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LORTNewsThe Stabbening + Public Lobbies - v0.6 Update
Major update

The Stabbening + Public Lobbies - v0.6 Update

LORT · published 17 Feb 2026, 14:45 UTC

All newsPlayers around this dateRead on Steam

LORTers,

Our roadmap said to expect the first update in Q2 2026. Psyche! It's out today! Get a first look in the trailer below and then jump into the highlights + patch notes.

Welcome to The Stabbening.

Croaks Malone and Blinkblades

It's time to get froggy. Meet Croaks Malone, the Veilbound Assassin of LORT. An Agility fiend, Croaks slips in and out of shadows, getting the drop on his enemies for a critical strike. Equipped with his trusty Blinkblades, he uses the ancient art of Blink-Jutsu to teleport to his thrown dagger and own the battlefield. Blessed (and cursed) by the Gift of Demon Jeff, this frog starts with an extra Dodge charge as well as 15% Parry. Find Croaks in Funkwood Hollow to unlock him and the Blinkblades to start stabbing around in the dark.

Public Lobbies

By popular request, you can now search and join public lobbies from inside LORT. When starting a run, you are prompted to choose whether it is Private or Public. Along with this new system are updated Host controls like the ability to Ban players.

As a reminder, we intended LORT to be played solo or with friends. With this new system, you are opting in to play with the internet's finest folk. Please, be kind to one another. Help each other. And help us create a friendly LORT community for both new and veteran players.

New Profiles + Account Save System

You now have 3 account progression profiles for LORT - allowing you to have separate progress for unlocks, Rune Juice, Adventurers and more. Along with this, we have revamped our account save system to make it more robust and reliable. This should fix any of the rare account save issues facing some players (really sorry about that).

Update Notes

Highlights

  • Added Public Lobbies by popular demand!

    • Includes new options for creating a lobby (Private or Public) and new Host controls like Banning players.

    • Public lobbies are only joinable at the start of a run.

  • Added Croaks Malone, the Veilbound Assassin, as the newest playable Adventurer!

    • Unlocked via challenge. Go find the frog in Funkwood Hollow!

    • Unlockable skins.

  • New Weapon - Blinkblades!

    • Unlocked by finding Croaks in Funkwood Hollow.

  • 5 new powerups - some are locked behind challenges and Rune Juice upgrades.

    • Drowsy Dose Dropper

    • Runner's Inhaler

    • Fishy Fuse

    • Peeper's Popper

    • Papal Proximity Mines

  • Safes now appear in levels. Test your lock picking skills!

  • Existing Rune Juice upgrade offerings have been expanded by 40 additional upgrades.

  • Damage numbers now display power-up icons, letting you see what caused the damage and how much it dealt.

  • Revamped the Account Save system and added Profiles.

    • Added a lot of error checking and logging to the save system.

    • Fix for rare bug that would wipe account progression save files (really sorry about this existing in the first place).

    • If you encounter any issues with saves, please reach out via the Bug Reporting channel in discord.gg/lort

  • Signed the LORT executable for Windows to stop Windows 11 Smart App Control errors from occurring.

Adventurers

  • Astrid

    • Increased base parry rating 5 -> 50.

    • Increased base armor 121 -> 125.

  • Bernie

    • Ignition ability - Added a lot of poise damage so enemies get staggered more often.

  • You can now move your character while on Attribute and Powerup choice screens. This should feel better for player flow and also fix issues where forward movement would be buggy after interacting with these screens.

  • Weapons are now hidden during player taunts.

Weapons

  • Mace - Increased hitbox length to make landing hits feel better.

  • Strongbow

    • Added the ability for weapons to be able to dual-scale (Pistols can tri-scale). Strongbows now dual scale off whichever is higher between Strength or Agility.

      • Expect more dual/tri scale weapons in the future!

  • Wand - Made alt fire damage ticks scale with attack speed.

Powerups

  • Updated several powerups to ignore weapon proc coefficients when the powerups communicate that they should trigger under a specific condition (On Crits, On Kill, Enemy Types, Health % Conditions, Nearby, On Hurt, Behind Enemy, During Day / Night, and Damage Type).

  • Idol of Sick Moves: Increased ability damage bonus from 25% -> 35%.

  • Powerup Chest of Healing Things

    • Adjusted powerup quality drop rates to increase odds of rarer powerups dropping.

    • Increased cost slightly to offset quality increase.

  • Adjusted powerup shop trading UI - now you can still see all of your powerups but the ones that can be traded are more visible.

Enemies

  • Funkwood Hollow Slimes

    • Increased cooldown for their Knockback attack.

    • Changed VFX colors from orange to green.

  • Funkwood Hollow Spirit Balaclavas - Increased hitbox to make them easier to hit.

  • Reduced Funkwood Hollow Night 2 scaling (was incorrectly outsized in difficulty).

  • Final Boss Fight - Increased Rune Juice reward.

  • Increased difficulty slightly on Trollhole Summit Nights.

  • Wraiths got new outfits.

Quality of Life

  • Game now automatically pauses when you hit Esc in a solo run.

  • Added dark overlay to the stats/inventory screen (Tab) so its more clear when you have toggled it on.

  • Added numpad glyphs to key bindings in settings.

  • Fixed Tab and R keys not being re-bindable. 

  • Updated cursed skull color on Wizard tower so you can tell them apart.

  • Stats - Renamed Powerups Sold to Powerups Traded.

  • Removed cap on how many markers can show up on the compass.

  • Updated a few powerup descriptions for clarity.

  • Updated styling of challenges that are locked in the unlocks menu.

  • Improved visibility of Healing Shrines.

  • Updated VFX indicators - Red is for Enemies, White is for Players.

  • Now if you exit a run while on a level, your progress is not deleted and you will be able to continue from the previous camp.

    • Note: Players have been asking for a way to rejoin after disconnecting from a co-op run. While we do not currently support re-joining while on a level, you can re-join at any of the camps. So if you disconnect, your team can either beat the level and you re-join at the next camp, or they can quit and restart at the previous camp.

Quests

  • Updated Camporama quest to require 4 Camps and 2 Trials to help players understand the importance of attributes.

  • Library, Gym, and Skatepark POI's now count towards the Camporama quest requirement.

Audio

  • Updated Enemy Arrows, Firethrowing Goblin jumps, Slimes & Slime Kings audio.

  • Fixed issues with Big Chill Billy's snowball throw, Final Boss' lightning attack & Final Boss' attenuation.

  • Mixed up ambience, enemy spawns, player status effects & players taking damage.

  • Updated prioritization for Boss SFX and VO lines, as well as crucial player weapon actions.

  • Added sound for firing pistol when out of ammo.

  • Adding missing gore impacts to magic sword.

  • Normalized music source volume.

  • Music now always restarts when returning to camp.

  • Fixed Attribute pick-ups not having consistent volume.

  • Fixed character select audio not playing when using controller/Steam Deck.

  • Fixed healing audio bugs when under high latency.

  • Fixed main menu music sometimes double playing.

Fixes

  • Fixed bugs with boss arena spawn points on Funkwood Hollow.

  • Fixed player nameplates disappearing when a tutorial ping occurs.

  • Fixed problems with Final Boss weapons appearing incorrectly on lower end hardware. 

  • Fix ground VFX around opened powerup chests not matching the rarity color of the spawned powerup.

  • Fixed Lumber Lieutenants wandering too far.

  • Fixed enemies getting stuck in trees.

  • Fixed rare bug causing broken powerup tooltips when the player enters the van.

  • Fixed menu button highlight issue when using controller/ Steam Deck.

  • Fixed night enemies sometimes appearing after daybreak.

  • Fixed bow animation when falling so they don't flip in your hand.

  • Fixes for multiple crashes.

  • Fixed being able to start the Final Boss fight without having a quest selected.

  • Improved wave spawning so that enemies should not fail to spawn at boss fights, Trials, and other spawners. 

  • Potential fix for steam crash at shutdown. 

  • Potential fix for attribute shards taking a while to show up in 8 player games.

Thanks for your support and patience as we worked on this first major update. We'll be keeping an eye out for any issues that may arise after this update and work to fix them quickly. After that, we go back to working on the next update focusing on Difficulty.

When in Rome, LORT!

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