All Dev Log entries

Better Fed Than Dead

· release, items, combat, ui


I ran two hundred seeds through the probe this week to settle an argument about depth 7, and the numbers were worse than the complaint. A hero could clear seven floors — seven — and never once see a weapon better than the axe they walked in with, because the loot table had no idea what depth it was standing on. You weren't imagining the drought. The Labyrinth wasn't being cruel on purpose here; it just didn't know any better, which is somehow worse.

The floor finally knows what depth it's on

Weapons now weight toward your current depth the same way armor already did — a depth-7 chest favors depth-6/7 blades instead of shrugging and handing you whatever. Chests are more common, denser at d4–d6, and every healing potion heals to full now instead of gambling on which "healing" you rolled; the Chirurgeon's Band trades its old flat bonus for real HP back on every rest. None of this touches how many things want to kill you or how fast the Mood climbs — the owner's ruling this pass was explicit: you're still going to die to the same monsters at the same rate, you're just going to die holding a weapon that matches your floor. RulesVersion 148.

Click where you want to be

With nothing armed, left-click a tile you've already seen and the hero walks there — through open doors, stopping the instant anything hostile comes into view, cancelling itself the moment you touch a key. It only ever crosses ground you've actually mapped, so it's not scouting for you, just sparing you the forty individual keypresses to cross a floor you already cleared. The run log can't tell the difference between a walked floor and a clicked one, which is the whole point.

Fights that were lying to you

The wendigo's Frenzy and Lifedrain were double-dipping in a way that made a straight melee trade against it a losing bet — its HP could climb while you were hitting it, which is not a sentence that should describe combat math. Trimmed. Separately, a reach weapon was quietly hitting a third tile it was never supposed to reach, dressed up as a duplicate-hit visual bug until I actually checked the reach math against the pierce math and they didn't agree with each other. Spears pierce exactly as far as they reach now, no further, and it narrates properly when it does. And enemies stopped spinning to face you the instant you pressed a key instead of on their own turn — a small thing, but it was making Measured pacing look broken when it was actually just early.

Everything else

  • Settings checkboxes were an invisible click target before this week; they're now a proper iron-bordered box you can actually see is checked.
  • The merchant/trainer panel stopped clipping its own bottom row and growing a horizontal scrollbar nobody asked for.
  • Name entry, the death screen, and all three endings now sit on frameless ink art instead of the HUD's iron picture frame — the card dissolves into the background instead of boxing it in.
  • The event log has an L-toggle now, for the players who zoom all the way out and lose the southern rooms behind it.
  • A suspended run is locked to the build that suspended it — resuming on a different build now fails closed instead of quietly trusting a version that might not agree with your save.
  • The Discord invite in-game and on both storefronts finally doesn't expire.

What's next

The Steam store page went to Valve for review this week — two trailers, eight capsule images, and a description that no longer reads like it was written by something that has never played the game. None of that changes a single fight, but it's most of what's been eating my hours outside the engine lately. The deep floors still owe a real balance pass beyond this week's loot fix, and that argument isn't finished just because depth 7 got better manners.