First 24 hours - First Update!

Hey all. We are so excited to have seen a few of you take on our game and not only get quite far, but even beat our expectations of where we thought people would get to. We have received some great feedback and will continue to iterate on content, both tweaking, and adding more. If you like the game please remember to give it a nomination! At the current moment we are on 7!

So, What's New?
We have heard a lot about what we could improve and experience it in our own playtest. Potions are hard to use, melee feels weak compared to the bow, starting from depth 1 every time is boring. Let's address it all.
The most common piece of feedback we got was that it was hard to swap weapons and use health pots in the game because you had to open your inventory. You can now see that we have a separate consumable slot, as well as two sets of weapon & off-hand slots.

You can swap weapon sets with R and use your consumables with Q. (It will show these keybinds in the hub)
For yall that have been lucky enough to get past round 10, you will know you get a bit too op for the lower depths! To combat this, you will be able to buy depth stones from the store, they will unlock once you hit the associated level. Each depth stone holds 3 charges. Use it to make your next run start at a higher depth. When purchasing depth stones, they optain random modifiers. Let us hope you get a good stone.
This is what it will show in your inventory once you have bought them, if you don't like them, be sure to grind them up for half your money back!
We felt like a lot of the melee weapons lacked a lot once you obtained a bow. Both in damage, targeting, particles and interaction with enemies. We have made some adjustments to how they interact with players and even their attack patterns. Each melee weapon has been given its own style, changing how they all work within groups of enemies. Melee weapons are no longer single hits, making them more sustainable past the initial waves.

Each weapon now also has a unique model!

At the moment it feels impossible to be able to try and use the melee weapons to clear bosses, so we have given the bosses hit spots on their legs. This will do extra damage and will flash white when you hit them!
We are still really happy with how the bow feels, however with some of the push back changes for the melee weapons, we thought it would be a good idea to make it so that there is a optimal pullback timing that will active on longbows. If you shoot during this time then it will end up piercing through enemies and doing a large amount of damage. This should also help combat the fact that the swift bow felt stronger than the longbow. Let us know what you think!
Some people like having something to work towards. Achievements are great for that! We only have a few for now, but, we do plan on adding more.
Below are some other changes which we felt like did not need an entire section:
  • Changed the "Extracted & Failed Run" screen to be more polished.
  • Added a shield model so you know you're holding a shield.
  • Added an overflow system (chest next to the storage) to combat exiting a run without enough space for all your rewards. Note: You must clear this before you can start a new run.
  • Fixed a bug that caused Healers to vibe next to bosses (they would walk over and AFK).
  • Added a slight damage falloff to bows to nerf their range a bit.
  • Enemies flinch a little when hit.
  • Killing a boss causes all other ads to die. It felt lackluster killing a boss and dying to a tiny enemy in the same depth.
  • Changed the rarity of Ranger Boots to be legendary (previously Epic).
  • Adjusted the tutorial to include the grind stone, crafting, and the shop.
  • Nerfed the homing arrow deflection from the purple enemies.
  • Fixed a bug that caused non-hosts to drink infinite bevvys.

Quick-Swap, Consumables, Melee Buff, Depth Stones & More

16 September 2026
23 changes in this update

Added

12 changes
  • Added an overflow system (chest next to the storage) to combat exiting a run without enough space for all your rewards. Note: You must clear this before you can start a new run.

  • Added a slight damage falloff to bows to nerf their range a bit.

  • Killing a boss causes all other ads to die. It felt lackluster killing a boss and dying to a tiny enemy in the same depth.

  • Made it so melee weapons hit more than one enemy at a time.

  • Added models to individual melee weapons.

  • Added weak spots to bosses. Hit them to deal more damage.

  • Firing a longbow at the perfect time will result in a stronger piercing shot.

  • Added an overflow system to those of you forgot to check your inventory/storage size before you decided to extract from a run. This is a new chest next to your storage.

  • Added Depth Stones. These will allow you to get a randomised run that starts at a specific depth. Can be purchased at the shop.

  • Added a specific combo attack to the rapier. Successfully finishing it will stun enemies.

  • Added a specific combo attack to the heavy sword. This deals the most damage.

  • Made it so you can attack to perform sword combos. This only works per combo so you cannot just hold down attack to auto attack.

Improved

7 changes
  • Improved overall feel of melee weapons.

  • Changed the "Extracted & Failed Run" screen to be more polished.

  • Added a shield model so you know you're holding a shield.

  • Enemies flinch a little when hit.

  • Changed the rarity of Ranger Boots to be legendary (previously Epic).

  • Adjusted the tutorial to include the grind stone, crafting, and the shop.

  • Nerfed the homing arrow deflection from the purple enemies.

Fixed

2 changes
  • Fixed a bug that caused Healers to vibe next to bosses (they would walk over and AFK).

  • Fixed a bug that caused non-hosts to drink infinite bevvys.

Known Issues

2 changes
  • Performing an attack whilst having a shield equipped looks slightly odd for other players.

  • Hitting multiple enemies with a melee weapon results in many sounds playing at once... It is loud.

people
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