- v1.0.9 - Minor updates - 13 September 2026
EnhancementsImpassable pits will now display on the map as walls instead of open space.The news at HQ will now display as "E" on the map instead of the generic "!".Application startup will now display the loading screen instead of a black screen.Minor art updates and corrections.Bug FixesFixed status duration refreshes being off by one round in certain cases.Fixed an animation issue with certain spear traps.Fixed transformation sparkles appearing over certain menus.Fixed misaligned movement arrow.Fixed GUI input during application startup bleeding into the main menu.
- v1.0.8 - Quick-equip and misc fixes - 30 April 2026
You can now equip items directly from the Equip tab in the inventory menu. Selecting the Equip command will display the target menu, similar to using consumables. The item description panel will update with the highlighted character's required stat, if any. Character names will display in yellow (with '-' in color assist mode) if the item is too heavy. Accessories will be equipped in the first empty slot, or the first slot if neither is empty. This change does not impact the full equipment menu.Enemy status pips and text will be slightly darkened when the enemy is dithered (in the back row or during target selection).Fixed movement getting stuck in run mode if a modifier key (Ctrl/Alt/Shift) is active.Fixed menu navigation not responding if a modifier key is active.Fixed Dispatch damage scaling incorrectly.Renamed some low-tier consumables.Fixed some minor art errors.
- v1.0.7 - Skill balance enhancements - 12 March 2026
GeneralMost low-level damaging magic (e.g. Detonate, Stone Spike) will now scale better with level. Most will deal similar damage at lower levels and a bit more damage at higher levels. Some skills were further adjusted individually, as listed below.Threat (the likelihood of a character being attacked) now has its own manual page. Changes to threat are now explicitly named and quantified in skill descriptions.The damage types manual page now explains shields.Fleeing from a random encounter will slightly reduce the time before the next random encounter.Simplified language relating to KO ("shattered") status.Skills that do not consume the user's turn are now simply tagged "(Free Action)" in the description.Various minor clarifications to skill text.Minor tweaks to some status icons.The enemy status display option now defaults to pips, the same as for players, to avoid confusion about effe…
- v1.0.6 - Minor fixes - 28 December 2025
Fixed an issue with analog input getting stuck in a repeating state for both menus and field movement. Some input edge cases may behave slightly differently than before.For boss enemies only, the diminishing returns from hostile turn manipulation will no longer reset after each turn. This primarily impacts Cresting Wave.Fixed Gliding Prow displaying the wrong Defense bonus (the correct value is +20).Added a line to the weapon types manual page explaining the range descriptor (S/M/L).
- v1.0.5 - Minor updates - 14 December 2025
BalanceThe first character in the party will be attacked slightly more frequently than before. The last two characters in the party, and the last character in the front row, will be attacked slightly less frequently than before.Sea: Slightly increased the added threat from Gliding Prow.Vengeance: Slightly reduced the added threat from Overpower.War: Slightly increased the added threat from Champion.Slightly increased Power for all tier 1 weapons (bronze/ash/leather).Reduced the Defense penalty on Hobble Skirt from -10 to -6.TutorialsAdded a tutorial prompt at HQ about optional NPC dialogue after the first trip to the hospital.Added a tutorial prompt at HQ about new equipment and dialogue after unlocking the steel mill.Added a Headquarters topic to the in-game manual.Tutorial prompts in the hospital will not display if the prologue was skipped.Slightly clarified Crowe's and Regine's init…
- v1.0.4 - Balance tweaks, bug fixes - 18 November 2025
GeneralPlayer characters in the front row now gain +5 Accuracy.Wound is now the highest-priority status effect, meaning that control cures will always remove it first if present.Slightly increased enemy crit defense.Custom characters that start in the front row can now start with staves or wands, using the same selection priority as the back row.Bows/broadswords now take priority over staves as starting weapons.Character creation now warns if any characters have no weapon or armor proficiency.Reorganized character creation warnings for readability. HuntIncreased damage for Leaf Step and Tear Shadows.Snakebite, Leaf Step, and Tear Shadows are now affected by M. Power.Slightly reduced MP cost for Snakebite and Tear Shadows.SunSlightly reduced MP costs for Heavenly Forge, Purifying Touch, Soothing Breath, Soothing Touch, and Sunburst.VengeanceReduced HP cost for Dispatch, Seal Evil, and Wh…
- OpenGL compatibility fix - 14 November 2025
This update improves compatibility with some older display adapters under Windows, which could potentially experience video corruption in OpenGL mode. Since there is no change to the application code, this release will still appear as v1.0.3.
- Minerva Labyrinth OUT NOW! - 5 November 2025
Minerva Labyrinth is out now, with a 10% launch discount for the first week!If you played the demo earlier this year, here are some of the improvements made over the past seven months:New Aspects and support skills, plus revised Hunt, Moon, and Vengeance skill sets.Revamped (now optional) prologue and greatly streamlined tutorial.More events and secrets in the hospital, with a slightly gentler introduction.Numerous GUI and QoL enhancements like movement hold, quicksave/quickload, and in-game manual.Many overall improvements to writing, music, visuals, and sound.
- v0.8.4 - New Aspects and skills, art/writing improvements - 24 October 2025
As announced yesterday, Minerva Labyrinth will release on November 5th, 2025! Today I'm also releasing the most up-to-date demo, which features new Aspects, new support skills, a nicer-looking subway, and a major editing pass over writing (some of these edits made it into the v0.7.9 release).There may be a few more tweaks in the final release, but this is pretty close to what it will look like. Here are the highlights:Character CreationTwo new Aspects:Aspect of the Sea, an evade tank and utility fighter.Aspect of the Stars, an offensive caster with some varied utility skills.Four new support skills:Abundance: Items have a chance to not be consumed. Greater benefit with more users.Economy: Reduces the cost of rest and recovery. Greater benefit with more users.Itemancy: Allows using items as a free action once per turn, but consumes two items.Zeal: Revive items and skills restore double H…
- Release Date: 2025-11-05 - 23 October 2025
Minerva Labyrinth will be released on November 5th, 2025! I will also be publishing an updated demo ahead of release (hopefully today or tomorrow) with all the latest changes, including some new character build options!
- v0.7.10 - Resistance fix - 22 September 2025
Fixed resisted energy attacks having no effect (introduced in v0.7.9).
- v0.7.9 - Keyboard glyphs, help menu improvements - 21 September 2025
EnhancementsMouse and keyboard input prompts will now display glyphs instead of plain text.The gameplay information menu in Diana's room has been migrated into the field menu as Help and can now be accessed anywhere. The old Help menu has been renamed to Reference and is accessible via hotkey or from the new Help menu.Gameplay tips have been removed from the Reference menu and have been folded into the appropriate topics in the new Help menu.Added detailed information on character statistics to the Help menu.Added an option for borderless fullscreen mode. The previous fullscreen mode is now designated as exclusive mode. Note that depending on your resolution, the image may be smaller in borderless mode than in exclusive mode if pixel-perfect scaling is also enabled. This is due to a quirk in how Godot implements this mode.Increased the maximum volume that can be selected in the Options…
- v0.7.8 - Skill description and tutorial enhancements - 9 September 2025
All skill descriptions now explicitly state the range, area of effect, and hit bonus (if any) at the top of the description box. Numeric and status effect values are now color-coded by type. Energy damage numbers will also display ENR in color assist mode. Skill descriptions have been edited down to remove information that is now specified in this way. These changes should make it more clear at a glance exactly how a skill behaves. Slightly modified Hospital 1C (emergency room) layout and encounters to flow a bit better as an introductory level.Small additions and improvements to tutorial prompts.Updated the "gameplay tips" section of the help screen to match current mechanics and remove some redundant information.Vengeance: Reckless defense debuff reduced from -20 to -10 per stack.
- v0.7.7 - Tutorial and RNG updates - 30 August 2025
Prologue / TutorialTutorial mode in its previous form has been removed. The prologue (subway) will offer brief instructions / prompts at the top of the screen in certain locations, but will not provide any detailed information in the dialogue window. Most of this information can now be viewed at any time from a new dialogue menu in Diana's room at HQ.Most of the opening text in the subway has been cut.Subway layout and loot have been slightly adjusted to better serve as a tutorial.Subway enemy HP has been slightly reduced.GameplayDie rolls for accuracy and escape now use a new algorithm that should ensure a more uniform distribution of values. Both players and enemies use the new algorithm for attack rolls. Note that although distribution is more normalized than before, the results of a die roll are still used as-is, not altered or discarded. This change is primarily intended to reduce…
- v0.7.6 - Aspect updates, misc enhancements - 16 August 2025
This update brings a number of small balance and QoL improvements that have come out of playtesting, but the biggest changes are the updated skill sets for Hunt, Moon, and Vengeance, which have been improved to be a bit more dynamic and focused.For simplicity, only changes that impact the demo content are listed here.This update will most likely be the last major demo update prior to release. I do not have a definite release date just yet, but I am targeting end of Q3 or possibly early Q4, so we're almost there. New Aspect Skill SetsBelow are the updated skill sets up to level 4 (the max level in the demo). Some higher-level skills not available in the demo have also been modified or replaced for these and other classes, but all aspects' overall combat roles are the same.HUNTSnakebite - auto-hit one enemy and inflicts -DEFLeaf Step - damage one enemy, refresh Hunt debuffs, +SPD for one…
- v0.7.3 - GUI and party creation enhancements - 19 July 2025
EnhancementsAdded an option to change button selection mode for the mouse from mouseover to click. When in click mode, clicking on the selected (finger pointing) button will confirm it, and clicking a non-selected button will select it without confirming.Portrait buttons are now clickable in the field or in the field and skill menus. In the skill menu, this will select the clicked character, as with the 1-5 keyboard hotkeys. In the field or field menu, this will open one of the three character-specific menus: Character, Equipment, or Skills. The default is Character, but can be changed in the Options menu.The portrait panel will not slide out of view as long as a portrait is highlighted with the mouse.Character hotkeys now also work in the field and field menu as above. Since these are categorized as menu commands, they can potentially overlap with field command bindings; if this occurs…
- v0.7.2 - GUI enhancements and bug fixes - 14 July 2025
We're getting pretty close to release! I don't have a date to announce just yet, but it shouldn't be too much longer now. In the mean time, I've updated the demo with the latest enhancements. Highlights include improvements to the combat GUI, some fixes to menu and movement responsiveness, and a less intense confirm sound effect.GUI EnhancementsUpdated the menu confirm sound effect to be less aggressive.Reduced the input double-click cooldown, which should make menus more responsive.Stunned, held, or sleeping combatants will display a red X over their icon in the combat timeline. Enemies will briefly display the X when killed before their icon is removed.Shattered player characters will display a broken gem icon at the end of the combat timeline.Enemies that are dithered in targeting mode no longer display their outline.Using an item in combat will now show the item name in the quick te…
- v0.6.4 - Quicksave, cursor repeat, target highlights and more - 22 June 2025
This update adds a ton of interface and QoL improvements, as well as some mechanical tweaks and a handful of bug fixes. Quicksaves, cursor repeat for gamepads, improved status visuals and targeting visibility, enemy HP bars for Scouts, more information in certain menus, and improvements to mouse support and color assist mode are some of the highlights.QoL / Interface EnhancementsAdded quicksave and quickload functionality. These default to F5 and F9 respectively, but will be unbound initially if you already have custom control settings.Cursor repeat in menus now works on gamepads. When choosing a target, all non-targeted enemies display dithered and all targeted enemies display in full brightness, regardless of which row they occupy. If you prefer the previous behavior, you can disable this in the options menu.Enemies now have visible HP bars under their sprite if the party has a Scout.…
- Share your feedback from Next Fest! - 11 June 2025
Next Fest is well underway. If you've already tried the demo or are planning to, thank you! If you've got feedback you'd like to share, please drop by the forum. There will be more updates as the game progresses towards release, and your feedback will help make it better.
- v0.5.7 - Subway and dialogue updates - 31 May 2025
Control Room B in the subway can now extend a second bridge to the east as a shortcut back to the recovery point. Revised some NPC dialogue at HQ. Adjusted some visuals in the subway for clarity. Fixate now ticks down at the end of Skunj's turn instead of the target's. Minor tweaks to subway text.