Balance changes, new content, and bug fixes — newest first.
June 12, 2026
Public Market — Player-to-Player Trading
A new Public Market has arrived, accessible through the Merchant NPC on any rest floor.
Players can now buy and sell items directly with each other through a live player-driven economy.
List items for sale: Place any unequipped weapon, armor, ring, or consumable up for sale at a price of your choosing. Instanced items (enhanced weapons and armor) carry their full stats and enhancement levels when sold.
Browse by category: Listings are organized into Items, Weapons, Armor, and Rings — matching the Merchant NPC layout. Each category shows the total number of available items.
Instant BTC delivery: When your item sells, BTC is credited to your wallet immediately — even if you're offline. An SSE notification appears in your battle log when a sale completes while you're online.
Manage your listings: View and cancel your active listings at any time. Cancelled items are returned to your inventory with all stats and enhancements intact.
Gemstone Socketing — Erok's Forge
Instanced weapons and armor can now be socketed with Gemstones at Erok's Forge.
Each gemstone type adds a percentage-based stat bonus to the item, up to the item's grade-determined slot limit.
Eight gem types: Attack, Defense, Vitality, Luck, Speed, Persuasion, Endurance, and Strength — each adding a corresponding stat bonus.
Grade-based slots: Uncommon items hold 1 stat, Rare 2, Epic 3, Legendary 4. Common items gain their first slot when socketed.
Slot replacement: Socketing into an existing slot replaces the old stat with the new gemstone's bonus. Values are re-rolled based on the item's grade.
Gem consumption: Each gemstone is consumed on use. Gemstones can be found as loot drops throughout the dungeon.
Account Management Page
A new standalone Account Management page has been added to the wiki.
Log in with your game credentials to manage your account directly:
Friends: View your friends list with online status and remove friends.
Market Listings: View all your active and completed market listings with item names resolved from server definitions. Cancel active listings directly from the page.
Account Deletion: Permanently delete your account and all associated data. The delete button only activates when you type your exact username as confirmation.
Bugfixes
Crafting error messages: Missing ingredient errors in Erok's Forge now show friendly item names (e.g. "Rare Vampire Testicles") instead of raw item IDs (e.g. "rareVampireTesticles").
Erok back buttons: All 11 "back" options across the forge menus now have proper descriptions (e.g. "Return to the forge") instead of displaying "undefined."
Silver Tongue quest label: The progress display now reads "Recruits: 0/5" instead of the misleading "Persuasions: 0/5," accurately reflecting that only successful party additions count toward the goal.
Vampire defeat text: Adjusted for context.
Scrolling leaks: Scrolling within the Quests panel no longer unintentionally scrolls the Inventory sidebar.
Speech synthesis resilience: Fixed an unhandled Promise rejection in the speech engine that could occur when speech data produced zero-length audio, preventing subsequent merchant and NPC dialogue from functioning.
June 5th, 2026
Bugfixes
Battle desync fixes: Combat input confirmations are now more resilient to network interruptions. If a combat event is lost mid-fight, the game will automatically re-sync with the server instead of hanging.
Disconnection recovery during combat: Improved the recovery path for players who disconnect during a battle. The game now more reliably restores your HP, turn state, and enemy status when you come back.
May 17, 2026
Prestige — Loop Testing
Once you reach Level 69 and have descended to at least Floor 40, a
Prestige button appears in your stats panel. Prestiging resets your current run
(level, floor, items) in exchange for a permanent passive bonus that carries over into every future run.
Up to 10 prestige levels are available, with each granting an increasing BTC bonus and an expanded companion roster.
This is a test implementation of the prestige system to evaluate its impact on endgame progression and replayability — future iterations may include additional or different rewards, or change entirely based on player feedback.
⚠ Since inventory is retained across prestige levels, you may encounter issues with carry weight limits.
Prestige
Title
BTC Bonus
Companion Slots
1
Initiate
+5%
3
3
Veteran
+15%
4
6
Elite
+30%
5
10
Legend
+50%
5
Gambler — Expanded Games & Persistent Encounters
The rest-floor Gambler has been overhauled from a one-time dice game into a full-service casino
with four distinct games. The gambler now stays on the floor after your first encounter,
and games are tracked per visit rather than being one-time-only.
Game
Cost
How It Works
Standard Dice
200 BTC
Roll two dice — land both on 6 (based on Luck) for a stat boost. 5 plays per visit.
Double or Nothing
1,000 BTC
Roll 2d6 — sum ≥ 7 doubles your stake. Sum < 7 loses it all.
Slot Machine
300 BTC
3-reel slot with 7 weighted symbols — match 3 for jackpot, 2 for consolation.
Stat Wager
1,000 BTC
Wager a random non-HP stat. Win (45%): +2 to a different stat. Lose: −1 from the wagered stat (currently randomly selected).
Persistent gambler: The gambler now remains on the floor after your first interaction, allowing repeated visits throughout the same rest floor.
Per-visit tracking: Standard dice plays reset each time you descend to a new rest floor (max 5 per visit). The high-stakes games (Double or Nothing, Slots, Stat Wager) have no per-visit cap.
Elite Enemies
Starting on Floor 20, any enemy has a 4% chance to spawn as an Elite variant —
identifiable by a gold ★ prefix on their name in the viewport header and combat log.
Elites are substantially tougher, but the rewards reflect it.
HP: ×2.2
Attack: ×1.6
BTC reward: ×3
EXP reward: ×2.5
Three new quests track your elite kills:
Quest
Goal
Reward
Elite Hunter I
Kill 10 elites
150 BTC
+100 EXP
Elite Hunter II
Kill 50 elites
600 BTC
+400 EXP
Elite Hunter III
Kill 100 elites
1,200 BTC
+800 EXP
Companions — XP, Leveling & Traits
Companions now earn experience and grow alongside you. They gain 50% of each kill's XP reward
and can level up to a maximum of Level 20.
Each companion type also has a unique passive that is always active in combat.
Hover over a companion's name to see their passive. Passive effects are applied server-side.
Companion
Passive
Effect
Wang Rat
Scavenger
+3% BTC on kills
Stupid Dog
Loyal Mutt
−4% incoming damage
Snail Sentinel
Shell
12% chance to deflect enemy attacks
Keeper of the Toilet Bowl
Toxic Aura
10% chance to skip enemy attacks
Mysterious Scooter
Momentum
+2 player attack damage
Badass Flaming Skeleton
Undying
Revives once at 1 HP when KO'd
Fridge of Forgotten Leftovers
Rotten Presence
Enemy attack +2 (a liability)
Lughead
Intimidate
8% chance to skip enemy attacks
Pissed Off Poultry
First Peck
+4 player attack damage
Krampus Elf
Gift
15% chance to drop a random item on kill
Mimic
Mimicry
+8% BTC on kills
Friends List — Social Search & Clickable Names
The Friends panel now includes a Find Player button that opens a searchable player lookup modal.
Enter a partial or full username (minimum 2 characters) to find other players and send them a friend request.
Search results display relationship status: friends, pending request (incoming or outgoing), or no connection.
Player names in both the Friends list and chat are now clickable. Clicking a name opens a shared action menu with the following options:
Invite to Party: Send a co-op party invitation
Add Friend: Send a friend request
Join Shard: Available only on rest floors; join the target player's shared rest-floor instance
The action menu behaves consistently across chat messages, search results, and the Friends list — including the same hover affordances (blue underline), escape-key dismiss, and outside-click close behavior.
Bugfixes
Weapon animation resets after using Seed Phial: Using a Seed Phial to heal a companion would wipe the player's equipped weapon state on the client, causing all subsequent attack animations to fall back to the generic default until a page reload. The server now returns the full equipped state with the heal response, and the client applies it correctly.
DEF showing "null" in companion character sheet: Companions loaded from the server did not copy their defense value to the client member object, causing the DEF field in the character sheet to display "null". Fixed.
Armor Overhaul — Forgecraft & Merchant Rework
The armor system has been significantly reworked. Unique armor pieces are now the reward
of Erok's Forge, while the generic "craftable" armors have been moved to merchant stock
and given their own identities.
Role Swap
Unique armor (Graphic Tee, Barrel w/ Suspenders, Leather Armor, Milanese Armor, Black Plate Armor, Nokia Mail) is now locked behind Erok's Forge — craft them using the corresponding generic armor as an ingredient.
Generic armor (Chewed Undershirt, Drool-Proof Tunic, Slimed Flannel, Road Rash Jersey, Krampus Sweater) is now available from the merchant on rest floors, replacing the unique armor in their stock.
Defense Rebalance
Defense values have been swapped to reflect the new roles — the Forge-crafted unique armor is now the premium option:
Item
Source
Defense
Graphic Tee
Erok's Forge
8
Barrel w/ Suspenders
Erok's Forge
16
Leather Armor
Erok's Forge
32
Milanese Armor
Erok's Forge
40
Black Plate Armor
Erok's Forge
48
Nokia Mail
Erok's Forge
60
Chewed Undershirt
Merchant
2
Drool-Proof Tunic
Merchant
5
Slimed Flannel
Merchant
8
Road Rash Jersey
Merchant
16
Krampus Sweater
Merchant
32
New Crafting Recipes
The Forge recipes have been updated — each unique armor now requires the equivalent generic armor as an ingredient:
Graphic Tee: 2× Can of Hamm's + 1× Trom-Bone + 1× Chewed Undershirt (₿150)
Barrel w/ Suspenders: 1× Cup of Lean + 1× Dowsing Rod + 1× Drool-Proof Tunic (₿300)
Three new unique first-person attack animations have been added.
Weapon
STR Req.
Damage (base + range)
Wiffle Ball Bat
11
6 +0–7
Atlatl Spear
17
13 +0–15
Dance Club
24
20 +0–22
Companions — Bugfixes
Companion HP/death sync: Fixed an issue where companion health bars and death animations were not properly updating on the client when receiving server updates during combat. Added defensive null checks and corrected health bar element selectors.
Companion healing persistence: Phial of Seed healing on companions is now server-authoritative. Previously, healing was applied only on the client and would revert on reconnect. Now the server validates the healing action, deducts the phial from inventory, applies healing, and persists both to the database — surviving full disconnects and page reloads.
Companion persuasion claim: Fixed a race condition where newly persuaded companions could not be synchronized properly because the entity claim was not refreshed before the persuade endpoint was called. The claim endpoint now always updates the entity's claim record, ensuring subsequent persuade operations find the correct claimedBy state.
Mechanics — Luck & Stat Slots
Luck influences enhancement rates: Your LCK stat now directly improves the success rate of enhancement attempts. Each point of Luck provides a 0.2% bonus to the enhancement success chance. For example, 50 LCK adds 10% to the base rate, and 100 LCK adds 20%.
Bonus stat slot system: Armor and weapons now use an independent bonus stat slot system. Items can have multiple stat affixes (speed, defense, attack, etc.) rolled simultaneously, up to the slot limit determined by item rarity. This allows for more diverse and powerful gear progression.
Erok's Forge — Armor Crafting
Erok's Forge now lets you craft armor directly, in addition to weapons. Five tiers are available,
each with progressively higher defense and cost. Right now, these are placeholders for testing the crafting system and will be expanded with unique armor types and recipes in the future.
Generic Armor (Common)
Recipe: Can of Hamm's (×2) + Trom-BONE (×1) + Graphic Tee (×1) + 150 Bitcoins
DEF: 8 | Requires 4 END | No stat affixes
Generic Armor (Uncommon)
Recipe: Cup of Lean (×1) + Dowsing Rod (×1) + Barrel (with suspenders) (×1) + 300 Bitcoins
DEF: 14 | Requires 7 END | Eligible for 1 stat affix
DEF: 28 | Requires 14 END | Eligible for 2 stat affixes
Generic Armor (Epic)
Recipe: Glass of Toilet Water (×1) + Alaska Raisins (×1) + Milanese Armor (×1) + Ring of Hardening (×1) + 800 Bitcoins
DEF: 42 | Requires 21 END | Eligible for 3 stat affixes
Generic Armor (Legendary)
Recipe: Vampire Testicles (×1) + Vampire Cock (×1) + Seed Phial (×2) + Nokia Mail (×1) + Pablo Escobar's Golden Ring (×1) + 1,200 Bitcoins
DEF: 66 | Requires 33 END | Eligible for 4 stat affixes
Inventory — Merchant & Backend Changes
Due to major changes in how weapon and armor type items are handled, all equipment is now instanced. This means each weapon and armor piece has unique stats and can be individually enhanced or modified.
This will be handy for future features, such as professions, trading, other craftables, etc.
Merchant item instances: Each weapon and armor sold by merchants is now unique, allowing for individual stat variations and enhancements.
Merchant stock: Removed dynamic stock generation for purposes of alpha testing.
Merchant sale prices: Adjusted to reflect the new instanced item system and item enhancements. Currently, craftable items have a sell price of 1 BTC due to a limitation in the merchant system. This will be addressed in a future update.
Content & Balance
Vampire raid boss: The stat restrictions on the GAY COCKSUCKING VAMPIRE have been lifted in response to the stronger equipment available to players.
April 19, 2026
Bugfixes
Opened chest message: Chests you've already looted are now properly removed from the map instead of displaying "You already opened this chest." This should also address issues with mimic encounters causing server desynchronization.
Post-raid teleport: After defeating the Vampire Raid boss, you are now instantly teleported back to the safe room instead of having to walk across an empty raid chamber.
Quest tooltips stuck: Tooltips now properly clear when you move your cursor away (fix by PackardBell95).
Connection drop soft-lock: Disconnecting from the server mid-session no longer leaves the game in an unresponsive state. A "Connection lost — reconnecting…" banner now appears during outages and dismisses automatically when the connection is restored. Game state (HP, floor entities) is refreshed on reconnect. Players who disconnect mid-combat will resume the encounter with their HP and turn state correctly recovered — or, if the battle ended during the outage, are returned cleanly to the floor.
Content & Balance
Vampire raid arena redesign: The raid floor now features a diamond-shaped arena with 8 dynamically-positioned spawn points arranged in a ring around the vampire boss at the center. Each player occupies a unique position, and the arena is sealed (no exit cell).
Raid floor visual polish: Floor now displays an animated vampire icon in the floor counter instead of the number "9,001" for visual distinction during raids.
Death: Death no longer triggers a full client reload, improving performance and reducing downtime.
Global Chat
A persistent chat system has been added to the game. Stay connected with other players in real time.
Global Chat: Send messages visible to all online players. Access via the T key.
Party Chat: Send messages to your co-op party members only using the /party <message> command.
Note: Currently, chat cannot be used during combat. This will be addressed in a future update.
April 11, 2026
Improved Battles — Smoother, fairer play
We've reworked combat pacing so actions and animations stay in sync. The flow now waits for
short, natural confirmations so you see the full attack and enemy response before the next turn.
The change makes fights feel smoother and fixes a number of timing glitches that could be jarring.
These updates improve both solo and group play.
Combat Turn Flow — Items & Persuade
Using an item or failing a persuade attempt now counts as your turn. After either action, your
companions attack, the enemy retaliates, and then the turn passes — just like a normal attack.
Previously these were "free actions" that didn't advance the turn, which could be exploited.
Failed persuasion triggers the full companion → enemy → next-turn chain.
Using any consumable item in combat ends your turn the same way.
Companions always finish their attacks before the turn passes to a co-op partner.
Co-op — Visual Polish
The dimmed viewport during a co-op partner's turn now stays dimmed until "Your turn!" appears, instead of undimming prematurely when the partner's weapon animation finishes.
Enemy health bar no longer briefly jumps back up between companion attacks. Previously the bar would show the final HP value too early, then regress as each companion's damage appeared.
Smarter Enemy Movement & Map Safety
Enemies no longer crowd the same square or pass through one another. Certain map entities now behave consistently and are considered impassable obstacles for pathfinding.
This means you can use the environment to your advantage more reliably, and it reduces frustrating moments where enemies would engage in unpredictable ways.
Boulder Interactions
Boulder behaviour is now validated on the server so interactions are consistent for all players.
This reduces unexpected outcomes and keeps everyone's view of the floor in sync.
Level + Floor Cap Increase
The maximum player level has been raised from 60 to 69 (nice), and the floor cap has been increased from 34 to 40.
Improved Save & Reconnect
We've made saving and reconnecting more reliable. In most cases you'll return to the same floor
and the same spot where you left off, so it's easier to pick up your run.
Reconnect restore: return to your checkpoint floor and position when possible.
Safety snap: if you reconnect after a long disconnect on a dangerous floor, we'll move you to the nearest rest hub so you aren't stranded.
Visited hubs are tracked so fast-travel options are consistent across sessions.
Carrier Pigeon — Fast Travel
The carrier pigeon at rest hubs now lets you fly between rest hubs you've visited before.
It's a simple, convenient way to move around without losing progress.
Quests
Quest rewards can no longer be claimed during combat. Finish the fight first!
Quests are now sorted by completed first.
April 8, 2026
Enhancement System — Risk Rebalance
Success rates on +7–+9 buffed, destroy chances significantly reduced, and degrade rates
halved across all tiers. The reduction to degrade is redistributed to the fail (no change) outcome.
Target Level
Success
Fail (no change)
Degrade (−1)
Destroy
+4
60%
35% (was 30%)
5% (was 10%)
0%
+5
40%
47% (was 35%)
13% (was 25%)
0%
+6
15%
74% (was 62%)
11% (was 20%)
0% (was 3%)
+7
12% (was 5%)
70% (was 54%)
17% (was 35%)
1% (was 6%)
+8
8% (was 2%)
70% (was 50%)
20% (was 40%)
2% (was 8%)
+9
4% (was 1%)
71% (was 45%)
22% (was 40%)
3% (was 14%)
Magic Pencil — New Crafting Recipe & Balance
Magic Pencil can now be crafted at
Erok's Forge. It was previously unobtainable.
Recipe: Brick of C-4 (×20) + Pointy Stick (×1) +
Ring Escobar (×1) + 1,337 Bitcoins
Damage profile adjusted to emphasize high variance:
Weapon and armor tooltips in the inventory sidebar now display their
effective ATK and DEF stats,
accounting for the current enhancement level. This lets you quickly compare
gear without needing to mentally calculate multipliers.
Weapons: Shows the damage range as ATK base–max (e.g., ATK 12–61). Armor: Shows the defense bonus as DEF +value (e.g., DEF +25).