Hi, I'm Sookuma!
I brought all the changes that built up since the October 15 hotfix 'Save Sookuma!' into this Demo update.
From the Piety of the five gods to dungeons and handy features, the paths for adventure have widened a lot.
This update changed the save format, so you can't continue runs from the October 15 version. A new run will start from the beginning.
I'm sorry that you cannot continue your ongoing adventure.
Piety of the Five Gods: New Powers and Pacts
- I rebuilt the Piety of the five gods you can follow in the Demo.
Beeking Diligence, Dreamguide Maze, Redfang, Ember, and Gambler All-In are the ones. - Each god got new powers and ten Pact cards.
Depending on which Pact you choose, you grow along different paths.
Beeking Diligence got the new powers Worker Escort and Golden Queen Honeyqueen, and the first power Golden Honeyfall was reworked too.
There is a new item called Golden Honeyglow Potion, and Honeyqueen got dedicated pixel art too.
Ember got the new powers Burning Blood, Fire Orb, Burn Them All, and Ember Avatar.
Ember's first power, Fire Burst, always hits one target and leaves a Burn.
Redfang got the new powers Throat Bite, Frenzied Roar, and World-Crushing Paw.
When the first power, Blood Frenzy, ends, you become Exhausted.
Dreamguide Maze got the new powers Dream Guidance, Dream Anew, and Dream Labyrinth, and the first power is Dreampath Leap.
Gambler All-In got the Card Draw power and a 10-sided die called 'By a Hair' rolled when using weapons.
A 47-card deck split across five tiers and three themes is ready, with new powers like Lucky Seven and Sacrifice a Wrist Instead.
When offering gold coins at the altar, you choose between all, half, or 100 coins. - You can stop All-In's Card Draw at any time after picking at least one card.
When you stop, only the chosen cards activate, and you pay gold coins based on the number of cards chosen.
The more you pick, the cheaper it gets, and picking four or more is free. - Each power got its own visual effects and art.
Ember bursts with flames and Fire Orbs, while Redfang brings down a giant paw and bite marks from the sky.
Beeking Diligence pours down honey rain and spreads a magic circle to summon Honeyqueen.
Dreamguide Maze ripples with comets and star map waves, and Gambler All-In flips card boards and rolls 10-sided dice.

- You can build up Piety up to 120.
The Piety bar shows tick marks at each threshold.
You pick the highest Saint cards at 95 Piety. - Piety no longer decays when you head down to a new floor.
Before, Piety decayed whenever you entered a new floor, but now it stays as it is. - Pact and power cards look different for each tier.
Follower cards have a wooden frame, Devout cards have a silver frame, and Saint cards have a gold frame with crests and gems.
You can tell the tier just from how the card looks, without reading text tags. - When Piety reaches a Pact threshold, cards circle around Sookuma and settle down.
Pact cards circle closer, flip over, and settle face up into the selection spots.
The rising pillar of light, the floor, and the bursting light are drawn with each god's own elements.
Beeking Diligence has flowing honey and bees, Ember has flickering flames, and Redfang has dripping blood.
Gambler All-In has gold coins, cards, chips, and confetti, while Dreamguide Maze has right-angled maze lines opening tile by tile.
As the tier rises, the pillars and light grow thicker and more dazzling.
The Saint stage shows step-like rising pillars, rings, and short rays of light, and a faint light sweeps across the screen as the pillar comes down.

- The Pact window turned into a brand new stage.
Cards received when first serving a god, power cards, and Pact choices all share this one stage.
The screen dims, a faint drawing of that god appears, and only cards show.
Pacts you already made show as a hand of cards fanned out in your hand.
Hovering the mouse over a card in your hand lifts that card slightly.
The button to postpone a choice moves toward your hand, showing that god's face and a quote in a speech bubble.
Pressing ESC no longer postpones a Pact.
Use the postpone button to postpone it.

- Pressing V opens your power cards right away.
Power cards rise right up and flip open all at once. - Gifts of items and gold coins from gods fall from the sky.
Gifts drop from the sky so you can see at a glance what you received from the god. - When a god gives a gift, the words of that god appear as a small single line in the middle of the board.
The font is just one, 'the divine font' used by every god.
Only the color belongs to that god.
The big alert letters in the center of the screen now appear faster and disappear faster.
The time the text stays up remains the same. - When arriving on a floor, the Trial from a god flips in like a tarot card.
The card lingers for a moment, then slides under the chips and folds into the Trial row.
Trial words no longer take up big letters in the middle of the screen.
Controls are not blocked during that time either. - The moment you make Beeking Diligence's Golden Honeyglow Potion Pact, potions in your bag transform.
As soon as you make the Pact, any Honeyglow Potion in your bag turns into a Golden Honeyglow Potion. - I fixed the wording on Pact cards that empower powers you already have.
I fixed the phrasing to clearly read that existing powers get stronger, like Ember's Flame Path Pact.
I also corrected confusing wording on empowerment Pacts for other gods for the same reason. - If I follow Ember, defeating enemies without fire also gives a little Piety per defeat.
Defeating them with fire gives more as it does now.
Magic and Impact: Punchier Hit Reactions
- Mana Shield became a tier 4 spell learned on deeper floors.
It lasts briefly depending on Proficiency, and cuts damage in half each time you take a hit.
A dream-colored purple barrier and small shields spin around Sookuma. - I brought out the impact feel when landing spells and ranged attacks.
Monsters hit by spells, arrows, or thrown items now flash white just like when hit by a blade.
They flinch and get pushed back a bit, making hitting them feel really satisfying. - Flames cling to bodies struck by Firebolt.
Sparks burst where the bolt hits, and if that body moves, the flames follow along with it. - Kill EXP turns into dream starlight and gets drawn in.
When you defeat an enemy and gain EXP, it turns into dream starlight and gets drawn right into Sookuma.
It looks different from gold coins, making it easy to tell apart. - Now you can see which school each spell belongs to.
The school is written in Spellbook spell details, Quickslot spell descriptions, the spell unlearning window, and spell lines taught by a magic book. - Magic masteries level up 1.25 times faster and only grow from spells cast during battle.
I raised the mastery speed for Spell Schools, Spellcasting, and Summoning to match spells growing too slowly compared to weapon masteries.
Gaining mastery from spells cast within 10 turns after a battle ends is gone now.
I made spell mastery grow only from spells cast in battle again. - The Book of the First Ember now teaches Firebolt and Fire Pillar instead of Spark.
The Starcatcher Wizard starts out knowing both spells.
The starting Air Magic 2 was taken back along with Spark.
The Air Magic 2 start announced in the October 15 hotfix has been reverted.
Gear and Inventory: Handier Quickslots and Two Kinds of Curses
- Each equipped activated item gets its own numbered Quickslot.
Equipped activated gear like a cloak's Dream Anchor each takes up one numbered Quickslot.
Cooldown tracks separately for each piece of gear, and you use them with number keys just like spells or items.
The old single U slot is gone. - Curses are split into two kinds.
A Permanent Curse attached from the moment an item dropped has its name in red.
Cleansing the curse only lets you unequip the gear, and sealed power might reveal itself.
A Spell Curse inflicted later by a spell has its name in pink.
Cleansing this curse removes the curse and restores any Enchant level that was reduced.

- Armour and Shields are split into two separate Proficiencies.
Now you can train armour and shields separately and build up the Proficiency that suits you best. - Information matches identically across stalls, inventory, and comparison windows.
Actual stats, equip effects, and curse states look the same wherever you check them.
Enchanted gear stats show as a total, with base values and Enchant bonuses shown separately in parentheses.
Stats boosted by Enchant appear in blue. - The Toothed Hand Crossbow alternates between firing and reloading with the same attack command.
Firing takes half a turn, and reloading takes one turn.
Attack power stays the same. - The attack of the Half-Moon Pike went up from 6 to 12.
A monster holding a Half-Moon Pike uses the same pike. - You can pick up stackable items even when your bag is full.
Even if your bag is full, you can pick an item right up if it can merge into an existing stack of the same item. - Pressing TAB in the Pack window switches between Pack slots and Gear slots.
I moved 'Switch Slot' for choosing slots like rings from TAB to R.
Dungeons and Bestiary: Monster Habitats and a More Urgent Escape Route
- Monsters living in each dungeon are now set individually.
When you open the Bestiary, you can see which dungeon and which floor that monster lives on.
Before, it showed as a single overall dungeon depth number.
Monsters appearing as someone's escort also note whose escort they are. - The general Bestiary shows all categories and entries.
Entries you haven't encountered yet show as ??? for their name and remain locked behind gray silhouettes. - View actual stats in a single line on boss and named Bestiary pages.
The stats of bodies you actually face are neatly shown in a single line in the Bestiary. - I cleaned up the monster skill lines in the Bestiary.
Each skill name appears only once.
The numbers are attached right below it.
It shows who uses it by splitting them into named, boss, or both.
I removed the spawn rule term line and the 'same wherever met' line from the Bestiary.
The rules and bodies of monsters stay just as they are. - Traps do not just trigger once and finish, but rearm and trigger again.
You can clearly see and hear traps rearming.
Pits stay open all the time. - The Dream Merchant's Stall in the main dungeon gathered into floor 3 alone.
The Dream Merchant's Stall that always appeared on floors 2 and 4 was moved to floor 3 alone. - Base attack is down by 1 for all three demo lineages.
This applies to Sookuma, Moon Kum, and Ember Kum, but the Sookuma lineage accuracy +1 stays the same. - I removed all HP recovery when going down to a new floor.
The Sookuma lineage recovering 20% of max HP on a new floor, and other lineages recovering a little bit, are both gone now. - I tuned the Wax Queen and bee swarms in Beehive Mine to be stronger.
The aim is to keep the fight from ending too easily. - The Wax Golem in Beehive Mine now coats its body in the same wax as Hanibera.
I matched them so the same wax follows the same rules.
And the Wax Golem no longer uses Harden. - I readjusted the skills and body of named Buzz the Guard Captain.
Instead of the skill that raised Waxguard, Buzz carries an aura that wraps nearby swarms of wax bees in barriers.
I adjusted the body's HP and defense too.
I polished Buzz to truly feel like a guard captain protecting the swarm. - I polished named Hum the Resonant Conch and Twentynights, Mother of Lamps again.
I also made the moment Mother of Lamps falls more dramatic. - The Drowse Disciple now casts Nod Off instead of using a shield.
Nod Off is a sleep spell that touches right next to you to put you to sleep.
Now both Sookuma and enemies wake right up whenever hit from any kind of sleep.
When waking from a sleep spell, the 'Wide Awake' status attaches with a new icon so you cannot easily fall back asleep for a while. - The trait of named Nod the Drowse Master changed to Lullaby.
Nod sings a song instead of shielding disciples.
Musical notes float up above the name.
The Master's own lullaby tune plays layered right over the floor music.
I polished Nod into a named master who truly brings on the sleep! - The escape route while holding the Heart of Dreams back to floor 1 became much more urgent.
While escaping, the floor keeps collapsing, and the Nightmare Lord will not let you go easily. - I cut the corners of the heart room on the final floor of the Demo at an angle.
It has the same shape as the heart room in the full game.
I removed the spots where battles in that room went wrong because of square corners. - The floor 1 exit looks different when returning after finishing an adventure.
When you return after clearing the dungeon, the waking stairs on floor 1 look like an exit where you will soon awaken from the dream.
At that point, the stairs guide will not pop up again. - Auto-explore checks side branch entrances first.
If there is an unvisited side branch entrance, it checks there first.
I also fixed the issue where it paced back and forth in place. - I removed the trap room variant from companion rescue encounters.
I took out the variant where you had to rescue them within set turns, so rescue encounters always appear as the variant where your companion is surrounded by enemies.
The numbers stay the same. - When you leave places like the Dream Bazaar where the entrance closes behind you, I now ask 'Yes/No' first if you want to leave.
I let you know that the entrance closes and you cannot enter again, and the default choice is 'No'.
Companions and Display: Jjooni's Group Dance and Wider Vision
- When you stand still, Jjooni dances on her own.
When Sookuma stops, Jjooni dances on her own, and bees called by Jjooni perform a group dance in a figure 8.
If you jiggle the mouse or press a key, the bees head back.
If you drink a potion or take another action like attacking, both stop dancing.

- Attack orders for Summons work properly.
When you click an enemy on screen, attack orders for Summons register properly.
If your Summons capacity is full, it blocks summoning in advance before you spend mana or a turn. - You can zoom the board map in and out with the mouse wheel.
Roll the mouse wheel over the board to zoom the map in and out.
Dragging with the mouse while aiming makes the map follow along.
It makes aiming easier even with wide vision or for enemies near the bottom of the screen. - I adjusted map range and text so they stay readable even on smaller screens.
I adjusted screen scaling so the map range and text stay readable even on screens smaller than 1080.
I set a floor so small text does not get too tiny. - I reduced stuttering that happened even on high-end PCs.
Pauses when turns pile up dropped to less than half, and freezes caused by memory cleanup were greatly reduced too. - Growth stats are shown on the character selection details screen.
You can check stats that increase on level-up ahead of time on the details screen. - Pressing buttons repeatedly in rapid succession in run replays no longer breaks them.
I fixed run replay ('My Runs') so clicking buttons in rapid succession while watching does not break the replay. - I made the monster inspect window and enemy tooltips more concise.
Resistances and weaknesses appear in icon slots, and unique abilities show by name.
I took out the long rule text inside the window, but you can still see it in the Bestiary. - I fixed thirty-six lines in the game.
I changed field tips, spell and item descriptions, window text, and frequent logs so it's easy to know what to do.
The rest tip now tells you to back away from enemy sight and rest with TAB, and it stays on the defeat screen too.
You can also check devlogs and news on the Dungeon Sookuma official site.
https://dungeonsookuma.com/en/
Please enjoy fresh adventures to your heart's content in the updated dungeon!