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DragonwakeNewsExpedition, Dungeon Dive, and Custom Runs (v142)
In-game event

Expedition, Dungeon Dive, and Custom Runs (v142)

Dragonwake · published 4 Sep 2026, 03:50 UTC · build 25113264

All newsPlayers around this dateRead on Steam

Expedition, Dungeon Dive, and Custom Runs (v142)

Saves from v138 are not compatible with this update. Older versions remain available through Steam branches for continuing existing runs.

This update adds two new ways to play Dragonwake: a procedural seven-island Expedition and the forward-only Dungeon Dive. It also adds eleven optional modifiers that can be combined to create very different runs.

The Wandering Isles Expedition

  • Added a complete new campaign across seven procedurally generated islands.
  • Each Expedition generates different terrain, settlements, roads, dungeons, minor sites, enemies, and quests.
  • Begin at Tidecross in search of the Crown of the Sea-King, then recover its seven lost jewels across the Wandering Isles.
  • Islands have individual names and themes that influence their terrain and available locations.
  • Added procedural settlements with merchants, inns, wandering villagers, and local quests.
  • Added generated exploration, collection, and monster-hunting quests based on each island's actual contents.
  • Added a complete Expedition finale aboard a wrecked ship against Thauld, the Drowned Emperor.
  • Expedition seeds can be entered and shared to replay the same seven-island route.

Dungeon Dive

  • Added Dungeon Dive, a self-contained run beginning at level 1 inside the Infinite Dungeon.
  • All upward stairs are sealed: the only way is deeper.
  • Dungeon difficulty rises more gradually, while doubled combat experience supports progression without quests or world exploration.
  • Magical service floors provide opportunities to rest, resupply, and recruit companions when Party Mode is enabled.

Customize Your Run

New-game setup now separates the world, save rules, difficulty, and optional modifiers. Modifiers can be combined where supported, including alongside Party Mode.

Adventure Modifiers

  • Bounties: Take recurring contracts to hunt named enemies across wilderness sites and existing dungeons.
  • Arena: Enter three escalating arenas, each featuring ten bouts, champion battles, shops, services, and powerful rewards.
  • Nemesis: A rival adventurer hunts you throughout the run, gaining stronger class abilities each time they return.
  • Restless Dead: Undead warbands appear on roads and throughout hostile locations.
  • Lost Relics: Pay explorers for passage to dangerous islands containing enchanted equipment and rare artifacts.
  • Forbidden Depths: Find ancient maps that reveal sealed Istarian sanctums beneath existing dungeons, then confront the magisters within.

Run-Wide Rules

  • Scarcity: Shops carry half as much, enemies drop half as much gold, and inns cost 50% more.
  • Teeming Hordes: Ordinary encounters contain 50% more creatures drawn from slightly weaker monster pools.
  • Lethal Combat: The player, allies, and enemies deal 50% more damage.
  • Obvious Traps: Dungeons contain 2.5 times as many traps, but they are much easier to detect and disarm.
  • Gatekeepers: Every usable downward dungeon stair is guarded by a waiting elite.

Balance and Polish

  • Added new low-level enemies across several monster families, giving procedural encounters a wider range of suitable threats.
  • Reduced early random-encounter pressure and inappropriate low-level elite spawns.
  • Chest-kick injuries now depend on how badly the Athletics check fails. Successful kicks no longer cause damage.
  • Corrected named-enemy combat grammar and ranged projectile visuals.
  • Restarting the same character now preserves the original run settings.
  • Fixed a mobile crash when entering a custom character name.
  • Improved the Customize Game screen with compact enabled markers and modifier totals.
  • Added many new humanoid monster sprites and corrected enlarged player and monster sprite alignment.
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