- Loading and Battle Freezing fixes - 5 May 2026
Patch NotesHi again, I've fixed numerous loading bugs, and some bugs that would often cause freezing at the end of battles. The loading bugs were a bit strange, they were caused by our save system defaulting to the manual save file instead of autosaves, even if the autosaves were much newer. That should be fixed now, and I'd recommend installing the update before playing further. If you encounter saving issues, just reach out in our community forums, and I'll repair your save. The battle freezing issue was caused by traits missing assets throwing an unhandled error, preventing the battle state from completing. That should be fixed now as well. Thank you to @Dani007a and @Papi Ji Sama for reporting the bugs. Any feedback is greatly appreciated! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions. Best, Cam
- Pathing and Localization Fixes - 3 May 2026
Patch NotesHi there, we've patched some bugs with the auto-pathing system and fixed some localization issues with traits and card names. Previously, pathing through a room type that included a "Leave" prompt would trap you in an endless cycle of leaving and re-entering. This was the case for shrines, and numerous other room types, but is now fixed. Thank you to @TTV.TrueDreamFox for streaming our game and reporting the bug. Any feedback is greatly appreciated! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions. Best, Cam, Nick and Noah
- Battle Trait and Saving Fixes - 3 May 2026
Patch NotesHi there, I've patched some bugs (mostly regarding trait triggering) that could occur at the end of a battle, and render you stuck in the battle until reloading your save. We've also prevented overwriting existing saves while stuck in a battle, so reloading from that state should consistently bring you to a save just prior to starting the battle. Big thanks to @tembera for streaming our game on twitch, and providing a VOD of these bugs happening. Any feedback is greatly appreciated! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions. Best, Cam, Nick and Noah
- Save System Audited and Overhauled - 23 April 2026
Patch Notes Hi there, we've overhauled the save system in response to some recent reports of saves corrupting. In general, it's long overdue stability changes and safeguards for saving every step of the way (and fixes for the saving bugs that have kept me up at night for a year, that I keep thinking I've fixed only for them to rear their ugly head once again). These changes shouldn't affect existing saves. We've also fixed an issue with biome traits setting max level to zero for some units, and various other trait bugs that could occasionally fully pacify units during combat. Big thanks to @DatGuyIV for raising these issues, and everyone else from the bug threads who encountered similar bugs and shared them with us. Any feedback is greatly appreciated! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions. Best, Cam, Nick and Noah
- Cavalcade of Critters and Cretins - 15 April 2026
Hey there! This update brings lots of new units, and a new major feature: Pathing & Auto-traversal.From the map view (M), you can now click any room to automatically chart a path. Once you confirm, your units will move automatically along the path right away, and between battles. This is especially useful in the mid-game, if you're moving through relatively weaker early-game areas and just want to stomp through everything without wasting time. NEW UNITS.We've added a bunch of new critter-type units, and rare new unit, the Puppomancer! Here's my favorite one doin a lil' dance: and here's a flock of them beating on a mimic:And that's all I'll show here. Major Changes:You can now lock the camera rotation in the settings menu, a highly requested feature that required a pretty extensive refactor of our camera code. It is now done.Extensive trait re-balancing. Less trait slots per unit, so th…
- Keys to the Leviathan's Vestigial Closet - 3 March 2026
Hey there! This update brings lots of new content, and a brand new major feature: The Compendium.We've introduced over 25 new cards! Once you meet the criteria to unlock a card in the compendium, it'll appear within subsequent runs. WEAPONS.We've also added over 25 new weapons, and introduced a weapon-tier system!As more bosses are defeated, you will find enemies with stronger and stronger weapons. Weapons now come in 3 tiers. Higher-tier weapon cards can be unlocked in the compendium.Major Changes:Free armor points now disappear after battles.Splish and Splosh costs reduced.General UI and improved readability.Mass weapon trait re-balancing.Abstraction card price increased.General Bug Fixes:Fixed some cards not having correct sound groups (thanks Keyzo974!).Fixed an issue with battle log timestamps.Any feedback is welcome! You can post new threads in the community hub if you encounter b…
- Post-processing, and Demolish card rework update | January 9th 2026 - 9 January 2026
Hey there! We've reworked the demolish card, significantly improved post-processing for all biomes, fixed some bugs, and did some prep work for an upcoming content update... Major Changes:The Demolish card, which destroys walls over a room to render it walkable, no longer spawns enemies in place of walls. Additionally, when you demolish walls over a room that's adjacent to an empty space (i.e., a ledge), walking onto that room will generate more adjacent rooms to allow further progression. This is a siginificant buff to the card, as it can now be used to carve a direct path through ruins, to the main dungeons.Made the demolish card drop much more frequently.Significantly reduced the intensity of post-processing effects across all biomes. This makes the game far more readable in general. Especially late game, when units tend to clutter the screen. To clarify, this means: Less intense con…
- QoL, performance, and camera fixes update | December 18th 2025 - 18 December 2025
Hey there! We've added highly requested hotkeys for card management, fixed some more bugs, overhauled the camera during interactions, and fixed some performance issues. Major Changes:Hover over a card and press \ to discard it immediately, without needing to click and drag it onto the discard drop zone.Added a sell card hotkey \, available when targeting a shop room.Added some instruction labels that correspond with the card hotkeys, with the shop instructions label showing the card's sell value without needing to click on the card.Added a new wall-cutout shader, for preventing walls/roofs from obscuring npcs and other POI's while interacting with them. Major Fixes: Rewrote camera logic for npc interactions, the camera will no longer clip into a wall (in addition to the issues listed above).Locked doors now appear in the prison dungeon as intended, improved locked prison room rewards. L…
- Many, many bug fixes, and performance improvements update | November 20th 2025 - 21 November 2025
Hey there! We've fixed a plethora of bugs, improved performance a bunch, and significantly mitigated stuttering. Major Fixes: The primordial pouch no longer saves horribly corrupted cards.Performance impact of having many cards (10+) in hand is reduced.Performance on average is just better, but you'll notice the improvements more the further you progress into a run.Fixed a shader error that was repeatedly being thrown for all cards all of the time.Many save stability improvements, especially surrounding pouch usage.Significantly reduced stuttering, which was caused by a myriad of card-related bugs.Minor Fixes:Fixed a missing roof reference in the (very common) Small Cottage pregenerated area.Fixed lots, and lots of card bugs. So many. So, so many.Any feedback is welcome! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions. Steam reviews…
- Bear Pack Update - 5 November 2025
All new! Bears have come to the astral plane!Burly and rotund, bears spawn rarely and pose a greater threat than average. Bears come in 6 variants, one for each biome. Whats more, they're very territorial, gaining a double attack boost when they're defending their home. You'd better check twice before taking on a bear!With the new unit comes a new feature as well. Elemental damage is now displayed as particles on a units weapon, providing more useful information at a glance. Each element type has a particle system associated, so you can get a sweet frost hammer, or a cool as heck fire sword.This update includes some small bug fixes as well, and some QOL improvements too:Astral Eye and Hand Lock UI elements now save and load.Shrines now clean themselves up after they are used.The camera no longer clips into buildings when in speech states.Some minor unit stat balancing.Card draw has been…
- Difficulty, Camera, Shop & Capture UX update | September 3rd 2025 - 3 September 2025
Hey there! We've moderately rebalanced the game's difficulty curve, made some critical camera fixes, improved the capture mechanic a bit, made some usability & translation improvements to the shop, major card visual fixes, and fixed a few other bugs. Major Changes:Enemy units now scale more dramatically beyond the first boss defeated, and still receive a bump in difficulty for every boss defeated.Minor Changes: The amplify card is now much cheaper to cast.The capture card displays a new success/failure message on cast.During battle, walls and roofs now fade out more quickly, and fade back in much more slowly.Card drop areas (discard, send to pouch, etc) now flash to more clearly indicate that cards should be dragged onto them to interact with them.Shop service clickable items now flash and have improved hover effects for clarity.Card pack highlight color change for consistency.Major Fix…
- Performance, Saves, Map QoL & Balance update | August 25th 2025 - 25 August 2025
Hey there! I've made major improvements to performance and the save system/autosaving, completely overhauled shrines (the ghostly-looking statues that make a trade), rebalanced all minibosses and a few units, made the map state less jarring and more responsive while panning, and added a brief intro state upon starting a new game to give players some direction. Bug fixes too! Major Changes:Massive performance increase when showing health bars for units (revealed by clicking the eye in the top nav, partially enabled by default). This was a massive bottleneck before that would halve performance with only a handful of units, especially on lower spec hardware and the steam deck. Its performance impact is now negligible.Modified a few renderer settings for an average 5% performance increase across the board on most devices. Completely reworked shrine rooms, as they were very unstable previous…
- Auto Dungeon Patch Notes | August 21st 2025 - 22 August 2025
Patch NotesLots of fixes to save validation, save backup system improvements, shrines (statue rooms) received some spawn fixes, significantly decreased the absurdly high spawn rate of shops and miniboss rooms, greatly increased the spawn rate of safe rooms to make map traversal less of a slog, some minor balance improvements, fixes for boss units being underleveled.Bug Fixes:Cards and units no longer duplicate on load.Combined and mutated units no longer force saves into the backup directory.Shrines no longer lock you into a corrupt state on battle failure.Numerous improvements to the save backup system, and performed extensive save stress testing to help prevent future issues.Boss units are no longer extremely underleveled. Balance Changes:Shops and minibosses now spawn far less frequently outside of structure spawns and dungeons, as they were preventing traversal and completely disrup…
- Auto Dungeon Released! - 19 August 2025
The full game has been released! Thanks everyone for testing the demo and giving feedback! We have some threads in the forum here on steam that you can use to report any issues you come across.Additionally, we updated the demo with the credits page, and the opening hub area.Thanks again!
- Auto Dungeon | The Dungeons Update - 8 June 2025
Major UpdateHello again! This is the largest single update we've released so far, so I'll just get right into it. We've added two major dungeons to the game, along with many, many small dungeons and secrets that spawn throughout the map. This is a massive change to the gameplay loop, and required a complete overhaul of the world generation system. We hope that exploration will feel far more interesting as a result. We've added lots of other content as well, detailed in the list below.Here's a list of the most notable additions/changes made to the game:The Frigid Priory, a new dungeon found within the Karmic (ice) biome.The Derelict Bastille, a new dungeon located in the Greed (ruins) biome.New cards for creating rooms, and demolishing walls.Card packs (and card pack packs).Fire-sale shops.Added keys and locked doors.Lots and lots of new special rooms to find.Redesigned the look of numer…
- Auto Dungeon Cards & Miniboss update | April 8th 2025 - 9 April 2025
Hey There! We've added more card VFX to accompany the card rarity/condition system, added lots of new units to miniboss fights, and added additional rewards for those fights. We also added a new card, Manifest, and a keybind for temporarily locking the camera view. The settings button is back, too. Major Fixes: Fixed new miniboss rings replacing old rings by default on equip. Fixed ranged weapons being nullified by friendly units within the same column. Fixed incorrectly labeled weapon stats. Minor Fixes: Fixed a camera zoom edge case within the map view. Fixed visual bugs with fusion card arrow. Fixed ring menu UI sometimes preventing clicking on units. Additional Changes: Added lots of new units to miniboss fights. Miniboss fights are rebalanced, contain much tougher units, and reward with a ring and card after each round (instead of just at the end of the 2nd round). New card, Manife…
- Auto Dungeon Demo Patch Notes | March 26th 2025 - 27 March 2025
Patch Notes Shrines (statue rooms) received a moderate rework, some minor balance improvements, and fixes for card bugs. Bug Fixes: Fixed numerous corrupted trait cards. Fixed corrupted max hp and max hand size increase cards. Additional Changes: Shrines now only have 1 round to complete. Shrines now contain new varieties of enemies. Shrines have greater rewards and lower costs. Shrine units are now more powerful. Mutant spawn chance increases after defeating a major boss. Increased heal card drop rate a bit. Teleportation is cheaper, especially over moderate distances. Small increases to spawn chances for difficult enemies. Model and texture improvements for a few elementals. Any feedback is greatly appreciated! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions. Thanks for checking out the demo!
- Auto Dungeon Cards & UI Update | March 24th 2025 - 25 March 2025
Hey There! We've got tons of new card VFX, and you can now lock the card view to the screen to prevent it from auto-minimizing. Bug Fixes: Fixed an issue that sometimes prevented the abstraction card from being played. Fixed an issue with the affliction and capture cards that caused the wrong units to be highlighted. Fixed a missing background image for the heal card. Additional Changes: Overhauled appearance for captured/abstracted unit cards, and various trait cards. Slightly decreased cost of capture card. Moderately increased success rate of capture card. Yet another special thanks to Oslop for his feedback on the card view! Any feedback is greatly appreciated! You can post new threads in the community hub if you encounter bugs or just have questions/suggestions. Thanks for checking out the demo!
- Auto Dungeon Demo Patch Notes | March 22nd 2025 - 22 March 2025
Patch Notes New fixes coming out for various bugs and localization issues. Bug Fixes: Fixed an issue with the weapons not updating the correct values on the unit stat panel. Fixed an issue with APS (Attacks per Second) not being calculated correctly. Made Stat Modifier cards behave correctly for certain conditions. Fixed an issue with SFX on the Wisdom card. Fixed a performance bug with the quick view indicator. Fixed an issue with the room lifespan. Fixed issues with the context panel for cards disappearing the right side after hovering over a unit. Localization Fixes: Fixed an issue where languages that typically have postpositive adjectives were displaying the adjective for creatures and weapons before the noun on cards specifically. Added a translation for the Blorg minion weapons (Spatula). Fixed translations in Spanish in the UI. Additional Changes: Added the "Capture" card which…
- Auto Dungeon UI Update | March 18th 2025 - 19 March 2025
Hey there! We've been listening to your feedback about the game being unclear and things like cards not being as straightforward as they should be, the map being hard to read, and shops being unexplained. We have some solutions in the works to those issues, and we also have a new UI that we think will help with visual clarity. We've split the context menu into two sides now. This lets us slim down the total footprint of the UI depending on the thing you're looking at. So for things like the battle log, it now takes up half the space that it used to. Most of the interactable things that would show up in the context menu (card drop areas, shrine options, shop services, etc...) now show up on the right side. We also made some other states look a little nicer, like speech states: Looks pretty good eh? You can also close those two windows now with the letters Z and X. Z will toggle the left…