Fixed an issue where AI teams could sign a contract with your academy driver before their existing contract had expired
Corrected incorrect display of retirement plans in staff profiles
Fixed a bug where AI teams would sometimes fail to hire available staff despite having open positions
Resolved an issue where championship victory congratulation messages were repeatedly sent every week
Fixed a freeze when a private team owner (AI manager) retired and decide to sell all their shares,
Addressed a rare crash that could occur during autosave
AI teams now evaluate whether to promote an academy driver based on the average skills of drivers who available for next season contract, rather than the average skills of all drivers in the championship. This reduces the chance of an AI team replacing a top-tier driver with a mediocre academy prospect
Drivers now take into account the number of open seats in the championship when negotiating contracts. If no top-tier teams have vacancies, they may lower their team strength demands accordingly
	Bug Fixes
Fixed a bug where the UV glowstick light's intensity would fade away
Fixed a bug where you couldn't shake up a UV glowstick that's faded
Changes
Increased the brightness for dead players.
Made ghost orbs more visible and last longer.
Made it so dead players can interact with the laptop in the tent.
Misc
Removed some floating debris of Rookridge
	new engine version Unity 2022.3.17f1
fixed egg not showing up
Also wishlist my new game - https://store.steampowered.com/app/3856580/Underground_Durka_Ultimate_Drochism/
	1、修正了进入诏狱崩溃的BUG,完善了诏狱内部场景;
2、关闭了钱虎庄的如梦快捷酒店;
3、增加了赛博堂和钱虎庄吃个鸡吧炸鸡店的进门图,并修正了出门位置错误;
4、修正了圣殿平原的通行性BUG;
5、完善了钱虎庄村民不孕不育任务线;
	
	Hello Beloved Playtesters!
We’re back with a very VERY special set of patch notes today because we wanted to try something a little crazy…
Playtests are an opportunity for passionate players like you to work right alongside us developers as we experiment and try new things to really push the limits of our game, without the worry of disrupting the play experience of an unprepared audience. To celebrate our time together as playtesters we wanted to both go completely crazy with it, and provide a challenge for you all that our future players won’t have access to.
Gem costs have increased to across the board by an insane amount:
Ranger: 150>500
Sorcerer: 350>750
Chef: 750>1000
Bravescar Berserker: 250>500
Lil’ Red: 500>750
Biker Chef: 750>1000
Pet Wolf: 250>500
Pet Rhino: 500>750
Pet Dragon: 750>1000
The spirit of Dungeon Rampage has and always will be the grind for epic new loot, heroes, pets, and weapons! And we’ve been wondering for a while if we’ve been a little too easy on everyone with our Gem prices. We don’t want to lose that Dungeon Rampage magic that made new Heroes feel so special!
By pushing them to the limit we’re setting the goal posts, giving us a chance to understand how much is too much of a grind and where too easy really lies.
We wish luck to all our hardcore grinders determined to somehow unlock everything before we change these numbers to a far more reasonable level. 🫡
As mentioned in the last patch notes, Legendary Chests have been available in the grindhouse temporarily for testing. Today we’re phasing this feature out and adding one Legendary Weapon to the shop per day to compensate.

On the quest to remove the pay to win elements from Dungeon Rampage to create a more traditional progression, a few features have been left behind and don’t have a great home anymore. We’re removing a handful of these features:
Royal & Small Item Chests can no longer be opened with Gems
Coin & XP Boosters are no longer attainable
Keys can now only be purchased with Coins

We expect these changes to have an impact on the game’s economy and playtime so we will be keeping a close eye on things and compensating for these changes in other areas of the game if necessary.
For all in-game buffs and debuffs a small timer will be available at the bottom of the screen near chat informing you of how much longer you have before you’re back to normal!

A much requested feature finally here! No more toggling, we have actual real life working volume sliders for Music and Sound, happy listening!

If you’ve encountered a cheater or someone just truly mean, there are now buttons to Block and Report these jerks.

On the Daily Reward popup, you can see your currency!
You no longer loop when you encounter the popup that your friend’s Dungeon is full!
To get a good idea of how our gem changes will work, we're going to be wiping the servers for this update, good luck grinding!
As always, we couldn’t do this without you all. Thanks for being a part of the Dungeon Rampage team and thank you for helping make this game happen.
	
	🈶 Kanji Room:
✨ 15 New Kanji Added. First 50 Complete!
#36: 田 #37: 男 #38: 女 #39: 入 #40: 円 #41: 石 #42: 生 #43: 青 #44: 赤 #45: 白 #46: 百 #47: 千 #48: 出 #49: 月 #50: 夕
There are 50 kanji per room, meaning you’ll soon explore multiple floors to study the next 50.
Coming Soon:
Kanji sheet per room (covering all 50 kanji)
Kanji quiz per room (test your mastery of all 50)
-> New Mini Quizzes added:
Kanji #31–#40
Kanji #41–#50
⚡ New Card Available!
Now in the 2nd Card Shop: スサノオ (Susanoo): The storm god of Japanese mythology.
Susanoo is the impulsive younger brother of the sun goddess Amaterasu, known for his wild nature and fierce storms tied to the sea.
🌸 Coming Soon:
Separate classrooms for each JLPT level (plus Hiragana & Katakana) for a clearer, more structured learning path.
Cultural farming system: find seeds, plant them, and answer Japanese culture questions to help them grow and harvest.
New Lava Map: with added enemies and exploration.
and many, many more...
💬 Your feedback is always appreciated. Join the Discord, leave a Steam review, or post on the discussion page! :)
よろしくおねがいします。
ライト

	
	Latest push adds some basic bots. It's been a whirlwind getting them up and running and there's a lot of testing to do between that and playfab/mmr integration. Be sure to wishlist if you haven't, and be sure to join the discord if you haven't!
Much love,
VCF
	
	
PHYSICS  - Every map now have physics object the player can interact with and shoot, really makes the game come alive.
Alongside this, it has a TON of new features, hereby new weapons, new character, map adjustements and much more.

Every map now features new physics-props that you can move around and shoot - overall giving a much more dynamic feel to the maps.

I replaced dashing with sliding and an appropiate animation for such, let me know what you think!
Say hello to TWO new weapons, the boxing gloves and the nailgun.
The nailgun is a killstreak weapon unlocked by getting ricochet kills (ie revolver projectile bounce kills) and the boxing gloves are a close combat melee weapon. Punch specific combos for extra damage!

I've spent some time making the difficulties scale a bit differently. The easy and medium difficulties are much more forgiving - and on top of that, a difficulty for bots is automatically selected based on your player level. (Can be overridden for more exp of course)
Bots now also have a "initial fire delay" making them less aim-botty
The game now finally features some weapon/ammo HUD/UI. Really glad how this came out

I've completely redid the worksite map as it was due an update - let me know what you think and how it plays

I've also fixed a ton of smaller issues & bugs, read the entire changelog below!

Added physics props to every map
yes I could list all the maps and make this changelog be even more massive
Reworked worksite map completely - new layout
Added new weapon - the boxing gloves, use mouse1&2 to punch and deal extra damage if you punch certain combos
Added skins for boxing glove weapons (BiggieD's soul has been released)
Added a new killstreak weapon - the nailgun
Replaced dash in favor of sliding and added slide animation for all characters
Added killstreaks & boxing gloves to the tutorial level
Completely redid all bot difficulties - bots can now deal less damage yet receive more (on easier difficulties)
Added an initial fire delay to bots to prevent their aimbot nature
Added weapon UI/HUD to all weapons - weapon name and ammo count now shown & animated
Added two new character skin unlocks - both are secrets to unlock in-game
Removed old terminal/console that wasn't used
Optimized memory & CPU usage in a few cases - mostly regarding gamemodes
Heavily optimized the performance of players joining/respawning
Added a slide kill stat & daily challenges regarding slide kills
Removed framerate lock - game can run as fast as hardware allows if not limited in settings
Fixed "+1 kill" showing for suicides/explosion accidents
Fixed being able to revenge yourself
Reworked how killstreaks are handled (mostly behind the scenes)
Added a mouse cursor UI for when a secret is found (like how "+1 kill" works)
Added a ricochet kill stat
Made the lever action NOT be a ricochet weapon
Fixed weapons being able to damage players more than once (mostly seen on explosives)
Fixed a bug where the HE grenade killstreak could be invisible
Fixed volume of ricochet bullet sound
Fixed supporter edition skins counting towards global weapon unlock progression
Tons of other small fixes and changes
(soon 100 reviews omgomgomg tytytyty)
	As part of our participation in the online DevGamm Awards, we are hosting a sale and developer livestream!
Enjoy a 25% discount on the game and soundtrack until November 9. Now is a great time to jump in! 
Hilarity awaits as you watch the developers solve puzzles, work together, and grief each other in the 4 Player Co-op Levels!
Happy stretching! More good things to come this year! ːsteamhappyː
	
	I know it’s been a long time without updates, and I really want to apologize for that. It’s just me and one other person working on the game, and things have been moving slower than we hoped. We’ve been quiet because we’ve been focused on development, not because the project was abandoned.
The good news is that we now have a target in sight: we’re aiming to release in late 2026.
There’s still a lot to do, but we’re proud of how far it’s come and want to make sure everything feels right before showing more.
Thank you all for being patient and for not giving up on this project. Your support really means a lot to both of us, and we’ll start sharing more updates soon to keep everyone in the loop.
Oh, and a demo will come out when you least expect, watch out for that :D
Join the discord for faster updates:
~❤️ AHAKuo