Patch Notes v0.1.8
Hi everyone!
We’ve just deployed Patch 0.1.8 with several Quality-of-Life improvements, anti-stall mechanics, save security upgrades, and a bunch of bug fixes.
Here is what’s new in v0.1.8:
Features & Improvements
- Temporary Multiplayer Pause Between Waves: After everyone has selected their End-of-Wave upgrade, the game now stays paused until any player presses Continue. This works alongside the 60-second auto-select from the previous update, so one AFK player can’t block the run indefinitely. (This is a temporary solution for now, and we’ll keep improving multiplayer pause options in future updates.)
- Anti-Stall Measures for Enemies: Added a first anti-stall measure for enemies. If combat stays at very low intensity for too long, enemies may disengage from the player and return to attacking the Wall or King. (This is only a first step, and we’ll expand on it in future updates.)
- Expanded Save & Backup System: Expanded the progression backup system with up to 20 local backup saves, stored separately from Steam Cloud. If the main progression save fails to load, the game will still automatically attempt to fall back to a backup. The additional local backups should give us more recovery options if a save is lost or corrupted, including cases involving Steam Cloud. (We plan to add an in-game interface for viewing and restoring these backups in a future update.)
Bug Fixes
Combat & Enemies
- Fixed an issue where enemies could continue targeting and attacking the Wall or King from across the map.
- Added a minimum speed for bounced projectiles so they no longer become excessively slow after repeated rebounds.
- Fixed an issue where Staff rarity did not correctly affect Healer healing and Mage damage.
Bombs
- Fixed an issue where Artificer bombs could merge or become stuck together when thrown close to each other.
- Fixed an issue where other classes could take Artificer bombs left on the Crafter.
Multiplayer
- Fixed an exploit where hitting teammates could trigger Life on Crit healing.
- Fixed an issue where dying while dancing/emoting in multiplayer could leave player input blocked after revival.
- Fixed the Unstuck / Teleport Back button for dead players so it now works correctly.
- Fixed an issue where a player disconnecting while being revived on a Bed could leave the Bed permanently unusable for revives.
- Fixed an issue where damage numbers could fail to appear for some attacks in multiplayer.
Environment & Collision
- Fixed another invisible collision/blocking issue on the Dungeon Map.
UI & QOL
- Adjusted the ? room indicator so it no longer disappears before players have enough time to reach the room.
- Fixed an issue where items could be moved into dedicated special slots, allowing those slots to be used incorrectly.
- Added a 2-second delay before the Return to Hub button becomes clickable at the end of a run, helping prevent accidental clicks.
What's Next?
We are now full focus toward our major September update, which is currently in active development!
On top of the big main features we've already announced, we’re also exploring a broader range of community-requested improvements. If we manage to find viable technical solutions in time, we're looking into further refinements across gameplay, balance, system tweaks, and overall polish.
P.S. If you have a moment, leaving a review on Steam is the best way to support our team and help visibility.
Thank you all for your support, and see you in the caves!