Golden Krone Hotel now has an original soundtrack by Christopher Loza! You might know Christopher from the KeeperRL soundtrack, but he also made our delightful chiptune title track and trailer music. We've been working on redoing all the game's music for a few months and it's finally done.
If, however, you want to switch things up or just get nostalgic for the old music (which has a more ambient horror focus), you can toggle back and forth between both soundtracks in the Options menu.
Despair mode
Even if you're not quite ready for the game to get harder, I know you will be eventually. Despair is a new unlockable, unfair, and unforgiving difficulty mode. It comes with its own redone title screen featuring a gnarly remix, blood moon, and custom font. I have to be honest: this is easily the most badass thing in the game.
Visual tweaks
Stained glass has been toned down and looks less like "unicorn puke." Menus have been visually reworked and made Fancy!
There's also a good number of bug fixes. Thanks to everyone who reported them!
Changelog:
The game now features an original soundtrack by Christopher Loza. The old soundtrack can be switched in as well.
New difficulty: DESPAIR MODE
The credits menu has been totally reworked into a "crawl" and now displays after a win (also available from Options)
Reworked menus
Stained glass no longer looks like "unicorn puke"
Difficulty can now be selected with keyboard (left/right)
Drawing ASCII windows differently depending on their orientation
Debug menu has been made more difficult to accidentally access (now requires '~' + 'debug').
Accessing the debug menu (or running console commands) prevents a run from having a morgue file saved. This should prevent at least one category of "cheat" morgue files from popping up on the leaderboards.
Fixed an issue with sliding on ice diagonally
Fixed a morgue display issue when dying of starvation
Fixed a major bug where reading a book the same turn one dies turns you immortal.
Any unbound commands (which had their keys stolen from another remap) are randomly assigned keys, which should prevent a bug where the game wouldn't start with unbound keys.
Fixed an issue with potion deduction. You should be able to deduce identities more often.
Fixed a game locking bug with Examine mode in the tutorial. Also now easier to escape from menus in the tutorial.
Fixed an issue with MIASMA that wasn't hurting enemies unless they were directly hit.
Fixed an ugly display issue with spell icons on Grimoire menu
Golden Krone Hotel now has an original soundtrack by Christopher Loza! You might know Christopher from the KeeperRL soundtrack, but he also made our delightful chiptune title track and trailer music. We've been working on redoing all the game's music for a few months and it's finally done.
If, however, you want to switch things up or just get nostalgic for the old music (which has a more ambient horror focus), you can toggle back and forth between both soundtracks in the Options menu.
Despair mode
Even if you're not quite ready for the game to get harder, I know you will be eventually. Despair is a new unlockable, unfair, and unforgiving difficulty mode. It comes with its own redone title screen featuring a gnarly remix, blood moon, and custom font. I have to be honest: this is easily the most badass thing in the game.
Visual tweaks
Stained glass has been toned down and looks less like "unicorn puke." Menus have been visually reworked and made Fancy!
There's also a good number of bug fixes. Thanks to everyone who reported them!
Changelog:
The game now features an original soundtrack by Christopher Loza. The old soundtrack can be switched in as well.
New difficulty: DESPAIR MODE
The credits menu has been totally reworked into a "crawl" and now displays after a win (also available from Options)
Reworked menus
Stained glass no longer looks like "unicorn puke"
Difficulty can now be selected with keyboard (left/right)
Drawing ASCII windows differently depending on their orientation
Debug menu has been made more difficult to accidentally access (now requires '~' + 'debug').
Accessing the debug menu (or running console commands) prevents a run from having a morgue file saved. This should prevent at least one category of "cheat" morgue files from popping up on the leaderboards.
Fixed an issue with sliding on ice diagonally
Fixed a morgue display issue when dying of starvation
Fixed a major bug where reading a book the same turn one dies turns you immortal.
Any unbound commands (which had their keys stolen from another remap) are randomly assigned keys, which should prevent a bug where the game wouldn't start with unbound keys.
Fixed an issue with potion deduction. You should be able to deduce identities more often.
Fixed a game locking bug with Examine mode in the tutorial. Also now easier to escape from menus in the tutorial.
Fixed an issue with MIASMA that wasn't hurting enemies unless they were directly hit.
Fixed an ugly display issue with spell icons on Grimoire menu
This month it's all about playing the way you want to play. That means Mac and Linux support, tools to prevent stupid deaths, keyboard examine, ASCII mode, and optional 8-way movement.
The final class has been added as well: Berserker. With the highest starting strength of all the disguises and an ENRAGE spell, you'll surely wreak havoc on the hotel. That brings us to 12 classes and 19 achievements to collect!
Diagonal movement
Four way movement has always been helpful for players without numpad. But sometimes it just doesn't feel like a roguelike without diagonals.
Adding optional 8-way movement to Golden Krone Hotel affects A LOT. Expect the game to feel different, but hopefully still balanced. It's now easier to dance around lone enemies and it's possible to dodge light beams. But remember it's also easier to get surrounded and magic becomes 8-directional too.
ASCII Mode
ASCII can look cool as hell. It's often easier to understand what's going on too. So here it is.
There's a Muted Palette option that almost turns the game greyscale (the main exception being hints of red). This an excellent option if you want to crank up the horror aesthetic.
Grognard Mode
If you really want to go old school, there's GROGNARD Mode. This flips a bunch of options simultaneously to make the game look and feel more like a classic roguelike. You'll get ASCII, diagonal movement, and a bunch of display effects turned off (like animation, damage numbers, bounciness, etc.).
But feel free to play with those on if you prefer! It's quite fun playing a little bouncy @.
Changelog:
Mac and Linux now supported. Please let me know if you have any problems.
Optional diagonal movement added
ASCII mode added
Bump animation added
You can now Examine with keyboard (press V) and hovering over tiles also displays their name
Added a "Confirm dangerous moves" option. If you die to sunlight a lot, this might help
Berserker class added
Shapeshifter now turns into a wolf whenever in moonlight
Spiridus and Moroi toned down a bit. Moroi range reduced
Options menu reorganized and several new options added
Sound play when selecting options
Added highlighted text to tutorial to make it easier to understand
Fixed a very weird bug with ice/stairs that created ghost enemies that could be killed infinitely
Fixed a crash when playing the game outside of the Steam client
Fixed an issue with the revolver cancellation not clearing selected tiles
Fixed an issue with certain attack types being displayed
Fixed an issue with rebinding ESCAPE/ENTER
Fixed the display of 1HP in morgue files
Fixed an issue with ring display in morgue files
Fixed an issue with resting while poisoned/burning
Since the game is wrapping up, please let me know of any last minute ideas on balance/polish. Big changes are probably not making it in, but there's still a month to fine tune things.
And I'm super serious about the price increase this time (I wanted one last opportunity for Mac/Linux players to buy at $5).
This month it's all about playing the way you want to play. That means Mac and Linux support, tools to prevent stupid deaths, keyboard examine, ASCII mode, and optional 8-way movement.
The final class has been added as well: Berserker. With the highest starting strength of all the disguises and an ENRAGE spell, you'll surely wreak havoc on the hotel. That brings us to 12 classes and 19 achievements to collect!
Diagonal movement
Four way movement has always been helpful for players without numpad. But sometimes it just doesn't feel like a roguelike without diagonals.
Adding optional 8-way movement to Golden Krone Hotel affects A LOT. Expect the game to feel different, but hopefully still balanced. It's now easier to dance around lone enemies and it's possible to dodge light beams. But remember it's also easier to get surrounded and magic becomes 8-directional too.
ASCII Mode
ASCII can look cool as hell. It's often easier to understand what's going on too. So here it is.
There's a Muted Palette option that almost turns the game greyscale (the main exception being hints of red). This an excellent option if you want to crank up the horror aesthetic.
Grognard Mode
If you really want to go old school, there's GROGNARD Mode. This flips a bunch of options simultaneously to make the game look and feel more like a classic roguelike. You'll get ASCII, diagonal movement, and a bunch of display effects turned off (like animation, damage numbers, bounciness, etc.).
But feel free to play with those on if you prefer! It's quite fun playing a little bouncy @.
Changelog:
Mac and Linux now supported. Please let me know if you have any problems.
Optional diagonal movement added
ASCII mode added
Bump animation added
You can now Examine with keyboard (press V) and hovering over tiles also displays their name
Added a "Confirm dangerous moves" option. If you die to sunlight a lot, this might help
Berserker class added
Shapeshifter now turns into a wolf whenever in moonlight
Spiridus and Moroi toned down a bit. Moroi range reduced
Options menu reorganized and several new options added
Sound play when selecting options
Added highlighted text to tutorial to make it easier to understand
Fixed a very weird bug with ice/stairs that created ghost enemies that could be killed infinitely
Fixed a crash when playing the game outside of the Steam client
Fixed an issue with the revolver cancellation not clearing selected tiles
Fixed an issue with certain attack types being displayed
Fixed an issue with rebinding ESCAPE/ENTER
Fixed the display of 1HP in morgue files
Fixed an issue with ring display in morgue files
Fixed an issue with resting while poisoned/burning
Since the game is wrapping up, please let me know of any last minute ideas on balance/polish. Big changes are probably not making it in, but there's still a month to fine tune things.
And I'm super serious about the price increase this time (I wanted one last opportunity for Mac/Linux players to buy at $5).
Maybe you've seen some of the newer branches (Grotto->River->Maelstrom) and wondered where they were leading to? Well here's the answer.
This update introduces the UNDERWORLD, an infinite series of levels filled with ice, lava, demons, procedural monsters, the craziest boss fight in the game, and pain. Lots of pain.
The central set piece of the Underworld is a fight involving Fire Mother, Ice Father, and 7 Demon minibosses (one for each day of the week). I don't want to spoil anything, but I'm super excited about this encounter.
And that's not counting six new demon monsters. Highlights include the Demon Ghoul which only attacks when you're injured and the Demon Viper which can poison/confuse/delude you all at once. Unsurprisingly, demons drop "demon blood", which can grant demonic abilities and heal you, even above max HP.
Lastly, the coolest part of the Underworld is that it goes on forever. In each level after the first you'll find a Baron, a randomly generated boss. These guys have random attack types, resistances, spells, and even sprites!
Party time
To give you an extra leg up, each collectible ring now has powerful effects. Collecting them will be crucial to surviving the horrors of the Underworld.
A new class has been added. In a departure from the typical design, the Light Mage has a permanent effect: your character always glows. Stealth is nearly impossible, but several areas of the hotel become easier to navigate. This class also starts with a Celestial Essence (probably the most powerful potion) and a brand new spell, FOCUS.
Other changes include more satisfying enemy deaths, new sound effects, some tweaks to the Fane encounter, and several bug fixes.
Changelog:
New branch, UNDERWORLD, which is reachable from red portals in the Maelstrom.
New boss encounter with Ice Father and Fire Mother
6 new demon monsters
Infinite descent into the Underworld is possible and procedural bosses will be at each level to greet you
Morgue files are now uploaded automatically with an option to turn off. Please let me know if this a problem for you.
Lava and Ice tiles added.
Demon blood can now heal above max HP. This change is a buff for one of the existing classes (wink, wink).
Rings now have bonus effects
New class: the Light Mage
New spell: FOCUS. Turns ambient light into moonlight, moonlight into sunlight, and sunlight into a deadly bolt of fire
The Spiridus now does PSYCHIC damage. Uh... good luck
Blink is now directional! Warp Mages rejoice. Also, it's easier to get goodies in the Gallery
Blood lasts at least one turn under Acceleration. Before it never even showed up
Confusion no longer prevents spell casting, but makes failure rates go up
XP is animated and has its own new sound effect (too annoying?)
Monsters now glow red when dying
Monsters sometimes drop gold on death.
Gold for selling items reduced
Fane has been given a throne
New Fane artwork added instead of generic vamp portrait
Antidote now also gives a temporary poison resist
Bosses give more XP
Fixed an error with hovering over unidentified potions
Made 'ESCAPE' exit the dismiss gave over screen
Hunters no longer cast damaging spells, but instead enrage themselves
Music is softened when in menus and chatting
Music is now switched out properly when taking a portal
Fixed an issue with sprites drawing incorrectly (usually seen in Maelstrom
Spell failure note added to Grimoires
Fixed several issues with menus and resizing
Fixed an issue with volatile poison and water
Fixed an issue with double tooltips when hovering identified potions
Fixed descriptions on bookshelf/paintings
Added a button to make it more obvious morgue entries are clickable
Some late game enemies made tougher... but probably not enough
Let me know what you think! I'm very curious how people think the Underworld is balanced.
One last reminder that the price increase to $10 is coming in a few days.
Maybe you've seen some of the newer branches (Grotto->River->Maelstrom) and wondered where they were leading to? Well here's the answer.
This update introduces the UNDERWORLD, an infinite series of levels filled with ice, lava, demons, procedural monsters, the craziest boss fight in the game, and pain. Lots of pain.
The central set piece of the Underworld is a fight involving Fire Mother, Ice Father, and 7 Demon minibosses (one for each day of the week). I don't want to spoil anything, but I'm super excited about this encounter.
And that's not counting six new demon monsters. Highlights include the Demon Ghoul which only attacks when you're injured and the Demon Viper which can poison/confuse/delude you all at once. Unsurprisingly, demons drop "demon blood", which can grant demonic abilities and heal you, even above max HP.
Lastly, the coolest part of the Underworld is that it goes on forever. In each level after the first you'll find a Baron, a randomly generated boss. These guys have random attack types, resistances, spells, and even sprites!
Party time
To give you an extra leg up, each collectible ring now has powerful effects. Collecting them will be crucial to surviving the horrors of the Underworld.
A new class has been added. In a departure from the typical design, the Light Mage has a permanent effect: your character always glows. Stealth is nearly impossible, but several areas of the hotel become easier to navigate. This class also starts with a Celestial Essence (probably the most powerful potion) and a brand new spell, FOCUS.
Other changes include more satisfying enemy deaths, new sound effects, some tweaks to the Fane encounter, and several bug fixes.
Changelog:
New branch, UNDERWORLD, which is reachable from red portals in the Maelstrom.
New boss encounter with Ice Father and Fire Mother
6 new demon monsters
Infinite descent into the Underworld is possible and procedural bosses will be at each level to greet you
Morgue files are now uploaded automatically with an option to turn off. Please let me know if this a problem for you.
Lava and Ice tiles added.
Demon blood can now heal above max HP. This change is a buff for one of the existing classes (wink, wink).
Rings now have bonus effects
New class: the Light Mage
New spell: FOCUS. Turns ambient light into moonlight, moonlight into sunlight, and sunlight into a deadly bolt of fire
The Spiridus now does PSYCHIC damage. Uh... good luck
Blink is now directional! Warp Mages rejoice. Also, it's easier to get goodies in the Gallery
Blood lasts at least one turn under Acceleration. Before it never even showed up
Confusion no longer prevents spell casting, but makes failure rates go up
XP is animated and has its own new sound effect (too annoying?)
Monsters now glow red when dying
Monsters sometimes drop gold on death.
Gold for selling items reduced
Fane has been given a throne
New Fane artwork added instead of generic vamp portrait
Antidote now also gives a temporary poison resist
Bosses give more XP
Fixed an error with hovering over unidentified potions
Made 'ESCAPE' exit the dismiss gave over screen
Hunters no longer cast damaging spells, but instead enrage themselves
Music is softened when in menus and chatting
Music is now switched out properly when taking a portal
Fixed an issue with sprites drawing incorrectly (usually seen in Maelstrom
Spell failure note added to Grimoires
Fixed several issues with menus and resizing
Fixed an issue with volatile poison and water
Fixed an issue with double tooltips when hovering identified potions
Fixed descriptions on bookshelf/paintings
Added a button to make it more obvious morgue entries are clickable
Some late game enemies made tougher... but probably not enough
Let me know what you think! I'm very curious how people think the Underworld is balanced.
One last reminder that the price increase to $10 is coming in a few days.
Golden Krone Hotel now has Steam Trading Cards. There's 5 cards, a badge, 3 backgrounds, and 10 emoticons ːkroneprincessː ːkronetoadː ːkronecultistː to collect. Apparently, I forgot you also have to check a box to tell Valve your game has trading cards and achievements (even though it clearly already knows that). So... I've checked those boxes. Now you can see the features are present on the store page. Woot!
Some of you may have already been awarded cards for your playtime. This is really good, as I was initially concerned that recent changes to Trading Cards might prevent the cards from dropping completely for games like this one. Fortunately that's not the case.
One more thing
I'm putting the game on sale soon, though I can't say exactly when. When that happens, Golden Krone Hotel will be the cheapest it's ever been (and cheaper than it will be for several months).
Shortly after the sale ends, I'm planning on raising the price from $5 to somewhere around $10. This is a really tough decision to make, but I think after adding a tutorial, save system, unlockable classes, morgue files, achievements, trading cards, a bunch of new branches and monsters, and all around polish the game is worth more than it was at launch.
If you have feedback on pricing, I'd be glad to hear it.
Golden Krone Hotel now has Steam Trading Cards. There's 5 cards, a badge, 3 backgrounds, and 10 emoticons :kroneprincess: :kronetoad: :kronecultist: to collect. Apparently, I forgot you also have to check a box to tell Valve your game has trading cards and achievements (even though it clearly already knows that). So... I've checked those boxes. Now you can see the features are present on the store page. Woot!
Some of you may have already been awarded cards for your playtime. This is really good, as I was initially concerned that recent changes to Trading Cards might prevent the cards from dropping completely for games like this one. Fortunately that's not the case.
One more thing
I'm putting the game on sale soon, though I can't say exactly when. When that happens, Golden Krone Hotel will be the cheapest it's ever been (and cheaper than it will be for several months).
Shortly after the sale ends, I'm planning on raising the price from $5 to somewhere around $10. This is a really tough decision to make, but I think after adding a tutorial, save system, unlockable classes, morgue files, achievements, trading cards, a bunch of new branches and monsters, and all around polish the game is worth more than it was at launch.
If you have feedback on pricing, I'd be glad to hear it.
The newest branch is THE MAELSTROM, an everchanging dimension that spawns portals to random locations throughout the Hotel. Frankly, this branch is heavily inspired by DCSS's Abyss. There's several ways to get to the Maelstrom and not all of them are voluntary...
The Merchant was added, a new disguise that starts with 4 unidentified potions.
Five monsters have been created including Goblin Anarchists, Prismatic Masses, and three kinds of Toadstools (wandering mushrooms that shoot various types of poison).
And there were plenty of small changes. This month, I reviewed dozens of old (and new) Let's Plays with a more critical eye. Polish has been added with the goal of making mechanics easier to learn, easier to understand, and simply more fun.
Changelog:
The tutorial has been improved with some handholding removed and "blended" right into the game itself.
A Hints system has been implemented to help explain several crucial mechanics.
Blue, Yellow, and Red Toadstools added. Green Men turn into "Husks" when dying, which can transform into Toadstools at night.
Prismatic Masses added. They do all 10 kinds of damage and can only be found in the Maelstrom.
Goblin Anarchists added
Merchant disguise and achievement added.
THE MAELSTROM is the new branch, reachable from the River. It uses a kludgy cellular automata to reorganize itself.
Monster generation has been corrected. With the introduction of wolves last patch, waaaayy too many monsters were getting spawned. Woops!
Bats, toads, and baby spiders have all been made a bit less annoying.
The transition between human/vampire and vice versa has been clarified visually. Previously, it was especially confusing because of unread books.
A less annoying door sound has been introduced. The old one can still be heard occasionally.
Fixed a game locking bug that happened when the user clicked on Menu while in another menu. Thanks Mitchfynde!
Difficulty is now on the character sheet
Added descriptions to each difficulty mode
Balaurs have been removed from the Pharmacopoeia
Fixed Stupefy mouse range indicator
Pools of blood stick around slightly longer.
Fixed an issue where music wasn't switched out when teleported, only when taking stairs
Tooltips show up for identified potion icons on the Potion menu
Blood potion gives a small HP boost when humans drink it
Right before turning vampire, regeneration goes up 4x. This should prevent a lot of bad experiences when going vamp
Vampire disguises get to start at night now.
The Shapeshifter starts during a full moon and Lycanthropy lasts much longer.
Reworked disguise menu to use relative rather than absolute stats.
Animated the key icon on disguise menu to make it clearer when unlocks are available.
Hawkers weren't actually resistant to sunlight, but that's been fixed.
Instability effects (resulting from repeated teleport magic) have been softened.
A nifty teleport animation has been added.
Moroi have been made much weaker, but now give the Vulnerable status.... which is really scary!
Examining a sunlight/moonlight tile now says something about the light there.
Miasma has been buffed a lot, but has a chance to poison now instead of confuse.
Combustion and particularly Volatile Poison have been made MUCH more useful. Hint hint.
Added a Confusion icon
Monsters are now generated away from staircases to discourage a reliance on stairdancing.
Put in a decent message in case save file loading fails.
Fixed a common problem where players would fire their revolver in the wrong direction because they moved their mouse when intending to just click.
Apparently several monsters that shouldn't have been regening health were in fact doing so. That's fixed.
Lore books are now collected in the Books & Letters menu. The opening letter will no longer be shown by default.
Drop caps (the super cool huge letters that begin chapters in old books) have been added.
Some file writes have been made asynchronous, which should prevent some hiccups.
Stritiba renamed to Cragsbellow to help with pronunciation.
Death tips font made much bigger.
Cancel option added when trying to forget a spell.
Plate and leggings auto-equip wording clearer.
Beds give a hint about how to rest.
Input delay added to certain menus to prevent accidental selections.
A couple last housekeeping notes:
The plan is to release by Halloween. so we've gotten well past the halfway point of Early Access. If you have any feedback or ideas for the game, the time when that can make a meaningful impact is quickly running out.
Also, don't forget about the recently added achievements and the Morgue sharing system. Feel free to share your runs in the forums or on the official subreddit.
The newest branch is THE MAELSTROM, an everchanging dimension that spawns portals to random locations throughout the Hotel. Frankly, this branch is heavily inspired by DCSS's Abyss. There's several ways to get to the Maelstrom and not all of them are voluntary...
The Merchant was added, a new disguise that starts with 4 unidentified potions.
Five monsters have been created including Goblin Anarchists, Prismatic Masses, and three kinds of Toadstools (wandering mushrooms that shoot various types of poison).
And there were plenty of small changes. This month, I reviewed dozens of old (and new) Let's Plays with a more critical eye. Polish has been added with the goal of making mechanics easier to learn, easier to understand, and simply more fun.
Changelog:
The tutorial has been improved with some handholding removed and "blended" right into the game itself.
A Hints system has been implemented to help explain several crucial mechanics.
Blue, Yellow, and Red Toadstools added. Green Men turn into "Husks" when dying, which can transform into Toadstools at night.
Prismatic Masses added. They do all 10 kinds of damage and can only be found in the Maelstrom.
Goblin Anarchists added
Merchant disguise and achievement added.
THE MAELSTROM is the new branch, reachable from the River. It uses a kludgy cellular automata to reorganize itself.
Monster generation has been corrected. With the introduction of wolves last patch, waaaayy too many monsters were getting spawned. Woops!
Bats, toads, and baby spiders have all been made a bit less annoying.
The transition between human/vampire and vice versa has been clarified visually. Previously, it was especially confusing because of unread books.
A less annoying door sound has been introduced. The old one can still be heard occasionally.
Fixed a game locking bug that happened when the user clicked on Menu while in another menu. Thanks Mitchfynde!
Difficulty is now on the character sheet
Added descriptions to each difficulty mode
Balaurs have been removed from the Pharmacopoeia
Fixed Stupefy mouse range indicator
Pools of blood stick around slightly longer.
Fixed an issue where music wasn't switched out when teleported, only when taking stairs
Tooltips show up for identified potion icons on the Potion menu
Blood potion gives a small HP boost when humans drink it
Right before turning vampire, regeneration goes up 4x. This should prevent a lot of bad experiences when going vamp
Vampire disguises get to start at night now.
The Shapeshifter starts during a full moon and Lycanthropy lasts much longer.
Reworked disguise menu to use relative rather than absolute stats.
Animated the key icon on disguise menu to make it clearer when unlocks are available.
Hawkers weren't actually resistant to sunlight, but that's been fixed.
Instability effects (resulting from repeated teleport magic) have been softened.
A nifty teleport animation has been added.
Moroi have been made much weaker, but now give the Vulnerable status.... which is really scary!
Examining a sunlight/moonlight tile now says something about the light there.
Miasma has been buffed a lot, but has a chance to poison now instead of confuse.
Combustion and particularly Volatile Poison have been made MUCH more useful. Hint hint.
Added a Confusion icon
Monsters are now generated away from staircases to discourage a reliance on stairdancing.
Put in a decent message in case save file loading fails.
Fixed a common problem where players would fire their revolver in the wrong direction because they moved their mouse when intending to just click.
Apparently several monsters that shouldn't have been regening health were in fact doing so. That's fixed.
Lore books are now collected in the Books & Letters menu. The opening letter will no longer be shown by default.
Drop caps (the super cool huge letters that begin chapters in old books) have been added.
Some file writes have been made asynchronous, which should prevent some hiccups.
Stritiba renamed to Cragsbellow to help with pronunciation.
Death tips font made much bigger.
Cancel option added when trying to forget a spell.
Plate and leggings auto-equip wording clearer.
Beds give a hint about how to rest.
Input delay added to certain menus to prevent accidental selections.
A couple last housekeeping notes:
The plan is to release by Halloween. so we've gotten well past the halfway point of Early Access. If you have any feedback or ideas for the game, the time when that can make a meaningful impact is quickly running out.
Also, don't forget about the recently added achievements and the Morgue sharing system. Feel free to share your runs in the forums or on the official subreddit.