Development
Releases and development changelog
Read the complete notes for every published release and follow the latest systems, content, and fixes integrated into Ex Inferis.
Version 0.7.28 documented releases
Current releaseVersion 0.7.2
Summary
- Uncertain trades can now be recovered without duplicating or losing the transaction, while saves are more resilient to interruptions.
- Large loot reserves are handled more efficiently through progressive loading, larger sale batches and fewer unnecessary reevaluations.
- Lobby, party and HUD context menus are now unified and fully usable with mouse, keyboard or controller.
- Tooltips, chat and character-management actions are more stable, private and network-efficient.
Miscellaneous
Items and Equipment
- Reserve sales can now group up to 512 items in one operation. Taking items continues to use batches of 32.
- Large reserves are archived progressively in the background. Unchanged portions are reused instead of rebuilding and retransmitting all loot unnecessarily.
Systems and Progression
- Ordinary saves are spaced 30 seconds apart per character and staggered across party members. Health is recorded only when it changes, and updates without new loot retain the existing archive.
- Public, party and private chat retrieve only new messages when supported by the server. Character and stash views that are already current also avoid resending their full contents.
- The client’s public version is now checked before its connection ticket is consumed. Missing, invalid or older versions are rejected with an appropriate error; newer versions remain eligible only when their network protocols are compatible. Connections use a single-use admission ticket instead of account credentials.
Interface and Quality of Life
- Context menus in the lobby, friends list, companion selection, empty party slots, party and HUD now share a dark panel with a gold border, the target’s name, compact actions, scrolling constrained to the screen and a red separation for destructive actions.
- Relevant but unavailable actions remain visible with an explanation and do not move when their state changes. Companion selection displays class and level, while empty slots explain party restrictions.
- Right-click, Shift+F10 and X/Square open context menus. Arrow keys or the D-pad navigate, Enter/A/Cross confirms, and Escape/B/Circle closes while returning focus to the source. Kicking a player or removing a friend requires confirmation; removing a companion remains immediate. Direct item, skill and rune interactions are preserved, with synchronized French and English text.
Bug Fixes
- An uncertain network response during a trade is no longer arbitrarily treated as an abort. Affected characters are suspended and returned to the lobby during recovery, and retries retain the same transaction to prevent a second transfer.
- Trade journals are saved safely. While a journal cannot be written or a transaction remains unresolved, the server retains its recovery state and refuses new admissions instead of discarding the required information.
- Trade status remains available after the associated game ends, within the authorized server and party scope. Only a definitive success or confirmed abort ends recovery; a missing status retries the original request.
- Loot review no longer reevaluates the entire reserve after every health or equipment update. Removing an item preserves the scores and relative order of those remaining; changing a preference still triggers a new evaluation.
- After a sale or withdrawal, the already evaluated remainder can be retained when the saved revision, receipt and loaded pages all agree. Inconsistent state instead reloads the authoritative view and detects duplicate or colliding items.
- Remaining pages can continue loading while an operation is reconciled, with a retry after two seconds, without blocking other character changes. The full reserve is no longer loaded for a simple point allocation, equipment change or stash update.
- The loot-loading message now appears inside a fixed, centered, fully filled panel.
- Reward previews no longer copy the reserve’s entire history. Duplicate rewards continue to be filtered by the server.
- Bag, stash, loot and buyback tooltips remain visible while the pointer stays within their source cell, even after focus is lost. Refreshing the same item preserves their scroll position, and the mouse wheel no longer scrolls the underlying grid, including at the end of the tooltip’s content.
- A tooltip now closes only after the pointer truly leaves its cell, the item is removed or its source is destroyed. Another cell can no longer close the active tooltip by mistake.
- Clicking outside a context menu closes it without triggering the action behind it. F10 alone no longer opens the menu.
- Party or connection changes update context-menu actions without reordering them and close actions that are no longer valid.
- Character ownership is checked again when an action is applied. Companions share their connection’s request limits, and repeated requests are recognized without replaying an already processed change.
- The client now waits for the matching authoritative revision before reconciling an action. Changes without new loot preserve the existing reserve and detect item collisions.
- Private bag and stash data are no longer sent to other players as part of the hero’s general replicated state.
- Switching channels or conversations correctly resets the chat cursor. A response without new messages no longer refreshes the entire interface, and merged messages retain stable ordering without duplicates.
- Maintenance operations now reserve an idle server before shutting it down, preventing a new game from being allocated between the check and the update. Forwarded player addresses are accepted only from explicitly trusted proxies.
Published releasesVersion 0.7.1
Summary
- Companions react more effectively to combat, navigate around obstacles and position themselves more cleanly in corridors and around doorways.
- Online sign-in now uses the secure public domain, while account creation and returning from Google are clearer.
- Trading now supports gifts and confirms their receipt; loot loading, chat and several interface interactions have also been improved.
- Soraline’s skill display, auras, the mini-map and release notes have been fixed.
Miscellaneous
Items and Equipment
- A trade can now be used as a gift when only one player offers an item. Both approvals and the confirmation delay are still required, completely empty trades remain forbidden, and the recipient must have a free bag slot. After a successful trade, the window closes and a receipt lists the received items, or confirms that none were received.
Systems and Progression
- Online sign-in now uses
play.exinferisgame.comwith a publicly trusted HTTPS certificate, so new clients no longer need to install a private certificate. The previous IP endpoint remains available for older clients.
Interface and Quality of Life
- Create account is now the first tab shown to signed-out players. An account without a character proceeds directly to character creation, while the other tab is now named Existing account.
- On Windows, opening Google minimizes the game without changing its display mode. Players return through the taskbar; if the browser cannot be opened, the game is immediately restored to display the error.
- Party portraits on the HUD now display character levels in both single-player and online play.
- A new panoramic promotional artwork depicts the Knight, Battle Mage, Archer and Soraline cooperating in a crypt, in a humorous cartoon style.
Bug Fixes
- Ctrl+V works again in the affected text fields, including BattleTag, character name and search, while retaining native selection and undo.
- Lobby and HUD right-click menus open near the pointer, remain within the window and close after clicking outside.
- Trade tooltips no longer intercept clicks or remain open when the pointer moves over them. Only keyboard navigation can now retain them through focus.
- Receiving a message no longer resets chat or other interfaces. Existing rows, scroll position and bottom-of-list behavior are preserved.
- Loot review immediately requests remaining pages from the lobby, progressively adapts its work to the available frame time and displays Loading loot while waiting, without hiding errors.
- Heroes navigate around allies more reliably and use fallback routes that respect cells, doors and genuinely traversable passages.
- Enemies no longer accept partial paths that lead them into a wall: pursuit now requires a validated complete route.
- Companions select their trailing stop before calculating detours. The followed hero’s occupied position no longer causes the route to be rejected prematurely, particularly in long corridors without line of sight.
- DPS companions better consider the followed hero’s target and enemies already engaged with the party, including those in an adjacent room. Unsuccessful assistance is reconsidered at the normal tactical rate, while retreating retains priority.
- Ranged companions seek genuinely usable range and projectile clearance. They spread around doorways, use intermediate approaches when needed and avoid blocking passages or drawing an unengaged group.
- A melee companion no longer leaves a target it can effectively attack merely to satisfy formation spacing, reducing back-and-forth movement.
- Auras now correctly follow the hero’s displayed, smoothed body on the client.
- The controlled hero no longer retains a residual rotation offset that could leave them facing sideways outside intended animation movement.
- Switching heroes during the same game preserves discovered mini-map areas and door states. A new game still maintains its own separate exploration.
- The skill browser once again correctly displays Soraline’s six skill families and their five ranks, together with her path, Precision mastery, color, artwork and ordering.
- Aura dragging can start anywhere on its row. Allocating points remains restricted to clicking its icon.
- Bullets and numbers in release notes retain their indentation when their text wraps onto additional lines.
- The version button continues to display the client’s current version. Notes now combine patches from the same branch down to its base release, newest first: version 0.7.1 therefore also includes the 0.7.0 notes without displaying a future version.
- The final promotional artwork correctly displays 0.7 instead of 0.7.0, without changing the game’s version number.
Published releasesVersion 0.7.0
Summary
- Online cooperation brings together up to four characters belonging to one to four accounts, with Google sign-in, public or private parties, friends, invitations, chat and player-to-player trading.
- Single-player also allows a party of four profile characters and switching the controlled hero. Companions follow and fight while each character retains their equipment, rewards and history.
- Loot gains a continuous personal reserve, three-section ranking, detailed comparisons and priorities remembered per character. An account-wide online stash completes item and gold management.
- Sign-in, loading and return-to-lobby flows combine authoritative saves, immediately presented online actions and numerous fixes to movement, effects and interfaces.
Skills
- Online movement, pursuit, held or forced attacks, interruption and resuming after a movement skill use the same rules as single-player. The server decides costs, cooldowns, collisions and damage.
- An immediately admissible offensive input starts its animation, sound and brief movement lock locally. Server confirmation retains this presentation; an out-of-range or deferred action still waits until it can execute.
- Freezing, frozen surfaces, debuffs, persistent defenses and rune effects are presented to other clients from server state. Skill, potion and rune charges and timers remain tied to the character.
- Discovered Runewords persist online, including discoveries on the dungeon’s final enemy death. Announcements and the rune cycle follow their owner’s actual progression.
Bow Path
- Soraline’s Clone is presented to online participants, with synchronized actions and disappearance. Its simulation remains active even when the dedicated server has no visual elements.
- Its arrows have a distinct translucent orange appearance. This presentation increases neither damage nor critical hits and adds none of Soraline’s secondary skill effects.
- Precision can be used on a dedicated server: its framing considers the player’s camera and viewport information without depending on a viewport on the server.
Arcane Path
- Shared Mage effects are prepared for every online client, including other heroes and reconnecting players. Casting flames follow the presented body and stop on release, interruption or death.
- Aegis and other persistent defenses retain their network presentation, while their application remains governed by the server’s combat rules.
Aura Path
- Friendly auras benefit allies within their radius, in single-player and online. Their effect on the caster remains separately governed by the skill.
- Leaving the radius, dying or stopping the aura removes its corresponding bonuses. Affected allies are not counted among enemies hit.
Characters
- Single-player and online share a card-based selector showing portrait, class and level. Creation reuses available hero categories and appearances; online account characters remain separate from local profiles.
- Creation requires an actual name of 3 to 24 characters, using letters, digits, spaces, apostrophes or hyphens. Leading and trailing spaces do not create a different name.
- In single-player, the name must be free within the profile. Online, it must be available among active characters on the server, ignoring case; accents remain distinct.
- Online availability is checked while typing and confirmed at creation. A conflict does not erase the entered name. Historical characters are not automatically renamed, and deleting a character frees their name.
- From single-player dungeon selection, the main hero can bring three other distinct profile characters. The selector does not offer a character already in the party.
- The party column shows their portraits and pending reserves. A menu can inspect the chosen member’s character sheet or loot, or remove a companion before departure.
- Inspecting a companion’s skills, runes, inventory, stash or buybacks does not replace the main character selected for play. Each member retains their own rewards and history.
- Online, the four-slot limit counts characters rather than accounts. Four players with one hero each, two players with two heroes or one account with four heroes can form a party.
- In an open party, right-clicking an empty slot offers available personal characters not already present. Removing a companion is restricted to their owner and is no longer offered after departure.
- Changing composition clears Ready states. Adding a character respects ownership, availability and party capacity, without allowing simultaneous use of a character reserved elsewhere.
- Tab switches to the next living personal hero and mouse wheel up to the previous one. These controls can be rebound to keyboard or mouse and remain guarded during typing and sensitive transitions.
- Camera, controls, skills and HUD follow the controlled character. Other personal heroes continue in Follow, without granting the player administrative autoplay permissions.
- If the active hero dies, control can switch to another living hero on the account. A switch waits for confirmation and cannot bypass an ongoing trade, save, dash or end-of-run transition.
- A dead online character respawns after ten seconds at the dungeon entrance with health and energy restored. Identity, equipment, experience and skill, potion and rune timers are preserved; simultaneous deaths do not automatically end the dungeon.
- Reconnecting to the same game resumes retained heroes and their states without free healing or artificial charge restoration. Pending writes are resolved before readmission.
- Companions have stable Follow positions and staggered stops in corridors. When too close, they can step aside by 1.2 to 2.5 meters, giving priority to the human-controlled character.
- Follow reacts to party combat. The tank intervenes near threatened allies, the battle mage uses areas and protections, and ranged heroes advance to their effective range.
- Regrouping takes priority beyond ten meters or after losing sight at a distance, ending once visible again within 4.8 meters. Retreats prioritize nearby visible threats; an impossible retreat does not block resuming Follow.
- Offensive skills with cooldowns exceeding twenty seconds are reserved for bosses or elites still at or above 25% health, or five targets actually covered. Urgent protections remain usable without waiting for this condition.
- Automatic left, right or comb-style exploration remembers branches and doors, then resumes after combat. Offensive and defensive movement respects navigation, ground and obstacles.
Enemies and bosses
- Each enemy chooses a living, active, nearby reachable hero. Being hit or alerted no longer forces the entire enemy group to pursue only the attacker.
- A committed attack finishes before the target is reevaluated. The target is retained for at least 0.6 seconds, and switching does not reset the attack cooldown.
- Dungeon population considers the party’s living heroes instead of observing only the first player. Late arrivals and departures do not recalculate initial difficulty.
- Once the boss dies, the leader can claim victory and remaining enemies are marked on the map. Everyone sees the action, but only the leader can confirm it; killing the last enemy still ends the dungeon automatically.
- The boss introduction shares animation, voice and camera with participants, including arrivals. Commands and combat pause during this sequence, and skipping is synchronized for everyone.
- Presentations for possible enemy types are prepared during loading. Compatible poses and resources are reused when they appear, without creating local duplicates of network enemies.
Miscellaneous
Dungeons and generation
- Public and private parties can join a dungeon already in progress when a character slot is available. The incoming player receives their state and reserves before taking part in the simulation.
- Each member readies up, then the leader starts once everyone is ready. Prepared players enter after server confirmation and local preparation, without clicking a second entry button.
- Reconnection remains voluntary: Rejoin game offers the available game without automatically starting another journey into the dungeon.
- The suggested level matches the highest initial hero. It can be adjusted before departure in single-player, or by the online leader, within dungeon limits.
- Initial level and character count fix difficulty for the whole run. For one, two, three or four characters, additional enemy multipliers are respectively 1 / 1.5 / 2 / 2.5 for HP and 1 / 1.1 / 1.2 / 1.3 for damage.
- The server can wait up to thirty seconds for initial admissions before populating the dungeon. Characters joining later change neither the chosen level nor initial multipliers.
- Loading covers server waiting, preparation, connection, map, assembly, characters, effects and finalization. Progress follows completed work and preserves it across map travel; unmeasured waiting uses a separate indicator.
- The screen disappears only once scenery, enemies, effects and the local hero are ready. Its final 100% state remains visible for 200 ms before giving way to gameplay.
- Impossible preparation or a timeout exceeding two minutes displays an error and returns to the menu. Unavailable dungeons are not offered, and launch errors remain visible after returning to the lobby.
- An allocation without its first admission or a game with no connected players is released after five minutes of inactivity. An admission or restored connection resets this timer; history remains retained.
- Pause and settings remain local in multiplayer: opening their interfaces does not pause other participants.
Environment and scenery
- Network clients receive Crypt lighting and post-processing settings, including the map sun, manual exposure, environment bloom and vignette.
- Doors share their opening direction and progression, with sound matching the received transition. Commands continue checking permitted passages.
- Local wall transparency responds to camera or hero movement, with detection able to increase from five to thirty times per second. Fading remains gradual and does not wait for server confirmation.
- Every party hero, single-player companion and online arrival has a ground shadow. Online, its projection follows the displayed, smoothed body rather than the collision capsule.
- An identical visual refresh retains pose, body and equipment. Elites reuse their auras and materials without restarting their pulse; death and suspension retain normal cleanup.
Items and equipment
- All earned items enter a personal reserve without a gameplay cap, even when the bag has free slots. Gold is credited immediately; reserve size causes neither automatic selling nor combat interruption.
- The online reserve appears as a continuous scrolling list. Internal page transport no longer limits actions to one page or a selection of 512 items.
- Three sections separate the ten best personal improvements, the ten best potentials across classes and everything else. Remaining items follow a stable order considering type, grade, quality and potential.
- Personal evaluation simulates replacements that can actually be equipped, with passives and any displaced other hand. It distinguishes damage, defense and resources without assuming a complete skill rotation.
- Physical offense uses native attacks, their damage, critical hits, duration and rate limits. Magic DPS retains the character-sheet formula: average damage × cast speed × critical hits.
- A mixed character retains both offensive channels: weight 3 for the main one and 1 for the other, regardless of skill count. Improving a channel or resistance can represent a useful alternative despite a trade-off elsewhere.
- Cross-class potential uses reference profiles prepared with game data. Still-valid comparisons are reused; an indicator accompanies incremental evaluation, and actions wait for a complete reserve and available ranking.
- Tooltips start with the selected replacement, then show other possible slots, including both rings. They detail offense, defense, HP, energy, off-hand removal and possible loss of access to a skill.
- Badges distinguish improvements, potential rank, unknown runes and partial results. Evaluated equivalence or a sensitive rune interaction is explained; the no-loss badge applies to skills actually evaluated.
- The three priorities DPS, Resistances and armor and Health and energy belong to each character. A selected priority carries three times the weight without filtering other items; selecting all or none gives a balance.
- Preferences remain remembered in single-player and on compatible online servers. Every click immediately reweights existing comparisons; the latest remaining intent is recorded after the previous confirmation.
- Personal improvements, useful alternatives, future-level items, legendary or unique items, unknown runes, uncertain effects and cross-class potential of at least 80 remain protected by Sell useless, even outside the ten highlighted slots.
- Epic rarity, a high grade or strong affixes no longer automatically protect an ordinary item. Fully evaluated equivalents without another protection can be sold as useless; loot pools and rolls do not change.
- Every section offers Sell all, Sell useless and Keep all. Commands remain clickable even without useful targets; an action without affected items does nothing, and each click checks current state and permitted transactions.
- Left click or Enter keeps an item, and right click sells it. Done or Escape leaves untreated items in reserve. A full bag refuses keeping instead of automatically selling excess items.
- Bulk actions apply to the items chosen at the start and stop on rejection. Preferences not yet recorded and required saves prevent premature exit or participant switching.
- After a confirmed sale, ranking, cells, scroll position and focus are retained, then freed slots are filled. A real equipment, skill or stock change recomputes what needs updating.
- Review brings counters, gold and bag occupancy together in its header. Participant cards show portrait, name, class and level and allow managing affected personal characters without changing the hero chosen for play.
- After a saved solo completion, every participant from the original profile can manage their loot. Online, confirmed return after abandonment or results opens owned participants’ reserves without offering another account’s reserves.
- Right-clicking an owned party character offers their sheet and, when items or pending gold remain, their loot. A reserve containing only gold is still accounted for.
- The online stash is shared by characters on the same account and remains separate from the single-player stash. It supports depositing and withdrawing whole items and gold, and moving items internally, from the lobby or dungeon.
- Transfers retain item properties and exact integer balances. Stash and character are reconciled after interruption; a stash changed by another character refreshes without stopping the game.
- A player trade is requested by right-clicking another hero’s HUD portrait or frame. Names, bars and the world do not open this menu; the old button and Trade \[X\] shortcut are removed.
- The invitation expires after thirty seconds. Each participant offers one whole item or stack from their bag, retaining durability and affixes; worn equipment, stash, reserve and currency are excluded.
- The window shows You give / You receive from the local perspective, one large slot per offer and the scrolling personal bag. Tooltips and equipment or rune comparisons remain available after locking.
- Every player explicitly approves their offer. Changing it clears approvals; an affected modification imposes five seconds before fresh validations. Two approvals start a final three-second countdown, cancellable before recording.
- The received item takes the offered item’s slot, even with a full bag. Trading waits for saves and retains a recoverable decision if a network response is uncertain; it does not replace experience or rewards earned in the meantime.
- Rejection, expiry, cancellation, death and disconnection interrupt a trade not yet committed to recording. An already engaged decision waits for resolution before players depart. An owned companion does not offer player-to-player trading.
Audio and narration
- Iron Ritual P1 and Iron Ritual P2 join dungeon music, bringing the catalog to 32 tracks. Track selection and volume settings are retained.
- The now-playing title display is removed without removing music or its continuity.
- The menu track continues until loading actually disappears, including its final 100% frame. If it ends while waiting, it repeats without drawing another track before giving way to dungeon music.
- Coin sounds wait for a confirmed sale or gold transfer. Keeping an item plays no sale sound, and a confirmation already handled does not replay its sound effect.
- Dungeon music continues while online settings are open, and returning to the menu restores its music. The music player no longer creates an interface while the map is being destroyed.
Systems and progression
- Play locally and Play online open separate flows. Single-player remains autonomous; signing in does not turn a local profile into an online character.
- Sign-in distinguishes Create an account, Online sign-in and, in Debug mode, Test sign-in. Online is selected by default; accounts, characters and progress remain independent between online and local destinations.
- Google opens the system browser and can create or retrieve the account without giving the game its password. Returning to the client uses a temporary one-time authorization; no Google mail permissions are requested.
- My account can link Google to an already authenticated account. Historical accounts and characters are retained without automatic email-based merging. Old password or Microsoft sessions do not become Google player sessions.
- Player password registration and login no longer grant multiplayer access. Passwords remain reserved for the administration console under its separate permissions.
- An alpha notice explains defects, interruptions and data-loss risks. An explicit checkbox and confirmation precede the first sign-in; acceptance is remembered on this device after successful recording.
- The page checks server availability before Google, with an eight-second timeout and a retry control. Unavailability or missing consent prevents sign-in without opening a flow destined to fail.
- Stay connected, off by default and also available in My account, stores only the Ex Inferis session in the secure Windows vault, separately for each destination.
- On a compatible server, this option allows a thirty-day player session instead of eight hours. Resuming verifies identity and starts neither a browser nor a game automatically.
- Unchecking forgets the stored session without closing the current one. Signing out forgets and revokes it; a temporary outage retains it, but an expired or rejected session is removed.
- Every account has a stable BattleTag, distinct from character names. Exact search helps find a friend without sharing their email address.
- Friend requests need explicit acceptance; crossed requests do not imply it. Presence and private messages are restricted to accepted friends.
- Recipient-bound invitations from the leader replace party codes. They target an accepted friend, remain valid ten minutes and can be used once; the recipient can accept or decline.
- The leader can remove a member from an open party before gameplay. This does not alter their character or permanently ban access to a public party.
- The lobby offers global and party chat. Friends have private conversations with seven-day history retention; removing a friend removes access to the conversation.
- The friends list shows Name · BattleTag, presence, selected character and level. A green or gray indicator shows connection, and an envelope signals a received unread private message; character information disappears offline.
- Online characters can be inspected and managed from the lobby: appearance, equipment, attributes, skills, runes, selling, buyback, stash and reserve. A game reservation or concurrent operation protects character state.
- Social and management features activate according to capabilities actually advertised by the server. A missing feature remains explicitly unavailable; without an available management service, inspection does not simulate a successful edit.
- Online equipment, sales, points, loot and stash immediately present the predicted result. Intents are sent in order, one at a time, then reapplied after each server confirmation; the client does not decide an authoritative save itself.
- Nearby point clicks not yet sent are merged. Navigation between sheets remains available, but leaving management or switching characters waits for confirmations; rejections restore confirmed state and display their cause.
- Each connected character receives personal rewards when an enemy dies, even when dead or far away. Arrivals receive no earlier rewards, and absent characters gain no new rewards.
- Bags, gold and reserves remain private; other players see worn equipment and prepared actions. Periodic saves and those for edits, departures and endings retain progression.
- Dedicated simulation targets sixty updates per second, with hero and enemy synchronization aligned to this cadence. Valid movement confirmations can return sooner without multiplying corrections already in flight.
- Completing a solo party records characters, inventories and histories together. Recovery accounts for companions and rewards already transferred without publishing an inconsistent intermediate state.
- Abandoning stops commands and new rewards, then waits for saves and releases. Other accounts continue playing; the last departure closes the game and releases the server.
- Results wait for the final save and allow sorting the reserve before return. A durable failure remains explicit and retains recovery material; abandonment is not presented as defeat.
- Confirmed return opens the online lobby directly while retaining account identity. Disconnection or switching servers invalidates old responses and their review requests.
- Autoplay, Lead and Follow remain permission-gated: Debug in single-player, individual administrator permission online, off by default. Revoking that permission stops the pilot and clears its role.
- The pilot uses prepared skills, potions, protections, dispelling, control and areas with ordinary costs and cooldowns. It neither moves the mouse nor simulates interface clicks; a stop button returns control to the player.
- Lead explores and opens doors while waiting for unavailable or distant companions. Follow retains the selected partner and does not explore alone; victory and departure remain manual decisions.
- The private console supports paginated account search, autoplay permission management and inspection of groups, games, durations and participants. Its chat displays \[Admin\] without taking a player slot.
- Administrative closure requests that the game stop and save before normal release rather than abruptly terminating the process. Histories are retained and closed groups disappear from offered lists.
- Linux server and HTTPS recipes combine simulation and persistent services with availability checks, backups and graceful shutdown. LAN access remains explicit and uses a verified trust certificate; remote administration stays private.
- Server updates retain data and identity, prepare images before interruption and provide rollback to previous images on failure. VPS preparation protects recipes against writes by other users; a client correction does not implicitly trigger server delivery.
Interface and quality of life
- Local and online access are aligned in the same main-menu gothic button column. The Version button displays the current game version and opens its notes.
- Sign-in, creation, selection, party, social and reconnection flows use consistent screens in French and English, with explicit errors and unavailability.
- The four lobby slots show face portraits and names. The green Ready check mark and yellow leader crown stay attached to portrait corners, including non-square portraits, and can coexist.
- Account identity is simply Account name · BattleTag. Lobby refreshes reuse cards to retain focus and selection.
- The HUD shows up to three companions below the timer, with portrait, name, bars and death, respawn or disconnection state. The currently controlled hero does not occupy a companion row.
- Cyan, amber, violet and mint consistently identify characters on portraits, the minimap and full map. Switching heroes, dying or disconnecting does not reassign these colors.
- Portraits have colored square frames and dark raised bars. Names and current/maximum health appear in bold at a consistent size; a status replaces the value when needed.
- Companions and Recent loot have independent XS-to-XL sizes. Other interface families and previously remembered preferences are retained.
- Up to three new personal loot entries appear below the minimap, newest first, with icon, quantity and relevant comparison. They display for five seconds then fade over two; a new item restarts this duration, and unique items have a gold accent.
- Online combat text shows only events received by the local hero and those they inflict. A spaced column per target avoids overlap without removing health updates caused by other participants.
- Party chat opens above the hero without pausing, in an adaptive panel with real times, bold names and an unread counter. It shows the fifty recent messages.
- Enter sends up to 500 characters, and Escape leaves typing. The length counter and sending states remain visible; a rejected draft is retained, and opening chat or returning to the bottom acknowledges displayed messages.
- While typing, combat commands do not fire, and panel clicks do not pass through to the world. Opening a portrait context menu does not cast a skill behind the HUD.
- Comparisons remain available on actual hover or keyboard/controller navigation. Tooltips disappear after leaving, taking action or reopening; the inventory’s useless-item selling button no longer displays one.
- If departure fails, Pause explains the received cause instead of only showing a generic retry message. A client/server version mismatch also has a distinct message.
Bug fixes
- Remote player commands execute on a dedicated server without depending on local controller updates. The inherited duplicate movement stream no longer produces concurrent simulation.
- Changing commands no longer retroactively invalidates earlier movement. Direction changes and cancellations are handled locally while retaining server control of destinations and interactions.
- Clicks outside the dungeon project onto a walkable destination. Corrections on procedural Crypt and Cemetery floors are no longer refused because the client cannot resolve a walking base.
- Old network responses or pointer samples no longer replace a newer held destination or reactivate a finished action. Losing focus releases held inputs.
- Short online ground clicks request configured full speed instead of reducing it according to remaining distance. A goal crossed between two positions triggers the native stop without increasing tolerance according to FPS.
- Attack locks or hit recovery expire according to their physical duration, independently of animation or delayed responses. A new command does not erase them, and movement before a hit is not rejected according to a future state.
- A ground click accepted during an attack retains its path and resumes when the lock expires. Potions and instant utility actions add no artificial offensive pause for the pilot.
- Knockback respects ground, navigation and obstacles instead of directly repositioning the capsule. Explicit cancellation also stops horizontal movement during network replay.
- The camera follows the displayed body. Ordinary corrections smooth only their offset; dash and teleport clear that offset instead of imposing visual catch-up between two positions.
- Confirmation does not restart an already predicted or completed attack. Ordinary clock differences gradually adjust animation, and outdated hit reactions no longer disturb a recent command.
- Forced shots are no longer rejected solely because aiming height slightly exceeds calculated range. A fan’s angle remains its release-time angle despite notification arrival order.
- Arrows launch from the bow attachment available on the client. Premature departure, duplicate displays and double impacts are avoided; an impact retains its position even if the target disappeared.
- Very short-lived projectiles transmit their impact even when disappearing before becoming visible. The damage log avoids duplicates and retains impacts received before initialization finishes.
- Server companions correctly regain native movement after a hero switch without moving a dead character. Their spawn chooses free navigable ground in the starting cell.
- Tactical destinations are no longer shifted a second time as human clicks, which could leave a companion out of range. Two bots already in melee no longer abandon contact solely for formation spacing; real collisions remain active.
- Gold and experience gains no longer rebuild the whole hero. An unchanged material, independent equipment or a statistics update does not needlessly restart the pose or a held skill.
- Non-mages and reconnections prepare shared effects. A flame reattached to a rebuilt body replays neither the action nor sound; old or cancelled loading does not declare another session ready.
- Cemetery preparation and enemy presentation on dedicated servers address their startup errors. Missing cosmetic elements no longer block simulation of Soraline’s Clone.
- Loading remains attached across map travel and does not invent a full bar during unknown waiting. Menu music no longer gives way too early to dungeon, boss or result music.
- Multiplayer cells and cards receive clicks across their full surface without decorations intercepting them. Refreshes no longer periodically disable commands or reapply unchanged positions and styles.
- Actions invalidate refreshes already in flight so an old reply cannot replace their result. Dungeon, appearance and category dropdown labels remain attached to their interface across map changes.
- Missing portraits clear the old image instead of showing stale content or a white square. Departed heroes’ shadows are removed without duplicates and correctly follow the smoothed body online.
- The native cursor is restored on regaining focus or reentering the game area, with a system-pointer fallback. An outside position is no longer treated as hovering the viewport.
- Private messages are acknowledged only when their conversation is visible at the bottom. An old refresh or two simultaneous messages no longer hides a newly unread message.
- Solo chat replies play only once per hero per run; switching heroes, rebuilding the HUD or opening a trade does not replay them. Drafts and unread messages are retained.
- Old trade approval cannot validate a new offer. Other bag mutations are guarded during trading, and confirmation retains gains received in the meantime.
- Right-clicking an owned companion no longer offers Trade or becomes a world skill when no menu opens.
- A partial reserve is no longer saved as if it represented the complete character. Unchanged pages remain reusable despite health or statistics changes; an old reserve cannot restore outdated items.
- Selling no longer rebuilds the entire review or leaves a sale tooltip displayed. An empty reserve clears old cells, and selling the final item clears its pending residual gold amount.
- Reopening loot restores profile, session and save tracking. Rebuilt context menus do not reuse old widgets still referenced; repeated return clicks preserve an already requested review.
- Rejected online edits reconcile server state and discard dependent predictions. Ambiguous responses reuse the same intent without applying an edit or stash transfer twice.
- After Tab, releasing the active hero no longer prevents resuming remaining companions’ departure. Departures are serialized, and temporary party or character conflicts are retried without being treated as confirmations.
- Back, Escape and menu returns no longer bypass saves. Admission is blocked during a pending departure, and an old reply does not restore a game already left.
- Returning to single-player restores its data, labels and grid even while an online account remains signed in. Inspecting an online character does not restore health or open a single-player profile as a fallback.
- Older profiles and checkpoints lacking loot preferences receive the balanced setting without rewriting them on read or relaxing checks on other fields.
- A stored session survives temporary unavailability but not confirmed expiry or revocation. Stale sign-in, name or destination-change replies do not replace newer state.
- Restarting a server closes its old allocations. Cleanup resumes without removing a newer membership, and an active-again game is not recycled by an outdated inactivity check.
- Version mismatches remain reported even after a later connection error. Protocol, network-content and certificate checks are not disabled to bypass rejection.
- Manager logs distinguish launches and retain accented characters instead of replaying old output as current. Restarts and updates preserve services and data they must not replace.
Published releasesVersion 0.6.0
Summary
- Progression now supports up to four learned paths, mastery at 20 points and eight prepared actions, with a separate potion.
- Soraline receives a fully reworked independent path featuring Freezing Shot, Multishot, Clone and the active Precision mastery.
- A 160-slot stash shared by every character in the profile allows items and gold to be transferred safely.
- The Cemetery gains deterministic vegetation, flying leaves and exterior relief, while both Cemetery and Crypt generation become more varied.
Skills
- Each character can learn their initial path and up to three secondary paths, within a total budget of 50 points. Every path contains five skills with five ranks and unlocks its mastery at 20 invested points.
- One point in the previous skill is enough to access the next. A path’s initial point remains protected, while completely emptying a secondary path frees its slot.
- Eight actions can be prepared in addition to the potion. Learned passives, bonuses and synergies remain active off the bar, while auras still require explicit activation.
- Basic attacks from the main paths now grant a learned additive damage bonus of 25/30/35/40/45 coefficient points, restricted to their own path.
- The life potion starts every dungeon with five charges and recovers one every 10 seconds. Further uses do not postpone an ongoing recovery, and there is no delay between two uses.
- The potion can be consumed at full health or during a basic attack. It heals the greater of 12 HP or 35% of maximum HP, capped at missing HP, and its recovery is unaffected by cooldown reductions or Transfer.
Bow Path
- Soraline’s independent path now contains Basic Shot, Freezing Shot, Multishot, Hemorrhagic Shot and Clone.
- Soraline’s Basic Shot deals 100–180% of reference damage.
- Freezing Shot deals 50% damage within a 2–4 metre radius and freezes for 1–3 seconds. Bosses receive a 50% slow instead.
- Multishot fires five simultaneous arrows in a fan toward the pointer. It has two charges recovered every 5 seconds and grants a learned critical bonus of 1–5 points.
- Hemorrhagic Shot deals 150–250% on impact, followed by 140–200% bleeding strengthened by a learned 10–50% bonus over 5 seconds.
- Clone summons a translucent orange silhouette for 7/9/11/13/15 seconds. It follows Soraline and repeats a Basic Shot after each of her actions. Its shots originate from its own position without runes, secondary attacks or piercing. The clone dissolves over 2 seconds when it expires and has a 60-second cooldown.
- The active Precision mastery is obtained for free at 20 invested path points. It marks up to five visible enemies, increases their damage taken by 30% for 5 seconds and has a 10-second cooldown.
- Soraline’s path receives six dedicated icons, a turquoise emblem, new Freezing Shot effects and sounds, and a unique Precision activation sound.
- In the standard archery path, Basic Shot now deals 120–200%. Multishot grants 1–5 learned critical points, while Repulsion slows movement and attacks by 5–25% for 1–5 seconds.
- Power Shot deals 200–400% and reduces armor for 5 seconds: 5–25% from its own effect plus a 5–25% synergy, reaching a maximum total of 50%.
- Hemorrhagic Shot deals 150–250% on impact, followed by 140–200% bleeding and a learned 10–50% bonus over 5 seconds, reaching a maximum total of 250%.
Arcane Path
- Basic Attack now deals 100–180%. Fireball deals 150–250% within a 2-metre radius, grants 1–5 learned critical points and burns at ranks 3–5 for an additional 25/50/75% over 3 seconds.
- Ice deals 50% within a 2–4 metre radius and freezes for 1–3 seconds. Wave deals 25–125% within a 3–5 metre radius.
- Wave’s synergy reduces the next cooldowns of all learned skills by 0.2–1 second, including skills from other paths and Wave itself. The potion remains excluded.
- Aegis reduces physical and magical damage by 20% for 3 seconds, reflects magical attacks and, at rank 5, physical attacks. Its passive bonus also provides a 4–20% reflection chance while it is not prepared.
Sword Path
- Basic Attack now deals 100–180%. Circular Attack deals 150–250% within a 3–4 metre radius and grants 0/0/1/1/2 additional targets to single-target attacks.
- Heavy Strike deals 200–400%, stuns for 0.5–1.5 seconds and grants learned movement and attack slows of 5–25% for 1–5 seconds.
- Armor Breaker deals 125–225% and reduces armor for 10 seconds: 15–35% from its own effect and a learned 5–25% bonus, reaching a maximum total of 60%.
- Bleeding Sweep deals 100–200% on impact, followed by 90/130/170/210/250% bleeding and a learned 10–50% bonus over 5 seconds, reaching a maximum total of 300%.
Characters
- The Knight uses a new idle animation to reduce foot sliding.
Miscellaneous
Dungeons and generation
- Large Cemetery maps reserve at least two enclosures suitable for large mausoleums. Their stone approaches connect to the path network and remain protected from vegetation and other decorations.
- Mausoleum approaches are integrated into the ground so their paving blends into the surrounding paths.
- About 45% of eligible Crypt macro cells are grouped into large open rectangular rooms without removing small rooms, passages or dead ends.
- Coffins and vaults can line the walls or occupy the centre of large rooms. Their budget is distributed between rooms to preserve variety.
- Skull arches and wall decorations follow new spacing and per-sector limits. Bookshelves now account for about one wall decoration in five, and identical pieces no longer appear consecutively when another variant is available.
Environment and scenery
- The Cemetery receives deterministic vegetation with Normal and Low profiles. Paths, mausoleum approaches, open graves and reserved areas remain clear.
- The ground gains continuous colour and roughness variation, irregular path edges and moss. Grass uses curved blades, while dark ground leaf litter is disabled.
- Interior grass density is set to 0.128 clumps per m² on Normal and 0.032 on Low, capped at 640 and 200 respectively. Flying leaves appear near the player, using up to three systems on Normal and one on Low.
- A 32-metre exterior ring surrounds the Cemetery with deterministic relief whose main amplitude is ±2.5 metres. Flat strips preserve walls and gates, while grass, ferns, shrubs and dead trees enrich the exterior without encroaching on the playable area or navigation.
- Exterior grass uses a density of 0.056 clumps per m² on Normal and 0.022 on Low, capped at 880 and 280 respectively.
- Graves follow regular rows along the west, east and north sides of enclosures, keeping entrances and interiors clear. Graves placed against a fence point their headstone toward it so their opening faces into the enclosure.
- Open graves fit their pits more accurately and have been raised by 4 centimetres. Braziers remain limited to enclosure corners, while street lamps keep consistent spacing around intersections.
- Dynamic shadows use a lower resolution while retaining their update rate. They are displayed according to the visible footprint of their projection, including when the character producing them is off-screen.
- The ice shockwave interacts more accurately with the environment and now has a closed bottom without changing its damage or freezing behaviour.
Items and equipment
- A 160-slot stash shared by every character in the profile appears before the Buyback tab, alongside the 80-slot bag.
- Drag-and-drop and right-click transfer complete items between the bag and stash. Moves within the same container swap slots without losing item properties.
- A dialog allows a positive whole amount of gold to be deposited or withdrawn. The coin sound only plays after a successful save, and items stored in the stash cannot be sold directly.
- Sell useless now includes equipment forbidden to the character’s class while retaining items that merely require a higher level. This action remains limited to the bag.
Systems and progression
- Skills and attributes spend one point per click, up to five with Ctrl and the maximum allowed with Ctrl+Shift. Each grouped purchase respects the budget, minimum values and prerequisites as a single operation.
- Stash transfers, character state and the recovery checkpoint are saved together to protect items and gold during an interruption.
Interface and quality of life
- The HUD, skill browser and settings support eight prepared actions and the separate potion.
- Precision can be inspected and dragged from its mastery icon or detail panel. It is automatically removed from the bar if investment in the path falls below 20 points.
- Detail panels and tooltips display final values, synergy contributions, their scope, additional effects, charges and charge recovery. They distinguish learned bonuses, prepared actions and activated auras.
- Enemies affected by Precision display a turquoise marker even at full health without revealing their entire health bar.
- While saving, clicks, keyboard input, scrolling and drops are temporarily blocked without greying out the screens. Tooltips remain hidden until the operation finishes.
- Interface text and resources covering paths, masteries, charges, synergies and the shared stash are available in French and English.
Bug fixes
- An old recovery journal, even if received late, can no longer restore an earlier state and duplicate or lose items or gold.
- Normalizing older saves repairs path ordering, action types and incompatible legacy assignments without changing points already spent.
- Learned bonuses are no longer applied multiple times when they also appear on the action bar.
- Armor reductions take effect from the first impact and are no longer added a second time when a debuff already exists.
- Slows refresh without stacking their strength. Bleeding is assigned to the correct target and nearby enemies only when its actual scope allows it.
- Additional melee targets respect range and line of effect. They share the same action to prevent duplicate rune triggers.
- Aegis no longer produces a small offensive hit when activated. Reflection is evaluated once per source, prioritizes active Aegis and can no longer form a loop.
- Clone projectiles retain their actual point of origin until impact.
- Enemy fireballs no longer disappear when playing a hero other than the Mage.
- Arcanist charging flames immediately appear at their normal size and intensity, then extinguish correctly when firing or interrupted.
- Characters and other visual actors no longer deform the ice shockwave.
- Grouped point-spending shortcuts correctly retain Ctrl and Shift until the click and no longer start an accidental drag-and-drop.
- The charge recovery indicator now uses a stable total duration.
- Mausoleum visual entrances are aligned with their placement and collision.
- A purely cosmetic decoration failure no longer regenerates the Cemetery layout.
- Grave openings are no longer moved or reduced when their offset and rotation need to be preserved.
- Crypt wall decorations use only genuinely closed wall surfaces and no longer occupy cells reserved for large-room compositions.
Published releasesVersion 0.5.0
Summary
- Soraline joins the playable heroes, while character creation gains categories and saved appearance customization.
- The new skill screen brings paths, masteries, details, progression and the shortcut bar together in a fully illustrated browser.
- Boss introductions, the combat HUD, and the victory and defeat screens receive numerous visual and functional fixes.
- Full freeze, lethal-damage feedback, auras and Cemetery gates receive combat and audio fixes.
Skills
- The browser presents one path at a time with its skill list, mastery, detail panel and the character’s shortcut bar.
- The selector allows secondary paths to be searched and previewed by category, with their requirements shown before they are added under the progression rules.
- Points can be added or removed from icons or the detail panel. Selecting text or starting a drag no longer spends a point.
- The shortcut bar shares the HUD presentation, with resolution-appropriate icons, compact key badges and full labels on hover.
- Every available path has a panoramic banner. Gothic artwork covers the window and extends behind the skill bar.
- Acquired and selected states are now distinct for skills and masteries without hiding their path color.
- Search uses the interface typography and gold theme. Immediate tooltips describe paths, skills, masteries, point controls and shortcut slots.
- The action for adding a path uses the localized Select label.
Bow Path
- Soraline has her own archery path and independent versions of the Archer’s five skills. Their values, sounds, projectiles, effects and icons initially remain identical, but they can now evolve separately.
Characters
- Character creation groups heroes into Knight, Archer and Mage categories.
- Every hero has a default appearance combining their body, animations, portrait and visible accessories.
Archer
- Soraline becomes the fourth selectable hero, with her own model, selection portrait and dedicated idle, walking, running, shooting, hit-reaction and death animations.
- Her default appearance uses a new metallic Bow2 and a dedicated quiver, complete with materials, alignment and multiple levels of detail.
- Her five HUD portraits directly use their frame dimensions. Their framing places her face more naturally and avoids the blur caused by in-game enlargement.
- The character sheet, HUD and skill browser use her dedicated portraits and path banner. Her names and descriptions are available in French and English.
Battle Mage
- The Battle Mage’s default appearance receives a new sword and shield, complete with materials and multiple levels of detail.
Enemies and bosses
- Veyrann’s mace now uses its validated manual alignment in the in-game presentation.
Miscellaneous
Items and equipment
- The Knight and Battle Mage accept swords and shields, while the Archer accepts bows and quivers. Character creation, inventory, equipment and item comparisons now apply the same rule.
- An appearance’s cosmetic weapons and accessories remain visible when their equipment slots are empty. Bonuses still depend solely on the items actually equipped.
Audio and narrative
- The Cemetery’s double iron gates once again play their creaking sound when opened, using the volume and spatialization of other interactive doors.
Systems and progression
- Appearance selection is saved per character and can be changed from the menu or while paused outside combat, without changing statistics, skills, current resources or cooldowns.
- Existing profiles and interrupted runs are transferred to the appearance system without removing equipment or changing progression.
Interface and quality of life
- The character sheet provides an Appearance selector. When only one appearance is available, the control remains visible but disabled.
- Release notes and version history follow the game’s active language and select the matching French or English document after each language change.
Bug fixes
- Saving progression no longer greys out the entire skill browser or needlessly rebuilds its lists, keeping selection, focus and scrolling stable.
- Returning from the path selector correctly restores focus to the add-path button.
- Progression requirements now state the precise reason for a refusal.
- Arcane Aegis displays its physical reduction and duration instead of zero damage and a technical range value.
- Disabled browser controls explain their requirements on hover.
- Duplicate standard tooltips have been removed, and the contextual panel remains within the screen bounds, including during interactions and drag-and-drop.
- Heavily reduced banners no longer appear aliased.
- The browser background, artwork and header no longer extend beyond the ornate frame’s gold rule.
- A fully frozen character can no longer dodge, parry, block or benefit from dash invulnerability. Armor, resistances and other passive defenses remain active.
- Lethal damage numbers remain anchored to an enemy after collision is disabled or their frozen body shatters.
- A menu whose initialization failed is no longer reported as ready and can be rebuilt correctly after the issue is resolved.
- A temporarily missing visual resource can be loaded once it becomes available instead of remaining permanently unavailable.
- Equipment slots on the character sheet no longer move when an appearance portrait uses different proportions.
- A saved appearance that is no longer available uses the default visual without silently erasing the stored choice.
- Appearance changes are rejected during attacks, dashes or frozen animations to preserve active effects and attachments.
- When several heroes share certain skills, progression retains only the active hero’s primary path and no longer reports a false conflict.
- Projectile impact effects remain available to Soraline’s independent skills, including Hemorrhagic Shot.
- Activating an aura no longer replays its sound for every affected enemy: all rings remain visible, but only one audio playback is triggered.
- The boss frame and health bar use stable dimensions from their first appearance. The bar is no longer compressed and its health text no longer overflows.
- The Victory button once again uses the green Gothic V5 style, the correct dimensions and its localized label.
- Loot and Continue are centered together beneath the artwork on both victory and defeat screens. The save-retry action has its own row.
- The music banner is positioned one banner-height lower while retaining its anchor beneath the clock and its resolution scaling.
- Living Storm suspends its lightning strikes throughout a boss introduction, preserves the remaining delay before the next strike, and resumes when the speech ends or is skipped with Escape.
- The boss’s introduction gesture now finishes normally and returns to the idle animation while the speech continues, without leaving Veyrann frozen in the final pose.
- Visual and audio hit reactions no longer interrupt a boss’s speech. Damage and death are still resolved normally.
- The target frame no longer displays the temporary list of internal effect identifiers. Elite badges and ranks remain visible as expected.
Published releasesVersion 0.4.1
Summary
- The Archer and Battle Mage receive new models and refreshed animations, with realigned equipment.
- Arcane effects become clearer, and enemies killed while fully frozen shatter into ice fragments.
- Shadows are reworked in the Crypt and Cemetery, with darker base lighting in the Cemetery.
- Saves, history and the interface receive updates, including automatic recovery saves and additional graphics settings.
Skills
Bow Path
- Hemorrhagic Shot displays a red impact wave matching the radius of its bleeding area.
Arcane Path
- Arcane Aegis temporarily replaces the shield with three rotating purple rune rings. They follow the Mage’s movements, and the shield returns to its previous appearance when reflection ends.
- Ice Blast produces a single blue-cyan cold wave, sized to the current rank’s radius and dissipating after 1.6 seconds. It replaces the former persistent ice plate.
- Cold-wave density, simultaneous wave count and display distance adapt to the selected effects quality.
- Once Living Storm is acquired, an electric aura accompanies the Mage, including on entering the game with a save where it is already unlocked. Each actual strike produces a wider lightning bolt connecting the hero to the target hit.
Characters
Archer
- A new detailed model and new idle, walking, running, attack, hit-reaction and death animations. All five ranged skills use the new shooting animation.
- The bow and quiver are realigned with the new character, including their equipment variants.
Battle Mage
- A new detailed model, with animations adapted to his proportions and corrected ground placement.
- The sword, shield and Arcane Aegis rings are realigned with the new body.
Enemies and bosses
- A regular enemy killed while fully frozen shatters into ice fragments, regardless of the source of the fatal blow. The fragments fall, bounce slightly and melt over 3.8 seconds, accompanied by impact and ice-shattering sounds.
- Full freeze is distinguished from ordinary stun. Enemies that are only slowed, including bosses, retain their animations and normal death.
- Simultaneous retreats by ranged enemies are optimized: paths that remain passable are reused, while invalid paths are abandoned.
- Enemy spell-charge effects are optimized during repeated casts.
Miscellaneous
Dungeons and generation
- Visual effects and sounds for the Battle Mage’s skills are prepared while the dungeon loads, before the hero becomes playable. This preparation focuses on the resources needed by his spells.
Environment and scenery
- In the Crypt and Cemetery, the shadow of the hero and their equipment is shorter and less dark. It remains confined to the ground, without darkening characters or falling onto the hero.
- The hero’s shadow gradually turns according to the nearest eligible visible lamp, then returns to its general direction when leaving that lamp’s influence.
- Shadows cast by enemies and scenery that already had shadows follow a common direction. Enemies retain this direction near lamps.
- Generated Crypt structures and decorations no longer cast shadows, including those using shared models.
- The Cemetery’s base lighting is reduced by 20%, while local lamps retain their intensity.
- The ornate candelabrum’s three flames are now one quarter of their previous size, remain anchored to their wicks and no longer cast shadows.
- Rendering of repeated static Crypt decorations is optimized.
- Fading of walls and doors that obscure the hero is optimized.
- Updates to Cemetery lighting and scenery are reduced while the camera and scene remain stable.
Items and equipment
- Iron, silver, gold and diamond amulets receive new artwork, with the thin frame and quality symbol used by the current item format, at every interface size.
- Chronofury also benefits from the diamond amulet’s updated artwork.
Audio and narrative
- Living Storm strikes alternate between three electric sounds without immediate repetition.
- Individual sales and buybacks play a coin sound; successful bulk sales play a coin-bag sound.
- Sounds for the enemy species present are prepared before encounters instead of loading during their first footsteps, attacks or deaths.
- Handling of boss music transitions is optimized.
Systems and progression
- Profiles, preferences and history are loaded and saved in the background.
- History is stored separately from the active save and browsed in pages. Older runs remain available with their details, filters and replay options, without proportionally increasing the character save’s size.
- Automatic saving is added to support character recovery after an interruption. A new item gives priority to a capture; other changes are captured at a five-second interval when the state has changed.
- Recovery uses the last completed automatic save: the character returns to the menu, items still awaiting a choice are offered through Loot, and the interrupted run is recorded as abandoned. The dungeon and hero’s position are not resumed.
- Target searches for area attacks, runes and explosions are optimized.
- Living Storm target searches and ranged-enemy visibility checks run at a cadence independent of frame rate. Visibility is checked again when a shot is released.
Interface and quality of life
- Display settings offer Low, Medium and High profiles, alongside a Custom state. Existing preferences are preserved.
- Effects quality has its own independent choice: Low, Medium, High or Ultra.
- The HUD updates changing information separately and reuses status indicators.
- The character sheet defers updates while closed and displays current data when reopened. While visible, only the affected sections are updated.
- The minimap and full map are optimized during movement, while discoveries, doors and markers continue to update.
- Similar damage events occurring close together on one target can be grouped. Critical hits and different outcomes remain separate; when the display is crowded, hero information takes priority, followed by critical hits.
- The Mage’s portrait is sharper at all five HUD sizes, with a better-defined face, eyes and helmet and consistent framing.
- Menus wait for save confirmation before confirming a persistent action. Errors allow another attempt, while setting sliders retain their immediate preview.
Bug fixes
- Forced-attack projectiles correctly follow the cursor without a visibly offset parallel trajectory.
- A free projectile no longer locks onto an enemy merely hovered during forced attack.
- A dead enemy no longer receives a frozen appearance after the fatal hit or remains frozen upright.
- Ice fragments no longer hang in mid-air or pass through the floor as they fall.
- An earlier frozen death can no longer prematurely interrupt the fragments from a later death.
- The cold wave no longer loops and disappears independently of freeze duration.
- A finished ice wave no longer reactivates unintentionally.
- Ice Blast no longer leaves a persistent light illuminating characters.
- Changing equipment during Arcane Aegis attaches the rings to the current shield and correctly restores the previous shield’s visibility.
- Fixed references that could prevent Living Storm’s aura, lightning bolts or sounds from appearing after loading.
- Hero visual effects follow the hero’s actual position instead of remaining at the spawn point.
- Decorative spell-charge elements no longer create an invisible obstacle near an open door.
- The new Mage’s body and equipment no longer become nearly invisible during animations. Unintended movement caused by those animations is also corrected.
- Repulsion stops before walls, doors and impassable positions. Stopping the push does not shorten the remaining control duration.
- Damage over time applies its intended total despite game slowdowns, including effects with fractional durations or durations shorter than one second. The final damage application occurs before expiration.
- Target text areas no longer progressively shrink when switching between regular enemies, elites, doors and bosses.
- The second Crypt door-wall variant no longer introduces different stonework in the middle of a continuous wall.
- Fixed Mage loading that could remain stuck at 97%.
- Fixed excessive processing that prolonged the initial conversion of older run histories.
- Late save or history responses no longer reuse another character’s context or that of a screen already left.
- Abandoning a run no longer briefly displays an incorrect message asking the player to pause the game to manage the character.
- Fixed video-memory exhaustion caused by shadows in the Crypt and Cemetery.
Published releasesVersion 0.4.0
Summary
- Display settings now distinguish between fullscreen, borderless fullscreen, and windowed modes, with resolution choices suited to each mode.
- Windows display scaling no longer affects the physical resolution detected by the game.
- Rune feedback is clearer, with generic bubbles removed from heroes.
Miscellaneous
Interface and quality of life
- Resolution selection is available again in exclusive fullscreen and windowed modes.
- Borderless fullscreen automatically uses the physical desktop resolution without replacing the resolution selected for other modes.
- Available resolutions are no longer distorted by Windows display scaling.
Bug fixes
- Consuming a regular rune no longer displays a generic bubble on the hero.
- Runewords without a dedicated effect no longer use a generic fallback bubble. Dedicated Runeword effects and visible impacts on enemies remain unchanged.
Published releasesVersion 0.3.0
Summary
- Combat feels smoother thanks to more natural Knight attacks, continuous Dashing, and clearer visual feedback.
- The Crypt benefits from cleaner wall connections, genuinely passable doors, and better-integrated scenery.
- Display and HUD settings have been modernized with V-Sync, frame-rate limits, and independent sizing options.
- The hardware cursor, scrollable screens, and several interface adjustments improve overall usability.
Skills
Sword Path
- The Knight’s attacks now continue to the end of their animation after impact. The last command issued during the motion waits until it finishes without delaying damage or the target’s death.
- Special attacks regain their distinctive blade effects and trails. Horizontal attack trails are now limited to the forward sweep and no longer loop above the Knight.
Characters
Enemies and bosses
- Zombie walking cadence now follows actual movement speed. Elite variants proportionally accelerate their animation without moving faster or switching to a running animation.
Miscellaneous
Dungeons and generation
- Interior partitions now account for the thickness of adjoining walls. Their sections connect without gaps, overlaps, or visible vertical seams.
- Crypt doors are now centered within their openings, with corrected structural endpoints. Generation now verifies that every open doorway is genuinely passable.
- Once opened, a door remains open until the dungeon ends. It can no longer be targeted, highlighted, used, or closed; its frame remains passable while the open door leaf stays solid.
Environment and scenery
- Crypt walls now use a consistent stone texture, including the sections surrounding doorways.
- Graves placed beside Cemetery paths now face with their foot toward the path and their headstone or cross pointing away from it.
- Bone piles, pottery, and skeleton sprites now lie correctly flat on the Crypt floor.
Interface and quality of life
- The dungeon loading panel has been substantially reduced, centered, and lowered to reveal more of the background artwork.
- The Runes tab once again allows runes to be added, removed, reordered, replaced, and cleared from the active sequence.
- HUD settings now provide nine independent global size options from XS to XL, using current themed buttons and a “Restore Defaults” action.
- The dungeon timer has been moved upward, the enemy counter enlarged, and the “ENEMIES” label removed.
- Display settings are now presented on one screen with windowed mode, borderless fullscreen, resolution, V-Sync, and a frame-rate limit. Mode or resolution changes must be confirmed within fifteen seconds.
- V-Sync is enabled by default for new configurations, while the initial frame-rate limit remains unlimited.
- The broken-armor symbol displayed above enemies is now correctly oriented with its point facing downward.
- Seed details now use vertical scrolling. The Replay and Back buttons remain visible and aligned in a fixed footer.
- The gauntlet is now a hardware cursor available throughout gameplay, the HUD, and every menu. Its five states are preserved independently of the rendering frame rate.
- Clicking the ground to move displays a thin, discreet ivory ring. Holding the button continues to update the destination without recreating the marker.
Audio and narrative
- Voice lines indicating that a skill is unavailable can no longer overlap or queue. Only one line plays, followed by a one-second delay before another attempt may trigger a new one.
Systems and progression
- The five skill ranks now unlock at levels 1, 5, 10, 20, and 30 across all six paths.
- Dash now uses continuous high-speed movement. A still-valid movement intention resumes immediately afterward, while an isolated Dash may end at a standstill.
- Charging a Runeword no longer displays a blue square beneath the hero. The HUD and the visual effect produced when consuming the word remain unchanged.
Detailed development
History of integrated changes
Each entry records an integrated development change. It does not necessarily indicate a newly downloadable build.
83documented game changes
October 15, 2026latest update
September 1, 2026start of the history
This history follows changes integrated into the game. A development entry does not mean that a new version is already available to download.
October 15, 2026Uncertain trades can now be recovered without duplicating or losing the transaction, while saves are more resilient to…f5f23a64d2c6
Summary
- Uncertain trades can now be recovered without duplicating or losing the transaction, while saves are more resilient to interruptions.
- Large loot reserves are handled more efficiently through progressive loading, larger sale batches and fewer unnecessary reevaluations.
- Lobby, party and HUD context menus are now unified and fully usable with mouse, keyboard or controller.
- Tooltips, chat and character-management actions are more stable, private and network-efficient.
Items and Equipment
- Reserve sales can now group up to 512 items in one operation. Taking items continues to use batches of 32.
Systems and Progression
- Ordinary saves are spaced 30 seconds apart per character and staggered across party members. Health is recorded only when it changes, and updates without new loot retain the existing archive.
- Public, party and private chat retrieve only new messages when supported by the server. Character and stash views that are already current also avoid resending their full contents.
- The client’s public version is now checked before its connection ticket is consumed. Missing, invalid or older versions are rejected with an appropriate error; newer versions remain eligible only when their network protocols are compatible. Connections use a single-use admission ticket instead of account credentials.
Interface and Quality of Life
- Context menus in the lobby, friends list, companion selection, empty party slots, party and HUD now share a dark panel with a gold border, the target’s name, compact actions, scrolling constrained to the screen and a red separation for destructive actions.
- Relevant but unavailable actions remain visible with an explanation and do not move when their state changes. Companion selection displays class and level, while empty slots explain party restrictions.
- Right-click, Shift+F10 and X/Square open context menus. Arrow keys or the D-pad navigate, Enter/A/Cross confirms, and Escape/B/Circle closes while returning focus to the source. Kicking a player or removing a friend requires confirmation; removing a companion remains immediate. Direct item, skill and rune interactions are preserved, with synchronized French and English text.
Bug Fixes
- An uncertain network response during a trade is no longer arbitrarily treated as an abort. Affected characters are suspended and returned to the lobby during recovery, and retries retain the same transaction to prevent a second transfer.
- Trade journals are saved safely. While a journal cannot be written or a transaction remains unresolved, the server retains its recovery state and refuses new admissions instead of discarding the required information.
- Trade status remains available after the associated game ends, within the authorized server and party scope. Only a definitive success or confirmed abort ends recovery; a missing status retries the original request.
- Loot review no longer reevaluates the entire reserve after every health or equipment update. Removing an item preserves the scores and relative order of those remaining; changing a preference still triggers a new evaluation.
- After a sale or withdrawal, the already evaluated remainder can be retained when the saved revision, receipt and loaded pages all agree. Inconsistent state instead reloads the authoritative view and detects duplicate or colliding items.
- Remaining pages can continue loading while an operation is reconciled, with a retry after two seconds, without blocking other character changes. The full reserve is no longer loaded for a simple point allocation, equipment change or stash update.
- The loot-loading message now appears inside a fixed, centered, fully filled panel.
- Reward previews no longer copy the reserve’s entire history. Duplicate rewards continue to be filtered by the server.
- Bag, stash, loot and buyback tooltips remain visible while the pointer stays within their source cell, even after focus is lost. Refreshing the same item preserves their scroll position, and the mouse wheel no longer scrolls the underlying grid, including at the end of the tooltip’s content.
- A tooltip now closes only after the pointer truly leaves its cell, the item is removed or its source is destroyed. Another cell can no longer close the active tooltip by mistake.
- Clicking outside a context menu closes it without triggering the action behind it. F10 alone no longer opens the menu.
- Party or connection changes update context-menu actions without reordering them and close actions that are no longer valid.
- Character ownership is checked again when an action is applied. Companions share their connection’s request limits, and repeated requests are recognized without replaying an already processed change.
- The client now waits for the matching authoritative revision before reconciling an action. Changes without new loot preserve the existing reserve and detect item collisions.
- Private bag and stash data are no longer sent to other players as part of the hero’s general replicated state.
- Switching channels or conversations correctly resets the chat cursor. A response without new messages no longer refreshes the entire interface, and merged messages retain stable ordering without duplicates.
- Maintenance operations now reserve an idle server before shutting it down, preventing a new game from being allocated between the check and the update. Forwarded player addresses are accepted only from explicitly trusted proxies.
October 15, 2026Context menus in the lobby, friends list, companion selection and party now share an opaque dark panel with a gold…87d4c9124e51
Changes
- Context menus in the lobby, friends list, companion selection and party now share an opaque dark panel with a gold border, the target’s name, compact actions and scrolling constrained to the window. Destructive actions are separated and highlighted in red.
- Relevant but unavailable actions remain visible with an explanation, and their availability updates without reordering the menu. Companion selection shows class and level; empty slots also explain party restrictions.
- Right-click, Shift+F10 and X/Square open these menus. Arrow keys and the D-pad navigate, Enter or A/Cross confirms, and Escape or B/Circle closes. Focus returns to the source after closing. Kicking a player and removing a friend require confirmation; removing a companion remains immediate. Direct item, skill and rune interactions are preserved.
- Reserve sales batch up to 512 items per operation instead of 32; taking items retains batches of 32.
- Ordinary checkpoints are spaced 30 seconds apart per character and staggered across party members. Health changes are recorded only when their value changes, and changes without new loot reuse the existing durable archive.
- Archiving large reserves captures items progressively and prepares their content in the background. Unchanged portions are reused and uploads are sent in bounded batches before the new reserve is confirmed.
- Public, party and private chat retrieve only new messages when supported by the server. Up-to-date character and stash views also avoid resending their full content; previous read routes remain available.
- A client with a newer public version can join an older server when their network protocols remain compatible. Missing, invalid or older client versions are rejected before consuming the connection ticket; engine network checks remain active.
- French and English interface text and resources accompany the new menus and loading states.
Bug fixes
- A trade with an uncertain network response is no longer arbitrarily treated as aborted. Affected characters are suspended and returned to the lobby while the durable status is recovered; retries keep the same identifier to avoid a second transaction.
- Trade journals are replaced atomically. The server retains its saves and recovery state while a journal cannot be written or a trade remains unresolved, instead of erasing that state and accepting a new game.
- Trade status remains available after its allocation ends, restricted to the relevant server and party. A missing status triggers a retry of the original request rather than an invented result.
- Loot review no longer reevaluates the entire reserve after every health or equipment update. Removing items preserves the scores and relative order of those remaining; changing a preference still triggers reevaluation.
- After a sale or withdrawal, the client can reuse the remaining reserve when the durable revision and receipt match exactly. Inconsistent state instead requires a canonical reload, with duplicate and item-collision checks.
- Page loading can advance while an operation is being reconciled, with a retry after two seconds, without blocking independent character changes. The full reserve is no longer loaded for a simple point allocation, equipment change or stash change. Waiting is shown in a fixed, centered, filled panel.
- Reward previews no longer copy the entire historical reserve and its identifiers; deduplication remains server-side.
- Bag, stash, loot and buyback tooltips remain visible while the pointer stays in their source cell, even after focus is lost. Refreshing the same item preserves scrolling. Tooltips remain passive, and scrolling over their source no longer scrolls the underlying grid, even at the end of the content.
- Clicking outside a context menu closes it without triggering the action behind it. Party or connection changes update or close actions that have become invalid; F10 alone no longer opens the menu.
- Character ownership is checked again under the lock before mutations. Companions share their connection’s request limits, and repeated acknowledgements are recognized without replaying the same intent. A compact confirmation waits for the authoritative revision before client reconciliation.
- Private bag and stash data are no longer included in general hero replication to other players. Changes without new loot preserve the reserve without copying it in full.
- Switching channels or conversations resets the chat cursor. Replies without new messages no longer cause a global refresh, and merged messages retain a stable order without duplicates.
- Delivery conditional on an idle server now reserves that state before shutdown, preventing a game from being allocated between the check and the update. Previous configuration remains available for rollback; proxy and API addresses are distinct, and only explicitly trusted proxies can forward the client’s address.
October 15, 2026Companions react more effectively to combat, navigate around obstacles and position themselves more cleanly in corridors…23bd1b3cf7d3
Summary
- Companions react more effectively to combat, navigate around obstacles and position themselves more cleanly in corridors and around doorways.
- Online sign-in now uses the secure public domain, while account creation and returning from Google are clearer.
- Trading now supports gifts and confirms their receipt; loot loading, chat and several interface interactions have also been improved.
- Soraline’s skill display, auras, the mini-map and release notes have been fixed.
Items and Equipment
- A trade can now be used as a gift when only one player offers an item. Both approvals and the confirmation delay are still required, completely empty trades remain forbidden, and the recipient must have a free bag slot. After a successful trade, the window closes and a receipt lists the received items, or confirms that none were received.
Systems and Progression
- Online sign-in now uses play.exinferisgame.com with a publicly trusted HTTPS certificate, so new clients no longer need to install a private certificate. The previous IP endpoint remains available for older clients.
Interface and Quality of Life
- Create account is now the first tab shown to signed-out players. An account without a character proceeds directly to character creation, while the other tab is now named Existing account.
- On Windows, opening Google minimizes the game without changing its display mode. Players return through the taskbar; if the browser cannot be opened, the game is immediately restored to display the error.
- Party portraits on the HUD now display character levels in both single-player and online play.
- A new panoramic promotional artwork depicts the Knight, Battle Mage, Archer and Soraline cooperating in a crypt, in a humorous cartoon style.
Bug Fixes
- Ctrl+V works again in the affected text fields, including BattleTag, character name and search, while retaining native selection and undo.
- Lobby and HUD right-click menus open near the pointer, remain within the window and close after clicking outside.
- Trade tooltips no longer intercept clicks or remain open when the pointer moves over them. Only keyboard navigation can now retain them through focus.
- Receiving a message no longer resets chat or other interfaces. Existing rows, scroll position and bottom-of-list behavior are preserved.
- Loot review immediately requests remaining pages from the lobby, progressively adapts its work to the available frame time and displays Loading loot while waiting, without hiding errors.
- Heroes navigate around allies more reliably and use fallback routes that respect cells, doors and genuinely traversable passages.
- Enemies no longer accept partial paths that lead them into a wall: pursuit now requires a validated complete route.
- Companions select their trailing stop before calculating detours. The followed hero’s occupied position no longer causes the route to be rejected prematurely, particularly in long corridors without line of sight.
- DPS companions better consider the followed hero’s target and enemies already engaged with the party, including those in an adjacent room. Unsuccessful assistance is reconsidered at the normal tactical rate, while retreating retains priority.
- Ranged companions seek genuinely usable range and projectile clearance. They spread around doorways, use intermediate approaches when needed and avoid blocking passages or drawing an unengaged group.
- A melee companion no longer leaves a target it can effectively attack merely to satisfy formation spacing, reducing back-and-forth movement.
- Auras now correctly follow the hero’s displayed, smoothed body on the client.
- The controlled hero no longer retains a residual rotation offset that could leave them facing sideways outside intended animation movement.
- Switching heroes during the same game preserves discovered mini-map areas and door states. A new game still maintains its own separate exploration.
- The skill browser once again correctly displays Soraline’s six skill families and their five ranks, together with her path, Precision mastery, color, artwork and ordering.
- Aura dragging can start anywhere on its row. Allocating points remains restricted to clicking its icon.
- Bullets and numbers in release notes retain their indentation when their text wraps onto additional lines.
- The version button continues to display the client’s current version. Notes now combine patches from the same branch down to its base release, newest first: version 0.7.1 therefore also includes the 0.7.0 notes without displaying a future version.
- The final promotional artwork correctly displays 0.7 instead of 0.7.0, without changing the game’s version number.
Bug fixes
- Included bug fixes are detailed in the notes above.
October 14, 2026Online now uses play.exinferisgame.com and a publicly trusted HTTPS certificate, without requiring a private CA on new…26a666327a93
Changes
- Online now uses play.exinferisgame.com and a publicly trusted HTTPS certificate, without requiring a private CA on new clients. The local environment remains separate and the previous IP endpoint is preserved for older clients.
- The first unauthenticated visit offers Create account; an account without a character opens character creation directly. The other tab is named Existing account, with matching French labels and remembered-session restoration preserved.
- On Windows, opening Google minimizes the game window without changing its display mode. Players return voluntarily through the taskbar; a browser-launch failure immediately restores the game to show the error.
- Trading accepts a gift with only one offer while retaining both confirmations and the delay. The recipient must have a free bag slot; two empty offers remain forbidden. On success, the trade closes and a receipt shows what was received, with an OK button.
- Party HUD portraits show their characters’ levels in single-player and online.
- The local client declares 0.7.1. Server tools can explicitly prepare that version in their build copy, record the package’s effective version and reject an unexpected version before transfer, without disabling network compatibility.
- OVH domain configuration preserves accounts, Google Desktop settings and existing images, refuses an active game or concurrent update and can restore the previous configuration on failure.
Bug fixes
- Ctrl+V works in the affected text fields, including BattleTag, character name and search, while retaining native selection and undo.
- Lobby and HUD right-click menus appear near the pointer, remain inside the window and close when clicking outside.
- Trade tooltips no longer capture clicks or remain visible because the pointer is over the tooltip itself. Focus-based persistence is limited to keyboard navigation.
- Loot review immediately requests remaining pages in the lobby, adapts its incremental work to frame time and displays Loading loot while waiting.
- Heroes can detour around allies and use a fallback route respecting traversable cells, doors and passages. Enemies pursue along a validated complete route instead of stopping against a wall on a partial path.
- Companion following selects a trailing stop before applying detours: the followed hero’s occupied position no longer rejects the route prematurely, including in a long corridor without line of sight.
- DPS companions assist targets engaged with the controlled hero, even from the next room. Ranged companions seek usable range and projectile clearance, spread near doorways without blocking them and quickly retry unsuccessful assistance; retreating and protection retain priority.
- A melee companion no longer leaves valid contact merely to satisfy formation padding, reducing back-and-forth movement in front of its target.
- Auras follow the client’s displayed, smoothed body. A residual rotation offset should no longer leave the controlled hero facing sideways outside intended animation movement.
- Switching heroes within the same game preserves mini-map discoveries and door state.
- Aura dragging can start anywhere on its row; allocating points remains tied to clicking its icon.
- Release-note lists retain indentation after wrapping. French and English documents combine patches of the same minor branch down to its base release, newest first, without showing future versions or deleting older sources.
October 14, 2026A panoramic poster illustrates four-player cooperation in a crypt, with a humorous Carbot-inspired cartoon style and the…9d2ba8ddb71c
Changes
- A panoramic poster illustrates four-player cooperation in a crypt, with a humorous Carbot-inspired cartoon style and the appearances of the Knight, Battle Mage, Archer and Soraline.
- Both original 1672 × 941 illustrations are preserved with their prompts, character references and checksums: the initial 0.7.0 poster and its final 0.7 variant.
Bug fixes
- The final artwork’s version badge displays “0.7” instead of “0.7.0”, without changing the game’s version number.
October 14, 2026Online cooperation brings together up to four characters belonging to one to four accounts, with Google sign-in, public…5e55690cfeef
Summary
- Online cooperation brings together up to four characters belonging to one to four accounts, with Google sign-in, public or private parties, friends, invitations, chat and player-to-player trading.
- Single-player also allows a party of four profile characters and switching the controlled hero. Companions follow and fight while each character retains their equipment, rewards and history.
- Loot gains a continuous personal reserve, three-section ranking, detailed comparisons and priorities remembered per character. An account-wide online stash completes item and gold management.
- Sign-in, loading and return-to-lobby flows combine authoritative saves, immediately presented online actions and numerous fixes to movement, effects and interfaces.
Skills
- Online movement, pursuit, held or forced attacks, interruption and resuming after a movement skill use the same rules as single-player. The server decides costs, cooldowns, collisions and damage.
- An immediately admissible offensive input starts its animation, sound and brief movement lock locally. Server confirmation retains this presentation; an out-of-range or deferred action still waits until it can execute.
- Freezing, frozen surfaces, debuffs, persistent defenses and rune effects are presented to other clients from server state. Skill, potion and rune charges and timers remain tied to the character.
- Discovered Runewords persist online, including discoveries on the dungeon’s final enemy death. Announcements and the rune cycle follow their owner’s actual progression.
Bow Path
- Soraline’s Clone is presented to online participants, with synchronized actions and disappearance. Its simulation remains active even when the dedicated server has no visual elements.
- Its arrows have a distinct translucent orange appearance. This presentation increases neither damage nor critical hits and adds none of Soraline’s secondary skill effects.
- Precision can be used on a dedicated server: its framing considers the player’s camera and viewport information without depending on a viewport on the server.
Arcane Path
- Shared Mage effects are prepared for every online client, including other heroes and reconnecting players. Casting flames follow the presented body and stop on release, interruption or death.
- Aegis and other persistent defenses retain their network presentation, while their application remains governed by the server’s combat rules.
Aura Path
- Friendly auras benefit allies within their radius, in single-player and online. Their effect on the caster remains separately governed by the skill.
- Leaving the radius, dying or stopping the aura removes its corresponding bonuses. Affected allies are not counted among enemies hit.
Characters
- Single-player and online share a card-based selector showing portrait, class and level. Creation reuses available hero categories and appearances; online account characters remain separate from local profiles.
- Creation requires an actual name of 3 to 24 characters, using letters, digits, spaces, apostrophes or hyphens. Leading and trailing spaces do not create a different name.
- In single-player, the name must be free within the profile. Online, it must be available among active characters on the server, ignoring case; accents remain distinct.
- Online availability is checked while typing and confirmed at creation. A conflict does not erase the entered name. Historical characters are not automatically renamed, and deleting a character frees their name.
- From single-player dungeon selection, the main hero can bring three other distinct profile characters. The selector does not offer a character already in the party.
- The party column shows their portraits and pending reserves. A menu can inspect the chosen member’s character sheet or loot, or remove a companion before departure.
- Inspecting a companion’s skills, runes, inventory, stash or buybacks does not replace the main character selected for play. Each member retains their own rewards and history.
- Online, the four-slot limit counts characters rather than accounts. Four players with one hero each, two players with two heroes or one account with four heroes can form a party.
- In an open party, right-clicking an empty slot offers available personal characters not already present. Removing a companion is restricted to their owner and is no longer offered after departure.
- Changing composition clears Ready states. Adding a character respects ownership, availability and party capacity, without allowing simultaneous use of a character reserved elsewhere.
- Tab switches to the next living personal hero and mouse wheel up to the previous one. These controls can be rebound to keyboard or mouse and remain guarded during typing and sensitive transitions.
- Camera, controls, skills and HUD follow the controlled character. Other personal heroes continue in Follow, without granting the player administrative autoplay permissions.
- If the active hero dies, control can switch to another living hero on the account. A switch waits for confirmation and cannot bypass an ongoing trade, save, dash or end-of-run transition.
- A dead online character respawns after ten seconds at the dungeon entrance with health and energy restored. Identity, equipment, experience and skill, potion and rune timers are preserved; simultaneous deaths do not automatically end the dungeon.
- Reconnecting to the same game resumes retained heroes and their states without free healing or artificial charge restoration. Pending writes are resolved before readmission.
- Companions have stable Follow positions and staggered stops in corridors. When too close, they can step aside by 1.2 to 2.5 meters, giving priority to the human-controlled character.
- Follow reacts to party combat. The tank intervenes near threatened allies, the battle mage uses areas and protections, and ranged heroes advance to their effective range.
- Regrouping takes priority beyond ten meters or after losing sight at a distance, ending once visible again within 4.8 meters. Retreats prioritize nearby visible threats; an impossible retreat does not block resuming Follow.
- Offensive skills with cooldowns exceeding twenty seconds are reserved for bosses or elites still at or above 25% health, or five targets actually covered. Urgent protections remain usable without waiting for this condition.
- Automatic left, right or comb-style exploration remembers branches and doors, then resumes after combat. Offensive and defensive movement respects navigation, ground and obstacles.
Enemies and bosses
- Each enemy chooses a living, active, nearby reachable hero. Being hit or alerted no longer forces the entire enemy group to pursue only the attacker.
- A committed attack finishes before the target is reevaluated. The target is retained for at least 0.6 seconds, and switching does not reset the attack cooldown.
- Dungeon population considers the party’s living heroes instead of observing only the first player. Late arrivals and departures do not recalculate initial difficulty.
- Once the boss dies, the leader can claim victory and remaining enemies are marked on the map. Everyone sees the action, but only the leader can confirm it; killing the last enemy still ends the dungeon automatically.
- The boss introduction shares animation, voice and camera with participants, including arrivals. Commands and combat pause during this sequence, and skipping is synchronized for everyone.
- Presentations for possible enemy types are prepared during loading. Compatible poses and resources are reused when they appear, without creating local duplicates of network enemies.
Dungeons and generation
- Public and private parties can join a dungeon already in progress when a character slot is available. The incoming player receives their state and reserves before taking part in the simulation.
- Each member readies up, then the leader starts once everyone is ready. Prepared players enter after server confirmation and local preparation, without clicking a second entry button.
- Reconnection remains voluntary: Rejoin game offers the available game without automatically starting another journey into the dungeon.
- The suggested level matches the highest initial hero. It can be adjusted before departure in single-player, or by the online leader, within dungeon limits.
- Initial level and character count fix difficulty for the whole run. For one, two, three or four characters, additional enemy multipliers are respectively 1 / 1.5 / 2 / 2.5 for HP and 1 / 1.1 / 1.2 / 1.3 for damage.
- The server can wait up to thirty seconds for initial admissions before populating the dungeon. Characters joining later change neither the chosen level nor initial multipliers.
- Loading covers server waiting, preparation, connection, map, assembly, characters, effects and finalization. Progress follows completed work and preserves it across map travel; unmeasured waiting uses a separate indicator.
- The screen disappears only once scenery, enemies, effects and the local hero are ready. Its final 100% state remains visible for 200 ms before giving way to gameplay.
- Impossible preparation or a timeout exceeding two minutes displays an error and returns to the menu. Unavailable dungeons are not offered, and launch errors remain visible after returning to the lobby.
- An allocation without its first admission or a game with no connected players is released after five minutes of inactivity. An admission or restored connection resets this timer; history remains retained.
- Pause and settings remain local in multiplayer: opening their interfaces does not pause other participants.
Environment and scenery
- Network clients receive Crypt lighting and post-processing settings, including the map sun, manual exposure, environment bloom and vignette.
- Doors share their opening direction and progression, with sound matching the received transition. Commands continue checking permitted passages.
- Local wall transparency responds to camera or hero movement, with detection able to increase from five to thirty times per second. Fading remains gradual and does not wait for server confirmation.
- Every party hero, single-player companion and online arrival has a ground shadow. Online, its projection follows the displayed, smoothed body rather than the collision capsule.
- An identical visual refresh retains pose, body and equipment. Elites reuse their auras and materials without restarting their pulse; death and suspension retain normal cleanup.
Items and equipment
- All earned items enter a personal reserve without a gameplay cap, even when the bag has free slots. Gold is credited immediately; reserve size causes neither automatic selling nor combat interruption.
- The online reserve appears as a continuous scrolling list. Internal page transport no longer limits actions to one page or a selection of 512 items.
- Three sections separate the ten best personal improvements, the ten best potentials across classes and everything else. Remaining items follow a stable order considering type, grade, quality and potential.
- Personal evaluation simulates replacements that can actually be equipped, with passives and any displaced other hand. It distinguishes damage, defense and resources without assuming a complete skill rotation.
- Physical offense uses native attacks, their damage, critical hits, duration and rate limits. Magic DPS retains the character-sheet formula: average damage × cast speed × critical hits.
- A mixed character retains both offensive channels: weight 3 for the main one and 1 for the other, regardless of skill count. Improving a channel or resistance can represent a useful alternative despite a trade-off elsewhere.
- Cross-class potential uses reference profiles prepared with game data. Still-valid comparisons are reused; an indicator accompanies incremental evaluation, and actions wait for a complete reserve and available ranking.
- Tooltips start with the selected replacement, then show other possible slots, including both rings. They detail offense, defense, HP, energy, off-hand removal and possible loss of access to a skill.
- Badges distinguish improvements, potential rank, unknown runes and partial results. Evaluated equivalence or a sensitive rune interaction is explained; the no-loss badge applies to skills actually evaluated.
- The three priorities DPS, Resistances and armor and Health and energy belong to each character. A selected priority carries three times the weight without filtering other items; selecting all or none gives a balance.
- Preferences remain remembered in single-player and on compatible online servers. Every click immediately reweights existing comparisons; the latest remaining intent is recorded after the previous confirmation.
- Personal improvements, useful alternatives, future-level items, legendary or unique items, unknown runes, uncertain effects and cross-class potential of at least 80 remain protected by Sell useless, even outside the ten highlighted slots.
- Epic rarity, a high grade or strong affixes no longer automatically protect an ordinary item. Fully evaluated equivalents without another protection can be sold as useless; loot pools and rolls do not change.
- Every section offers Sell all, Sell useless and Keep all. Commands remain clickable even without useful targets; an action without affected items does nothing, and each click checks current state and permitted transactions.
- Left click or Enter keeps an item, and right click sells it. Done or Escape leaves untreated items in reserve. A full bag refuses keeping instead of automatically selling excess items.
- Bulk actions apply to the items chosen at the start and stop on rejection. Preferences not yet recorded and required saves prevent premature exit or participant switching.
- After a confirmed sale, ranking, cells, scroll position and focus are retained, then freed slots are filled. A real equipment, skill or stock change recomputes what needs updating.
- Review brings counters, gold and bag occupancy together in its header. Participant cards show portrait, name, class and level and allow managing affected personal characters without changing the hero chosen for play.
- After a saved solo completion, every participant from the original profile can manage their loot. Online, confirmed return after abandonment or results opens owned participants’ reserves without offering another account’s reserves.
- Right-clicking an owned party character offers their sheet and, when items or pending gold remain, their loot. A reserve containing only gold is still accounted for.
- The online stash is shared by characters on the same account and remains separate from the single-player stash. It supports depositing and withdrawing whole items and gold, and moving items internally, from the lobby or dungeon.
- Transfers retain item properties and exact integer balances. Stash and character are reconciled after interruption; a stash changed by another character refreshes without stopping the game.
- A player trade is requested by right-clicking another hero’s HUD portrait or frame. Names, bars and the world do not open this menu; the old button and Trade \[X\] shortcut are removed.
- The invitation expires after thirty seconds. Each participant offers one whole item or stack from their bag, retaining durability and affixes; worn equipment, stash, reserve and currency are excluded.
- The window shows You give / You receive from the local perspective, one large slot per offer and the scrolling personal bag. Tooltips and equipment or rune comparisons remain available after locking.
- Every player explicitly approves their offer. Changing it clears approvals; an affected modification imposes five seconds before fresh validations. Two approvals start a final three-second countdown, cancellable before recording.
- The received item takes the offered item’s slot, even with a full bag. Trading waits for saves and retains a recoverable decision if a network response is uncertain; it does not replace experience or rewards earned in the meantime.
- Rejection, expiry, cancellation, death and disconnection interrupt a trade not yet committed to recording. An already engaged decision waits for resolution before players depart. An owned companion does not offer player-to-player trading.
Audio and narration
- Iron Ritual P1 and Iron Ritual P2 join dungeon music, bringing the catalog to 32 tracks. Track selection and volume settings are retained.
- The now-playing title display is removed without removing music or its continuity.
- The menu track continues until loading actually disappears, including its final 100% frame. If it ends while waiting, it repeats without drawing another track before giving way to dungeon music.
- Coin sounds wait for a confirmed sale or gold transfer. Keeping an item plays no sale sound, and a confirmation already handled does not replay its sound effect.
- Dungeon music continues while online settings are open, and returning to the menu restores its music. The music player no longer creates an interface while the map is being destroyed.
Systems and progression
- Play locally and Play online open separate flows. Single-player remains autonomous; signing in does not turn a local profile into an online character.
- Google opens the system browser and can create or retrieve the account without giving the game its password. Returning to the client uses a temporary one-time authorization; no Google mail permissions are requested.
- My account can link Google to an already authenticated account. Historical accounts and characters are retained without automatic email-based merging. Old password or Microsoft sessions do not become Google player sessions.
- Player password registration and login no longer grant multiplayer access. Passwords remain reserved for the administration console under its separate permissions.
- An alpha notice explains defects, interruptions and data-loss risks. An explicit checkbox and confirmation precede the first sign-in; acceptance is remembered on this device after successful recording.
- The page checks server availability before Google, with an eight-second timeout and a retry control. Unavailability or missing consent prevents sign-in without opening a flow destined to fail.
- Stay connected, off by default and also available in My account, stores only the Ex Inferis session in the secure Windows vault, separately for each destination.
- On a compatible server, this option allows a thirty-day player session instead of eight hours. Resuming verifies identity and starts neither a browser nor a game automatically.
- Unchecking forgets the stored session without closing the current one. Signing out forgets and revokes it; a temporary outage retains it, but an expired or rejected session is removed.
- Every account has a stable BattleTag, distinct from character names. Exact search helps find a friend without sharing their email address.
- Friend requests need explicit acceptance; crossed requests do not imply it. Presence and private messages are restricted to accepted friends.
- Recipient-bound invitations from the leader replace party codes. They target an accepted friend, remain valid ten minutes and can be used once; the recipient can accept or decline.
- The leader can remove a member from an open party before gameplay. This does not alter their character or permanently ban access to a public party.
- The lobby offers global and party chat. Friends have private conversations with seven-day history retention; removing a friend removes access to the conversation.
- The friends list shows Name · BattleTag, presence, selected character and level. A green or gray indicator shows connection, and an envelope signals a received unread private message; character information disappears offline.
- Online characters can be inspected and managed from the lobby: appearance, equipment, attributes, skills, runes, selling, buyback, stash and reserve. A game reservation or concurrent operation protects character state.
- Social and management features activate according to capabilities actually advertised by the server. A missing feature remains explicitly unavailable; without an available management service, inspection does not simulate a successful edit.
- Online equipment, sales, points, loot and stash immediately present the predicted result. Intents are sent in order, one at a time, then reapplied after each server confirmation; the client does not decide an authoritative save itself.
- Nearby point clicks not yet sent are merged. Navigation between sheets remains available, but leaving management or switching characters waits for confirmations; rejections restore confirmed state and display their cause.
- Each connected character receives personal rewards when an enemy dies, even when dead or far away. Arrivals receive no earlier rewards, and absent characters gain no new rewards.
- Bags, gold and reserves remain private; other players see worn equipment and prepared actions. Periodic saves and those for edits, departures and endings retain progression.
- Dedicated simulation targets sixty updates per second, with hero and enemy synchronization aligned to this cadence. Valid movement confirmations can return sooner without multiplying corrections already in flight.
- Completing a solo party records characters, inventories and histories together. Recovery accounts for companions and rewards already transferred without publishing an inconsistent intermediate state.
- Abandoning stops commands and new rewards, then waits for saves and releases. Other accounts continue playing; the last departure closes the game and releases the server.
- Results wait for the final save and allow sorting the reserve before return. A durable failure remains explicit and retains recovery material; abandonment is not presented as defeat.
- Confirmed return opens the online lobby directly while retaining account identity. Disconnection or switching servers invalidates old responses and their review requests.
- The pilot uses prepared skills, potions, protections, dispelling, control and areas with ordinary costs and cooldowns. It neither moves the mouse nor simulates interface clicks; a stop button returns control to the player.
- Lead explores and opens doors while waiting for unavailable or distant companions. Follow retains the selected partner and does not explore alone; victory and departure remain manual decisions.
- The private console supports paginated account search, autoplay permission management and inspection of groups, games, durations and participants. Its chat displays \[Admin\] without taking a player slot.
- Administrative closure requests that the game stop and save before normal release rather than abruptly terminating the process. Histories are retained and closed groups disappear from offered lists.
Interface and quality of life
- Local and online access are aligned in the same main-menu gothic button column. The Version button displays the current game version and opens its notes.
- Sign-in, creation, selection, party, social and reconnection flows use consistent screens in French and English, with explicit errors and unavailability.
- The four lobby slots show face portraits and names. The green Ready check mark and yellow leader crown stay attached to portrait corners, including non-square portraits, and can coexist.
- Account identity is simply Account name · BattleTag. Lobby refreshes reuse cards to retain focus and selection.
- The HUD shows up to three companions below the timer, with portrait, name, bars and death, respawn or disconnection state. The currently controlled hero does not occupy a companion row.
- Cyan, amber, violet and mint consistently identify characters on portraits, the minimap and full map. Switching heroes, dying or disconnecting does not reassign these colors.
- Portraits have colored square frames and dark raised bars. Names and current/maximum health appear in bold at a consistent size; a status replaces the value when needed.
- Companions and Recent loot have independent XS-to-XL sizes. Other interface families and previously remembered preferences are retained.
- Up to three new personal loot entries appear below the minimap, newest first, with icon, quantity and relevant comparison. They display for five seconds then fade over two; a new item restarts this duration, and unique items have a gold accent.
- Online combat text shows only events received by the local hero and those they inflict. A spaced column per target avoids overlap without removing health updates caused by other participants.
- Party chat opens above the hero without pausing, in an adaptive panel with real times, bold names and an unread counter. It shows the fifty recent messages.
- Enter sends up to 500 characters, and Escape leaves typing. The length counter and sending states remain visible; a rejected draft is retained, and opening chat or returning to the bottom acknowledges displayed messages.
- While typing, combat commands do not fire, and panel clicks do not pass through to the world. Opening a portrait context menu does not cast a skill behind the HUD.
- Comparisons remain available on actual hover or keyboard/controller navigation. Tooltips disappear after leaving, taking action or reopening; the inventory’s useless-item selling button no longer displays one.
- If departure fails, Pause explains the received cause instead of only showing a generic retry message. A client/server version mismatch also has a distinct message.
Bug fixes
- Remote player commands execute on a dedicated server without depending on local controller updates. The inherited duplicate movement stream no longer produces concurrent simulation.
- Changing commands no longer retroactively invalidates earlier movement. Direction changes and cancellations are handled locally while retaining server control of destinations and interactions.
- Clicks outside the dungeon project onto a walkable destination. Corrections on procedural Crypt and Cemetery floors are no longer refused because the client cannot resolve a walking base.
- Old network responses or pointer samples no longer replace a newer held destination or reactivate a finished action. Losing focus releases held inputs.
- Short online ground clicks request configured full speed instead of reducing it according to remaining distance. A goal crossed between two positions triggers the native stop without increasing tolerance according to FPS.
- Attack locks or hit recovery expire according to their physical duration, independently of animation or delayed responses. A new command does not erase them, and movement before a hit is not rejected according to a future state.
- A ground click accepted during an attack retains its path and resumes when the lock expires. Potions and instant utility actions add no artificial offensive pause for the pilot.
- Knockback respects ground, navigation and obstacles instead of directly repositioning the capsule. Explicit cancellation also stops horizontal movement during network replay.
- The camera follows the displayed body. Ordinary corrections smooth only their offset; dash and teleport clear that offset instead of imposing visual catch-up between two positions.
- Confirmation does not restart an already predicted or completed attack. Ordinary clock differences gradually adjust animation, and outdated hit reactions no longer disturb a recent command.
- Forced shots are no longer rejected solely because aiming height slightly exceeds calculated range. A fan’s angle remains its release-time angle despite notification arrival order.
- Arrows launch from the bow attachment available on the client. Premature departure, duplicate displays and double impacts are avoided; an impact retains its position even if the target disappeared.
- Very short-lived projectiles transmit their impact even when disappearing before becoming visible. The damage log avoids duplicates and retains impacts received before initialization finishes.
- Server companions correctly regain native movement after a hero switch without moving a dead character. Their spawn chooses free navigable ground in the starting cell.
- Tactical destinations are no longer shifted a second time as human clicks, which could leave a companion out of range. Two bots already in melee no longer abandon contact solely for formation spacing; real collisions remain active.
- Non-mages and reconnections prepare shared effects. A flame reattached to a rebuilt body replays neither the action nor sound; old or cancelled loading does not declare another session ready.
- Cemetery preparation and enemy presentation on dedicated servers address their startup errors. Missing cosmetic elements no longer block simulation of Soraline’s Clone.
- Loading remains attached across map travel and does not invent a full bar during unknown waiting. Menu music no longer gives way too early to dungeon, boss or result music.
- Multiplayer cells and cards receive clicks across their full surface without decorations intercepting them. Refreshes no longer periodically disable commands or reapply unchanged positions and styles.
- Actions invalidate refreshes already in flight so an old reply cannot replace their result. Dungeon, appearance and category dropdown labels remain attached to their interface across map changes.
- Missing portraits clear the old image instead of showing stale content or a white square. Departed heroes’ shadows are removed without duplicates and correctly follow the smoothed body online.
- The native cursor is restored on regaining focus or reentering the game area, with a system-pointer fallback. An outside position is no longer treated as hovering the viewport.
- Private messages are acknowledged only when their conversation is visible at the bottom. An old refresh or two simultaneous messages no longer hides a newly unread message.
- Old trade approval cannot validate a new offer. Other bag mutations are guarded during trading, and confirmation retains gains received in the meantime.
- Right-clicking an owned companion no longer offers Trade or becomes a world skill when no menu opens.
- A partial reserve is no longer saved as if it represented the complete character. Unchanged pages remain reusable despite health or statistics changes; an old reserve cannot restore outdated items.
- Reopening loot restores profile, session and save tracking. Rebuilt context menus do not reuse old widgets still referenced; repeated return clicks preserve an already requested review.
- Rejected online edits reconcile server state and discard dependent predictions. Ambiguous responses reuse the same intent without applying an edit or stash transfer twice.
- After Tab, releasing the active hero no longer prevents resuming remaining companions’ departure. Departures are serialized, and temporary party or character conflicts are retried without being treated as confirmations.
- Back, Escape and menu returns no longer bypass saves. Admission is blocked during a pending departure, and an old reply does not restore a game already left.
- Returning to single-player restores its data, labels and grid even while an online account remains signed in. Inspecting an online character does not restore health or open a single-player profile as a fallback.
- Older profiles and checkpoints lacking loot preferences receive the balanced setting without rewriting them on read or relaxing checks on other fields.
- A stored session survives temporary unavailability but not confirmed expiry or revocation. Stale sign-in, name or destination-change replies do not replace newer state.
- Restarting a server closes its old allocations. Cleanup resumes without removing a newer membership, and an active-again game is not recycled by an outdated inactivity check.
- Version mismatches remain reported even after a later connection error. Protocol, network-content and certificate checks are not disabled to bypass rejection.
- Manager logs distinguish launches and retain accented characters instead of replaying old output as current. Restarts and updates preserve services and data they must not replace.
Bug fixes
- Included bug fixes are detailed in the notes above.
October 14, 2026In each of the three loot sections, Sell all, Sell useless and Keep all remain clickable, even without an affected item129c06814e9d
Changes
- In each of the three loot sections, Sell all, Sell useless and Keep all remain clickable, even without an affected item. An action without targets does nothing. The window no longer blocks all input while saving; each click checks current state, permissions and transactions before acting, without bypassing recording safeguards.
Bug fixes
- Reopening loot review restores its tracking of the profile, session and save state, including when its window is rebuilt from cache. Changes therefore continue updating the display after closing and reopening, without multiplying subscriptions.
October 13, 2026Equipping, selling, allocating points and managing loot or stash online immediately presents the predicted result, both…9fdc121c5446
Changes
- Equipping, selling, allocating points and managing loot or stash online immediately presents the predicted result, both in the lobby and during a run. Intents remain ordered and only one is sent at a time; each server confirmation reconciles the display and reapplies the following ones. Nearby point clicks not yet sent are merged. Character-sheet navigation remains available, but leaving management or switching characters waits for recording to finish.
- Physical offense in ranking and tooltips uses native attacks, their damage, critical hits, duration and rate limits. Magic DPS returns to the character-sheet formula: average damage × cast speed × critical hits. A mixed character retains both offensive channels, weighted at 3 for the main one and 1 for the other, regardless of the number of skills.
- Loot preferences reweight on every click, even while saving. Only the latest remaining intent is sent after the previous confirmation. Selected priorities carry three times the weight without excluding other categories; bulk sales, exit and participant switching wait for their recording.
- Loot tooltips show the selected replacement first, then identify other possible slots, including the second ring. Equivalent items and partially estimated rune interactions are explained in French and English; the no-loss badge specifies that it applies to evaluated skills.
Bug fixes
- Ranking retains useful improvements and alternatives, including when one resistance or attack improves despite a trade-off elsewhere. The no-loss badge examines every evaluated prepared attack and supported rune-critical scenario. A sensitive interaction with a changed statistic makes the estimate partial, without protecting every replacement indiscriminately whenever a rune is equipped.
- Epic rarity, a high grade or strong affixes no longer automatically protect an ordinary item. Sell useless can sell fully evaluated equivalents without another reason to keep them; improvements, alternatives, future items, legendary or unique items, uncertain effects and cross-class potential of at least 80 remain protected throughout the reserve. Loot pools and rolls do not change.
- After switching heroes with Tab, an already released active hero no longer prevents resuming companion departure. Departures are sent one at a time across the whole party, and temporary lock conflicts are retried, including with an older backend. The account returns to the lobby only after all its confirmations; the cause of a definitive rejection remains visible in Pause.
- Trade is no longer offered on an owned companion’s portrait, in single-player or online. Right-clicking that portrait remains consumed when no action is available instead of casting a skill behind the HUD.
- Online companions regain native movement when they resume controlling a hero, without reactivating a dead character. Their arrival chooses free navigable ground within the starting cell. Tactical goals are no longer shifted a second time out of range; two companions already in melee do not break contact solely for formation padding. Collisions and the human hero’s priority are preserved.
- Short ground clicks online retain the configured full speed without slowing proportionally to remaining distance. A goal crossed between successive positions triggers the native stop without artificially increasing tolerance according to FPS or erasing a new command.
- A rejected online action restores server state and discards dependent predictions; an ambiguous response retains the same intent instead of resubmitting under a new identifier. Reconciliation waits for all necessary loot pages and stash data. Gold-transfer sounds wait for durable confirmation, and a session ending clears remaining predictions.
October 12, 2026Google can create or retrieve the account through the system browser, including for the online destination using an IP…7b615bfc1fb3
Changes
- Google can create or retrieve the account through the system browser, including for the online destination using an IP address. Returning to the game uses a one-time authorization protected by PKCE and origin verification; Google codes are not remembered.
- Stay connected, off by default, stores only the game session in the secure Windows vault, separately for each destination. On a compatible server, the Google session can last thirty days instead of eight hours. Resuming a session still requires alpha consent and never starts Google or joins a game automatically. Unchecking the option forgets the stored session without closing the current one; signing out forgets and revokes it.
- Creation requires a typed name of 3 to 24 characters, using letters, digits, spaces, apostrophes or hyphens. In single-player, it must be available within the profile; online, among all active characters on the server, ignoring case. Availability appears while typing and is confirmed during creation. Existing characters are not renamed automatically, and deleting a character frees their name.
- An online party accommodates up to four characters belonging to one to four accounts: four heroes from one account, two per account, or any other distribution within the limit. Right-clicking an empty slot adds an available personal character; right-clicking an owned companion allows removal before departure. Changing the party clears Ready states. Slots, difficulty and rewards count characters, not just accounts.
- Tab and the previous-hero control switch between living personal heroes; the others remain in Follow mode. A death can transfer control to another living hero on the account. Each character retains their saves, inventory and rewards; departure waits for every affected character to be saved and released. Follow does not grant the player administrative autoplay permissions.
- Loot ranking compares replacements that can actually be equipped, their passives and any displaced off-hand equipment. Three sections distinguish the ten best personal improvements, the ten best potentials across classes, and the remaining items in a stable order. Tooltips detail changes to damage, defense, health and energy, lost spell-casting capacity, future requirements and class potential.
- Three checkboxes, Damage, Defense and Resources, guide ranking, with a weight of 3 for selected priorities versus 1 for the others. These preferences belong to each character and persist in single-player or on a compatible server; they do not change gameplay statistics. Partial results, unknown runes and protection against selling are indicated on items.
- Loot review after abandoning an online run is in preparation: returning to the lobby after saves, selecting the affected personal characters and accounting for reserves containing only gold. This feature is not yet finalized.
- Remote-server update procedures isolate data services, keep the administration console private and provide a prior backup, package checks and rollback to previous images on failure. A client or shared-code correction no longer implicitly triggers another server delivery: each delivery remains scoped to its corresponding request.
Bug fixes
- Dungeon, appearance and creation-category dropdown labels remain attached to their interface across map changes, instead of allowing content still used on screen to disappear.
- A client/server version mismatch displays a distinct message, retained even if a connection or travel error follows. Compatibility checks remain active.
- Older profiles and recovery records without a loot preference automatically receive the balanced setting, without rewriting them on read or relaxing other save checks.
- A high grade alone no longer protects every equipment item from selling useless loot. Real personal improvements, unknown runes, unmodeled effects, items intended for a future level and remarkable properties remain protected; retaining exactly the same equipped rune sequence no longer protects every unhelpful replacement.
- Loot evaluation progresses incrementally and reuses comparisons that remain valid. An indicator accompanies calculation, and actions wait for all pages and completed ranking to avoid selling from an incomplete list. Changing a priority reweights results without needlessly repeating equipment comparisons.
- Switching heroes cancels old commands and waits for control confirmation; trades, writes and sensitive transitions prevent premature switching. Reconnecting does not recreate companions with restored health, and the HUD follows participants actually connected.
- A temporary server outage does not delete the remembered session; a rejected or expired session is forgotten. Stale sign-in, name-availability or destination-change responses no longer replace newer state or release another action already in progress.
October 11, 2026In single-player, dungeon selection can bring together the main hero and up to three other distinct characters from the…256ce3865aa2
Changes
- In single-player, dungeon selection can bring together the main hero and up to three other distinct characters from the profile. The party column shows their portraits and a character-sheet, loot and removal menu, with an indicator for pending reserves. Managing a companion’s skills, runes, stash or buybacks does not replace the selected main character.
- Tab switches to the next hero and mouse wheel up to the previous one; these controls can be rebound to the keyboard or mouse. Camera, controls, skills and HUD follow the controlled hero while the others continue in Follow mode. Each member keeps their own rewards and history; multiplayer remains limited to one hero per player.
- Completing a solo run records the characters, inventories and histories together. The recovery journal includes companions and rewards already transferred; traded stocks are considered together without validating an intermediate party state. Solo trades use real bag items and are retained with the run.
- The suggested dungeon level matches the highest initial hero and can be adjusted before departure, by the leader online. Initial level and party size remain fixed despite later arrivals or departures. For one to four members, additional enemy multipliers are respectively 1 / 1.5 / 2 / 2.5 for HP and 1 / 1.1 / 1.2 / 1.3 for damage; encounter activation considers all living heroes.
- Autoplay distinguishes tanks, battle mages and ranged heroes. Follow reacts to allies’ combat, the tank intervenes near threatened partners, and offensive or defensive movement respects obstacles. Major attacks with cooldowns over 20 seconds are reserved for bosses or elites still above or at 25% health, or five targets actually covered; urgent protections remain usable. Left, right and comb-style exploration remembers branches and doors and resumes after combat.
- Cyan, amber, violet and mint consistently identify members on the HUD, minimap and full map, even after switching the controlled hero. Portraits have colored square frames and bars have a dark, raised background. Current/maximum health returns in bold at the name’s font size, replaced by status when needed; all five XS–XL sizes are preserved.
- Trading shows You give / You receive from the local perspective: one 96-pixel slot per offer, a bag with eight columns and six visible scrolling rows, and equipment or rune comparisons available even after locking. One button controls local approval; both states are displayed separately. One item or whole stack per participant, the delays and explicit approvals remain the rule.
- Chat adopts an adaptive 640 × 380-pixel panel, discreet bubble and arrow icons, a separate unread counter, bold names and real message times. The input counter shows the 500-character limit and sending is disabled when text is empty, too long or already being sent. New text and controls are available in French and English.
- Loot review brings together counters, gold and bag occupancy in one header, with 216 × 56-pixel participant cards showing portrait, name, class and level. Three sections separate the ten best compatible items, ten notable items across all classes, and the rest in a scrolling list. Ranking uses equipment comparisons; all unknown runes, epic items, grade-4-or-higher equipment and remarkable affixes remain protected, even outside the ten slots.
- Each section offers Sell all, Sell useless without protected items, or Keep all without automatically selling excess items; a full bag refuses keeping. Left click or Enter keeps an item, right click sells it, and Done or Escape leaves the rest in reserve. After a saved solo run, each participant from the original profile can manage their loot without changing the leader.
- Iron Ritual P1 and P2 join dungeon music, bringing the catalog to 32 tracks. The now-playing title display is removed without removing music, its volumes or its continuity during loading.
Bug fixes
- Friendly auras now benefit allies within their radius, in single-player and online. The caster’s effect remains independent; leaving the area, dying or stopping the aura removes the corresponding bonuses without counting allies as affected enemies.
- Companions use stable Follow positions and staggered stops in corridors. When too close, they can step aside by 1.2 to 2.5 meters, giving priority to the manually controlled hero without passing through collisions, interrupting a committed attack or deliberately pulling another group.
- Regrouping takes priority beyond ten meters or after losing sight at a distance, ending once back within 4.8 meters and visible. Archers advance to their actual range instead of firing from the previous room. Retreats consider nearby visible threats; an impossible retreat no longer prevents Follow from resuming.
- Each enemy individually chooses a nearby reachable hero: receiving a hit or alert no longer forces the entire group to chase the attacker. A committed attack finishes before reevaluation, the target is kept for at least 0.6 seconds, and changes do not reset its cooldown. The selected target is also transmitted to clients.
- Path, target, spacing and danger-area searches are paced and reuse results while valid. Blocked exploration attempts wait before retrying; companions in Follow do not needlessly traverse exploration memory.
- The Trade \[X\] button and old shortcut disappear, including from saved settings. Only right-clicking another hero’s HUD portrait or frame opens the Trade menu near the cursor; neither their name, bars nor the world opens it. This gesture does not cast a skill, remains accessible outside chat while typing, and closes with Escape or an outside click without a world command.
- Loot tooltips follow actual hover or keyboard/controller navigation and disappear after leaving, taking an action or reopening; an old sale tooltip no longer remains displayed. Coins sound only after a confirmed sale, never when keeping an item, and selling the last item clears its reserve’s residual gold amount.
- Every hero, solo companion and player joining mid-run receives a ground shadow. Online, it follows the visually smoothed body rather than the collision capsule; departed heroes are removed without duplicates while preserving animated equipment and shared enemy and scenery shadows.
October 11, 2026The multiplayer HUD offers a detailed trade with another connected party member, through a button or the rebindable X…71c639ae0f4b
Changes
- The multiplayer HUD offers a detailed trade with another connected party member, through a button or the rebindable X shortcut. Invitations expire after 30 seconds. The initiator stays on the left and the recipient on the right; each player offers one whole bag item, preserving quantity, durability and properties. Worn equipment, shared stash, loot reserve and currency are excluded.
- Each player explicitly locks their offer. Changing it removes both approvals; replacing or removing an already placed offer imposes five seconds before fresh validations. Two approvals start a three-second countdown, still cancellable before recording begins. Item descriptions remain available, and the player’s own bag appears on the right.
- Trading waits for both characters’ saves, then retains a recoverable decision if interrupted or if the network response is uncertain. The received item takes the offered item’s slot, even with a full bag. Cancellation, rejection, expiry, death and disconnection interrupt trades not yet committed to recording; an engaged recording waits for resolution before players depart.
- A compact party chat opens above the hero during gameplay, without pausing. It shows the 50 recent messages and an unread counter. Enter sends a message of up to 500 characters; Escape leaves text entry. Opening chat or returning to the bottom acknowledges displayed messages without moving an ongoing read.
- The friends list shows Name · BattleTag, a green or gray indicator, then the selected character, level and lobby or party presence when online. An envelope signals an unread incoming private message. Finding a friend and copying the BattleTag share one row; Enter also sends private messages while retaining focus.
Bug fixes
- Hero, companion and lobby-card names use a more readable bold font. Across all five HUD sizes, companion names are more compact and their health bars thicker and brighter red: at size M, names use 13 pixels and health uses 18. Numeric HP/MP values are removed from party bars, while death, resurrection and disconnection states remain visible.
- Menu music continues until the loading screen actually disappears, including its final 100% frame, in single-player and online. If the track ends while waiting, it repeats without drawing another; dungeon, boss and outcome music no longer take over too early, and starting the same dungeon again no longer restarts its track.
- Gameplay commands no longer fire while typing in chat, and clicks inside its panel no longer pass through to the world. A draft is cleared only after its send is confirmed, with a visible error on rejection.
- Private messages are marked read only when their conversation is visible at the bottom of the history. An old acknowledgement, delayed refresh or two messages at the same instant should no longer hide a newly unread message; character information is cleared for an offline friend.
- A stale trade command can no longer approve a new offer. Other inventory changes are blocked during the session and recording; confirmation replaces only bag items and slots to preserve experience and rewards earned in the meantime. Validated offers remain visually identifiable even while locked.
October 10, 2026The main-menu button shows Version followed by the game’s current version number, without changing that number8bbffb26c8b2
Changes
- The main-menu button shows Version followed by the game’s current version number, without changing that number. It still opens the release notes.
- The login page presents an alpha notice in French and English about defects, interruptions and data-loss risks. An explicit checkbox and confirmation are required before the first Google login; acceptance is remembered on this device only after saving successfully, with a visible error if saving fails.
- Server availability is checked independently when opening login: unknown, checking, available or unavailable. The timeout is limited to eight seconds, and a button allows retrying. Google login waits for an available server and notice acceptance; leaving the menu cancels the pending check.
- Multiplayer windows display the account identity simply as Account name · BattleTag, without unnecessary prefixes, preserving both values.
Bug fixes
- Multiplayer menu refreshes no longer periodically disable actions or needlessly reapply unchanged text, styles or positions. Lobby cards are retained during updates to preserve focus and reduce flicker.
- A player action invalidates refresh replies already in flight so an old snapshot cannot replace its result. Post-login character selection waits for the current refresh to finish.
- The four lobby slots use face portraits instead of full-body illustrations, with only the name below the image. New cards are built before being added to the panel to avoid invisible rows. The ready player’s green check mark and the leader’s yellow crown follow the portrait’s corners, including non-square portraits, instead of drifting into chat; both indicators can coexist.
- The inventory’s Sell useless button no longer displays any tooltip. Its enablement conditions and selling rules are unchanged.
October 10, 2026Multiplayer now uses Google in the system browser, without asking the game to handle the Google passwordca13c687aeda
Changes
- Multiplayer now uses Google in the system browser, without asking the game to handle the Google password. My account can link Google to an already authenticated account; historical accounts and characters are preserved, with no automatic email-based merging. Messages, cancellation and errors are available in French and English.
- Player password registration and login, as well as Microsoft, no longer grant multiplayer access. A session must actually originate from Google; linking Google to an account does not upgrade an old session. Password login remains exclusive to the administration console, without player access.
- Skill and attribute points appear immediately, then save in the background after 300 ms without another allocation, both in single-player and in the lobby. Players can navigate between character sheets during writes; leaving character management waits for confirmation of pending points.
- The HUD shows up to three companions below the timer, with portrait, name, health, mana and death or disconnection status. The local player does not occupy a companion row, and space remains reserved for victory confirmation.
- Up to three newly acquired personal loot entries appear below the minimap, newest first, with icon, quantity and equipment comparison when there is one relevant replacement. New loot restarts a five-second display followed by a two-second fade; unique items have a gold accent.
- Companions and Recent loot each have their own XS-to-XL size setting. The nine existing families and their preferences are preserved. Loot rows use bold text and a dark background that fade together with their icons.
- Play locally precedes Play online in the main column of six equally sized gothic buttons, centered vertically. Online access is no longer isolated in a screen corner.
- Soraline’s clone arrows use a dedicated translucent orange appearance, without increasing their damage or adding the hero’s secondary skill effects.
- Multiplayer loading distinguishes server waiting, preparation, connection, map, assembly, characters, effects and finalization. Progress follows resources actually prepared and preserves completed work across map travel; unmeasured waiting uses a separate indicator, without invented percentages.
- One local update command brings together client preparation, Linux server, images, backup and service replacement, with a backend-only mode. Images are prepared before interruption, games stop gracefully, and data, private configuration and active caches are preserved. Only one verified MongoDB backup generation is retained in the VM and its external copy; image exports likewise retain one verified batch.
Bug fixes
- Online combat text shows events received by the local hero and those they inflict, without companions’ damage numbers. Text scrolls in one spaced column per target instead of overlapping; target and boss health bars still update for every hit.
- Character refresh no longer loses a held click on an unchanged skill. Relative point allocations in a dungeon can account for a save or reward arriving in the meantime, without relaxing inventory transaction checks. Confirmations reconcile remaining points, and rejections restore a consistent view with a visible error.
- Non-mage clients and reconnecting players also prepare shared mage effects before declaring the dungeon ready. Casting flames reattach when the presented body appears or changes, without replaying the action or sound, and stop on launch or interruption.
- The loading screen reattaches after map travel and reaches 100% only once scenery, enemies, effects and the hero are ready, keeping it visible for 200 ms before closing. The bar no longer scrolls as though full during unmeasured waiting.
- The portrait catalog preserves Soraline and native portraits. A missing image clears the old resource instead of displaying a white square or stale portrait; an image that becomes available can then display normally.
- The recent-loot feed does not replay old inventory pages, reconnections or an already confirmed award. Online notifications include only items newly awarded to their owner.
- The new backup and its manifest are verified before replacing previous generations. Server contexts are replaced in full so deleted source files do not linger; completed transfers are cleaned without deleting data volumes or active caches.
October 10, 2026The server guide records cleanup of old build copies, obsolete Windows tools and completed transfers, distinguishing…16dfc764720d
Changes
- The server guide records cleanup of old build copies, obsolete Windows tools and completed transfers, distinguishing active infrastructure, historical data and retained backups.
Bug fixes
- Archives moved to the Recycle Bin are no longer described as retained at their former location. They remain recoverable until the Recycle Bin is emptied, which will free the disk space.
October 10, 2026The dedicated Linux server has a build and packaging pipeline for Entry, Crypt and Cemetery maps, isolated from the…35da0d37e0ac
Changes
- The dedicated Linux server has a build and packaging pipeline for Entry, Crypt and Cemetery maps, isolated from the development project. Each package records source identity and Unreal 5.8.3 compatibility metadata; generated files and secrets remain outside the repository.
- Operations commands wait for backend readiness and a recent server heartbeat. Shutdown and updates request saving and release of the game before replacing services; data volumes and existing keys are preserved.
- Tools create backups with fingerprints, restore only into an empty database and migrate accounts, characters, loot, stashes and friends while preserving their identifiers. Image export and preparation for a future VPS are available without automatic public activation.
- The migration report documents targeted recovery of a Windows account, its character, loot and stash into the Linux server, without importing old sessions or allocations or deleting the original Windows database.
Bug fixes
- Local HTTPS handles connections by IP address without a TLS server name while retaining certificate verification.
- Linux server startup restores the official NetCL for the same Unreal version when the source engine has reset it to zero. Protocol versions and checksum comparison remain active; unexpected engine metadata is refused.
- Repeated startup preserves the active simulation and its network namespace instead of replacing the API underneath an ongoing game. Registering an existing server no longer silently replaces its key or address.
- The character sheet explicitly includes its online component, and effect preloading no longer needlessly copies projectile classes, for Windows/Linux build compatibility without changing game rules.
October 8, 2026No new feature or change to game rulesda7874293f49
Changes
- No new feature or change to game rules.
Bug fixes
- Interactive rows and cards in the Multiplayer menu once again receive clicks across their entire surface, allowing left-click selection or triggering their contextual action with a right click.
- Decorative elements do not intercept clicks; empty slots and disabled entries remain non-interactive.
October 8, 2026The Pause menu can activate Autoplay in single-player, or Lead and Follow in multiplayerfadf43c8fc78
Changes
- The Pause menu can activate Autoplay in single-player, or Lead and Follow in multiplayer. A square stop button appears in the HUD and character sheet; stopping cancels the pilot’s command and immediately returns combat control to the player. Controls and tooltips are available in French and English.
- The mouse remains human-controlled for inspecting interfaces: the pilot neither moves the cursor nor simulates clicks. Human combat inputs are suspended during autoplay; menus, pause, cinematics and death retain their normal restrictions. The pilot can remain active out of focus, is temporary for the run and leaves victory confirmation and leaving to the player.
- Lead explores reachable cells, opens doors normally and waits for dead or distant companions. Follow retains the chosen companion’s identity, follows and fights nearby without exploring alone or following another Follow pilot. Incomplete paths are refused and blocked destinations are temporarily abandoned.
- Autoplay uses equipped skills, potions, simple priorities for protection, dispelling, control and area damage, and a navigable retreat when in danger. Resources, range, cooldowns and damage remain subject to ordinary rules and server authority; these priorities do not guarantee optimal tactics.
- The online stash is shared by characters on the same account and remains separate from the single-player stash. In the lobby and dungeon, it supports depositing and withdrawing items and gold, and moving items within it; stash balances retain exact integer precision.
- The online loot reserve appears as a continuous list with a scrollbar, without paging buttons. Cells near visible rows are reused. Sell all, selling useless items and confirmation operate on the entire reserve, including beyond 512 items, rather than only one page.
- Each member clicks I am ready, then the leader launches once everyone is ready. Prepared players enter automatically after server confirmation, without a second entry button. The loading screen shared with single-player covers preparation, map travel and assembly until scenery, enemy resources and the local hero are ready. Reconnecting offers Rejoin game without automatically starting a new entry.
- An allocation without its first admission, or a game confirmed to have no connected players, is recycled after five minutes. The server and characters are released while the game’s history is retained.
- Initial enemy presentation grounding is prepared during loading and reused for compatible appearances, without creating local duplicates of network enemies.
Bug fixes
- Autoplay attack chaining follows effective action duration and cooldown, waking at attack completion or when skill state changes. Potions and instant utility actions no longer add an offensive pause; tactical decisions remain at five per second.
- Previously received loot pages remain valid when health or attributes change without changing the reserve. An old root no longer restores outdated items; mutations wait for the complete collection to load.
- Stash transfers check both stocks’ revisions and can recover from interruption without applying a confirmed operation twice. A stash changed by another character is refreshed without interrupting the game.
- After the result and loot sorting, confirmed return opens Multiplayer directly while retaining the online identity. Delayed menu initialization no longer loses this return destination.
- Admission or a restored connection resets the inactivity timer. The game is rechecked before release to avoid recycling a group that has become active again.
- Identical visual refreshes preserve the character’s pose and equipment. A material-only change no longer restarts animation, and independently applied equipment is no longer needlessly replaced; explicit re-equipping retains grip selection for the current pose.
- Elites reuse valid auras and materials without restarting their pulse phase. Death and simulation suspension retain their cleanup.
- The native cursor is restored when re-entering the viewport, regaining focus and every 250 ms while inside the game. An outside position is no longer treated as presence in the viewport.
- Local detection of walls needing transparency can increase from 5 to 30 times per second when the camera or hero moves more than 2 cm. Fading remains gradual without waiting for server confirmation; this detection is excluded from the dedicated server.
October 7, 2026Dedicated simulation targets 60 updates per second, with hero and enemy synchronization frequencies aligned to this cadence2b5b57373fad
Changes
- Dedicated simulation targets 60 updates per second, with hero and enemy synchronization frequencies aligned to this cadence. Valid movement acknowledgements can return sooner without multiplying corrections already in flight.
- An immediately admissible offensive input starts its animation, sound and brief movement lock locally, using the skill’s characteristics. The server retains the final decision, costs, cooldowns and damage; deferred or out-of-range actions still wait until execution is admissible.
- Knockback uses the character’s physical movement, with its trajectory bounded by navigation, ground support and obstacles. Its loss-of-control period can extend beyond the end of displacement.
- In Development, a human-played game can automatically open a local simulation, rendering and loading trace without replacing an active capture. It stops at the end of the game, after three minutes or at the 256 MiB threshold; it remains configurable and is not transferred automatically.
Bug fixes
- Changing commands no longer retroactively invalidates movements already performed. Physical movement no longer waits for reliable confirmation of the new command or a still-active server path; destinations and interactions remain server-validated.
- Attack movement locks and recovery after a hit are finite movement-timed periods, independent of animations. A new command does not erase them, local expiry does not wait for another response, and movement performed before a hit is no longer blocked by the character’s current state.
- An accepted ground click buffered during an attack retains its local path and resumes when the movement lock expires. Definitive refusals still stop the command.
- Explicit cancellation also stops horizontal movement during network replay instead of retaining an extra braking frame. Arrival within normal tolerance can complete the server command, including a door approach, without artificially moving the character.
- The local character immediately follows its predicted movement; only the offset caused by a correction is smoothed, capped at 40 cm and at most 150 ms. The additional visual speed cap is removed; dashes and teleports clear this offset, while other heroes retain native smoothing.
- Attack confirmation preserves the already predicted presentation instead of restarting it. A current refusal interrupts that prediction. Server-side attack start no longer prematurely truncates movement performed before the input, and melee no longer restores the character to an old position.
- Outdated hit feedback no longer restarts a reaction on a recent command. Cosmetic reactions no longer alter the command or physical restrictions; a still-valid reaction uses only its remaining duration.
October 6, 2026Stutter tracking distinguishes movement corrections near command changes, initial loading pauses and pauses probably…8acd4d37e5bc
Changes
- Stutter tracking distinguishes movement corrections near command changes, initial loading pauses and pauses probably related to returning from the background.
- Client and server observations are correlated for the same game to prepare targeted fixes without confusing temporal correlation with a demonstrated cause. Remaining pauses and their rendering cost still need attribution.
Bug fixes
- No additional gameplay fix; the complete cause of stutters remains to be established.
October 6, 2026Multiplayer has distinct gothic flows for sign-in, registration with password confirmation, the lobby, group creation and…80d29d8b467f
Changes
- Multiplayer has distinct gothic flows for sign-in, registration with password confirmation, the lobby, group creation and preparation, social features and resuming after disconnection. Labels and errors are available in French and English.
- Single-player and online share a character selector with portrait, class and level cards. Creation reuses existing categories, heroes and appearances; account characters remain separate from local profiles.
- Every account receives a stable BattleTag, distinct from the character name, enabling exact searches without sharing its email address.
- The lobby provides incoming and outgoing friend requests, explicit acceptance, a friends list and presence. Crossed requests do not count as acceptance; presence is visible only between accepted friends.
- Accepted friends can exchange private messages. Their history follows the chat’s seven-day retention; removing a friend removes access to the conversation.
- Invitation codes are replaced by recipient-bound invitations sent by the leader to accepted friends, valid for ten minutes and usable once. Recipients can accept or decline; entry still respects the four-player limit.
- The leader can remove a member from an open group outside a game, with current-state checks. This does not alter the character or ban the player from a public group.
- Online character screens in the lobby provide equipment, appearance, attributes, skills, runes, selling, buyback and personal reserve sorting in pages of thirty-two items. The single-player profile’s stash and hero introduction remain unavailable in this context.
- Lobby edits are applied by an authorized Unreal worker under the same rules as a game. An exclusive reservation protects the character; saving and operation receipts allow a lost network response to be retried without applying the same action twice.
- Without an available worker, inspection remains possible but editing is disabled. A character reserved for a game or already being edited cannot receive a concurrent mutation.
- The client enables social features and character management only when the backend advertises them. Missing features display explicit unavailability instead of simulating success.
- Presentation assets for possible enemies are prepared before the dungeon becomes locally available, including direct connections. Failure or a timeout exceeding two minutes displays an error and returns to the menu.
- In Development, an automatic local journal retains observations from the last game on the server and clients: frame cadence, movement corrections, collisions and preparation. Each file is capped at 16 MiB and replaced for the next game, without automatic transfer or additional network telemetry.
Bug fixes
- Online abandonment retains its abandoned outcome and no longer opens the defeat screen. After saving, the player finishes reserve sorting and returns to the lobby; an empty reserve allows a direct return.
- Back, Escape and the Menu action use the same exit paths and no longer bypass an ongoing mutation or return save.
- Inspecting a character from the lobby no longer implicitly restores health. Its screens neither open nor write a single-player profile as a fallback.
- Returning to Play restores the single-player context even while an account remains signed in. Local profile archival is never offered for an online character.
- An empty reserve clears obsolete items and buttons. Returning to single-player restores grid size, labels and the absence of online pagination.
- Character screen errors and saving states display their actual reason, including when the backend needs updating or an operation is still pending.
- Authoritative attack facing is synchronized only with its owner, independently of the shared clock. Changing aim no longer republishes that clock to observers or needlessly reapplies the same facing.
- The fan effect retains its release-time angle regardless of the arrival order of notifications and network states.
- Local preparation is tied to the correct game, dungeon and generation; cancelled or old preparation no longer makes another session available.
- Regularity reports retain real-clock frame gaps, contacts and uncovered remote segments instead of hiding them through game-time catch-up or insufficient observations.
October 6, 2026Movement and combat messages are more compact: successive pointer goals can be replaced by newer ones, and the detailed…a9f4f7a6d080
Changes
- Movement and combat messages are more compact: successive pointer goals can be replaced by newer ones, and the detailed damage log is sent only to the affected player.
- The incoming damage log preserves health values and combat information at the time of impact on the server.
Bug fixes
- Ordinary clock differences now adjust attack animation speed gradually instead of abruptly seeking to another playback position.
- Facing or clock updates no longer restart an attack that has already finished. Server-confirmed pauses and duration changes are still handled when they arrive late.
- Removed repeated identical movement confirmations while preserving confirmations for stops and interruptions.
- Fixed forced shots being rejected when aiming height caused the target point to slightly exceed the allowed range.
- Impact effects retain their location when the target disappears before the notification arrives.
- The damage log avoids duplicate entries and preserves impacts received before run initialization finishes.
October 5, 2026Direction changes and cancellations are handled locally in multiplayer, with server validationf67b080fa293
Changes
- Direction changes and cancellations are handled locally in multiplayer, with server validation. The camera follows the hero’s displayed position.
- Clicks outside the dungeon once again resolve to a walkable destination using the single-player positioning rules. The server validates destinations and accessible passages.
- Hero and enemy attack animations advance between network updates while respecting interruptions and resumptions. The hero’s facing during attacks is synchronized with the server.
- Dash poses and afterimages follow its network state. Teleports are distinguished from ordinary movement to avoid visual catch-up between the two positions.
- Reduced presentation work on dedicated servers, added network dormancy for inactive enemies, and limited movement-destination searches to nearby enemies.
Bug fixes
- Movement corrections on procedural terrain are no longer rejected because the client cannot resolve the walking base. Hero collision corrections are smoothed for presentation and camera tracking.
- Older network responses no longer replace a newer held-click destination. Utility skills or rejected actions no longer clear the local path prematurely.
- Arrows visually launch from the bow’s attachment point when available on the client, preserving their model transforms. Fixed premature movement at launch and prevented duplicate projectile displays or impacts.
- Multiplayer doors reproduce their opening direction and progress, with sound adjusted to the received transition.
- Mouse input mode is reapplied when the local controller joins the game. The gauntlet cursor retains a system-pointer fallback when its image is temporarily removed during capture changes.
October 5, 2026Multiplayer commands use the same authoritative rules as single-player: facing, target pursuit, held or forced attacks,…d55da706aabf
Changes
- Multiplayer commands use the same authoritative rules as single-player: facing, target pursuit, held or forced attacks, interruption, doors and resuming after a movement skill.
- A dead character respawns ten seconds later at the dungeon entrance with health and energy restored. Identity, equipment, experience and skill, potion and rune timers are preserved; simultaneous deaths no longer automatically end the game.
- Reconnecting resumes the retained character in the same dungeon without free health or charge restoration. Pending writes finish before readmission.
- Difficulty is fixed using the highest level in the initial group. The server waits up to thirty seconds for admissions before populating the dungeon; late arrivals do not change its difficulty.
- Every connected player receives personal rewards when an enemy dies, even if dead or far away. New arrivals receive no earlier rewards, and absent players earn no new rewards.
- All earned items enter a personal reserve with no gameplay cap, even when the bag has free slots. Gold is credited immediately; reserve size causes neither automatic selling nor combat suspension.
- The reserve is sorted in pages of thirty-two items during the dungeon and in the summary. Sell page, Keep page and Sell useless page affect only the current page; left-click or Enter/Space retrieves one item, and PgUp/PgDn changes pages.
- Character sheet, equipment, buyback, attributes, skills and runes become available online under the same rules as single-player. Changes are confirmed after durable saving; the local profile’s shared stash remains unavailable online.
- The group HUD displays health, disconnection and respawn countdowns. The minimap and expanded map show living allies in green and dead allies in grey; their names appear on the expanded map.
- Once the boss dies, the leader can claim victory and remaining enemies are marked on the map. Everyone can see the button, but only the leader can use it; killing the last enemy still ends the dungeon automatically.
- Projectiles, impacts, freezing, frozen surfaces, debuffs, auras, Aegis, rune effects and Soraline’s clone are presented to clients from server state. Projectile paths are visually interpolated; collisions and damage remain server-controlled.
- The boss introduction shares animation, voice and camera with participants, including new arrivals. Commands and combat pause during the introduction, and skipping it is synchronized for everyone.
- The reserve is saved in durable pages separate from the character record. Periodic checkpoints about every thirty seconds and saves on edits, departures and dungeon completion protect progression.
- The summary waits for the last save, and the game remains available while loot is sorted. A persistent saving failure suspends play with an explicit error and retains data for operator recovery.
- Other players see equipped items and prepared actions, but not the bag, gold or personal reserve.
- A version 0.6.0 illustration brings together Soraline, her orange clone, five arrows, freezing and Precision, alongside the Knight, shared stash and Cemetery.
Bug fixes
- Remote players’ commands now execute on a dedicated server even without local updates of their controllers.
- Expired commands and delayed pointer samples no longer reactivate an old action; losing focus releases held inputs.
- Enemies choose the nearest living, active hero instead of targeting only the first player.
- Soraline’s Precision uses bounded camera and viewport information received from the client without relying on a viewport absent on the dedicated server.
- Very short-lived projectile impacts are relayed even when they disappear before becoming visible over the network.
- Discovered Runewords are saved online, including on the dungeon’s final enemy death.
- Sorting one page preserves every other page. A partial list sent to the interface is no longer saved as though it were the complete character record; rewards are not paid twice.
- Voluntarily leaving stops commands and new rewards, saves the character, then offers the reserve and abandonment summary. Returning explicitly releases the player’s slot and character; other participants continue, and the last departure closes the game.
- Old network responses no longer restore a game after returning to the lobby; admission stays blocked while a departure is pending.
- Restarting a server closes its old allocations instead of reactivating them. Interrupted cleanup can resume without removing a player’s more recent membership.
- The manager checks compatibility with loot storage and the game lifecycle. Closing it waits for saves, then stops the simulation and only services it owns; errors keep the window open, and external services remain running.
- Crypt lighting and post-processing also apply to network clients: the map sun is retained, with manual exposure, environment bloom and vignette.
- The music player no longer creates its interface while the world is being destroyed.
October 4, 2026The Multiplayer tab, available in French and English, allows players to create an account, sign in, and create or choose…fb551e9506ea
Changes
- The Multiplayer tab, available in French and English, allows players to create an account, sign in, and create or choose an online character.
- Public and private groups support up to four players. Private invitations remain valid for ten minutes and can be used once; players can join a game already in progress when a slot is available.
- The lobby provides global or group chat, individual readiness and dungeon launch by the leader. Entry becomes available once the server confirms that preparation is complete.
- Games are hosted by Ex Inferis Serveur, which controls movement, combat and rewards. Clients receive characters, enemies, health, resources, cooldowns, skill charges and door states.
- The HUD displays the online character, resources, minimap, remaining enemies, dungeon duration and engaged boss.
- Each character receives individual rewards and retains progression, equipment, affixes and runes through online saves. Single-player characters remain separate.
- Pause and settings remain local during multiplayer games. Leaving triggers a character save; after the dungeon ends, the group can prepare another game.
- An option remembers sign-in credentials in Windows Credential Manager. Clearing this option removes the saved credentials.
- A launch helper prepares HTTPS connections on the local network using the public certificate provided for the game machines.
Bug fixes
- Fixed a backend address parsing issue that could prevent registration or sign-in.
- Unavailable dungeons are no longer offered in multiplayer; launch failure reasons remain visible after returning to the lobby.
- Fixed movement being blocked by client-side navigation requirements and remote character simulation.
- Fixed movement replication on generated Crypt and Cemetery floors.
- Fixed Cemetery preparation errors and enemy presentation crashes on the server. Soraline’s clone retains its simulation when visual elements are unavailable on the server.
- Fixed settings screen subscriptions and returning to pause during an online game.
- Dungeon music now starts in multiplayer and continues while settings are open; returning to the menu restores its music.
- Delayed network responses remain bound to their session and game to preserve the state of a new connection. Rejoining the same game preserves character health and does not revive a dead character.
October 4, 2026Progression now supports up to four learned paths, mastery at 20 points and eight prepared actions, with a separate potion8b22270bb681
Summary
- Progression now supports up to four learned paths, mastery at 20 points and eight prepared actions, with a separate potion.
- Soraline receives a fully reworked independent path featuring Freezing Shot, Multishot, Clone and the active Precision mastery.
- A 160-slot stash shared by every character in the profile allows items and gold to be transferred safely.
- The Cemetery gains deterministic vegetation, flying leaves and exterior relief, while both Cemetery and Crypt generation become more varied.
Skills
- Each character can learn their initial path and up to three secondary paths, within a total budget of 50 points. Every path contains five skills with five ranks and unlocks its mastery at 20 invested points.
- One point in the previous skill is enough to access the next. A path’s initial point remains protected, while completely emptying a secondary path frees its slot.
- Eight actions can be prepared in addition to the potion. Learned passives, bonuses and synergies remain active off the bar, while auras still require explicit activation.
- Basic attacks from the main paths now grant a learned additive damage bonus of 25/30/35/40/45 coefficient points, restricted to their own path.
- The life potion starts every dungeon with five charges and recovers one every 10 seconds. Further uses do not postpone an ongoing recovery, and there is no delay between two uses.
- The potion can be consumed at full health or during a basic attack. It heals the greater of 12 HP or 35% of maximum HP, capped at missing HP, and its recovery is unaffected by cooldown reductions or Transfer.
Bow Path
- Soraline’s independent path now contains Basic Shot, Freezing Shot, Multishot, Hemorrhagic Shot and Clone.
- Soraline’s Basic Shot deals 100–180% of reference damage.
- Freezing Shot deals 50% damage within a 2–4 metre radius and freezes for 1–3 seconds. Bosses receive a 50% slow instead.
- Multishot fires five simultaneous arrows in a fan toward the pointer. It has two charges recovered every 5 seconds and grants a learned critical bonus of 1–5 points.
- Hemorrhagic Shot deals 150–250% on impact, followed by 140–200% bleeding strengthened by a learned 10–50% bonus over 5 seconds.
- Clone summons a translucent orange silhouette for 7/9/11/13/15 seconds. It follows Soraline and repeats a Basic Shot after each of her actions. Its shots originate from its own position without runes, secondary attacks or piercing. The clone dissolves over 2 seconds when it expires and has a 60-second cooldown.
- The active Precision mastery is obtained for free at 20 invested path points. It marks up to five visible enemies, increases their damage taken by 30% for 5 seconds and has a 10-second cooldown.
- Soraline’s path receives six dedicated icons, a turquoise emblem, new Freezing Shot effects and sounds, and a unique Precision activation sound.
- In the standard archery path, Basic Shot now deals 120–200%. Multishot grants 1–5 learned critical points, while Repulsion slows movement and attacks by 5–25% for 1–5 seconds.
- Power Shot deals 200–400% and reduces armor for 5 seconds: 5–25% from its own effect plus a 5–25% synergy, reaching a maximum total of 50%.
- Hemorrhagic Shot deals 150–250% on impact, followed by 140–200% bleeding and a learned 10–50% bonus over 5 seconds, reaching a maximum total of 250%.
Arcane Path
- Basic Attack now deals 100–180%. Fireball deals 150–250% within a 2-metre radius, grants 1–5 learned critical points and burns at ranks 3–5 for an additional 25/50/75% over 3 seconds.
- Ice deals 50% within a 2–4 metre radius and freezes for 1–3 seconds. Wave deals 25–125% within a 3–5 metre radius.
- Wave’s synergy reduces the next cooldowns of all learned skills by 0.2–1 second, including skills from other paths and Wave itself. The potion remains excluded.
- Aegis reduces physical and magical damage by 20% for 3 seconds, reflects magical attacks and, at rank 5, physical attacks. Its passive bonus also provides a 4–20% reflection chance while it is not prepared.
Sword Path
- Basic Attack now deals 100–180%. Circular Attack deals 150–250% within a 3–4 metre radius and grants 0/0/1/1/2 additional targets to single-target attacks.
- Heavy Strike deals 200–400%, stuns for 0.5–1.5 seconds and grants learned movement and attack slows of 5–25% for 1–5 seconds.
- Armor Breaker deals 125–225% and reduces armor for 10 seconds: 15–35% from its own effect and a learned 5–25% bonus, reaching a maximum total of 60%.
- Bleeding Sweep deals 100–200% on impact, followed by 90/130/170/210/250% bleeding and a learned 10–50% bonus over 5 seconds, reaching a maximum total of 300%.
Characters
- The Knight uses a new idle animation to reduce foot sliding.
Dungeons and generation
- Large Cemetery maps reserve at least two enclosures suitable for large mausoleums. Their stone approaches connect to the path network and remain protected from vegetation and other decorations.
- Mausoleum approaches are integrated into the ground so their paving blends into the surrounding paths.
- About 45% of eligible Crypt macro cells are grouped into large open rectangular rooms without removing small rooms, passages or dead ends.
- Coffins and vaults can line the walls or occupy the centre of large rooms. Their budget is distributed between rooms to preserve variety.
- Skull arches and wall decorations follow new spacing and per-sector limits. Bookshelves now account for about one wall decoration in five, and identical pieces no longer appear consecutively when another variant is available.
Environment and scenery
- The Cemetery receives deterministic vegetation with Normal and Low profiles. Paths, mausoleum approaches, open graves and reserved areas remain clear.
- The ground gains continuous colour and roughness variation, irregular path edges and moss. Grass uses curved blades, while dark ground leaf litter is disabled.
- Interior grass density is set to 0.128 clumps per m² on Normal and 0.032 on Low, capped at 640 and 200 respectively. Flying leaves appear near the player, using up to three systems on Normal and one on Low.
- A 32-metre exterior ring surrounds the Cemetery with deterministic relief whose main amplitude is ±2.5 metres. Flat strips preserve walls and gates, while grass, ferns, shrubs and dead trees enrich the exterior without encroaching on the playable area or navigation.
- Exterior grass uses a density of 0.056 clumps per m² on Normal and 0.022 on Low, capped at 880 and 280 respectively.
- Graves follow regular rows along the west, east and north sides of enclosures, keeping entrances and interiors clear. Graves placed against a fence point their headstone toward it so their opening faces into the enclosure.
- Open graves fit their pits more accurately and have been raised by 4 centimetres. Braziers remain limited to enclosure corners, while street lamps keep consistent spacing around intersections.
- Dynamic shadows use a lower resolution while retaining their update rate. They are displayed according to the visible footprint of their projection, including when the character producing them is off-screen.
- The ice shockwave interacts more accurately with the environment and now has a closed bottom without changing its damage or freezing behaviour.
Items and equipment
- A 160-slot stash shared by every character in the profile appears before the Buyback tab, alongside the 80-slot bag.
- Drag-and-drop and right-click transfer complete items between the bag and stash. Moves within the same container swap slots without losing item properties.
- A dialog allows a positive whole amount of gold to be deposited or withdrawn. The coin sound only plays after a successful save, and items stored in the stash cannot be sold directly.
- Sell useless now includes equipment forbidden to the character’s class while retaining items that merely require a higher level. This action remains limited to the bag.
Systems and progression
- Skills and attributes spend one point per click, up to five with Ctrl and the maximum allowed with Ctrl+Shift. Each grouped purchase respects the budget, minimum values and prerequisites as a single operation.
- Stash transfers, character state and the recovery checkpoint are saved together to protect items and gold during an interruption.
Interface and quality of life
- The HUD, skill browser and settings support eight prepared actions and the separate potion.
- Precision can be inspected and dragged from its mastery icon or detail panel. It is automatically removed from the bar if investment in the path falls below 20 points.
- Detail panels and tooltips display final values, synergy contributions, their scope, additional effects, charges and charge recovery. They distinguish learned bonuses, prepared actions and activated auras.
- Enemies affected by Precision display a turquoise marker even at full health without revealing their entire health bar.
- While saving, clicks, keyboard input, scrolling and drops are temporarily blocked without greying out the screens. Tooltips remain hidden until the operation finishes.
- Interface text and resources covering paths, masteries, charges, synergies and the shared stash are available in French and English.
Bug fixes
- An old recovery journal, even if received late, can no longer restore an earlier state and duplicate or lose items or gold.
- Normalizing older saves repairs path ordering, action types and incompatible legacy assignments without changing points already spent.
- Learned bonuses are no longer applied multiple times when they also appear on the action bar.
- Armor reductions take effect from the first impact and are no longer added a second time when a debuff already exists.
- Slows refresh without stacking their strength. Bleeding is assigned to the correct target and nearby enemies only when its actual scope allows it.
- Additional melee targets respect range and line of effect. They share the same action to prevent duplicate rune triggers.
- Aegis no longer produces a small offensive hit when activated. Reflection is evaluated once per source, prioritizes active Aegis and can no longer form a loop.
- Clone projectiles retain their actual point of origin until impact.
- Enemy fireballs no longer disappear when playing a hero other than the Mage.
- Arcanist charging flames immediately appear at their normal size and intensity, then extinguish correctly when firing or interrupted.
- Characters and other visual actors no longer deform the ice shockwave.
- Grouped point-spending shortcuts correctly retain Ctrl and Shift until the click and no longer start an accidental drag-and-drop.
- The charge recovery indicator now uses a stable total duration.
- Mausoleum visual entrances are aligned with their placement and collision.
- A purely cosmetic decoration failure no longer regenerates the Cemetery layout.
- Grave openings are no longer moved or reduced when their offset and rotation need to be preserved.
- Crypt wall decorations use only genuinely closed wall surfaces and no longer occupy cells reserved for large-room compositions.
Bug fixes
- Included bug fixes are detailed in the notes above.
October 4, 2026A character can learn four paths: their initial path and three secondary paths, with a total budget of 50 pointsb2dcc2489ef3
Progression and preparation
- A character can learn four paths: their initial path and three secondary paths, with a total budget of 50 points. Each path has five skills with five ranks and unlocks its mastery at 20 points invested out of 25.
- One point in the previous skill is enough to learn the next, which may then exceed its rank. The initial point remains protected; emptying a secondary path frees its slot.
- The bar provides eight prepared actions and a separate potion. Learned passives, bonuses and synergies remain active without occupying the bar; auras still require explicit activation.
- Attributes and skills accept one point per click, up to five with Ctrl and the maximum allowed with Ctrl+Shift, in a single operation.
- Main-path basic attacks provide a learned damage bonus of 25/30/35/40/45 coefficient points, added within their own path.
Soraline
- Her independent path contains Basic Shot, Freezing Shot, Multishot, Hemorrhagic Shot and Clone. Freezing Shot replaces Repulsion, and Clone replaces the former Power Shot while preserving skill identifiers.
- Basic Shot deals 100–180% of reference damage. Freezing Shot deals 50%, within a 2–4 m radius, with a 1–3 s freeze; bosses receive a 50% slow.
- Multishot fires five simultaneous arrows in a fan toward the pointer. It has two charges, recovered every 5 s, and provides a learned critical bonus of 1–5 points.
- Hemorrhagic Shot deals 150–250% on impact; its own 140–200% bleeding receives a learned 10–50% bonus, spread over 5 s.
- Clone accompanies Soraline for 7/9/11/13/15 s, with a 60 s cooldown. Its translucent orange silhouette repeats one Basic Shot per action from its own position, without runes, secondary attacks or piercing. On expiry, it stops acting and dissolves over 2 s.
- The active Precision mastery becomes free at 20 path points and can be prepared on the bar: it marks up to five visible enemies, increases their damage taken by 30% for 5 s and recharges in 10 s.
- Six dedicated icons, a turquoise emblem, Freezing Shot effects and sounds, and a single Precision activation sound complete her presentation.
Bow Path
- Basic Shot deals 120–200%; Multishot provides 1–5 learned critical points. Repulsion slows movement and attacks by 5–25% for 1–5 s.
- Power Shot deals 200–400% and reduces armor for 5 s: 5–25% of its own plus 5–25% from synergy, reaching 50% at maximum rank.
- Hemorrhagic Shot deals 150–250% on impact, followed by its own 140–200% bleeding and a learned 10–50% bonus over 5 s, reaching 250% at maximum rank.
Sword Path
- Basic Attack deals 100–180%. Circular Attack deals 150–250% within a 3–4 m radius and grants 0/0/1/1/2 additional targets to single-target attacks.
- Heavy Strike deals 200–400%, stuns for 0.5–1.5 s and provides learned movement and attack slows of 5–25% for 1–5 s.
- Armor Breaker deals 125–225% and reduces armor for 10 s: 15–35% of its own plus a learned 5–25% bonus, reaching 60% at maximum rank.
- Bleeding Sweep deals 100–200% on impact, followed by its own 90/130/170/210/250% bleeding and a learned 10–50% bonus over 5 s, reaching 300% at maximum rank.
Arcane Path
- Basic Attack deals 100–180%. Fireball deals 150–250% within a 2 m radius, provides 1–5 learned critical points and burns at ranks 3–5 for 25/50/75% over 3 s.
- Ice deals 50% within a 2–4 m radius and freezes for 1–3 s. Wave deals 25–125% within a 3–5 m radius.
- Wave's synergy reduces future cooldowns of all learned skills by 0.2–1 s, including other paths and Wave itself, except the potion.
- Aegis reduces physical and magical damage by 20% for 3 s, reflects magical attacks and, at rank 5, physical attacks. Its personal passive bonus provides a 4/8/12/16/20% reflection chance even off the bar.
Life potion
- The potion starts each dungeon with five charges and recovers one charge every 10 s. Further uses do not postpone this deadline, and there is no delay between uses.
- It can be consumed at full health or during a basic attack. Healing remains the greater of 12 HP or 35% of maximum HP, capped at missing HP; recovery is independent of cooldown reductions and Transfer.
Shared stash and character sheet
- A 160-slot stash shared by all characters in the profile appears before the Buyback tab, alongside the 80-slot bag.
- Drag-and-drop or right-click transfers complete items between bag and stash; internal moves swap slots without losing item properties.
- A dialog allows a positive whole amount of gold to be deposited or withdrawn. The coin sound plays after successful saving. Stash items cannot be sold directly.
- Sell useless now includes class-forbidden equipment while retaining items that only require a higher level.
- While saving, interactions are blocked without greying out the sheet or skill browser.
Interfaces and combat information
- The HUD, menus and settings follow the eight prepared actions. Precision has a detail panel and can be dragged from its mastery icon or illustration; it leaves the bar if the path drops below 20 points.
- Detail panels and tooltips show final values, synergy contributions, their scope, additional effects and charges. They distinguish learned bonuses from prepared actions and activated auras.
- Marked enemies display a turquoise indicator, visible even at full health without revealing their entire health bar. Interface text and resources are updated in French and English.
Cemetery
- Deterministic vegetation and flying leaves enrich the scenery, with normal and Low profiles and exclusions for paths, mausoleum approaches, open graves and reserved areas.
- The ground gains continuous color and roughness variation, irregular path edges and moss. Grass uses curved geometric blades; dark ground leaf litter is disabled.
- Final interior grass density is 0.128 clumps/m² on normal and 0.032 on Low, capped at 640 and 200. Flying leaves use at most three systems on normal and one on Low, near the player.
- A 32 m exterior ring gains deterministic relief with a main amplitude of ±2.5 m, flat strips along walls and gates, and four vegetation layers: grass, ferns, shrubs and dead trees.
- Exterior grass uses 0.056 clumps/m² on normal and 0.022 on Low, capped at 880 and 280. These decorations preserve the dungeon's playable area and navigation.
- Graves follow regular rows along the west, east and north enclosure edges, leaving the entrance and interior clear. Open graves are raised by 4 cm.
Presentation and performance
- The Knight uses a new idle animation to reduce foot sliding.
- Dynamic shadows move from 1024² to 512² at the same update rate, with filtering based on their visible camera footprint, including when the character remains off-screen.
- The ice shockwave uses the environment distance field and a closed bottom for visual collisions while retaining gameplay damage and freezing.
Bug fixes
- Stash transfers, the character and the recovery checkpoint are saved together. An old recovery journal, even if received late, no longer restores an earlier state that could duplicate or lose items or gold.
- Profile normalization repairs path ordering and saved action types without changing points already spent.
- Learned bonuses are no longer applied multiple times when also present on the bar. Armor reductions apply from the first impact without double stacking, and slows refresh without accumulating strength.
- Additional melee targets respect range and line of effect and share a single action, avoiding duplicate rune triggers.
- Aegis no longer produces a small offensive hit on activation. Reflection checks each passive source once, respects active Aegis and prevents reflection loops.
- Clone projectiles retain their actual origin until impact.
- Shared effects are preloaded for every hero: enemy fireballs no longer disappear when playing a character other than the Mage.
- Arcanist charging flames appear immediately at their normal size and intensity and extinguish when firing or interrupted.
- Characters and other visual actors no longer deform the ice shockwave.
- Grouped point-spending shortcuts retain their modifiers until the click and do not start accidental drag-and-drop.
- The charge cooldown indicator uses a stable total duration instead of a shrinking denominator.
- Mausoleum visual entrances are aligned with their placement and collision.
- A cosmetic decoration failure preserves the Cemetery layout instead of regenerating its topology.
October 3, 2026Large maps now reserve at least two enclosures suitable for large mausoleums, with a stone approach connected to the path…9bc7e138d438
Cemetery
- Large maps now reserve at least two enclosures suitable for large mausoleums, with a stone approach connected to the path network and space protected from vegetation and other decorations.
- Braziers occupy enclosure corners only, while street lamps share consistent spacing across the different branches of an intersection.
- Graves placed against a fence point their headstone toward it so their opening faces into the enclosure.
- Open graves are buried according to their measured model and cut the ground at their exact position, without a slab crossing the pit.
- The ground mask includes mausoleum approaches so their paving blends into the cemetery paths.
Crypt
- Generation groups about 45% of eligible macro cells into open rectangular rooms while retaining small rooms, passages and dead ends.
- Coffins and vaults can be aligned along walls or through the center of large rooms, with a budget distributed between rooms to preserve decorative variety.
- Skull arches and wall decorations follow new spacing and per-sector limits; bookshelves now account for one wall decoration in five, and identical pieces no longer appear consecutively when other choices are available.
Bug fixes
- Grave openings are no longer silently moved or reduced when their offset and rotation need to be respected.
- Crypt wall decorations use genuinely closed wall surfaces and no longer occupy cells already reserved by large-room compositions.
October 3, 2026Soraline joins the playable heroes, while character creation gains categories and saved appearance customizationb6796e7cf73d
Summary
- Soraline joins the playable heroes, while character creation gains categories and saved appearance customization.
- The new skill screen brings paths, masteries, details, progression and the shortcut bar together in a fully illustrated browser.
- Boss introductions, the combat HUD, and the victory and defeat screens receive numerous visual and functional fixes.
- Full freeze, lethal-damage feedback, auras and Cemetery gates receive combat and audio fixes.
Skills
- The browser presents one path at a time with its skill list, mastery, detail panel and the character’s shortcut bar.
- The selector allows secondary paths to be searched and previewed by category, with their requirements shown before they are added under the progression rules.
- Points can be added or removed from icons or the detail panel. Selecting text or starting a drag no longer spends a point.
- The shortcut bar shares the HUD presentation, with resolution-appropriate icons, compact key badges and full labels on hover.
- Every available path has a panoramic banner. Gothic artwork covers the window and extends behind the skill bar.
- Acquired and selected states are now distinct for skills and masteries without hiding their path color.
- Search uses the interface typography and gold theme. Immediate tooltips describe paths, skills, masteries, point controls and shortcut slots.
- The action for adding a path uses the localized Select label.
Bow Path
- Soraline has her own archery path and independent versions of the Archer’s five skills. Their values, sounds, projectiles, effects and icons initially remain identical, but they can now evolve separately.
Characters
- Character creation groups heroes into Knight, Archer and Mage categories.
- Every hero has a default appearance combining their body, animations, portrait and visible accessories.
Archer
- Soraline becomes the fourth selectable hero, with her own model, selection portrait and dedicated idle, walking, running, shooting, hit-reaction and death animations.
- Her five HUD portraits directly use their frame dimensions. Their framing places her face more naturally and avoids the blur caused by in-game enlargement.
- The character sheet, HUD and skill browser use her dedicated portraits and path banner. Her names and descriptions are available in French and English.
Battle Mage
- The Battle Mage’s default appearance receives a new sword and shield, complete with materials and multiple levels of detail.
Items and equipment
- The Knight and Battle Mage accept swords and shields, while the Archer accepts bows and quivers. Character creation, inventory, equipment and item comparisons now apply the same rule.
- An appearance’s cosmetic weapons and accessories remain visible when their equipment slots are empty. Bonuses still depend solely on the items actually equipped.
Audio and narrative
- The Cemetery’s double iron gates once again play their creaking sound when opened, using the volume and spatialization of other interactive doors.
Systems and progression
- Appearance selection is saved per character and can be changed from the menu or while paused outside combat, without changing statistics, skills, current resources or cooldowns.
- Existing profiles and interrupted runs are transferred to the appearance system without removing equipment or changing progression.
Interface and quality of life
- The character sheet provides an Appearance selector. When only one appearance is available, the control remains visible but disabled.
- Release notes and version history follow the game’s active language and select the matching French or English document after each language change.
Bug fixes
- Returning from the path selector correctly restores focus to the add-path button.
- Progression requirements now state the precise reason for a refusal.
- Arcane Aegis displays its physical reduction and duration instead of zero damage and a technical range value.
- Disabled browser controls explain their requirements on hover.
- Duplicate standard tooltips have been removed, and the contextual panel remains within the screen bounds, including during interactions and drag-and-drop.
- Heavily reduced banners no longer appear aliased.
- The browser background, artwork and header no longer extend beyond the ornate frame’s gold rule.
- A fully frozen character can no longer dodge, parry, block or benefit from dash invulnerability. Armor, resistances and other passive defenses remain active.
- Lethal damage numbers remain anchored to an enemy after collision is disabled or their frozen body shatters.
- A menu whose initialization failed is no longer reported as ready and can be rebuilt correctly after the issue is resolved.
- A temporarily missing visual resource can be loaded once it becomes available instead of remaining permanently unavailable.
- Equipment slots on the character sheet no longer move when an appearance portrait uses different proportions.
- A saved appearance that is no longer available uses the default visual without silently erasing the stored choice.
- Appearance changes are rejected during attacks, dashes or frozen animations to preserve active effects and attachments.
- When several heroes share certain skills, progression retains only the active hero’s primary path and no longer reports a false conflict.
- Projectile impact effects remain available to Soraline’s independent skills, including Hemorrhagic Shot.
- Activating an aura no longer replays its sound for every affected enemy: all rings remain visible, but only one audio playback is triggered.
- The boss frame and health bar use stable dimensions from their first appearance. The bar is no longer compressed and its health text no longer overflows.
- The Victory button once again uses the green Gothic V5 style, the correct dimensions and its localized label.
- Loot and Continue are centered together beneath the artwork on both victory and defeat screens. The save-retry action has its own row.
- The music banner is positioned one banner-height lower while retaining its anchor beneath the clock and its resolution scaling.
- Living Storm suspends its lightning strikes throughout a boss introduction, preserves the remaining delay before the next strike, and resumes when the speech ends or is skipped with Escape.
- The boss’s introduction gesture now finishes normally and returns to the idle animation while the speech continues, without leaving Veyrann frozen in the final pose.
- Visual and audio hit reactions no longer interrupt a boss’s speech. Damage and death are still resolved normally.
- The target frame no longer displays the temporary list of internal effect identifiers. Elite badges and ranks remain visible as expected.
Bug fixes
- Included bug fixes are detailed in the notes above.
October 3, 2026The project advances to version 0.5.0 with complete French and English release notes selected according to the game's…38fd0116
Changes
- The project advances to version 0.5.0 with complete French and English release notes selected according to the game's active language.
- Character creation now uses a responsive Gothic screen that combines hero categories, illustrated cards, detailed profiles, starting paths, skills and name entry in one mouse, keyboard or controller flow. Artwork automatically selects a resolution suited to its display size.
- A shared dark-and-gold tooltip now presents titles, descriptions, levels and icons in character creation and the skill browser without leaving the screen. The Bow and Soraline path banners also receive their final retouching.
- Decor assemblies can define simple collision shapes. Crypt generation now reserves their volume with the hero's navigation clearance and omits placements that would block passage without changing the dungeon seed or structure.
Bug fixes
- A boss introduction now protects the full speech duration: the opening gesture naturally returns to idle, hit reactions no longer interrupt the voice, and Living Storm preserves its delay without striking. Finishing the speech or skipping it with Escape immediately restores combat.
- The boss health bar uses its imported dimensions from its first appearance instead of inheriting a temporary texture size. The Victory button regains its green V5 style, and Loot, Continue and retry actions are correctly centered on the outcome screens.
- The music banner is lowered beneath the clock, and the target frame no longer displays technical effect identifiers; elite badges and ranks remain visible.
- Character creation disables confirmation while the name is empty or invalid, shows the precise cause, and keeps navigation coherent between categories, heroes, skills and the name field.
October 1, 2026All five HUD portraits are exported directly at their frame's native dimensions, with framing and offsets tailored to…0762934a
Changes
- All five HUD portraits are exported directly at their frame's native dimensions, with framing and offsets tailored to each size tier. The game no longer needs to resize a master portrait when displaying them.
Bug fixes
- Activating an aura no longer replays its sound for every affected enemy: rings remain visible on every target, but share one audio playback with the caster's activation ring.
September 29, 2026Soraline joins the Archer category as the fourth selectable hero, with her own model, skin, selection portrait and…c723d181
Changes
- Soraline joins the Archer category as the fourth selectable hero, with her own model, skin, selection portrait and character-creation entry.
- Her animation set uses dedicated clips for idle, walking, running, shooting, hit reactions and death. An additional movement library is also preserved for future roles.
- Her default skin has its own metallic bow and quiver, with complete materials, validated alignment and three levels of detail for each piece.
- Soraline has her own primary path and independent copies of all five archery skills. They initially retain the Archer’s values, sounds, projectiles, effects and icons, but can now evolve separately.
- The character sheet, HUD and skill browser use her dedicated portraits and a new path banner. All of her names and descriptions are available in French and English.
Bug fixes
- When several heroes have primary paths that share skill definitions, progression now retains only the active hero’s primary path and no longer reports a false conflict.
- Projectile-based impact effects remain available to Soraline’s independent skills, including Hemorrhagic Shot.
September 29, 2026Character creation now groups heroes into Knight, Archer and Mage categoriesce102488
Changes
- Character creation now groups heroes into Knight, Archer and Mage categories. The Battle Mage belongs to Mage, while the identifiers and progression of all three existing heroes are preserved.
- Each hero has a default skin combining its body, animations, portrait and visible accessories. The character sheet provides an Appearance selector; when only one skin is available, it remains visible but disabled.
- Skin selection is saved per character and can be applied from the menu or while paused outside combat. It does not change statistics, skills, current resources or cooldowns.
- A skin’s cosmetic weapons and accessories remain visible even when their equipment slots are empty. Bonuses still depend solely on the items actually equipped.
- The Knight and Battle Mage accept swords and shields, while the Archer accepts bows and quivers. Character creation, inventory, equipment and item comparison all use the same rule.
- The Battle Mage’s default skin receives a new sword and shield, complete with their materials and multiple levels of detail.
- Existing profiles and interrupted runs are migrated to the new skin selection without removing or moving historical equipment.
Bug fixes
- Equipment slots on the character sheet no longer move when a skin portrait uses different proportions.
- A saved skin that is no longer available uses the default visual without silently overwriting its stored identifier.
- Appearance changes are rejected during attacks, dashes or frozen animations to preserve active effects and attachments.
September 28, 2026Enemy control, elite auras, player input, pointer handling and HUD presentation now rely on specialized components…6d154764
Changes
- Enemy control, elite auras, player input, pointer handling and HUD presentation now rely on specialized components without changing controls or combat flow.
Bug fixes
- A fully frozen character can no longer dodge, parry, block or benefit from dash invulnerability; armor and resistances still reduce incoming damage.
- Lethal damage numbers remain anchored to the enemy capsule after collision is disabled or a frozen body shatters.
- A partially initialized menu is no longer reported as ready, and a temporarily missing visual resource can be loaded when it later becomes available.
September 28, 2026Path search now uses the interface typeface and a dark field with gold hover and focus emphasis6057e6d8
Changes
- Path search now uses the interface typeface and a dark field with gold hover and focus emphasis.
- Immediate HUD-style tooltips describe paths, skills, masteries, point controls and shortcut-bar slots.
- The action for adding a path is now labeled “Select”, with its French translation.
Bug fixes
- Disabled controls now explain their requirements on hover.
- Duplicate native tooltips have been removed, and the contextual panel remains within the screen bounds.
September 28, 2026The Cemetery’s double iron gates once again play the creak from the Unity version when opening, with the volume and…3cf4f81d
Changes
- The Cemetery’s double iron gates once again play the creak from the Unity version when opening, with the volume and spatialization already used by interactive doors.
Bug fixes
- The previously empty opening and closing references on these gates are now connected to the expected sound.
September 27, 2026All six paths receive a dedicated panoramic banner79c5b3d8
Changes
- All six paths receive a dedicated panoramic banner. A Gothic arrangement of grimoires, a skull and candles now covers the window background and extends into black behind the skill bar.
- Path cards retain their colored outline. In the skill list, acquisition color and the selection outline now represent two independent states; mastery follows the same distinction.
- Artwork retains its proportions and uses prefiltered detail levels when scaled down, without changing the native size of skill icons.
Bug fixes
- Heavily reduced banners no longer show the aliasing caused by missing mipmaps and bilinear filtering.
- The background, artwork and header remain inside the ornate frame’s gold rule at every window scale.
September 27, 2026The skill screen now presents one path at a time with its skill list, mastery, detail panel and the character’s shortcut bar931c8b3b
Changes
- The skill screen now presents one path at a time with its skill list, mastery, detail panel and the character’s shortcut bar.
- A selector allows secondary paths to be searched and previewed by category, with their requirements shown before they are added under the existing progression rules.
- Icons use native sizes suited to the resolution. The shortcut bar shares the HUD presentation, with compact key badges and full labels on hover.
- Points can be added or removed from icons or the detail panel; selecting text or starting a drag does not spend a point. The new labels are available in French and English.
Bug fixes
- Returning from the selector correctly restores focus to the add-path button, including when using the Gothic V5 buttons.
- Progression requirements state the precise reason for a refusal. Arcane Aegis displays its physical reduction and duration instead of zero damage and a technical range value.
September 26, 2026The Archer and Battle Mage receive new models and refreshed animations, with realigned equipment89d4b57b28de
Summary
- The Archer and Battle Mage receive new models and refreshed animations, with realigned equipment.
- Arcane effects become clearer, and enemies killed while fully frozen shatter into ice fragments.
- Shadows are reworked in the Crypt and Cemetery, with darker base lighting in the Cemetery.
- Saves, history and the interface receive updates, including automatic recovery saves and additional graphics settings.
Bow Path
- Hemorrhagic Shot displays a red impact wave matching the radius of its bleeding area.
Arcane Path
- Arcane Aegis temporarily replaces the shield with three rotating purple rune rings. They follow the Mage’s movements, and the shield returns to its previous appearance when reflection ends.
- Ice Blast produces a single blue-cyan cold wave, sized to the current rank’s radius and dissipating after 1.6 seconds. It replaces the former persistent ice plate.
- Cold-wave density, simultaneous wave count and display distance adapt to the selected effects quality.
- Once Living Storm is acquired, an electric aura accompanies the Mage, including on entering the game with a save where it is already unlocked. Each actual strike produces a wider lightning bolt connecting the hero to the target hit.
Archer
- A new detailed model and new idle, walking, running, attack, hit-reaction and death animations. All five ranged skills use the new shooting animation.
- The bow and quiver are realigned with the new character, including their equipment variants.
Battle Mage
- A new detailed model, with animations adapted to his proportions and corrected ground placement.
- The sword, shield and Arcane Aegis rings are realigned with the new body.
Enemies and bosses
- A regular enemy killed while fully frozen shatters into ice fragments, regardless of the source of the fatal blow. The fragments fall, bounce slightly and melt over 3.8 seconds, accompanied by impact and ice-shattering sounds.
- Full freeze is distinguished from ordinary stun. Enemies that are only slowed, including bosses, retain their animations and normal death.
- Simultaneous retreats by ranged enemies are optimized: paths that remain passable are reused, while invalid paths are abandoned.
- Enemy spell-charge effects are optimized during repeated casts.
Dungeons and generation
- Visual effects and sounds for the Battle Mage’s skills are prepared while the dungeon loads, before the hero becomes playable. This preparation focuses on the resources needed by his spells.
Environment and scenery
- In the Crypt and Cemetery, the shadow of the hero and their equipment is shorter and less dark. It remains confined to the ground, without darkening characters or falling onto the hero.
- The hero’s shadow gradually turns according to the nearest eligible visible lamp, then returns to its general direction when leaving that lamp’s influence.
- Shadows cast by enemies and scenery that already had shadows follow a common direction. Enemies retain this direction near lamps.
- Generated Crypt structures and decorations no longer cast shadows, including those using shared models.
- The Cemetery’s base lighting is reduced by 20%, while local lamps retain their intensity.
- The ornate candelabrum’s three flames are now one quarter of their previous size, remain anchored to their wicks and no longer cast shadows.
- Rendering of repeated static Crypt decorations is optimized.
- Fading of walls and doors that obscure the hero is optimized.
- Updates to Cemetery lighting and scenery are reduced while the camera and scene remain stable.
Items and equipment
- Iron, silver, gold and diamond amulets receive new artwork, with the thin frame and quality symbol used by the current item format, at every interface size.
- Chronofury also benefits from the diamond amulet’s updated artwork.
Audio and narrative
- Living Storm strikes alternate between three electric sounds without immediate repetition.
- Individual sales and buybacks play a coin sound; successful bulk sales play a coin-bag sound.
- Sounds for the enemy species present are prepared before encounters instead of loading during their first footsteps, attacks or deaths.
- Handling of boss music transitions is optimized.
Systems and progression
- Profiles, preferences and history are loaded and saved in the background.
- History is stored separately from the active save and browsed in pages. Older runs remain available with their details, filters and replay options, without proportionally increasing the character save’s size.
- Automatic saving is added to support character recovery after an interruption. A new item gives priority to a capture; other changes are captured at a five-second interval when the state has changed.
- Recovery uses the last completed automatic save: the character returns to the menu, items still awaiting a choice are offered through Loot, and the interrupted run is recorded as abandoned. The dungeon and hero’s position are not resumed.
- Target searches for area attacks, runes and explosions are optimized.
- Living Storm target searches and ranged-enemy visibility checks run at a cadence independent of frame rate. Visibility is checked again when a shot is released.
Interface and quality of life
- Display settings offer Low, Medium and High profiles, alongside a Custom state. Existing preferences are preserved.
- Effects quality has its own independent choice: Low, Medium, High or Ultra.
- The HUD updates changing information separately and reuses status indicators.
- The character sheet defers updates while closed and displays current data when reopened. While visible, only the affected sections are updated.
- The minimap and full map are optimized during movement, while discoveries, doors and markers continue to update.
- Similar damage events occurring close together on one target can be grouped. Critical hits and different outcomes remain separate; when the display is crowded, hero information takes priority, followed by critical hits.
- The Mage’s portrait is sharper at all five HUD sizes, with a better-defined face, eyes and helmet and consistent framing.
- Menus wait for save confirmation before confirming a persistent action. Errors allow another attempt, while setting sliders retain their immediate preview.
Bug fixes
- Forced-attack projectiles correctly follow the cursor without a visibly offset parallel trajectory.
- A free projectile no longer locks onto an enemy merely hovered during forced attack.
- A dead enemy no longer receives a frozen appearance after the fatal hit or remains frozen upright.
- Ice fragments no longer hang in mid-air or pass through the floor as they fall.
- An earlier frozen death can no longer prematurely interrupt the fragments from a later death.
- The cold wave no longer loops and disappears independently of freeze duration.
- A finished ice wave no longer reactivates unintentionally.
- Ice Blast no longer leaves a persistent light illuminating characters.
- Changing equipment during Arcane Aegis attaches the rings to the current shield and correctly restores the previous shield’s visibility.
- Fixed references that could prevent Living Storm’s aura, lightning bolts or sounds from appearing after loading.
- Hero visual effects follow the hero’s actual position instead of remaining at the spawn point.
- Decorative spell-charge elements no longer create an invisible obstacle near an open door.
- The new Mage’s body and equipment no longer become nearly invisible during animations. Unintended movement caused by those animations is also corrected.
- Repulsion stops before walls, doors and impassable positions. Stopping the push does not shorten the remaining control duration.
- Damage over time applies its intended total despite game slowdowns, including effects with fractional durations or durations shorter than one second. The final damage application occurs before expiration.
- Target text areas no longer progressively shrink when switching between regular enemies, elites, doors and bosses.
- The second Crypt door-wall variant no longer introduces different stonework in the middle of a continuous wall.
- Fixed Mage loading that could remain stuck at 97%.
- Fixed excessive processing that prolonged the initial conversion of older run histories.
- Late save or history responses no longer reuse another character’s context or that of a screen already left.
- Abandoning a run no longer briefly displays an incorrect message asking the player to pause the game to manage the character.
- Fixed video-memory exhaustion caused by shadows in the Crypt and Cemetery.
Bug fixes
- Included bug fixes are detailed in the notes above.
September 25, 2026Character management warnings are limited to the paused phase of a run4412090f
Changes
- Character management warnings are limited to the paused phase of a run.
Bug fixes
- Abandoning a run no longer briefly displays character.management_requires_pause while saving and returning to the menu.
September 24, 2026The minimap retains its stable geometry, and damage numbers are grouped and reused with a limit on how many can appear at…0bd8ccaa
Changes
- The minimap retains its stable geometry, and damage numbers are grouped and reused with a limit on how many can appear at once.
- Area-target and occlusion searches use spatial registries; enemies share visibility checks and distribute their retreat-path calculations.
- Battle Mage effects prepare their useful dependencies and sounds without unnecessarily keeping every texture resolution resident. Spell charges reuse their visual components.
- Compatible crypt decorations share instances; cemetery lights and sounds follow changes in the ambience state.
- Profiles, settings and history are read or saved in the background. Menus wait for a write to be confirmed before continuing the action.
- History is archived separately from the active profile and browsed in pages; its first conversion builds the final indexes directly.
- Low, Medium and High graphics profiles have distinct settings, with separate effect quality and existing preferences preserved.
- Individual sales and buybacks use a coin sound; bulk sales use a coin-bag sound after a successful transaction.
- Hemorrhagic Shot displays a red impact wave matching its bleeding radius, and the associated menu text is available in French and English.
Bug fixes
- A disabled ice wave can no longer be unintentionally reactivated when returned to the effect pool. Frozen deaths have a finite lifetime managed by their effect, without a delayed callback acting on a reused component.
- Periodic damage preserves fractional amounts between updates so the total does not change when the game slows down.
- Repulsion checks the space occupied by the character and stops before a position that conflicts with obstacles.
- Stale reads and save confirmations do not reuse another character's context or the context of a screen that has been left.
- The initial conversion of older runs avoids thousands of intermediate pages that prolonged the profile-loading wait.
- Mage loading no longer waits for optional mipmaps absent from the shipped game or for a graphics probe that could hold progress at 97%.
September 21, 2026Regular walls and the wall extensions framing doors now use the same first crypt stone texturedac10cca
Changes
- Regular walls and the wall extensions framing doors now use the same first crypt stone texture.
- Generated crypt structures and decorations no longer cast shadows, including pieces coming from shared decoration templates.
Bug fixes
- The second door-wall variant can no longer reintroduce a different texture in the middle of a continuous wall run.
- Shadow settings retained by a shared decoration can no longer override the generated crypt's shadowless policy.
September 21, 2026Forced projectile aiming now follows the cursor ray's intersection with the plane at the projectile's actual launch heightc5586994
Changes
- Forced projectile aiming now follows the cursor ray's intersection with the plane at the projectile's actual launch height.
- Area spells retain their ground aim, and targeted attacks retain their target interception.
Bug fixes
- Direction is recalculated from the projectile's actual origin, including its full height, so shots no longer travel parallel to the cursor with a visible offset.
- A free projectile no longer automatically snaps to a hovered enemy while the player holds forced attack.
September 21, 2026The Battle Mage now uses a new detailed model with a 4096 × 4096 base texture and his updated existing skeleton8f004bc1
Changes
- The Battle Mage now uses a new detailed model with a 4096 × 4096 base texture and his updated existing skeleton.
- His 64 historical animations have been reimported, and 90 additional animations form an available library without changing the clips currently connected to gameplay.
- His alignment pose, body scale, sword, shield, and Arcane Aegis ring position are adapted to the new model.
Bug fixes
- Animation roots now share the skeleton's units and axes and no longer retain unintended planar movement.
- The sword and shield remain attached to their hands with consistent scale and placement after replacing the body.
September 20, 2026The ornate candelabrum's three flames are reduced to 25% of their previous size while keeping their bases anchored to…f4272a22
Changes
- The ornate candelabrum's three flames are reduced to 25% of their previous size while keeping their bases anchored to each candle.
- These decorative flames no longer cast shadows.
Bug fixes
- Resizing the flames no longer shifts their anchor point up or down the candelabrum.
September 20, 2026Basic, silver, gold, and diamond amulets have new distinct artwork in every size used by inventory, buyback, skill, rune,…8d7956ad
Changes
- Basic, silver, gold, and diamond amulets have new distinct artwork in every size used by inventory, buyback, skill, rune, and reward interfaces.
- The Battle Mage portrait is regenerated for all five HUD sizes with framing fitted to each variant's actual mask.
Bug fixes
- Amulet variants can now be regenerated on their own without rewriting the neighbouring ring icons.
- Portrait framing no longer depends on a fixed mask height that could produce inconsistent alignment between HUD sizes.
September 20, 2026The Hero Archer now uses a new detailed model with its own skeleton, material, texture, and a complete library of 142…a2346f45
Changes
- The Hero Archer now uses a new detailed model with its own skeleton, material, texture, and a complete library of 142 animations.
- Her idle, walk, run, bow attack, impact, and death roles are connected to the new animations; all five ranged skills also use the new attack animation.
- The alignment screen's T-pose and the data prepared before gameplay have been updated for the new character.
Bug fixes
- The bow and quiver retain their visual position and scale when moving to the new skeleton, without multiplying the model's import scale.
- Presentations and prepared data no longer retain references to the Hero Archer's previous model or skeleton.
September 20, 2026Living Storm stores its final configuration in the Arcane path, with a wider lightning bolt and three alternating…699efd28
Changes
- Living Storm stores its final configuration in the Arcane path, with a wider lightning bolt and three alternating electric impact sounds.
- The Battle Mage manifest and dungeon preparation retain these references with the other effects before the hero becomes playable.
Bug fixes
- Living Storm's final sounds and settings can no longer be missing after loading because of stale data references.
September 20, 2026Battle Mage effects, textures, materials, and sounds are now prepared while the dungeon loads; the hero becomes playable…f7cb8edc
Changes
- Battle Mage effects, textures, materials, and sounds are now prepared while the dungeon loads; the hero becomes playable once the required graphics resources are ready.
- Fireball and Ice Blast use explicit, pre-prepared projectile presentations. Fireball keeps its core, trail, flight audio, and impact without depending on an empty flight system.
- Ice Blast flashes and waves are reused between impacts. Their resolution, particle count, simultaneous wave count, and display distance adapt to the effects quality level.
- Living Storm displays a persistent electric aura while Arcane mastery is active, then connects the hero to every struck target with a lightning bolt whose colour, width, and duration follow the mastery settings. Each strike also plays a varied electric sound without immediate repetition.
Bug fixes
- Late loading and repeated creation of Battle Mage effects are no longer triggered by the first projectile or first impact of a run.
- Cosmetic spell-charge spheres and flames are excluded from collision and navigation before receiving their geometry, so they can no longer leave an invisible obstacle near an open door.
- The origin of hero visual feedback now follows the live capsule position, including when stale render bounds remain at the spawn location.
September 19, 2026Arcane Aegis now displays three rotating purple rune rings aligned with the off-hand shield and following all of its…be59f9a1
Changes
- Arcane Aegis now displays three rotating purple rune rings aligned with the off-hand shield and following all of its movement.
- The original shield is hidden while Aegis is active, then returns to exactly its previous visibility when the protection ends.
- Ice Blast impact now produces one blue-cyan cold shockwave sized to the current rank's radius and dissipating after 1.6 seconds, replacing the persistent ice plate.
- A regular enemy killed while fully frozen shatters into 80 ice fragments that fall, bounce slightly, settle on the ground, and melt after 3.8 seconds, with distinct impact and glass-shatter sounds.
- Full freeze is now distinct from a generic stun: it locks regular enemies in place, while bosses retain their animation and dedicated slow effect.
Bug fixes
- The frozen surface is applied only to a living target that actually received either full freeze or the boss slow effect.
- Frozen-death fragments no longer hang in mid-air or pass through the floor; gravity, collision, and damping remain active until they disappear.
- The cold shockwave no longer emits repeatedly, and its cleanup no longer depends on enemy control duration.
September 16, 2026Display settings now distinguish between fullscreen, borderless fullscreen, and windowed modes, with resolution choices…1b5713f4dca7
Summary
- Display settings now distinguish between fullscreen, borderless fullscreen, and windowed modes, with resolution choices suited to each mode.
- Windows display scaling no longer affects the physical resolution detected by the game.
- Rune feedback is clearer, with generic bubbles removed from heroes.
Interface and quality of life
- Resolution selection is available again in exclusive fullscreen and windowed modes.
- Borderless fullscreen automatically uses the physical desktop resolution without replacing the resolution selected for other modes.
- Available resolutions are no longer distorted by Windows display scaling.
Bug fixes
- Consuming a regular rune no longer displays a generic bubble on the hero.
- Runewords without a dedicated effect no longer use a generic fallback bubble. Dedicated Runeword effects and visible impacts on enemies remain unchanged.
September 16, 2026Doors remain open, become non-interactive, and retain physical collision on their open leaves19982c8926f0
Changes
- Doors remain open, become non-interactive, and retain physical collision on their open leaves.
Bug fixes
- The horizontal animation trail is limited to the forward sweep from frames 13 to 30, without covering the half-turn above the head.
- Seed details now have vertical scrolling and a fixed footer with aligned buttons.
- V-Sync is enabled by default, configurable, and persistent, with migration, French and English UI, and transactional restoration.
- The visible marker is thinner and more discreet without changes to its diameter or duration.
- The normal zombie's walking cadence is increased to 2.714, and elite cadence rises proportionally to actual speed without changes to movement.
- Open door leaves now have no physical collision, while closed doors still block passage.
September 14, 2026Effects follow each blade's actual length, and their duration remains bounded by the animation's cutting window3dd9e36f
Changes
- Effects follow each blade's actual length, and their duration remains bounded by the animation's cutting window. Every sweep creates an independent instance that stops with the action or its interruption.
- Crypt generation now checks local traversal through every open door between its two cells before allowing the run to begin.
- Seed details have a vertically scrollable area, while the Replay and Back buttons remain fixed and aligned at the bottom of the screen.
- The French and English notes for version 0.3.0 have been consolidated with the combat, generation, interface, display, and progression improvements already included in this version.
Bug fixes
- Trails for horizontal attacks are limited to the blade's forward sweep and no longer continue through the rotation above the Knight's head.
- Crypt doors remain centered in their cells; their structural blocks absorb endpoint adjustments without creating overlaps, residual gaps, or blocked passages.
- Illustrated Crypt bone piles, bones with pottery, and skeletons now lie correctly flat on the floor.
- The required loading panel is always included in distributed builds. Long seed details are no longer clipped, return to the top when opened, and retain a centered Back button when no run can be replayed.
September 13, 2026Settings now include a Display section with fullscreen, borderless fullscreen, and windowed modes, plus the resolutions…33903cb6
Changes
- Settings now include a Display section with fullscreen, borderless fullscreen, and windowed modes, plus the resolutions supported by the active monitor. A reversible 15-second preview precedes permanently saving the choice.
- The version menu now selects release notes and the full commit history in the current language. Its tabs use Gothic V5 buttons like the rest of the main navigation.
- Crypt walls and door openings form a continuous surface while preserving the intended width of each passage. Stone variants, horizontal or vertical tiling, and occlusion fading are handled separately for walls and door frames.
- Trails for the Knight's special attacks follow the blade's actual length and the impact windows authored in each animation. Their sampling now depends on the distance traveled by the sword.
- The selected HUD size is highlighted in green in settings, the timer and enemy counter are centered symmetrically, and the loading panel sits lower in the illustration.
- Crypt bone decorations have dedicated preparation for horizontal floor sprites so their orientation is preserved when they are integrated.
Bug fixes
- A missing or invalid display configuration starts in a safe borderless mode sized for the desktop. A rejected, expired, or failed preview automatically restores the previous settings.
- Crypt doors no longer leave gaps or overlap walls when endpoints or corners are adjusted. Their textures are no longer stretched and retain the correct variant during occlusion fading.
- Sword trails no longer start from a stale position, produce a stationary bar, or artificially bridge discontinuous positions. Unavailable-skill voice lines no longer overlap and observe a delay before replaying.
- HUD scaling no longer offsets the timer and enemy counter, while the loading panel retains its bottom inset.
September 13, 2026All five ranks of the six skill paths are now available at levels 1, 5, 10, 20, and 30dad7daa5
Changes
- All five ranks of the six skill paths are now available at levels 1, 5, 10, 20, and 30. Dash and Teleport occupy rank III of their paths; incompatible saved progressions are normalized, their points refunded, and their still-valid assignments preserved.
- Dash now moves the hero at high speed, stops before solid obstacles, passes through enemies, and leaves temporary silhouettes that retain the hero's pose and equipment before gradually fading.
- The Knight's special attacks — Circular Attack, Heavy Strike, Armor Break, and Bloody Sweep — illuminate the equipped sword and produce a colored trail along the blade. The basic attack remains unchanged.
- The recovery time after a hit is now 0.2 seconds for the Knight, 0.3 seconds for the Battle Mage, and remains 0.4 seconds for the Archer.
- Settings offer five independent sizes from XS to XL for the hero, target, boss, skills, runes, dungeon progress, mini-map, tooltips, and floating damage. A recommended initial configuration is selected according to the display and can be restored from a dedicated reset modal.
- The HEAL runic word receives a pale green and white-gold pulse centered on the hero. The timer, enemy counter, floating damage, and other HUD components now follow their own size profiles.
- The flames of the Crypt's five-branch chandelier point upward and cast warm light consistent with the braziers.
- The project moves to version 0.3.0; the French and English notes for versions 0.1.0 and 0.3.0 are indexed for presentation in the menu.
Bug fixes
- A Knight attack continues its recovery after impact even if the target dies. The latest accepted order waits for the motion to finish, and victory no longer hides the decisive animation prematurely.
- At the end of Dash, the hero immediately resumes a still-valid destination or the pointer's current position while movement remains held.
- Completing a runic sequence no longer displays a blue square plane under the hero; word availability and consumption retain their visual feedback.
- The broken-armor symbol above enemy health is oriented correctly again, with the top of the shield upward and its point downward.
- Level changes occurring during an action no longer cancel its active recovery or the deferred configuration of the current attack.
September 12, 2026HUD settings now use a 1180 × 760 panel and replace their former tabs and size selectors with 35 gray Gothic V5 buttons…ca8ba76b
Changes
- HUD settings now use a 1180 × 760 panel and replace their former tabs and size selectors with 35 gray Gothic V5 buttons at the native 155 × 52 format. The active section retains its selected state, and the five sizes remain aligned on every row.
- Rune slots expose an interaction surface that covers the entire cell while leaving the glyph, letter, and focus frame decorative.
Bug fixes
- Dragging and dropping a rune no longer triggers cell activation on release, while left and right clicks continue to invoke their respective actions.
- Graves placed near a cemetery road are oriented away from it instead of facing it.
- Crypt door modules retain their complete frames at corners: endpoint adjustment remains on neighboring walls and no longer deforms the door's side cubes.
September 11, 2026The dungeon loading panel now occupies 40% of its reference size, remains centered in the lower part of the screen, and…d7e6fbc0
Changes
- The dungeon loading panel now occupies 40% of its reference size, remains centered in the lower part of the screen, and preserves its proportions at different resolutions. The title and status also use a wrapping width suited to the panel.
Bug fixes
- Arrows now point in their direction of travel instead of presenting their fletching toward the target.
- The loading panel no longer dominates the center of the illustration, and its enlarged text remains inside the decorative area.
September 10, 2026HUD skills and runes now share the Unity version's tooltip panel: the first hover waits two seconds, then transitions…65b45c08
Changes
- HUD skills and runes now share the Unity version's tooltip panel: the first hover waits two seconds, then transitions between elements remain immediate for one second after a tooltip was visible. The name, shortcut, level, cost, cooldown, and description follow the data actually used by the character.
- The enemy health bar can display broken-armor and bleeding signals above it, with pulsing and gradual disappearance when the effect ends.
Bug fixes
- Assigned passive skills and auras retain their tooltips without becoming activatable, while a click, a size change, or removal of the element closes the panel cleanly.
- The bleeding trait is preserved when several periodic damage effects are grouped so that the enemy indicator remains faithful to active effects.
- Projectiles that already have a visible mesh, notably arrows, no longer receive the generic colored sphere reserved for invisible projectiles.
September 9, 2026The four cemetery grave and headstone variants now apply the axis correction expected by their converted meshes2853bf73
Changes
- The four cemetery grave and headstone variants now apply the axis correction expected by their converted meshes.
Bug fixes
- Grave visuals are no longer rotated 90 degrees relative to their collisions and ground cutouts.
September 9, 2026Procedural crypts can now place a complete bookshelf with its dedicated model, textures, and material5e436a49
Changes
- Procedural crypts can now place a complete bookshelf with its dedicated model, textures, and material.
- The bookshelf replaces temporary Grimoire Vault decor in the wall sequence and retains roughly one third of the variants in that family.
Bug fixes
- Skull arches are no longer constrained by a cap or artificial spacing during crypt decor generation.
September 9, 2026Dungeon loading now uses the illustrated panel from the Unity version, centered over the dungeon-specific backgrounda99f3591
Changes
- Dungeon loading now uses the illustrated panel from the Unity version, centered over the dungeon-specific background.
- The title, loading status, percentage, and progress bar receive a more readable themed presentation and adapt to screen size.
Bug fixes
- The loading screen no longer uses a plain generic panel that broke with the visual identity of the dungeon menus.
- Scaling keeps the panel and its information inside the visible area at different resolutions.
September 9, 2026Arcane Frost now has its blue projectile, two crossed trails, a cold light, and distinct sounds for travel, impact,…0b8d0f93
Changes
- Arcane Frost now has its blue projectile, two crossed trails, a cold light, and distinct sounds for travel, impact, expansion, and freezing.
- The impact deploys an ice sheet that grows for one second, covers a diameter of 4 to 8 meters depending on rank, remains visible during control, then gradually disappears.
- Affected enemies receive a frozen surface over their bodies and equipment. Ordinary enemies also freeze their pose, while bosses retain their animation and slowing rule.
Bug fixes
- An area attack no longer plays one freeze sound per target, and the historical activation sound is no longer repeated when the projectile launches.
- Death, the end of control, or enemy deactivation restores materials and animation without leaving a residual frozen surface.
- The sheet retains the horizontal impact point, projects onto generated floors, and compensates for its pivot to remain centered and visible.
September 9, 2026The arcanist's charge uses the same materials with two crossed planes and one core on each hand, whose size increases…b8221f62
Changes
- The arcanist's charge uses the same materials with two crossed planes and one core on each hand, whose size increases until launch.
Bug fixes
- Launching the projectile directly destroys the charge carried by the arcanist without creating an explosion on the caster.
September 8, 2026Starting a dungeon now displays a continuous screen with its illustration, name, level, and progress through map…4d2100e8
Changes
- Starting a dungeon now displays a continuous screen with its illustration, name, level, and progress through map generation, navigation, and population.
- Hero controls remain disabled until preparation is complete, and the loading screen persists across the map change before yielding to the HUD.
- Pause, victory, defeat, and loot screens record their updated presentation; loot in particular regains its Gothic close button.
- Loot from a completed run can be applied to the character as soon as the result is durably saved, without requiring a return to the menu first.
Bug fixes
- The outcome screen receives confirmation of the final hit even when saving completes on the next frame, correctly restoring access to loot.
- When decoration occupies the arena's logical center, the boss tries nearby navigable positions instead of causing the entire generation to fail.
- A preparation failure now retains its status and message on the loading screen before the controlled return to the menu.
September 8, 2026The target's name, level, and health use significantly larger typography, adjusted to the available space at each HUD size36c5f64f
Changes
- The target's name, level, and health use significantly larger typography, adjusted to the available space at each HUD size.
- The boss's name and title occupy two dedicated columns above its health bar, with alignment and sizing suited to their roles.
Bug fixes
- Target and boss health values are centered over their complete frames and no longer shrink because of the inner fill mask alone.
- Text avoids the fake bold outline that reduced readability and remains bounded by the interface's intended areas.
September 8, 2026The crypt arcanist prepares its fireball between both hands with a growing charge, glowing cores, warm light, and a flash…6f9cf74e
Changes
- The crypt arcanist prepares its fireball between both hands with a growing charge, glowing cores, warm light, and a flash when the projectile is released.
- Fireball impact is larger and uses a dedicated warm explosion with softened edges.
- The menu command can shorten an active boss introduction and immediately transition from its speech to combat music.
Bug fixes
- The magic charge disappears correctly when the attack is canceled, the enemy dies, or its presentation is disabled.
- Movement capsules for greatly enlarged enemies remain compatible with their navigation dimensions so they can pass through openings their path considers accessible.
September 8, 2026The crypt doorframe adopts dedicated dark limestone, with a translucent variant connected to the fade of walls that…5218ef72
Changes
- The crypt doorframe adopts dedicated dark limestone, with a translucent variant connected to the fade of walls that obscure the hero.
- The three heroes' capsules are aligned with their visible silhouettes while retaining their movement radius.
Bug fixes
- The decorative lintel no longer blocks navigation beneath an open door; the upper structural wall and side posts retain their collision.
- Camera fading once again covers the doorframe, facings, panel, hinges, and adjacent walls with their current variants.
September 8, 2026Attack-speed bonuses from equipped items are now added before being applied: three 20% bonuses produce a total gain of 60%1331e991
Changes
- Attack-speed bonuses from equipped items are now added before being applied: three 20% bonuses produce a total gain of 60%.
- Frenzy, at 20%, becomes the highest rank available for new attack-speed affixes; Transcendence and Instant ranks are no longer rolled.
Bug fixes
- Stacking multiple attack-speed affixes no longer multiplies their effects successively, preventing acceleration beyond the displayed total.
September 7, 2026The boss frame regains its full proportions and displays a rebuilt health bar using graphical elements suited to each…c618240d
Changes
- The boss frame regains its full proportions and displays a rebuilt health bar using graphical elements suited to each interface size.
- The health value scales with the bar and remains centered in its gold frame.
- Each boss can display its own localized title, with the generic “BOSS” label as a fallback.
Bug fixes
- The boss health bar is no longer stretched inside a shortened version of the frame and now retains its alignment at different resolutions.
September 7, 2026Crypt candelabras now display three translucent, emissive, animated flames accompanied by a warm light from their sourceb32568a0
Changes
- Crypt candelabras now display three translucent, emissive, animated flames accompanied by a warm light from their source.
- Crypt decor lights use the same central controller as cemetery lights, with a budget, activation range, update cadence, and fade specific to the dungeon.
- The lighting controller attaches to the active hero and retains that attachment when the crypt is reconstructed.
Bug fixes
- Candelabra flames no longer cast unwanted shadows.
September 7, 2026Dedicated looping flight and impact sounds respect the player's chosen volume and gradually attenuate between 20 and 100…0bb4c6df
Changes
- Dedicated looping flight and impact sounds respect the player's chosen volume and gradually attenuate between 20 and 100 meters.
- A reflection restarts the trail in the new direction, while the required visual resources remain included in game packages.
Bug fixes
- A terminal impact no longer triggers multiple competing explosions or sounds alongside the projectile's old presentation.
- The trail and flight sound are released with the projectile so they do not persist after its destruction.
September 7, 2026The game now uses a fixed rate of 60 frames per second to stabilize simulation and rendering cadencef5790215
Changes
- The game now uses a fixed rate of 60 frames per second to stabilize simulation and rendering cadence.
Bug fixes
- When a dungeon starts, the fallback sun is changed only when its light is directional, securing alternation with the loaded environment's own lighting.
September 7, 2026The cemetery double-grid enemy now has its own portrait in the target frame, provided at all five interface sizes5f2ec9b8
Changes
- The cemetery double-grid enemy now has its own portrait in the target frame, provided at all five interface sizes.
- The timer panel preserves more readable space around its hourglass and two text lines at every scale.
- The world pointer progressively adapts its size to window height instead of changing abruptly between large steps.
Bug fixes
- Purely decorative HUD panels no longer block clicks intended for enemies and doors beneath them.
- An enemy's health bar disappears immediately on death, and residual updates from its corpse are suspended.
September 7, 2026Generated crypts now distribute floor decor, backed objects, and wall ornaments deterministically, with quantity and…a0489194
Changes
- Generated crypts now distribute floor decor, backed objects, and wall ornaments deterministically, with quantity and spacing limits specific to each element.
- Long wall sections alternate two finishes and host arches, coats of arms, coffins, candelabras, and grimoires aligned to their surface.
Bug fixes
- Cells occupied by decor are now reserved before population, preventing enemies from appearing inside placed objects.
- Wall ornaments follow the same occlusion group as their supporting wall and disappear with it when it obscures the hero.
September 7, 2026The enemy target frame now reserves a two-line header to clearly display the localized name and level30864f5d
Changes
- The enemy target frame now reserves a two-line header to clearly display the localized name and level.
- The attack profile is centered beneath the health bar with text sized for the available space.
- The six elite armor materials use per-pixel surface lighting and convert rank colors before applying them to textures.
Bug fixes
- The name, level, and elite badge no longer overlap the health bar in narrow target frames.
- Elite armor rank colors, especially rank V purple, are no longer washed out or tinted green.
September 7, 2026Aligned walls in the same crypt section now form continuous blocks between junctions2f4a885a
Changes
- Aligned walls in the same crypt section now form continuous blocks between junctions. Their stone textures repeat according to block length, and their upper face uses a matching tint without changing door openings or collision volumes.
- Camera fade applies 35% opacity to the entire intervening wall section, including doors. Crypt walls, doors, and doorframes no longer cast shadows, while the hero retains normal opacity.
- Elites have a hollow ground ring colored by rank. Their target frame continuously displays the rank symbol and Roman numeral independently of temporary effects.
- The dungeon timer uses a 216 × 68 panel at setting 64, with a 40-pixel hourglass, time, then remaining enemy count. The door target panel displays its name and interaction prompt without a health bar.
- The new positions of the Battle Mage's shield and the Archer's quiver are recorded in their presentations and corresponding equipment variants.
Bug fixes
- Internal faces that appeared between translucent cubes of aligned walls are removed. Apparent texture size remains constant on merged blocks and their transparent variants.
- Hero proximity no longer makes walls behind the hero transparent: only obstacles actually placed between the camera and character now activate the fade.
- A held command is no longer lost during stun, knockback, or a hit reaction. It resumes after temporary blocks end; release or invalid context still prevents repetition.
- The elite aura no longer appears as a full disk at waist height: it follows the bottom of the capsule. Armor areas intended for the rank receive its color without changing ordinary enemy materials.
- Enemy health-bar elements no longer remain visible in the target frame when a door is hovered.
September 6, 2026Controls distinguish a short click, which requests one action, from a hold, which repeats on the selected targetf725b2b
Changes
- Controls distinguish a short click, which requests one action, from a hold, which repeats on the selected target. The last admissible targeted request can wait for an active attack to finish; pursuit retains its order during path recalculation and anticipates target movement.
- Selection, range, and area skills share a coherent combat volume. Melee engagement accounts for hit timing, and shots target the target's volume while anticipating its movement.
- Walls, doors, and fences between the camera and the three heroes use textured reduced-opacity variants: 35% target, 0.15-second fade, and 0.20-second restoration. Multiple overlapping groups receive opacity compensation; open leaves remain included.
- The five auras use their original 1,254 × 1,254 images and follow the ground at 0.5 cm. Their transparency layer is configured at output resolution, with appropriate filtering and preservation of their world diameter.
- The character sheet adopts understated inner panels, a centered inventory grid, and revised column and sell-button layout. The music frame moves to 310 × 72 below the clock, enters from the left, and uses ellipses for long text.
- Crypt doors play their opening and closing sounds at the start of an accepted transition. Volume follows the sound-effects setting and attenuates with distance from the hero to silence at 28 m.
- Kaelorn's portrait receives a circular cutout. Its five sizes and those of Sir Veyrann retain their transparency and native resolution.
Bug fixes
- Right-click no longer performs a cancellation immediately after the secondary skill. A hold remains admissible during cooldown or reaction, while release retains the already accepted one-shot action.
- Movement suspended by a hit resumes only if its order remains valid. Ground following resumes at the current pointer while the button is held; an old destination replaced by a skill no longer returns. Block and parry also trigger the expected reaction, except during Dash.
- A rejected deferred path no longer interrupts an attack already in progress. Releasing over the interface and losing focus retain the latest valid destination; ranged enemies prioritize approaching when out of range or without line of sight.
- Compatible walls no longer disappear abruptly when fading begins and recover their original materials at the end. Incompatible surfaces remain visible, and transparency does not alter collision.
- Aura rendering avoids temporal trails and mask flicker near the ground while retaining occlusion by feet and scenery.
- Inventory, equipment, buyback, and loot tooltips appear outside the source cell and adapt to available space. They no longer capture the mouse and close when leaving the item or starting an item move. The wheel over the cell scrolls long descriptions before the grid.
- Both textured faces of crypt doors point outward from the leaf, restoring their visibility and preserving the top of the images.
September 3, 2026All nine enemy variants now use their own acceleration, braking, and walking-cadence settings from the Unity versionb7bc418
Changes
- All nine enemy variants now use their own acceleration, braking, and walking-cadence settings from the Unity version. Destination braking is enabled for the arcanist and Skeleton Archer, while existing maximum speeds are preserved.
Bug fixes
- The arcanist's walk no longer retains pelvis translation that moved its model forward and snapped it back at the start of each loop.
- The zombie and both sentinel variants receive the same correction: their walk animations no longer drift horizontally out of their capsule. Height, rotations, and natural swaying are preserved, including when the imported skeleton has a parent with rotated axes.
September 3, 2026The cemetery gains new vegetation families with variations in size and orientation, density limits, and grouped plant…2e6aba7
Changes
- The cemetery gains new vegetation families with variations in size and orientation, density limits, and grouped plant rendering.
- Heroes, enemies, and equipment use standard dynamic environment shadows. Dedicated character lights and shadow proxies are removed; ambient lighting can use the level sky.
- Dungeon timer size has its own setting translated into French and English. Portraits fill their frame without distortion, and the mini-map remains contained within its borders.
- Enemy acceleration, braking, group avoidance, and walk cadence are prepared. This part remains in progress: settings for all nine variants must still be connected before the integration is considered complete.
Bug fixes
- Gothic buttons regain their colors through sRGB exports suited to the interface; close crosses remain centered in their diamonds.
- Auras are placed at characters' feet, follow movement without a one-frame offset, and regain their texture, rotation, and pulsing colors.
- Cemetery element orientation is retained directly in their assemblies without an additional correction based on the mesh name.
September 2, 2026All twelve hero and enemy presentations now have a smooth transition between idle, walking, and running, adapted to each…9245b05
Changes
- All twelve hero and enemy presentations now have a smooth transition between idle, walking, and running, adapted to each character's skeleton.
- Distant enemies suspend more presentation calculations, while footsteps and ambience are arbitrated globally. The crypt floor is grouped to reduce rendering cost without changing collision or navigation.
- The character-creation screen adopts a more compact composition and retains a visible row for validation messages.
Bug fixes
- Imported animations no longer move the character in competition with navigation and no longer lock the pelvis of skeletons whose hips are the root.
- The hero faces according to the still-active path, preventing residual rotation when reaching the destination.
- Ordinary enemies no longer repeat the search for a boss introduction unnecessarily, and health bars are created only when first needed.
September 2, 2026The Battle Mage, Kaelorn, Skeleton Archer, and Skeleton Warrior now use their upright reference pose332619a
Changes
- The Battle Mage, Kaelorn, Skeleton Archer, and Skeleton Warrior now use their upright reference pose. Their skeletons and animations share this corrected orientation reproducibly.
- The mini-map uses a fixed zoom continuously centered on the hero, while the enlarged map retains a dungeon-wide fitted view. Hero and enemy markers follow their actual positions between cells.
Bug fixes
- Adjacent map cells no longer expose false background lines, and walls, doors, and orientations use the correct sides of the isometric coordinate system.
- The hero arrow correctly follows world orientation, and enemy markers no longer jump from one cell center to another.
- Living Storm no longer displays a persistent ring that did not match its effect; its visual feedback remains carried by each lightning impact.
September 2, 2026Injured enemies display a compact health bar above their characterd4797e4
Changes
- Injured enemies display a compact health bar above their character. It remains hidden while health is full and disappears on death or while enemy simulation is inactive.
- The dungeon map now fills explored cells and visually distinguishes walls, closed doors, and open passages.
- Skills launched from the HUD retain the active aim or combat target when the pointer leaves the world to click the interface.
Bug fixes
- Characters are realigned to the ground from their actually evaluated pose, including during an animation change, preventing floating feet and persistent vertical offsets.
- Decor retained from Unity cemetery meshes uses the same coordinate system in assemblies, doors, and procedural generation, removing inconsistent rotations among variants.
- An environment that supplies only post-processing without an active light no longer disables the dungeon's historical sun, avoiding an abnormally dark scene.
September 1, 2026The combat HUD reproduces the current Unity presentation with player, target, skill, rune, and timer frames that…d149e1f
Changes
- The combat HUD reproduces the current Unity presentation with player, target, skill, rune, and timer frames that correctly follow the chosen size. Mouse shortcuts are more compact, and the enlarged music panel offers more room for cover art, title, and artist.
- Character sheet, skills, runes, buyback, and dungeon outcome screens gain detailed formulas, tooltips, item comparisons, and more readable localized text within the Gothic theme.
- Menu and dungeon music now waits for the audio world to be ready, recreates its channels if the device changes, and immediately applies saved volumes.
Bug fixes
- The mini-map uses the same isometric coordinate system as the camera, while heroes and enemies remain aligned with their movement and animation without running in a different direction or being repositioned late.
- Environment lighting is recalibrated, and legacy crypt profiles without an explicit generation style correctly use the maze. The audio director also avoids duplicate subscription that could interrupt a new generation.
- The decorative loot panel no longer blocks clicks intended for items and validation commands.
September 1, 2026Characters and dungeon histories from the former Unity version are imported once into the offline Unreal profile,…74772c3
Changes
- Characters and dungeon histories from the former Unity version are imported once into the offline Unreal profile, preserving identifiers, progression, inventory, equipment, skills, paths, and runes.
- Unreal saves and settings now use the game's persistent user folder. Earlier Unreal data is recovered without deleting its source files, and a Unity import failure leaves the native profile usable with a warning.
- Gothic buttons center their labels and retain their content area, while overlaid decorative frames leave their center transparent.
Bug fixes
- Interface textures whose names end in “normal” are no longer interpreted as normal maps; their colors, transparency, and mipmap-free rendering are preserved.
- Buttons without an exactly available theme or intent use a consistent fallback, and labels no longer disappear inside stretched content.
Archive of the original Unity versionVersions 0.2.1 and 0.2.0 · history through 30 August 2026
These archives describe the historical Unity version. Their features and values are not a reference for the current Unreal version.
Version 0.2.12 documented releases
Latest archived Unity releaseVersion 0.2.1
Summary
- This first published build in the 0.2 series rebuilds the combat, boss, and dungeon HUDs around a responsive gothic interface with five independent size ranks.
- Mouse navigation, doors, maps, and attack commands now share more reliable rules: paths respect dungeon topology, and actions entered during an offensive lock are no longer lost.
- Primary skill paths are now reserved for their owning hero, while the Archer, Lord Veyrann, Skeleton Warrior, and enemy presentation receive their latest visual and gameplay refinements.
Skills
Sword Path
- The Sword Path is identified as the Knight's primary path and can no longer be selected as a secondary path by another hero.
- Armor Breaker becomes a 180-degree frontal attack covering a 3-metre radius instead of a single-target strike at 1.5 metres. Its impact occurs after 0.23 seconds, recovery after 0.64 seconds, and its animation plays at ×1.5 speed. Its five levels retain 125, 150, 175, 200, and 225% weapon damage and reduce armor by 20, 30, 40, 50, and 60% for 10 seconds, with a 5-second cooldown.
Bow Path
- The Bow Path is identified as the Archer's primary path and no longer appears among other heroes' secondary-path choices.
Arcane Path
- The Arcane Path is identified as the Battle Mage's primary path and can no longer be repurposed as a secondary path.
- Living Storm now requires a clear line of effect before striking an enemy already in combat; a wall or solid obstacle therefore protects the target correctly.
Aura Path
- The visuals for the Armor, Attack Speed, Magic Resistance, Might, and Weakness auras shrink from 3 to 2.25 metres, a 25% diameter reduction without changing their effects.
Characters
Archer
- The Archer now targets a visual height of 1.9 metres. Scale and position are calculated after applying the idle pose to preserve consistent alignment.
- Her attack animation may return to walking as soon as
MoveSpeedexceeds 0.02, using a 0.03-second transition that prevents the offensive pose from lingering after movement begins.
Enemies and bosses
- Lord Veyrann has 9,700 health at level 1 and scales according to
round(9,700 × 1.06^(level − 1)), reaching 168,562 at level 50 and 3,104,934 at level 100. Physical resistance decreases to 0%; fire, cold, lightning, and poison resistances followmin(95, level)%, reaching 50% at level 50 and the 95% cap at level 95. - The Skeleton Warrior adopts a new rig and a library of 64 animations covering locomotion, attacks, defence, impacts, death, and spellcasting. Its Viking weapon is realigned in the hand, and its Cemetery presentation follows the same canonical pose.
- Basic Zombie, Crypt Arcanist, Emberbound Warrior, Sentinel, Skeleton Bowman, and Skeleton Warrior now tint only their equipment according to elite rank while preserving the rest of each model's details.
- Revived returns to 100% visual scale and is now called Squelette in French.
Miscellaneous
Dungeons and generation
- Ground movement, target approach, doors, and movement skills use one versioned command. An older action can no longer finish, clear, or resume in place of a newer order.
- Paths are checked against discovered dungeon topology: closed doors, unknown cells, missing connections, and blocked diagonals are rejected. A partial route stops at the last reachable area, while a difficult click tries up to four positions inside the intended cell before using fallback search.
- The rectangular door rotates at 360 degrees per second, remains clickable while open or closed, and releases its navigation blockage and solid collision as opening begins. During closing, it blocks the passage again below 65% openness.
- The minimap uses an isometric projection at ×2 zoom, remains centred on the hero, and represents discovered cells, walls, and open or closed doors. Its frame, usable surface, markers, and arrow resize together with the selected rank.
- During generation, doors remain open until population is complete so every regular-enemy and boss position is validated by a complete NavMesh path from the hero start. They are closed afterwards even if an error interrupts the operation.
- After the boss dies, the dungeon HUD offers Claim Victory without requiring every remaining enemy to be defeated; clearing all enemies still completes the run automatically.
Environment and scenery
- The ornate five-branch candelabrum now ignores interaction rays and can no longer hide a target, door, or ground behind it.
Interface and quality of life
- A modular gothic frame assembles corners, borders, and ornaments without stretching decorations. It structures the hero, target, action bar, rune, boss, dungeon, and minimap HUDs.
- Hero health, energy, and experience bars, along with target and boss health bars, preserve their fixed illustrations: a black mask covers only the missing portion instead of compressing the fill.
- The action bar provides ten skills and one potion. Slots are clickable, and their tooltips show the shortcut, level, energy cost, and actual cooldown. Skill tooltips wait 2 seconds on first hover, then open immediately for 1 second while moving between skill or rune entries.
- The seven rune slots have distinct locked, available, active, and runeword-ready states. The HUD and character sheet now use the same responsive variants.
- The target HUD displays each enemy's portrait, name, level, health, attack profile, and elite rank. Doors now have their own responsive portrait and the localised Click to open/close instruction, without a health bar.
- Lord Veyrann's persistent HUD displays his portrait, Lord of the Crypt title, health bar, and numeric value. It returns on renewed aggression and disappears when the run ends.
- The settings HUD tab stores five independent sizes—Hero, Skillbar + runes, Target, Boss, and Minimap—from the 64, 80, 96, 128, and 160 ranks. An in-game preview immediately refreshes every affected panel.
- The Version screen separates the current release notes and complete history into two 128 × 50 px tabs with independent scrolling and anchors. Reopening it always returns to the top of the release notes.
- The Windows application receives a dedicated Ex Inferis icon derived from a 256 × 256 px source for the sizes expected by the player.
Audio and narrative
- Drinking a health potion now plays the dedicated PotionDrink sound at full volume.
Systems and progression
- An attack click entered during a non-interruptible offensive phase is retained and executed as soon as movement is released, provided the hero and target remain valid. Forced attacks likewise retain their skill and aim through the lock.
- Saves are normalised according to path ownership: a foreign primary path is removed from secondary selections together with skill levels invested in that path.
- Group aggression checks a separate line of effect for every ally: an enemy hidden behind an obstacle no longer joins combat automatically.
- A shared debug mode controls generation, navigation, and weapon-pose information. It is disabled by default in distributed builds.
- Stable panels, the minimap, and the target HUD avoid permanent reconstruction when their content, resolution, and interface rank have not changed.
Bug fixes
- Clicking again or moving the pointer while walking no longer briefly resets the destination or causes a stop and hitch before the new path.
- Releasing the click during a hit reaction no longer resumes an old following intent, and the delayed end of a Dash or teleport can no longer clear a newer command.
- A NavMesh path can no longer cut through a closed corner, cross a blocked door, leave the grid, or move a strict destination into an inaccessible neighbouring cell.
- An interaction with a missing or newly inaccessible door no longer leaves the hero stuck approaching it. An open door remains clickable and closable, and stale click volumes no longer hide objects behind it.
- An attack clicked or forced during an offensive lock is no longer lost. A non-forced targeted attack is cancelled if its target dies during execution.
- The Archer no longer remains frozen in an attack pose when she starts walking, and her scale is no longer calculated from a pose different from the final displayed one.
- Cells behind a closed door no longer lose their enemies because path validation ran after doors had already been closed.
- The target HUD no longer repeats an enemy's level in its name, and a health change no longer rebuilds its portrait, text, and elite rank.
- A door panel is no longer almost empty: it retains its portrait, name, and interaction instruction while hiding only the health bar.
- Partially empty resource bars no longer horizontally shrink their illustration; the frame, fill, and numeric value remain fixed.
- Chosen hero, target, boss, skillbar, rune, and minimap sizes are no longer lost or applied to only one part of a panel after restarting or changing resolution.
- The boss HUD no longer remains after victory, abandonment, or hero death; it no longer disappears permanently after its introduction or uses coordinates from a previous rank.
- The Claim Victory button appears immediately after the boss dies, even while regular enemies remain alive.
- Locked rune slots no longer look empty, and the character sheet no longer falls back to a background different from the HUD.
- The minimap arrow now respects the isometric projection, while its geometry and the lower HUD layout are no longer recalculated every frame without a change.
- Group allies are no longer alerted through walls, and Living Storm no longer strikes a target protected by a solid obstacle.
- The Skeleton Warrior's weapon is no longer displaced by an old scene override, and path or weapon-pose diagnostics no longer flood the interface outside debug mode.
- Gothic buttons, tabs, and size selections immediately refresh their visual state; serialised text no longer falls back to a missing or inconsistent translation.
Archived Unity releasesVersion 0.2.0
Summary
- The Battle Mage joins the playable heroes with the Arcane Path, five hybrid skills, and the Living Storm mastery.
- The Crypt welcomes the Skeleton Bowman, while mouse movement, combat, doors, and exploration receive a complete overhaul.
- Menus now share a consistent gothic interface, bundled typography, and new tools including a received-damage journal and a much more detailed character sheet.
Skills
Arcane Path
- The Arcane Path offers five ranks with five skill levels each: Basic Attack at level 1, Fireball at level 10, Ice Blast at level 20, Force Wave at level 30, and Arcane Aegis at level 40.
- Basic Attack is a physical sword strike channelled as a spell. It deals 125 to 225% spell damage depending on its level, gains 1 to 5 percentage points of spell critical chance, uses cast speed, and remains mitigated by the target's armor.
- Fireball reaches up to 14 metres, deals 150 to 250% spell damage, and explodes within a fixed 2-metre radius on a 3-second cooldown. At levels 3 to 5, its burn adds 25, 50, or 75% of reference damage over 3 seconds.
- Ice Blast hits a distant area up to 10 metres away for 50% spell damage. Its radius grows from 2 to 4 metres and its freeze from 1 to 3 seconds; bosses are slowed by 50% instead. Its cooldown is 8 seconds.
- Force Wave deals 25 to 125% spell damage within a 3 to 5-metre radius. It interrupts and pushes regular enemies back 5 metres; bosses move 0.75 metres and stagger for up to 1 second. Its cooldown is 10 seconds.
- Arcane Aegis protects the hero for 3 seconds and reflects every magical projectile. From level 3 onward, it halves incoming physical damage; at level 5, it also reflects physical projectiles. Its cooldown improves from 12 to 8 seconds.
- The Living Storm mastery triggers every 2 seconds in combat, striking an enemy already hostile to the hero for 100% base spell damage without attracting neutral targets.
- All five skills have their own icons, animations, sounds, and effects. Fire impacts, frozen surfaces, expanding waves, and shield runes make each arcane effect immediately recognisable.
Characters
Battle Mage
- The Battle Mage is a hybrid hero equipped with a Basic Sword dealing 5 to 8 damage at 1.5 attacks per second and a Basic Iron Shield providing 5 armor.
- The hero starts with 5 points in every attribute and 5 free points, 20 health, 10 energy, 10% block, 1% in every resistance, and a movement speed of 4 metres per second. Each level grants 5 health, 2 energy, and 1 armor.
- Above the baseline of 5, Strength adds 0.4 to 0.6 physical damage per point, Intelligence adds 0.4 to 0.6 spell damage and 0.5 energy, and Vitality adds 3 health and 0.2 armor. Each Dexterity point adds 0.1 maximum physical damage, 0.0025 attacks per second, and 0.08 percentage points of physical critical chance.
- The Battle Mage's sword attack uses spell damage, spell critical chance, and cast speed while including the equipped weapon's intrinsic damage and cadence. The result remains physical and is therefore mitigated by enemy armor.
- A portrait, ivory-bone, bronze, and deep-purple armor model, sword, shield, readability lighting, full animation set, and combat audio are integrated into character selection and gameplay.
Enemies and bosses
- The Skeleton Bowman joins Crypt encounters from dungeon level 6 onward and can become elite. Its level-1 profile has 28 health, 20 armor, 3 to 5 damage with a 0.7 multiplier, 3% critical chance, 5% cold resistance, 10% poison resistance, and a base reward of 35 XP.
- It fires every 2 seconds from up to 10 metres with a reflectable physical arrow travelling at 22 metres per second. It prefers a range of 8 metres and retreats by at least 4.5 metres while recharging; a retreat destination may be reused for 0.45 seconds.
- The procedural Crypt profile gives it a weight of 20 and guarantees at least one Skeleton Bowman in every compatible dungeon. Revived and Crypt Zombie weights decrease from 35 to 30 and 35 to 20, respectively.
- The Skeleton Bowman has a dedicated model, bow, quiver, animations, and projectile. Its pose, walk cycle, scale, release point, arrow size, and readability lighting now match the rest of the enemy roster.
- The Crypt Arcanist and Skeleton Bowman use more stable retreats and projectiles with a 1.6-second fade. Ranged enemies prioritise attacking once their cooldown is ready.
- Melee fighters now spread around the hero instead of all targeting the same centre point. Enemies face their target immediately, while enemies put to sleep by procedural activation no longer participate in target searches or aura effects.
Miscellaneous
Dungeons and generation
- Mouse movement now combines smooth direct travel along clear lines with NavMesh pathfinding when a wall or door blocks the way. The hero automatically returns to direct movement as soon as the route becomes clear.
- Holding the button follows the pointer, while releasing it fixes the destination. Targets refresh every 1/30 second or after at least 3 pixels of movement; obstructed routes recalculate at most every 0.15 seconds after the target moves at least 0.2 metres.
- Exploration, the minimap, the full map, and navigation now share the same topology. The hero only crosses discovered cells and genuinely open doors, favours a known detour over an unknown shortcut, and stops at the best reachable boundary when no complete route exists.
- Doors have explicit closed, opening, open, and closing states. They become traversable at 65% of the animation, ignore new activation while moving, and impose 1 second between interactions. The panel slides 0.31 metres away from the hero and physically clears the passage as soon as it opens.
- The Crypt uses generator version 32 and protects an 18-metre radius around the hero's start from every regular, elite, and boss group. Walls use a frictionless physics material to reduce snagging.
- Generation reserves decoration locations before choosing wall variants, aligns each object to its real bounds, and prevents two structural decorations from occupying the same wall face.
Environment and scenery
- The Arch of Skulls uses a 0.03-metre wall inset, the Vault of Skulls is excluded from automatic generation, and rectangular doors now open to 170 degrees to clear the passage more effectively.
- In the Cemetery, the Skeleton Warrior is repositioned to improve the enemy-group composition. The Skeleton Bowman is raised by 1.05 metres, and Revived visual scale increases from 100 to 110%.
- Revealed map walls are combined into a single mesh with shared segments deduplicated, greatly reducing the number of UI elements created during exploration.
Items and equipment
- The Basic Bow now uses a native Unity mesh with 10,788 vertices and 52,575 indices, along with dedicated textures and a material. Basic, Infernal, Knight, Noble, Runic, and Soldier variants in normal, silver, gold, and diamond quality share this stable prefab.
- Shields and equipped visuals have been adapted for the Battle Mage so the weapon, shield, defensive effects, and projectiles remain correctly attached to the imported rig.
Interface and quality of life
- One shared gothic system now covers the main menu, credits, version notes, character selection and creation, pause, victory, defeat, dungeon selection and history, results, settings, loot, character sheet, skills, runes, buyback, respecialisation, boss introduction, and damage journal.
- Buttons communicate their purpose through consistent styling: green for primary actions, black for returns and secondary actions, red for dangerous actions, dedicated red tabs, and gold
+and-steppers. Normal, hovered, pressed, selected, and disabled states are distinct and update immediately. - Ornate plates preserve their native proportions through dedicated width variants. Plus, minus, close, and pagination controls use real icons supplied at 64, 80, 96, 128, and 160 px instead of font characters.
- Cinzel is used for titles, tabs, and controls, while Source Sans 3 is used for body copy, captions, and values, with bundled TextMesh Pro fonts. Compact controls scale from 15 to 12 px, standard buttons and tabs from 17 to 14 px, and presentation controls from 20 to 16 px as space requires.
- The main menu now measures 640 × 560 px with five 561 × 72 px buttons; the pause menu measures 620 × 650 px with five 480 × 69 px buttons. The result screen focuses on two 250 × 82 px actions, Loot and Continue.
- The character sheet presents attributes as tiles and separates statistics into Attack, Defense, Resistances, and Miscellaneous. It distinguishes physical DPS from magical DPS, explains both formulas in tooltips, and displays actual armor mitigation as
armor / (armor + 200) × 100. - Equipment comparisons separately report physical DPS, magical DPS, and physical mitigation changes. Strength, Dexterity, Intelligence, and Vitality points can also be removed individually down to the hero's minimum and immediately return to the available pool.
- A bilingual received-damage journal keeps up to 500 hits per dungeon. Pressing L opens it and pauses the game; it is also available from victory and defeat screens. Each entry includes the source, type, rolls, pre- and post-defense amounts, critical state, health before and after the hit, and whether it was lethal.
- The launcher can display localised remote messages and provides a bilingual uninstall flow. Characters are preserved by default; deleting them remains a separate choice protected by explicit confirmation. Terms acceptance also has a proper accessible checkbox.
Audio and narrative
- The Battle Mage has dedicated footsteps, armor, attack, impact, and magic sounds. Fireball has separate cast, continuous spatialised flight, and impact audio, with full flight volume up to 20 metres and attenuation up to 100 metres.
- Attack, block, parry, impact, and spell sounds receive a shared 1.3 volume multiplier. Attack audio remains at full volume up to 1.6 metres and fades out by 24 metres; the Knight introduction music decreases from 0.35 to 0.21.
- A boss introduction can be skipped with Escape. The image fades to black over 0.25 seconds, restores the camera and controls, starts boss music immediately, and returns to gameplay over 0.35 seconds.
Systems and progression
- Movement, door, and attack orders now pass through one navigation engine. Attacks distinguish approach, preparation, and recovery: only the time before impact locks the hero, who may move again as soon as the hit is released.
- The latest order issued during an action is buffered for 0.4 seconds. A newer order replaces it, and an expired order is never replayed later.
- Holding an enemy target pursues it and retries the attack or skill whenever it becomes available. Range is checked again at impact, and projectiles lead moving targets according to their travel time.
- Melee attacks, targeted spells, instant areas, secondary explosions, and area bleeds check a physical line of effect for every target. A wall can therefore protect an enemy even when it lies inside an attack's mathematical radius.
- Hero and enemy projectiles, their lights and renderers, and several temporary effects use shared pools. Enemy searches, auras, inactive enemies, doors, the minimap, and gothic buttons now avoid repeated work while their state is unchanged.
- Elite auras share materials and meshes, while their pulse, capped at 20%, is calculated by the shader. Doors likewise stop updating once fully open or closed.
Bug fixes
- Clicking near a wall no longer selects a destination in the next room, and a partial or temporarily invalid route no longer silently discards the movement order.
- The hero no longer crosses a closed door or unknown cell because a physical NavMesh shortcut exists, no longer zigzags along a clear line, and no longer loses direction on release.
- A door no longer receives two activations from one gesture, reverses midway through its animation, or keeps a panel or collider blocking a passage already reported as open.
- Releasing the button over an already locked enemy no longer adds an extra attack. Held attacks and skills correctly resume after cooldown, pursuit, or a temporary interruption.
- A forced, slow, or targeted attack can no longer deal damage when its target is out of range at impact. Walls now correctly block melee hits, area damage, explosions, and bleeds.
- Cancelling or replacing a target now stops the weapon trail and lets it fade cleanly. The hero is no longer locked throughout recovery and no longer replays an old command after its buffer expires.
- A Fireball hitting scenery now triggers its explosion, completes the associated action, and uses correct additive URP blending. Generic sounds no longer duplicate its cast, flight, and impact audio.
- Reused projectiles and impacts no longer return with a renderer or light left disabled. The Skeleton Bowman's arrow no longer appears during draw preparation or changes scale when leaving the rig.
- The Skeleton Bowman no longer slides with a run animation, floats above the floor, or receives a misaligned bow or release point. Its overall size and Cemetery height have also been corrected.
- Melee enemies overlap less around the hero; ranged enemies with a ready attack fire before retreating, and enemies no longer keep facing behind a moving target.
- Wall decorations no longer overlap structural variants, no group can spawn inside the protected 18-metre start area, and rectangular doors no longer remain nearly perpendicular to the passage after opening.
- Map walls no longer create duplicate UI elements, and the minimap no longer rebuilds itself or searches for settings every frame while nothing changes.
- Gothic plates are no longer stretched, control icons no longer depend on font glyphs, text no longer varies with system-installed fonts, and navigation focus no longer remains after mouse input.
- Selected tabs, languages, skillbar sizes, and other controls no longer look disabled. Changing interactivity now refreshes the button's visual state immediately.
- Magical DPS is no longer calculated as physical DPS, equipment comparisons distinguish both profiles, and displayed armor mitigation uses the exact same formula as incoming physical damage.
- Skipping a boss introduction no longer schedules duplicate music or a delayed notification, and the boss interface now disappears correctly when the hero dies.
- Enemies put to sleep no longer remain selectable by skills, Arcane mastery, or auras.
- At maximum level, experience gains still refresh the character and HUD but no longer show a misleading floating
+XPmessage. - The launcher removes obsolete files more reliably during updates and validates manifests, sizes, messages, and download responses more strictly before activating an installation.
The original Unity development history is preserved in French. Consulter les archives Unity.