- Patch 1.32: "Cursed" bug fix - 20 October 2025
Hello everyone! A short bug fix for some classes today. Accursed Ones, Cursed Clerics, Cursed Knights, Cursed Mages, and Cursed Thieves have skills that prevent them from reusing those skills after use, and are meant to make use of a curse removal mechanic to be able to reuse those skills. They were accidentally set to prevent them from taking ANY actions after using any one of those skills. This has been fixed so their skills ought to work as intended, and should make these characters much more enjoyable to play. Please let me know if you have any other issues, and thank you all for your patience and support!
- Patch v1.31; a few bug fixes - 6 October 2025
Hello everyone! The last patch was big but there's a few things that I didn't double check. So here's a couple fixes. Bug Fixes: -Lich passive description hadn't been updated to reflect their new effect. That has been changed. -Assassin's "Mission Missive" now says it raises Evasion, not ARM. -Inquisitor's "Condemn" now shows it uses DEV. -Lancer's Ward Off changed from being able to target any ally to targeting themself. That's it for now! Thank you all for playing, and please leave a review if you haven't yet!
- Patch 1.3; three year anniversary update! - 2 October 2025
Hello everyone! The third anniversary of Purgatory Dungeoneer is in a few days, so thought I'd do a patch. I've been able to be far enough away from the game to play it for leisure, and that means there's a few things I've noticed that I want to adjust. First, race buffs. Sustain ones like Fairies and Vampires are in a fine spot. But some races were meant to be a more durable option like Lizardfolk and Void Children. The gold standards for this archetype are Duar and Gnomes. Duar get more Hp and ARM, less SPD and Evasion. Gnomes get good Hp, benefit from healing, and a lot of Evasion, with less offensive power. Most other options felt weaker, or not worth taking the durability over a damage or sustain option like Angels or Laehka. So there's been buffs here. In terms of damage, a few felt too clunky to take over the higher single stat option of Guank/Gnoll/Demon/Angel. These have also b…
- Patch v1.23: More bug fixing - 19 February 2025
Hello everyone! Small patch today with two fixes like last time. Thanks to those that have picked up the game recently! -Plot Quest 10/15 which require 12/24 Remembrance Quests done only had the count of those quests completed as the check for plot progression, and not any actual previous plot switches. This meant that a large portion of the game's story could be skipped. This has been fixed (and was probably the source of the rare bug in the last patch). -Difficulty 3 Dungeon runs now actually grant Gold. With how consistent and specific this was it seemed like something I intentionally did, but I can't find a note for a reason or think of one, so now these actually grant money. That's it this time. Thank you all for your patience and support.
- Patch v1.22: Brief bug fixing - 15 January 2025
Hello everyone! Small patch today with two fixes. Apologies for anyone affected by them. -After doing someone's first Remembrance Quest, Dungeon Difficulty would remain set to 4 and would set the biome to one of the first four randomly, allowing people to access some biomes and difficulty settings earlier than intended. This has been fixed. -A rare bug was resetting the progress of a player's town (in a way I couldn't replicate). Now when you leave the Guild, it checks what your current story quest is and makes sure that all quests prior to that are considered complete. If you encounter this bug or appear to have fewer places in your town after doing something, entering and exiting the Guild will fix it. If you replicate this bug, PLEASE comment here or contact me in some way. That's all for now, and thank you all for your patience and support!
- Patch v1.21: rebalancing, Egoist character buffs, and Cursed overhaul - 29 November 2024
Hello everyone! This set of changes has a couple of classes getting larger overhauls/reworks. The "Cursed" classes (Accursed Ones, Cursed Clerics, Cursed Knights, Cursed Mages, & Cursed Thieves) are getting a bit of a rework so they get their own section. Other classes with significant rebalancing are Bosses and Dungeon Masters, with Jugglers and Monks getting some needed quality of life. Cursed character change summary: -"Cursed" classes "Legacy of" skills now also give +20% Max Hp. -"Cursed" classes "Curse of" skills now changed from "(main stat) decreases the higher your current Hp (up to -25% at 100% Hp). Passive." to "'Curses self' skills apply -20% Max Hp, -20% (main stat), seal that skill from reuse, and grants the Expel Curses skill." This debuff doesn't go away over time but can be removed through skills. Expel Curses removes all debuffs from the user. -"Cursed" classes "Obscen…
- v1.2 Patch Notes - 6 October 2024
Hello everyone! October 6th marks the second anniversary of this game's release, so I felt it was time to do a bit of rebalancing. The focus is to help boost weaker classes and give more consistency to a few skills that felt too random. There's no equipment changes, but there's a lot of classes affected. I'd hoped to get more done in time but couldn't manage it (as it turns out there are limits to what one person can do at this scale and having not touched the game for a while) so the last portion of the notes are what I'm hoping to get implemented and tested this next week. Bug fixes: -Assassin's "Await" now properly removes and gives immunity to AGI debuffs. -Beast Keeper's "Pack Support" had a placeholder event assigned to it at some point. That has been removed. -Drunken Master's "Metabolic Release" description now properly says it affects the party instead of just the user. Race ch…
- Patch 1.12 Notes - Fixes and a Cheat Code - 2 August 2024
Hello everyone! A brief patch to fix some issues as well as give access to the late-game for the less-patient players. The reason for the cheat code below is because ahead of the two year anniversary of this game in a couple of months I want to make a tier list of all the characters and do some balancing to help any especially weak characters. If I'm using this kind of cheat myself, maybe others who've played enough of the game will want to too. Bug Fixes: -Dancer's Minor Carnival now correctly applies its debuff to the enemy party. -Lancer's "Ward Accord" now correctly activates during the final boss of the main game and the final boss of the randomizer. -Shadow Mage's "Shadow Cloak" now correctly applies the status effect to the user, not the target. -Liches now correctly always stunned on Turn 1, and does not apply during boss fights. Gameplay Adjustment: -The two story quests that r…
- Patch 1.11 Notes - Guild and Evoker QoL - 27 April 2024
Hello everyone! It's been a while since the last update for the game, but I've had enough time away from this to begin playing it for enjoyment again, so I've made a couple changes to things that were bothering me. Quality of Life changes: -Guild members now show their level and class in the dialogue box just before the "Recruit" option, rather than having to select Guild Card to see when they aren't in the active party. Class changes: -Mimic's Vandal stance "Extra Ruin" skill description updated to match the one for Academy Wizards from when their version of the skill was patched (instead of buffing self with +1 Attack and +5% Manasteal for 4 turns after use, gain 5% Mp Regen and 30% damage reduction until you take damage after use). Tooltip fixed, functionality unchanged. -Tempest's "Tailwind" Attack Count buff increased from 1 to 2. Class Adjustment - Evoker: -"Elevation" description…
- Patch 1.1 Notes - Post-Game Arena and Cloister added! - 9 October 2023
Hello everyone! This past Friday marked the one year anniversary of Purgatory Dungeoneer's release! With that we have two new areas you can access after beating the game: the Arena, and the Cloister. After completing most of the game, small flower tiles make the entrance of the Guild and Dungeon, and after finishing it the other two markings at the now-accessible doors appear. While some may have changed their difficulty to a harder one with Tatienne at the Guild, it's recommended to bring it back down (or at least don't forget that you have the option). Arena: This area is similar to the Dungeon in that it's a series of five battles, and that you gain penalties after each run. The core differences are: -Rather than getting to choose the penalties, you get two effects, as if you had taken both available doors. -There's no stopping between fights, so no healing or changing equipment. -Th…
- Patch 1.041 Notes - 16 September 2023
Hello everyone! A lot of crafted equipment changes again, mostly in the Weapon, Chest, and Legs slots. Other slots were all roughly appropriate for their Gold equipment power level, but these slots (and Offhands in the last patch) just didn't feel worthwhile. This time we're just noting crafted equipment with changed functionality; there's 328 items adjusted and most of them are weapons that just had numbers tuned up. Effects that activate when there are many enemies in the current battle alive/KO'd, ones that grant resistance to single/multi-target damage, accuracy, and added critical damage saw the largest increases. Several weapons were granting negative Healthsteal and have been changed to negative Hp Regen. This helps give characters that function best at low Hp more safety and keep them from accidentally KO'ing themselves while still maintaining a level of risk; just a more consis…
- Patch v1.04 Notes - 1 September 2023
Hello everyone! A larger balance patch this time around. Some larger alterations to some classes to help them fit their niche/role better, as well as Offhand equipment changes to make them more competitive with other choices. "Egoist" classes have also been buffed to make their taking two slots in a party more worthwhile. I want to note a change to the "cursed" classes (Accursed Ones, Cursed Clerics, Cursed Knights, Cursed Mages, and Cursed Thieves). They all had an effect that gave themselves negative Healthsteal, meant to make them more risky and able to KO themselves if not played properly, but it ended up feeling too clunky. These have been changed to Hp Regen penalties. The old penalty meant it was hard to get initial damage on themself for the stat bonuses and attacking at somewhat low health could KO themself. Now their current damage output doesn't affect it, and negative Hp Reg…
- Patch 1.033 Notes - 8 August 2023
Hello everyone! Some small adjustments this time. Tooltips and a mission bug, two classes that needed to fit their playstyle slightly better, and two niche items that were underperforming. Bug & Tooltip Fixes: -After failing a Remembrance Mission, party members weren't healing afterward, meaning you could start a new mission with an unintentionally injured ally. This has been fixed. -Juggler's "Perfect Coordination" skill now mentions it also grants the user an extra action on the following turn. Functionality unchanged, description fixed. -Most Equipment that had in their description they affected stats "Before Turn 3" gave them as long as the battle hadn't reached Turn 4, so wording has been changed to "Before Turn 4". Functionality unchanged, description fixed. Balance Changes: -Cultist's "Sacrificial Energy" skill changed from "Deals Profane damage over time to a foe based on your D…
- Patch 1.032 Notes - 24 June 2023
Hello everyone! Today there's a balance change for the Mimic class for people who actually level them high enough (I might dial this one back in power, but their prior final ability felt far too situational), a small tooltip fix, and a bug fix that should make some classes feel like they're supposed to. Balance Change: -Mimic's "Macbeth Ward" skill replaced with "Action Talks: Gain an extra action per turn. Mp costs increased by 25%. Passive." Tooltip Fixes: -Academy Wizard's "Extra Ruin" buff text now also displays the +5% Manasteal it grants. -The Mimic's version of "Extra Ruin" now correctly states it grants Manasteal. Bug Fixes: -Skills that applied or removed multiple effects to the user that weren't strictly "buff the user/target only" skills weren't applying properly and have been fixed. These are: Arcanist's "Supercharge", Dark Hunter's "Motion", Heretic's "Recant", Mimic's "Mol…
- Patch 1.031 Notes - 13 May 2023
Hello everyone! Just a few fixes and adjustments in this update. Next update likely won't be for a while, but will mostly be some rebalancing and post-game content. Bug Fixes: -The Zawd, Quuwuuriak's Vital Steel, and Manacles of the Standby had no price assigned so they were able to be crafted freely. They now correctly cost 50 Blood. -Turn Count and Enemy KO Count trackers properly reset after battle. They were technically resetting on "Turn 0" of a battle, but this was leading to some numbers being poorly represented in the Equipment menu for several Crafted items, as well as some Door effects appearing to be/not be in effect at the start of combat when they shouldn't. -Some pieces of Equipment had the word "Lifesteal" in their description in place of "Healthsteal". This has been fixed. -"Exploding Cap" was misspelt as "Explodng Cap". This has been fixed. -Elite affixes that affect Hp…
- Patch 1.03 Notes - 8 May 2023
Hello everyone! It's been some time since the last update. For this there's a couple bug fixes, some quality of life adjustments, and a small rebalance to purchased Weapon and Offhand slot equipment focus on improving scaling into the later part of the game. Bug Fixes: -Some text was getting cut off at the start of lines when talking to characters in the Guild. This has been fixed. -Aelis and Xuwolu Pants had the same stats in their description as Pebihi Pants even though they correctly granted more stats. Tooltip fixed, functionality unchanged. -Ieno Cursed Arms were granting the same stats as Renoyi Cursed Arms but had what stats they were supposed to have in their description. Tooltip unchanged, functionality fixed. -Banner of Catacombs and Standard of Adon's stat description didn't properly fit into the description. This has been fixed. QoL changes: -Some new items have been added i…
- Patch 1.021 Notes - 13 November 2022
Hello everyone! Just a few rebalancing tweaks and fixes this patch. Been taking time away for the most part to mentally reset from the game's release, so expect the next patch or two to be more substantial both in terms of gameplay adjustments and quality of life changes. Class Balance Adjustments: -Beast Keepers now have a chance to follow up Beast skills with their own. Altantsetseg (Gnoll): AGI-based DoT to all enemies. Nikoleta (Gorgon): 20% counter/reflect buff to self & beast. Omran (Mummy): AGI-based HoT to party. Thaksin (Gruub): AGI-based direct damage to one enemy. -Beggar's "Shared Sentiment" changed from "Small Hp heal to one based on your DEV. Lowers their and your chance to be targeted for 4 turns." to "Revives and heals Hp for one based on your DEV. Lowers their and your Aggro by 90% for 4 turns. Low priority." -Beggar's "Indigence" effect raised to 55% from 40%. -Beggar…
- Patch 1.02 & Pandemonium Notes - 29 October 2022
Hello everyone! Today's patch has a few character/class changes/rebalancings, some bug fixes, and a randomizer mode! ---Pandemonium--- On starting a new game, if you repeatedly try to leave the building instead of heading north to Lydia, you get the option to forsake Purgatory in favor of Pandemonium. You get a party of 5 random characters, and a series of battles ahead. You'll level up and gain random equipment as you progress. Notable changes is that the battles are set to Hard mode, the Difficulty of the Dungeon is always set to one level higher than the party currently is, losing causes a Game Over, and you revive after leveling up but not after each fight. The battles might be a bit tough or unbalanced if you get an unlucky party composition or equipment drops, or if you haven't played much of the core game. Regardless, I hope if you like this kind of gameplay that you'll enjoy the…
- Patch 1.011 Notes - 15 October 2022
Hello everyone! Fixed a few items, and added a Hard mode. Fixes/adjustments: -Fixed several typos. -The skills "Balance", "Friendly Bless", "Overpower", and the "Defend" command now work as intended. -Certain effects not working on Turn 1 fixed. The way this system is set up is a bit clunky, so will be watching & testing to ensure functionality is actually working appropriately. -Nephil Mp cost increase changed from +100% to +60%. It's meant to be their core penalty but in practice was too limiting, particularly early on when cost/regen equipment/skills are harder to come by. -All characters can use Cursed Arms-type weapons purchased with Gold. This equipment type was restricted to certain later-game classes and the crafted variants are intended to stay that way, but this should open up some interesting options. New content: -Added wandering NPC Tatienne to the Guild after you meet her…
- v1.01; The First Patch - 8 October 2022
Hello everyone! This patch has a couple errors being fixed, and some light balance tweaks. Bug fixes: -While on Quest 5-7, completing a Remembrance Mission and then trying to do a normal Dungeon run could softlock, due to an error with it thinking you have access to a biome you don't have. A safeguard for this possibility has been added. -"Instant" speed skills such as the Witch skill "Quick Cant" are now working as intended. -Liches in Remembrance Missions weren't having their penalty activate correctly. Now working as intended. Balance changes: -Enemies base SPD changed from 5 to 8. This keeps the enemy turns still often behind player turns, but with buffs and possible passives means both that enemies will be harder to simply sweep in the first turn with a high damage team, and increase incentive to play characters like Scouts and Valkyries. -Added an additional amount of enemy scalin…