The top of the armor ladder stopped being three flavors of the same plate, the generator stopped handing you four dead rooms in a row, the Steam page went live — and I need your opinion on the demo.
The Labyrinth was starving you on purpose — turns out too well. A loot pass, a way to walk instead of click seven hundred times, and a spear that stopped cheating.
I closed the "let me save and come back" request twice, on principle. Discord voted otherwise. This week I dressed the whole interface in ink and iron and finally wired in the props I promised last time.
Last week the floors got faces. This week the things standing on them did — the whole bestiary is painted, ninety-eight of them. Plus a stack of AI fixes and two exploits I'd rather you hadn't found.
All five dungeon themes finally render real art instead of flat color, the dark started obeying its own rules again, and a stack of tactical fixes cleans up fights you've been having wrong for weeks.
A pile of tactical rule changes worth relearning your habits over, something waiting past the bottom I'm not going to describe, and — finally — a real storefront for the thing.
The dungeon animates, the ring and scroll shelves tripled, five abilities got dragged in for questioning, and I cut the weekly build a day early. New challenge week starts now, not Monday.
The leaderboard spent two days rejecting honest runs because the build and the site disagreed about the rules. That's fixed, here's how it happened, and here's what else shipped.