changes
Additions
Added support for playing the Daily Challenge in co-op mode
Added the ability to manually create a beatmap by tapping to the rhythm when importing custom music
Added support for changing the skin of Mary's Lamb via workshop mods
Added keyboard shortcut to open a dungeon in the level editor (defaults to Ctrl+O, can be remapped in the options)
Changes
Changed the minimap to display players as blinking blue pixels
Changed the Conjurer's and Transmogrifier's price overflow behavior to be controlled by a quirk
Changed Tempo's ability to get infinite countdown resets from an unaffordable chest to be controlled by a quirk
General Bugfixes
Stability
Fixed MacOS build not starting up on Apple Silicon devices when running in native ARM64 mode
Huge thanks to Elyscape for their help with this fix!
Steam Workshop & Modding
Fixed custom music failing to be imported on Windows for users with special characters in their username
Fixed some skins rendering incorrectly while standing on a wire
Fixed Nocturna skins displaying her human head sprite in Bat Form
Fixed modded character skins applying incorrectly when only the head spritesheet or only the body spritesheet is replaced
Level Editor
Fixed shop floor not being available in the level editor
Fixed level editor spawning additional characters in player-locked levels
Fixed level editor prompting about unsaved changes when loading a dungeon, even if no unsaved changes are present
Fixed Pre-Angered Pawnbroker being invincible when placed in the editor
Input
Fixed certain keyboard keys being incorrectly recognized as alphabetical keys on Windows
Gameplay Fixes
Enemies
Fixed goblin sentries repeatedly screaming when waking up while out of sight or frozen
Fixed clones using the Cadence clone sprite, regardless of the character being played
Fixed Hard Mode Sarcophagi sometimes spawning as lords
In addition, if a mod provides a file called `languages/all.csv`, text strings can be injected across all languages
Added support for overriding English strings in language mods (via `languages/en_US.csv`)
Added support for overriding text strings across all languages in mods (via `languages/all.csv`)
Point Symmetric Co-op HUD Mode
Player 2's HUD is mirrored horizontally and vertically, allowing the icons and text to be displayed at a larger scale
This is enabled by default on the Steam Deck to improve readability
Skin Mods Support
Added an advanced setting to enable selecting skins for any character in the 'Change Skin' menu
Added support for selecting non-AMPLIFIED character skins from mods while AMPLIFIED content is enabled
When standing on a wire, the character is displayed as normal instead of displaying an electricity effect
When Quartz or Heavy Glass armor is equipped, the character sprite is shown without the armor
UI and HUD Additions
Added pause menu indicator and run introduction text to indicate that Custom Rules or `necrodancer.xml` mods are active
Added compatibility with "Words to Arrows" and other workshop mods that tweak the key combo HUD text
Added an option to show default HUD text for each input map to the 'Reassign controls' menu
Calibration Additions
Added auto-calibration for audio latency, increasing/decreasing effective latency to match early/late beats
Added a grace period of 50 milliseconds immediately following a valid input
During this time, missed beats are silently ignored instead of causing the coin multiplier to be lost
Level Editor
Added the ability to quickly switch to the level editor's category list and dismiss searches by right clicking the object panel
New Launch Parameters for Steam Cloud and Native Controller Support
Added launch parameter `--no-steam-cloud` to disable Steam Cloud synchronization
Added launch parameter `--no-steam-input` to disable Steam Input and enable native controller support
This should restore compatibility with Dancepads and other input devices not recognized by Steam Input
Some controller models may use non-standard button layouts, requiring manual configuration via the 'Reassign controls' menu
In addition to passing this launch option, it may be required to disable Steam Input Integration in the properties of Crypt of the NecroDancer within the Steam library
Changes
Changed skin loader to automatically apply modded skins to all characters, instead of just the currently active character
Changed level editor categorization to show wall torches in the same category as walls, instead of items
Changed replay controls to reappear when pressing a valid hotkey while viewing a replay
Changed controller auto-detection to more eagerly switch devices without having to use the 'Reassign Controls' menu
Changed travel runes to automatically generate secret shops in the level editor when an odd number of runes is placed
Changed the default multi-key combo delay from 50ms to 40ms to reduce the likelihood of late missed beats
General Bugfixes
Stability
Fixed error during item generation when restoring very long deathless runs
Fixed error when frame-perfectly pressing >4 keys at once while rebinding a key
Achievements & Leaderboards
Fixed achievements for Deathless Mode, Story Mode and All-Characters Mode not unlocking
This fix is retroactive! Existing leaderboard entries from 3.0.0 or 3.0.1 for these modes will be honored and cause their respective achievements to be unlocked
Fixed leaderboard submissions being enabled while the 'Quirks' feature pack is disabled
Fixed leaderboard submissions being disabled by explicitly setting a custom rule to its default value
Steam Workshop & Modding
Fixed some Spike-Chunsoft skins not being selectable in the 'Change Skin' menu
Fixed direct modifications to the `necrodancer.xml` file affecting gameplay
Fixed translation files failing to load if they contain CRLF line endings or a UTF-8 Byte Order Mark
Fixed non-functioning 'Open directory' option being shown for packaged workshop mods
Input
Fixed unpause countdown and latency calibration click track being inaudible on low sound volumes
Level Editor
Fixed level editor sometimes turning unchanged levels into void levels when opening and saving a dungeon
Fixed level editor failing to save dungeons with special characters in their name
Fixed level editor displaying a "Press Enter to select character for player 2" prompt in local co-op
Fixed level editor resetting character choices for local co-op players
Fixed level editor not preserving the boundaries of secret shops in generated levels
Fixed playable characters not being placeable in the level editor
Fixed Shield Generators not being functional when manually placed in the level editor
Fixed Fortissimole not captivating his skeletal audience when manually placed in the level editor
Fixed Double Heart Transplant being listed in the editor, causing confusion due to its sprite
Fixed Conga Lines not dancing in sync when manually placed in the level editor
Fixed arena rooms in custom levels being cut off at the bottom after clearing the arena fight
Gameplay fixes
Enemies
Fixed Monkeys appearing in Zone 4 for Aria and Coda
Fixed Sarcophagi in Hard Mode and Practice Mode not being delayed when failing to spawn an enemy
Fixed Wired Zombies being immune to bombs and the Rat Familiar
Fixed Armadillos and Minotaurs recovering from their post-charge stun while frozen
Fixed Pixies inflicting damage to the player when knocked away by Ring of War
Fixed Electric Mages firing electric orbs while going down trapdoors
Fixed Beetles not unshelling immediately when spawning adjacent to a player
Fixed enemies sometimes attempting to track players in the secret shop for one beat
Fixed Goblin Sentries being excessively noisy when playing co-op with different character rhythms
Minibosses
Fixed Banshees not deafening the player when damaged by a Rat Familiar
Fixed Hard Mode minibosses not being affected by Ring of Peace and Ring of War
Bosses
Fixed promoted Deep Blues Queens sometimes dealing 0 damage in Randomizer Mode
Fixed Fortissimole's summoned Liches immediately tracking the player
Fixed Death Metal sometimes failing to play music if AMPLIFIED content is not installed and the FamilyJules7x soundtrack is active
Fixed minibosses spawned in Cadence's penultimate boss fight sometimes acting twice in a row
Fixed Aria's final boss being stunned for one beat when hit with a Ring of Frost or Frost Dagger
Fixed Nocturna's penultimate boss sometimes summoning minibosses after being defeated
Fixed the exit room of Nocturna's penultimate boss having exposed void tiles
Fixed the shield of Nocturna's penultimate boss not inflicting retaliation damage when hit by a bomb or Rat Familiar
Fixed Gold Weapons carrying their damage boost across level transitions
Characters
Fixed Coda dying when taking 'Back to Lobby' stairs in Training Mode
Fixed Dorian's Boots of Leaping being toggled on in the character selection room of All Characters runs
Fixed Dove being chased down by bats after tickling them twice in a row
Fixed Dove's coin multiplier not increasing when tickling the same enemy multiple times
Fixed Eli finding bombs inside of crates when Ring of Luck or Lucky Charm is equipped
Fixed Mary's lamb getting hit by Evil Eyes from a distance
Fixed Mary's lamb not causing Fortissimole to pop out of the ground when diagonally adjacent
Fixed Mary's lamb not showing up in the kill-perspective post-death replay when dying to Mary's Curse
Fixed Monk's/Coda's forced gold drop from boss minions not being cleared out by explosions in some cases
Fixed Nocturna being invisible while inside of a wall in Bat Form if Phasing Mode is enabled
Fixed Nocturna getting healed by Ring of Regeneration in Bat Form
Items
Fixed Dagger of Phasing not allowing attacks from inside walls
Fixed players with a Shovel of Courage not giving way to other players trying to move onto their previous tile in local co-op
Fixed Glass Shards not counting as a base shovel/dagger for Scroll of Need
Fixed Heart Transplant not granting protection against missed beats from standing still when its effect ends
Fixed player-placed bombs failing to damage non-aggro'd enemies when when quirks are disabled
Fixed Fireball Spell hitting the same enemy twice if it teleports from the right side of the attack range into the left side
Fixed War Drum not causing the player to yell on their next attack
Fixed Ninja Mask not granting immunity to traps
Shrines
Fixed Shrine of Rhythm inflicting damage upon taking a trapdoor
Fixed Shrine of Darkness not removing Nightmare shadows
Fixed Wind Gargoyles and Gargoyles Mimics not counting towards the Shrine of Sacrifice
Fixed Shrine of Darkness affecting the character selection room in All Characters Mode
Fixed Shrine of Uncertainty not causing the previous weapon to be holstered if possible
Fixed players not being teleported back into the Shriner's room when destroying the shrines and trying to flee
Fixed 'No Return' square incorrectly dealing damage when the 'Spell Prevpos' quirk is active
Traps
Fixed Leprechaun dropping Lucky Charm when killed by a bomb trap
Fixed Spike Traps not killing Devils or 5-health Leprechauns immediately
Fixed Hard Mode Sarcophagi spawning enemies on traps
Lobby
Fixed Single-Zones bonus chests spawning before the corresponding lobby upgrade is unlocked
Fixed locked doors consuming keys intended for lobby NPC cages
Visual Fixes
Fixed Nocturna's final boss being affected by Mystery Mode
Fixed Nocturna's story bosses displaying incorrect sprites in Mystery Mode
Fixed holster not displaying a flyaway when automatically swapping the weapon
Fixed Goblins not always facing the correct direction
Fixed off-screen enemies leaving a trail of red dots when telepathy is active
Fixed visual orientation of Mushrooms and Waterballs
Fixed minimap not updating while in a secret shop
Fixed Monocle item previews not hovering independently of each other
Known Issues
On Windows, creating a Workshop Mod or using the "Open Directory" option does not launch the File Explorer.
The directories are still created correctly and can be accessed by manually browsing the game's local files.
Crypt of the NecroDancer v3.0.1 is now available! Before we get into the changelog, we wanted to take some of this space to address some of the most frequently asked questions so far.
FAQ
Is this update coming to consoles?
This update is currently just for PC, but we would like to bring it to other platforms eventually! Feature set TBD, because certain features like custom music and mods are hard to port.
I can't change the language from English in the new update! Help!
Because we switched to a text-based localization system in version 3.0.0, we're currently in the process of migrating all existing translations to this new system. We're going to re-add all previously supported languages in an upcoming patch. Until then, the Legacy Client (available as a Steam launch option) still allows you to play the game in supported languages!
How can I access No Beat Mode?
Open the Menu
Go to Custom Rules -- > Gameplay Options --> Extra Modes
Change Rhythm: Regular --> Rhythm: No Beat Mode
Now onto the patch notes!
New Features and Changes
Additions
Added an option to delete all save data to the 'Gameplay Options' menu
Added Steam Cloud synchronization for 'Save & Quit' states, progression and settings
Added progress display when resuming saved sessions
Added the ability to discard saved sessions while loading and return to the lobby instead
Added warning message about achievements/leaderboards when trying to edit custom rules for the first time
Added support for placing Gold, Blood and Diamond price tags in the level editor
Added support for turning enemies into Lords in the level editor
Added support for reducing the player's starting health in the level editor
Added support for looping any song in the level editor
Changes
Changed the timing window for multikey combos from 30 ms to 50 ms, making them much easier to hit
Changed Steam Workshop integration to load mods directly, without first extracting them to `downloaded_mods`
Changed the character skin selection menu to highlight the currently active skin
Changed the character skin selection menu to list only skins from locally installed mods or active workshop mods
For convenience, we've added a shortcut to open the mod browser from the character skin selection menu
Changed Quick Restart hotkey to be inactive during All Characters, Story and Deathless runs past the first loop
Changed the 'PixieRapier' quirk to enable more finegrained control over the interaction
Changed mutliline text prompts to allow leaving them by pressing the *Down Arrow* key on the last line
General Bugfixes
Performance & Stability
Fixed framerate drops when loading textures or updating the minimap
Fixed framerate drops when a sound effect is played for the first time
Fixed framerate drops when opening the 'Mods' menu for the first time in a session
Fixed the Linux build not launching from Steam unless the Steam Linux Runtime is enabled
Fixed a crash related to the Steam API failing to initialize
Fixed intermittent game freezes caused by the 'Enable Performance Logging' advanced setting
Save & Quit
Fixed 'Save & Quit' sometimes failing to save very long runs
Fixed 'Save & Quit' causing active extra modes not to reset after returning to the lobby
Achievements & Leaderboards
Fixed Single Zone Mode not granting "In the Zone" achievements
Fixed Deathless runs not submitting to their intended leaderboards
Fixed Deathless leaderboards not being displayed correctly in the menu
Audio & Soundtrack
Fixed all characters starting on the DannyB soundtrack, instead of their respective default soundtracks
Fixed 'Change Soundtrack' menu not always listing all available artists
Fixed soundtracks being listed in the wrong order in 'Change Soundtrack' menu
Fixed music playing at a higher volume than intended
Fixed 'Custom Music' menu failing to load files from paths with special characters
Fixed character soundtrack settings not being imported from pre3.0 savefile
Fixed 'Nicolas Daoust as Shopkeeper' setting not being imported from pre3.0 savefile
Fixed Banshees screaming at an incorrect volume
Steam Workshop & Modding
Fixed mods and custom dungeons uploaded prior in 3.0.0 not being visible on the Steam Workshop
Existing submissions are migrated automatically when first launching 3.0.1.
The old items may still remain on the Workshop, but will not be visible to other players.
Fixed subscribed mods being reinstalled on every launch
Fixed a crash when generating levels if the starting build was modified in `necrodancer.xml`
Fixed starting build modifications in `necrodancer.xml` not always being applied correctly
Fixed `isPiercing` flag not working in `necrodancer.xml` mods
Fixed 'Change Skin' menu displaying a white square if a modded skin file is deleted
Fixed Korean, Simplified Chinese and Traditional Chinese characters not displaying in community translations
The available set of characters can be controlled by adding an entry for `translation.fontVariant` to the CSV file
Supported values are `JP` (default), `KR`, `SC` and `TC`
Cutscenes
Fixed non-AMPLIFIED intro video not playing
Fixed Aria's cutscenes playing in a different order than intended
Fixed cutscenes not being disabled in replay mode
Fixed zone completion cutscenes not being skippable immediately
Fixed quick restart hotkey restarting the run if pressed during a cutscene, instead of skipping it
Input & Menus
Fixed Xbox 360 Controller not displaying the appropriate button prompts in the HUD
Fixed Player 2's controls being mapped to the same bindings as Player 1 by default
Fixed simultaneous keypresses not always being accepted by the "Reassign controls" menu
Fixed certain keys (such as Numpad 5 or nonQWERTY keys) not being assignable on Windows
Fixed excessive log output when certain controller drivers are managed by Steam Input
Fixed options menu search query carrying over into submenus
Fixed the game not always pausing when switching focus to another application
Fixed unpause countdown being active during boss intro
Fixed 'Custom Rules' menu listing gameplay option overrides while 'Show advanced settings' is disabled
Level Editor
Fixed level editor being affected by autopause on focus loss
Fixed level editor overlay sometimes persisting when returning to the lobby
Fixed level editor overlay disappearing when loading a preset in the Custom Rules menu
Fixed level editor duplicating Shrines when saving or testing levels
Fixed level editor failing to save levels containing Rising Floor tiles
Fixed level editor being "winnable" by placing a player on an exit staircase, causing a softlock
Gameplay Fixes
Enemies
Fixed Shopkeeper Ghost dropping gold for Monk
Fixed Moles not moving away immediately upon being tickled by Dove
Fixed Shop Wall Mimics sometimes leaving a floating wall torch behind
Fixed 'Orb Bump' quirk not protecting the player from moving into Electric Orbs via weapon recoil or courage
Fixed crates and barrels containing an abnormally large number of Skeletons and Monkeys
Fixed enemies not always moving immediately in trapdoor penalty boxes
Fixed Spiders sometimes falling off the wall on their own in Training Mode
Fixed unrevealed enemies not taking damage from the player's bombs
Fixed Wired Zombies being immune to phasing damage
Fixed Ghasts and Ghouls teleporting to the incorrect position when damaged by a player's bomb
Fixed Headless Skeletons, Armadillos and Barrels not being redirected correctly by Earth Spell and Boots of Lunging
Fixed Skeleton Knights killed by piercing damage dropping their gold in the wrong location
Fixed Yellow/Black Skeleton Knights losing their head when knocked off their horse at 1 heart
Fixed Evil Eyes charging instantly when randomized to a lower speed in Randomizer Mode
Fixed Tar Monsters gaining too much health when grabbing the player in Randomizer Mode
Minibosses
Fixed Red Dragons in boss trapdoor penalty boxes immediately being ready to charge a breath attack at the player
Fixed Green, Blue and Earth Dragons being revealed in trapdoor penalty boxes while Shrine of Darkness is active
Fixed Red and Blue Dragons being able to attack and inhale in the same beat
Bosses
Fixed Coral Riff's tentacles dropping gold for Monk after being banished to the side walls of the arena
Fixed Death Metal beginning to summon skeletons even when the player is nearby
Fixed runs not counting as Low% if Dorian picks up an item on Cadence's final boss battle
Fixed Ogres not being able to attack Dorian with their Club on Cadence's final boss
Fixed Dorian receiving training weapons on Cadence's final boss
Fixed Dorian being unable to use exit stairs in Training Mode for Cadence's final boss
Fixed Melody's final boss not casting bombs during phase 2
Fixed Armadillos, Wind Mages and Liches being delayed by an extra beat at the start of a boss fight
Fixed Crown of Greed draining gold while the boss intro is open
Fixed Crown of Teleportation sometimes teleporting the player into the hallway below the boss arena
Fixed electric arcs from the Golden Lute not discharging batteries when practising for Nocturna's final boss
Aria
Fixed Aria encountering Ooze Golems when AMPLIFIED content is disabled
Fixed Aria encountering the wrong minibosses in Zone 1 and Zone 4 when AMPLIFIED content is disabled
Fixed Aria finding too many Diamonds in Zone 1 and 2, and too few in Zone 3, 4 and 5
Nocturna
Fixed Nocturna finding floating Wallpigs in Zone 4
Fixed Nocturna being able to place bombs while in Bat Form
Fixed Nocturna's penultimate boss being targeted by longrange weapons while its shield is active
Fixed Shield Generators in Nocturna's penultimate boss not turning off when displaced by Boots of Lunging
Fixed Skeletons sometimes surviving past the end of Nocturna's final boss fight
Mary
Fixed Mary's lamb respawning with more health than intended if Mary reaches the next floor before the curse kills her
Fixed Deep Blues' pawns performing an illegal move to capture Mary's lamb
Fixed 'Familiar Displacement' quirk applying to Mary's lamb
Fixed Gorgons being able to move through Mary's lamb
Fixed sad sheep noises playing despite Mary offering her protection
Tempo
Fixed Tempo's damage countdown not resetting when the Heart Transplant's effect wears off
Fixed Tempo's damage countdown not resetting when interacting with shrines or chests multiple times
Fixed Tempo finding the Shrine of Uncertainty in runs
Fixed Tempo finding a Fear Scroll instead of an Enchant Scroll inside of an activated Shrine of Peace
Items
Fixed weapons persisting across floors after being stored in a Holster
Fixed Miner's Cap + Courage Shovel allowing Diamond to dash two tiles at once
Fixed exit stairs not protecting against Cursed Wraiths
Fixed some levels generating with a locked shop, but without a bomb to open it
Fixed urns sometimes dropping items inside walls
Fixed Ring of Luck and Lucky Charm cancelling out each other's effects
Fixed Compass not displaying an arrow for unrevealed onscreen staircases
Fixed Compass not revealing open staircases for Dove
Fixed Monkeys being affected by Ring of Frost while grabbing the player
Shrines & Traps
Fixed Shrine of War causing Red Bats to appear for Aria, Coda and Bolt
Fixed Shrine of Glass replacing Dove's headgear with a Glass Jaw
Fixed Teleport Traps and Dove's bombs failing to teleport frozen characters
Fixed freshly deleted trapdoors still eating items
Lobby
Fixed extraneous player characters spawning in the lobby when rapidly stepping on the 'coop' stairs
Fixed Ring of Phasing appearing in the Janitor's item selection when AMPLIFIED content is enabled
Visual Fixes
Fixed duplicate "New character unlocked!" notification displaying for Dorian
Fixed Melody's final boss having a slightly incorrect visual offset during phase 2
Fixed beat bars not turning red when nearing the end of Melody's final boss battle
Fixed incorrect boss intro screen layout when resizing the game window
Fixed Pixies sometimes appearing silhouetted
Fixed screenshake effect playing when pushing a crate
Fixed Monocle item previews sometimes being obscured by their container
Fixed crates and barrels sometimes showing a different Monocle item preview from their actual contents
Fixed 'Orthogonalization' Quirk labeling a nondefault option as 'Default'
Fixed Gold/Blood Weapons continuing to glow after touching a Shrine of Glass while their damage boost effect is active
Fixed Blue Slimes playing their tell animation incorrectly
Fixed incorrect animation when triggering Crown of Teleportation
Fixed Harpies displaying a diagonal attack animation if a player died on the same beat
Fixed Goblin Sentries displaying invalid sprites while asleep in Mystery mode
Known Issues
Monkeys can appear in Barrels and emerge from Hard Mode Sarcophagi for Aria in Zone 4.
*SpikeChunsoft* skins are currently only available for characters with a matching sprite size, causing some of them to be absent from the skin selector of any character
Because we switched to a textbased localization system in version 3.0.0, we're currently in the process of migrating all existing translations to this new system. We're going to re-add all previously supported languages in an upcoming patch.
Until then, the Legacy Client (available as a Steam launch option) still allows you to play the game in supported languages!
Hey everyone! Hope you've enjoyed the big v3.0.0 update so far! We wanted to push out a quick hotfix dealing with some of the bigger issues before the long weekend.
Fixes
Fixed save file progression from previous game versions not being imported correctly from the Steam Cloud
Fixed the Holster eating stored weapons when entering the next floor
Fixed Dove being able to find Shovels
Fixed Skeleton Knights being able to spawn as lords
Fixed the Monocle not revealing gold piles and diamonds embedded in walls
Fixed speedrun timer not pausing in the All Character selection room after the first loop
Fixed Rifle, Blunderbuss and Crossbows not displaying the "Reloaded!" flyaway
Fixed Monkeys gaining too much health when grabbing a player in Randomizer mode
Fixed red chess pieces dropping blue particles
Fixed provoked secret shopkeepers not always moving to the bottom-right after the player leaves the shop
Fixed Dove not being able to unlock progression content in single-zones
Fixed Spiders falling off the walls of trapdoor penalty boxes
Fixed bombs not exploding within a secret shop while the player is on the main floor
Fixed Tempo not always spawning a Sarcophagus on boss floors
Fixed Obsidian Armor being absorbed on pickup when AMPLIFIED content is disabled
Fixed freeze spell's duration ticking down on boss enemies before entering the arena
Fixed the coin multiplier not being lost when failing to dig a wall while the Boots of Leaping are equipped
Fixed the Pawnbroker not leaving behind a large gold pile
Fixed Shrine of War not applying to Dead Ringer's minibosses
Fixed being unable to skip parts of Nocturna's final boss fight using the Boots of Lunging (this was possible in v2.59)
There are also a couple of bugs specifically with XBOX controllers and Linux that we're still looking at, but here are some workarounds:
In order for controllers to work, Steam Input must be enabled for Crypt of the NecroDancer. If you press a controller button on the intro screen, the controller will automatically be activated.
Xbox 360 controllers are too sensitive to diagonal inputs. This can be fixed by changing the D-Pad mode from "8-directional" to "4-directional" in the Steam Input controller configuration.
The Linux version does not boot up from Steam on some distributions. To fix this, open the game's properties in the Steam library, navigate to the "Compatibility" tab, enable "Force the use of a specific Steam Play compatibility tool", and choose the "Steam Linux Runtime"
We are also aware that mods published in v3.0.0 are not yet visible on the Workshop - we're working on a fix for this, stay tuned!
Yup. You’re seeing this right. After 1,721 days, Crypt of the NecroDancer is getting another update. And it’s a big one.
You might be saying, “Brace Yourself Games, it’s been 5 years. Why are you updating now?”
Well, let’s just say this is a precursor to something bigger coming your way, and we want to make sure that we address some of the community’s most significant feedback before we get there.
From your feedback, here are some of the biggest things you wanted us to address:
Loading times
Difficulty spike
Custom music
Controller support/control inputs
Good news - we’ve got something in the bank for all of these points today and SO much more, including improved co-op and mod support. We’ve got a lot of changes to go through, so that’s enough preamble. Strap in!
List of New Features in v3.0.0
EDIT: Fixed a big that granted achievements for No Beat Mode (sorry)
No Beat Mode
Added No Beat mode, enabling Bard-like gameplay for any character. Yes, even Aria for anyone who would like to experience the game’s story in an easier way!
Save and Quit Anytime
Added a Save and Quit feature to allow exiting the game and resuming the session later.
The session is also automatically saved when closing the game window.
Suspended and resumed runs can be submitted to the Deathless, Story and All-Characters leaderboards.
Greatly Reduced Load Times
Greatly reduced loading time when starting the game by streaming more resources on demand.
Updated Controller and Steam Deck Support
Added improved controller support via Steam Input, with gamepad-specific button symbols and Steam Deck support.
Controls and Input Improvements
Added various improvements to the controls and input system.
Added the ability to assign multiple keys or buttons to the same action.
Added support for custom multi-key combos for any in-game action.
Most menu controls can now be customized.
Mouse buttons can now be assigned to in-game actions.
Added a menu for quickly switching between keyboard/controller schemes for co-op players.
Custom Music Overhaul
Added an overhauled custom music system with the ability to save multiple playlists and switch between them.
Audio files in the MP3, OGG and FLAC formats are supported.
Beat detection is performed in the background, allowing more songs to be selected in the meantime.
Special tracks (story bosses, training, tutorial) can also be customized.
Imported songs and their beatmaps can be previewed directly in the Custom Music menu.
On Linux, a native file chooser dialog is now used in place of the in-game selection menu.
New and Improved Co-op
Added dynamic view scaling for local co-op sessions when players move away from each other.
Added independent per-player beatmaps in co-op mode: play any combination of Cadence, Bolt and Bard!
Each player tracks their own rhythm: the presence of a Bard or Bolt does not transfer their effects to all players.
Adjusted the behavior of all enemies to follow the rhythm of the nearest player.
Updated Replay System
Added an advanced option to view post-death replays from the perspective of the enemy that ended the run.
Added a redesigned replay system with hotkeys for seeking through and skipping levels.
Multi-run replays (Deathless, Story, All-Characters) now record and playback gameplay across all runs.
Replays now reproduce accurate input timings for Bard, in No Beat Mode or with Custom Music enabled.
Replay auto-saving can be configured to record all runs, only victories, or no runs at all.
Leaderboards
Added a warning to the leaderboard menu if mods or custom rules are causing the leaderboards to be disabled.
Split co-op leaderboards into 'Cadence + Cadence' and 'Mixed Characters'.
Changed Custom Music leaderboards to also include No-Beat Mode and other rhythm customizations.
Added Low% speedrun leaderboards, tracking the fastest completion times without the use of items or shrines.
Added offline saving for achievements and stats, synchronizing them automatically once the connection is re-established.
Meeting an achievement's unlock condition while offline will grant the achievement upon reconnecting.
Speedrun Timer
In the All-Characters selection room, the speedrun timer is now always paused, including on intermediate characters.
Completing a partial run in All-Characters or Story mode no longer shows a confirmation menu while letting the speedrun timer continue.
On boss floors, the speedrun timer is always paused until the first move, even if the "Show boss intros" option is unchecked.
Waiting out a custom song now adds a time penalty of up to the original song's full duration to the speedrun timer.
This ensures that extremely short custom songs can't be used to gain an advantage on the leaderboards.
Quality of Life Updates
Added an audible countdown when unpausing to get back into the rhythm.
The length of this countdown can be configured in the settings, or it can be turned off altogether.
Added a new latency calibration assistant that matches the BPM of the current song.
Added the ability to paste into text boxes (such as the run seed) by pressing *Control+V*.
Added the ability to toggle AMPLIFIED content on or off without restarting the game.
This also changes which set of leaderboards can be viewed and submitted to.
Menu and Options
Added "Custom Rules" menu, allowing various gameplay settings to be tweaked. This disables leaderboard submissions.
Added a menu for gameplay quirks - obscure mechanics or bugs from previous versions that can be toggled on or off.
Added support for unlocking the game's framerate beyond 60 FPS.
Added options to change the game's view scaling mode.
Added options to customize the intensity of screenshake, particles and freeze frames.
Added an option to show advanced settings, unlocking many additional customization options for experienced players.
Added a hotkey for searching through menus (*Control+F*).
The following menus are supported: Options, Custom Rules, Mods, Reassign Controls, Select Replay, Load/Save Dungeon.
Better Modding Capabilities
Added a fully redesigned mod loader and modding menus.
Multiple mods can be loaded at once, and their override priority can be customized.
This includes mods altering `necrodancer.xml`: changes will be merged together in priority order.
`necrodancer.xml` mods created without the AMPLIFIED DLC can now be loaded even if the DLC is enabled.
Mods can be loaded in the middle of a run without requiring a restart.
The Mods menu now displays thumbnails, authors and descriptions from the Steam Workshop.
Subscribing to a mod while the game is running now downloads it automatically.
Active mod downloads now indicate their progress in an overlay while in the lobby or in a menu.
Added a text-based translation/localization system.
This allows for the creation of fan translations without needing to edit any image files.
Translation template files are available in the same CSV-based format used by the game.
New Custom Level Editor
Added a new level editor with many additional features and improvements to the control scheme.
The level editor can now be used with a mouse, keyboard, or controller.
Various shape tools are available for placing tiles and objects: freeform pen, line, filled/outlined rectangle.
Using the eyedropper hotkey (*Q*), existing tiles and objects can be quickly selected for further placement.
The eraser tool (*Right-click*) adaptively deletes objects, walls, or floors based on the starting point of the pen stroke.
A selection tool allows cutting, copying, pasting, moving, and deleting rectangular sections of the level.
Tiles and objects are grouped into categories, which can be quickly navigated by pressing *Tab*.
The contents of the side panel can be filtered by pressing *Control+F*.
The side panel can be resized by clicking and dragging, or by changing the editor options.
Almost every type of tile/object in the game can now be placed in custom dungeons, including bosses.
Multiple items, enemies or other same-category objects can be stacked on one tile by holding *Shift* while placing them.
The player spawn point can now be moved around using the 'Move objects' tool.
The contents of chests, crates and urns can be customized by placing items (or enemies!) on them.
Existing custom dungeons can be imported into the level editor and are automatically converted into the new dungeon format.
Levels in custom dungeons can be reordered, duplicated and renamed.
Boss songs and special tracks can be chosen in custom levels, allowing the usual song-length time limit to be removed.
When generating procedural levels for custom dungeons, a fixed seed can now be optionally specified.
The size of generated boss levels can be customized, altering the arena size and the number of boss minions.
Boss levels in custom dungeons can now be modified in the editor after being generated, and will save their changes.
Story bosses can be added to custom dungeons.
Newly generated levels can be quickly rerolled with the same settings, but a different seed.
When using a controller, grid-aligned and gyroscopic controls are supported for cursor movement.
Hotkeys are available for Quick Save (*Control+S*), Test Level (*F5*), Undo/Redo (*Control+Z* / *+Y*) and many other actions.
All mouse, keyboard and controller bindings can be customized.
Updated System Requirements
On all systems, at least 4 GB of RAM are required, and 8 GB or more are recommended for best performance.
On Windows, a 32-bit or 64-bit installation of Windows 7 or greater is required.
On MacOS, a 64-bit installation and MacOS version 10.10 or greater is required.
On Linux, a 64-bit installation of Ubuntu 18.04 or SteamOS 3.0 is required.
Crash and Desync Fixes
Fixed crash when using an Electric Dagger to knock an enemy into a Rat Familiar.
Fixed crash when using the Boots of Lunging to move instruments around in Nocturna's final boss.
Fixed crash when loading a workshop mod with invalid images or audio files.
Fixed some text not being colored correctly in non-English languages.
Fixed many known causes of replay desynchronization:
Fixed desync when using more than one item or spell after stepping on the exit stairs.
Fixed desync when using healing items to block damage from Spike Traps.
Fixed desync when 'Enable Particles' option differs between replay recording and playback.
Fixed desync when performing rapid inputs during the song transition of Cadence's final boss.
Fixed desync when moving rapidly as Bard.
Fixed desync when Nocturna's final boss summons enemies.
Fixed desync when an Armored Skeleton spawns from a Sarcophagus.
Fixed desync when changing a replay's playback speed.
Fixed desync when resizing the game window during a run.
Fixed desync when a Blast Helm explosion is used to defend against a Fireball.
Fixed desync between Windows and MacOS/Linux when the player is diagonally aligned with a digging miniboss.
Did we miss anything? Send us feedback directly through the game!
Added an in-game 'Send Feedback' menu to share bug reports, suggestions, and other feedback with the developers.
Gameplay screenshots, replays and log files can optionally be attached to bug reports.
For full transparency, the contents of feedback reports can be viewed in all their technical glory prior to submission.
Make sure to give us a follow on Twitter and join our Discord too!
Thanks for jamming with us these past 7 years! We can't say too much yet, but this is going to be a big year for NecroDancer fans. Just thought you should know. ;)
We're going to PAX East next week, and we would love to see you there if you're going too! We miss your beautiful faces!
Our booth number is 11043. We'll be demoing Crypt of the NecroDancer: AMPLIFIED, as well as our other games Industries of Titan and Phantom Brigade.
We're also unveiling a limited run of some brand new merch in collaboration with Udon Entertainment. They'll be available to PAX East attendees first, but will be available online shortly after for those who won't be there.
Here's a first look at the new tees!
Grave Rocker T-Shirt
Skulldiggery T-Shirt
Metalmancy T-Shirt
These shirts are designed by the amazing Marie Enger.
They're finally here! Unleash the power of these 5 Crypt of the NecroDancer characters and add some groove to any woefully quiet surface with this dynamic set of figurines. If you’ve got the space, they’ve got the vibes.
This set contains figurines of Cadence, Melody, Aria, Coda and the NecroDancer himself! Designed by Gijs van Kooten, each character is made of high-quality PVC and stands at 3.5 inches. You can keep them in their windowed collector’s boxes or let them roam free on their non-detachable bases as you please. Get them individually or as a set!
Hey folks! You may have noticed that your Steam page and library have an updated look. If you haven't noticed, well, it's not too late to check!
I considered pushing through the updates and just seeing what people would say as some chaotic fun, but then I figured it was best to let you all know so as not to alarm anyone. So now you know!
Crypt of the NecroDancer is still the same game you know and love; we just had some cool new assets from our physical edition and collector's edition releases that we wanted to use. The NecroDancer was due for a makeover anyway.