- Open Locations, Enemy Movement & More - 18 September 2026
Hey guys, this week I worked on the world to make it more open and varied. Most importantly, the optional dungeons I introduced last week are now part of the world itself, with paths leading through them. I opened up many additional locations in the world to make the paths feel more interesting and natural. Another big change is to the playfield itself. Bushes are no longer destructible to give the path a more playful structure. Newly added bundles of grass take on their previous role. Thank you for all your ongoing support! Let me know what you think! Changes - Large open areas have been added to the world - Many additional locations in the world are now open - Dungeons beneath stairs are now smaller in size - Staircases are now hidden beneath grass - Grass is a new destructible obstacle - Bushes and other vegetation is no longer destructible - Enemies don't see quite as far - Enemies…
- Off-Path Sites, Usability & More - 11 September 2026
Hey guys, time for another update! I spent a good chunk of the last two weeks working on the game's design and have decided on a handful of big features that I will implement in the coming weeks. Making the start this week are off-path sites. They are unique locations to explore outside the path, holding valuable loot for your journey. Entrances to many of these sites can be found long the path. I have also made many smaller changes to address usability and gameplay issues in the game. Thank you for all your support! I hope you like the changes, and I will see you next week. - Staircases leading to sites can now be found - Sites are optional, unique places to loot and explore - Shrines and chests are now decorated - Chests exclusively drop weapons - Shrines excusively drop charms - Enemies preparing for a ranged attack blink blue - Weapons break a bit faster - Some sprites are improved…
- Update 0.51 postponed [UPDATED] - 4 September 2026
UPDATE: Authentication is working again, but Steam's security measures prevent me from releasing updates until Tuesday, so I've decided to not release the changes listed below separately, but together with the next update on Friday. Sorry for the delay, I know some of you have been waiting for these changes. I'll make sure Friday is worth the wait. Hey guys, The update is ready but I can't authorize its release using the methods Steam provides. Not sure if it's an outage or a problem on my end. In any case, the fallback Steam provides doesn't work either. I'm in contact with Steam and hopefully the problem is resolved tomorrow or Sunday at the latest. Sorry to keep you hanging and for not delivering the update today. Here's what's coming in the update: - Undead behave like ghouls - Ghouls take on the role of Robbers - Robbers are removed from the game - Ranged attacks are signaled in bl…
- ASCII-based traditional roguelike 'Rangedrifter' has such a damn cool style - 3 September 2026
I love discovering new games, especially when they look as fascinating as the roguelike Rangedrifter. Read the full article here: https://www.gamingonlinux.com/2026/09/ascii-based-traditional-roguelike-rangedrifter-has-such-a-damn-cool-style/
- Version 0.50 | Barrier Cores, New Chapter & More - 28 August 2026
Hey guys, After Seventeen weekly updates, the game reached a major milestone today. The second large region of the game's world, to Coast is now complete, closing the current chapter on the game's road to 1.0. With it come deep canyons, colorful blooming fields, sandy beaches and dusty temple ruins. During the past three months, the game has gained a whole lot of features and it's world grew twice in size. It now contains over 60 sub-regions and 50 dungeons and over 1500 path nodes to explore. To close it off, this update introduces Cores. They are manifestations of the Barrier left behind by the people who once lived on this land. The path is now split between the regions and the hero will need to destroy the Cores to continue the journey. In the coming weeks I will look into opening up the path more and add more monster abilities before starting work on the next region, a large mounta…
- Version 0.41 | Sneaking, Balance & More - 21 August 2026
Hey guys, this week I re-balanced the game to make it more challenging, making enemies hit harder and traps more deadly. Stakes feel higher and things spiral out of control quickly if you're not careful. To counteract this the hero starts with a weapon and buffs and charms are more powerful. I also worked on the traps. Traps are no longer disarmed but avoided by walking slowly, holding the wait button. It allows the hero to move silently, ambushing dozing enemies and to avoid many hazards. Slow steps take up two turns, so they're quite deadly when used in the wrong situation. I hope you like the changes, I certainly had a lot of fun implementing them. Thank's for your support and have a nice weekend! - Sneaking now allows avoiding traps - Sneaking is done by holding the wait button - Disarming traps has been removed - Traps no longer disappear when sprung - Sleeping enemies can now be a…
- Version 0.40 | New Sprites, Coast Cliffs & More - 14 August 2026
I decided to make the game's visuals more representative of real objects to heighten the sense of presence in a different world. This let me consolidate a lot of sprites to make them more easily learnable. Other big changes are the controls page listing the actions of the buttons, the addition of the south-western part of the coast, stone tiles having sharp corners and paths being better distributed. I hope you like the changes! Thank you for your support! - The path is now continuous again - Cliffs and crypts are now part of the coast - The coast is now basically complete - Symbols are more representative of the real world - Some object's symbols have changed - Some enemy symbols have changed - Control menu now shows the button actions - Quicksand will now steal the hero's items - Paths are more diverse across the world - Topology of the entire coast is finalized - Stone tiles have sha…
- Version 0.39 Removed - 8 August 2026
Hey guys, I am sorry to tell you that this week's update (Version 0.39) did not live up to my standards, and I decided to remove it. The branching paths and more improvisation-based gameplay did not work. The scope of the update meant that I had limited time to play and test the game. I should have postponed the update, but I decided to push through. If I had taken the time, I would have realized that these changes were not the right ones for the game. I messed up. I will plan the scope of updates better and take more time for large ones. Thanks for understanding. - Max PS: Version 0.39 is still available in the game branches
- Version 0.38 | Blooming Valley, Stranded Village & More - 31 July 2026
I spent most of the week moving the playable world further south, all the way to the ocean, and changing the way enemies are placed in the game. Seven new sub-regions are now part of the world: Blooming Valley, Glaring Gorge, Rocky Barrens, Stranded Village, Crab Forest, Riddled Brines and Shady Ridge. I also improved the way enemies attack and made the way they are placed more adaptable to the path. I hope you like the new areas! Thank you for making this game possible! - Seven new sub-regions are added to the game - Blooming Valley: a long and colorful valley - Glaring Gorge: a giant and sun-blazed rock - Rocky Barrens: a crumbling stretch of sand and rubble - Stranded Village: a land-locked fishing village - Crab Forest: a dense and shaded palm forest - Riddled Brines: a group of warm tidal pools - Shady Ridge: a wind swept area below a cliff - A region of the forest is now flooded -…
- Version 0.37 | Monster Abilities, Codex & More - 24 July 2026
This week was marked by many small changes and improvements. I add the much needed monster abilities but also took some time to prepare underlying systems for the future. The most important addition are the enemy abilities. Bears can now punch you across the screen, Wolves lunge at you from a distance and Skeletons resurrect if you don't treat them with a boulder. Second is a Codex, that lists the most important objects in the game. It fits the game more and is easier to maintain than the tutorial, so it replaces it. Thank you all for your support and until next week! - The game's tutorial is replaced by a codex - Is found in menu and can explain nearby objects - Descriptions of the game objects are updated - Holding the wait button prevents falling off bridges - Axes attacks deal double damage if surrounded - Spear attacks deal double damage to lined-up enemies - Enemies now line up mo…
- Version 0.36a | Bugfix - 20 July 2026
- Fixes a bug that could crash the game when attacking with the axe
- Version 0.36 | Tactical Combat, Portal Stones & More - 17 July 2026
Phew! This week was quite the challenge, with a lot of small but also large underlying changes to the game, but I made it in time! Here are the changes and additions: Most importantly, monsters now blink yellow before they attack. This opens up a whole new world of situations you can find yourself in, and takes full advantage of the turn-based nature of the game. To balance this, monsters have more health, there are more of them, and supplies are more scarce. I also updated the weapons to work better with this new style of combat. Path stones are now portal stones that transport you forward along the path. They are the first step toward a much more varied run, and will play a key role in the future. Traps can now be disarmed using the wait button and snakes won't hide in bushes. You can also hold the wait button to prevent auto-walking off a bridge. This update is incompatible with old…
- Version 0.35 | New Coast Areas, Usability Improvements - 10 July 2026
Another week goes by!This week's update unlocks the second part of the coast with large sandy plains, stony pits, skeleton filled temples and fields of crumbling pillars. With it, the game now has a whopping 1300 spawn points, up from 700 at release, meaning it is now almost twice the size!Next week I will take a pause from expanding the world and focus solely on improving the gameplay.Changes in version 0.35- Adds a new coast region with 7 sub-regions and 6 new dungeons- Fields of stone pillars can be found all over the coast- Updates the game's controller database to support newer controllers- Makes damage values a bit more predictable- Restores the hero's color when a shield breaks- Improves the status color on the hero's symbol- Enemies now blink in red when they're at low health- The gold score is now shown when talking to someone
- Version 0.34 | Coast Region (1/4) - 3 July 2026
This week I spent all my time adding the first new region to the game. It's a four-parter, so I will add the remaining areas of the coast in the coming weeks. It takes five to six full days to create these so I may reserve a week in between for more gameplay-oriented improvements/additions. This part of the coast will get some improvements as I get a clearer picture of the whole region. - Introduces the first part of the coastal region - A region of deep canyons, dried grass and palm trees - Consists of five sub-regions and six new dungeons - Increases the world size by 25% - Situated between the forest and the ocean in the south - Inhabited by sunburnt kobolds and crabs - The game should recognize more types of controllers - Campfires heal fully and remove hunger when used - Eating food now heals a tiny bit See you next week!
- Version 0.33 | NPCs, Named Places, Human Enemies - 26 June 2026
This week I worked on bringing the first NPCs into the game and giving names to the game's locations. - A number of Wanderers can be found at different places in the world. - Wanderers are unique people that ended up inside the Barrier one way or another. - Each of them has the chance to influence your journey. - The names of the world's dungeons and regions are now presented in the UI. - Robbers, condemned to the Barrier, now have hideouts and camps in the world. - Necro Skeletons, able to resurrect piles of bones are now found in the world. - Interactive objects pulse lightly, making them easier to see. - Enemies are less vigilant, making it possible to sneak around some of them. - Removes a bad bug where visiting the tutorial could lock the game to one seed. - To showcase the game, the Demo has access to the paths, with a turn limit. - A few sounds are improved. - Other smaller tweak…
- 20% Summer Sale + Monthly Recap - 25 June 2026
The Steam Summer Sale starts today, and the game will be offered at a 20% discount for the duration of the event. If you have the game on your Wishlist, there won't come a better time to grab it than now.Hey Everyone!A month ago I pressed the Early Access launch button and it has been an amazing journey ever since, ups and downs included. Now, seeing the game's loyal community and the positive feedback the game has received, I am sure that it has the chance to become something special.In the seven updates since launch, the game has gotten a wide range of additions and improvements. Some of the most impactful ones were suggested by members of the community! Here are some of the 100+ additions to the game:The path leads through both, the surface and the undergroundA rework of the entire world improves its gameplay and coherenceGold and relics are hidden across the world and serve as a sco…
- Version 0.32 | Dungeon Paths, Bows & Arrows, Better UI - 19 June 2026
This week I finished the overhaul of the dungeons, finally clearing the way for the next region. I replaced the awkward throwing daggers with bows that can be permanently equipped and shot at any time and did a lot of smaller changes that you can read about below. Next week will be all about the next region and how it will integrate into the game. Gameplay - All dungeons are upgraded and integrated into the path - The hero's bag holds up to ten items, instead of eight - Secondary weapons can be equipped in addition to the main weapon - Bows are added as the first secondary weapon in the game - Bundles of three arrows can now be collected in the world - The hero can hold up to 20 arrows at a time - Throwing daggers have been removed - Knifes serve as a simple fallback weapon - All weapon variants were given unique names - The hero's color now matches the equipped shield - Negative states…
- Version 0.31 - 13 June 2026
Another series of small changes to address problems in the game. Most impactful are the change of the UI font, removal of obstructing and inaccessible objects and the introduction of monster meat. Join the discussion on the official subreddit! - The UI now uses a more readable font - Brightness of the game world is increased, especially at night - Enemies won't appear right at the entrance of a run - A few sound effects are improved - An slight echo sound effect improves the atmosphere - Monster meat can be found and eaten in emergencies - Snakes are a less adept at poisoning - Enemies see not quite as far - Enemies hiding in bushes wait their turn - Gear levels match the monster levels - Items should no longer spawn or drop on edge lines - Boulders should no longer block the overworld path - A number of dungeons are expanded and improved - A few new locations can be found in the world
- Version 0.30 - 11 June 2026
Small update introducing a high-score system based on collectible gold that provides a fun side-activity while on the way. - Gold and relics can now be found across the world - Collected gold and relics now make up a run's score - High scores are saved and shown in the main menu - Finished games now always return to the main menu - Some main menu buttons are named differently - You start the run with a piece of food - More animals will now leave behind meat - Save games in the start zone (by the boat) are disabled - Bridges now sound like they should - Backdrops of UI screens are darker to increase contrast - Some text characters were changed to aid legibility - A number of dungeons are now improved - Other small fixes
- Version 0.29 - 7 June 2026
This week has been all about preparing for the next region. With that came fun additions like bridges and underground paths. Next is an overhaul of the dungeons, making them larger, more interesting and adding some to the path. - The whole overworld is laid out more cleanly - Bridges lead across chasms and cliffs - Falling off a bridge ends a run early - Moveable items break when moved too often - The path may lead through the underground - Barrels replace urns in huts - Runs can now begin underground - Enemy strength rises not quite as fast - Ranged enemies no longer shoot over ledges - Enemies wake up a bit earlier when the hero approaches - Fog now appears less often - The start stone is now mirrored in the barrier - More small tweaks and fixes