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Wicked SeedNewsDaybreak Update Now Live!
Major update

Daybreak Update Now Live!

Wicked Seed · published 29 Aug 2026, 14:20 UTC

All newsPlayers around this dateRead on Steam

Hi, everyone. Ryan here, creator of Wicked Seed.

Daybreak is now live! A big thank to you to everyone who took the time to test Daybreak on the beta branch and leave feedback and report bugs.

I started working on this update right after The Pit released in May and it has grown to be much larger than just an epilogue. Featuring adjustments to The Pit, overhauling a lot of the back end to reduce memory consumption, load times, and cut the install size by about 1/3. Not to mention localization, new weapons, costumes, and a bunch more stuff.

I will include the complete patch notes below, made up of the initial patch notes release and all subsequent updates it received while on the beta branch.

The demo has also been updated to be in code parity with the main version, taking advantage of the memory optimizations, reduced install size, additional costumes, and visual updates.

Note:

To anyone who played on the beta branch using their existing save file, please follow the steps in this post if you'd like to revert that test save file into a save file that can be continued on the main version: https://steamcommunity.com/app/2767530/discussions/0/583931105981276824/


Daybreak

Daybreak is a new addition to the story and takes place immediately after the events of the game's ending.

  • Daybreak uses a new save file separate from your main game save, but the costumes and weapons found within Daybreak will be added to your main game save files after completion

  • New Daybreak exclusive challenges have been added. The challenge points awarded for these are added to your global points total to be used in the Extras shop

  • 3 new weapons have been added

  • Over 40 new lines of dialogue have been recorded

  • Features some changes to the encounter system, allowing you more freedom in movement with encounter blocks being used sparingly. This means you can also trigger multiple encounters at the same time if you aren't careful, or are looking to up the challenge

New Content

  • Localization support has been added

    • Japanese, Simplified Chinese, Russian, and Brazilian Portuguese are available

    • More languages will be added as demand grows

  • A new randomizer game mode, Chaos, has been added

    • Enemies are randomized similar to the Shuffle randomizer

    • All unique items (key items, weapons, armor, etc.) are accounted for, but every non-unique item is randomly distributed

    • All items are unknown until you pick it up

    • If you pick up a weapon, it is automatically equipped and the previous weapon is scrapped. However, the weapon parts and all upgrades transfer over to the new weapon

    • If you pick up armor, it is automatically equipped and the previous armor is scrapped. Similarly to weapons, all parts are transferred over

    • If you pick up an equipment part, it will automatically be added to the weapon or armor and will, if needed, remove the oldest added part

  • Added a new costume accessorize feature. Once unlocked through the Extras menu, it can be used to change Ella's hair color and add glasses. Hair color and glasses selection is saved on a per costume basis allowing you to quickly setup and swap between different looks. Few costumes can also toggle between costume variants which typically hide or show parts of the costume. An example being for Beach, since you can wear sunglasses now, you can toggle the visibility of the glasses sitting on her head.

  • Adjustments have been made to the Endless Mode of The Pit

    • Previously you could start at Depth 51 and just keep going until you died

    • Now, Endless mode starts at Depth 51, but every 5 floors will be a boss depth. If you clear the boss encounter, you can then start at that depth (similar to how the progression works normally in the Pit). The boss depths follow the same progression so depth 55 will be the depth 5 boss, depth 60 will be the depth 10 boss, etc.

    • Previously enemies in The Pit had increased, and scaling, defense. Due to changes in how enemy defense is tracked and calculated, this has been removed

  • Added 12 new costumes

Gameplay Adjustments

Animations

  • Ella's idle stance has been adjusted

  • Added a new animation to the rest area

  • Removed the dedicated stair ascending animation by default and increased the speed at which you can ascend stairs

    • For those who enjoyed the stair animation from before, you can enable it from the options menu

  • Improved the smoothness of Ella's "look at" animation to reduce snappy or jerky movements

Combat

  • Weapon swapping can now be performed more than once during an action chain. Additionally, you are now able to swap back to the original weapon that was equipped at the beginning of the action chain

  • When an enemy is targeted in combat you can now toggle visibility of their bestiary entry. Just like in the status menu you can check their weakness hint, completion bonus, etc.

  • Enemy defense has been adjusted across the board. Most enemies remain the same, but reduced the high levels of some enemies that led to fights dragging on if you didn't immediately go for stagger tactics

  • "Thorn" damage, such as the bestiary effect of the Bilegorger, has been increased and now ignores enemy defense

  • Skitterers will now always lose their balance when missing an attack (previously 50% chance)

  • Drainlings will now always be staggered when blocking their attacks (previously 80% chance)

  • Buster Grenades now additionally permanently lower the enemy's defense by 50%. When two are thrown, it will effectively remove the enemy's defense

  • A text popup, similar to "Staggered!" or "Armor break!" will now appear when breaking the flank of an enemy to better communicate when flank breaks occur

    • Additionally, the amount of damage the enemy suffers from the flank break will now be displayed

  • Adjusted the counter hit and flanking attack icons to be inline with the damage text. I also added other damage icons for bleed, flank breaks, and brutal attacks to help identify damage sources during combat

  • High powered ammo now additionally grants an increase to status ailment application

  • Critical hits now additionally increase the amount of status ailment application

  • Adjusted the stamina cost of weapon swapping to equal half of its stamina attack cost. This is a net positive across the board as the previous swap was a static 150

  • Increased the bonus damage and duration granted by the master trait for Badger

  • Increased the rate at which the damage is applied to enemies from player spawned acid puddles

  • The enemy's defense is now permanently reduced by 10% for each trigger of the acid status

  • Elemental status application is no longer reduced if an enemy has armor

  • Enemies suffer burn damage on a faster interval

  • When an enemy spawns during combat, it now has a short cooldown before it is able to attack

UI

  • Slight redesign of the enemy target UI to better organize the information. If an enemy has armor it will no longer obscure the health bar.

  • Phorid Spitters and Flosmonstrum can now be staggered from repeated parries of their projectiles

  • The amount of stagger damage inflicted when parrying the Gigantoise has been increased

  • Gigantoise can now be bled from continuous attacks

  • For enemies that can enter a block stance, their side flank is now weaker than before, giving you a way to counter their block

  • The Closed Casket weapon will no longer be automatically added during story progression when playing randomizer

  • You can now access the parts of all armor that you are holding at a Toolbench instead of just what you have equipped

  • A "Master Volume" option has been added to the Audio section of the Options menu

  • Modified the layout of the equipment parts window to accommodate the increased number of parts

  • Effects that restore energy will now consistently be shown as fly up text

    • Similarly to health, regenerative/over time effects for this will not show since that can get noisy

  • On the pause menu you can now check your current run's score, hits taken, times healed, stash accesses, etc.

  • Added a UI indicator to the interaction points for area transitions to let you know the name of the area you'll be moving to

  • Added a UI indicator underneath the health bar that displays the number of damage buffers you have. Damage buffers are granted by the bestiary bonus for the final boss and when using the skill "Vengeance"

  • Increased the visibility of the golden targets in the shooting range minigame

Visuals

  • Added a new water visual effect system

  • Improved skin and material shading

  • Removed or greatly reduced the heavy use of obscuring environmental fog. Additional background elements have been added to affected areas

  • Adjusted the lighting of several areas

  • A "Simulated Global Illumination" option has been added to the Display sections of the Options menu.

    • Due to the performance cost it is disabled by default. When enabled it helps blend light and colors better in the environment

Costumes

  • The costume "Relaxed" is given automatically at the start of a new game. A new costume has been placed where Relaxed could be found before

  • A new costume, "Summertime" has been added as a starting costume

  • Adjusted the default look of the costume "Midnight". The original look can be accessed through a new costume accessorize feature

  • Several costumes have seen an improvement in their texture resolution

Misc. Gameplay

  • While I am careful to add curation to randomizers, I did increase the chance for high powered ammo to be chosen as a random drop on randomizer playthroughs

  • Added a minimum number of high powered ammo for randomizer runs

    • The Randomizer_Item_List text file will now display the amount next to the item name, useful for checking high powered ammo amounts on their pickups

  • Interactable objects have been added to the Manor that provide hints to the solution to the music box puzzle

  • Some item pickup visuals have been replaced with a subtle shimmer. This change is two fold: it offers a performance improvement by reducing the amount of unique objects placed in the scene and better identifies which items can be picked up vs. which are just decoration. Additionally it should reduce the amount of "pixel hunting" needed to make sure you've found everything in the area.

    • Consumable and key items and are white in color

    • Parts show up as blue

    • Costumes show as purple/pink

    • Weapons, scrap, and knight statues will show their current item model

    • For those who prefer the old system of seeing the items without the shimmer, you can toggle it on in the Options under Gameplay

  • Increased movement speed while going up or down stairs

  • Ella is now hidden if the camera intersects her mesh

  • Added a new "Welcome to Maine" sign in the intro cutscene

  • Improved the depth of field calculation while in Photo Mode to better keep Ella in focus

  • Max held scrap has been increased from 9,999,999 to 99,999,999

  • The amount of experience needed to level up your expedition level now increases by 10k per expedition level

  • Moved a problematic encounter in Candle Rock Coast on Despair difficulty

  • Engineering Manuals can no longer spawn as pickups during randomizer runs

  • When in The Pit, entering a new room will automatically light the torch to help you track your progress on that floor

    • Torches can still be manually interacted with if you want to turn them off or on again

  • Increased the visibility of the golden targets in the shooting range minigame

Optimizations

Several large back end improvements have been made. Here are the following improvements from these changes.

  • Lowered the average memory usage to around half of what it was before

  • Greatly reduced load times

  • Reduced game install size from around ~31 GB to ~22 GB

  • Future large scale patches, even ones that touch many aspects of the game, should be more manageable in download size

Fixes and Adjustments

  • Fixed an issue where you could switch tabs in the Status menu during a costume change if you clicked on the tab headers

  • Fixed an issue where you could not create a clear file on a True Survivor play through

  • Fixed an issue where the "coins inserted" was improperly adjusted when inserting tin coins in the Pit instead of just rusty coins

  • Fixed an issue where enemy defense was not properly adjusting player damage based on your current health

  • Fixed an issue where certain gamepad control schemes, such as steam deck and dual shock 4 controllers, would occasionally drop d-pad and/or face button inputs

  • Fixed an issue where the bonuses provided by Sadist and Tactician were not working properly. In addition to their current effects, both Sadist and Tactician now deal additional damage when breaking an enemy's flank

  • Fixed an issue where a drawer in the Manor was not openable

  • Fixed an issue where the high score from the shooting range was improperly saving even if it wasn't your highest score

  • Fixed an issue where certain items on NG+ would not spawn properly on randomizer playthroughs

  • Fixed an issue where not all Ogreworms in The Pit had their additional battle information shown when completing its bestiary entry

  • Fixed an issue where draining the bathtub water in the Manor, but not picking up the key, could result in the key not loading back properly if you left the area or saved/loaded

  • Fixed an issue where you were not able to attain a max weapon upgrade level of 20 if you received any of your engineering manuals from The Pit content before picking up the 5 weapon manuals in NG+

    • If this does happen, or has happened, The Pit vending machine will now give out engineering manuals after it gets emptied until you hit weapon upgrade level 20

  • Fixed an issue where progression items could spawn in an area that is not necessarily accessible during Despair randomizers

  • Fixed an issue where purchasing items from the Extras shop while in the main menu and then pressing Continue would not properly update the saved data with the purchased items until a game was loaded using Load Game

  • Fixed a bug where stamina was not being consumed when weapon swapping

  • Fixed an issue where the costume's shoe type would not properly play its intended footstep sfx on some surfaces

  • Fixed an issue where, with certain shoe types and surfaces, two footstep sfx would be played instead of one

  • Fixed an issue where the XP and Scrap tallies could become very slow when playing the game with low FPS

  • Fixed a bug where unlocking the mastery effect for a weapon would get applied even if you didn't have that weapon equipped

  • Fixed an issue where some controller schemes were missing glyphs, making some UI prompts default to the incorrect action

  • Removed an unintentional crafting recipe of Frost Grenade + Chemical resulting in a Flash Grenade

  • Fixed an enemy navigation issue in the Vacant Cabin on Despair difficulty

  • Fixed a rare potential soft lock during combat if you perform parries and brutal attacks in quick succession

  • Fixed an issue where the toggle to turn off barefoot sounds was not working on certain terrain surfaces

  • Fixed an issue where you could interact with two interactive objects too quickly which could result in putting the game in conflicting menu states

  • Fixed an issue where the text displayed for trying to Unstuck in combat was incorrect

  • Fixed an issue where manually skipping a cutscene in the Manor could result in text not being removed from the screen

  • Fixed an issue where killing a splittercrab egg right as it hatches may end combat before the hatched enemy activates, resulting in an enemy that will attack you out of combat

  • Reduced the volume of certain BGM, namely combat music, to be more inline with environmental music so the transitions between the two aren't as intense

  • Fixed a bug where the mastery trait on a weapon would not be removed if you disassembled the weapon prior to unequipping it

  • Fixed an additional potential combat soft lock that occurred when executing a brutal attack as a new enemy was spawning

  • Fixed a couple cliff pieces in Sea Spray Trail that had incorrect LODs

  • Fixed a bug where you could get a movement speed boost on stairs in combat if you had walk toggled on prior to entering combat

  • Fixed an issue where the damage from the acid puddles created by the player when using the Caustic weapon part were not properly being increased by attributes that enhance elemental damage

  • Fixed an issue where invisible collision was being left behind by dead enemies which would impede the navigation of other enemies

  • Fixed a bug where certain enemy attacks would bypass the player's damage buffer

  • Fixed some LOD issues on some objects in Wyatt Park (Day)

  • Fixed a bug where you would be sent to the wrong place when Retrying after dying on an encounter under specific conditions

More from Wicked Seed

Other announcements

All news
Game update5 Sep 2026Daybreak Hotfix 3Gameplay Changes · Made some visual and terrain adjustments to some parts of Wyatt Park to reduce the density of foliage and trees in an attempt to improve performance in problem areas · This is an ongoing optimization and I'll be continuing this in the Seaside map as well as other exterior locations to continue to improve performance · When enemies take damage and die from "Thorn" damage (from…Game update31 Aug 2026Daybreak Hotfix 2Gameplay Changes · Reduced the flash intensity of the hit reaction when hitting destructible objects · When examining an object that requires an item be used to unlock it, the required item will now always show up somewhere in the list if it's in your inventory · When picking up the Nailed Bat in Daybreak, a UI indicator will now appear and bring attention to the fact you can swing it to destro…Game update30 Aug 2026Daybreak Hotfix 1Gameplay Changes · In the Options under the Gameplay tab, added a toggle to switch between showing the shimmering object placeholder for item pickups or showing just the item model as it was before the Daybreak update · Toggling this will not take effect on objects currently loaded in the scene. To see the changes, leave and re-enter the area, save and load the game, or adjust this from the mai…