- v.0.4.1: Visions & Vignettes! - 8 July 2026
Sup! Originally, my plan was to take a bit of a break from DoH, to fix some issues with older projects up on itch. Then I got the idea for an overlay shader that didn't leave my brain for a week, and now we're here. So, now there's this moving vignette on-screen while you're hallucinating. Had to tweak it a bunch so it doesn't interfere with gameplay and/or make you sick, but I think it adds a lot to the feeling of differentation between fantasy & reality. As I was in a groove to play around with shaders, I added the first half of the engraving-quest you get after beating the final boss. Here's a lil sneak peek:I've added these as milestones when beating bosses in hard mode, in addition to a series of strong machine part unlocks only accessible there. Those turn the challenge from an unbeatable onslaught into something actually pretty fun, since your build can now compete with the escal…
- v.0.4: Dialogue and Tutorials! - 7 June 2026
Heya! Been a second. Nice to see ya! Three weeks ago, we were at Fantasy Basel again this year, showing off the update lil bit early. Look at this awesome sticker design Carla made! If you've missed it, maybe you can pick up one at HeroFest in Berne. Due to all the other team members being significantly more employed than me, this update was largely a one-man-show. Well, not quite. First of all, as usual, Maisa did a fantastic job on the sound again, adding tons of audio to make the game feel more lively. Never underestimate the power of a good soundscape. Second, a lot of the story being told was already loosely conceptualized back when we were working on the bachelor project version one year ago. So, it's not like we're grafting a story onto something that works as a self-contained game, we're telling you what we envisioned back when we were building the earlier versions. So, here it…
- v.0.3: Memories, Towers and tons of QoL! - 15 March 2026
Sup! Kept you waiting, huh? We're back with some more more changes, this time again with a bigger rework. Before we get into the specifics, here's a little something regarding planning: On the Steam page, we've set Winter 25/26 as out goal for the full release. What we kinda forgot after three years of higher education is that having a job or looking for a job is time-consuming! So, our timeline has been pushed back somewhat. Which is fine, since we're still planning on finishing the project this year and the current version of the game keeps getting updates, which we're making good progress on. But y'know, just so you know. Onto the update itself! We've rearranged the guts of our beloved creation once more. It was necessary, though: Something that really screwed with pacing was having to choose the same engravings twice, once during tile selection and once during level up. This, combin…
- v0.2.3: Unique Engravings! - 21 December 2025
Merry Christmas everyone! (Or whatever you wanna celebrate, I don't care as long as you have a good time :) )Before we get into the update, some news: We've been nominated in the category "Best Student Game 2025" at the SGDA Awards! Unfortunately, our plans to win were foiled by Pale Abyss, a first-person action RPG with a PS1-like art style. This makes us very upset, and we hope Permanent Crab Studios is struck by a terrible fate, like forgetting the keys at home when going out, or eating fajitas that are a bit too spicy. (Jokes aside, congrats! The game looks sick as hell, wishing you luck on future endeavors >:] ) Now, to the actual update: We've adjusted some of the engravings from the last update. In playtesting, there was a bit of information overload & on some playthroughs, descriptions were ignored entirely, so we've reduced some of the clutter. Also, some were a bit too polariz…
- Version v.0.2.1 & v.0.2.2: Squashing an annoying bug - 22 November 2025
Hey y'all,there's a been a pretty big bug that snuck into last version undetected. This is a good opportunity to have a bit of a technical talk about one of the issues when working with the Godot Engine: Circular dependency.Now, I am a big fan of the engine compared to others that are around. For making 2D games, it is definitely my personal favorite because of how straight-forward most components are, and by enforcing type-safety in the editor, you still get that robust foundation. And it's open source, so anyone can work on it if they wish. All around great stuff, DoH is built on top of Godot 4.3 for those reasons.But, working with it so much, there is one issue that has cropped up a bunch of times in our projects. It happens when you have scripts that need to load other scripts in order to work. Broadly simplified, if you happen to have multiple scripts that need other scripts to be…
- v0.2: Engraving Overhaul, New Weapons & Lots of Polish! - 19 November 2025
This is a big one, folks!We've been hard at work, reworking major systems. The most central change has been reworking the engraving system: Now, there are distinct categories that correspond to different attributes. On one hand, it makes the inventory system a lot more understandable to new players, on the other, it gives us a lot more wiggle room when designing new engravings. This has resulted in more than doubling the available engraving count! Also, when & how many enemies spawn were adjusted as well, enhancing the pacing & making the game more engaging beyond the first two bosses. In addition, there are two new weapons! The Rod of Lightning is very effective when dealing with wide hordes of enemies, while the Halberd is great at close-quarters melee combat. They also have some crazy scaling with the new engravings, so go wild & experiment! Alongside that, art & sound both got a nea…
- v0.1.3: Save System & Weapons Scaling Fix - 3 November 2025
Hey everyone! We're back with another small update to give you something to chew on while while we're cooking up the engraving overhaul. Key here is more of a technical change to the way save systems work. We've switched to a system powered by Steam Stats before launch, but we later realized some issues regarding having to be always online to play the game. So, Marcel got to work & rewrote the entire system again to run locally. Say thank you to Marcel. Also, on a more gameplay-focused note, now all weapons are impacted by all stats. That means no longer needing to slot all your Penetration into Magic Shot, because the other weapons also benefit from it as well. (Although, with the big change to the engraving system coming up, those strategies might change fundamentally soon ;) )Take care & have a good one! Jonas Wiesli Team Quintuple-APatch NotesChangesDecoupled save system from SteamA…
- DoH wins an Award! Also: The Skip Button Patch! - 12 October 2025
Hello everybody! Thanks for joining the early access & already playing so actively. Last weekend, we spent three days at HeroFest 2025 in Bern, showing off the game to the public for the second time (after Fantasy Basel this year). And we ended up winning an award: The Valiant Indie Games Award - Nox Award for Technical & Mechanical Excellence! (Those two dudes on the right are Jonas Wiesli (Director) & Marcel Schürch (Meta-Progression Master). You can tell this is day three of the con by how crusted up we are.) It was a huge honor, and we're very proud of the whole team for putting together something like this. It's a nice confirmation that we aren't just weird tinkerers making something only we enjoy, but that we're weird tinkerers making something someone else can enjoy as well. Well, I think we've definitely proven our technical excellence by having a huge bug right in the loot menu…