Dungeon Survivor · published · build 26291053
It’s been a while since our 1.0 launch! While life kept us busy over the past year, we’ve been thinking a lot about where Dungeon Survivor needed more polish and its future. Recently, we dove back into the project to put together Version 1.2, our biggest update since launch! This update reworks how you chop down trees, overhauls the HUD and Recipe Book, brings dungeon environments to life with new lighting and shaders, upgrades our game engine, and fixes a huge list of gameplay bugs and rough edges. Here is everything waiting for you in Update 1.2:
Trees Now Need an Axe: Your sword can no longer cut down trees. Melee attacks just bounce off. Instead, walk up to a tree and press Interact to pull out your felling axe.
Three-Chop Felling: It takes three chops to bring a tree down. The first chop is committed, but you can cancel the rest at any time by moving, dashing, or attacking, so stay alert while gathering wood with enemies nearby.
The overhauled Recipe Book with smooth book-open and page-turn animations, recipe upgrade progress badges, clearer ingredient counts, and a compact HUD view while cooking.
Revamped Player HUD: Redesigned the player HUD with dynamic biome-themed styling that adapts to your surroundings (Forest, Swamp, Caves, and Dungeon Forts), complete with a dedicated ingredient pouch and active buff badges. Ingredients now pop into the pouch as you pick them up.
Tactile Hunger Bar Effects: The nutrition bar now reacts dynamically! Taking hunger drain pulses the bar and sheds falling crumbs, while eating a meal triggers a warm golden pop.
Boss Health Bar: The dragon boss now makes a proper entrance with a dedicated health bar banner, complete with hit flashes, a trailing damage meter, and a portrait that flinches when you land a blow.
Recipe Book Overhaul: Rebuilt the cooking interface from the ground up with smooth book-opening, closing, and page-turning animations, clearer ingredient requirements, and improved recipe selection states. You can now browse any recipe you've unlocked, even if you don't have the ingredients yet.
Recipe Progression Tracking: Upgradeable recipes now show how many recipe books you've collected toward their next upgrade tier (e.g. 2/3), or MAX once fully upgraded.
Recipe Unlock Notifications: Picking up a recipe book now shows a popup with the book you found, and a banner announces whenever you unlock a new meal.
10x Combat & Stat Number Scaling: Scaled health, damage, healing, and meal stats by 10x across the board for clearer, more readable combat feedback, with some balance tuning along the way. Existing saves are automatically converted to the new scale.
Upgraded Scrolling Battle Text: Combat popups now feature punchy animations and color-coded callouts for critical hits, healing, dodges (EVADE), stolen items, and status effects (BLEED, BURN, PINNED, STUNNED!).
Context-Sensitive Interact Prompts: Added clean visual indicators when approaching interactive objects like doors, chests, campfires, and harvestable trees, showing the right keyboard key or controller button for how you're playing.
Refreshed Menus & Panels: Polished the Settings, Leaderboard, Reset Game, and Controller Disclaimer screens with cleaner layouts and smoother transitions.
Easier to Quit: The lobby sign now reads "Settings / Quit", the Pause button opens settings from the lobby too, and Pause also closes open menus.
Font & Controller Glyph Fixes: Switched to an extended font with full glyph coverage for every supported language, and resolved controller button glyph display issues.
Warmer campfire lighting, context-sensitive interact prompts, and the new Forest HUD theme.
Dynamic Dungeon Fog & Vision: Reworked the atmospheric fog in Caves, Forts, and Boss rooms so it now dynamically parts around the player, campfires, and flying fireballs.
Animated Water & Lava: Brought environments to life with animated water tiles across Caves, Swamps, and Outdoors, plus a custom molten lava shader in Forts and Dungeons.
Warmer Campfires & Lighting: Warmer, brighter campfire glow and fog-aware lighting on chests, fireballs, and lava.
Fighting beside a molten lava moat in the Fort: punchier combat callouts, crumbling hunger bar feedback, and dynamic fog parting around fireballs.
Smoother Enemy Movement: Fixed an issue causing enemies to jitter when transitioning between attacking, engaging, and repositioning states.
Skeleton Sightlines: Fixed line-of-sight detection vectors on Ranged Skeletons so they reliably spot and track targets as intended.
Dash Invulnerability Fix: Fixed a rare glitch where player dash i-frames could get stuck or behave inconsistently.
Status Effect & Synergy Timing: Fixed a bug where attack synergies and status effects could trigger prematurely before an attack connected, and ensured status effects expire and clean up correctly.
Starvation & Hunger Scaling: Fixed the severe-hunger damage penalty never applying when nutrition dropped below 15%.
Slimeballs & Unified Damage Pipeline: Rebuilt Slimeballs as full-fledged enemies under a unified damage pipeline for more consistent hitboxes, knockback, and status interactions.
Hobgoblin Enemy Type: Hobgoblins are now their own enemy type and are worth more points.
No More "Zombie" Attacks: Fixed a bug where defeated enemies could occasionally land a melee swing after dying—or get pulled out of their death state by active status effects like Stun—and ensured dying enemies immediately clear their hitboxes so corpses no longer block arrows. The dragon boss also no longer keeps breathing fire after being defeated.
Guaranteed Dungeon Finale: Fixed a procedural level generation edge case where a dungeon floor could occasionally generate without a final room.
Enemy Encounter Fix: Fixed a bug where enemy spawn zones sharing the same encounter type could block each other, or get used up without spawning anything, leaving parts of the later Caves and Forts emptier than intended. Encounters now play out as designed, so expect a bit more action in the deeper levels!
Upgraded to Godot 4.7: Migrated the game engine and Steamworks integration to the latest version for improved stability and rendering performance.
Faster Loading & Level Generation: Implemented lazy loading for scenes and music, streamlined tile variation placement, and stripped unused assets to reduce build size and load times.
Smoother Combat & Frame Pacing: Pooled scrolling battle text, lightened item pickups, optimized enemy group spawning, reduced raycast overhead in enemy avoidance, and optimized shaders for fog, lava, campfires, and fire traps.
Memory & Steamworks Optimizations: Fixed signal memory leaks and optimized background Steamworks achievement and stat checks.
With the 1.2 overhaul complete, the table is officially set for what comes next. We have a lot of brand-new content simmering behind the scenes that we can’t wait to show you soon. Thank you to everyone who has played and shared feedback since launch. Jump back into Dungeon Survivor 1.2, let us know what you think, and stay tuned for what's coming next!