Balance changes, new content, and bug fixes — newest first.
August 2, 2026
New Class System - Skills and Combat AP
The new Skills menu gives every character a way to grow beyond equipment and stats.
Open it from the bottom tab bar to see your class, spend Skill Points, inspect each skill, and plan
how you want to fight. For now, every character begins as The Tarded Warrior — a
survivor who learns to make the most of whatever the dungeon provides.
How Skill Points Work
Earn SP by leveling up: You begin at Level 1 with no Skill Points and gain
2 SP each time you level up.
Spend SP to improve skills: Each new skill level costs 1 SP.
Higher character levels gradually open additional ranks.
Choose carefully: At Level 10, choose either LASH OUT or
COVER UP. Only one can be part of your build at a time.
Respec when you need a new plan: A respec refunds your spent Skill Points and
clears your skill choice, so you can try a different build.
Base Skills - The Tarded Warrior
These are the first five skills available in the new system. Active skills have cooldowns and use AP;
ADAPT is always active once learned.
Skill
Unlocks
What It Does
AP
FLING DIRT
Level 1
Strike the enemy with a bonus chance to land a critical hit.
1
CATCH BREATH
Level 5
Restore part of your HP without triggering an enemy counterattack.
2
ADAPT
Level 5
Passive skill that improves all of your stats.
-
LASH OUT
Level 10 choice
Deliver a powerful attack, but briefly leave yourself less resilient afterward.
4
COVER UP
Level 10 choice
Give up your attack to greatly reduce the damage from the enemy's next hit.
2
Active skills can be raised to Level 10, while passive skills can be raised to Level 5. The skill
menu shows when the next rank becomes available and how the current rank affects the skill.
Action Points - AP
Action Points determine what you can do during a fight.
Start ready: Combat begins with a full AP pool. The base pool is 3 AP.
Speed expands the pool: Every 10 Speed adds 1 AP to your maximum.
Temporary Speed changes can change that maximum during combat.
Spend it on skills: Each active skill shows its AP cost. If you do not have enough
AP, you will need to use another action first.
Basic Attacks restore AP: A Basic Attack restores 1 AP, making it
useful when you need to build your energy back up.
AP carries forward: Unused AP stays with you from turn to turn and through chained
encounters. It does not automatically refill at the start of every turn.
This is the foundation of the class system. The base skills are available now, with more class paths
and new ways to use AP planned for future updates.
1.6.1 - New Render System and Bugfixes - August 4, 2026
A Smoother Dungeon View
The dungeon is now drawn with a faster, smoother rendering system. Your surroundings update much
more efficiently as you move, which means less stutter and a snappier feel while exploring — even
when you're barrelling through the dark at full speed. The world looks the same, but it should feel
noticeably better. If you encounter any visual glitches, please report them so we can fix them quickly.
You can also toggle the new rendering system on or off in Settings > Renderer if you want to compare the two.
Erok's Map Icon Fixed
Erok's marker on the map was displaying incorrectly and could make the map look messy. His icon has
been fixed so he shows up properly on the map again.
1.6.2 - Network Improvements, Quest & Crafting Changes, and Bugfixes - August 6, 2026
Network Improvements
This update makes the online experience smoother and lighter. The game now sends a lot less data to
your browser as you play — about 60% less in our testing — which cuts down on lag
and makes movement and combat feel more responsive, especially on slower connections.
More players per server: The server can now comfortably host up to
384 players at once, with room to grow as the alpha expands.
Login queue: If the server is full when you try to log in, you'll see a
"Server is at capacity" screen showing your place in line. You're brought into the game
automatically the moment a spot opens — no need to keep hammering the login button.
Smaller data, faster fights: Updates are now compressed and batched, so actions
feel snappier even during busy moments with lots of players nearby.
Quest & Crafting Changes
Gear is stronger and the economy got a rebalance. Items now roll more bonus stats and those stats
roll higher — a Legendary item can carry up to 6 stat slots with
values reaching 20 — so your drops should feel a lot more exciting.
Cheaper gemstones at the forge: Having Erok apply a gemstone to your gear now
costs a fraction of what it did — from 50–800 BTC down to
5–80 BTC depending on the item's grade.
Cheaper slots: The Gambler's slot machine now costs
30 BTC per spin instead of 300 BTC.
Prestige paused for a rework: Prestige is temporarily unavailable while we
rebuild the system. It will return in a future update.
Crafting Recipes Reworked
Every recipe at Erok's forge now uses mined gemstones instead of rare junk drops,
and the fee to craft was cut to a tenth of what it used to be.
Item
Ingredients
Fee
Golden Wang
Rare Vampire Testicles ×1, Rare Vampire Cock ×1
690 BTC
Magic Pencil
Pointy Stick ×1, Gem of Luck ×6, Gem of Attack ×9
420 BTC
Graphic Tee
Gem of Defense ×2, Chewed Undershirt ×1
15 BTC
Barrel (with suspenders)
Gem of Defense ×3, Drool-Proof Tunic ×1
30 BTC
Leather Armor
Gem of Defense ×4, Slimed Flannel ×1
50 BTC
Milanese Armor
Gem of Defense ×5, Road Rash Jersey ×1
80 BTC
Nokia Mail
Gem of Defense ×7, Krampus Sweater ×1
120 BTC
Quest Changes
Several quests were reworked to be friendlier to new players and better tuned to the new economy:
Worthy Recruit: Now simply asks you to reach Level 5 (it used to
require specific Strength and Endurance scores) to earn a Pointy Stick and a Graphic Tee.
Pet Erok: Reward is now 20 BTC + 10 XP (was
15 BTC + 25 XP).
Get a Lode Of This (was "Tooled Up"): Now pays 20 BTC +
20 XP instead of 3× Can of Hamms.
How The Fuck Do You Mine This Shit? (was "Junker"): Payout raised to
20 BTC + 25 XP (was 10 BTC).
That's Fucking Ore-some (was "That's Ore-some"): Reward is now 2× Lode Gun +
20 BTC + 30 XP (was 35 XP).
Red-Light District Enthusiast: Needs 50 Vampire kills instead of
100, with the payout reduced to 690 BTC to match the new prices.
Client-side Bugfixes
New skills now show up in battle: Learning a new skill used to require a page
refresh before it appeared in the in-battle skill menu. Newly learned skills now show up the next
time you open the battle menu.
Skills button glow fixed: The Skills button at the bottom of the screen would
keep glowing gold even when you had unspent Skill Points but nothing left to buy — because every
available skill was already maxed out or still locked behind a higher level. It now only glows
when you genuinely have a skill you can learn or improve.
July 26, 2026
⚠ ACCOUNT WIPE — This update includes a full account wipe. All progress, items,
and stats will be reset. We apologize for the inconvenience.
Lode Gun & Gem Mining — Harvest Gemstones From the Floor
A new utility item called the Lode Gun is now available from the Merchant on any rest floor
(20 BTC, weight 3.0). Use it to fire at gemstones that now spawn on
battle floors, mining them directly from the dungeon floor.
Mining: Face a gemstone tile and fire the Lode Gun. On success, the gem is
added to your inventory, a pit is left behind, and one Lode Gun is consumed; the mined position
then enters a 30-minute respawn cooldown before another gem appears there.
On a shatter, the gem is destroyed and a pit is left behind, but no respawn cooldown is set.
Gem shattering: Each mining attempt has a base 20% chance of
destroying the gem without granting it. Your Luck stat reduces this chance
by 0.2% per point, down to a minimum floor of 5%.
On-floor gem spawning: Battle floors now feature min(8, 2 + floor/5)
gemstone entities — weighted toward Attack, Defense, and Vitality gem types — placed randomly
across the map. Acquired gemstones can still be socketed at Erok's Forge.
Mining Intro Quest Line — Floor 5 Starter
A three-quest mining intro chain is now available, guiding new players from buying their first Lode Gun
all the way to socketing a gemstone at Erok's forge.
Quest
Objective
Reward
Tooled Up
Buy a Lode Gun from the Merchant on Floor 5
3 Can of Hamms + 15 EXP
Junker
Mine a gemstone on Floor 6+ using the Lode Gun
1 Lode Gun + 10 BTC + 25 EXP
That's Ore-some
Apply a gemstone to an item at Erok's forge
2 Lode Guns + 20 BTC + 35 EXP
Quest Button Glow — Claimable Reward Indicator
The Quests button in the bottom tab bar now pulses with a cyan glow whenever one
or more quests can be claimed. The glow updates in real time as kills, floor changes, inventory
changes, and other progress events occur, and disappears as soon as the last claimable quest is
claimed.
Map Expansion & Torches
Dungeon maps now expand slightly as you descend, and torches have been reworked to be temporary light sources.
Map expansion: Maps grow by 5 tiles every 5 floors, increasing exploration space and variety as you descend.
Torches: Torches now last 45 seconds and only reveal a limited area ahead of the player, making long-term illumination temporary and increasing the value of carrying a Dowsing Rod for extended scouting.
Combat Formula Overhaul — Defense Mitigation & Critical Hits
The entire combat damage system has been reworked with a new defense mitigation model and stronger
critical hits. Enemy stats are now generated using a rank-based system (Fodder / Elite / Boss)
with per-type description multipliers.
Player mitigation: Same DEF / (DEF + Level × 5 + 50) formula applied to player's DEF.
END damage reduction:min(40%, END × 0.2%) reduces incoming damage.
Enemy Rank-Based Scaling
Enemy stats are now determined by a three-tier rank system applied at spawn time:
Rank
HP
DEF
ATK
EXP
BTC
Fodder
Floor × 8
Floor × 1.5
(Floor × 1) + rand(0, Floor)
Floor × 2
Floor × 1
Elite
Floor × 22
Floor × 4
(Floor × 1.5) + rand(0, Floor)
Floor × 5
Floor × 3
Boss
Floor × 65
Floor × 8
(Floor × 2.5) + rand(0, Floor)
Floor × 15
Floor × 10
Each enemy type then applies a description multiplier (HP×, ATK×, DEF×, SPD×) on top of the rank base,
giving each enemy a distinct stat profile while keeping the rank system as the primary scaling axis.
Stat System Rebalance — Allocation, Caps & Reset
First-run allocation: New characters now allocate 44 stat points
(increased from 15), allowing deeper initial build specialization.
Level-up allocation:7 stat points per level (increased from 6).
Per-stat caps:STR, DEF,
END, and LUK are hard-capped at 200 allocated points
(equipment and affix bonuses stack on top). HP,
SPD, and
PRS are uncapped.
Stat reset: A new Reset All Stats button in the Stats modal
refunds your full lifetime budget back to BASE_STATS, allowing full redistribution at any time.
Stat Formula Changes — LUK, STR & SPD
Luck (LUK) — Reworked
Crit chance:LUK × 0.4% per point (was 1% per point). Crit damage increased to
1.5× (was 1.2×), and crits now ignore a portion of enemy defense
(min(35%, LUK × 0.175%)), making Luck more impactful per crit while reducing crit frequency.
Enhancement bonus: +0.2% to enhancement success rate per point (capped at 95%).
Mining bonus: Reduces Lode Gun gem shatter chance by 0.2% per point (min floor 5%).
Strength (STR) — Minimum Damage Floor
STR now guarantees a minimum weapon damage roll: your effective STR ÷ 5 sets the floor for the
random weapon range component, up to the weapon's maximum range. Every 5 STR raises your minimum
possible hit by 1, making STR allocation more impactful for consistent damage output. STR is still
added to the total damage as before.
Speed (SPD) — Input Delay, Turn Order & Flee
The input delay formula has been adjusted: max(150ms, 1000 × (1 − SPD × 0.012))
(was max(100ms, 2000 × (1 − SPD × 0.05))).
This means SPD is slightly less punishing at low values while having a higher floor (150ms minimum
instead of 100ms). The carry-weight speed debuff now activates at 50% load and scales linearly to
maximum penalty at 100% load.
Co-op turn order: SPD now determines the turn order in multi-player combat.
Higher SPD characters and enemies act first — the queue is sorted by effective SPD descending
at the start of each encounter.
Flee chance: SPD directly boosts your chance to escape combat:
min(90%, 20% + SPD × 0.5%). Every 2 points of SPD adds 1% to your flee chance,
up to a 90% cap. Vampire bosses cannot be fled from.
Equipment Requirements — Level-Based
Weapon and armor equip requirements have been changed from STR
/ END to player level.
This means you only need to reach the required level to equip an item regardless of stat allocation.
All existing requirements have been mapped to level equivalents.
Weapon
Level
Weapon
Level
Fingernail
1
Dance Club
26
Pointy Stick
5
Cathode Ray Tube
32
Wiffle Ball Bat
9
Magic Pencil
42
Nunchucks
13
Golden Wang
50
Atlatl Spear
17
Bludgeoning Mace
21
Common Items — Gemstone Socket Slot Added
Common-grade weapons and armor now have 1 gem socket (was 0). This means
common items can accept one gemstone at Erok's Forge. Items start with an empty socket —
affixes are not pre-rolled and come only from socketed gemstones.
New Quest — Pet Erok
A new quest "Pet Erok" guides new players to Erok's Forge on Floor 5 as part of an
introductory quest chain. Simply find and pet Erok to unlock the enhancement system.
Reward:15 BTC + 25 EXP
Pit Cells — New Floor Hazard
Battle floors now spawn 0–2 pit cells — open holes in the dungeon floor.
Any entity (player or enemy) that steps onto a pit cell is immediately removed. Pit cells are
visible on the minimap and are impassable to enemies.
Boulder & Enemy Roam AI — Dungeon Floor Hazards
The dungeon floor experience has been reworked with a new boulder hazard and improved
enemy roam AI, making each floor feel alive and dangerous.
Boulding Ball — Rolling Obstacle
The Boulding Ball spawns on straight hallways (60% chance per floor)
and rolls back and forth between walls and other obstacles.
Enemy crush: Any enemy in the boulder's path is killed on contact.
Chest destruction: Treasure chests hit by the boulder are destroyed
and the cell becomes a crater.
Pit filling: The boulder fills in pits it rolls over, restoring the
cell back to normal floor.
Player damage: If the boulder lands on your cell, you take
roughly one-third of your max HP in damage.
Bypass gaps: Wall tiles are removed on either side of the boulder's
hallway so you can step out of its path.
Proximity audio: An audible rumble plays as the boulder approaches
from up to 8 tiles away.
Enemy Roam AI — Patrol, Pursuit & Flee
Every roaming enemy now runs a behavior system that updates once per second:
States: Enemies cycle through idle (standing still briefly) →
patrol (following a short route) →
pursuit (chasing toward the player's last known position) →
return (walking back after losing sight) →
flee (running away from players wearing the Ring of Stinky).
Detection modes (highest priority wins):
Instinct (1-cell range, always-on) — the enemy bumps into you.
Torch (5-cell range, requires line-of-sight).
Noise (5-cell range, 25% chance to respond, passes through
walls). Recent player steps leave a brief noise trail.
Pathfinding: Enemies use pathfinding up to 20 steps to navigate
around walls toward their target.
Pursuit timeout: Enemies give up the chase after a few seconds
without re-detecting the player and return to their patrol route.
Hazards: Enemies that step onto a pit or cracked floor are killed
and removed.
Encounter chaining: If a roaming enemy reaches you while you are
already in combat, it is held in reserve and becomes the next wave (see
Encounter Chaining below).
Combat Network Reliability
Safe retries: Combat actions are now safe to retry after a network
drop or timeout — the server prevents double-applying damage or turn state even if
your request is sent more than once.
Exponential backoff: The client automatically retries failed combat
calls with increasing delays (up to 3 attempts) so brief network hiccups don't
interrupt your fight.
Request timeout: All combat requests now have a 10-second timeout
to prevent a hung connection from freezing your turn.
Healing Items — Percentage of Max HP
All consumable healing items have been reworked to restore a percentage of your
effective maximum HP rather than a flat value, so they remain
relevant as your HP grows throughout a run.
Item
Heal
Carry Weight
Merchant Price
Can of Hamm's
+15% max HP
0.4
10 BTC
Cup of Lean
+30% max HP
0.8
20 BTC
Glass of Toilet Water
+50% max HP
1.2
30 BTC
Alaska Raisins
+75% max HP
1.5
45 BTC
Enemy Spawn Scaling — Party-Aware Difficulty
Battle-floor enemy counts now scale with the active player count on the floor
and the party's average level, so solo and co-op parties each face an
appropriately sized encounter. Spawn placement continues to enforce a 10-tile
minimum distance from the floor entrance (see Bugfixes).
Raid Boss Balance — Fairer Scaling & Deterministic Damage
The Vampire Raid boss has been rebalanced to provide a challenging but fair experience
for groups of all sizes.
Deterministic attack damage: Raid boss attacks no longer use floor-based
variance — you'll take consistent hits based on the boss's stat sheet rather than
unpredictable spikes that could one-shot you.
Rebalanced boss defense: The boss's defense has been significantly reduced,
so your attacks land for meaningful damage instead of being negated entirely,
creating a tense race where good play decides the outcome.
Party-aware stat scaling: The raid boss now scales its attack and defense
with the number of players in the group (in addition to HP), so larger parties face a
proportionate increase in difficulty rather than a trivialized encounter.
Companion Overhaul — Max Level Increased, Stats Scale With You
Companions have been significantly reworked to stay relevant throughout your entire
progression — from your first recruitment all the way to endgame raids.
Max level raised to 69: Companions can now level all the way to 69
(up from 20), earning attack and defense on top of HP with each level-up so they
grow meaningfully alongside you.
Doubled XP gain: Companions now earn 100% of each kill's XP
(up from 50%), making the longer level track feel rewarding rather than grindy.
Player-level stat scaling: A companion's attack and defense now
receive a bonus based on your character level, ensuring they remain effective
regardless of when or on which floor they were recruited.
Ring of Stinky — New Equipped Effect
The Ring of Stinky now has an active gameplay effect: when equipped
(either ring slot), nearby enemies have a 90% chance per detection
tick to switch to a flee state and pick an escape route away from you instead of
pursuing. The remaining 10% of the time they behave normally. The ring is sold by
the Merchant on rest floors for 200 BTC (weight 2.0).
Encounter Chaining — Multi-Wave Combat
When a roaming enemy reaches you while you are already in combat, the enemy is
held in reserve. After each victory, the next waiting enemy
seamlessly chains into the same fight.
Unlimited waves: New enemies can keep stacking up as long as
they wander onto your position during a fight, letting you face a long chain
of consecutive encounters.
Wave toast: A "Wave N!" banner slides in from
the top of the screen (dark red background, 1.2-second hold) with a battle-log
message and a slide-in enemy animation.
Seamless state: Your HP, buffs, inventory, and combat UI carry
across chained waves without interruption.
Chain cleanup: If you flee, die, or disconnect, any enemies
waiting in the chain are cleared and return to the floor.
Co-op Disconnect Grace Period
When a player disconnects mid-combat in a co-op encounter, the server now starts a
30-second grace period instead of immediately removing them.
If they reconnect within that window, they keep their turn position and combat continues
normally. If the grace period expires, they are removed from the turn queue and the remaining
participants continue without them.
Bugfixes
Enemy spawn placement: New enemies now require at least 10 tiles of
distance from the player entrance, preventing immediate encounters on floor entry.
Elite kill tracking: Elite kill quests now accurately track kills
of any elite-rank enemy type rather than counting a flat total. All four elite enemy
types contribute toward these quests.
Combat turn race condition: Fixed an issue where attacking immediately
after taking damage could trigger an error because combat buttons unlocked before the
server had fully advanced the turn.
Server Hotfixes - July 27, 2026
Mimic chest encounters: Fixed mimics not properly entering combat and
being unable to flee.
Encounter chain floor mismatch: Fixed queued encounters from a
different floor breaking combat after a kill.
Stuck combat state: Fixed players getting stuck in combat after
defeating an enemy, preventing new encounters without reconnecting.
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).