Areas
24 changes in this update

Added

7 changes
Crystal Depths
  • The fourth dungeon is open: dark cold stone rooms with faint violet cracks and crystal clusters growing in the corners and along the walls.

  • New enemies: the Shard Lizard that bursts into shards after death, the Prismatic Moth that fires three slow shards, the Resonator, a tough brawler that learns to charge a shockwave in the deeper rooms and the Crystal Colossus that slams a line of crystal spikes out of the floor ahead of it.

  • The Crystal Leviathan boss charges across the arena, burrows, raises crystal lines, drops shard pillars, sheds its chest armor and opens its core.

  • Four new ingredients and four new dishes: Prismatic Cream, Deep Jelly, Resonant Roast and Heart of the Depths.

Abilities
  • Phantom Dodge: press Shift for an instant dash that no attack can catch, leaving violet phantoms behind.

  • Phantom Dodge unlocks in the skill tree from the third dungeon, with upgrades for its cooldown and distance.

  • On a gamepad, Phantom Dodge is on B.

Improved

16 changes
Controller
  • The recipe book, skill tree, dungeon guide and daily tasks are now fully playable with a gamepad, no cursor needed.

  • In the skill tree the D-pad jumps between skills, A buys, the right stick moves the tree and the triggers zoom.

  • Jumping in the Shelter no longer skips presses.

Skill Tree
  • The selected skill now stands out with a glow and a pulsing ring.

  • The skill tree sits on light, sharper parchment so skills and links read clearly even zoomed out.

  • Hovering a skill shows in the stats panel what it will change, with the new value in green.

Dungeons
  • Once your party has reached a dungeon's boss, the guide offers to go straight to the boss fight and skip the rooms.

Bosses
  • Boss health is now a wide bar with the boss name at the bottom of the screen.

  • Gnilotsvet's egg health bars are drawn on top of its body, so they are always visible.

  • Gnilotsvet fights in rounds now: after an attack series its eggs open for 12-15 seconds and it does not attack at all; break one egg the first time and two after that to make it close and attack again.

  • Gnilotsvet also hits softer, winds up longer, its eggs break faster and it summons fewer caterpillars.

  • Breaking out of a spider cocoon or stone takes half as many presses, and progress fades much slower.

  • Bosses now appear in the open middle of their room instead of sometimes inside a wall.

Enemies
  • The beetle now spreads its shell and buzzing wings, paws the ground before the charge and flaps hard while ramming.

  • Root Shieldbearer: after slamming its shield it stays in place facing the fissure until it closes, leaving its back and sides open.

  • Root Shieldbearer: turns much slower, and its shield covers a narrower arc, so attacks from behind and from the sides deal full damage.

Fixed

1 change
Enemies
  • Fixed other players not seeing the attack warnings of third dungeon enemies.

Areas
46 changes in this update

Added

21 changes
Bosses
  • New boss of the third dungeon: Gnilotsvet, a giant carnivorous root flower waiting at the end of the Root Catacombs.

  • It has more than one form, many attacks and a few surprises. Figuring out how to bring it down is up to you.

Enemies
  • The beetle now winds up and charges across the room until it hits a wall, then stays dazed for a moment.

  • The root shieldbearer now slams its shield into the ground, leaving a crack in the floor for a few seconds: it hurts, slows anyone who steps on it, and the shieldbearer steals that speed for itself.

  • When the crack ends it slams shut: everyone near it is pulled onto the line, hit and slowed.

  • The biting flower now has a single attack: a vine lash it clearly winds up, with a marked danger zone, and a shorter reach you can step out of in time. It strikes where it aimed and no longer turns to follow you.

Skill Tree
  • Two more heart upgrades: one next to the saw for the second dungeon, one deeper in the damage branch for the third.

  • The skill tree shows a stats summary: hearts, hit damage and speed, crit, range, move speed, sell price and every ability you own. It is collapsed by default: click its title to open it.

  • When you open a teammate's skill tree, their tab lights up in their color and the stats summary opens with their numbers next to yours: whoever has more is green, whoever has less is red.

HUD
  • A red arrow at the screen edge points to the boss when it is off screen.

  • A gold arrow at the screen edge points to the door that leads on to the next room when it is off screen.

  • Teammates show their ability cooldowns under their names, with a clock-style shade that sweeps away as the ability recharges.

  • The respawn and "can't attack yet" countdowns are now a big number in the middle of the screen.

  • Custom mouse cursor.

Players
  • A player who just respawned and can't attack yet glows yellow.

Lobby
  • Sprint in the lobby: hold Shift, or press the left stick on a gamepad.

Dungeon
  • Spider eggs sometimes drop a spider gland when destroyed.

Audio
  • The third dungeon has its own music.

  • New sounds for bats and the goblin healer's heal.

  • New sounds for the Spider Mother: roar, leg strike, web spit and the flying cocoon.

  • The Spider Mother's leap and ceiling drop now kick up a burst of dust.

Improved

24 changes
Enemies
  • Melee enemies now wind up before biting: damage lands mid-animation, and stepping away in time dodges the hit.

  • The root shieldbearer's shield blocks almost all damage while it is raised.

  • Third dungeon attack warnings on the floor are now a single faint band or a thin outline instead of many red lines.

Skill Tree
  • The skill tree is now drawn on old parchment with runes instead of a plain brown background.

  • Upgrades that only open in later dungeons now cost a price that fits that dungeon: third dungeon upgrades start at 25 billion coins and double with every level, fourth dungeon upgrades start at 25 trillion.

  • Hammer and saw cooldown upgrades now show the real cooldown in seconds.

  • The hammer branch is now called Plague Hammer, and the hammer, saw, pulse and blades unlocks describe how they actually work.

Dungeon
  • You can no longer run ahead past the next uncleared room: doors beyond it stay shut until it is cleared, so the party stays together.

  • Doors back into rooms you have already left stay shut: the way only leads forward, with side rooms along it still open.

  • Healing hearts no longer vanish right after a room is cleared: they stay until the fight in the next room starts.

Audio
  • Dungeon music is twice as loud.

Abilities
  • Purple Lightning upgrades are now Golden Lightning: a lucky strike turns gold, thicker and brighter, and hits for at least triple damage.

  • Plague Pulse lightning is brighter and wider, with a bigger spark burst on impact.

  • Plague Hammer cooldown is now 6 seconds, and each fire rate upgrade cuts 1 second, down to 2.

  • Plague Saw cooldown is now 8 seconds, and each cooldown upgrade cuts 1 second, down to 4.

  • Abilities you have unlocked now work in every dungeon: the hammer bought in the third dungeon also works when you go back to the first.

Kitchen
  • The runner now carries ready servings to the seasoning station first when you have a rare reagent, and to the counter otherwise.

  • Royal Roast (the last recipe of the second dungeon) now uses the goblin healer's royal spices instead of spider glands.

  • The last recipe of the third dungeon now uses the root shieldbearer's root heart instead of larval fat.

Controls
  • On a gamepad only the right stick turns your character; the left stick just moves.

  • In the lobby the camera turns on its own, and the character faces where it walks.

Buffs
  • Fever now lasts 10 seconds instead of 3, so it is still active when you reach the next enemies.

Performance
  • Better frame rate in the third dungeon: ambient spores and dust only drift in rooms you can see.

  • Better frame rate in all dungeons: wall torches no longer cast shadows, and small floor clutter in the third dungeon no longer casts shadows.

Fixed

1 change
Skill Tree
  • Fixed two upgrades overlapping in the tree.

Areas
40 changes in this update

Added

16 changes
  • The third dungeon opens its roots, poison toads learn to hop, and new players finally get a proper tutorial.

Dungeon
  • The third dungeon, the Root Catacombs, is open: beat the second dungeon's boss to unlock it.

  • The Root Catacombs are overgrown: cracked dusty floors, grimy walls wrapped in roots, patches of dirt, burrows and ivy, with spores and dust floating in the air.

Enemies
  • The third dungeon has its own creatures: plague caterpillars, biting flowers, beetles and root shieldbearers.

  • Biting flowers stay rooted in place, bite anyone who comes close and lash out with their vines further away.

  • Beetles gather themselves and rush forward in a short dash.

  • Root shieldbearers block most damage from the front with their shield and charge at you with it raised: hit them from the side or back.

  • Third dungeon creatures have their own attack effects: vine lashes, sparks off the shield, dust behind charges and splashes on bites.

Cooking
  • New ingredients from the third dungeon: larval fat, predatory petal, beetle carapace and root heart.

  • New third dungeon dishes: Larval Stew, Predatory Salad, Carapace Ragout and Root Infusion, with their own models and pictures.

Tutorial
  • A new game now starts in the Shelter with a step-by-step tutorial: pick a recipe, cook, collect, sell, buy a skill and head out with the guide.

  • The dungeon opens once the Shelter tutorial is done; an arrow shows where to go at every step.

  • New Shelter features like the seasoning station, the runner and the daily chest get a short introduction when they first appear.

Skill Tree
  • You can now look at what your teammates have learned: switch between players with the tabs above the skill tree.

HUD
  • When you fall in the dungeon you see a countdown to your respawn, and after getting up a countdown until you can attack again.

Audio
  • The second dungeon has its own music track.

Improved

20 changes
Dungeon
  • While your party is fighting in one room, doors to other uncleared rooms stay shut, so nobody can run ahead of the fight.

  • Blood, bones and egg sacs in the second dungeon are now scattered randomly instead of repeating tile by tile.

  • Corner cobwebs in the second dungeon now hang in the actual corners of the rooms.

Enemies
  • Poison toads now hop around the room and keep spitting poison between jumps.

  • Poison toads hop sideways to keep their distance and leap after you when you hide behind a wall.

  • Spiders no longer show up in the deeper rooms of the second dungeon, just like rats in the first one.

HUD
  • The dungeon map is now turned the same way as your screen: up on the map is up on the screen.

  • The dungeon timer now counts down in real seconds in every dungeon; deeper dungeons simply start with fewer of them.

Bosses
  • While the Plague Rat calls down falling rocks it stomps in place: it cannot be hurt and every stomp knocks back anyone who gets close.

  • Rocks dropped by the Plague Rat now stay on the floor for 10 to 15 seconds and block your way.

  • The Plague Rat roars when the fight starts, at each new phase and before its attacks, and its stomps shake the ground with a heavy thud.

Abilities
  • The plague hammer is now thrown on demand with the right mouse button (LT) instead of on its own timer, aimed at the enemy closest to where you look.

  • The plague hammer now swings down onto its target instead of spinning, hits a wider area and slows enemies where it lands instead of knocking them toward you.

  • The plague hammer slam now cracks the floor with glowing fissures, sends out a shockwave and throws stone debris.

  • Plague Blades moved to the F key (D-pad up).

Shelter
  • The recipe book is redrawn as an old leather tome with aged pages, gold corners and ribbon bookmarks.

  • Every dish now has a short description, and the recipe shows how many of each ingredient you have against how many it needs.

  • The guide's dungeon picker is now a leather book too: dungeons with pictures on the left, the chosen one's ingredients and a Set out button on the right.

  • Gathering the party for a dungeon is simpler: you just wait for the others, and press E to cancel with a confirmation.

Performance
  • Fewer stutters when many enemies die at once and smoother crowded fights.

Fixed

3 changes
HUD
  • Fixed enemy names hiding behind their health bar when you target them.

Bosses
  • Fixed the Spider Mother walking at you and attacking while the camera was still showing her.

Shelter
  • Fixed hearing other players pick up dishes while they cook and sell.

Removed

1 change
Shelter
  • Removed the option to leave for the dungeon without the rest of the party.

Areas
28 changes in this update

Added

10 changes
  • The Fungal Depths finally have a queen. Face the Spider Mother, break out of her cocoons, and watch your enemies fall apart.

Bosses
  • Added the Spider Mother, the boss of the Fungal Depths.

  • The Spider Mother leaps at players, spits webs that slow you down and drops from the ceiling.

  • The Spider Mother lays egg sacs that hatch spiders and calls in waves of plague bats.

  • The Spider Mother can wrap a player in a cocoon — mash the mouse button to break free.

  • Bosses now get tougher with every extra player in the party.

  • Added a red banner with the boss name when the camera shows the boss.

Combat
  • Enemies now break apart into pieces when they die.

  • Enemy spit now bursts with a splash when it hits a wall.

  • The enemy in your attack cone now shows its name above its health bar.

Improved

11 changes
Enemies
  • Reworked the Plague Slug's look — it is now a glowing, translucent blob that squashes and splats when it hops.

Visuals
  • Redrew poison puddles as living, glowing slime with ripples, popping bubbles and droplets.

  • Poison puddles now come in several shapes, so neighbouring puddles no longer look the same.

  • Fungal Depths cures got their own models: herbal broth, mushroom soup, an iron stew pot and a royal chicken pot.

  • The Fungal Depths got their own look with cobwebs, blood, bones and egg sacs.

Shelter
  • The pits under the Shelter floor grates now hold glowing poison puddles.

  • Less dust floats in the Shelter air.

  • Patients in the queue no longer strike odd poses while waiting.

Interface & Audio
  • The ability bar now shows only the abilities you have unlocked.

  • Plague Lightning got a proper lightning icon.

  • Main menu music is half as loud.

Fixed

6 changes
Visuals
  • Fixed poison puddles and Shelter acid bubbles turning purple or white in the released game.

  • Fixed slime dropped by Plague Slugs looking black instead of green.

Dungeon
  • Fixed room doors slamming shut while you were still standing in the doorway.

  • Fixed seasoning crystals endlessly reappearing in rooms you had already cleared.

  • Picking up a seasoning crystal now gives its reagent to every player at once, with no second pickup.

  • Fixed old removed enemies, like the poison-spitting skull, still appearing in the dungeons.

Removed

1 change
  • Removed the falling stalactites with green warning circles from the Fungal Depths.

Areas
7 changes in this update

Improved

2 changes
Enemies
  • Spider webs now stack: every bite slows you a bit more, up to three layers, and the effect shows how many layers are on you.

Loot
  • Rare reagent and spice bags in the dungeon are now purple reagent crystals instead of jars.

Fixed

5 changes
Enemies
  • Fixed blood leeches shooting the moment they appear: they now wait a moment before the first shot.

  • Fixed blood leech spit still hitting after the leech died.

Combat
  • Fixed hearts from crates and barrels healing less than a full heart: half a heart plus a pickup is now one and a half.

  • Fixed rooms sometimes overflowing with enemies: spawns on enemy death, summons, boss rats and slime splits now respect the enemy limit.

UI
  • Fixed numbers breaking onto a second line on the results screen, in the task progress and in perk tooltips.

Areas
13 changes in this update

Improved

9 changes
Enemies
  • Spider nests can no longer end up in a doorway or the middle of a room.

  • The Plague Saw now passes under plague bats: flying enemies are no longer hit or pushed by it.

  • Toxic puddles are now glowing pools of swamp acid with big bubbles swelling and popping all over them, casting a green glow on the floor and stopping at walls.

Shelter
  • The seasoning station now takes a whole stack: hold E to load several cures, each one costs a rare reagent, and they are enhanced one at a time in the order you brought them.

  • Enhanced cures now go to the sell counter by themselves.

  • The seasoning station now visibly works: the crank turns, the press gently sways and purple crystals rain onto the cure.

  • Fine dust now drifts through the air of the shelter.

  • The acid under the shelter's floor grates now fills each hole on its own, slowly flows and bubbles.

UI
  • The loot count on the results screen now always fills in under a second, whether you bring back two ingredients or two thousand crystals.

Fixed

4 changes
Enemies
  • Fixed ranged enemies shooting through walls: they now only fire with a clear line of sight, and their spit stops at walls.

Shelter
  • Fixed joined players seeing every patient twice, two bodies standing inside each other.

UI
  • Fixed the loot bar on the results screen sometimes stopping just short of the end.

Effects & Audio
  • Picking up a heart now makes its sound again, and every player in the party hears it.

Areas
7 changes in this update

Improved

7 changes
Enemies
  • Spider nests now appear against walls, mostly in corners, instead of in the middle of the room.

  • Spider nests no longer count as enemies: they don't hold back the room clear, don't drop ingredients and stay until you break them.

  • Fungal Depths enemies now always drop their own ingredient: spiders spider glands, toads mushroom caps, bats bat wings, goblins royal spices.

Abilities
  • Plague Lightning no longer chains to enemies outside the current room.

Shelter
  • Serving and depositing speed skills now work: holding E at the serving table and the sell counter repeats faster with each level.

  • Enhancing a cure at the seasoning station now takes a moment, and seasoning speed skills make it faster.

Progression
  • Skill tree nodes that did nothing are now locked and can no longer be bought.

Areas
65 changes in this update

Added

23 changes
  • Grab a controller, dig into deeper health and abilities dungeon by dungeon, and hire some help back at the Shelter.

Controls
  • Added full gamepad support: move with the left stick, aim with the right stick, LT and RT use abilities, Y interacts, A jumps.

  • B closes windows, goes back in menus and leaves the pause menu; A confirms tips and skips the intro.

  • On-screen hints switch between keyboard and gamepad buttons automatically.

Progression
  • Health upgrades are now at the start of the skill tree: buy Attack Range to unlock More Health, then gain up to two extra hearts (five in total) in dungeon 1.

  • Abilities now open one dungeon at a time: Plague Pulse in dungeon 1, Plague Saw in dungeon 2, Hammer in dungeon 3 and Plague Blades in dungeon 4. The skill tree shows which dungeon unlocks a locked ability, and the ability bar shows the same. Skills you already bought stay yours and start working once you reach their dungeon.

  • The Plague Saw skill moved deeper into the skill tree: it now appears only after the third damage upgrade, so it is not visible in dungeon 1.

  • Enemy hits now cap out at 1, 1.5, 2 and 3 hearts in dungeons 1 to 4, so more health never makes fights trivial.

Shelter
  • The Server skill now hires a server who carries finished cures from the serving table to the sell counter for you.

  • The Server Speed skill makes your server faster.

  • The cauldron now bubbles and steams while a cure is brewing.

UI
  • Party cards now show every player's ping under their avatar, updated every second.

  • Everything currently affecting you — web, slow, poison, fever and run damage — now shows in one row above your hearts, with the seconds left.

  • Gaining a buff like +10 damage now pops up as an orange banner in the middle of the screen instead of a number lost among the damage numbers.

Boss
  • Entering the boss room now swings the camera over to the boss for a moment before the fight.

  • A door appears in the boss room once the boss is dead and takes the party straight back to the Shelter.

Fungal Depths
  • The Fungal Depths have a new cast with their own models and animations: spiders, poison toads, plague bats and goblin healers.

  • Spider nests keep hatching spiders until you break them.

  • Spider bites wrap you in webs that slow you down for a few seconds, with cobwebs creeping in at the screen corners.

  • Poison toads barely move: they puff up their throat before each spit and leave poisonous puddles where it lands.

  • Plague bats swoop in, bite and fly off, then come back for another pass.

  • Goblin healers keep behind the pack and raise their staff to summon a green cloud that heals them and every enemy nearby, except spider nests.

  • Fungal Depths ingredients now have their own models and icons: spider glands, mushroom caps, bat wings and royal spices.

Improved

25 changes
Shelter
  • The cook now stands behind the cauldron, facing the kitchen, and you cook by using the cauldron itself.

  • The seller is gone: recipes are now chosen at a recipe book lying on the table.

  • The shelter floor is now a varied mix of stone slabs, each turned a random way, instead of one repeating pattern.

  • The shelter walls now mix four brick patterns piece by piece instead of one pattern per side.

UI
  • Moved the run damage buff icons from next to the map to a column on the left of the HUD, right above your hearts.

Boss
  • The Plague Rat boss scales with your party up to three players: more health, more rats, more falling rocks and faster attacks.

  • The Plague Rat throws out more rats and hits harder with its charge, tail swipe and slime.

  • At low health the Plague Rat slams the ground three times around itself in a wide circle, and anyone caught in it is slowed.

  • The dungeon timer stops in the boss room: the boss fight lasts until one side is dead.

  • The boss room always has at least six crates and barrels that each drop a heart.

  • The boss charge warning now shows only arrows pointing where it will run, without the wide lane.

Enemies
  • Rats now walk with coordinated steps and a moving tail, and lunge with a bite animation when they attack.

  • Rats now hit harder the deeper you go: a rat bite takes 40% of a heart in the first room and grows to a full heart by the sixth.

  • No regular enemy can take more than one heart with a single hit any more.

  • Enemies now arrive in small packs over time instead of pouring into the room all at once.

  • Each pack spawns in its own spot, away from players and other enemies, so fights no longer start as one big crowd.

  • Blood leeches no longer back out of the room through the door while keeping their distance.

  • Plague slugs now make an audible sound when they jump and land.

Loot
  • Crates and barrels drop hearts more often: 40% instead of 25%.

  • Rat tails on the floor are one and a third times bigger than before.

  • Dropped ingredients no longer glow with a light or a ring on the floor: soft sparkles in the ingredient's color now drift up around them instead, so they are easy to spot without lighting up the floor.

Dungeon
  • Dungeon floors across all four Plague Cellars are now a varied mix of stone tiles instead of one repeating pattern.

  • Dungeon walls now mix several styles per Cellar — brick, smooth stone, masonry and ruins — instead of one or two repeating types.

Multiplayer
  • Every player now gets their own ingredient drop from each enemy killed — clear 11 rats as a pair and you both get 11 tails.

  • Ingredients dropped for a teammate stay on the floor until that teammate picks them up.

Fixed

16 changes
Progression
  • Fixed a bought heart sometimes staying grayed out after loading into a fresh run.

Shelter
  • Fixed joined players seeing the host's patients on top of their own — everyone now has their own queue of 13 patients.

  • Fixed some players occasionally getting two copies of their own patient queue, doubling it to 26 patients.

  • Fixed an invisible wall at the serving table: you can now walk through it until you hire the server.

UI
  • Cures now show their own recipe icon everywhere: on the serving table and sell counter prompts, the seasoning window, cook-a-cure tasks and the daily sell-cures task.

  • Fixed the dungeon hint: it no longer promises ingredients from crates or E interactions, and explains that abilities unlock in the skill tree.

  • Fixed the carried cure name running into its count, and the carried cure now shows its own recipe icon.

  • Fixed the enemy health number sometimes clipping, sitting off-center or blending into the damage trail — it now sits centered and easy to read.

Enemies
  • Fixed blood leech spit being too small to see.

Dungeon
  • Fixed the Dungeon cleared, find the exit message showing after the final boss when there is no exit to find.

Multiplayer
  • When the host leaves the game, everyone else is now taken back to the main menu with a Host left the game message instead of being left in a broken run.

  • Fixed enemies looking farther away than they really are for players who join a friend's game.

  • Fixed enemies biting joined players from a distance.

  • Fixed auto-attacks and abilities of joined players missing enemies inside their attack cone.

  • Fixed enemy movement sometimes looking jittery for everyone but the host, snapping between a stutter-step and a sudden lurch.

Effects & Audio
  • Footsteps and hits on dungeon grates and the Plague Saw now sound like metal instead of a generic surface.

Removed

1 change
Shelter
  • Removed the server standing at the serving table — the cook puts cures on the table and you carry them yourself until you hire one.

Areas
20 changes in this update

Added

11 changes
  • The Plague Cellars got a lot nastier. Meet the Plague Rat, survive deadly poison, and face new threats deeper underground.

Bosses
  • Added the Plague Rat, a new boss in the Plague Cellars.

  • The Plague Rat throws slime globs that can spawn rats.

  • The Plague Rat can strike with its tail and charge across the room.

  • Added floor telegraphs for the Plague Rat's attacks.

Poison
  • Added poison damage from toxic puddles.

  • Poisoned hearts now turn green.

  • Added a sickly screen-edge vignette while poisoned.

Effects & Audio
  • Added new hit sparks, gore effects, lightning impacts, and enemy spawn effects.

  • Added new sounds for the Plague Saw, lightning, and heart pickups.

Quality of Life
  • Added an emergency unstuck action in the Shelter — press R to return to your spawn point.

Improved

8 changes
Enemies
  • Reworked the Plague Slug — it now hops toward players instead of biting.

  • Plague Slug landings now leave poison puddles.

  • Plague Slugs now swell up and burst when killed, splitting into two smaller slugs.

  • Plague Slug death explosions now damage players standing too close.

Combat
  • Reworked the Plague Saw so it flies straight until hitting a wall.

  • The Plague Saw now cuts through enemies and only bounces from walls.

Dungeon Balance
  • Increased the number of Plague Slugs deeper in the Plague Cellars.

  • Rats stop appearing once Plague Slugs begin spawning.

Fixed

1 change
Enemies
  • Fixed skeletons not properly facing the player.

Areas
39 changes in this update

Added

9 changes
Enemies
  • Room entry now spawns a burst of several enemies at once instead of trickling in, and killing an enemy can spawn a replacement nearby.

Dungeon
  • Added a new floor hazard to the second dungeon: a warning circle grows on the ground before a strike lands.

  • Currency chests now open with a proper hinged lid, a light flash and bursting shards, with crystals visible inside.

  • Breaking barrels and crates now sends boards, hoops and dust flying and settling, visible to every player.

Shelter
  • Added a wall banner and a wooden cabinet as new decoration.

  • Cures sold to a patient now stand as jars on the seller's counter.

  • The patient queue is now 13 people long.

UI
  • The results screen now shows each player's own shards earned and enemies killed.

  • Task rewards now show with a badge icon.

Improved

14 changes
Enemies
  • Redesigned enemy health bars: bigger, rounder, with tick marks and a trailing damage catch-up fill.

  • Rats are now twice as big.

  • Bosses are now three times bigger, with their hitbox and attack range scaled to match.

Dungeon
  • Wall torches unified into one model with real fire, smoke and flickering light, replacing torches with no light; rolled out to the main menu and all first-dungeon rooms.

Shelter
  • Selling no longer waits for a patient to be standing there, and the sell queue and its timer now keep running while the party is in the dungeon.

UI
  • Redesigned health as bigger segmented hearts with precise partial fill.

  • The bag now shows every ingredient you're carrying instead of hiding some behind unlock progress.

Combat
  • Reworked auto-attack, the Plague Saw, Plague Blades, the lightning ability and the hammer ability, and rebalanced their damage together under one shared formula.

  • Plague Slug's contact damage raised to match other enemies.

  • Regular melee enemies now only hit within a tighter arc in front of them, but turn to face you faster; knockback now matches how hard you were hit.

  • Resource-bag knife barrage now hits a target as soon as it overlaps the blast, instead of needing an exact center hit.

  • Simplified movement speed to a flat base, scaled by the skill tree and adrenaline.

Progression
  • Each health upgrade now grants a full heart instead of a sliver, and the old health cap is gone.

  • The ingredient-yield skill now adds bonus ingredients directly on pickup instead of just raising drop odds.

Fixed

14 changes
Dungeon
  • Fixed the currency chest appearing upside-down and not showing its open/closed state to everyone.

  • Fixed break debris rendering as giant cubes instead of small dust and boards.

  • Fixed the boss fight sometimes leaving stray enemies behind, letting loot go uncollected, or double-completing the run.

Shelter
  • Fixed sick patients sometimes not wearing their infirmary outfit.

Tasks
  • Fixed daily task progress only saving when you changed scenes.

  • Fixed a task tracking a removed enemy type; it now tracks blood leech kills instead.

Audio
  • Raised the ceiling on the music volume slider.

Economy
  • Fixed bag and chest rewards (shards, seasoning ingredients) going to the whole party instead of just players who had personally unlocked them.

  • Fixed starting resource bags spawning more than once per room.

  • Fixed the dungeon run timer's bonuses not scaling evenly, and activated a previously non-functional time-per-door skill.

  • Fixed currency chest rewards going to the whole party instead of scaling to each player's own bonus.

  • Fixed regular enemies dropping a separate ingredient per party member instead of one shared pickup.

  • Fixed first-dungeon enemies silently defaulting to the lowest possible point value.

  • The boss no longer drops a random reward or counts toward a room's score (it still counts toward your kill stats).

Removed

2 changes
Enemies
  • Removed three unused first-dungeon enemies: the carrier, the fat rat and the spawn brood.

Progression
  • Removed several old bonus perks that no longer fit the current skill tree.

Areas
35 changes in this update

Added

9 changes
Dungeon
  • Combat rooms now spawn a few destructible crates, with a chance to drop a heart when broken.

Combat
  • Added three seconds of protection after you respawn in a dungeon: no auto-attack and no abilities while it lasts.

Shelter
  • Holding E at the cauldron, serving counter, sell counter and Seasoning station now repeats the action instead of needing repeated taps.

UI
  • Added a full settings screen to the pause menu, matching the main menu, plus a credits screen.

  • The dungeon-select window now shows a preview image and that dungeon's ingredients.

  • Added new currency icons and dungeon preview art, used across the skill tree, tooltips and popups.

  • Party cards now show all three currencies for every player, not just coins.

Multiplayer
  • Ingredient drops in the dungeon now spawn a personal copy for every player instead of one shared pickup.

  • Miasma shard rewards from bags and treasure chests now go to every player in the party.

Improved

19 changes
Dungeon
  • Doubled the dungeon run timer, including every time bonus you earn during a run.

  • The boss room is now sized to fully contain the boss and its door, and the path there makes room for it.

  • Chests now sit rotated lid-down.

  • Barrels, crates, cages and chests are now placed around rooms without overlapping walls or doors.

  • Heart pickups now use a new, larger heart model.

Combat
  • Reworked the Plague Saw: it flies out, disappears on hitting a wall unless you have the bounce upgrade, can hit the same enemy more than once if it lingers, and spins flat like a blade as it flies.

  • Plague Pulse is now passive: it has a chance to trigger from a knife hit and chains to nearby enemies.

  • Players now start each run with three hearts instead of two.

UI
  • Shelter windows now close with an X instead of a back arrow, and show a coin icon next to your balance.

  • The daily rewards calendar now hides future days until they arrive, and claims a reward with a single click.

  • New parchment-and-dried-blood color palette across menus, HUD, cooking panels and cards.

Enemies
  • Enemies now turn to face whoever they're fighting.

  • Killing an enemy stops it instantly and grants its reward exactly once; the body stays for a few seconds afterward as a visual only.

  • Retuned blood leech spit: it fires less often, and is smaller and easier to read.

  • Rats are now visually bigger.

  • Skeletons now hit for a full heart.

Economy
  • Each of the first dungeon's four cures now shows its own distinct bottle, in flight and on the counter.

  • The results screen now shows loot as a single colored bar sized to what you actually collected.

  • The fourth cure now brews from a different ingredient.

Fixed

6 changes
Dungeon
  • Fixed a duplicated corridor piece causing broken doors.

Multiplayer
  • Fixed Shelter patients freezing in place for joined players after the first few seconds.

  • Fixed each player's Shelter patients sometimes blocking each other instead of running independently.

  • Fixed the Jenga tower not working when played by a joined player.

Enemies
  • Fixed blood leech spit sometimes skipping past the player instead of hitting them.

Audio
  • Fixed missing dungeon and menu background music.

Removed

1 change
Dungeon
  • Removed the spinning corner decoration from every required first-dungeon room.

Areas
65 changes in this update

Added

14 changes
  • Grim Cure is out for S&box Game Jam III: team up with up to four plague doctors, clear the dungeons and keep the patients alive.

Tasks
  • Added a weekly login streak reward at the task chest, separate from daily tasks.

  • Added a chain of 40 tasks.

Combat
  • Added a temporary run damage buff, personal to each player, that resets between runs.

Dungeon
  • Added timed resource bags in dungeons 2 to 4, unlocked once you have the Seasoning station.

Shelter
  • Added a playable Jenga tower to the Shelter.

  • Hitting the hub radio now disrupts the current track with static before it recovers.

Economy
  • Added a destructible treasure chest that rewards more the deeper you are.

  • Every player now has their own kitchen: recipe, pot, cooking progress and finished dishes are all personal.

UI
  • Added pop-up notifications for completed tasks, new tasks and new recipes.

  • Added party cards showing every player's avatar, name, hearts and coins.

  • Your last heart now darkens and reddens the screen, pulses the edges with your heartbeat, and closes your eyes.

Audio
  • Added sounds for player death, breaking barrels, the run clock running out, and torches.

  • Added sounds for buying skills, picking up resources and taking a cure portion.

Improved

22 changes
Combat
  • Adrenaline is now a short speed boost triggered by picking up a bag, reaching a new floor, opening a door, breaking the treasure chest or using an ability, instead of stacking on every kill.

Shelter
  • Patients reach the sell counter noticeably faster when the queue backs up.

  • Jenga: aim at a block with the cursor before pulling it, or grab and drag one by hand — a hard yank can topple the tower.

  • The tower now settles properly on its stand instead of blocks sliding and toppling on their own.

  • The Seasoning station's key ingredient is now a rare drop instead of a guaranteed one.

Economy
  • Removed the limit on how many dishes you can carry at once.

  • Cures on the serving table now stand as a single stack instead of spreading into separate piles.

UI
  • Skill tree prices now put a space between the number and the currency.

  • Skill tree tooltips now open anywhere over a node, not just its thin outer edge.

  • New and higher-resolution icons for several skill tree nodes.

  • Terry in the main menu now wears the full plague doctor outfit.

  • Redesigned the pause menu to match the main menu.

  • Loot on the results screen now counts up one item at a time with a sound per item; big hauls speed up so the count doesn't drag.

  • Moved coins and the task tracker to the corners of the HUD, and added party cards next to them.

  • Player name tags are now a single line that trims instead of wrapping, and no longer show currency.

  • Large currency amounts are now shortened, since some task rewards run very high.

  • Patients now hold their medicine at hand height instead of floating, and all wear masks.

  • The defeat screen now appears after 1 second instead of 6.

  • The task card now stays visible while exploring the dungeon, not just in the Shelter.

Audio
  • Torches can now actually be heard, and every torch across the dungeons loops its sound consistently.

Enemies
  • Enemies now spread out around you instead of clumping together.

  • Each enemy now always drops its own matching ingredient instead of a random one.

Fixed

28 changes
Tasks
  • Fixed the task chest being impossible to open.

  • Fixed task texts for cures and enemies.

Combat
  • Fixed knives not charging when standing near walls or doorways during a fight.

  • Fixed heart pickups from crates healing more than one heart.

Dungeon
  • Fixed locked doors showing as a plain black wall instead of a closed door.

  • Fixed doors in corridors.

  • Fixed room and door rewards sometimes triggering more than once per room.

Shelter
  • Fixed a save that had stripped every system out of the Shelter — kitchen, patients, torches, Jenga and the radio all work again.

  • Fixed the kitchen resetting when you left for a dungeon run.

UI
  • Fixed the pause menu being invisible.

  • Fixed the low-health vignette, damage flash and heart-shake effects being invisible.

Audio
  • Fixed the sale and skill-purchase sounds playing from the wrong place in the world.

  • Fixed torches in older rooms staying silent.

  • Fixed the run clock's final-seconds warning playing too early.

  • Fixed loading a save incorrectly replaying pickup and sale sounds.

  • Fixed the end-of-run loot tally being inaudible.

Enemies
  • Fixed the run clock starting the moment enemies spawn instead of when a fight actually begins.

  • Enemies no longer spawn right next to players.

Multiplayer
  • Fixed joining a friend's game.

  • Fixed the pause menu not showing up, and pausing no longer freezes other players' games too.

  • Fixed joined players falling endlessly into empty space after spawning.

  • Fixed the joining player's camera staying stuck in first person with no mouse-look in the Shelter.

  • Fixed the mouse cursor not being released consistently across Shelter windows.

  • Fixed the dungeon looking different for joined players — rooms and enemies now update correctly as they explore.

  • Fixed a held Jenga block not surviving a host handover correctly.

  • Fixed task rewards sometimes paying out more than once for the same player.

Progression
  • Fixed the Shelter not loading your saved coins and task progress, and silently wiping them on your next run.

  • Fixed old saves migrating leftover health points into an unrelated high-cost skill.

Removed

1 change
Economy
  • Removed the secret chest's currency reward — it was a placeholder for the new treasure chest.

Areas
10 changes in this update

Added

2 changes
UI
  • Added new hand-cut icons for the skill tree.

  • The skill tree header now shows the balance of all three currencies.

Fixed

8 changes
UI
  • Fixed several skill tree tooltips showing the wrong percentage.

  • Fixed the before vs after comparison on percentage skills showing raw stats instead of the percentage gained.

  • Restored the current level (for example 3/5) to multi-level skill tooltips.

Progression
  • Fixed old save files sometimes failing to carry over skill levels.

Shelter
  • Fixed cooking speed being capped lower than intended at high upgrade levels.

  • Fixed joined players sometimes not seeing when a dish finished cooking.

  • Fixed the sell counter using inconsistent stats for price versus speed.

Combat
  • Corrected movement speed, attack range and attack speed scaling from the skill tree at several upgrade levels.

Areas
16 changes in this update

Added

2 changes
UI
  • Added status boards above the cook, serving table and sell counter showing what's cooking, what's ready, and the sell queue.

Economy
  • Every player now has their own wallet.

Improved

14 changes
UI
  • Merged the end-of-run screens into a single results screen.

  • Task progress is now shown on the results screen instead of during the run.

Economy
  • Coins now come only from selling cures.

Dungeon
  • Dungeons are now a single spiral route from the outer corner to the boss in the middle.

  • Secret rooms now always hold a rare ingredient instead of sometimes just coins.

Combat
  • The attack cone got a new look and doubles as the attack cooldown indicator.

  • Enemies now get knocked back when hit.

  • Auto-attacks no longer stall when an enemy stands inside the cone.

Enemies
  • Enemies now consistently need to face you and wait out a cooldown before they can hit you again.

Shelter
  • Patients now walk instead of sliding across the floor.

  • Finished cures now stack neatly on the serving counter instead of spreading out.

Progression
  • Reworked the skill tree into a radial layout.

  • Cleaned up the skill tree window and added control hints.

  • The Enemy Waves skill now adds a whole extra wave of enemies to a room instead of just changing their pacing.

Areas
16 changes in this update

Added

7 changes
  • A proper start to the game: an opening cutscene, dungeon and shelter hints, and your first task.

Story
  • Added an opening cutscene and first-time hints for new players.

  • Added a run summary at the end of every run.

Multiplayer
  • Added joining friends' games from the main menu.

Tasks
  • Added the first task: kill 20 rats.

Progression
  • Skill tree nodes are now revealed step by step instead of all at once.

  • Added Attack Range, a new early skill.

Improved

9 changes
Combat
  • Rebalanced auto-attack: low, steady damage that always hits everything in the attack cone.

  • Loot now pops out of enemies and flies to nearby players.

  • Each enemy now always drops its own ingredient.

Enemies
  • Rats are easier early on and behave more naturally, wandering near their spawn and giving chase only up close.

Dungeon
  • The run clock now starts on the first real fight, not when enemies spawn.

Economy
  • Rebalanced cure prices and cooking times.

  • Every cure now takes the same time to sell, including the first one.

UI
  • Simplified the main menu.

  • Cures on the serving table are now sized consistently.

Areas
4 changes in this update

Added

3 changes
Dungeon
  • Added breakable barrels and crates.

  • Added heart pickups.

Shelter
  • Added a radio to the Shelter.

Improved

1 change
Shelter
  • Patients now share a unified look.

Areas
6 changes in this update

Added

5 changes
Abilities
  • Added Plague Pulse, a third ability.

  • Added critical hits and adrenaline.

Shelter
  • Added the Seasoning station for enhancing cures.

Audio
  • Added background music.

Progression
  • Expanded the skill tree further.

Improved

1 change
Enemies
  • Improved enemy animations and spawning.

Areas
8 changes in this update

Added

2 changes
Progression
  • Skill tree progress is now personal to each player instead of shared.

Dungeon
  • Added rare dungeon resources.

Improved

2 changes
Dungeon
  • Retuned the shared run timer.

UI
  • Improved the pause menu, health display and attacks.

Fixed

4 changes
UI
  • Fixed the cursor showing up wrong in the pause menu.

Multiplayer
  • Fixed duplicate players appearing after joining or changing scenes.

  • Fixed the wrong player sometimes being the one you control.

  • Fixed losing loot after a run.

Areas
11 changes in this update

Added

10 changes
Abilities
  • Added the Plague Saw and Plague Blades abilities.

  • Added a panel for active abilities to the HUD.

Dungeon
  • Added a shared run timer.

  • Added One More Round: replay the same dungeon for tougher enemies and bigger rewards.

  • Added secret rooms with reward chests.

Enemies
  • Added three new enemy types.

  • Added the Rat King boss.

  • Tuned enemies for the second dungeon.

Progression
  • Added cure quality: dishes can now come out Plain or Seasoned.

UI
  • Health is now shown as hearts.

Removed

1 change
Dungeon
  • Running out of a room's own timer no longer fails the run.

Areas
5 changes in this update

Added

3 changes
UI
  • Added the main menu with save slots.

  • Added volume settings.

Progression
  • Expanded the skill tree.

Improved

1 change
Multiplayer
  • Improved how new players are set up when they join.

Fixed

1 change
Dungeon
  • Fixed spawn points in the dungeon.

Areas
10 changes in this update

Added

7 changes
Dungeon
  • Limited the game to two playable dungeons for now.

  • Added an early exit from the dungeon.

Multiplayer
  • Fallen players now come back to life in the Shelter.

Items
  • Ingredients and dishes are now their own physical items.

UI
  • Unified interface icons and fonts.

  • Added a context-sensitive interaction prompt.

  • Improved player name tags.

Fixed

3 changes
UI
  • Fixed interaction range detection.

Enemies
  • Fixed enemies not being visible correctly at a distance.

Progression
  • Fixed incorrect health after buying upgrades.

Areas
10 changes in this update

Added

10 changes
Dungeon
  • Rooms now lock while a fight is going on.

  • Added a vote to choose which dungeon to enter.

  • Added doors between rooms.

  • Added new rooms and dungeon set dressing.

Multiplayer
  • Fallen players can now spectate their teammates.

  • Added name tags above players.

Progression
  • Added daily quests.

  • Added a recipe book you can read at the cauldron.

  • Added recipe scrolls that can be found in dungeons.

UI
  • Added game icons across the interface.

Areas
2 changes in this update

Improved

2 changes
Visuals
  • Refreshed the Shelter's interior and lighting.

  • Rebuilt the layout of the first dungeon's rooms.

Areas
14 changes in this update

Added

12 changes
  • Procedurally generated dungeons, a Shelter economy, and the first skill tree.

Dungeon
  • Added procedurally generated dungeons built from rooms.

  • Two dungeons are now available to play.

  • Added a dungeon map that hides rooms far from the party.

Shelter
  • Added Shelter cooking: brew cures from dungeon ingredients and sell them to patients.

  • Added a queue of patients waiting for cures.

  • Ingredients and dishes now fly between kitchen stations.

Combat
  • Added automatic attacks.

  • Added enemies for all four dungeons.

Progression
  • Added the first version of the skill tree.

UI
  • Added English, Russian and French translations.

Audio
  • Added sounds for the main actions.

Improved

2 changes
Enemies
  • Enemies no longer walk through walls.

Visuals
  • Improved fog, lighting and cameras in the Shelter and dungeons.

Areas
6 changes in this update

Added

6 changes
  • The very first playable slice of Grim Cure: a small arena, waves of enemies, and co-op for up to four players.

Shelter
  • Added a separate Shelter area outside the dungeon.

Dungeon
  • Added the first playable rooms with a run progress system.

Combat
  • Added enemies and automatic combat.

Multiplayer
  • Added co-op for up to four players.

UI
  • Added a top-down camera, interaction prompts and a simple upgrade station.