[c]'Card Visibility Coloring' in Settings Menu[/c]
[c]An example of Darks + Hi-Vis[/c]While the game is releasing in Early Access we are quite content with where it's at in terms of design and direction of the core experience, but we think there is still room to improve, balance and explore new possibilities within the framework of the current game mechanics and look forward to community feedback and engagement. -AB

- Added an option to disable minigame spawning for mining
- Changed the dungeon reward room error text to state that you must loot the chest before leaving
- Fixed an issue with stat chests becoming un-lootable after accidentally leaving a room while one is open
- Fixed an issue with the shortcut to the goblin area
- Fixed an issue with the area moving to the goblin boss
- Fixed a crash with trails/footprints in online mode

We would like to thank you for your interest in and support for Desktop Heroes. We read and evaluate every comment and review, and we are continuously working to improve the gaming experience for all of you. Although we are a small team, we do our best to provide updates and fix issues as quickly as possible. While we are working on major updates, we are also trying to implement minor changes as soon as possible. Daily updates don't mean we only tweak minor parts.
We’ve received some feedback about the game not being entirely idle. This is correct: Desktop Heroes is not designed to be a game that you can set up and leave running for hours without interacting with it. Unlike other 'bottom-of-the-screen' games, we aimed to create a hybrid experience combining both idle and focused gameplay. Once your character is somewhat upgraded, you can leave them idle in safe maps, allowing you to continue earning gold, collecting loot, and strengthening your character. At the same time, you can return to the game at your own pace, equip better items and explore deeper areas of the maps.
This is not a game where you set up a production system and then collect resources after 24 hours. As an ARPG-style game, the pace of your progress is in your hands. While Desktop Heroes may not be ideal for those who want a fully passive experience, it can be more satisfying for players who enjoy actively engaging with the game. We are working on solutions to make idle play more accessible, but the game will never be fully passive. Our goal is to create a hybrid gameplay style with options for players who prefer a more passive approach.
We will continue to develop and improve Desktop Heroes, and your support and feedback are invaluable. Please keep sharing your thoughts and suggestions with us. We read all of them, evaluate them carefully and implement the ones that fit the game.
Thank you for playing Desktop Heroes! Have fun!
- Ghost HP reduced by 35%, spirit damage multiplier reduced by 35%, lowered physical/electrical/spatial damage resistance.
- Added new random drops for Ghosts.
- Added several Energy Bar spawn points in Farm Town.
- Extended the dialing time window for the **Halloween telephone event**.
- Slightly increased night time brightness.
- Senior Engineer spawn rate increased from 50% to 65%.
- Melee attacks now also destroy Cardboard Box, but players deal higher melee damage at the moment the box vanishes. Our apologies to all ninja ducklings!
- Added telephone sound effects.
- Mod descriptions now support escape sequence parsing.
- Workshop uploads no longer overwrite existing descriptions.
- Fixed an issue where ringing the bell could spawn multiple waves of enemies.
- Fixed Animal Trap not disappearing after activation.
- Night Vision stats now correctly display decimal values.
- Pumpkin lanterns now hide the wearer’s mouth when equipped.
- Totems will no longer be placed in the Tote Bag.
Necromancer Test Version Update
Bug Fixes (General):
Fixed the bug where Wraiths in Difficulty Runes could be resurrected.
Fixed the bug with abnormal behavior of the return-to-camp interface.
Fixed the bug where the Ranger’s refreshed talents failed to take effect (players encountering this issue are advised to reset their talents).
Fixed the bug where the Ranger’s Lightning Arrow could not receive projectile talent bonuses.
Fixed the description issue with the Luck stat.
Bug Fixes (Necromancer Test Version):
Fixed the bug with abnormal costumes for the Necromancer character.
Fixed the bug where destroying the heart caused backpack issues.
Fixed the bug where abnormal drops of certain books prevented achievement completion.
Fixed the bug where dungeons wouldn’t end after 20 minutes.
Content Optimizations:
Optimized performance issues where excessive bullets from the Ranger caused lag.
Improved the display of exclusive dungeon drops (added important items to the dungeon selection screen).
Optimized the summoning speed of the Necromancer’s skeletons and golems, making it easier to reach the summoning limit.
Skill Adjustments:
Increased the damage of lingering blade marks from 【Blazing Blade Technique】.
Enhanced the damage growth of 【Lightning Retribution】.
Reduced the damage growth and base values of 【Blade Storm】.
Increased the damage and growth of 【Mace of Thor】.
Increased the damage and growth of 【Mace of Earth】.
Increased the damage and growth of 【Mace of Frost】.
Boosted some damage values in the 【Mace of Frost】 build.
Increased the damage and growth of 【Fireball】.
Increased the damage and growth of 【Barrage Shot】.
Increased the damage and growth of 【Arrow Rain】.
Increased the damage and growth of 【Sword Qi Slash】.
Necromancer Test Version Update
Bug Fixes:
Fixed the bug with abnormal costumes for the Necromancer character.
Fixed the bug where destroying the heart caused backpack issues.
Fixed the bug where abnormal drops of certain books prevented achievement completion.
Fixed the bug where dungeons wouldn’t end after 20 minutes.
Content Optimizations:
Optimized the summoning speed of the Necromancer’s skeletons and golems, making it easier to reach the summoning limit.
The demo version adds a new Hall of Heroes, introducing 24 new Heroes with different characteristics from three cultures: China, Japan, and Europe. The currency needed to exchange for Heroes is obtained from player rankings.

Our final major update...
Do you have what it takes to face this challenge? Follow us on Bluesky

Level 4, new enemies and a new Boss
All ships (except the Golden Ship) have a slightly higher starting speed, Golden Ship speed lowered,
Nerfed the Hammer Ship (lowered HP from 150 to 140),
Raised Hammer Ship and Boost Ship ability cooldown,
Improved ship ability descriptions,
Improvements to speed stat draw in ship menu,
Reworked how light interacts with chests, upgrades, and arrows pointing towards upgrades, to improve visibility,
Lowered opacity of the dark overlay by 10%,
Increased controller sensitivity,
Continue button in the main menu is greyed out if no game is currently active,
Added a screen shake effect when taking repeated damage
Fixed a bug with how the boss of Level 2 would react to knock back,
Fixed a bug we had left in on purpose where randomness value would make the main menu ship sprite rapidly change, leading to eye strain and headaches,
Fixed a bug where winning while in the level up screen glitches the game, requires closing and reopening to fix,
Fixed a bug with the gold cost appearing when an upgrade is fully levelled up,
Fixed being able to activate the buddy explosion without losing it if you hit while picking up a buddy,
Fixed weapons not selling properly when using a controller
Buffed the Picayune (15 HP -> 50 HP; raised max size and lighting),
Picayune makes a sound when defeated,
Fixed the event reward, the Cyl Buddy, to work as intended,
Cyl Buddy becomes correctly unlocked as a rare buddy variant after rescuing it once,
Improved Buddy Ship sprites
Minor adjustments