Changelog
Classes, mechanics and content, newest first.
v0.3.2True caves
New
- The Corrupted Caverns, the Burning Depths and the Frozen Tomb are now true caves of rough rock and bare ground. Their arenas wear the same.
- Every biome now has floor layouts of its own.
- Righteous Edge now builds Fragments of Light. Divine Tempest twists them into bonus Holy damage.
- Cave roofs now sag and hang with teeth of rock, and fire runs in the cracks of the Burning Depths.
- Small things live in the dark.
- Monster packs now fight together: some come round your flank, some shield their own, and some call for aid if left alive too long.
- The old masonry of the Outpost, the Forgotten Crypt and the Hourless Hall has bellied with age, and their vaults hang unevenly.
Changed
- Monsters now fall where they are slain and lie there before they crumble to dust.
- Monsters reel from every blow a little differently.
- With a claymore or a greatsword, Righteous Edge and Heroic Blow now alternate between two swings.
- Your hero now steps aside and backs away with his chest to the front.
- A jump out of a run is now a leap.
- Heroes keep their feet planted when they crouch for a jump and when they land.
Fixes
- Limbs no longer snap for a frame in runs, attacks and deaths.
v0.3.1Hero caches and secret rooms
New
- Heroes who fell in the depths sometimes leave a cache behind.
- Some floors keep a secret.
v0.3.0Arena Mode
New
- Arena: a new mode from the main menu. Pick a hero, draft eight pieces of gear and four runes, then fight one rival at a time in a gladiator arena.
- Every round brings a new arena, a new rival and a longer climb. Lose once and your run ends.
- Arena has its own music and a countdown with a tick every second.
- Arena tab in the Hall of Heroes, in the game and on the website. Ranked by rivals defeated, then time. Top 100, with gold, silver and bronze stars for the first three.
Changed
- Frost Ward now lasts up to 10 seconds.
- Grievous Wound, Condemnation and Scattershot now slow the enemies they hit for 3 seconds.
- Arena rivals now play like people: easy at first, then smarter and trickier the deeper you go. Their gear is capped at the same level as yours.
- New music for every depth, darker and more dangerous.
- Rival heroes met on a floor now dodge, take cover and use their whole class kit.
v0.2.2Rune Engravings
New
- Runes: rare finds that change how one of your skills works. Each class has 18 to find, three for each skill.
- Buff tracker: shrine buffs and timed effects from legendaries and runes show as small auras with a timer ring and a stack count. They sit centered above the action bar, or under the health globe on touch screens. Hover or tap one to see what it does.
- Runes make a soft notice sound when they drop.
- Some legendaries now carry a line of lore under their effect.
- New legendary two handed warhammer for Warriors: Aethel-Kesh, The Rising Storm.
- Four rune slots sit between your item slots. Open your inventory to engrave a rune or swap it.
- A rune fits one skill, and a skill takes one rune. A new rune replaces the old one.
- Runes only fit their own class. Runes for other classes can be sold to the vendor.
- Runes always drop as Unique items, and most of them fit the class you are playing.
- A rune cannot be changed while its skill is on cooldown or still in use. It shows a red mark while it is locked.
- Skill notes in combat use the rune's name.
- Every rune has its own picture, effects and look in the game.
- Empty rune slots show a faint engraving and a short hint.
- Equipped runes are saved with your run.
Changed
- The centered notes (shrine effects, the cave in and similar) use a font about 30% smaller, and so do shrine names.
- Torch and brazier lighting is much cheaper: a light now costs nothing on surfaces it does not reach, which helps most when looking across big rooms.
- Standing close to torches and braziers costs fewer frames: fewer lights are shaded at once and their shadow check is lighter.
- On phones the camera now sits centered behind the hero instead of over a shoulder.
- Hollowbough no longer shows a green burst around you when it fires its fan of arrows.
- Hollowbough no longer shows a green burst around you when it fires its fan of arrows.
- Fixed a torch flame floating over the stairwell with no torch under it.
- Graphics: ambient occlusion (from 60% effects) darkens corners, creases and the bases of props; deeper contact shadows under walls and props; grime and damp gather at the foot of walls; stronger flame glow; shadows lean towards each biome's own color.
- Ground fog is darker in every biome.
- Spore trap pods now sit half sunk in their pool.
- Dawnbreaker now works for Paladins: skill casts could not trigger it before.
- Dungeon walls no longer turn pale and glossy when no light is on them.
- The drifting floor mist is now soft ground fog instead of round clouds, and it costs less to draw.
- Boots of the Windrunner: the guided shot flies straight at first, then curves in to the enemy nearest your crosshair.
- Offline build: F3 now also shows GPU time, draw calls and triangles, and F4 switches the haze, mist, particles and torch lights off one by one to find what costs frames.
- Runes cannot be salvaged. Right click, long press or controller X drops them straight away.
- The What's New button blinks gold until you have read the newest update.
- Touch: the joystick and the camera orbit now work at the same time. Two fingers on the same side of the screen still pinch to zoom.
- The Effects slider now also reduces the 3D particles and soft glows, so it makes a real difference on phones.
- Phones: smaller nameplates and larger interact labels.
- Dawnbreaker, Sundering Star, Boots of the Windrunner, Bloodletter and Earthshatter now work through special effects instead of skill bonuses.
- Online heroes that keep sending the same run time no longer stay on the Alive list.
- Shrine buffs moved from the minimap to the buff tracker.
- The circles under heroes and enemies are gone. Enemies are marked by their nameplates.
- The way down is now a proper stair hall.
- Smoother animations with more weight.
- Taller props are solid and can be jumped onto, low litter is walkable.
- The Tolling Warden has a bell mace, and monsters face you when they attack.
- Big brutes and the Vukodlak are larger.
v0.2.1The Outpost
New
- The Outpost: a safe camp at the mouth of the cave, with the Warden, the Quartermaster and the Scout.
- The Outpost Portal: press T when no enemies are near to travel between the depths and the Outpost.
- A stash with 40 slots in the Outpost.
- Idris sells sealed ??? bundles.
- Floors with several levels: flat rooms at different heights joined by sloped passages, and wooden bridges over broken floor.
- Hand-built rooms in every biome.
- Darker depths.
- Taller rooms and passages.
Changed
- New dialogue for everyone in the Outpost and for the smiths.
- Trinkets with a general effect can be worn by any class.
- Skills now fire where the crosshair points. Targeting still shows enemy health.
- Crosshair options: on or off, three shapes and a colour.
- The camera can look freely up and down, and sits over your shoulder (right, left or centre).
Fixes
- Ground skills queued during the global cooldown now land where you aimed.
- Traps in boss arenas have their stone rim again.
- Shrines no longer appear on stairs.
- Shadows and weapon glow stay with your hero on raised floors.
- Rival heroes stand on the floor on raised ground.
- Barrels, crates and other props on raised floors can be broken again.
v0.2.0Third Person Dungeon Crawler
New
- Depthfall is now played in third person, from behind your hero.
- The mouse turns the camera and your hero. Hold Alt to free the cursor.
- Move with W and S, turn with A and D, strafe with Q and E. The options can swap turning and strafing.
- Left and right click fire your first two skills, and 1 to 3 the rest. The movement skill is on R, Heal Potion on X and jump on Space. Tab selects the next target.
- F picks up the loot around you.
- Floors are closed by a roof, so the outside is never visible. Walls are taller.
- Torches are now the main light. Halls are darker and the far rooms fade into fog.
- Walls, floors, roofs and props show relief and richer lighting at higher effect settings. Below 30% they stay flat.
- Heavy weapons hit with more weight: a longer pause on impact and a harder kick of the camera.
- Monsters keep their health bar above their head. Guardians, the Vukodlak and elites show only the big bar at the top.
- The jump has a new, shorter arc.
Fixes
- Mouse buttons 4 and 5 can be bound without the browser going back a page.
- Large monsters no longer reach through the roof.
- Stairs no longer show black holes.
- Spells now fly over low walls, so you can shoot over them.
v0.1.1Class balance & fixes
Balance
- Warrior legendaries now add damage. Bloodletter: Heroic Blow deals 25% more. The Executioner: Grievous Wound deals 20% more. Taste of Blood: Grievous Wound deals 15% more. Endless Fury: Blade Tempest deals 25% more. Gravefall Maul: Seismic Stomp deals 25% more. Ironheart: your attacks deal 25% more while Unyielding Stance lasts. Juggernaut's Greaves: abilities deal 12% more. Heart of the Pit and Bulwark of the Last Stand: abilities deal 10% more.
- Mage legendaries now add damage. Sundering Star: Solar Flare deals 20% more. Winter's Bite: Splintering Frost deals 25% more. Orbit of the Archmage: Nether Orb deals 25% more. Comet of the Void and Mantle of the Open Gate: Nether Orb deals 20% more. Heart of the Hailstorm: Hailstorm deals 10% more. Crown of Endless Winter and Mirror of Ice: spells deal 12% more. Steps Between Worlds and Frostwarden's Wraps: spells deal 10% more.
- Spellweaver's Dagger: the repeated spell is cast at 50% power instead of 35%.
- Mage and Ranger legendaries that only added damage or utility now also reduce the damage you take by 4%.
- Cloth armour is 38% higher and leather armour 36% higher.
- Frost Ward absorbs 50% of your maximum health plus 80% of your Spell Power.
- Mages gain 4 health per point of Stamina and Rangers 3.2, up from 3.
- Two-handed melee weapons deal twice the damage, and their minimum and maximum now vary much more from drop to drop.
- Garrick's upgrade scrap prices are doubled.
Changed
- New legendary trinkets that any class can use, and new legendary weapons: a staff, a wand, a bow, a crossbow and four two-handed melee weapons.
- Each biome has its own haze, light and a field of tiny stars in the dark beyond the walls.
- Ambient dust, embers and spores are denser.
- The gold piles in boss hoards can be broken.
- Torches, monsters and coins appear only once the area around them is explored.
Fixes
- Mourn-Thunder now strikes with the same crackling bolt as the lightning shrine, from you through the target and on to up to 3 nearby enemies, and it also triggers on killing blows.
- The portal after a guardian falls now opens on its stone pad instead of where the guardian stood.
- Items from an older save no longer show another item's icon.
v0.1.0Complete 3D Engine Port
New
- The whole game is now in real 3D: floors, walls, props, heroes, monsters, guardians, items and every spell and effect.
- The armour and weapons you wear and wield show on your hero, each item as its own model.
- Floors are built from stone, wood and iron pieces: arches, doors, stairs, pillars, raised daises and props along the walls.
- Floors are wider and more open, with taller walls and arches.
- Walls between the camera and your hero turn see-through.
- A pool of light follows your hero. The rest of the depths is darker.
- Every monster and guardian is a 3D model with its own animations, and dies by crumbling to dust.
- Rival heroes are 3D heroes in random gear and cast your own spells.
- A loading screen that shows how many megabytes have downloaded. The whole game loads before the title appears.
- The game now needs a browser with WebGL 2. Without it, a message says the game cannot start.
- Each biome has its own stone: frost and snow in the Frozen Tomb, moss in the Crypt, lava seams in the Burning Depths, gold inlay in the Hourless Hall. Each also has props of its own.
Mechanics
- Frost Ward absorbs 50% of your maximum health and lasts up to 25 seconds or until it breaks.
- Dawnbringer's Sigil: the charged Pillar of Dawn deals 200% more damage and heals you for 10% of the damage it deals.
- Two-handed weapons roll their lowest and highest damage separately.
- Every prop that stands on the floor can be smashed, from altars and tables to gravestones and piles of earth. A pile of gold spills its coins. Small props can be walked over, big ones block the hero. Monsters collide only with walls, pillars and rock piles.
- On touch and controller, Scattershot, Seismic Stomp, Nether Orb, Hailstorm and Condemnation go where your hero faces: at the nearest enemy or breakable in front of you, or straight ahead if there is none.
- Large monsters and guardians no longer get stuck between walls and pillars.
- The Tolling Warden slams the ground with both hands, and the blow lands when the hands do.
- Gobbun is 35% bigger.
- Grave Whisperer shots fly straight.
Changed
- Spells, projectiles and legendary effects are rebuilt as soft 3D light and particles.
- Hits from Mage and Ranger spells and arrows no longer pause the screen or zoom the camera. They splash and sound deeper instead.
- The Ice Seer and Sand Seer gather their spell before casting and burst where it lands.
- Sand pours over the rim of the Keeper of Hours' pit as a soft curtain of grains and dust.
- Banners and flags are gone from the floors.
- Floor 1 camp, Garrick's anvil sparks and the Lost Merchant's stall are built in 3D.
v0.0.9.1Pillars and Music
New
- New music for every biome: darker, slower, with small sounds of its own.
- Touch: a loot button picks up nearby items one by one.
Mechanics
- Every biome floor now has its own layout, not only its own colour.
- Standing pillars can no longer be targeted or smashed.
- The thing that stalks the dark is tougher, speaks, and leaves better rewards.
- The Vukodlak also slashes in fast flurries with both claws, on top of its charged attack.
Changed
- New look for the cave pillars, basalt columns, burnt stumps and ice crystals.
- The night event is dark, with only a faint red mist.
- Mage and Ranger are drawn closer to the size of the other heroes.
- Mage helmets now cover the hair.
- The Sundered Star staff head sits properly on the handle.
- Rings and warnings on the floor now wrap around characters instead of covering them.
- The merchant no longer comments on your deals.
- Garrick's upgrades cost 50% more Scrap.
- Legendaries drop less often.
Interface
- Touch buttons are spread evenly on the right and never cut off.
- On tablets the menu buttons stand in a column above the skill buttons.
- On phones the menu buttons are centred at the bottom.
- Long notices wrap onto two lines instead of leaving the screen.
Hotfixes
- Hourless Hall: gears and clock dials are no longer cut by walls, joints or sand.
- Floors no longer black out behind pillars until you walk up to them.
- Entering a new biome no longer freezes the game for a moment.
- Legendary items always show their own armour look, not a random one.
- Crown and circlet icons no longer sit against the top of their tile.
- Auto graphics no longer lowers quality just because the frame limit is set to 30.
- Fixed a crash when a rival hero charged at you.
- Phones and tablets now draw at a lower resolution and hold a steady 60 fps on Auto, which fixes stutter on high refresh rate screens.
v0.0.9.0Floor events
New
- Strange things now happen on some floors. Listen.
- A traveller sometimes makes camp near the stairs.
- Not every chest is what it seems.
- Not every hero you meet is a friend.
- New sounds for shrines and floor events.
- Salvage Items: break spare gear down into Scrap.
- Three new legendaries for every class.
Changed
- Garrick has a new face.
- Dropping an item now asks: drop or salvage.
- Salvage Items replaces Destroy Common and Destroy Uncommon.
- Garrick upgrades gear for Scrap.
- Without a weapon, heroes can only use defensive skills and spells.
- Shrine of Lightning hits harder on tougher foes.
- Legendaries drop a little less often.
- Garrick's upgrades cost more Scrap.
- Floors and wall tops look different in every biome.
v0.0.8.7First big balance pass
Balance
- Warrior, Mage and Ranger now deal damage in line with the Paladin; the Ranger leads on a single target and the Mage against groups.
- Legendary items now roll stats the same way Epic items do, with their power on top.
- Legendary powers are rebalanced so no class pulls far ahead of the others.
- Critical Strike and Spell Critical chance are capped at 60%.
- Armor reduction flattens above 50% and never passes 60%.
- Blade Tempest and Seismic Stomp hit more enemies.
- Guardians have much more health.
- Garrick's prices are balanced.
- Shrines are twice as common: 20% per floor, plus a 20% chance of a second one.
- Scattershot deals 60% more damage per arrow, recharges in 5 seconds instead of 6, and each arrow pierces one extra enemy.
- Divine Tempest deals 15% more damage and recharges in 8 seconds instead of 10.
Performance
- Uncovering new floor while walking and new monsters coming into view cause much less stutter.
- The hero now animates as smoothly as the display allows, up to 120 frames a second, instead of at 30.
Interface
- You can zoom in up to 30% from the starting zoom on every device; zooming out past it is no longer possible.
- The FPS counter is on by default.
- Phones and tablets show the battery level, with a bolt on the icon while charging, next to the FPS counter.
- Leech is always shown in the stats panel.
- Spell Critical is now named Spell Critical Strike.
- New Frame rate limit setting: Auto (the display's refresh rate, up to 120), 30, 60, 90 or 120.
- The mobile Fullscreen button is now a small square button in the top-right corner of the main menu.
- The default view on desktop is 15% closer.
- Treasure chests are now proper wooden chests that glow gold: click one to walk up and open it. They usually stand against a wall.
- A What's New button in the main menu opens the changelog inside the game.
- Every shrine now has its own sound when you use it.
v0.0.8.6Hotfixes
Bosses
- Boss arenas have fewer hazards and keep the middle open.
- Bosses are a little tougher.
Items
- New stat: Leech. Some items now return a small part of the damage you deal as healing.
Mechanics
- Garrick's upgrades cost more the deeper you go.
- The Shrine of Lightning now crackles when it strikes.
- The Heart of the Phoenix can only be carried once.
Performance
- Walls and decorations draw much faster, so the game holds its frame rate better, especially zoomed out and on long floors.
- Animated props are cached, and zooming in and out no longer makes the game stutter.
- Fights with several enemies on screen run smoother.
Interface
- The stats plate in the top-left corner fits its numbers neatly and grows as they do.
- The inventory and Garrick's windows open in the middle of the screen on desktop.
- Bag, Map and Pause sit at the bottom on tablets too, and the FPS counter is in the top-right corner.
- Floors and walls move more smoothly while walking.
- The interface always stays sharp, even when auto quality lowers the game's resolution.
- All healing you receive now shows as a green + number.
v0.0.8.5Hotfixes
Mechanics
- With click-to-move off, Dodge Roll, Blink and Charge go the way you are walking instead of toward the cursor.
Performance
- Walls and scenery draw faster, especially in the Hourless Hall, where the brass gears no longer turn.
v0.0.8.4Shrines of Power
Shrines
- Seven shrines can now appear in the dungeon: Swiftness, Might, Warding, the Fox, Renewal, Echoes and Lightning. Click one for a one-minute buff.
- Active buffs show as small icons around the minimap.
v0.0.8.3Hotfixes
Interface
- Garrick's shop marks items you cannot use with the same red overlay as the inventory.
- Press H to hide or show item names on the floor (items can still be clicked). While hidden, tap Alt to show them for 4 seconds; they stay while Alt is held.
- Controller: D-pad down toggles item names, D-pad right shows them like Alt. Touch: new item-names button to turn them on and off; Bag and Map buttons are now icons.
- Performance: Firefox starts with reduced effects, and auto quality can lower the render resolution further on slow systems.
v0.0.8.2New monsters
Monsters
- New ranged monster in every dungeon except the Hourless Hall.
- Grave Whisperer (Forgotten Crypt): marks the ground with three soul circles and sends a weak homing wisp. Magic damage.
- Briar Slinger (Corrupted Caverns): fires a fan of three thorns and plants bramble patches that slow you by 20%. Physical damage.
- Forge Thrall (Burning Depths): lobs slag onto a marked circle, with a small knockback; double lob below half health. Physical damage.
- Rime Harpooner (Frozen Tomb): throws a harpoon that slows you by 40% for 2 sec. Physical damage.
- Every monster now has a normal and an elite form, including the brutes.
- Normal brutes are smaller, weaker and hit softer; elite brutes keep their full strength.
- Elite rooms can feature any monster from that dungeon as the elite.
v0.0.8.1Hotfixes
Interface
- Destroy Common and Destroy Uncommon buttons in the inventory, with a confirmation popup. Equipped gear is never destroyed.
- Average item level in the inventory title is shown without brackets.
- Fallen heroes counter loads on browsers that block the old request.
v0.0.8.0The Ranger
Classes
- New class: the Ranger, a ranged hunter in leather and mail.
- Shoot with a bow, crossbow or gun; each has its own shot, art and sound.
- Skills: Scattershot, Cinder Trap, Lightning Draw, Shroud of Smoke and Shadow Step.
- The Ranger needs a ranged weapon to attack; traps still work without one.
- Paladin now starts with a warhammer.
Mechanics
- Bow shots can slow enemies.
- Crossbow bolts can pierce, and some bolts stun.
- Gun shots deal 15% more damage up close.
- Lightning Draw: 60% faster Shoot and 15% more Shoot damage for 6 sec.
- Shroud of Smoke: 4 sec, enemies inside move slower and cannot attack you.
- Armor now also reduces Bone Archer arrows. Magic is not reduced.
- "Melee Critical" is now called "Critical Strike".
Content
- New Ranger legendaries, hunter affixes and a new Hall of Heroes filter.
- Hero select shows all four heroes.
- Heroes now start bare with weak starter gear.
Interface
- Effects detail slider in Options for weaker devices.
- Show FPS option (Ctrl+R on desktop).
- Counter of fallen heroes under the online players.
- Smaller, centred skill icons.
v0.0.7.0The Endless Game
Mechanics
- The dungeon now loops after floor 50; floor 51 looks like floor 1.
- Each floor 50 boss kill earns a prestige star.
- Monsters grow stronger every floor past 50 and with every star.
- New monster affixes from floor 51: Gravebound, Warding, Vampiric, Chrono, Blinker and Frenzied.
- Move with W A S D.
- Drops favour gear your class can use.
- Items grow faster per item level up to floor 50.
Content
- New Timewarped item rarity: a stronger legendary of your own class.
Interface
- Item level shown on every item icon; average item level in the inventory title.
- Leave-site warning while a hero is alive in the depths.
- Stars shown on the plate and in the Hall of Heroes.
Fixes
- Heart of the Hailstorm now doubles the Hailstorm radius.
- Boss arenas no longer have pillars.
- Loot piles draw much faster.
v0.0.6.0The Hourless Hall
Content
- New biome: The Hourless Hall (floors 41-50) with its own music.
- New guardian: the Keeper of Hours.
- New monsters: Time-Lost Wight, Tolling Warden, Sand Seer and Ticking Imp.
- New trap: void holes.
- New wall art and wall breaches in every biome.
Mechanics
- Save and Quit gives a one-time code; Load with Code continues on any device.
- Saving starts on floor 2.
- Hall of Heroes now has Alive and Fallen tabs and class filters.
- Hero names are unique among living heroes.
Interface
- Pause menu and layouts checked on phones and tablets.
Fixes
- Saves no longer double count kills.
- Faster drawing for monsters and props.
v0.0.5.5New Encounters
Mechanics
- Gold and the Haunted Smith (Garrick): sell gear, upgrade gear.
- Loot Goblin Gobbun appears on some floors.
- Hero walk speed +30%; monsters are 20% faster and vary individually.
- Guardians taunt you when first hit.
- Stairs and portals now work on click only.
- Warrior: Grievous Wound +30%, Blade Tempest +10%. Paladin: Divine Tempest hits at most 5 enemies.
- Boss portals never open on traps.
Interface
- Name your hero at New Run.
- Hall of Heroes shows the top 100 globally and per hero.
- Players online counter in the game and on the website.
- One shared gauntlet cursor for every hero.
- Run timer, smaller starting zoom and a Donate button.
Fixes
- Less stutter in long sessions.
- Menu camera no longer shimmers.
v0.0.5.4New dungeon floors
Content
- New floor layouts with irregular rooms and winding corridors.
- Stairs replace the floor portals on regular floors.
- Boss fights in large caves of their own.
- New traps and pillars in every biome.
- Painted skill icons for every ability.
- More prop variety and new ruins.
Interface
- Map overlay with zoom and panning on every input.
v0.0.5.3Audio revamp
Content
- Every sound is new, for all heroes, monsters and bosses.
- Four new orchestral biome tracks.
- New sounds for portals, chests, barrels, menus and equipping.
Mechanics
- After a boss, the portal asks if you are ready to descend.
v0.0.5.2Website
Interface
- New landing page, with the game now at play.html.
- Privacy policy page.
- Smaller, minified web builds.
v0.0.5.1Patch
Interface
- Skill tooltips in the inventory follow the mouse.
v0.0.5.0Controller support
Mechanics
- Global cooldown: 0.5 sec between class abilities.
- Paladin Dodge Roll cooldown 1.5 to 2.5 sec.
- Barrels and crates can drop healing charges.
- Bosses evade if you stay outside their arena for 2.5 sec.
Interface
- Full gamepad support on desktop, phones and tablets, with vibration.
- Keyboard, touch and controller layouts switch automatically.
- Auto-adjust quality option.
- Hailstorm is aimed as a circle on touch and controller.
v0.0.4.0Warrior
Classes
- New class: the Warrior, a melee fighter who wears every armour.
- Skills: Heroic Blow, Blade Tempest, Grievous Wound, Seismic Stomp, Unyielding Stance and Charge.
Content
- Nine Warrior legendaries and Warrior affixes.
- Each class has its own legendary trinket.
- New effects and sounds for all classes.
Interface
- Inventory uses Items, Stats and Skills views on every device.
v0.0.3.0UI redesign
Interface
- Every screen restyled in near-black and crimson.
- New typeface and new skill icons.
- New game icon and link preview.
- Updates appear without clearing browser data.
- Early Alpha tag on the main menu.
Content
- Stronger Heal Potion effect and a new Splintering Frost sound.
v0.0.2.xPatches
Content
- All 12 monsters redrawn, with biome death effects.
- All four guardians redrawn with full ability kits and a phase 2.
- Weapon types shown on tooltips.
Mechanics
- Mace and Warhammer can roll hybrid Paladin stats.
- Nether Orb is bigger and hits harder.
- Heart of the Phoenix shatters when it saves you.
Fixes
- Volume sliders work on iPhone and touch devices.
- Fixed a stuck right mouse button.
- Fixed a freeze when a boss died with the game paused.
- Helmets follow the way the hero faces.
v0.0.2Paladin and Mage
Classes
- Two heroes: the Paladin and the Mage, each with their own armour and weapons.
Mechanics
- Floors 1-40 in four biomes, with a boss every 10 floors.
- Hardcore runs with a victory on floor 40.
- Armour families and a shared loot pool with class proficiencies.
Interface
- Touch support and a Hall of Heroes leaderboard.
v0.0.1First descent
Classes
- A playable Paladin with Righteous Edge, Condemnation, Divine Tempest and Hallowed Ground.
- Bastion of Faith, Heal Potion and Dodge Roll.
Content
- Generated gear in five rarities with named affixes and legendary drops.
- Equipped gear shows on the hero.
- Elite monsters with gold health bars.
- Combat sounds and biome music.
Mechanics
- Item levels with floor-based scaling and weapon damage ranges.
- Click loot to pick it up.