- 0.5.2 Update - 17 September 2026
Greetings!A few changes are in this update, mostly focused on Light Aura. The overall goal of this minor patch is to make Light Aura feel more integrated with the gameplay rather than a side mechanic - this feature is the hook, after all, so hopefully this update feels like it.HarvestingYou can now harvest the scarce light scattered across dungeons for temporary Light Aura! Right now, this system is limited to just Labyrinths (active) Flood Lights, and Buried Desert (lit) temple pillars. The default keybind is F, and all you need to do is look at it. In exchange, its light will go out, and you'll get a small amount of Light Aura + Detection for a brief period of time. Do know that this feature is experimental, and may or may not be removed or evolved soon.Light BalancingThis update also touches a lot on how weapons and equipment affect Light Aura. Many weapons, pieces of armor, and equi…
- v0.5.1 Update - 8 September 2026
Greetings!Small list of changes today.Gameplay ChangesMade health potions a little rarer on medical shelves.Potion effects in the Info Menu will now read the affected stats on hover.Ice Bow attack cooldown increased from 0.7s -> 1.0s.Thunderbolt bonus speed increased from 0 -> 4.Ionized Orb will now discharge closer to the ground, hitting smaller enemies.Sand Elemental's shields now spin 10% slower.Ion Concentration is now 25% smaller.Ion Concentration will now only be triggered by enemies within proximity.Sheriff's Magnum now reloads a little quicker.Sheriff's Magnum ammo count is now displayed, and will update with every shell loaded/fired.Reduced Labyrinths Flood Light chance to activate from 18% -> 13%.The Wanderer has disappeared.Visual ChangesAdded human bones scattered across Labyrinths.The scroll bar in the list of journals is no longer visible.The Weaponsmith GUI will now keep…
- v0.5.0 Update - 19 August 2026
Greetings from the Facility!This update brings some changes to gameplay, progression, and Q.O.L, along with a number of fixes. Ideally, the game should now be a little easier early-game while still retaining difficulty later on.Spawn RoomsFor the longest time, a dungeon would begin as soon as you loaded in. Enemies would move around, and often times you may find yourself unprepared when the next room is populated. This will no longer be the case.Upon loading in, you'll start in a room with some crates and maybe a chest or two. Enemies outside are frozen, and once you approach the doors, they'll open and all AI will unfreeze. The dungeon will now start on your timing.Mimics are also now unable to spawn in this room, so you're guaranteed safe to open any chest that loads.Enemy FootstepsThis was a change that should've been made months ago, but I never got around to it. Now, when a creatur…
- 0.4.8 Patch 1 - 26 July 2026
Small patch.Made the Charger's passive attack a little quieterSlowed down Skeleton Sentinel's laser projectilesFixed Buried Desert blocked walls not having collision
- 0.4.8 Update - 24 July 2026
Greetings from the Facility!Some more changes and improvements.Gameplay ChangesAdded Bound property to some items, preventing them from ever being lost on death (starter items included).Slightly increased likelihood of items being lost on death.Added Light Aura potions.Charger now has a passive attack per cycle.Replaced Health Potions in Green Valleys Floor 2 with Health+ Potions.Slightly reduced the chance for healing potions to spawn on shelves in the Labyrinths.Made The Cube significantly rarer in Buried Desert Floor 3.Reduced The Cube bonus regen from 10 -> 5.Clock speed reduced from 9 -> 7.Warrior incoming damage multiplier increased from 0.7x -> 0.75x.Warrior light aura reduction multiplier increased from 0.8x -> 0.85x.Made Perpetual Fire, Steel Dagger, and Orb of Light a little more common in the Labyrinths Floor 1.Lab Batteries are now weaker, and will alert nearby enemies when…
- 0.4.7 Update - 16 July 2026
Greetings from the Facility!Small list of changes, mainly focusing on some polish and visual improvements. While v0.5 was the next update planned, and it won't be ready for a little bit longer, I figured I should release some improvements that make the game feel a little more whole overall.Gameplay ChangesAdded mappable keybinds in the Settings menu.Organized the Settings menu.Brute Skeleton can no longer be pushed and can no longer receive knockback.Removed the list of controls from the menu and pause screens.Added occasional shelves containing a healing potion to the Labyrinths.Reworked "Overlap to Pickup" to be "Approach to Interact", applying the functionality to interactions other than just items and notes, such as powerups or the main NPCs. This has also been optimized.Visual/Audio ChangesReduced amount of particles leaving the Flamethrower.Gave Flamethrower an attack sound.Gave F…
- v0.5 Progress Update - 21 June 2026
Greetings from the Facility!Been nearly a month since the release of v0.4.6 and the last post shared. Figured I'd share what's going on.Once the last update was released, I was fairly confident that v0.5, the last major Early Access update, would release some time in July. That is changing, and it will probably be around September now, which was also the initial plan for leaving Early Access. This isn't some deliberate or intentional decision - the last few weeks have had very slow development. A lot of the remaining work involves creating and implementing new enemies and items, and progress just hasn't moved along as quickly as I would've liked.That said, progress hasn't been completely halted. Some visual/audio changes, stat tweaks, and a few additions have been made, along with a bit of new content ready to be added in-engine. I'm optimistic that progress will pick up soon.I'll likel…
- v0.4.6 Update - 22 May 2026
Greetings from the Facility!Just some final changes before v0.5.Gameplay ChangesAngel indefinitely removed; the implementation still remains in case it should ever return. Consequently, God's Blessing, the Angel's 1/3 drop, is inaccessible without the command line.Tracking Device ping frequency reduced from 7.5s -> 10s.Flaming arrows will no longer burn enemies at full damage, but instead half.Added Shekel & Gem counts to the Weaponsmith GUI.Melee sweep width increased slightly.Skeleton Sentinel is now a little less common in Labyrinths Floor 2.Wired gas will now poison the player.Heavy inscription bonus speed reduced from -5 -> -7.Corva cost decay increased from 8.5s -> 9.5s.Cursed Bone light cost increased from 3 -> 4.Cursed Bone cost decay increased from 6.5s -> 8s.Electric Pulse light cost increased from 4 -> 5.Elemental Staff cost decay increased from 9.5s -> 10s.Flaming Staff cost…
- v0.4.5 Progression Update - 12 May 2026
Greetings from the Facility!Progression is finally getting the attention it needed, and v0.4.5 leaves it in a place I feel is pretty good. Definitely better than before, but adds a bit more of a grind to a playthrough. Like previous patch notes, each point will be sorted, so feel free to skim through to whatever's interesting. There's gonna be quite a few numbers, lol. I'll open with the simpler changes, easier to skim, and at the end I'll cover all the stat changes.It should be noted that, while enemy levels in rooms are a little high, it is still possible to clear and complete the respective floor with a lower level. For example, a floor with levels 13-17 can be started and beaten around level 10 or 11, given your gear is upgraded.Gameplay ChangesChests are now more likely to give weapons for your selected class (Paladin excluded, given its priority on survival). Crates and equipment…
- v0.4.2 Update - 29 April 2026
Greetings from the Facility! Just some minor tweaks and a fix today.Gameplay ChangesDeck of Cards damage reduced from 19 -> 16.Deck of Cards now fires 4 cards instead of 5.D.A.D. damage reduced from 17 -> 15.D.A.D. Sentry fire rate increased from 0.35s -> 0.5s.D.A.D. Sentry lifespan reduced from 25s -> 20s.Lost Explorer health increased from 185 -> 235.Lost Explorer defense increased from 58 -> 68.Lost Explorer bestiary entry adjusted.K.O.T.S. second phase health increased from 3750 -> 4500.K.O.T.S. second phase attack damage increased from 88 -> 93.K.O.T.S. second phase defense increased from 68 -> 75.Buried Desert "Distant Chatter" ambience volume reduced from 1.0 -> 0.4.Sound ChangesBuried Desert "Distant Chatter" ambience volume reduced from 1.0 -> 0.4.FixesFixed K.O.T.S. AoE attack not rendering properly.
- v0.4.1 Update - 24 April 2026
Greetings from the Facility! Short list of patch notes today.Gameplay ChangesIncreased Temple Golem Stat Render Distance from 325 -> 500Snowglobe is now classified with the Rare raritySnowglobe use cooldown increased from 12.5s -> 15sReduced Snowglobe freeze time from 5s -> 3sFixesEnemies can no longer spawn under stairs in the Buried DesertKeeper of the Scarab has been renamed to K.O.T.S. in the Bestiary to make the name fitHaffor should no longer fire spears through wallsFlaming Staff should now work consistentlyLightning Rod should now work consistentlyNature's Presence should now work consistentlyStorm Rod should now work consistentlyFlimsy Wand should now work consistentlyMolten Staff should now work consistentlySnowglobe and Golden Touch should no longer make dummies killable or permanently disrupt other enemies' killable statusEnding a dungeon run when the boss is dead but ragdol…
- v0.4 UPDATE - 23 April 2026
Greetings from the Facility!To open this changelog, I want to state that the progression rework isn't part of this update as I wanted. Progression isn't bad, but could still use some attention, and the only way for that to happen is to push this update back further. That's the last thing I want, so I'm pushing this update now. Progression will see an improvement in a smaller update a couple weeks down the road, and should come with a number of new items, enemies, and hopefully rooms.Now, onto what's new!Weapon Enhancements & InscriptionsNow, by talking to Aaron in the village, you can apply upgrades to your weapons. Enhancements take shekels, and are typically on the weaker side. They can be replaced at any time, as well. Inscriptions, on the other hand, are a bit stronger and cost gems, but they also cannot be removed, so when you lock your decision, it's permanent. You can expect enha…
- v0.3.2 Hotfix #1 - 1 March 2026
Fixed base Light Aura starting at 18 rather than 6sorry :(
- v0.3.2 Update - 25 February 2026
Another small update here.Gameplay ChangesMage light recovery reduced from 1.5 -> 1.1Most staves have had their Light Aura costs and restoration times increased. This should now make light a little more valuable to magesThe Threshold has been breached, and you are no longer aloneVisual ChangesSubtle fog added to all dungeonsFixesFixed some music tracks not being part of the music categoryFixed Lightkeep repeating death dialoguesYou no longer infinitely fall down during the Lightkeep drop sequence
- v0.3.1 Update - 22 February 2026
Gameplay ChangesWarrior/Mage abilities now target what you're looking at rather than turning to fixed directionsThe tutorial now has the goal listed on the top left to remind the player what to doVisual ChangesAdded light to Resonance Cataclysm and Phantom Strike abilitiesStarry Blade star now illuminates nearby geometryFire particles (and some others) now have more of a "glow" to themFixes/OptimizationsReduced light attenuation on all itemsLoner should now properly restore your speed when the trance is brokenYou can no longer use class powers during the tutorialYou can no longer move in the tutorial during the wake up sequence
- v0.3 UPDATE - 15 February 2026
Greetings from the Facility!This update focuses on visual improvements and polish, along with some tweaks. Floor 4 of the Buried Desert and Green Valleys will remain locked; region progression can be expected to continue in the next update.Major ChangesEach class now has their own ability, triggered with SPACE.Labyrinths are now decorated with old lab equipment and pipes.Buried Desert is now decorated with stalagmites, stalactites, and old temple pillars.Green Valleys is now decorated with fireflies.Settings now allow individual sound sliders: Master, Game, Ambience, Enemy, Environment, NPCs, Player, Weapons.Gameplay ChangesYou now gain +1 Light Aura for every 3 levels.Starting Light Aura (before class modifiers) has been increased from 3 -> 6.Owl damage reduced from 16 -> 12.Golden Helmet defense reduced from 12 -> 10.Elemental Crystal bonus magic damage reduced from 6 -> 5.Paladin has…
- v0.2 UPDATE - 12 January 2026
Greetings from the Facility!Update's now out, and there's quite a bit to talk about here, so let's get started with the good stuff.CLASS SYSTEMIntroducing four new play-styles: Warrior, Mage, Archer, or Paladin. Each specializes in their own area; warriors are excellent with melee and tanking damage, mages are great with visibility and locking down rooms, archers can reach high DPS in exchange for vulnerability, and paladins prioritize survival.Class-specific powers are not paired with this yet, but can be expected in v0.3.OFFHAND ABILITIESThis is still relatively new and experimental, but starting now, offhand items will begin having their own passive abilities. In the example above, Scout's Eye will now project light on whatever enemy you're looking at.The total number of abilities is small right now, and most commonly you'll find Chained Down and Chest Finder, but over time, I hope f…
- UPDATE v0.1.2 - 30 October 2025
Fairly small update, mostly focused on fixes, optimization, and a couple changes:General ChangesLoot pools have been slightly adjusted. Weaker items are now going to show more frequently than stronger items.Journals now have less of a chance to drop from crates (7% -> ~2%).Added 2 journals.Mutated Spider hitbox adjusted for easier melee.OptimizationsItems no longer render when hidden (in an inventory, for example); should help with performance under large quantities.Enemies from far away no longer run behavior logic, which should improve performance on lower end devices.FixesWendigo not dealing damage in melee phaseZombie and Mummy (+ variations) should no longer get stuck in their walking animation, but I couldn't figure out the cause of the bug either so it's lowkey a shot in the dark lolThat is all for now, take care.
- UPDATE v0.1.1 - 27 October 2025
First of many frequent updates to come. Small list of patches for now:Stranger In A BinNeed somewhere to sell your junk? Maybe sell a weapon you're not going to use anymore? Take it this fellow hiding in the trash. He'll pay you a small sum of money for whatever you got.I'll likely remove him in a later update and replace him with a set of other NPCs, each preferring different types of items and giving more or less depending on what you bring them, helping better simulate how a real village would be run rather than "dump your stuff for this one individual" - this is the main reason he has a simple model (also because a friend suggested it and i thought it'd be funny).General ChangesThe Helpful Spirit in the Tutorial sequence now shines a bit brighterFireball light radius has been slightly increasedFireball detonation now has a lightFireball AOE radius has been slightly increased4 journa…
- EARLY ACCESS LAUNCH - 24 October 2025
From The Dark Early Access has officially launched!Step into the first two floors of each major region: The Labyrinths, The Buried Desert, and The Green Valleys. Discover over 140 items and battle 23 unique enemies across the 6 current levels. Challenge yourself, as well, with the permadeath mode.There will be frequent updates, aiming for about one every other week, with a major update every other month. This could fluctuate, of course, as i am still in college and finals are also coming up (boooo). I will update the game more frequently if possible. Expect more enemies, items, and rooms for each update.If you have problems or suggestions, drop 'em in the Discord (discord.com/invite/qFJCGb9atv). I am unavailable to work on the game on weekends, but I'll get to your messages as soon as possible.I will also be sharing a roadmap here relatively soon, so keep your eyes open for that.