Golden Chambers is now officially a part of Golden Light Megafranchise
Loading screens are replaced with interactive story scenes
Working on tactical strategy combat gameplay levels
New Sawmill story level/room/chamber
Main character's inner thoughts will now bombard your ui
Medium difficulty now has damage scaled up
send kisses please
New Content:
- Added a hacking mini-game for detectors.
Improvements:
- Updated the main menu.
Fixes:
- Fixed several AI-related bugs.
Thank you for your support!
After 6 years of development, we’re thrilled to announce that Duil will officially launch on November 27, 2025!
Explore dark and mysterious worlds, face challenging bosses, and experience the full action-packed Metroidvania adventure you’ve been waiting for.
Check out the demo if you haven’t yet, and don’t forget to add Duil to your Wishlist so you’ll be ready for launch day!
👉 Add to Wishlist
Alright gang, it's here!
For anyone who's been asking so far, the native Linux version of Love Craft is now available!
This also means that the game is fully compatible with Steam deck.
Also, Cloud Saves are working perfectly not only on Linux, but across operating systems, which means full cross-platform Cloud Saves are now operational!
To be able to do this I've had to download Linux for the first time, which let me tell you, not that intuitive at first lol.
If you encounter any weird glitches in the Linux version, let me know through the in-game bug report button, and I'll get to them as soon as I can!
There's also a few small fixes for all versions:
Fixed some misspelled words in the script
Changed the game's desktop icon for macOS to be more in line with the style of mac icons.
Thank you all for the continued support! 💖
Hey folks, Kevin here with a bit of an update on what we have been focusing on over the last month.
Over the weekend we brought the game to “Let’s break games” where we tested some of the new functionality. It is always a massive pleasure to see players enjoying the game and it was excellent to get some feedback on the new features, including Sigils and Shops.
Sigils are permanent buffs which can be attached to individual tomes to provide benefits both inside and outside of battle. The more recent playtest version of the game had this in the form of “innates”, sigils will override this system and allow you to modify the buffs and build the tome in different ways.
Initially there will be a limit of 3 per tome but this will vary between tomes and be expandable via shop and event options throughout a run. If you have empty slots you can move a sigil, or if you don’t, it can overwrite another sigil. Moving and removing sigils is something that Paige can help you with, more on that below.
By default combat sigils will trigger on the first cast per turn, this is to incentivise players to make use of all their tomes. This is however something that can be overridden with certain cards, secondaries and other sigils.
Some examples we're going to start playtesting with are:
-1 mana for primary spells cast from this tome
Enemies take 2 damage for each tile they are pushed
If the tome’s HP is below 50%, add 4 damage
+1 range to this tome when this tome kills an enemy
draw a card Cards associated to this tome appear more often as rewards
Tome heals 5 health at the start of each combat
+5 movement on the first turn of combat
When hit, reflects 2 damage to attacker
All attacks from this tome are Lobs
Deals 2 damage to any unit whose tile the tome passes through
+13 Pages (gold) at the end of combat
Conservator Paige is a bit tired with you constantly bringing her destroyed library property, but she understands why you do it, and she will keep helping you in exchange for you retrieving the arcane pages scattered around the corrupted sections of the library,
At LBG we tested a complete shop also stocking card related items, as can be seen in the screenshot, but Paige in her final implementation will exclusively focus on and your tomes.

At her station you can purchase:
Book binding and repairs.
Purchase and installation of sigils.
Removal of bound sigils.
Transfer of simple sigils between books.
Spells, secondaries and card related services will be accessible via a different shop that we will cover in a future update.
In addition to the above we have also been working on features listed below:
The Librarian is back, he still needs some love and well get a dedicated devlog soon, but he’s had a makeover and doing a bit better.
Battlescreen Selection UI Overhaul
Targeted tiles now have a reticle UI
Selected and Selectable tomes have bespoke battlemap UI
New UI for hovered tiles
HUD changes
All new UI to show off mana, steps, deck, discard, end turn and rewind.
Enemy vitals now displayed in the top right to declutter the battlemap a bit. Also they are sorted in turn order to help forecast the upcoming turn.
Additional information about tomes can now be found in the top left hand side.
Our first tileset, the crypts, has been neglected for months, so we have started redecorating in lovecraftian style.
Slight buff to Jester innate
Game now saves on loading any room
Material improvements to performance through better use of sprite atlases and lights (even my laptop can run it now!)
Changes to card layout
New Mana Icon
Numbers in the battlemap are more legible thanks to the introduction of new fonts.
Added Meat cleaver card and prefab to test more of the butcher tome.
Added GuZombie
Switched out front shelves for more thematic spites and assets.
Removed a few thousand sprites that were not being seen by anyone.
Move highlight no longer breaking after a few moves
"Esc to main" menu fix
Several Next turn bugs fixed, (including the infamous “cardswaitingtobedrawn” bug) LBG showed us that some are still lurking.
Drone bees less likely to succumb to their nature and bug out
And many more
We are getting closer and closer to releasing a closed playtest, if you want to join in, jump in on the Discordhttps://discord.com/invite/XkrevyJuwTserver.
Extra tutorials for every Faction!
Ambience volume now has a slider in the options menu
Impact sound effects for most Projectiles
Supercharger: can't be resummoned during combat
Entombed Terror: art now fits better with its "Ancient" tag
Toy Turret: new art!
Research Facility now adds an Enchantment to your inventory at start of combat
Spell Factory now generates 2 random Enchantments
Latching Spore now gives +10 Lifesteal instead of +5
Bonfire now gives a 2% Cooldown decrease instead of 1%
Tesla Coil now loses 1 Damage instead of 2 and Cooldown is 1s instead of 0.9s
Bathhouse now has a 2s Cooldown instead of 3s
Crash when pressing spacebar while enemy board loads
Crash when multi-selecting and clicking in the inventory
Ambience sound wasn't playing
Graveyard in Pacifist could still resummon Weapons
Hi heroes!
"Crown and Adventure" attends the Ancient Costume Game Festival on Steam! And 11.04 patch update is released, thanks for your love and support!

Adjusted the effect of \[Magic Circle] Ability; it will affect all heroes in the same legion now
Optimized the recruitment condition text for \[Carlos, the Candle Shadow] to reduce ambiguity
Removed the \[Riding Entry] node from \[Elia Berry]'s talent tree; \[Riding Entry] ability becomes her initial ability now
Fixed various issues occurring after recruiting \[Lavia Bianchi]
Fixed an issue where defeating \[Li Wang] did not properly claim the item for \[Soulless Apologist] unlocking
Fixed an issue where the battle result was not properly settled
Fixed abnormal dialogue texts for \[Ma San]
Fixed an issue where the \[Mount Instructor] ability would not properly work after loading a save
Fixed an issue where completing the \[UNDERDOG'S FIGHT] Mission did not properly grant the \[GET READY FOR DEFENDING TWIN CITIES] Mission
Fixed an issue where the \[SHATTERED TEAR] Mission
Fixed an issue where \[Carlos, the Candle Shadow]'s talent node would display improperly
Fixed an issue where players could improperly accept the \[Swan Knight] Mission at the tavern
Fixed abnormal dialogue issues with \[Covenant Chest] and \[Arcane Tower]

We will continue to optimize and update Crown and Adventure in the future. Thanks for your support again!
Only 2 days remain before the release of Next Run, and today we present a new class - the Lord.
The Lord is a unique class for both RPGs and roguelikes, combining the gameplay of strategy and role-playing.
More than any other class, the Lord focuses on capturing and developing regions through various buildings.
Villages, Sawmills, Mines, and Farms provide a steady income of resources. These resources can be invested in constructing buildings such as Barracks and Mage Guilds, which in turn enhance the Lord’s Skills and open new opportunities.
Players will face strategic choices:
- Build new structures or upgrade existing ones?
- Expand territories or focus on controlled regions?
- Invest in resource production or in improving Skills?
Some map locations enhance building efficiency - for example, the Necrocastle dungeon increases the efficiency of all nearby Mage Guilds by 50%.
Class features:
- First Talent - Stewardship: +2 controlled Villages or Buildings.
- Second Talent - Dexterity: speeds up Construction and Upgrading.
- Starting assets: 20 Gold, Basic Hammer.
- Starting Blueprints for various Buildings.
- Ancestral estate: starts the game with one region already under control, providing +1 Gold per day.
Weaknesses:
- Requires time and planning before investments start to pay off.
- Low effect from Strength and Endurance - direct leveling is almost useless.
- Unlocks after completing the game as the Crafter.
Lord - the perfect choice for those who prefer strategy and economy, yet wish to experience them in the pace of a roguelike.

Version 0.2.6.4 Mouse Bloobimization
Updates:
Improved Auto Tracking to try find another tracking target if you run off Traps or bait, if you run off both it will stop.
Added Mouse Bloobimization, you can now change your mouse cursor colour at Rainbow Bloob next to the bank.
Bloomveil Wyvern changed to level 90 Beastmastery previously 95.
Shrieker Mushroom change to level 95 Beastmastery previously 90.
Devotion Prestige Level 3 now ignores level requirements upto level 200.
Tooltips for the Inventory and Bank now support upto quadrillion for Gold amount and are now coloured to match.
Bug Fixes:
Fixed Tooltip Error for Forgotten Docks saying Gold twice.
Fixed Brumal Wyvern having the wrong combat style icon shown on the hp bar.
Fixed Auto Mining skipping Adamantite.
Fixed Auto Teleport ( magic training method ) skipping teleports past level 115 magic, changed teleport cost from level 115 to 175.
Fixed Sounds that are repeatedly asked to play to debounce/skip for instance a skill levelling up in rapid succession will play once or twice not 30 times.
Fixed Omni Altar stating you need Level 92 Dexterity.
Fixed Tracking Bonus xp from SoulBinding showing incorrectly.
Fixed an issue with How To Play not opening on first load.
Fixed an issue with Setting a target not displaying over skill guides.