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Spark in the Dark›Events›Update 0.3.17
In-game event

Update 0.3.17

Spark in the Dark · published 6 days ago · build 25128051

All eventsPlayers around this dateRead on Steam

Hello everyone!

Lately, most of our work has focused on building the deeper tiers of Dargroth. This is a major undertaking: we are creating new areas, creatures, and challenges for the journey deeper into the Dungeon.

At the same time, we continue to develop the existing parts of the game. We are adding more content and polish to the current tiers, refining mechanics and balance, improving the interface, and fixing issues reported by the community.

That is why we are releasing Update 0.3.17 today. It introduces the new Hero Traits system, new creatures and items, completely redesigned Morrochs, combat changes, and many other improvements.

Update 0.3.17

Hero Traits

We have added a new Traits system. The hero now gradually develops permanent traits based on their actions and experiences.

Being poisoned, bleeding, getting caught in traps, fighting at critical Health, resisting Fright, and the hero's chosen combat style can all influence their development.

For example:

  • Hardy increases maximum Health;
  • Bad Blood reduces poison damage but makes healing potions less effective;
  • Sharp Eye improves crossbow accuracy;
  • Light Step increases stealth;
  • Heavy Hand increases damage with axes and hammers;
  • Shield-Bearer reduces the Stamina cost of blocking with a shield.


A new trait manifests while resting. The hero can have up to three regular traits at a time, allowing their personal history to gradually shape the rest of the journey.

Third Tier and New Creatures

New creatures known as Kraels have appeared on the third tier of the Dungeon.

The enemy roster has also been reworked: there are fewer weaker spiders, and creature generation now better accounts for different types and variants.

Morrochs

The appearance of Morrochs has been completely redesigned.

New reinforced Morrochs have also appeared. They are larger, stronger, tougher, and better protected by armor. Their numbers depend on the tier and selected difficulty.

Undead Can Now Run

Undead can now break into a run when they spot the hero from far enough away. Armed Undead can finish closing the distance with a running attack.

Creature Immunities

Some creatures are now immune to poisons, Bleeding, or certain negative effects.

The hero will notice this during combat, and each discovered immunity will be added to the Bestiary.

Ghosts

New ghosts can now be seen with the Ghost lantern on the second and third tiers.

A reward has also been added for completing Yargee's story.

Surgical Kit

A new medical item, the Surgical kit, has appeared in the Dungeon.

It can remove Deep Wounds and Chopped Wounds while exploring the Dungeon, without waiting until the next rest.

Combat System

The finishing move with a two-handed sword has been refined, and weapon weight now has a greater impact.

Destructible objects now react to the direction and force of a hit. The hero's backstep animation has also been improved.

Skills, Armor, and Conditions

Armor skill progression has been revised.

The type of armor worn now has a more precise effect on the chance of sustaining an injury. New armor enhancements that increase unarmed damage have also been added.

Blindness now affects lockpicking, descending ropes, and moving through narrow passages.

While moving through a narrow passage with a lamp in hand, the hero now has a chance to notice a poisonous spider and avoid stepping on it.

Resting

A new effect, Recent Rest, temporarily prevents the hero from using another resting place.

The duration of Cheerfulness has also been increased.

Tier Balance

The difficulty curve has been reworked: the first tier is now slightly easier, while the third is more challenging. These changes affect creature generation, variants, conditions, and equipment.

On the first tier, Darkness builds up 25% more slowly—closer to the surface, it is not yet as concentrated or aggressive as it is in the depths of the Dungeon.

Items and Interactions

New items have appeared in the Dungeon:

  • Miruvor—a rare ancient drink that reduces slowing effects;
  • Bronze—bronze plates used to upgrade armor;
  • Armor Piercer—a new reinforced crossbow of the Ancients that can be found on the third tier.

Also:

  • arrows can now be dropped in stacks;
  • bear traps can now be picked up and dropped correctly;
  • skill books now display their weight and can be moved between containers or discarded;
  • amulets now display their remaining charges after use;
  • the use of bandages and antidotes has been improved;
  • moving cabinets now requires sufficient Strength;
  • new hero reactions have been added for poisons, unknown liquids, and discovered items.

The available lamp types have been redistributed between tiers: the Ghost lantern now appears on the second tier, and the Lantern of underground scouts on the third.

Heroes

Hero body types have been updated. The Warrior and Blacksmith now have their own builds and look a little more powerful :)

Dagger Throwing is no longer a starting skill for the Warrior and Thief. It must now be learned from a skill book found on the second tier.

Interface and Graphics

Individual interface elements have been improved, and all icons for items, attributes, classes, skills, effects, and creatures have been reworked.

Performance has been further optimized, and players can now select the anti-aliasing method in the graphics settings.

World and Texts

New notes about human factions have appeared, and the lore texts of several items have been reworked.

New records, memories, and voice lines related to Bloodguzzlers and the existing areas of the Dungeon have been added.

New books and notes have also been added to the third tier. They expand the history of the Ancients and reveal more about the Great Librarium.

Localization

Polish and Brazilian Portuguese localizations have been added.

The quality of most other translations has also been improved.

Also Included

  • Blindness and Stunning now affect creatures' sight and hearing.
  • Creature voices, footsteps, and other sounds now change when their source is behind a wall or closed door.
  • The states of grates, lamps, and hidden passages are now saved more reliably.
  • Generation stability has been improved.
  • Tutorial and hint progress is now preserved between game sessions.
  • Numerous fixes and smaller improvements.

Existing save files are compatible with Update 0.3.17. However, for the best possible experience, we recommend starting a new playthrough so you can see all the changes, improvements, and fixes.

Thank you to everyone who continues to share feedback and report issues. It helps us improve the existing tiers while preparing the next stage of the journey into the depths of Dargroth.

We wish you exciting adventures in the Dungeon!

More from Spark in the Dark

Other announcements

All events
Game update5 Sep 2026Hotfix (0.3.17.2)Change List · Fixed a visual issue that caused blood to glow on macOS. · Fixed a visual issue with hidden passages. · Improved compatibility with older save files. · Minor text fixes. Thanks!Community25 Jul 2026Development Update: The Road AheadHello everyone! We wanted to share a quick update on what we've been working on recently and what you can expect over the coming months for Spark in the Dark. Gameplay Update — Late Summer / Early September Our first milestone is a major gameplay update, currently planned for late summer / early September. Rather than adding a new layer, this update focuses on making the existing adventure deep…Game update13 Jun 2026Patch (0.3.16)Hi everyone! We’ve released a new update with a number of improvements, fixes, and gameplay refinements. Change List · Improved the Dodge calculation formula. Heavy armor now applies a -10% Dodge penalty, while light armor grants a +10% bonus. Previously, heavy armor had a noticeable advantage over other armor types. · Added a finishing move animation for two-handed swords · Added new hit react…