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Grids & Goblins PlaytestNewsDungeon Exploration
Game update

Dungeon Exploration

Grids & Goblins Playtest · published 5 Aug 2026, 09:39 UTC

All newsPlayers around this dateRead on Steam

💽 Patch Notes — v0.6.2

New

  • The Dungeon Explorer now brings a full kit: Backstab, Pickpocket and Compass every time, plus either Dowse or Cower in the fourth slot
  • Dowse probes a tile for a hidden chest — every tile answers at once, OK where the chest could still be, NO where this probe just ruled it out
  • Pickpocket lifts a purse off an enemy, dropping tiered gold nearby
  • Compass reveals what the unexplored rooms one door away are holding — treasure, campfire or boss
  • Cower sheds enemy aggro, and a timed dodge from it almost always avoids the blow
  • Ordinary dungeon combat rooms bury a hidden chest 75% of the time
  • The Tarot Reader now predicts which boss waits in the next dungeon — sometimes drawing a room with no boss at all. The omen sits on a HUD badge until you go in
  • The party talks about loot left behind at the end of a fight, and about the gold they hauled out
  • Post-battle banter rewritten, with per-pair exchanges and per-class comments

Changed

  • Overworld routes run to genuinely different lengths — a path can stride past a row, so a short route trades stops for a smaller payoff
  • Elite fights now pay out gems on a win
  • Tarot Readers are rarer, and capped at one per route
  • Dungeons are entered on sight and finished once entered — walking back to the entrance backtracks like any other cleared room instead of offering to abandon
  • Stab reaches every row, with damage falling off by distance: 20 up front with the pushback, 10 in the middle, 5 at the back. The preview shows the multiplier on whoever you're aiming at
  • Resonant Link closes its chain into a loop when three or more pillars are standing, and every pillar that fires a beam shakes the ground around it
  • Resonant Pulse ramps its combo as pulses land; the charged version cascades the pillars on the beat
  • Crystal pillars only wear down from bodies driven into them — firing them costs nothing
  • Thrown items take collision damage and break open against walls
  • Executioner strikes count as finishers
  • The Spit Fish and the dungeon-reveal villager rescue are shelved for now

Fixed

  • Gem flight holds at its spawn point while an action tutorial is playing
  • The tutorial vignette draws over the HUD but under dialogue
More from Grids & Goblins Playtest

Other announcements

All news
Game update14 Sep 2026Sound's Different💽 Patch Notes — v0.6.23 New · Battle music now reacts to the fight. It opens calm, climbs as you land blows, lifts while a chain is live, and peaks when rage runs hot, then settles once the fight is decided. · Three different battle sets, one rolled per encounter, held across wave breaks so a long fight reads as a single build. · An About page on the main menu: a credits roll with the special…Game update9 Sep 2026Minor Playtest Bump💽 Patch Notes — v0.6.22 Changed · Breakable props now feed the combo — smashing grass, barrels or crystal pillars counts toward the combo counter, turn damage, screen kick and gem rewards, just like hitting an enemy · The combo bleep stays quiet on the first hit of a chain, and only starts singing once a combo is actually running · Resting at the inn plays the campfire track and animates the h…Game update9 Sep 2026Combo Focus💽 Patch Notes — v0.6.21 New · Fighting-game hit counter in the top-left: the hit count, a praise tier ( Good! through Devastating! ), a kills line and the turn's damage total, stacked as one block · The combo cue now walks up a major scale as a chain grows, stacking octave doublings underneath it so the sound thickens without getting louder · Campsites play their own campfire track, and the ca…