Hey everyone! We're back again with some changes and quite a few bug fixes, namely to improve multiplayer stability as well as fix a few issues surrounding leaderboards submissions! Thank you as usual for all of your feedback and be sure to keep an eye out for more fun content we have coming down the pike!
New features & changes
AddedModded/Custom Mode indicator to lobby
Added mode selection menu to Extra Modes room
Changed default font for Simplified and Traditional Chinese translations to Noto Sans
Changed Thief's spawn noise to use the sound volume level, instead of scaling with music volume
Hey folks! It's been a bit, but we're back with another update for SYNCHRONY! As always, we'd love to hear your thoughts and feedback on these changes and additions. See you in the crypt!
New features
Added Shrines to the "Extra Modes" room in the lobby
Extra modes can now be toggled on or off by touching their corresponding shrines, allowing multiple modes to be active at once
The mode-specific staircases have been replaced by a single "Start run!" staircase, which begins an All Zones Mode Run with the chosen mode combination
Activating a shrine shows a brief description of the corresponding extra mode
In multiplayer, Extra Mode shrines are only usable by the host player
Added run modifiers for multiplayer that do not affect leaderboards or achievements:
Character Lock: forces all players to use the host's chosen character
Low Percent: Kills any players attempting to pick up an item or activate a shrine
Friendly Fire: Toggles the ability for bombs to hurt other players
Added visual extra mode indicators in the lobby, showing which modes are currently enabled
Added experimental cross-platform online multiplayer between Steam and GOG
Players from both platforms can join each other's lobbies and play together without the need for port forwarding
Added a confirmation menu when quick restarting a multiplayer run after the first level
Added an option to change the title of an ongoing multiplayer lobby using the "Lobby settings" menu
Added an option to mute the boss intro announcer
Changes
Characters
Changed Suzu's supercharge to collect gold piles when dashing over them
Changed Bolt's unlock condition from "Complete the game with Monk" to "Complete All Zones mode"
Changed Dove to no longer encounter Wall Spikes
Changed possessed Shopkeepers to pay gold coins for every attack
Changed attack sound effect of possessed Banshees to reduce loudness
Changed possessed enemy health bars to measure health in half-heart units, matching regular player characters
Changed Shrine of Duplication's Mannequin to no longer drop gold for Monk and Coda
Changed Monk and Coda to leave behind a single coin when jumping into a gold pile in multiplayer
Changed Double Tempo Mode to submit to separate leaderboards on Coda
Changed Nocturna's story boss fights to let the view follow the local player in online sessions
Enemies
Changed the Shopkeeper to only chase after attackers (and shoplifters) in multiplayer
Changed Low% state to be preserved when retrieving items stolen by the Thief
Changed Thief's spawn sound to be audible when playing with a low sound volume and a high music volume
Items
Changed Berserk Spell to grant extra beats of invincibility upon casting and after ending
Changed Shield of Shove to be unbreakable while shoving
Changed Onyx weapons to appear less often in boss reward chests
Changed Onyx weapon shop prices:
Lowered costs of Onyx Dagger, Broadsword, Whip and Spear
Increased costs of Onyx Bow, Crossbow, Cutlass and Warhammer
Changed Throwing Charm to interact uniquely with loaded Crossbows
Changed player-placed bombs to no longer hurt other players in the Synchrony DLC
Level editor
Changed dungeons created in the level editor to also save their set of Custom Rules
Changed level editor to automatically join in-progress test runs of other players
Engine changes
Changed music timing logic to improve input reliability, error handling and multiplayer synchronization
Changed weapon attack swipes to follow player movement smoothly
Changed translations for all supported languages
Changed player health bars to be hidden in the lobby
Changed "Reassign controls" menu to indicate which bindings are automatically managed by Steam Input
Changed "Quick lobby movement" setting to be overridable by the host player
Changed leaderboard submissions to be skipped for players who stay in spectator mode for more than half of the run
Bugfixes
Performance bugfixes
Fixed performance issues and crashes on Apple M1/Silicon Macs
Fixed lag spikes when toggling Randomizer Mode, Mystery Mode or Dancepad Mode on/off
Fixed low framerate in the lobby in large multiplayer sessions
Fixed low framerate in the lobby when accumulating large piles of thrown weapons
Multiplayer bugfixes
Fixed black screen when a player leaves during a level transition in multiplayer
Fixed non-host players missing the menu option to return to the lobby's main room
Fixed custom skins not being displayed in the late-join character selection menu
Fixed softlock in multiplayer when the last player on the floor disconnects
Fixed "Freeze Frame" effects causing flickering graphics in multiplayer
Fixed configuration menu not allowing settings to be edited online
Fixed viewport position not instantly updating when late-joining online sessions
Fixed idle character being left behind when a player leaves during a cutscene in multiplayer
Fixed cutscenes continuing to play when disconnecting from an online game
Fixed level music sometimes playing during cutscenes in multiplayer
Fixed All-Chars/Story runs sometimes ending prematurely in multiplayer
Fixed All-Chars/Story Mode causing spectators or disconnected players to respawn in multiplayer
Fixed minimap vision range not being consistent between single-player and multiplayer
Fixed other players not showing on the minimap from within the secret shop
Fixed animations sometimes getting stuck when entering a new level in multiplayer
Fixed snapshot synchronization taking too long when using direct IP connections
Fixed custom skins not loading after character switches in All-Chars/Story runs
Gameplay bugfixes
Fixed Shopkeepers not being scared of the Fear Scroll
Fixed enemies sometimes moving immediately after being summoned by a boss
Fixed more enemies generating than intended for Dove
Fixed Thief being able to steal Mary's Lamb and deployed familiars
Fixed Berserk not protecting some glass items
Fixed the player's last remaining heart container being removed when dropping Ring of Peace
Fixed crates being immune to bombs while unrevealed
Fixed Shrine of Binding not linking holstered weapons
Fixed Shrine of Binding not linking item conversions via shrines
Fixed Shrine of Binding causing items to drop in the wrong location
Fixed Shrine of War converting Shock Monkeys to White Monkeys
Fixed generated shrines not falling back to Shrine of Glass when the shrine pool is depleted
Fixed Chaunter not breaking Low Percent when using a shrine during possession
Fixed Chaunter ignoring item restrictions when transferring its inventory to a possession target
Fixed Gigantism granting immunity to Hot Coals
Fixed awoken Gargoyles not taking damage while frozen
Fixed error when an unrevealed crate is pushed down a trapdoor
Fixed Rifle dealing incorrect damage when thrown with the Throwing Charm
Fixed Throwing Charm sometimes being consumed without performing a return throw
Fixed Super Secret Shopkeeper not being centered when spawning above a food shop
Fixed spirits spawning on unrevealed tiles
Fixed potential errors when killing a Warlock during possession while holding a Ring of Courage
Fixed enemies not always struggling against possessed or charmed monkeys
Fixed possessed enemies not receiving a dig bonus from Gigantism
Fixed possessed enemies stopping when berserking into other enemies
Fixed softlock when the time runs out on Melody's final boss fight
Fixed Melody's Golden Lute throws not damaging her final boss
Fixed price tags not being removed when buying a duplicate charm
Fixed enemy splash attacks not being affected by damage-boosting items
Fixed missing alternate voice lines for Mary's greetings, attacks and cheers
Fixed Shock Monkeys and other electric attacks not hitting Electric Zombies
Fixed players being able to rapidly use items or spells on ice
Fixed Blast Helm explosions not being instant while sliding on ice
Fixed Coda encountering Ooze Golems when the AMPLIFIED DLC is disabled
Fixed Merlin not offering Ring of Phasing if AMPLIFIED DLC is disabled
Fixed Hephaestus not offering Warhammer, Heavy Glass Armor, Holster or Hargreaves
Fixed Aria starting Dancepad Mode in Zone 1
Fixed seed variance for button trap locations in Cadence's final boss
Fixed unprovoked Shopkeepers being targeted by charmed enemies
Achievement/leaderboard bugfixes
Fixed pre-3.0 Hard/No-Return Mode clears not counting towards "Mode Master" achievement
Fixed multi-character achievements not auto-unlocking when a corresponding leaderboard entry is present
Fixed All Zones completion achievements not unlocking in All-Chars/Story Mode
Fixed "Custom Mode" menu ignoring unlock condition for All Characters Mode
Fixed progression unlocks and achievements being awarded to spectators
Fixed some statistics (e.g. Green Bat Kills) not counting correctly across Save & Quit
Fixed debug commands not disabling leaderboards for non-host players in multiplayer
Fixed Randomizer All-Chars/Story Mode runs cross-submitting to All Zones leaderboards, despite using the same seed each loop
Controller bugfixes
Fixed missing controller bindings for switching pages in the mod menu or leaving spectator mode
Fixed game exiting on title screen when pressing B on a controller
Fixed incorrect controller prompts for "Join game", "Next page" and "Previous page"
Fixed first column in "Reassign controls" being overwritten with Steam Input disabled
Fixed Player 1 not always automatically switching to controller input at startup
Fixed Steam Input failing to initialize if no controller is plugged in when launching the game
Fixed "Diagonal" Steam Input action set layer not being applied correctly in local co-op
Editor bugfixes
Fixed newly loaded levels in the online level editor not being visible until host enters the room
Fixed level editor sometimes momentarily displaying the spectator mode HUD in multiplayer
Fixed level editor not switching to the next level when immediately deleting the first level after opening a dungeon
Fixed level editor not switching to the next level when the current level is deleted in multiplayer
Fixed level editor level list selection going out of bounds
Fixed level editor sometimes reloading all mods when switching between levels in multiplayer
Fixed error in the level editor when clearing the selection box while quick-dragging a section of the level
Fixed error in the level editor when deleting the first level while an online player is connecting
Fixed error when loading a dungeon in the editor while online players are in a test run
Fixed level editor not sending all online players back to lobby when the host leaves the editor
Fixed "Restore default gameplay" appearing in level editor play rooms
Fixed spirits not appearing when spawned via the in-game editor
Fixed custom dungeon level options (e.g. "No Items", "Low Health") not applying to late-joiners
Fixed entity attribute modifications in level editor not always applying correctly
Fixed Charm Spell not showing up in level editor
Fixed players getting stuck in editor test runs if the host deletes the level being tested
Fixed Moles not being movable into obstacles in the level editor
Other engine bugfixes
Fixed errors when resuming a session that was saved in a previous version of the game
Fixed the player sometimes entering spectator mode when resuming a saved session
Fixed music timing drift when switching between characters with different soundtracks in the lobby
Fixed audio device errors sometimes causing beat bars and the in-game timer to run backwards
Fixed framerate limit option allowing redundant "VSync" value
Fixed custom music menu not reporting an error when failing to load a song
Visual bugfixes
Fixed clones appearing as Cadence's instead of Chaunter's when entering a level while possessing an enemy
Fixed Dash Spell's visual tell taking too long to show up
Fixed Greater Dash Spell's visual tell not accounting for the extra range
Fixed characters appearing below walls in Phasing Mode when wearing Winged Boots
Fixed character sprites displaying at incorrect offsets in the skin selection menu
Fixed visual bugs when using a Shrine of Glass while holding an Obsidian Weapon
Fixed Nicolas Daoust being selectable without the AMPLIFIED DLC, turning the Shopkeeper into a white square that does not sing
Fixed numerous "Beat Skipped" flyaways showing up when playing Bolt in Double Tempo Mode
Fixed Dorian visually equipping Cadence's spells in the final boss fight
Fixed gold counter in the HUD getting squished more than necessary
Fixed speedrun timer getting squished in some languages
Fixed some enemy health bars not being aligned to the tile grid
Fixed certain resolutions and view multipliers causing lobby text to jitter
Fixed inconsistent visuals when changing "Character Lock" setting via lobby shrine
Fixed offset for one of Suzu's armor sprites
Modding
Added support for loading custom TTF/OTF fonts in resource packs
Font replacements for the non-pixel font are loaded from <Resource Pack Name>/ttf/NotoSansJP-Bolt.otf
"Enable pixel font" in the Language Options must be unchecked for this font replacement to take effect
To force a full font reload when activating the resource pack, create a text file containing Key,Text and save it as <Resource Pack Name>/languages/all.csv
Added event clientRequestRestart to handle quick restarts from the hotkey or the pause menu
Added event itemGenerate to allow mods to intercept item generation
Added component itemCommon which marks "regular" items, distinguishing them from internal items like deployed familiars
Added component playableCharacterNonSelectable to exclude characters from the lobby
Added command line option --no-load to discard saved sessions
Added debug command translateMods() to generate a translation template for all loaded mods
Added an option to show internal entity names in the level editor
Changed events objectTakeDamage/holderTakeDamage to always supply ev.attacker, using an empty table for environmental damage
Fixed mods downloaded from mod.io not loading on Windows if the username contains special characters
Fixed "Missing mods" menu not showing mod names, descriptions or icons
Fixed startup error when loading a mod with a malformed mod.json file
Fixed error when Death Metal's spawn limit is removed by a mod
Fixed "Change Language" menu not displaying some modded translations correctly
Known issues
It is not yet possible to send Steam invitations for multiplayer lobbies hosted by GOG users
Multiplayer lobbies created on MacOS are not yet visible to GOG users
Hi folks! This release fixes lots of Chaunter-specific interactions, addresses a few problems with texture loading and controller binding initialization, and works around a caching issue with http://www.mod.io that has been causing mods uploaded since ~1 week ago not to appear in the in-game browser.
Enjoy!
Additions
Added an option to sort mods on the mod portal by popularity and download count
Added support for searching mods by name across multiple pages on the mod portal
Gameplay Changes
Changed multiplayer runs with several story characters to end in a "boss rush" of all matching story bosses
Changed weapon attacks by possessed enemies to benefit from the enemy's innate damage
Changed Chaunter to only quaff the Potion while not possessing an enemy
Changed Chaunter to be able to equip pain items during possession
Changed non-digging minibosses to be immune to Wall Spikes
Changed Throwing Charm to immediately return character-bound weapons to their owners
Changed Fear Scroll to be global even in multiplayer (previously, it only affected enemies targeting the caster)
Changed Urns to generate food instead of gold for Coda and Aria
Changed Thief's minimum distance to the spawn point (increased minimum distance from 4.5 to 7 tiles)
Changed items dropped by crates and mimics to not be immediately collected when dashing or ejecting onto the tile
Changed Tempo's damage countdown to always reset when multiple players fatally attack the same enemy in the same beat
Changed swipes to smoothly follow the player sprite by default if the Synchrony DLC is enabled
Changed Pawnbroker to offer shields less frequently
Changed Pawnbroker to not offer free items to Dove/Monk/Coda
Changed Heavy Shield to appear less frequently in boss reward chests
Changed Throwing Charm to no longer appear in Dove's and Dorian's item pools
Changed Shield of Shove to no longer appear in Monk's and Coda's item pools
Changed "All Characters" lobby staircase label to clarify DLC state
Changed "Prevpos Bug" quirk to force runs to submit the "Gold Duplication" leaderboards
Changed "Gold Duplication" and "Prevpos Bug" quirks to disable non-score leaderboard submissions
Changed performance monitor to emit log warnings when a lag spike occurs
Changed the minimap color of Wall Spikes to be distinct from regular walls
Engine Fixes
Fixed disconnected players occupying slots in multiplayer, causing problems when trying to join certain lobbies
Fixed texture corruption when loading resource packs
Fixed "Auto-Swap Diagonals" option not working correctly for controllers
Fixed controller bindings failing to initialize if no controller is plugged in when first running the game
Fixed late-joins into lobby sessions sometimes loading invalid level data
Fixed unpausing on Cadence's or Melody's final boss fights causing a very long countdown
Fixed condition for incrementing Low% clear statistics
Fixed mod.io browser not paginating results correctly
Fixed mod portal page indicator overlapping with mod descriptions
Fixed newly published mods not showing up in the in-game browser
Fixed mods published to mod.io not using the correct visibility setting
Fixed spectator mode not being toggleable for disconnected players via the "Player List" menu
Fixed persistent errors if lobby generation fails in modded sessions
Fixed diamond counter not always persisting when exiting the game in the lobby
Fixed "View on mod.io" option adding superfluous preview URL suffix
Fixed error when a mod creates a particle without specifying the direction
Chaunter Fixes
Fixed ejection sometimes placing Chaunter inside enemies
Fixed "Song Ended!" text not appearing for possessed enemies
Fixed Fear Scroll not working for possessed enemies
Fixed Ring of Courage not working for possessed enemies
Fixed possessed skeletons on phase 2 of Melody's final boss being abnormally slow
Fixed Berserk Spell not protecting possessed enemies from knockback
Fixed Chaunter being unable to activate the Shrine of Pain
Fixed Shield Spell's effect being cancelled on possession or ejection
Fixed Chaunter dying when possessing an enemy standing on the No Return square
Fixed No Return square not affecting possessed enemies
Fixed travel runes triggering again after ejecting
Fixed Electric Dagger not letting possessed enemies hurt electric zombies
Fixed possessed Leprechaun immediately picking up its own gold drops
Fixed possessed Thief not being able to move diagonally
Fixed possessed Electric Mages being able to kill bosses from the starting room
Fixed Cutlass parries not working properly on possessed enemies
Fixed Crown of Thorns not being picked up if it kills a possessed enemy
Fixed enemies not fighting back against possessed or charmed monkeys grabbing onto them
Gameplay Fixes
Fixed Pixies exploding when moving quickly after being healed by them as Melody
Fixed shields not protecting from moving into Electric Orbs
Fixed Fortissimole leaving behind Skeletons after dying to a reflected attack
Fixed Ring of Luck and Lucky Charm not applying to crates opened by enemies
Fixed boss fights ending one beat too late if the boss walks into Klarinetta's sword
Fixed items dropped by Shopkeepers, Crate Mimics, Urns or Leprechauns not being collected immediately
Fixed Thieves and Cracked Floors sometimes spawning in the exit room
Fixed Cracked Floors replacing wires in Zone 5
Fixed Klarinetta sometimes not receiving invinciblity from Ring of Courage
Fixed Mary's Cutlass parries not always protecting the lamb
Fixed Teleport Traps sometimes placing enemies too close to players
Fixed thrown weapons passing through Dorian on Cadence's final boss
Fixed Leprechauns sometimes dropping more than 400 gold
Fixed High Voltage Cables not working in custom dungeons
Fixed missed beat when using Shield of Shove against a shielded enemy
Fixed Gargoyle Mimics taking knockback while asleep
Fixed Shrine of Duplication spawning the Clone at an incorrect offset when activated from the side in a Shriner
Fixed the Clone not copying Nocturna's Bat transformation
Hi folks! We're back with some bugfixes for Crypt of the NecroDancer: SYNCHRONY v3.1.2! Thank you for all the feedback so far. Even if we don't respond directly to your posts in the forums, please know that we are reading everything.
Changes and Fixes in v3.1.2
Changed Ring of Gold to adapt its collection range to the number of players (infinite in single-player, short-range in multiplayer)
Fixed beatmap being quadrupled while possessing as Chaunter in Double Tempo Mode
Fixed countdown timer displaying when unpausing as Bard or in No Beat Mode
Fixed Shrine of Glass not converting Heavy Plate Armor into Heavy Glass Armor
Fixed Reflective Shield not inflicting full retaliation damage
Fixed item name flyaways showing in mystery mode for non-English languages
Fixed item pools not always being randomized correctly across runs
Fixed possessed enemies dropping their innate weapons
Fixed missing graphics on GPUs that do not support 8192x8192 textures
Fixed some enemies not using their unique hover animations
Fixed Steam Deck switching to keyboard controls for Player 1 when interacting with the touch screen
Fixed controller HUD prompts displaying 'NONE' until the 'Reassign Controls' menu is used
Fixed legacy controller bindings being removed when resetting controls to default
Fixed "Select Primary Input Device" option sometimes treating controller buttons as keyboard inputs
Fixed localization template containing some inaccurate item hints
Fixed Versus Mode starting room not always deleting all items in a row
Known Issues
Klarinetta and Diamond may display incorrect button prompts for items and bombs when using a controller or an alternate set of keyboard bindings. This is because the "Auto-Swap Diagonals" option currently checks the "Keyboard 1" page of the controls dialog.
To work around the issue, please open the "Options" menu, navigate to "Reassign Controls", choose "Change menu controls", press 'right' to select the "Keyboard 1" page, and scroll down to "Auto-Swap Diagonals". Once you uncheck the option, Klarinetta and Diamond should now be able to place bombs and use items with the correct key bindings again!
Crypt of the NecroDancer v3.1.1—SYNCHRONY's first post-launch patch—is now available! Some highlights of this update include improved controller support, networking scalability/stability, new player management options, some buffs to Klarinetta, and various interaction and bug fixes for Chaunter! Check out the full patch notes below.
Edit: The following change was removed from these notes as it did not make it into this patch: "Changed Klarinetta's sword to no longer benefit from damage-ups if enemies walk into it on a non-spin attack"
New Features and Changes​
Additions
Added a 'Player List' menu with options to view profiles, as well as force-spectate, mute, kick and ban players
Added hotkey for toggling pause in-game (defaults to 'P')
Added shield slot transaction panel to Conjurer, Transmogrifier and Pawnbroker
Added "restore default gameplay" option to customization menu, which resets all leaderboard-affecting mods and settings
Added the ability for Klarinetta to swing her sword on ice
Added the ability for Klarinetta to spin counter-clockwise by inputting the sword's current diagonal
Added starting armor to Klarinetta
Added special interaction for Rifles and Crossbows thrown by Throwing Charm
Added visual tell for Dash Spell to indicate its range
Added glow sprite when Risk Charm's damage bonus is active
Added new zone-dependent wall spike sprites, improving visibility
Added mod support for displaying entities in chat
Added mod support for in-turn rollbackable chat messages
Added automatic legacy controller support when Steam Input is disabled
Added descriptions to controls reassignment menu
Added option to auto-select primary controller
Added an option to disable diagonal auto-swap for Klarinetta/Diamond
Added custom rule to allow all players to use the in-game level editor
​
Changes
Changed player list HUD to handle large player counts
Changed possessed Shopkeepers to take damage every beat once the timer expires
Changed multiplayer escape menu to no longer pause the game if the host is spectating or dead
Changed Klarinetta's facing logic to match other characters, altering her head sprite to indicate the facing direction
Changed Klarinetta's bestiary art to a newer version
Changed crates, barrels and urns to be damaged by Wall Spikes
Changed Berserk Spell to grant groove chain protection
Changed Berserk Spell to cause screenshake on each step
Changed controller hot-swap to be disabled by default unless on Steam Deck
Changed Throwing Charm to force-drop thrown weapons if another player picks them up
Changed spectators or dead players causing Dorian not to spawn in Cadence's final boss fight
Changed Conductor Pulse Tell to also apply to the base game without the Synchrony DLC
Changed Throwing Charm to also be usable by Melody, Dove, and Suzu
Changed multiplayer respawning to grant weaponless players a new starting weapon
Changed armor sprites to be hidden in mystery mode if the Synchrony DLC is active
Changed Transmute to no longer have an effect in the lobby
Changed Berserk Spell/Scroll to no longer spawn for Monk/Coda
Changed order for 'AMP'/'SYNC' DLC indicators in game browser to be consistent
Changed Ring of Gold to only auto-collect gold in a limited radius
Changed 'Balance Tweaks' feature pack to no longer auto-load
Changed NecroDancer possession to allow more consistent use of his abilities
Changed Tridents to no longer spawn for Diamond
Changed Tridents to spawn less frequently
Changed chat logging to be disabled by default
Changed Shrine of Space to no longer spawn for Suzu and Chaunter
Changed traps in the boss starting room to despawn on when the boss fight starts
Changed Shock Monkey damage to 0.5 hearts of damage (5 hearts if powered)
Changed Shock Monkey to no longer ignore invincibility frames or armor
Changed gold drop of shock monkey to 5 coins
Changed anti-poverty-blocking logic to also apply to mushrooms and mushroom lights
Changed door connectivity condition to fix some cases of misaligned doors
Changed Spiked Wall spawn rate from 10% to 8%
Changed Thief to the correct editor category
Changed Onyx weapons to no longer spawn for Tempo
Changed Cracked Floors to no longer spawn for Dove or in hard mode
Changed Pickaxe to grant immunity to Spiked Walls
Changed Spiked Walls to inflict damage when dug diagonally
Changed Klarinetta's shadow to match her sprite size
Changed bombs and fireballs to burn down Zone 2 grass
Changed Spiked Wall generation logic
Changed bounce traps to be ignored by Suzu's charge when they're already facing the direction Suzu is going
Changed Rhythm Shrine to convert shields to Obsidian
Changed auto-latency calibration logic to work better for double-tempo characters
Changed deletion of "strictly weaker" items to be disabled by default in Synchrony
Changed sprite for the Shield transaction panel
Changed Chaunter to unfreeze enemies when possessing them (making ring of frost usable)
Changed Heavy Shield to rarely appear in boss chests after zone 1
Changed Enchant Scroll, Boots of Pain, and Ring of Pain to no longer spawn for Chaunter
Changed Reflective Shield and Shield of Shove to no longer spawn for Dove
Fixes
Fixed custom rules not resetting on disconnect
Fixed chat key being unbound if menu controls were customized in v3.0.x
Fixed stuck animations when loading an invalid character skin
Fixed softlock when Chaunter gets grabbed by a monkey on a trapdoor
Fixed multi-character runs not deleting spectators
Fixed softlock when possessing stunned enemy on stairs
Fixed softlock when song ends while possessing
Fixed blast helm not granting bombs to possessed enemies
Fixed blood weapons and crown of thorns not working on possessed enemies
Fixed ring of gluttony improving non-food items
Fixed quick restart hotkey not being usable from the game over screen after in a multi-character run
Fixed missing DLC check
Fixed Dash tell not working without AMPLIFIED
Fixed Aria getting cracked floors in 1-3 when AMPLIFIED is disabled
Fixed empty/invalid asset mods not being unloaded when starting the game
Fixed trait components not working correctly past level 1
Fixed missing i18n strings for DLC character names
Fixed errors when removing `stats` tag from some enemies via .xml mods
Fixed Dorian not spawning in Cadence's final boss after playing local coop
Fixed possessed spiders disappearing immediately
Fixed possessed enemies getting shovels from need/transmute
Fixed Chaunter's shovel being stealable
Fixed Eli being unable to damage the Conductor's instruments
Fixed floor cracks and thiefs spawning inside shops
Fixed evil eyes being immune to Spiked Walls
Fixed lobby NPCs screaming for help while in the editor
Fixed editor marker shadow offset
Fixed missing ice cauldron bestiary image
Fixed missing bestiary art for ice cauldrons
Fixed thief staying indefinitely when running out of items to steal
Fixed global Activation breaking when slowest player dies/spectates
Fixed replays sometimes causing invalid leaderboard entries to be created
Fixed Nicolas Daoust and Deaderick being swapped
Fixed NecroDancer not dying when unpossessed
Fixed explicit-default rhythm mode submitting to custom music boards
Fixed Chaunter softlock in Shriner/Arena
Fixed unpause countdown causing softlocks in multiplayer
Fixed error when casting Berserk spell while possessing an enemy
Fixed Chaunter not breaking Low% while possessing
Fixed boss summons not inheriting the boss's team
Fixed "Doppelgänger" achievement unlocking via self-damage
Fixed chat key not being bound by default sometimes
Fixed Dice Trap minibosses being stairs locking
Fixed Onyx weapons not dealing 999 damage to grabbers
Fixed story bosses being grabbable
Fixed Mannequin dropping Transform Spell and ∞ bombs
Fixed Chaunter ending on the same tile as enemy after being killed as a warlock
Fixed shrines spawning items on top of chests
Fixed fallen spiders being immune to Spiked Walls
Fixed foresight + ring of shadows still revealing Spiked Walls
Fixed grass state being lost on live reload
Fixed berzerk scroll being listed in the spell category
Fixed Glass Shovel failing to dig Spiked Walls
Fixed Thief dropping gold for Monk/Coda
Fixed doors sometimes being in the wrong orientation
Fixed fire traps overriding cracked walls
Fixed Suzu's charge not behaving like a normal move
Fixed priority being reset on conversion
Fixed CR phase 1 being mirrored
Fixed Klarinetta interactions with beetles and war
Fixed shield of shove triggering recursively on Klarinetta
Fixed Dove being murderous
Fixed ND2 fight spawning sarcos out of bounds
Fixed Steam Input possibly failing to register the UP movement action
Fixed non-equipped shields still being rendered in-world
Fixed `mods` directory not being initialized
Fixed carrot interactions with Chaunter
Fixed Mac build not supplying an icon
Fixed occasional visual flickering when coin stacks are merged
Fixed Scatter Trap not scattering Shields
Fixed Chaunter clones using Cadence clones when Chaunter is possessing an enemy
Fixed Dove's flower dealing 0 damage on the way back with Throwing Charm
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!