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1 HP DUNGEON›Events›1 HP DUNGEON v1.1.5
Game update

1 HP DUNGEON v1.1.5

1 HP DUNGEON · published 4 days ago

All eventsPlayers around this dateRead on Steam

Full key rebinding

  • Every keyboard action can be remapped in Settings. All 20 of them: interact, drop, the four spell slots, the four weapon slots, map, inventory and chat. Only Esc stays fixed, since it is the rebind screen's own cancel.
  • Dash now answers Shift as well as Space.
  • Rebinding a key another action held frees it instead of sharing it. The robbed action reads UNBOUND in its settings row and in the world, so you can see what still needs a key. RESET CONTROLS restores the defaults.

Fixed: a rebound key could lock you out

  • An action left unbound came back on its default after a restart while the key's new owner still held it, so one press fired both. That is what made the Crystal of Souls refuse to open for some players. Unbound now stays unbound across launches, and gamepad bindings are never touched.
  • World prompts print the key you actually bound, and the revive prompt says HOLD.

Readability

  • Grown, snow, drift, earth and dune floors are calmer. Ground tone and grass now sit under a hard brightness and saturation ceiling, so foliage reads as grass instead of glowing over the things standing on it.

Interface

  • The inventory opens complete on the first frame. The unroll animation is gone and the first name is struck whole.
  • The Crystal's turn plate sits centred under the wares with its price on the button. The ask doubles per vault and per turn of the same Crystal.
  • The wares stand up one at a time as the Crystal opens.
  • Tutorial fix: the blade slot is named by its own key instead of the wrong "mouse button 5".

Appearance

  • Ember and blood, orange and red, added for hair and for cloth.
  • The Ward Mantle is reshaded with real folds, a lit crest and a shadowed hem instead of one flat slab.

Movement

  • The stride survives a turn. Reversing direction no longer flashes the standing pose mid step.
  • The body leans a pixel over the planted foot each stride. The weight shifts, the sprite does not slide.

Multiplayer

  • Enemies stop rubberbanding on the client. Enemy updates are stamped by the host, capped to one packet each, and bodies near a player ship first.
  • Fixed a hang when changing floors while a previous floor was still generating.

World

  • Fixed props spawning inside chamber doorways.
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Other announcements

All events
1 HP DUNGEONGame update2 Sep 20261 HP DUNGEON — v1.1.4 (build 2524)VISIBILITY - The aim reticle no longer vanishes in dark areas: it now sits above the dark-chamber roof and outside the hall's ambient light grade. - Enemies stand out from grass and floor debris: a deeper contact shadow under every hostile body, and a higher ambient light floor in the darkest halls. HALLS - Rooms up to 30% larger (11–17 tiles) and the map grown to 108×80 to hold them; more floo…1 HP DUNGEONGame update2 Sep 2026Build 2507 — patch notesFixed Dark halls were too dark to fight in. The darkest rooms are now lit to a readable level. Every hall keeps its own mood and color. Multiplayer sync status broken when a player disconnected and re-connected Changed Two players was too easy. Each extra player now adds more enemies (+75%, up from +60%), and a party's own gear now calls down a harder boss court instead of just more bodies. New…