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Deep Down BelowNewsUpdate v0.4.0 - Backgrounds
In-game event

Update v0.4.0 - Backgrounds

Deep Down Below · published 1 Dec 2025, 21:44 UTC

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Happy Holidays folks! This is the first of a hopefully not-too-long line of change notes as I begin to come out of my cave. I think I will generally use the format below for what has changed, but I will also make smaller posts for bug fixing. That being said, I have been workin' hard on the game, and I hope you like what I've done with the place! If you don't, please let me know about it in the links below! This update brings changes to the way you start the game and some tuning that will make it more forgiving (happy holidays xd). I also squashed some bugs! You can try out all changes mentioned here in the Demo, which will act as the testing grounds for new features until I have something more concrete.

Major Changes and Additions

Tutorial

Added a new tutorial that grabs you firmly by the hand and introduces concepts you should know. I imagine this will be refined more in time, but for now I think it serves its purpose!

The Background System

When creating your character you can now pick an accent to your playstyle, with 6 flavors to choose from! Classes will remain as the foundation for your character and will determine:

  • Stats

  • Ability

  • Item

Your background will push this further, giving you a quick and easy way to start the game without buying your kit from the keepers every time you die.

Weapon Sets

I wanted bows to be a unique weapon type, but it was hard to justify using one from any class that didn't focus Precision. This should bridge the gap, allowing any class to use a bow without diverting from their main kit. You can now press a key to swap between your weapon sets without consuming stamina, making it easy to switch between bow and dagger!

Start Zone

In the previous version, this is essentially where you would create your character. The background system nullified most of what you would do here, so now when you begin you will be greeted by a lone shopkeeper selling expendables at a discount!

Boss Changes

The boss was pretty anti-climactic. I spent some time adding flair to their identity as well as buffing their clone capabilities! The boss speaketh as with its followers, giving a little more life to the game. Removed the ability keeper from the floor and the shop keeper will only sell expendables.

Enemy Changes

Enemies were too challenging, requiring an overly cautious playstyle to get through them and it was hard to feel like you could ever keep your head above water. I reduced their scaling and vision radius so that ambush is less likely and late-game enemies are less difficult.

  • Removed Block benefit from Power stat

  • Imp enemies have 1 less health

  • Trogling Shamans now cast Restore

Armor Updates

Before, each armor type focused on its respective defense while excluding the other (except for leather armors). Now, each armor gives you both Defense and Magic Defense, though the amount still depends on type. This makes armor swapping more viable in the late game!

FOV

There was a lot of empty space on the screen that was meant to be opened up through items and abilities, but I did some camera work and now you will utilize more of it! Increasing your light radius will also increase your FOV.

New Abilities

  • Weapon Training: Increases minimum damage of specified type.

  • Think: Reduces active cooldowns by 1.

  • Strain: Convert mana into stamina.

  • Caltrops: Place a trap down, damaging anything that walks over it.

  • Lunge: Move forward and attack

New Items

  • Stat Runes: There is now a rune for every stat except for defenses.

  • Cave Milk: Reduces active cooldowns by 1 and restores mana. Don't ask me where it comes from.

Minor Changes and Additions

Movement

Your character will now run like the wind when holding down a movement key, stopping upon seeing an enemy.

Chests

What is better than a chest? Two chests! Normally, you'd find one per cavern with two items inside. Instead there are now two chests per cavern, each containing one item. I also removed expendable potions from their pool so you won't be so disappointed when you find one! You can find said potions in the skeletal remains of your fellow adventurers, each cavern has one.

Secret Cracks

If I'm being honest, most of you reading this probably aren't aware that there are secret cracks in the game and that is 1,000% my bad! I made them too secret... BUT BEHOLD, the cracks will now glimmer every so often for our perceptive heroes down in the deep :]
(this is also now covered in the tutorial)

Enchanted Items

Equipment now has a chance to spawn with an enchantment and has a favorite set of stats when combined with Unstable Runes! For example, Spellbooks are more likely to add mana regen and Leather Gloves are more likely to grant crit chance. Items now have an enchantment limit based on tier.

Runes

There is now a rune for every stat except Defense and Magic Defense. I removed those because Armor Kits did the same thing, except better. Unstable runes will no longer grant Health, Mana, or Stamina as this gave a steep power spike. Instead, rare runes for those stats can now be found!

Equipment Changes

Daggers were too strong and Swords weren't strong enough, so I slightly changed their damage values. Tier 2 equipment now has better stats, making them a more obvious choice when found.

  • Daggers: -1 base damage

  • Swords: +1 base damage

  • Shields now have Magic Defense

Shop Changes

Shops no longer have guaranteed potions for sale and instead offer random items.

Currency Changes

Removed copper since the idea was cooler in my head and meant that gold was pretty much unachievable!

Status Effect Changes

Getting burned by an enemy was too punishing and bleed was basically a death sentence if you didn't have Panacea/Bandages. The duration of burn has been reduced and bleed will now decrement if it gets triggered!

  • Enemies cast Burn 2 1

  • Bleed stack is reduced per turn and on damage

UI Changes

Some quality of life improvements to what is happening with abilities.

  • Hovering over your abilities will now change its color depending on whether you can cast it

  • Trying to cast an ability when you can't will flash the stat bar it needs

  • Ability items are now more distinguishable

  • Added visual feedback to restorations

  • Added visual feedback to effect resistance

  • Interacting with Chests and Cracks will mark them on your map

Ability Changes

  • Armor Up: Increased to 100% Power

  • Cure: Cooldown increased by 1

  • Double Tap: Now works with any weapon

  • Heavy Swing: Cooldown and Duration increased by 1

  • Magic Armor: Cooldown increased by 1

  • Magic Bolt: Cooldown increased by 1

  • Magic Shield: Damage reduction reduced to 25%^

  • Mark: Now triggered by any weapon

  • Scholar: Fourth option on every level up

Item Changes

  • Bandages: Now restore 1 health

  • Critical Potion: +2 +3 Critical Chance

  • Evasion Potion: +2 +3 Evasion Chance

  • Removed Potion of Defense and Potion of Magic Defense

  • Removed Defense Rune and Magic Defense Rune

General Gameplay Changes

  • Removed directional interactions

  • Move South bound to S key by default

  • Encounter secrets will now lead to a small loot stash

  • Holes are more visible

  • Reduced CRT brightness and blur

  • Made some ability descriptions more clear

  • Excess defenses now deteriorate at the start of your next turn

What's Next?

I'm going to be doing some more work in the shadows towards the v1 release which involves a proper start to the game and the next adventure. There is still some lateral work I'd like to sort out regarding a better Encounter system as well as more environmental interactions in the cavern, but this will come later down the line. I imagine there will be issues that need fixing in this version, so please report 'em as they come! Otherwise if you'd like to let me know how I'm doing or have questions on the games development, feel free to reach out!

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