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Ad IterumNewsBeta 0.5.0: Character selection, stranger bosses, and more build variety
In-game event

Beta 0.5.0: Character selection, stranger bosses, and more build variety

Ad Iterum · published 10 Sep 2026, 06:58 UTC

All newsPlayers around this dateRead on Steam

Build 0.5.0 is ready in the playtesting branch with new ways to shape your character and more trouble waiting in the depths.

Crowded depths

I've added three additional bosses to the dungeon roster, which you will find randomly through the run. Boss rooms also appear more often from depth 3 onward.

Hunters eventually begin stalking every biome, so going deeper should now feel a little less predictable and considerably less safe.

There's also new enemies hidden in the walls, so be careful where you go near by.

Choose your calling

Character selection is now in, alongside new grafts and mutations: Lycanthropy, Debauchery, Reverse Engineering, Efficient Retrofit, Mnemonic Parasite, ... and much more.

Survive out of scraps

I've added new recipes to craft different survival items out from disassembling junk or other items you may no longer need. Craft rudimentary ammo, chemical batteries, and acid ampoules from scraps.

Many small things that add up

There's a bunch of little things that are new, improvements, and/or fixes that are too long to list, here's changelog for this version:

# Beta 0.5.0 - Latest build: 2026-09-10
- Balance: Reduced chance of Hardy modifier to appear on already-tanky enemies
- Balance: Repeated Acid, Poison, or Toxic exposure no longer stacks same-type damage; the two distinct statuses can still coexist
- Balance: Reapplying Wet cleanses Poison and Toxic again, not only on the first Wet application
- Balance: Boss rooms appear more often in depth 3+
- Balance: Increased reward and consequences of cannibalism
- Fix: Ammo crafting now requires capacity for the complete batch before spending scraps
- Fix: Unknown recipe items now preserve their recipe across Save & Continue
- Fix: Charm now breaks its status and behavior together, and reapplication refreshes one duration
- Fix: Nullification now fully absorbs Electric hazard hits without applying Shocked
- Fix: Repairing gear no longer spends scraps if the repair itself fails
- Fix: Save and exit the game when a dungeon modifier is applied restores the modifier on load
- Fix: Sometimes dead attribution was logged to the incorrect source
- Fix: Persist crafting recipes across save/load
- Improvement: General stabilization
- Improvement: Added an additional turn before Volatile Drone explosion as a warning
- Improvement: Charm state works better
- New: Character selection
- New: Rudimentary Ammo, Chemical Batteries, and Acid Ampoules can be crafted from scraps after learning their recipes
- New: Reverse Engineering gene graft identifies an unknown Injector or Throwable type for the run when you disassemble one
- New: Efficient Retrofit gene graft halves every scrap price (repair, Armourer, turret sabotage, synthesis)
- New: At enough depth, Hunter enemies appear in every biome
- New: Luck also defines your chance to automatically identify throwables, injectors, and other world funsies
- New: Chimaera Entrails are now consumable
- New: Recipes for crafting different types of ammo
- New: Grafts - Debauchery, Mnemonic Parasite
- New: Mutation - Lycantropy
- New: Affix - Splintering
- New: Three additional bosses
More from Ad Iterum

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