Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Cryptr›Events›Stability Patch #1 - 2026.20.07
Game update

Stability Patch #1 - 2026.20.07

Cryptr · published 51 days ago

All eventsPlayers around this dateRead on Steam

Launch Stability Patch

A focused patch built straight off your feedback. A couple of reviews called out the tutorial breaking in co-op and the game feeling buggy at launch, so I spent the day hunting down the worst offenders. Here is what changed.

Fixes

- The tutorial is solo only now. Running the Trial Grounds as a co-op party could leave the host stuck between lessons if a teammate desynced or wandered off. The tutorial now always runs as a clean solo session, so you can finish it start to end without a networking hitch. Jump straight into co-op for the real dungeons once you know the ropes.
- Smoother framerate during teleports and cinematic moments. Any time the game briefly took control of your hero (a teleport dissolve, the tutorial's gate-reveal camera pan, a fall or stuck recovery) it could quietly flood the log every frame and drag your framerate down until control returned. One shipped session logged over 80,000 of these. That is fixed, so those moments stay smooth.
- Coming back to the Tower keeps your class. Returning to the hub could force you to re-pick your hero at the table every single time. Your selected class now spawns you back in directly.
- No more instant fake "Dungeon Cleared." A misconfigured dungeon with nothing to fight could pop a false victory the moment you entered. A dungeon like that now just returns you safely to the hub instead of handing you a bogus clear.
- Casters and archers score properly in solo runs. Run scoring was counting bot allies in a way that shortchanged ranged and spellcasting classes. Solo runs now score your own performance cleanly.
- The objective tracker no longer shows a broken box on completion. Finishing an objective tried to draw a checkmark in a font that does not carry that symbol, so it came out as an empty square. The title now simply turns green when complete (red if it fails), which reads clearly. The same stray box on the Workshop browser's "Subscribed" button is gone too.
- A failed hero spawn recovers gracefully. If your character failed to spawn on entering a level, it could soft-lock you. The game now recovers you to the hub instead of leaving you stuck.

Co-op

- Camera following. After a teammate joined or someone swapped classes, your view could occasionally snap to follow a teammate instead of your own hero. Fixed.
- Class co-op pick stability. Claiming a class no longer writes to a body that is being torn down mid-swap, which could leave your pick in a bad state.
- Party-wipe state resets between runs. A leftover wipe flag from a previous run could carry into the next one; it now clears when the session starts.
- Cleaner menu audio. The class-select screen could end up with two audio listeners fighting each other. Now there is one, as intended.

Mods

- Two mods that add same-named classes no longer overwrite each other. Class exports are now keyed uniquely, so a "Paladin" from one mod and a "Paladin" from another can both exist without one clobbering the other.

Classes

- All classes but wizard lose their elemental summon talent.
- The Ranger's bow has a subtle shimmer. I removed the orbiting glow auras from a few Ranger talents (they read as a distracting orb) and replaced them with a soft blue emissive shine on her bow, her signature look.

More from Cryptr

Other announcements

All events
Game update16 Aug 2026Combat and Stability PatchDungeons · Five dungeons fight back again. The spawners in the three Sky Citadel levels / Ancient Caverns / the Crucible had lost the list of enemies they were meant to emit. 63 spawners sat there doing nothing while the objective still asked you to destroy them. Every spawner in the game emits again. · Enemies now appear on the floor beside a spawner instead of inside it. A skeleton could prev…CryptrGame update12 Aug 2026Patch 1.0.129: Crashes, Combat Feel, and PerformanceUpdate 5 fixed the dungeons that could not be finished. This one is the follow-up: three crashes that got reported since, a batch of errors that were costing frames without showing up as anything obvious, and the combat timing work that missed the last build by a few hours. Crashes · Fixed a crash when building or previewing a custom class in the Class Forge. · Fixed a crash on entering a dunge…CryptrGame update4 Aug 2026Cryptr Update #5: Frame Rate, Finishable Dungeons, and Co-opUpdate 5 Someone refunded Cryptr with the note "frame rate too low." I went looking for the heavy content that was costing the frames and did not find any. What I found instead were three configuration bugs, and one of them meant the game was very likely putting your PC on the highest settings it owns whether or not your PC could run them. That is not your hardware. That was me. So this update…