Oct 19, 2023
Dungeon Drafters - manalithstudios
Hello everyone! Fressato here ✌️


ːDDHasteː We're excited to announce: the 1.1.0 UPDATE is here!

After dedicating an entire quarter to refining the game, we are delighted to present a new and enhanced version of Dungeon Drafters.



We would like to express our gratitude to all the players of the game who have shared their love and passion for the game with us over the past few months. It's truly incredible to witness our community growing every day.

Furthermore, we want to extend an even bigger thank you to all the players who participated in our early access program for the update and assisted us in identifying and resolving any issues before the official release. Your support and assistance were invaluable, and we're delighted that everyone had a fantastic time during this process.



As promised, this update brings a plethora of quality-of-life improvements, balance adjustments, and bug fixes, making the game significantly more enjoyable to play and easier to dive into. Without further ado, here is the list of updates! We hope you enjoy them.


1.1.0 Update

QoL Changes and Additions

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀New Training Room!

  • Training Room
This Arena room is risk-free and equipped with tools for testing decks and cards. Entry does not require deck validation and is available at all times right next to the Stagecoach NPC, allowing players to experiment with combos and grasp card behavior without the need to enter a dungeon and complete a full floor run.
  • New Accessibility Option: Disabling Screenshake
In response to community feedback, we have introduced a new option in the menu that allows players to disable all in-game screenshake.
  • Improved Deckbuilder
In response to community feedback, we've made significant changes to the deckbuilder. These are based on the most requested features from the community, prioritizing our players' input and ensuring a more enjoyable gameplay experience for everyone.
  • The deckbuilder now features an improved interface for saving and deleting deck recipes.
  • In the Deckbuilder and Shop, filters for the five Archetypes have been added.
  • The sorting style for each of the three categories in the deckbuilder has been revamped.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ New Deckbuilder Saving System

  • Improved New Players Experience
Regarding the experiences of new players, we have taken steps to enhance communication within the game. These changes have been implemented to help alleviate the steep learning curve that the game presents, making it more accessible to newcomers.
  • An additional tutorial has been added to the game to teach players about the Saving Quill Shrines within the game's Dungeons.
  • We've updated the Tutorial GIFs to align with the new UI, ensuring they are compatible with all languages and offer improved controller support.
  • The Tutorial's Resting Room Starter Boosters have been changed to Lucky Boosters.
  • The petrifying state preview of the Ancient Effigy has been overhauled, along with adjustments to the attack sequence pattern, to enhance communication and clarity for players regarding the attack.
  • The Tutorial boss room has had its extra enemies changed to facilitate the completion of the guide and increase the chances for attentive players to discover the secret boss mechanics.
  • The Fishing Guy will now consistently display a pop-up after the player's death, indicating the opportunity for fishing. This change is aimed at assisting new players in recognizing that they can still obtain loot and one or two boosters even if their run ends unsuccessfully.
  • The UI now displays tooltips for the effects currently affecting the unit when hovered over.
  • Smaller Flow Improvements
These minor changes have been introduced to enhance the flow of the game at specific points, with the aim of improving the game's pacing. While casual players may not notice these adjustments directly, they contribute to an overall smoother experience.
  • Monsters possessing multiple movement actions will no longer trigger multiple "Rooted" actions when attempting to move under the influence of this effect.
  • Puzzle and Draft arenas will no longer require player confirmation to return to The Town after activating the Return Flag.
  • We've introduced new mouse icons that dynamically change when interacting with different elements of the UI to enhance the user's experience.
  • Pile Driver and Tesla Claw Gizmos will now be much faster to complete their actions when there are no targets in their affected area.
  • We've made significant improvements to the game's UI when players have hundreds of cards in their hands to make it more manageable. While extremely large numbers of cards might still pose some issues, the overall responsiveness and usability of the UI have been greatly enhanced.
  • Better Controller/SteamDeck Support
We acknowledge that the game was difficult to play with a controller upon launch. Recognizing the significant number of Steamdeck users and the upcoming console launch later this year, we have invested considerable effort and work into ensuring that the game functions just as effectively with a controller as it does with a keyboard and mouse.
  • We've made several enhancements to controller support, including improved responsiveness, minor UI refinements, and visual adjustments to provide a more enjoyable and viable experience when using controllers.
  • The Selection tile has undergone significant visual improvements to ensure it is much clearer for both KBM and controller players.
  • Prompts have been incorporated into the Slime Numbers Minigame to offer clearer instructions to players.
  • Steamdecks will now automatically adjust the game's resolution to match the native display of the device, ensuring an optimal gaming experience.
  • Guide/Text Revisions
In an effort to enhance the communication of the game's mechanics and make them more accessible, we have made numerous revisions to the in-game guide and other text elements.
  • We've revised the text in certain Guide entrances to provide clearer explanations of some of the game's more intricate mechanics, such as the loss of stealth after taking damage.
  • A new section has been added to the Guide, where all card triggers in the game are listed for reference.
  • The descriptions for Effect Cards have been revised to more effectively convey their respective actions.
  • We've expanded the number of tiles that can be inspected, providing additional flavor text.
  • Many cards have undergone Trait revisions to more effectively communicate their effects and improve filtering within the deckbuilder.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀    New Traits!

Visual Changes, Fixes and Additions

  • New Trait Icons
The following Traits had their icons updated: Burn, Disease, Directional Shield, Flight, Hex, Immunity, Lure, Paradox, Purge, Reflect, Retaliate, Root, Sleep, Stealth, Stun, Tile Feature, Wound.
  • Animation Changes
We have implemented two animation changes in the game. While small, both hold significant importance to be included in the update.
  • We have added the Bomb Beetle Disable Animation, which was previously missing from the game.
  • The casting animation for the Secret Character has been reworked.
  • VFX Changes
We've introduced several visual effects changes to better align with the game's visual aesthetics.
  • The following cards received some sort of VFX Rework: Heroic Stand, Blast Stones, Builders Drive, Captivate, Bats Dive, Magma Body, Queen’s Arrival, Bonfire, Tempest, Fueled Burst.
  • The Curios Rosary, Pyro Glove, Barbed Wire, Crazy Rooster, Planar Prism, Plasma Quartz, Behemoth Horn, and Bountiful Key have received proper VFX.
  • Small changes made to the Retaliate effect VFX.
  • Both Reaper Scythe and Living Toxin received reworks on their VFX.
  • The Special Title Screen is now animated with VFX.
  • Visual Fixes
  • We've addressed a visual bug in Boss Rush ambiences that occurred when a player left the room and then returned after combat had concluded.
  • We've resolved various visual bugs that were related to card casting in the final room of The Tower.
  • The color levels in the Arena have been adjusted for a more visually pleasing playthrough.
  • Character Art in fishing minigame has been adjusted to better align with the Golden Time animation crop.
  • A bug that caused UI conflicts between the Card Description and the Library List when the player hovered over them both with the mouse in a Dungeon has been fixed.
  • The Burn Effect VFX will now play correctly for each interaction, including when the effect is applied, during the activation tick, and when the effect is discarded.
  • When the player dies due to the Petrify effect, their statue will now correctly remain on-screen during the death transition.
  • Promo Fireball will now correctly display the Special Card Art while inside a Dungeon.
  • Various small cutscene fixes have been implemented.
  • Fixed some small general VFX that were missing.
  • The End
Scenes from the "A New Tomorrow" ending cutscene have been overhauled.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀     Monk Golden Time!

Sound Changes, Fixes and Additions

  • Extended the third Tower Song
The third Tower track has been extended to provide a more enjoyable and less repetitive listening experience for players who spend an extended amount of time in that area.
  • New Song for the Adventurer’s Town
In response to community feedback, after achieving the "A New Tomorrow" ending, the Town will now feature a completely new track that better reflects the state of the game from that point onward.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ New Town Song!

⠀ ⠀⠀   In-game music changes have been incorporated into the game's official soundtrack.

  • New Sound Effects
Dungeon Drafters is a massive game, and our audio and visual teams have put in extensive effort to do justice to all its features. With this in mind, we have added a plethora of new sound effects to the game, aiming to further enhance the overall player experience.
  • We've introduced new sounds when opening boosters. Cards will now play distinct sounds corresponding to their rarity, enhancing player satisfaction and aiding in the identification of rare cards.
  • The Draft Arena UI has been updated to include sound effects while players are creating their deck for the challenge.
  • The Lost Wreckage Shuffle Chest rooms now play sounds when the chests are shuffling.
  • Entities in the game will now emit a distinct sound when they lose any extra lives. This improvement aims to provide players with clearer feedback when it occurs.
  • Crush now includes a sound effect when it activates to destroy an entity.
  • When alternating runes in the deckbuilder, there is now audio feedback.
  • Quest failures in the game are now accompanied by audio feedback.
  • When a Recast triggers, the game will now provide audio feedback.
  • Sound effects for the Chess Board Effect on all chess cards have been added into the game.
  • Electrical Fields traps now have audio.
  • The Glass Shrine now features a sound effect when it is activated.
  • Ground Spikes will now have appropriate audio feedback when switching between up and down positions.
  • Pressure Plates will now have appropriate audio feedback when they are pressed or unpressed.
  • Ice Blocks now feature sound effects when they are struck or when they break.
  • Geysers will now have appropriate sound effects.
  • The following Cards have new Sound Effects: Angel Champion, Flawed Mitosis, Leaf Sage, Ember Sage, Ancient's Gaze, Sow, Energy Needle, Flash, Mulligan, Izuna Drop, Thunder Charge, Little Friends, Quiet Flutter, Avalanche Slam, Mourning, Prayer, Bard's Trick, Shinobi's Step, Shadow Strike, Bat's Dive, Sun Strike, Steps Ahead, Gleaming Eye, Raindown, and Explorer's Find.
  • Reworked and Improved Sound Effects
We have carried out minor reworks and improvements to certain cards that required adjustments in their audio, either due to missing elements or the need for more polished mixing.
  • The cards Nightmare, Double Shot, Shield Bash, Adrenaline, Consume, Reflection, Shard Toss, and Pounce had their sounds reworked to better aid their visuals.
  • The cards Magic Cauldron, Open Brawl, Potent Hex, Pyro Reaction, Magma Body, The Manalith, and Fools Fortune had their sounds improved from the previous version of the game.
  • Audio Fixes
  • The issue where mobs' death sounds were either not playing or playing out of sync has been resolved.
  • The following items had missing sounds, and these issues have now been resolved: Ghastly Bomb, Lost Wreckage Boss projectiles, Dragon Tomb, Magma City Boss Primeval Stomp, Dig Deep, Rift Spark, checkpoints in the Tower, Reaper Scythe, Mage's Gleam, Provoke, and Shard Toss.
  • The Glacial Library Boss Intro in Boss Rush, which previously had incorrect audio, has now been corrected to feature the appropriate audio.
  • The issue with the duplicated sound in Curio selection has been addressed, and it should no longer play.
  • The audio timing for Tunnel Vision and Windcaller Gust has been corrected.
  • The audio desync issues for Meteoric Jump and Aerial Ace have been resolved, ensuring that their sound effects are synchronized properly with the in-game actions.
  • The issue with the Lock/Unlock Library and Graveyard sound not playing correctly when interacting with certain parts of the UI has been resolved.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀       New Ancients' Gaze Preview!

  • Decrease the maximum amount of Idle Frog sounds.
ribbit, ribbit, ribbit

Balance Changes and Fixes

  • Exhume Rework
Exhume cards no longer draw other cards with the Exhume trait from the graveyard, preventing easy-to-access infinite combos while maintaining their accessibility and high utility.
  • Arena Changes
Minor adjustments have been made to the Arena to align it with other changes implemented in the game on the 1.1.0 Update.
  • In the Hard Draft Arena, "Replenish" has been replaced with "Mulligan."
  • A minor adjustment has been made to the Mage Arena Puzzle to align with the new card balancing.
  • The Mallet Puzzle now features the correct amount of HP and AP for the most optimal solution.
  • Tower Changes
We are aware of the difficulty spike that the final levels of the tower pose for players. With this in mind, we have decided to make several adjustments both to the dungeon and to the enemies present within it (which are discussed further in the monster balance notes). These changes are aimed at better aligning the difficulty of these levels with the overall game's scaling, while also addressing the increased challenge of achieving broken combos in this patch.
  • All Tower floor sets have been adjusted to consist of 4 normal combat floors, 1 challenge floor, and 1 checkpoint floor, resulting in a total of 6 floors per set.
  • Corruption Madness rooms will now have a limited amount of Strange Rifts that can spawn over time, with a maximum limit of 6. Once this limit is reached, no more Strange Rifts will spawn.
  • Warden Balance Changes
Since the beginning of development, we've grappled with the challenge of addressing the power imbalance between the Warden and other archetypes. The crux of the issue lay in the rigid and intricate nature of the archetype philosophy, which posed difficulties for design.
To address this, we've embraced a "broken but fun" approach, deviating from the conventional card ranges and effects for Warden. This shift has made playing Warden feel more fluid and structurally sound. Given the archetype's "immovable and destructible" playstyle, there's now less need for constant movement to win combats, relying instead on global crowd control abilities to achieve this. Overall, we aim to make playing IT more enjoyable and accessible with this changes.
  • The following cards now have some type of Global Casting: Caltrops, Midnight Oil, Sow, Spin Web First Selection, Vinethorns, Twin Gems, Barricade First Selection, Frozen Meteor, Hold the Line Second Selection, Enroot, Stun Trap, Magnetic Force First Selection, Glyphs of Repel, Plasma Gate, and Magma Gate.
  • The following cards had their range increased on their casting: Spin Web Second Selection, Frostwave, and Barricade Second Selection.
  • Tesla Claw and Pile Driver will no longer target entities that already have 0 HP but didn’t finish their deaths while they complete their accumulated attacks.
  • Toss can now trigger counters when damage is dealt to the target entity. Additionally, Toss range has been narrowed and is determined by the position of the first target.
  • The severity of Binding Palm Patience Stun is now determined by the remaining AP.
  • Frostwave and Frozen Meteor now inflict Disease 5 instead of Root.
  • The Frost Shield Root effect has been replaced with Disease.
  • Dragon Tomb will now inflict Stun based on the number of Ice Blocks that were summoned.
  • Catapult will now accurately mimic Toss, ensuring that both mechanics behave the same.
  • Marsh now inflicts Splash Damage.
  • Magma Moat preview has been adjusted to properly showcase damage, flying units will no longer appear as being damaged when they shouldn't.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀   Toss now properly Triggers counters!

  • Other Cards Balance Changes
We have decided to address some other infinite combos outside of Exhume. We believe that Dungeon Drafters is a game that should allow players to achieve extraordinary feats and push the game's boundaries as much as possible (without encountering any bugs, of course! ahaha).
However, the primary reason for these reworks and changes is to address accessibility. We believe that broken combos should be challenging to achieve and should reward dedicated players who put in the effort to discover holes in the game's mechanics.
With that in mind, we still aim to keep the game engaging and the cards we've changed in their respective niches. We've found these reworks to be quite enjoyable, and we hope you will too!
  • Copycat now features a Patience Trigger, generating an additional copy of the last library card cast that turn for every 2 AP.
  • Tunnel Vision now Flushes the player's hand, producing a copy of the target card for each Library Card in hand before the flush.
  • Adrenaline Discard trigger has been replaced with Grit.
  • Golden Phoenix has been updated with an increased range, and it will now correctly verify whether the player is charmed or not.
  • Deep Frostwave has had its range increased.
  • The Tricky Effigy prop summoned by the player now inflicts Disease 2 instead of Root.
  • Cross Cut will now Draw 5 cards instead of just 1.
  • Chopping Slash now inflicts Wound 2 for each point of damage dealt.
  • Hypno Cube will no longer put allies to sleep.
  • Mage's Gleam now inflicts 2 damage per Oracle Card.
  • Fool's Fortune now includes the Exhume trait.
  • The Black Hole Card preview has been improved to better communicate movement and danger areas during casting. Additionally, it will now consistently activate after the player's allies' turn.
  • Explorer’s Find now Draws 2 and Heals 2 per card.
  • Brawler's Fist now deals 2 damage and Pushes 2 per card.
  • Shinobi's Step now has a larger minimum number of tiles traveled, in addition to providing Zip 2 and 2 Damage per card.
  • Web Jump should now be working properly and no longer rooting flying enemies.
  • The Crossbow preview has been corrected and now accurately displays the area that the crossbow can damage while the card is being cast.
  • The RiftLine Phaser behavior should now be functioning correctly.
  • Stun will now correctly Draw 1 card when casted.
  • Izuna Drop now deals 3 damage to the target and 1 damage in the area.
  • The Flight Effect Card will no longer cause the player to slide on ice after casting it.
  • Double Shot will no longer trigger Precision twice, addressing the issue and ensuring that the Precision ability functions as intended with this card.
  • Confer to Chaos will now execute its effect as indicated in the card description, aligning its behavior with the intended gameplay mechanics.
  • Overload casting will now only allow targeting of the correct entities, preventing it from targeting specific indestructible props that it shouldn't have been able to target previously.
  • Blood Snot casting should now work properly like other projectiles.
  • Killing Arrow will no longer trigger multiple instances of itself simultaneously.
  • Entities will no longer slide on ice after leaving through a portal from the Portals card to prevent softlocks.
  • 1.1.0.1 - The casting of Among Friends has been fixed.
  • Curios Changes
  • Abacus Charm now has its charges increased from 4|4 to 6|6.
  • Hunter’s Eye now has its charges decreased from 4|4 to 3|3.
  • Plasma Quartz now has its charges decreased from 3|3 to 2|2.
  • Porcupine Hat now has its charges decreased from 3|3 to 2|2.
  • Pyro Glove now has its charges decreased from 2|2 to 1|1.
  • Smoke Bomb now has its charges decreased from 2|2 to 1|1.
  • Tinker’s Tools now has its charges decreased from 3|3 to 1|1.
  • Cold Heart's charge has been adjusted to 3|1, and a new effect: when activated, it grants 2 AP per charge.
  • The description of Heavenly Slip has been reworked to better convey the curio effects.
  • Barbed Wire's trigger has been adjusted to activate at the end of the player's turn.
  • The trigger for the Blue Tear Ring has been modified to occur at the end of combat.
  • Boots of Greed will now grant 3 AP every time the player collects loot.
  • Living Toxic is now functioning as described and has been fixed to align with its intended behavior in the game.
  • Pathfinding and Monsters' AI
Two main issues in pathfinding and monster AI have been addressed. This change aims to make monsters more consistent and comprehensible for players.
  • The behaviors of Animated Champion, Animated Executioner, Animated Sentry, Copper Golem, Ice Golem, Goblin Mancatcher, Goblin Naginata, Punting Ogre, Tossing Ogre, Treasure Hunter, and Zombie have been adjusted and balanced. They no longer appear to work with AP, and their melee reach is now aligned with their walking distance.
  • Monsters will now attempt to avoid walking on Magma, but may still do so depending on their target's distance and available paths. This behavior is similar to how monsters avoid or attack props in their path.
  • Monster Balancing
  • The Shrouded Mummy's damage has been increased from 4 to 5, and if it deals damage, it will not gain Stealth in that turn.
  • Ogre HP has been reduced from 8 to 7.
  • Punting Ogre HP has been changed from 3|3 to 7.
  • Sky Slime HP has been reduced from 4 to 3.
  • Broodmother's HP has been reduced from 3|3 to 2|2. Additionally, the webs created by them will now form in a 3x3 cross area instead of a 3x3 box area.
  • The False Archmage will now summon their Fishbait closer to their target.
  • Broodmother's Baleful Bomb will no longer apply effects if the attack was blocked by Damage Immunity.
  • The Tower Gargoyle Scissor Attack will no longer petrify or mill if the attack was blocked by Damage Immunity.
  • Magma City Health Nexus will no longer attempt to heal entities that have full HP but have lost an extra life.
  • Golem Antennas are now movable and can be targeted by a wider range of cards.
  • The Lost Wreckage boss is now immune to Lure and no longer immune to Sleep.
  • Magma City, Dune Dome, and the final bosses are now immune to Lure.
  • Ancient Effigy and its Hands are no longer immune to stun and sleep effects.
  • The Final Boss will now destroy all summons, including props, before the Final Battle begins.
  • When an entity loses Lure, it will now return to its original state before being lured, rather than having its AI reset.
  • The Lost Wreckage Boss will no longer split more than four times, as intended.
  • The Glacial Library Boss will now properly summon only four minions.
  • Slimes will now split properly onto available tiles if they are able to, such as within holes and magma.
  • Resonance Nautilus will now correctly deal 1 damage when it is Lured.
  • Lost Wreckage Anemones will no longer heal other Anemones, addressing the potential for an infinite healing loop.
  • Animated Champion and Animated Sentry will now correctly create Shields in the direction of enemies when they spawn or combat starts.
  • The bug where Goblin Tactician would not summon Goblin Naginata if it had already summoned it with a different alignment while charmed (ally or enemy) has been fixed.
  • Targets have been added to the previews of certain monsters to better communicate their actions.
  • Extra Balance Fixes
  • Entities with Death Throes that cause damage, summon other entities, or inflict Stun will no longer activate their effects when combat ends while they're destroyed for being in front of a door.
  • The Charm effect will now be displayed on the "Dispel" side of the monster's effects UI. This change has been made to improve the player's ability to track the effect, even though it remains an "Unaspected" effect.
  • The player will consistently only be allowed one stun card in hand, addressing certain instances where this functionality was not working correctly.
  • Magma will no longer inflict Burn on entities that have damage immunity.
  • Magma City Geysers will now trigger randomly at the end of the turn, with at least one Geyser always triggering. Additionally, their damage has been increased from 1 to 2.
  • The Spider Nest web will now be summoned correctly, and it should no longer replace other webs around it. This ensures that units can no longer fall through webs into chasms due to the substitution of webs.
  • The Glacial Library Boss will no longer attempt to activate the healing sequence on higher miasma levels after receiving fatal damage.
  • Gizmos should now properly trigger Sacrifice Puzzle tiles.
  • Danger Areas are now fully previewed even when the monster is rooted.
  • Broodmother will no longer change the targeted tile for Baleful Bomb when the targeted entity is destroyed.
  • Multiple instances where damage and effects were being applied simultaneously without proper consideration for shields or immunity have been fixed.

Bug Fixes

  • The game will no longer experience a softlock when an entity with a summon death throe dies and their summon appears over a Dune Dome Groundspike.
  • The bug where one allied summon of any Boss would immediately destroy the second one after death and end the boss battle has been fixed.
  • The system minimum and recommended requirements for the game have been updated after a series of tests. These changes have been made to address a specific crash issue that can occur on older CPUs and GPUs related to Unity, the game's engine.
  • Various room layouts from dungeons have been fixed.
  • A bug where the Painter Filter caused the interface to become invisible has been fixed.
  • Effigy's Hands will now trigger the death animation consistently.
  • A bug where the player would retain the death animation after loading a save that was lost against the Demiurge has been fixed.
  • A bug where the player lost the last card casted when loading a save that won the battle against the Demiurge has been resolved.
  • Special Gizmos that cannot be damaged will now correctly display no HP information when inspected.
  • Planar Prism Curio damage is now working as intended.
  • Numerous bugs related to quests have been fixed.
  • Several bugs related to the game's progression when playing with the secret character have been fixed.
  • Most bugs related to monster and card previews have been resolved.
  • The bug where certain summoned traps from the player would not disappear when the player left the room and returned to it later before they disappeared has been resolved. This fix prevents various issues related to portals and other cards from occurring.
  • 1.1.0.1 - A freeze that occurred while fighting the Glacial Library boss (Dyna) and the player dealt damage to her has been fixed.

Future Plans

Console Launch Just Around the Corner!

We are constantly collaborating with DANGEN porting teams to swiftly bring Dungeon Drafters to consoles. Our goal is to launch the game on other platforms as soon as possible, and we have exciting announcements on the horizon, so stay tuned!

Kickstarter Reward Wrapping in Progress!

We will begin delivering certain digital rewards. Backers who selected specific tiers will soon be able to access the special grimoire in the in-game bookshop and the game's OST. Our delivery is scheduled for the end of October.
At the same time, we're starting to work on the kickstarter physical rewards, and our top priority is to fulfill the shipments of them as soon as we can!

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀    Kickstarter Backers Exclusive Grimoire!

Hotfixes and Future Patches

Our immediate focus is on hotfixing the game over the next couple of months, while concurrently preparing for the console release. Although there are no current plans for significant updates, we remain committed to making any necessary changes to enhance the game's overall experience if the need arises.

Thank You


Once again, I want to personally thank everyone in our amazing community for their unwavering support; we are here because of the love you have for Dungeon Drafters! We hope everyone is able to enjoy the update, and the changes we made can help new players have an even greater experience. Thank you, everyone! See you soon! :D
~ 📕 Fressato
Air Hockey VR Playtest - poligamesstudio
Time of the matches reduced to 1 minute
Sons Of The Forest - Dishmink
Hey everyone,

This patch re-works Cave D (the gold armor/rifle cave) adding a bunch of cool additions and some big surprises. We also added a new extension to cave B (the rope gun cave) two new ??? items, and 3 new findable blueprints.

Additionally we added a new skinned enemy type who is very aggressive, gave twins the ability to burst out through the ground, and lots more. For the full list check below

As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub.



Features
  • You can now use tarps to build walls
  • Added 3 new findable blueprints including a new trap
  • Added two new ??? Items
  • Complete re-work of cave D (and added some surprises)
  • Added extension to cave B
  • New skinned face mask enemy type ‘Henry’
  • Added new round table buildable
  • 2 new magazine props added
  • Bunch of new gore and hanging gore props
  • Added some new note pickups
  • Twins can now breakthrough and emerge from the ground in both caves and overworld
Improvements
  • Items in inventory will now wobble for a moment when the inventory is opened
  • Reworked the item plating structure so that you do not need to use the grab bag to add the Solafite
  • Updated the notes tab in the blueprint book to be grey
  • The blueprint book will now show the current category page numbers at the top right of the page as well as on the previous and next buttons
  • Added Tab Collections to the blueprint book so that any page can be directly accessed
  • Updated the blueprint and tutorial books with the new tab images
  • Item plating structure can now be destroyed if it is attacked
  • Added an FPS limiter to the pause menu to fix GPUs being overworked
  • Switched a lot of item colliders to primitives to improve performance and reduce risk of falling through terrain
  • Player is now more easily knocked down when hit by a golf cart
  • Added left handed item support while using the log sled
  • Added ranged weapon aiming sensitivity support to the spear, bow and slingshot
  • Smoothed out transition between default and aimed sensitivity
  • Added localization for item perishable states
  • New backings and shadows added to all blueprint images
  • Some details and tweaks to cave b
  • Improved bunker entertainment lighting
  • Improved details in fishing huts and added breakable planks
  • Improved Solafite texture detail
  • Moved PJ’s to sailboat
  • Improved look of bloody katana
  • Improved fade range for portable light
  • Small wood bridge added over jump area in hell cave
  • Added missing rocks to hell cave merged collision to stop enemies occasionally falling through floor
  • Some improvements to cave A detailing
  • Merged collision meshes for cave and bunker transition groups and ice caves
  • Dynamic hanging skull lights added to some caves
  • Added weather occlusion to old fishing huts
  • Wall torch now has a fixed orientation, fixes edge cases where the slight tilt causes it to be visually not touching the supporting structure and not be linked for destruction
  • Lights are now positioned inside the light bulb for the freeform lightbulb and the powered cross instead of floating in front of it, so that bringing objects near it looks more realistic
  • Being inside now prevents snow clumps from spawning at player feet
  • Added new unfold animation when placing tarp ramps
  • Feather bursts tinted to match different colored birds
  • Kelvin can now retrieve nearby spears
  • Added additional smoothing of head look rotation on characters
Balance
  • Regular Puffies can no longer be skinned for creepy armor, and John2 increased to give 2 creepy armor
  • Can no longer parry helicopter attacks or body slams by end boss
  • Reduced dismemberment on Heavy cannibal kick and club attacks, increased on boat engine
Fixes
  • Fixed John2 phasing through walls
  • Fix John2 not triggering Mace trap and radio trap
  • Fixed incorrect year listed on some magazine props
  • Fixed issue where structure lights and FX wouldn't start deactivated after loading save
  • Fixed some breakable cave boards being misaligned on clients
  • Fixed Demon not colliding with player, not pushing bushes, and getting stuck on hanging crosses
  • Fixed the most common causes of eagles or ducks flying on the ground
  • Fixed clients in multiplayer games not seeing muzzle flashes from Virginia
  • Fixed Kelvin not being able to cut Arbutus trees, which could stop his progress in getting logs
  • Fixed Kelvin notepad icon left active when other player starts interacting with him
  • Disable notepad on Kelvin while mid-air, which previously froze player in mid-air
  • Disabled torch block since it didn't block any damage
  • Fixed flashlight not matching the aim of revolver or pistol when aiming down sights, and not matching rope gun aim
  • Fixed issue causing ragdolls to sometimes have distorted poses (especially neck joint)
  • Fixed some issues with enemy weapons not detaching and dropping when the holding character ragdolls
  • Cannibals will no longer place effigies overnight in peaceful mode
  • Fixed Puffies standing up after jumping even if they continued to run later
  • Fixed Puffies sometimes not waking up when hit
  • Fix rare case of some village cannibals spawning in ocean
  • Changed character name on sundowner magazine
  • Fixed radio trap triggering randomly on dead bodies
  • Player is no longer blasted into space if they open their inventory while standing on an armed spring trap
  • Fixed issue where pickups with a ranged amount (ammo boxes) would never include their max value in their random value calculation. Example: A chance of 1 to 2 would always result in 1
  • Fixed issue that if the player is already wearing the gold armor, and it is then forced on from the gold room or hell door cutscenes, it would be permanently visually stuck on
  • Simplified the colliders for the flashlight mod and fixed issues with its emissive material application
  • Fixed issue with player never losing their warmth status after stashing their lit held torch
  • Spears can now be picked up even if the player is already holding maximum spears
  • Fix for Night vision goggles being visible on other players when in gold room cutscene.
  • Large log storage structure can now be destroyed and will also wobble on dismantle
  • Left hand items can no longer be re-equipped while the left item was stashed to reload the right hand item
  • Fixed issue with the healing effects of items being lost if they were used when low health and the low health instant regain triggers
  • Fixed issue with fade to black not showing up if the player triggered sleeping when crouched
  • Fixed issue with Duct Tape and C4 Bricks moving/floating when spawned in a container and the container is pushed around
  • Fixing offset colliders on the crossbow when it is on the crafting mat
  • Player can now jump while riding the Knight V and holding a structure
  • Fix for GPS icons on the edges of the tracker screen not staying upright
  • Updated many of the structures with better collision. This fixes projectiles going through them
  • Fix for errors in multiplayer games when armor pieces are removed from other players because they equipped the gold armor
  • Fixed errors when clients would take the weapon out of the item plating machine
  • Notes pages should no longer be visible on other players when they have the book equipped
  • Fixed chance of players being kicked from multiplayer games when some items were fake dropped
  • Fix for pause not blocked when entering mutant boss cutscene
  • Added delay to activate stump damage (1s) to prevent stumps being instantly destroyed
  • Fixed Dead Cultist arm visual issues
  • Removed tree Skeletons from addressable load to reduce risk of pop
  • Item Plater fix for structure erroring out if the item is removed after plating has started
  • Item Plater added check for placed item while running plating update and will force stop if missing
  • Fixed some issues where lightning would not appear
  • Fixed ambient music not playing in bunker entertainment for clients in multiplayer (bar, spa, gym)
  • Fixes ranged weapon aiming sensitivity broken state during reload for guns
  • Trying to ride zipline with a mounted Knight V is not possible anymore
  • Fixed inventory left click icon not refreshing properly on the item info view when switching from keyboard to gamepad and the reverse
  • Fixed zipline early disconnects
  • Fixed player being nudged to the left when equipping a right handed weapon
  • Inventory can no longer be opened while using the log sled
  • Fixed non uniformly scaled ammo swap icon
  • Fixed menu can be opened during inventory animation causing a bad game state if quitting the game to title screen
  • Fixed various bad game state cleanup when kicked or banned from a multiplayer game
  • Fixed the counter top radio pickup in bunker entertainment spa area not being interactable
  • Fixed remaining case where placing free wire would snap floating far from the target structure
  • Fixed ramps switching to combined LOD elements after being repaired
  • Fixed repairing preset tarp not repositioning the element
  • Fixed breaking a pillar supporting a beam with a strut not collapsing the beam and the strut
  • Fixed tree houses staying floating when the tree they're in is chopped down
  • Fixed player sliding when standing on corner ramps
  • Fixed being able to dismantle pillars supporting deck rails
  • Fixed second point of free wires not always lining up accurately with the second support
  • Preview UI for second point snapping when placing free wires now conforms with the second support
  • Fixed placing climbing rope from above hard to target at some angles
  • Fixed corner ramp log quarter switching LODs very close to the player
  • Fixed rope bridges disappearing if player flips the beam supporting it by adding a strut
  • Fixed getting knocked down in multiplayer while placing construction elements not properly cancelling the placement for remote players
  • Fixed lifting beam in multiplayer resulting in the beam getting repositioned from its original position for remote players
Audio
  • Added audio to hanging objects when pushed
  • Edited the lighter on off to have no ultra high frequency peak
  • Added ice impacts to water impact events
  • Guitar track set to not loop
  • Added crafting sting to crafting zipline rope
  • Tuned Puffy idle audio and mutant rock footsteps
  • Added female puffy idles and sleeping events to meta list events. Tuned distances and reverb levels of idles and sleep audio
  • Reduced reverb on some events and made metal objects hopefully not spam so much
  • Added burning sound to lit torch and molotov
  • Added audio for wet molotov/torch light event
  • Hooked up additional audio for Puffies while sleeping, idling or running around
WORLD OF HORROR - YsbrydG
WORLD OF HORROR fans have been through a lot, we know! Through thick and thin, you've been waiting patiently for a long time for the game’s v1.0 release. We're stoked to announce the game has finally left Steam Early Access today, and we are also able to offer everyone the original Early Access price one more time as part of today's Steam Daily Deal!

To celebrate, witness this incredible (and incredibly vicious) animated trailer, handcrafted for us by the amazingly talented Karl Sia and scored by the game's composer Joseph "Qwesta" Bailey:



A side note for players looking to visit Shiokawa on Switch and PlayStation: The game's digital console releases in North America and Europe have been delayed to Thursday, October 26th.

The Ysbryd Games team and panstasz have been laboring until the last possible moment to try and clear the necessary certification requirements and paperwork in time for our originally announced release date of October 19th. However, certain DOOM got the better of us, and we'll need one more run to finally clear these obstacles in North America and European regions - but we’ll get everyone to Shiokawa in time for Halloween!

Now, please savor your time in WORLD OF HORROR as it was truly intended to be!
CRYPTARK - Vermeulen
Hey everyone!
We've made Cryptark free on Steam for the next 48 hours (free to own forever!):
https://store.steampowered.com/app/344740/CRYPTARK/

Send to anyone you think would like complex roguelite shooters.

We're releasing the 3d FPS sequel GUNHEAD next month on November 8th, so wanted to give more players a chance to check out Cryptark before then. Can wishlist Gunhead here:
https://store.steampowered.com/app/704000/GUNHEAD

Along with that we also updated Cryptark: adding a 'Easy Mode' option (asks for 'Easy Mode' on first time playing, and can be set in Settings). 'Easy Mode' reduces costs, and adds more player health. We also add a No Screenshake toggle.

thanks!
- Lee
Airport CEO - Apog Labs


Innovative rotor configurations, sleek cockpit designs, and formidable thrust! These are just a handful of features that define the helicopters in Airport CEO, a new type of vessel that can now traffic your airport! Featuring iconic models like the Bell 206 and the Boeing CH-47 Chinook in a passenger configuration, the Airport CEO Helicopters DLC showcases a quintet of distinct helicopter models that have played a pivotal role in aviation.

This DLC also enables you to operate a new type of airport: Helicopters only! Of course, a hybrid configuration is also supported per your airport’s requirements.

New features:
  • Five new helicopters
  • Two new airlines
  • The small helipad
  • The medium helipad
  • Helicopter only airport operations
  • Helicopter research projects
  • Helicopter incidents

As a small celebration of the newly arrived choppers, we put together a small trailer showing them from their best angles...



Read more about the Airport CEO: Helicopters DLC here!
Airport CEO - Apog Labs
Hej hej, airport CEO!

Today we are happy to announce Airport CEO 1.1-0, a new major content update to Airport CEO primarily featuring the new Airport CEO: Helicopters DLC! Part of 1.1-0 are also a subset of other small changes and improvements, some of which already shipped with version 1.0-46 including a major game engine upgrade. And yes, with 1.1 there's finally some proper new Airport CEO content available for those who wish and while the work and development of Atmosfar continues in a mostly quiet state, we have during our free time and in-between sprints been working on realizing something of a personal dream of ours: Implementing helicopters in Airport CEO! You can read more about them here, but now it's time to check out the patch notes below:

Release notes - 1.1-0

New feature

  • MERC-3: Small helicopter pad
  • MERC-4: Medium helicopter pad
  • MERC-5: New helicopter: Bell 206
  • MERC-6: New helicopter: Robinson R44
  • MERC-7: New helicopter: Boeing CH-47 Chinook
  • MERC-8: New helicopter: Sikorsky S-92
  • MERC-9: New helicopter: Eurocopter AS350
  • MERC-13: R&D project: Small helicopters
  • MERC-14: R&D project: Medium helicopters
  • MERC-15: Helicopter flying simulation
  • MERC-16: Helicopter turnaround simulation
  • MERC-17: Helicopter incidents
  • MERC-18: New airline: HeliJet
  • MERC-19: New airline: BladeLift
  • MERC-20: Helicopter flight planning
  • MERC-21: Helicopter flight generation
  • MERC-29: Helicopter UI icons
  • MERC-30: Helicopter flight auto-planning
  • MERC-56: Helicopter landing particle effect
  • MERC-89: Helicopter sound effects

Improvement

  • MERC-221: Curved connection lines
  • MERC-240: Almost any object can now be quickly copied by hovering over it with the mouse pointer and pressing "C"

It's likely that we'll be back in a few days with an additional update stabilizing the Helicopters DLC, keep a look out here and we'll do the same!

// Alexander, Fredrik & Olof - Apog Labs
TELEFORUM - Harry Fink



Dear viewers,

The following tape has been procured from the offices of COMUNITV as decisive evidence in the Walter Martens case. Its contents are currently unknown and considered to be extremely dangerous, we recommend contacting officials and implore you NOT to watch the tape due to high chances of ■■■■■ ■■■■ ■■■■.

But you’re going to watch it anyway, won’t you?



https://store.steampowered.com/app/2186570/TELEFORUM/

UP NEXT ON CR CHANNEL: DROWNED LAKE

Omega Strikers - Aesop


To: All Staff
From: Rasmus - President, Clarion Corp.
Subject: Omega Strikers Patch 3.1.0

Hello my loyal and dedicated Clarion Corp employees! I am writing you all to inform you of a couple changes coming to Clarion Corp.

First, I would like to announce that our very own Director of Special Projects, Nao, will be joining the roster of Omega Strikers. Please send congratulations to her office.

Second, we are proud to announce the opening of Clarion Corp Test Chamber. This new map will rotate between 5 "submaps" each game. We are very excited to observe this new map and monitor the strikers.

Finally, we will be hosting a New Event to help us determine which of the temporary "superpowers" is most favorable among the audience. We will analyze the data with Nao's assistance.
Also, on a personal note, I recently picked up a new hobby. If you see me, Magician Rasmus, around, let me perform an illusion for you.

Find the details of all the changes below. Thank you.

SYSTEM CHANGES
MAPS AND MODES
[NEW] Clarion Test Chamber

  • Deep underground below Clarion Corp HQ hides Rasmus' private Corestrike Arena. However, there's more to this technological marvel than a simple love for the sport. Here is where Rasmus and Clarion Corp's Director of Special Projects, Nao are testing the effects of Omega energy on humans. They've found a way to replicate the magic and technologies of some of the League's strongest strikers, and now they're using those powers to push the players to their limit...

  • The Test Chamber is an indoor Arena with 5 different 'variants.' Before each round, the Arena morphs into a new variant, changing its terrain and incorporating a new mechanic based on the powers of other strikers. After each Set, the variants reset!

    • Use invisibility vents to surprise your enemies on Project XENO

    • Knock enemies into the crippling auras of Project OBSCURA

    • Trigger the cosmic power of Atlas on Project EXPANSE

    • Use high-speed bumpers to send the core (and enemies) flying on Project BASS DROP

    • Fight with your team to secure a massive size buff on Project MAELSTROM
Maps Rotation
Like Awakenings, we'll now rotate maps in and out on occasion to highlight new options and improve the meta.
Rotated Out: Oni Village, Atlas's Lab
Active Rotation: We're reducing the number of maps in the active rotation from 6 to 5. We expect to rotate maps in and out more frequently during future patches and micropatches. The standard rule is that all maps have an equal chance to be selected.
Clarion Test Weekend: In Normal and Quick Play queues, Clarion Test Chamber will have a heightened (50%) chance to be selected this weekend. On Monday, Normal and Quick Play queues will be changed back to have an equal chance for all maps in the active rotation to be selected. Ranked queue percentage will be unchanged and follow the standard rule.
UI / Systems
USE ENERGY BURST!!!!!!!!!!!!!! Something long requested - we've finally be able to add in some more callouts for all of your in-game communication needs

  • 7 Total pings!

    • KO Them!

    • Get Orbs!

    • Sorry!

    • Use Energy Burst!

    • Spread Out!

    • Let Me Defend!

  • no more "help help help..." sorry.
Custom Games
We've overhauled custom games. It's now MUCH easier to join/host custom games with a bunch of new features.

  • Choose lobby size

  • Enable/Disable spectators

  • Premade lobby codes

  • Lobby owner can rearrange teams (drag and drop)

  • Map selection

  • Game mode selection (Normal, Quickplay, Tea Time Tussle)

  • Server selection
Skins/Content
Not only Rasmus, Zentaro gets a skin too. Lookin' a little cyberpunk over there, dude.

  • Magician Rasmus

  • Neon Soul Zentaro
STRIKERS
[NEW] Nao
Nao is Clarion Corp's Director of Special Projects; a calculating businesswoman who uses drones to support her allies and create zones of power on the field. While her offensive capabilities are limited, this supportive striker offers players a high skill ceiling and a suite of utility and core control tools. To make the most out of Nao's kit, you'll have to think two steps ahead by placing her long-lasting creations in strategic spots, and know when to warp into the action to take matters into your own hands.

  • SENTRY DRONE [PRIMARY]

    • Launch a drone that hits the first enemy struck. At max range or upon recast, it halts and creates unstable energy that increases in power and size over time, hitting the first enemy struck in the direction cast.

  • PROXIMITY DRONE [SECONDARY]

    • Deploy a drone at a target location that lasts up to 15s and detonates on contact with a friendly player, hitting enemies away. Nearby allies restore 20% max stagger and gain a 50% Haste BUFF for 1.25s. Enemies can disarm the drone by briefly standing on it.

  • LIFELINE [SPECIAL]

    • Become ELUSIVE and BLINK to a target location near yourself or an ally, restoring 50% of nearby allies' missing stagger on arrival. Within the next 3.25s, recast to BLINK back to your starting position.
Ai.Mi
Ai.Mi simps, erm, players I mean, were KOing others too easily with her combo. This will make it just a tad trickier to pull it off.

  • CYBER SWIPE [SECONDARY]

    • PVP Damage and Knockback :: 210 (+105% Power) → 195 (97.5% Power)

    • Core Knockback :: 1315 (+192.5% Power) → 1300 (+185% Power)
Asher
We mentioned some Asher buffs last time, these should help Goalie Asher but should not buff forward Asher too much.

  • BARRIER BEAM [PRIMARY]

    • Barrier width on her side of the field increased by 10%

  • BREAKTHROUGH [SECONDARY]

    • Hitbox reduced to better match strike size

    • This should make Secondary → Strike combos more reliable

Drek'ar
We want to see Shotgun Lizard pull off some cool plays, this'll help him control the field a bit more.

  • MOLTEN BOLT [SPECIAL]

    • PVP Knockback :: 120 (+60% Power) → 140 (+70% Power)

    • Damage and Core Knockback unchanged

    • [BUGFIX] No longer spawns behind him.

      • As a result, max range :: 900 → 950
Finii
As we mentioned previously, Finii has struggled to find her footing despite living it up in buff city. We've decided to give her whole kit some love with QOL changes, numbers buffs, and a mini ability rework! We expect she'll now sit at Finii percent win rate.

  • [RENAME] DOUBLE TAKE [SECONDARY]

    • Number of pulses :: 1 → 3

      • Time between pulses :: 0.4s

    • PvP Damage per pulse :: 180 (+90% Power) → 80 (+40% Power)

    • PvP Knockback :: 180 (+90% Power) → 160 (+80% Power)

    • Core Knockback :: 1340 (+180% Power) → 1140 (80% Power)

  • MISDIRECTION [PRIMARY]

    • Missile size Increased by 10%

    • Missile speed increased (ability resolves about 10% faster)

      • Initial forward speed :: 2900 → 3000

      • Minimum speed going forward :: 0 → 500

      • Backwards speed :: 6000 → 6125

    • [BUGFIX] Attempted to fix a bug where Finii PRIMARY occasionally fizzled out without switching directions

  • BIG FINISH [SPECIAL]

    • Improved ability to initially capture the Core

      • Ability to hold captured Cores unchanged

    • Cores that have recently been boosted by Core Burst will more consistently escape.

    • Recast lockout :: 0.5s → 0.25s

    • Recast channel time :: 0.15s → 0.1s

    • PvP Slow reduced :: 25% → 15%
Juno
Juno can now consistently strike the Core at ALL points of her jump.

  • BLOB BOUNCE [SECONDARY]

    • [BUGFIX] Juno can now consistently strike the Core at ALL points of her jump.
Kazan
Kazan has been underperforming in win rate in most tiers of play. We're giving him a slight nudge to his most devastating, but also most fair, ability.

  • MADDENING DESCENT [OPEN SPECIAL COMBO]

    • PvP Damage and Knockback :: 180 (+90% Power) → 200 (+100% Power)

    • Core Knockback :: 1340 (+180% Power) → 1380 (+200% Power)
Kai
In upper tiers of play, Kai can't really hang. This will help him fit in with the damaging gamers a bit more.

  • BARRAGE [PRIMARY]

    • PVP Damage and Knockback :: 50 (+25% Power) → 60 (+30% Power)

    • Core Knockback unchanged
Rune
Everyone is banning Rune. Stop it. This should make him less annoying to play against in the goal but keep him relatively the same Forward.

  • UNSTABLE ANOMALY [PRIMARY]

    • Pillar duration :: 1.75 → 1.6

  • SHADOW SWAP [SECONDARY]

    • Pillar duration :: 1.75 → 1.6
X
In many tiers of play, X is not a popular choice! Why? I mean look at him, he is so fine and so cool. His hair is so rad. I am glad I am getting this buff. I mean he is getting this buff. haha.

  • BULL RUSH [SECONDARY]

    • PvP Damage and Knockback :: 200 (+100% Power) → 220 (+110% Power)

    • Core Knockback :: 1380 (+200% Power) → 1390 (+205% Power)


GEAR AND AWAKENINGS
[NEW] Fight or Flight

  • Gain 20% Speed for 1.5s whenever you hit something or get hit. Refresh your SECONDARY ability whenever you stagger an enemy or become staggered.
[NEW] Knife's Edge

  • Gain 40 Power and 30% Speed whenever you're within 400 range of the Arena's edge.
[NEW] Demolitionist

  • Gain 25% Size. Whenever you destroy or assist in destroying an enemy barrier, your cooldowns are reduced by 8s.
[ROTATED OUT] :: Catalyst, Fire Up!, Rapid Fire
Hotshot
The era of hotshot is coming to an end. Cores in general have been flyin' that we need to slow it down. Just a lil'

  • Core Hit amplifier :: 15% → 14%

  • CD reduction :: 35% → 30%

  • Max CD refund: 3.5s → 3.0s
One-Two Punch
As with Hotshot, we want to slow down cores a bit with One-Two Punch as well.

  • Hit amplifier for second hit within 2.5s :: 30% → 28%

  • Core Hit amplifier :: 15% → 14%
Pummelers
Overshadowed by the other schmoovement picks, Pummelers wasn't giving players what they needed!

  • Speed boost during power plays :: 20% → 30%
Spark of Resilience
We undid the "base" stagger buff from the last patch but are looking to have this particular spark scale better.

  • Base stagger :: 150 → 100

  • Stagger Bonus per spark :: 250 → 350
Strike Shot
Strike Shot has been underperforming other options as of late, so we're giving it a decently large bump in the right direction.

  • Missile Speed :: 1750 → 2000

  • Range increased by 75

  • Cooldown :: 11s → 10s
Timeless Creator
Strikers with creations were leaving them on the playing field timelessly. This will make them a little less timeless and smaller, but still effective.

  • Duration increase :: 70% → 65%

  • Size increase :: 50% → 40%
Vicious Vambrace
An unpopular choice, Vambrace was only kinda good on a small subset of characters. This will make it a better choice for anyone in the cast to pick.

  • Healing from hitting core :: 4% → 10% of damage dealt

    • (Ex: Healing from strike on Core 54 → 135) (Yes striking the Core counts as damage. The core feels pain. Think about that when you play.)
BUG FIXES

  • Kai no longer cancels his PRIMARY when his SPECIAL hits something.

  • Strike Shot indicator no longer disappears.

  • Sakura Wildstyle Rune now shows correct model when using in-game expressions.

  • Finii's Misdirection projectile will no longer disappear when it reverses course.

  • Kazan can no longer hit elusive allies with his Open-Form PRIMARY

  • Inky's Splash Zone water cannon audio will no longer sometimes play indefinitely

  • Various other minor bug fixes.
Regular Home Renovation Simulator - Harry Fink
Greetings, newcomer,

And welcome to the Regular Home Renovation Crew! We’re the best in the business when it comes to bringing all kinds of living spaces back to life: rusty houses, abandoned lodges, old churches, d̴̩̤̚e̶̞͇͊m̸̧͕̲͑̕o̷̡̪̅̌̎̂n̶̬͠i̴̙̐̋̈̊c̴̡̤̼̮̀ ̶̠̩̬̃́a̵̞̟͎̪͋̾̊l̸̝͆͘t̴̡̛̀͜â̴̜̌r̴͚̐̾s̷͎͕͉̽. Our motto is ”Any house deserves to be renovated!”

Here are a few of the tasks you gotta master to succeed here at Renovation Crew:

  • Paint the walls and change out the floorings. Just make sure to scrub off any… unwanted mess first
  • Fix the electricity. Don’t worry — all crew members are equipped with a handy flashlight, so you won’t be stumbling in the dark while you’re working on that.



  • Refurnish everything. New life starts with new furnishings, so feel free to destroy those broken beds and tables with your trusty sledgehammer.
  • Be thorough. The Renovation Crew doesn’t deal in half-measures; we will renovate every nook and cranny of your house, no matter how much mess is hidden in all those… oddly dark corners

Word of mouth is important in this industry! Here are just some of the reviews our crew received from satisfied customers all over town:

#Discussions_QuoteBlock_Author
What the hell are you doing here? You don’t belong in this place, outsider.



Whether you joined us because of your love for renovation or you wish to become The One That Wakes The Mother, it’s nice to have you at our Renovation Crew, newcomer.

Wishlist Regular Home Renovation Simulator to join the team!

https://store.steampowered.com/app/2601530/Regular_Home_Renovation_Simulator/

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