NEW: Second Biome — Garden of Stillbirths
- The second biome is now live! Access it after at least 8 runs in the Catacombs.
- 3 new enemy types.
- 1 new resource type.
- 1 new environmental hazard.
- This biome is designed to feel much harder — please share your feedback!
NEW: Ashenhold V2
- Ashenhold has been completely rebuilt from the ground up — new pixel art, new UI, much closer to the final design.
NEW: Inn + Quest System
- A new unlockable building in Ashenhold that lets you accept procedurally-generated quests.
- Completed quests reward you with different resources.
NEW: Runic Monolith
- New in-run interactable building that lets you add "runes" to your spells.
- Boost damage, area size, multicast, and more — extremely powerful build potential.
NEW: Fickle Shrine
- New random interactable found during runs.
- Offers a mysterious weapon — grab it, reveal more info, or risk upgrading it (and potentially losing it), all for a cost.
NEW: Pact Stone
- New in-run interactable building that lets you bet on yourself.
- Take on the next few depths with a handicap — if you survive, big winnings await.
NEW: Rite of Ascension
- New special room that can appear during your run.
- Face increasingly dangerous waves of enemies while the room drains all your blood (no level ups!).
- Each stage rewards you more and more.
NEW: Blood Mirror
- A new special room that can appear during your run.
NEW: Wishing Well
- A new interactable with three stations: Blood Basin, Thorny Edge, and Weapon Altar.
- Toss blood, HP, or weapons — the Well's mood determines the outcome.
NEW: Completely Re-done Blood Forge
- The Blood Forge is now much more interactive and split into 2 minigames.
- Select your weapon type and choose which traits to add to it through new trait challenges.
- Crafting costs now scale with run depth.
NEW: Secret Rooms
- There's now a chance a secret room spawns somewhere in the level, hidden until you enter it.
- Don't worry — this isn't Doom. It should be relatively straightforward to spot a hidden room when you're near one.
NEW: Sprint Overhaul
- Sprinting now has a brand new animation and disables all weapons/spells while active.
- Sprint speed has been increased.
- Crucifix upgrades can re-enable attacks while sprinting.
NEW: Max Spell Level Increase
- Every spell can now be leveled up to 5 — all spells received new upgrades past level 3.
NEW: Perfect Dodge
- Unlock the ability to perform a "perfect dodge" at the Bloodshrine.
- On its own it triggers a satisfying visual effect, but new crucifix upgrades let you build around it to reward skillful play.
NEW: Re-rolls
- You can now reroll crucifix and level up upgrades for a blood cost.
- Free re-rolls can be unlocked at the Bloodshrine.
NEW: Stats
- Track all your stats per biome and globally, always accessible from the Pause menu.
NEW: Magic Compass
- Unlock a compass that shows you the direction of the exit, crucifix, and last few enemies.
NEW: Run History
- View up to 20 previous runs in the Inn.
- Note: not retroactive — recording starts from this version.
NEW: Weapon/Spell/Status Effects Guide
- Browse all weapons, spells, and status effects from the main menu's "Guide" section.
- Includes a bit of lore for the first time!
NEW: Info Overlay
- When looking at something you're unsure about, open the new Info overlay — it dynamically adapts to whatever's on screen to explain what everything is.
NEW: Weapons & Spells
- New weapon: Flail
- New weapon: Formless (special weapon!)
- New spell: Soul Harvest
- New spell: Chain Lightning
NEW: Dynamic Music System
- Music now reacts to combat intensity based on nearby enemy distance and threat level.
- Music fades to silence during calm moments and builds back up when danger approaches.
TWEAKED: Upgrade Requirements
- Replaced the old "path" system with a new minimum-requirement system.
- Upgrades now require a certain number of unlocks in the same building, regardless of which ones. Much more flexible and less frustrating.
TWEAKED: Blood & XP Consolidation
- Blood and XP have been merged into a single resource: Blood.
- The pink orbs enemies drop are now blood, and blood is used both for leveling up and purchasing things.
- No gameplay impact — just clearer for everyone.
Graphical Improvements
- New sprites for: Martyr's Pillar, Loot Elevator, Blood Forge, and Candles.
- Catacombs tileset overhaul — many tweaks and additions for a more diverse and alive feel.
- New Catacombs particle and environmental effects.
- New environment art for Garden of Stillbirths: stillbirth trees, foliage, glowing plant lights, and ambient wind audio.
- Beautified attack telegraphs.
- Beautified landing explosion (if unlocked).
Misc
- Sprinting through destructibles (boxes/vases) now destroys them.
- Performance optimization for level generation — ~20% faster on average.
- Added an experimental asynchronous tileset update setting for even faster level generation at the cost of drawing tiles dynamically as you explore.
- New slow-mo/finisher effect when killing elite enemies (can be toggled off in settings).
- New setting for player health bar position/display (globe in bottom-left VS floating bar above player).
- Added 2 new unlockable upgrades in the Bloodshrine.
- Added 3 new elite enemy traits.
- Added 5 new weapon traits.
- Added 10 new floor modifiers.
- Added 14 new Martyr's Pillar effects.
- Sawblade now bounces against walls instead of immediately stopping.
- Added new crucifix upgrades.
- Added an ambient sound to the Blood Forge.
- Redesigned settings menu.
- Added compass system — unlockable upgrades at the Bloodshrine show directions to exits, enemies, and crucifixes.
- First upgrade at each building is now free.
- Added combat status indicators that show when your weapon or spell is unavailable (e.g. while sprinting).
- Doubled gold rewards from dismantling weapons.
- Added a light brightness slider in the darkness settings menu.
- Improved controller UX for interactable objects (forges, shrines, monoliths, etc.).
- Updated to Godot 4.6.2.
Bug Fixes
- Fixed enemies getting stuck inside walls.
- Fixed blood cost at the loot elevator being wrong at default settings.
- Fixed enemy count sometimes being incorrect at floor exits.
- Fixed lifesteal showing 0% on weapons from player corpses.
Changes since 0.2-pre-20 (for playtesters)
Thank you to everyone who's been testing the pre-release builds — your feedback shaped this release! Here's what changed since pre-20:
- Added new enemy: Blightspine Sentry — a hiding enemy that fires beam attacks, with elite variant that fires staggered 3-beam bursts.
- Revamped the Grasping Root enemy into "Meat Mommy" — an invulnerable static hazard that summons meat spikes, with whisper system and atmospheric audio.
- Added the Blood Mirror room — a new special room encounter.
- Added the Wishing Well — a new interactable with Blood Basin, Thorny Edge, and Weapon Altar stations.
- Overhauled the Blood Forge with new trait challenge types (single direction, sequence, timed direction), depth-based cost scaling, hit particles, and a weapon type legend display.
- Added Pact Curse system with 6 curses: Frail Vessel, Leaden Limbs, Dulled Edge, Burning Tithe, Spell Silence, and Shackled Soul.
- Burning Tithe rebalanced — reduced from 2% to 0.2% HP/sec, health can't drop below 10% max HP.
- Pact callout on level complete screen now shows correct remaining floor count.
- Added dynamic music system with distance-based intensity scoring and low-intensity silence.
- New Garden of Stillbirths environment art: additional foliage, plant lights, and tilemap updates.
- Sawblade now bounces off walls (up to 3 bounces) with proper wall normal detection.
- Improved enemy line-of-sight detection across all weapons — non-wall objects no longer block targeting.
- Fixed camouflage trait disabling lights more reliably.
- Fixed Magic Compass targeting invalid enemy instances.
- Fixed Fickle Shrine occasionally failing to generate a weapon.
- Fixed loot mode staying active on the death screen.
- Apothecary Grace effect now fully refills potions instead of a large refill.
- Added quest abandon confirmation dialog.
- Fixed home base lighting ignoring hand-tuned values when brightness slider was adjusted.
- Fixed lifesteal showing 0% on weapons from player corpses.