Bug Reports & Feature Requests

Reports are filed from inside the game rather than on this page, because the game can attach the run itself.

Reporting a bug

From the pause menu, use Report a Bug. Give it a short title (it becomes the issue's title) and, optionally, a note. The game bundles the exact state of your run (the seed, every command that led to the moment something went wrong, and your build version) into a single file, saves a copy on your machine, and sends it here along with the title and note.

Requesting a feature

Same menu, Request a Feature: title it, then describe what you'd want changed or added in the note. It doesn't need to be tied to a specific run; the report still travels with your build and platform info so the request has context.


What happens after you send it

Every report opens as an issue on the game's GitHub repository, which is where all planned and broken things are tracked. Because the report carries your run's exact seed and command history, a reported bug can usually be replayed and watched happening on this end.

Reports aren't public by default (the repository is private), but if you'd like to follow along with development more broadly, the Dev Log is the place to watch.

The report form also takes an optional contact email. It's never required; leave it blank and the report is fully anonymous. If you do include one, it travels with the report, stays in the private issue, and is used only to follow up on what you sent.


What's being worked on

A live look at the issue tracker itself: titles, labels, dates, and a short excerpt for context, never the full report (a report's own note or contact email always stays private). Updated every few minutes.

Open

IssueLabelsOpened
#547 — Steam 09 — Press-kit page on the website (/Press), before any creator gets a key (Nov)
Pulled out of GH 448 on 2026 09 15 ( docs/commercialization.md Phase 4). Depends on Steam 08 in the ladder…
polish, steam Sep 15, 2026
#546 — Steam 08 — Steam Playtest: playtest app, Request Access live on the store page, weekly build pushed via SteamPipe (by Oct 20)
docs/commercialization.md Phase 4 (re planned 2026 09 15). Depends on Steam 07 (GH 378, SteamPipe), which depends on Steam 06…
tooling, steam Sep 15, 2026
#544 — Steam Now — Discord heartbeat: weekly-challenge thread, Silus house-bot run to beat, winner named in the devlog; leaderboard line in the Steam description
docs/commercialization.md § Rethink 2026 09 15 and Phase 1 ("Discord heartbeat"). No dependencies. Not a recruitment drive — the Steam…
polish, steam Sep 15, 2026
#543 — Steam Now — Weekly beat: extend /labyrinth-devlog's publish step (itch cross-post, Steam Community announcement, #TurnBasedThursday GIF on Bluesky + X)
docs/commercialization.md § Rethink 2026 09 15 and Phase 1 ("The weekly beat — one devlog, four outputs"). No dependencies beyond…
polish, tooling, steam Sep 15, 2026
#542 — Steam Now — Wishlist ledger + bookkeeping spreadsheet: Saturday pull of Steamworks total + UTM breakdown
docs/commercialization.md § Rethink 2026 09 15 and Phase 0 (bookkeeping — never started). No dependencies. This is the plan's only…
tooling, steam Sep 15, 2026
#541 — Steam Now — Request ~50 Release State Override keys in Steamworks
Pulled out of GH 448 on 2026 09 15 ( docs/commercialization.md Phase 3). No dependencies — the page has been…
steam Sep 15, 2026
#540 — Steam Now — Page-live announcement wave, non-email legs (Steam Community, itch, Discord, Temple, Turn-Based Games, creator channels, r/roguelikes)
Split out of GH 445 on 2026 09 15 ( docs/commercialization.md § Rethink). The page went Coming Soon on 2026…
polish, steam Sep 15, 2026
#539 — Steam Now — YouTube channel: upload both trailers, make the 88 s three-act cut the highlighted Steam trailer, embed it on itch
docs/commercialization.md § Rethink 2026 09 15 and Phase 1. No dependencies. Do this before the announcement wave (the posts need…
polish, steam Sep 15, 2026
#503 — Create Desktop Shortcut
Current game download is missing a "Create Desktop Shortcut" to launch the game from the players desktop or designated folder.…
enhancement, polish, tooling, design-needed, feature-request, triaged, needs-human-review Sep 12, 2026
#489 — Ring and Ability Redesign
There is too much overlap between rings and abilities. Some are just versions of the other. The two categories need…
Sep 9, 2026
#488 — Steam 10 — Mailing-list sending: CAN-SPAM postal address, Buttondown sender, DKIM/DMARC, first-send procedure (Nov–Dec)
Re planned 2026 09 15: now Steam 10, scheduled Nov–Dec 2026. Depends on Steam 09 in the ladder. The "page…
tooling, steam Sep 9, 2026
#451 — Steam 17 — Post-launch Steam polish: Deck Verified → achievements → Cloud saves (in that order)
Renumbered 2026 09 15: now Steam 17. Depends on Steam 16 (GH 450). docs/commercialization.md Phase 7 names these three as…
polish, tooling, deferred, steam Aug 29, 2026
#450 — Steam 16 — Launch day + the first 72 hours
Renumbered 2026 09 15: now Steam 16. Depends on Steam 15 (GH 449). docs/commercialization.md Phase 6. Everything below was prepared…
polish, steam Aug 29, 2026
#449 — Steam 15 — Launch prep: feature freeze, QA + Proton check, Steamworks release checklist, paid itch listing decision
Renumbered 2026 09 15: now Steam 15. Depends on Steam 14 (GH 448). Added to the checklist: decide whether itch…
polish, tooling, steam Aug 29, 2026
#448 — Steam 14 — Streamer/press outreach with Release State Override keys, 3 weeks out
docs/commercialization.md Phase 5, "Streamer/press outreach (3 weeks out)." Starts once the launch date is announced (Steam 13). Re scoped 2026…
polish, steam Aug 29, 2026
#447 — Steam 13 — Run Next Fest week (Feb 22 – Mar 1, 2027), then announce the firm launch date
Re planned 2026 09 15: now Steam 13. Real dates from Steamworks: fest Feb 22 – Mar 1, 2027 ;…
polish, steam Aug 29, 2026
#446 — Steam 11 — The demo: depth-4 capped certifiable build, separate Steam demo app, replace the free itch build, unlist archived full builds, close the Playtest (by Dec 15)
docs/commercialization.md Phase 4 — "Build the demo as a product decision, not a crippled build." Re planned 2026 09 15:…
architecture, tooling, steam Aug 29, 2026
#445 — Steam 12 — Demo announcement: first mailing-list send + Feb 2027 Next Fest registration (closes Jan 10) + #TurnBasedThursdayFest 2027 application
docs/commercialization.md Phase 3/4. Re scoped 2026 09 15: this was "Steam 06 — page live announcement wave". The non email…
polish, steam Aug 29, 2026
#409 — Rotate three credentials exposed in a session transcript (butler, Railway ADMIN_TOKEN, playtest Discord webhook)
What Three live credentials were pasted into a Claude Code chat session on 2026 08 15 (during the weekly release…
tooling Aug 15, 2026
#379 — Steam 06 — Unity player-settings branding + save-path migration (by Oct 10)
Re planned 2026 09 15 ( docs/commercialization.md § Rethink): now Steam 06, due 2026 10 10. First rung of the…
polish, tooling, steam Aug 11, 2026
#378 — Steam 07 — SteamPipe depot upload as the third leg of /labyrinth-publish (by Oct 15)
Re planned 2026 09 15: now Steam 07, due 2026 10 15. Depends on Steam 06 (GH 379). Give the…
tooling, steam Aug 11, 2026

Recently closed

IssueLabelsClosed
#545 — Steam Now — Verify itch publisher onboarding so the $10 suggested donation is actually shown
docs/itch notes.md § Pricing records a gotcha that was never closed out: the $10 suggested donation only appears once account…
steam Sep 16, 2026
#454 — Steam Now (optional) — Composed key art for the three store-facing Steam capsules (small/header/main)
Upgrade item split out of Steam 02 (GH 380), deliberately off the Steam critical path : the page submits with…
polish, art-system, steam Sep 16, 2026
#508 — [Bug] Visual Delay with Enemy Populating Room
The enemies visually appeared in the room in a delayed manner after the player opened the door. However, the action…
bug, ui, from-website, triaged, recommend-close Sep 13, 2026
#535 — Triage automation can no-op silently — assert the post-condition and sweep for misses
The gap The issue triage pipeline can complete a run, report success , and leave no trace on the issue…
tooling Sep 15, 2026
#536 — Level-gen harness: optional run-seed box so the boss floor shows the run's actual boss
Split out of GH 532, which added the real population overlay to the level gen harness. The gap The harness's…
generation, tooling Sep 14, 2026
#534 — Pounce landing arc: let a deep pouncer choose to land behind you (pounceLanding)
Split out of GH 526, which explicitly scoped itself to numbers only and left this tier for a separate issue.…
combat Sep 13, 2026
#528 — Ramp Splitter with depth — the depth-9 shoggoth splits exactly like the depth-4 ooze (GH #521)
Ground truth ( enemies.json , RulesVersion 153) Splitter ( World.Combat.cs:712 , TrySplit ) divides a struck but not killed creature…
combat Sep 13, 2026
#532 — Level-gen harness: depth/theme picker, real enemy population, view export, and bug reporting
The level generation test harness is today a pure layout visualizer. LevelVisualizer.cs calls LevelGenerator.Generate(config, seed, theme) and paints the tile…
generation, tooling, plan-ready Sep 13, 2026
#525 — Ramp Backstab with depth — every carrier authors 2000‰ from depth 3 to depth 9 (GH #521)
Ground truth ( enemies.json , RulesVersion 153) Backstab scales rear arc melee damage by backstabPermille before the damage formula (…
combat Sep 13, 2026
#529 — Ramp Frenzy with depth — deep carriers frenzy no harder than the depth-1 wretch (GH #521)
Ground truth ( enemies.json , RulesVersion 153) Frenzy ( World.Combat.cs:425 ) latches once HP ≤ frenzyHpPermille of max, then multiplies…
combat Sep 13, 2026
#531 — Ramp Guard with depth — the depth-10 behemoth's disengage strike equals the depth-4 hobgoblin's (GH #521)
Ground truth ( enemies.json , RulesVersion 153) Guard ( World.GuardOpportunity , World.Combat.cs:792 ) lands a free strike scaled by guardDamagePermille…
combat Sep 13, 2026
#530 — Ramp Pack with depth — eight carriers from depth 1 to 7 all author 2 allies / +300‰ (GH #521)
Ground truth ( enemies.json , RulesVersion 153) Pack ( World.PackActive ) grants a packBonusPermille speed bonus while at least packMinAllies…
combat Sep 13, 2026
#526 — Ramp Pounce with depth — every pouncer leaps range 3 over one blocker (GH #521)
Ground truth ( enemies.json , RulesVersion 153) Pounce ( Sim/Ai/PounceAi.cs ) leaps along an 8 way straight line to a…
combat Sep 13, 2026
#527 — Ramp Sunder with depth — six carriers from depth 4 to 10 all author 1 point at 250‰ (GH #521)
Ground truth ( enemies.json , RulesVersion 153) Sunder ( Actions/AttackAction.cs:199 ) wrecks sunderAmount armor with probability sunderChancePermille on a hit.…
combat Sep 13, 2026
#522 — One depth-scaling rule across loot, enemies and trainer — deeper floors field deeper content, with out-of-band chances both ways
Purpose Umbrella issue. Three systems deal content from a pool that only grows as you descend, and they answer the…
generation, architecture, design-needed Sep 13, 2026
#516 — Deep floors: enemy spawn pool needs a depth window — depth-1 trash is 12% of depth-10 spawns
The problem Deep floors are populated overwhelmingly by creatures that first unlocked on the shallow floors. Depth 1 and depth…
playtest, combat, generation, design-needed Sep 13, 2026
#521 — Deep enemies are stat ramps — ability count is flat from depth 1 to 10 while HP rises 4.5x
The problem Depth escalation is currently almost entirely a stat ramp. A depth 9 creature fights like a depth 2…
playtest, combat, design-needed Sep 13, 2026
#520 — Trainer/Merchant rescale: weight the ability deal by depth, and review both NPCs' appearance rates
The problem The deep hero abilities effectively never reach the player. A playtester who reached depth 11 across a full…
playtest, world-layer, design-needed Sep 13, 2026