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
Oathbreak Dungeons DemoEventsTHE CHAOS OVERHAUL UPDATE
Major update

THE CHAOS OVERHAUL UPDATE

Oathbreak Dungeons Demo · published 12 Sep 2026, 05:32 UTC · build 23118024

All eventsPlayers around this dateRead on Steam

THE CHAOS OVERHAUL

Oathbreak Dungeons v0.0.2


The Abyss has changed.The Chaos Overhaul is the biggest Oathbreak Dungeons update since launch — and it touches nearly every part of the game.Online multiplayer has been rebuilt, Weapon Fusions have gained new Forms, bosses and minibosses have received major overhauls, the rune system has more than doubled in size, the soundtrack has gained an identity of its own, and the entire core of the game has been prepared for high-resolution and high-refresh-rate displays.There is also a new final boss waiting at the bottom of the Abyss.And he remembers you.

HIGHLIGHTS

  • NEW FINAL BOSS — Lich of Memories
    A unique arena, attacks, soundtrack, and reward.

  • 3 NEW MINIBOSSES
    Swamp Hydra, Glacial Guardian, and Ancient Iron Golem.

  • REBUILT STEAM P2P MULTIPLAYER
    Major improvements to room, player, item, attack, buff, and progression synchronization.

  • REWORKED WEAPON FUSION
    Now featuring 8 mechanically distinct Forms.

  • 113 NAMED RUNE COMBINATIONS
    Up from 53, plus procedural effects for combinations without a specific recipe.

  • A NEW MUSICAL IDENTITY
    Unique themes for different stages of a run, minibosses, and final bosses.

  • DRAGON AND JOKER REDESIGNED
    New attacks, behaviors, and exclusive Relics.

  • 120Hz, 144Hz AND BEYOND
    True high-refresh-rate support without changing the speed of the game's logic.

  • MAJOR PERFORMANCE IMPROVEMENTS
    Projectiles, particles, lighting, post-processing, and multiplayer.

NEW FINAL BOSS — LICH OF MEMORIES


A third final boss joins the rotation alongside the Dragon and the Joker.While the Dragon dominates through brute force and the Joker turns Chaos into a weapon, the Lich fights in a much stranger way:he turns memory into an attack.During a run, translucent echoes of defeated creatures may briefly appear throughout the environment, accompanied by the message:

“Someone... is still watching.”


During the battle, the Lich uses Soul Bolts capable of passing through platforms, teleportation, summons, and storms of memory.

MEMORY ECHO


The Lich records his own movement.Periodically, a spectral copy retraces part of the path he previously traveled — and can attack from positions where the real Lich stood seconds earlier.During the second phase, his memories begin to overlap, culminating in the Memory Storm and considerably more aggressive patterns.The Lich also has his own arena: a ruined crypt filled with books, shattered shelves, and fragments of a story that may have been better left forgotten.And, of course...his own Steam achievement.

FINAL BOSS RELICS


All three final bosses now have exclusive rewards.

HEART OF EMBERS — DRAGON

While above 50% health, your attacks deal +20% damage.

MARKED CARD — JOKER

Every 7th attack deals double direct damage.

BREATH OF DEATH — LICH

After avoiding damage for a while, you begin to recover health.Unlocking a boss Relic for the first time now triggers its own cinematic reveal, making these rewards immediately recognizable as something different from ordinary cards.

NEW MINIBOSSES

SWAMP HYDRA


Three heads. Three behaviors.Each Hydra head serves a different purpose, and the fight evolves as they begin combining their attacks.During the second phase, the intervals become shorter, multiple heads attack in sequence, and the arena fills with:

  • Poison

  • Projectiles

  • Waves of bile


Precise parries can temporarily disable one of the heads, creating an opening to attack.

GLACIAL GUARDIAN


An extremely mobile fighter built around reading and reacting.The Guardian uses ice spears, crystal rain, and frozen zones, along with two unique mechanics:

FROST SHIFT


She crystallizes her own body and rapidly crosses the arena before continuing her attack sequence.

ICE AEGIS


The Guardian surrounds herself with ice armor that reduces incoming damage.The protection can be broken through brute force — or destroyed instantly by parrying the correct crystal.During the second phase, her patterns become faster and denser.

ANCIENT IRON GOLEM


The Golem was designed around weight, impact, and openings.Its arsenal includes:

  • Overhead Slam

  • Wall Charge

  • Ground Pulse

  • Core Beam


Certain interactions expose the Golem's core, creating a temporary window of increased damage.Its model has also received full articulation: arms, legs, torso, and head now follow its movement and attacks.Displacement effects such as Black Hole also no longer make the Golem float around the arena.

BLACKSMITH AND PRIESTESS — NEW PRESENTATION


Two existing minibosses have also received major visual overhauls.Corrupted BlacksmithNow uses articulated legs, arms, and hammer, along with unique poses for his attacks.Rift PriestessNow features an animated robe, articulated arms, responsive staff, dynamic halo, and runes that follow her casts.Their combat behavior has been preserved.The changes are focused on readability, animation, and personality.

WEAPON FUSION — FORMS


Fusing weapons no longer means simply combining numbers.A fusion can now take one of 8 FORMS, dramatically changing how the resulting weapon behaves.

ASCENSION

Fusing a weapon with another copy of itself creates a superior version with increased damage, speed, and piercing.

AKIMBO

Two firearms are wielded simultaneously, alternating shots.

BURST

Each attack fires a rapid sequence of shots.

LIVING AMMUNITION

A firearm uses the melee weapon from the fusion as piercing ammunition.Yes.A shotgun can fire spears.

BAYONET

Preserves the melee weapon's attack while firing alongside the strike.

DOUBLE BARREL

Two different firearms fire both projectile types simultaneously.

COLOSSUS

Two melee weapons become one enormous, slow, devastating weapon.

TWIN BLADES

The same strike hits both in front of and behind the player.Each Form has also received its own visual feedback, making it immediately clear when a weapon has truly transformed into something new.

RENEWED RUNE GRIMOIRE


The Grimoire has received a new interface, including dedicated tabs for the Forge and Shop.The three equipped runes can now be rearranged through drag-and-drop, with dedicated controls for keyboard and gamepad.But the biggest change lies behind the interface:

53 → 113 NAMED COMBINATIONS


Every trio of runes from the same element now has its own combination.And if you manage to assemble something without a specific recipe, the system still generates a procedural effect based on the runes used.No combination is left without a result.

NEW PARRY BUFFS


Five new cards expand builds focused on active defense:

REVERSE SHARD

Parrying a projectile splits it into three homing shards.

SHOCKWAVE

A melee parry releases a wave that pushes enemies away and clears nearby projectiles.

DEVASTATING INERTIA

Increases the knockback of all weapons. Enemies thrown into walls are stunned.

EXPLOSIVE SHOT

Projectiles explode when hitting enemies and deal area damage.

MASTER DEFENDER

Parry now protects the entire body and remains active for longer.

EVERY CARD NOW HAS AN IDENTITY


The card visual system has received an extensive overhaul.The game currently features 59 buffs, and every card now has its own visual identity through unique illustrations or exclusive procedural sigils.Miniboss and final boss Relics have also received unique frames and presentations.The idea is simple:before you even read the text, you should feel like you've just found something special.

TRUE CHAOS


The Chaos rune has also been rebuilt.Instead of providing one fixed effect throughout the entire run, it can now change its behavior as you descend through the Abyss.In addition, the amount of Chaos accumulated directly affects which threat awaits you at the end.

REDESIGNED FINAL BOSSES

DRAGON


The Dragon has gained new attacks and greater control over the arena:

  • Telegraphed meteor storm

  • Knockback wind blast

  • Fire breath

  • Charge

  • Claw strike

JOKER


The Joker now reacts directly to the Chaos accumulated during the run.The higher your Chaos, the more unpredictable he becomes.At high levels, he can:

  • Attack more frequently

  • Stop time

  • Summon more clones

  • Unleash much denser projectile patterns

A NEW MUSICAL IDENTITY


The soundtrack has undergone a major shift in direction.Instead of relying on short tracks selected at random, progression now uses stable themes tied to characters, places, and moments throughout a run.Three musical ideas run throughout the new OST:

  • OATH — determination, the player, and the oath.

  • ABYSS — corruption, the dungeon, and danger.

  • BROTHERS — memory, humanity, and what the Abyss failed to erase.


The descent itself now evolves musically:

ROOMS 1–18 — OATH

The beginning of the journey and its central identity.

ROOMS 19–36 — ABYSS

The dungeon begins to dominate the music.

ROOMS 37–54 — DEPTHS

The two motifs begin to collide before the final confrontation.Minibosses also have their own music.The Octopus' former contemplative theme has been replaced by a much more aggressive and syncopated track.The Hydra, Glacial Guardian, and Golem have also received dedicated themes.The Dragon, Joker, and Lich each have unique music.Defeating a miniboss now also ends its music properly instead of letting the battle theme continue playing in an empty room.

RUN ENDING REWORKED


Defeating the final boss now has a conclusion worthy of the fight.The final blow begins its own sequence:

  • The boss receives a unique death animation

  • The arena's corruption begins to disappear

  • Persistent rewards are registered automatically

  • The music enters its final coda

  • Players receive a summary of the run

  • Only then do the credits begin


You no longer need to rush after rewards while the game is already trying to end the adventure.

ONLINE MULTIPLAYER — REBUILT


Steam P2P received one of the largest overhauls in this update.Fixes include:

  • Connection failures caused by lost packets

  • Matches failing to start

  • Incorrect player names and levels in the lobby

  • Different rooms being generated for different players

  • Collected items remaining visible for other players

  • Remote attacks not displaying correctly

  • Incorrect or empty buff cards for clients

  • Problems when kicking players or closing lobbies

  • Failures during reconnection and late joining

  • Synchronization of fused weapons, items, and run states


We are also continuing to improve the behavior of complex encounters during online matches.

BALANCE

  • Vampiric Shot now restores 1 HP every 8 projectile hits.

  • Vampirist restores health every 6 hits.

  • Elite enemies now begin appearing only from Room 3 onward.

  • Maximum Elite chance increased from 18% to 20%.

  • Players who have already completed a run receive an additional +4% Elite chance.

  • Buff prices in the shop have been increased and now account for progression and card power.

  • Hydra and Glacial Guardian have received more health and more aggressive final phases.

  • Melee aim assist now corrects the strike while the attack is already in progress.

  • Red Slime is now more agile.

  • Visual issues with the Centipede have been fixed.

QUALITY OF LIFE

  • Shop purchases now require the Action button.

  • Attacking no longer accidentally purchases an item.

  • Weapons on the ground also require Action to be picked up.

  • Action prioritizes interaction and pickup before the archetype ability.

  • Prompts now correctly display each player's assigned button, including controllers.

  • New Freeze on Impact / Hitstop toggle.

  • Screen transitions can now be set to Normal, Fast, or Off.

  • F9 can hide or display the player HUD.

  • Various texts that remained in Portuguese after changing languages have been corrected.

ACCESSIBILITY


New colorblind filters:

  • Protanopia

  • Deuteranopia

  • Tritanopia


Available directly in Settings.

PERFORMANCE AND VISUALS


A huge part of v0.0.2 happened under the hood.

  • High-resolution support and adjustable render density.

  • Proper support for 120Hz, 144Hz, and higher refresh rates.

  • Game logic now uses a fixed clock independent of the monitor's refresh rate.

  • Fixed an issue that could cause enemies, effects, and other systems to run up to 2.4× faster on high-refresh-rate displays.

  • Interpolated movement between logic updates.

  • Spatial Hash drastically reduces unnecessary checks between projectiles and targets.

  • The particle system now reuses objects.

  • Lighting now limits processing to lights actually used in the final composition.

  • Bloom and lighting use hybrid WEBGL acceleration with fallback.

  • Vignette now uses caching.

  • Fewer temporary allocations during builds with large amounts of effects.

  • Multiplayer serialization optimizations.

  • Fixed commands that could fail or appear “stuck” at extremely high FPS.

  • Improved stability during extreme builds with large amounts of buffs, projectiles, and particles.

INTERFACE AND PRESENTATION

  • Settings reorganized.

  • Vignette, Bloom, and Film Grain moved to Video.

  • Damage Numbers moved to Gameplay.

  • Duplicate camera shake option removed.

  • New cinematic reveal for Legendary Buffs.

  • Buff cards redesigned.

  • Improved presentation for minibosses and final bosses.

  • White flashes from multi-hit attacks replaced with squish effects and particle explosions.

  • Credits revised.

STEAM AND ACHIEVEMENTS

  • New achievement for defeating the Lich of Memories.

  • New achievement related to the Room of Brothers.

  • Fixed the unlocking of Throne Hall upon reaching Room 50.

  • Implemented a retrospective verification system, allowing valid previous progress to be correctly recognized.

  • Improved achievement validation so that a temporary failure does not permanently prevent an unlock.

IS THIS EVEN THE SAME ABYSS?


v0.0.1 was the beginning.The Chaos Overhaul is the update where Oathbreak Dungeons begins to take the form we always imagined for it:more unpredictable runs, absurd builds, bosses that demand attention, secrets, co-op, and moments you actually remember after the screen goes dark.We will continue monitoring balance, multiplayer, and extreme build combinations.But for now...

descend again.


The Abyss has learned a few new tricks. 🖤