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Random Chaos DungeonNews3rd of September Secret Content Update
Game update

3rd of September Secret Content Update

Random Chaos Dungeon · published 3 Sep 2026, 15:53 UTC · build 25103066

All newsPlayers around this dateRead on Steam

The secret content previously in beta is now fully released along with various adjustments both to that and other things I ran into while testing. On top of the changes mentioned in the previous post, here are the new changes:

New Content

  • Added an extra bit of secret content in the secret content.

  • Idling in the menu after launching the game will now preview the different areas.

Gameplay Changes

  • Various changes to secret content.

  • Bows are stronger and cheaper.

  • "Cross" no longer increases cost inherently.

  • "Orbiting" cost now scales with attack duration and arc.

  • "Floating" weapons can no longer rotate or change height after being initiated.

  • Projectiles spawned by "Splitting" now deal half damage.

  • Blocking non-projectiles no longer makes you get hit (unless the attack hits you directly)

  • Moved the point that determines which tile a character stands on slightly upwards to avoid accidentally falling when it doesn't look like you're on a void/water tile.

  • Freeze status now has an effective change on the final boss.

  • "Charge" now double status chance, which allows landing statuses even on highly resistant bosses.

Fixes

  • Shields can no longer get you hit by the same attack more often than you normally would.

  • Blocking homing bombs no longer deals damage to you.

  • Situations where projectiles are deflected by a shield without the shield user getting hit for 0 damage now properly make the block sound

  • HUD item labels are now updated any time they are displayed, which fixes edge cases they don't get updated when picked up.

  • Fixed game breaking bug when changing rooms next to the edge of the map.

  • Fixed "spirits" in final boss appearing out of nowhere.

  • Fixed jumping boss not jumping after respawning.

  • Fixed being able to room transition into walls or pits.

  • Fixed sound effect duration not matching the weapon effect when using "Charge"

  • Fixed magic sword projectile flying out too early when using "Charge"

  • Fixed area 2 not being loaded in on the map when loading a save that has already visited those areas.

  • Fixed not being able to room transition downwards in some cases.

Misc. Changes

  • Item labels are now a little bigger by default, but smaller if there's a lot of text.

  • Moved some glossary terms and renamed "Passive unique weapon properties" to "Passive Special weapon properties" to be consistent with the NPC that lets you reroll "special weapon properties"

  • Burn is now displayed as total burn damage.

  • Item labels no longer have empty space at the bottom.

  • Slightly adjusted usable item position on the HUD depending on window width to better fit the labels on screen.

  • Slightly adjusted menu button sizes.

  • Minor performance optimization.

More from Random Chaos Dungeon

Other announcements

All news
Game update5 Sep 20265th of September Hotfix and Controller UpdateController Changes · You can now move and use the map with the D-Pad · Showing item labels is now on Touchpad and L3 Fixes · Fixed a check in secret content that could make things weird · Fixed demo mode staying on when restarting with hotkey · Fixed area 2 bosses not leveling up currently disabled players · Fixed an area 2 boss using the wrong properties for a barrierMajor update26 Aug 2026Super Secret Content Update (In beta)Note that this patch is available in the beta branch (you can select it from game properties on Steam) until I've confirmed the changes aren't game breaking in any way. This patch will change random generation such that loading a save from a previous version will result in items, enemies and other RNG elements to not be what they were before. Once this update is on the main branch, I will make…Game update19 Aug 202619th of August Difficulty Modifier and DMG Calc UpdateAdded a difficulty modifier to uncap the damage the player can take. This gives a way to play with infinite revives on Easy while making the fights even harder than on Hard. Of course, it will make Normal and Hard harder too. · Shield damage reduction is now applied before damage cap (if present). This means that high damage attacks may go through your shield defense even when well timed if the…