Dungeonborne Settlement
Playing now
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0.0%of peak
All-time peak
212 Oct 2026
Playing now
0+0 vs. yesterday
All-time peak
212 Oct 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | The resource acquisition system has been simplified Previously, resources first piled up in the dungeon and had to be carried by porters before they could be used, which caused a lot of stress for players. 💦 We wanted to give the feeling that not only adventurers but also villagers were working hard, but the unintuitive structure and limited transport capacity couldn’t keep up with the game’s resource gains. This led to feedback and many negati… | 19357442 | |
| Game update | A defense battle with the bandits has been added Thank you for waiting.💦 Now you can use the bandit defense mini‑game to the left of your settlement. As the bandits’ level increases, bandits with different attack types are added one by one, and they generate faster as the level increases. The battle against the bandits is handled not by adventurers but by the settlement’s guards, and the player can change or upgrade the guard deployment to r… | 19331072 | |
| Game update | The cost of equipment crafting at the Smithy has been reduced The Orb and Crystal cost to craft equipment at the Smithy felt a bit excessive 💦 The goal was to let you obtain gear more easily without clearing dungeons, but it ended up becoming too much of a burden. Crystal costs have been slightly reduced, and Orb costs have been significantly lowered. Potion recovery amounts have been increased. Originally, I wanted to add features like potion mixing or… | 19237004 | |
| Game update | Gear Crafting and Tactic+ Bonuses Now Available Players mentioned that simply raising Attack and Defense when upgrading wasn’t enough 😞 So now, at +10 enhancement you get a random Tactic effect +1, and at +15 enhancement you get Tactic +2. The Tactic must be at least level 1 to apply its effect, and it can exceed the maximum level of 20. (Though rare, combining weapon and armor could yield a total of +6.) You can also now craft gear using r… | 19215145 | |
| Game update | Porter-related upgrades have been expanded. Upgrades to hire extra porters, increase their movement speed, and expand total resource storage have been added. 😊 These are limited to 10 upgrades each—not unlimited. They consume orb resources and help you transfer dungeon resources faster. A priority resource slider has been added to move a higher proportion of a specific resource. Sliding fully to one end may seem like 100% focus on one r… | 19201215 | |
| Game update | Fixed issue where multiple gear items could be equipped This might sound like an excuse, but when my precious friend—the script—doesn't go the way I expected, I feel really sad 😢 I test it over and over 😢 And yes, it's truly an excuse, because it’s my script. I want to apologize to everyone who was inconvenienced by this issue 😭 The reason I say this is that no matter how much I tested this time, I couldn’t reproduce the exact same bug... But the… | 19199901 | |
| Game update | Gear enhancement has been increased to a maximum of +15. +10 gear can be obtained by anyone using only common resources. From +11 onward, special resources are required, and the enhancement gain increases significantly compared to before. (I haven’t decided on the resource name yet 😳) There’s also a change in the Dungeon Selection UI. Previously, you could only choose levels from −10 to +10 relative to your highest cleared level. Even if you're much… | 19193891 | |
| Game update | The Equipment Inventory feature has been added and the game has changed a bit. Thank you for waiting 💦 I think development slowed down a bit because I was working part‑time to fund it💦 With the Equipment Inventory added, dungeon rewards no longer equip immediately but instead go to the inventory. Clicking the "slot" where equipment was shown opens the "Weapon and Armor Inventory". (Old equipment is also registered in the inventory, but since item data changed, I’d appre… | 19186223 | |
| Game update | Fixed an issue where the player adventurer would stop moving While playing in Hard Mode, after defeating a monster in the dungeon, the adventurer mistakenly thought they were still in battle with three enemies, so they didn’t move and tried to attack enemies that were out of range.😨 I’ve updated the code to better distinguish between current battle targets and actual attack targets. I sincerely apologize to anyone who experienced inconvenience.😢 | — | |
| Game update | Hard Mode Dungeon is now available. Thank you for waiting 💦 Hard Mode can only be explored by the main adventurer, and auto-repeat is available. Up to 3 enemies attack the adventurer, and a boss appears at the end of each floor. (Boss monsters have higher HP and defense than regular enemies.) You can obtain higher-grade equipment rewards upon completing a Hard Mode expedition. While I can't reply directly to Steam reviews, I rea… | 19158103 | |
| Game update | Support Adventurers Added + Some System Changes Support adventurers have finally been added. Thank you so much for your patience 💦 You can add up to 3 support adventurers by upgrading the inn. They automatically return to dungeon exploration after fully recovering their health, helping you gather resources more efficiently. They use the same stats and tactics as your main adventurer, but are slightly weaker when calculating attack and defen… | 19134822 | |
| Game update | I'm currently working on support adventurers who explore dungeons individually I'm currently working on support adventurers who explore dungeons individually. They won’t explore with you, but will automatically recover health at the inn and explore dungeons. As the inn is upgraded, one support adventurer will be added and explore dungeons automatically. Unlike your adventurer, they won’t equip gear and will only explore regular dungeons at random. (Hard-mode dungeons, whi… | — | |
| Game update | The screen size adjustment feature has been added. You can now choose between Full Screen, Windowed Mode, and Borderless Window from the settings menu. Thank you for your patience. 😊 | 19122586 | |
| Game update | The auto potion feature has been added. It is located at the bottom of the " Potion Shop " UI. You can configure it to automatically use potions based on remaining health, injury level, stamina, and fatigue. (By default, "Do Not Use" is selected.) If you want to use certain tactical effects at specific times, you can leave the toggle off and continue using potions manually as before. 😊 | 19121403 | |
| Game update | A feature to run faster in dungeons has been added. Adventurers now move faster inside dungeons. You can enable this feature in the dungeon selection screen. Also, your auto-repeat exploration settings will now be saved. 😊 | 19119110 | |
| Game update | Auto-repeat exploration has been added. Thank you for your patience. 🥹 If you encounter any issues with the game, feel free to let us know. | 19116961 | |
| Game update | Developing auto-battle and auto-loot features We are working on features for auto-repeat battles and automatic equipment collection. These will allow you to repeat the same difficulty and automatically collect gear obtained from successful explorations. The update is expected to be released as early as today, or by tomorrow at the latest. Thank you so much for your purchase. 🥹 | — | |
| Game update | The "Run in background" option has been enabled. The "Run in background" option has been enabled. It seems we missed a feature that should have been included. If you experience any inconvenience or need additional options, please let us know.😢 | 19110339 |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.