2.33
2025-12-05
This release improves crash reporting to help us find and resolve application bugs faster. A few bugs have also been fixed, and a few unused files have been deleted.
2.32
2025-11-22
This release fixes a few bugs that were introduced with the big infrastructure overhaul in version 2.30, including a game crash that can happen when interacting with the Bone Organ. If you find any more bugs, please let us know! Your feedback is extremely helpful.
2.31
2025-11-16
This is a patch on top of 2.30 which fixes a game crash that happens when familiars level up. Sorry about that! If you are on version 2.30, please upgrade to this version (2.31) immediately.
2.29
2024-12-09
More VoiceOver improvements have been made in this release! While there is still much more room for improvement, this update aims to address the biggest barriers to enjoyable gameplay. Thank you for all the feedback and keep the reports coming. We are listening.
While VoiceOver is enabled, battle turn result information no longer automatically advances with a timer. Instead, focus is placed on the result text to be narrated once a battle action is selected. To advance the battle, a "Continue" button follows the result text. This works fairly well but sometimes the focus can be a bit finicky. The good news is that the battle will not advance until you consent, so in cases where the focus is not automatically set, you can still access the result text. Note that this change affects non-VoiceOver users in that the big tappable area under the result text is now a "Skip" button instead. This fixes many usability issues I've encountered and should make battle turn skipping more clear. (For VoiceOver users: This "Skip" button has the same effect as the "Continue" button in that they both advance the battle.)
Transcripts for the application boot and game start cutscenes have been added for VoiceOver users. A "skip" button is rendered at the top of the transcripts to bypass them quickly.
Various labels are updated for VoiceOver support. Monster health is now read as a percentage until you've advanced to a knowledge level that reads out the actual values. Battle actions are now narrated with the action type (for example: "Bashing", "Freezing").
Notifications are now announced. These include player state changes such as when you are starving, overburdened, or in a dark room. There are also announcements for when the dungeon board changes: For example, when new cards are added to the board based on a triggering condition. Hopefully these notifications will give players a much better understanding of the game state.
VoiceOver support for traps to hopefully make solving them clearer. Tile labels have been updated to narrate the row and column more clearly. Also, a bug was fixed that incorrectly narrated tiles on column 6 as column 0. I've changed the tile labels to narrate "tile" after the coordinates, as my assumption is that the coordinates are much more important and hearing "tile" over and over again could be tiresome. Revealed tiles that are not markers now narrate that they revealed nothing, instead of having the same label as unrevealed tiles.
Fixed a number of broken VoiceOver labels.
Fixed a bug on the Settings screen where toggling the music on while in the dungeon would play the Main Menu screen music.
Fixed buggy behavior related to starvation and card matching which enabled players to continue playing briefly while their health was 0. Also fixed a starvation bug where the cause of death was the matched card instead of "starvation".
Fixed buggy behavior due to fluctuating vitality. For example, it was possible to have health drop to zero if a vitality-granting effect wore off while at low health.
Escaping from a paralyzed monster now has a 100% success rate.
Updated various images including some card faces and dungeon background images.
Various UI tweaks.
Various copy changes.
2.28
2024-09-14
This update has been a long time coming! As we're building features for the next big content release, we kept running into scaling issues. In this update we've redesigned some core components and took the opportunity to address long-standing feedback. Here’s what is in this release:
Overhauled floor completion mechanics. Our number one piece of feedback is related to confusion on completion: What it means for a floor to be "complete", and players missing out on exploration opportunities due to thinking "complete" meaning "there is nothing else to do on this floor". We've changed how completion works by applying completion criteria to rooms instead:
Cards: Have all the cards been matched upon exiting?
Exits: Have all exits been taken at some point?
Items: Have you found all the objects outside of simply matching all the cards? (Example: Completing tasks are now required for completion as they grant items and other valuable objects.)
We've redesigned the "Floor Exit" screen to display completion criteria progress. If you've exited a previously-completed floor, the game will simply transition to the next floor (no need to keep seeing a "completed" screen over and over).
(One note: Under these new rules, the "Secret Passage" room on Floor 16 can no longer be completed as it requires data from the next big content update. Sorry for confusion! This will be remedied soon.)
Overhauled the "Map" Journal page. This is a big UI improvement over the old map which had major scaling issues and was generally buggy. The new map has smoother touch interactions and can be zoomed in and out to give you a better picture of your surroundings. It also includes the completion criteria for each visited room, and a "cards" panel that provides room information as you satisfy the different criteria. Let us know what you think of this new experience!
Many VoiceOver support improvements. We've added missing labels to UI controls all over the app including the Trap experience, the Embark experience (the screen where you can configure your equipment and attributes when a new game begins), and all screens in the Journal. We've addressed focus management on modals, so when you exit a modal focus should return to the control that triggered it. We've also improved swipe navigation to make it easier to locate content. Note that we still have many, many more improvements to make! But hopefully the game should be more playable now for VoiceOver users.
Increased the defense and durability of some shirts.
Increased the damage of many two-handed weapons.
Swapped the Wandering Healer for a Fountain in the Mystic Chamber on Floor 22.
Fixed a bug where inspecting an item in the "matched" screen (by tapping on the big item image) would render an informational modal missing specific information, such as durability and granted effects.
Fixed a bug where the game would recommend (via glowing equip slot) equipping a Lantern in a non-dark room, which would not help the player.
Tons of dependency updates including framework upgrades.
Various copy changes.
Removed lots of unused code and data.
2.25
2023-10-14
Fixed an issue where Artifacts could be found multiple times from chests. The duplicate artifacts did not affect XP thankfully (as they are unique items) but it presents a confusing experience.
Fixed a crash that could happen when opening a Familiar modal rendered from a card match screen.
Fixed an issue where starving at low XP levels would add health instead of subtracting it.
Fixed multiple types of battle actions that were accidentally causing equipment to decay faster than expected. These include actions such as the Whelk's poisonous goo spray that caused damage and applied a negative effect. As it turns out, both of these logic paths caused decay, which is not intended.
When matching monsters and items (weapons, armor, magic, generic items, etc.) you can now tap on the card image to view more information. This should help you better strategize when fighting monsters (for example, you could quickly see monster stats and resistances/weaknesses) and decide whether or not to pick up an item. These two aspects are some of our most requested features -- let me know if they help!
Updated battle action selection ordering to be more consistent: Actions are now ordered by equip slot (starting with the left hand slot).
Having a burden value equal to your maximum burden level no longer counts as being overburdened. Enjoy your extra burden point!
Updated the `escape` battle action result text to be more clear when you cannot escape from an opponent (such as rare monsters).
Uncursing the Iron Sphere now gives you a Crystal Ball.
Updated the "Found on floor" label in Artifact modals, removing the floor letter. This is a bygone from when the game referred to floors off the main path with letters. Since this concept no longer exists, the letters are confusing.
Fixed a longstanding rendering bug where the Room Complete "checkpoint reached" copy overflows out of the container. It finally annoyed me long enough to fix it :)
Fixed various copy blocks, addressing typos and updating to provide clarity.
Removed unused code.
2.22
2023-05-30
Lots of infrastructure changes! We're building foundational features for Chapter Two content. Hopefully we didn't break anything :D But if we did, please reach out to us and we'll fix it!
Fixed a bug where action cooldowns were not being applied correctly.
Fixed a bug where the "Level Up" screen would not render for mastered traps.
Fixed a bug where Squeaker nests would trigger even when declining to investigate Rubble.
Goblin Bully no longer resists piercing.
Avian interaction outcomes are now dependent on whether or not the Avian Pendant is equipped when you match them instead of whether or not "The Avian Elder" task was completed.
Slightly renamed the "Iron Sphere" items and updated their descriptions. Added durability and increased the burden value.
Increased the Gleaming Gem gold value from 4 to 6.
Updated the icons for the "cursed" and "light" effects.
Added Exit Modal flavor text when falling down pits.
Minor copy edits.
2.21
2023-04-19
Fixed a bug where the game could crash after leveling up the first time. Sorry about that! A silly mistake on our part -- huge thanks to the player that reported it. A reminder to everyone out there: If you find a bug, don't hesitate to contact us directly! We are listening :)
2.19
2023-03-02
We gave smaller and larger screens some love in this update. If you're using an iPhone SE or iPad, the game should be less visually ugly. These changes include: Spacing adjustments between various UI elements, bumping the text size on smaller screens, and fixing issues on the Title screen where the menu was rendered off-screen on iPads.
Fixed a rendering bug where solving a trap in darkness and then equipping a light source would not render the "nearby" tiles correctly.
Fixed a bug where a game loaded from backup would crash when trying to access newer settings that do not exist in the backup data.
Minor copy edits.
Removed unused code and data.
2.12
2022-10-03
Updated "basic exit" card (e.g. Stairs, Wooden Doors) match screens to include an option to flip the cards back down instead of taking the exit. This will help prevent players from accidentally leaving a room prematurely which tends to be frustrating -- especially when the exit is the very first match.
Updated the starvation health reduction penalty to be 5% of max health (rounded down) instead of the value "1". This addresses an imbalance where the "starving" status ailment disproportionately affects lower-level players more severely than higher-level players who can safely ignore the health reduction penalty due to their high health. Note that the penalty is based on the max health value before the vitality bonus is added, so players are not penalized further by having a high vitality score.
Removed unused code. Trying to keep things tidy.