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SnekromancYNewsv0.6.2
In-game event

v0.6.2

SnekromancY · published 30 May 2026, 11:58 UTC · build 23485153

All newsPlayers around this dateRead on Steam

I am once again here to tell you that this is way too big of an update to be a 0.0.x release, but I've just been busy, folks. This update has been a long time coming and I have literally been playtesting it 16 hours a day for the past 3 days to get it right. I always would rather tune the game too hard and make it easier later than have to make it harder, so please let me know if the difficulty has gotten absurd (comments here or hop on over to the discord)!

The biggest change is that all minions now have a multi-shot upgrade, although there are three main shot configurations (barrage, spread, and volley), plus a fourth for Death Knight because he's a special boy. 

The enemy spawning system has also been completely reworked from the ground-up. Spawner tiles still exist, but there are fewer and enemies can now also spawn just off-screen. There should now be a significant increase in on-screen enemies at all times, so you're going to need those multi-shot upgrades to clear the crowds! Bosses, waves, and drops have been completely rebalanced. The game will throw a lot more at you now but give you more rewards to deal with it.

New Features

  • Added multishot upgrades for every minion type.

  • Added Zombie Barrage and Spider Barrage: extra trailing burst shots.

  • Added Ghost Spread and Vampire Spread: extra cone shots.

  • Added Skeleton Volley and Lich Volley: extra radial shots.

  • Added Death Knight Ring: extra orbiting projectile rings.

  • Added Snek Boots as a repeatable snake speed relic.

  • Added Snek Heart as a repeatable max health relic.

Gameplay Changes

  • Enemies now use off-screen spawning in unlocked rooms instead of relying only on visible spawners.

  • Enemy population pressure now keeps the dungeon more consistently active.

  • Waves now scale more strongly with level depth.

  • Elite rooms are now treated as slightly higher difficulty for map generation.

  • Early levels now spawn extra food near the starting room.

  • Keys avoid spawning too close to the level entrance.

  • Elite and boss-room bosses now get extra health scaling.

  • Bosses now attack faster and resist repeated hit-stun.

Balance

  • Speed boosts were toned down for speed potions, big speed potions, chili, and shoes.

  • Several high-tier enemy damage values were reduced.

  • Peasants and militia now drop gems more often instead of only rarely dropping healing potions.

  • Shattered Mask now executes non-boss enemies below 50% HP, but is rarer.

  • Hawk's Eye now reveals chests first, then food at stack 2.

  • Banshee Tongue was renamed to Banshee Ring and made more common.

  • Free Food is now more common.

  • Bone Ring, Ouroboros Ring, and Soul Magnet had their offer frequency adjusted.

UI and Store

  • Upgrade names now show rarity color on upgrade cards and store cards.

  • Store cards now show damage, range, and attack speed for minion upgrades.

  • Minion ordering can now be changed with up/down buttons.

Visuals and Audio

  • Updated projectile visuals for minions using a new projectile sprite sheet.

  • Added new multishot and minion upgrade icons.

  • Added new pickup and dodge/block sound effects.

Fixes

  • Fixed enemy attack range checks so attacks use grid positions more reliably.

  • Fixed enemies failing to attack when already overlapping the snake.

  • Fixed snake overlap tracking so one segment leaving range does not cancel another segment still being in range.

  • Fixed multishot and rapid hits being able to permanently stun-lock enemies.

  • Fixed hit sounds playing for off-screen debuff damage spam.

  • Fixed enemy attack sounds playing when damage was blocked or dodged.

  • Fixed trap sounds so they only play when damage is actually dealt.

  • Fixed item drops rerouting if the target tile already has a trap or pickup.

  • Fixed boss tracking cleanup when pooled enemy sprites are reused.

  • Fixed exit-room border detection for all four sides of the room.

  • Fixed camera bottom clamping so the level starts flush without showing empty space.

More from SnekromancY

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