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Fame & Fear: Dungeon ArchitectNewsMore Room for Your Dungeon: UI, Inns, and Combat Update
In-game event

More Room for Your Dungeon: UI, Inns, and Combat Update

Fame & Fear: Dungeon Architect · published 5 Oct 2026, 08:23 UTC · build 25722671

All newsPlayers around this dateRead on Steam

Hello, architects!

This update focuses on how you build, manage, and watch your dungeon. I’ve reorganized the interface to leave more room for the game itself, expanded the furniture you can use in inns, and worked on animations and effects to make adventurers’ and monsters’ actions easier to follow.

There are also changes to admission spending, rank promotion costs, and daily reports. Here’s what’s new.

A More Compact, Organized Interface

More dungeon, fewer open panels. The new “Compact Book” HUD keeps the day, time, DP, active objective, and phase controls in view. The main shortcuts are grouped under Book, Management, and Heatmap, with Undo available whenever it can be used.

  • Compact or expanded catalog: seven cards in compact view and twelve in expanded view, with each item’s cost and main effect visible. Search and filters open on demand and preserve your search query. The catalog closes automatically during the visitor phase.

  • Centralized management: statistics, tutorial, staff, inns, expansion, rank, lighting, and maintenance are now grouped in one panel. Individual statistics sections can be collapsed.

  • Contextual details: visitors, the entrance, inns, and objects share the right-hand column, with only one detail panel open at a time. Advanced information can be expanded, and inns have dedicated Services, Staff, and Revenue sections.

Closing panels with ESC is now handled consistently, duplicate toolbars have been disabled, and clicks are prevented from passing through the interface into the dungeon. Closing the Heatmap controls now also switches off the map overlay.

Clearer Reports and Notifications

The end-of-day report has been reorganized into three tabs: Summary, Management, and Analysis.

After closing it, you can reopen it or move on to the next night using the dedicated controls. Financial labels have also been corrected: revenue is now identified as revenue, rather than being confused with net profit.

No more than two notifications are displayed at once. While the report is open, important notifications wait until it closes, while routine notifications are suppressed. Max’s subtitles and unlock notifications have also been repositioned.

Inns: More Freedom to Furnish

Functional inn furniture is no longer limited to the Tavern set. Counters, tables, chairs, stools, benches, and beds from other themes can now be recognized and used for inn services.

The same objects can still be used as decorations outside inns. Inn services continue to unlock at rank C.

  • Visits tied to services: visitors enter inns when they have an actual service reservation, rather than treating them as ordinary exploration destinations or shortcuts. Invasions and emergency routes needed to reach the exit remain exceptions.

  • Waitresses stay active between orders: when they are not serving, waitresses stroll around the main room, alternating between movement and short pauses. They stay out of private rooms and do not leave the inn. New orders always take priority.

  • Improved seating, beds, and navigation: guest positioning when sitting or sleeping, table-to-seat matching, and furniture access have all been revised. Service interactions respect walls and reachable spaces. When guests get up, they resume movement from an unoccupied access tile, including after loading a save.

Admission Spending and Progression

Ordinary visitors can now spend up to 50% of their wallet on admission, rounded down. If the entrance fee exceeds that budget, they refuse entry without being charged.

This leaves admitted visitors with some money available for services. Admission forecasts and their tooltips have been updated to reflect the new rule. Free admission and invasion exceptions remain unchanged.

Rank promotion costs have also been revised:

E: 450 DP · D: 1,400 DP · C: 3,800 DP · B: 10,000 DP · A: 26,000 DP · S: 68,000 DP · SS: 180,000 DP

Previously purchased ranks are preserved, and no new Fame requirements have been added.

Stuns, Spells, and Animations

Adventurers can now be stunned by trap hits and particularly heavy blows. The stun state includes dedicated animations for Warriors, Rogues, Mages, and Clerics across all 15 humanoid variants, accompanied by three orbiting stars.

Stuns prevent movement and attacks and interrupt spell preparation. They last 0.55 seconds after trap hits and 0.65 seconds after heavy blows.

This update also includes the following improvements:

  • Mage spells: two alternating visual presentations, Arcane and Ember, featuring casting preparation, a projectile, a trail, and an impact effect. Spells launch from the Mage’s hand toward the target. Interrupting the preparation cancels the cast.

  • Minotaur: corrected the axe grip and improved coordination between the arm, wrist, and weapon. The ability animation and return to the regular pose have also been refined.

  • Waitresses and monsters: revised walking animations for all four waitress variants, stabilized their trays, and synchronized animation speed with movement without changing gameplay speed. Anubis Guardian and Amethyst Spider now sit correctly on the ground, without changes to their hitboxes.

Spider Queen Fix

The duplicate Spider Queen entry has been removed, leaving a single boss definition.

Her model, effects, stats, cost, and summons remain unchanged. Older saves still recognize an existing Spider Queen and preserve her state, position, and progress.

Compatibility with the old identifier also extends to local and Workshop blueprints, Chronicles, and the interface. Migration and metadata issues associated with the duplicate have been fixed.

Localization and Saves

Updated interface text, admission forecasts, and furniture descriptions in English, Italian, French, Spanish, and German.

Report headings and captions now update correctly when changing language while a report is open. Handling of visitor opinions from older saves has also been improved, while preserving unrecognized custom text.

The save format remains unchanged. Remaining stun duration is saved and restored, with no mandatory conversion required for older saves.

Thanks to everyone playing the game and sharing feedback and bug reports.

Happy building, architects

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