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Oath Eternal Playtest›Events›Patch v0.31.0
Game update

Patch v0.31.0

Oath Eternal Playtest · published 3 Aug 2026, 18:55 UTC

All eventsPlayers around this dateRead on Steam

This release expands the raid loop with larger, more varied procedural dungeons, alternative extraction routes, and random encounters. It also ships verified layouts for faster, more consistent loading.

HIGH-LEVEL CHANGES:

  • Reworked procedural dungeons to reduce backtracking and dead-ends while improving the variety of openings, room patterns, and routes.

  • Dungeons are now approximately 20% larger and less predictable, better matching the 15-minute raid timer.

  • Added new optional extraction types and new random encounters throughout the generated dungeons.

  • Built a new layout generator and validator which runs during development. Clients now load pre-approved layouts instead of randomly generating layouts from seeds at runtime.

PLAYER CHANGES:

  • Fixed a bug which caused the Steel Nerves passive skill to not update the character sheet in real time.

ENEMIES AND COMBAT:

  • Experimental change: you can now leave a boss room after entering, without killing the boss. Doing so will reset the boss to its initial state, resetting the fight. If you aren't strong enough to face a boss, find another extraction point and try again later.

  • Increased the HP of most boss enemies.

  • Fixed a bug which caused challenge rooms in Elite mode to spawn non-Elite enemies.

LEVEL GENERATION:

  • Replaced runtime dungeon generation with verified layouts bundled with the game. Each generated level now has 50 validated layouts (up from 30), for 150 combinations in total (up from 90).

  • Increased the variety of dungeon layouts, starting areas, and branch connections while reducing long unbranching corridors, backtracking, and dead ends.

  • Added five new random encounter types to generated levels. At least two of these will appear in every raid.

  • Added four new extraction options to generated levels. At least two of these will appear in every raid.

  • Activating one teleporter now activates the entire teleporter network, reveals the network on the minimap, and leaves the portals open for repeated travel.

  • A teleporter is now guaranteed to spawn near the boss room in generated levels.

  • Finding the Golden Door before the Golden Key now reveals the location of the Golden Key carrier on your minimap.

  • Picking up a Golden Key now immediately opens a portal to the teleporter near the Golden Door.

  • Added non-portal secret rooms and improved secret-room placement using distance from the start, boss, and critical path.

  • Puzzles and Challenges are now treated as secret rooms.

  • Removed the previous "secret extraction" room.

ITEMIZATION:

  • Reworked enchantment affix pools, adding outcomes such as Armor, Evasion, Arcane Barrier, Move Speed, Experience Gain, Cooldown Reduction, and HP Regen.

  • The Armorer now sells Rope for 250 Gold.

  • The Jeweler now sells Cryptic Keys for 250 Gold.

  • Disabled the generation-impacting affixes of the Relic of Pathfinding and the Relic of Exploration. These will be revisited in a later update.

UI AND MENU SYSTEMS:

  • Added a minimap legend explaining the colors for spawns, locked doors, bosses, secret rooms, teleporters, and extraction points.

  • Added a distinct minimap color for special rooms, such as secret rooms or random encounters.

ART, SOUND, AND MUSIC:

  • Shrine bonuses now have an "appear" animation instead of instantly appearing.

  • Fixed a bug which caused boss music to start or stop at the wrong time.

MISCELLANEOUS, PERFORMANCE, AND BUG FIXES:

  • Reduced loading time by using bundled dungeon layouts instead of generating the layout repeatedly at runtime.

  • Improved several text descriptions for items and quests.

  • Fixed a bug which attached the wrong link to the Report a Bug button in the main menu.

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