
Steam news
Full Steam announcements and update articles for this title.
Dobbel Dungeon is 20% off as part of the Steam Summer Sale! 🏖️
Get it while it's hot! 😎
Happy Dobbeling!
- Jim & Michelle
This quick patch addresses the following:
Fixed 'X marks the spot' no longer being initialized on time for the treasure chest system to account for it.
Implemented a fallback system for treasure chests when the primary way of spawning them results in too few chests being spawned.
Fixed missing LODs for Repair Drone.
Fixed incorrect font scaling for the confirmation popup when returning to the main menu.
Magic Eyepatch is no longer restricted to the Pirate.
Happy Dobbeling!
- Jim & Michelle
This quick patch addresses the following:
Fixed the 'Conditionals' banner on the action card missing localization in some languages.
Fixed missing characters in Japanese, Korean and Simplified Chinese.
Happy Dobbeling!
- Jim & Michelle
This quick patch addresses the following:
Fixed an issue where the tutorial would not continue after defeating your first enemy.
Fixed an issue where the Korean language option showed Simplified Chinese instead.
Fixed an issue where the blobs could be unlocked when no run was completed yet.
Fixed an issue where certain debug cheats weren't properly removed from the release version.
Happy Dobbeling!
- Jim & Michelle
We're pleased to announce that our very first major content update is now live for everyone!
Additionally, we've bundled up with more excellent dice-powered indie gems and we're celebrating it all with a sale!
Our first major content update is here and introduces a whole new unlockable enemy faction: The Blobs!
The Blobs come in 12 different flavors, 4 different sizes (including a miniboss variant) and can appear in various combinations on any island, supporting its usual gang of hoodlums. Whilst they are slow to move, their splitting nature and various elemental effects will surely keep you on your toes!
This new enemy faction can be unlocked by completing a run on any difficulty and will be unlocked retroactively if you had already done so. Please note that, once unlocked, a new run is required for the blobs to appear (you can still continue your pre-update run without them though).
Added the 'Blobs' enemy faction as an unlockable content reward for completing your first run.
Added 13 new items.
Fire, Frost, Holy, Lightning, Poison & Void Bangles: Absorb a specific damage type and convert it to healing instead.
Stoneskin Potion: Gain shield.
Vampire's Diary: Regain 50% of all damage dealt as health.
Snowball: Thrown frost damage projectile.
Chilling Amulet: Become permanently chilled, but all melee attacks deal extra frost damage.
Cursed Doll: Gain the Shadow Curse action.
Void Orb: Gain the Void Blast action.
Void Wand: Gain the Void Bolt action.
Major rework of enemy spawning systems.
'Reported threats' icons in the island info panel now crossfade between different variants of the same unit instead of listing them all separately.
Igloos are now resistant to frost and vulnerable to fire.
Newly unlocked content will now trigger a popup in the main menu.
Removed overworld camera inertia, reducing motion sickness when moving around the map.
The game now defaults to max 60 FPS when settings are first initialized.
Mountain Villager can now throw snowballs.
Tweaked bloom settings.
Overworld nodes now more accurately represent the enemies that can appear within.
Ghosts are now resistant to void damage.
Fixed an issue where occasionally no enemies would spawn at all.
Fixed shop inventories not always properly carrying over from island to hub.
Fixed an issue where 'hurt' animations could interfere with cinematic animations.
Optimized some UI assets to improve performance.
Fixed Dobbie animation clipping.
Fixed some unit recycling issues.
Fixed enemies occasionally spawning too close to friendly units on battle start.
Fixed bonus objective system not accounting for enemy damage immunities.
Unlimited FPS option now limits max FPS to 240 instead of actual unlimited to avoid GPU overload.
Cleaned up debug logging, which might improve performance slightly across the board, particularly during level generation.
Fixed some VFX not scaling to fit multi-tile units properly.
Fixed action cam jank.
Fixed some background trees not fading in certain environments.
Fixed order-of-initialization issue with passives to ensure that immunity to (de)buffs takes precedence over potentially gaining those (de)buffs.
Fixed some incorrect 'inactive' skill icons.
Fixed Void Blast description reflecting enemy-only targeting.
Fixed incorrect projectile origin for thrown items on Blubber Pistoleer.
We're pleased to share that, in addition to our recently released bundle with Dice&Fold, we've also bundled with Dice A Million and Dice Gambit!
Whilst all of these excellent indie gems have integrated dice into their core gameplay, they each put a different spin on it, so make sure to check 'em all out!
Please note that the Dobbel Dungeon + Dice Gambit bundle will be available for a limited time only.
To celebrate this milestone, we're having a 15% discount for the next 2 weeks!
Happy Dobbeling!
- Jim & Michelle
Heyo!
This public-beta patch addresses the following:
Changes
Reduced blob spawn rate compared to the primary enemy faction.
Blobs of normal size now drop gold.
The same blob type will no longer spawn in multiple islands.
Blobs in general are no longer immune to bleeding and hamstrung by default.
Nerfed rock blobs in particular.
Removed resistance to holy damage.
Replaced immunity with resistance to lightning damage.
Stoneskin is now an advanced action.
Large version is no longer sturdy.
Fixes
Unlimited framerate setting no longer resets to 60fps when re-entering the settings menu
Happy Dobbeling!
- Jim & Michelle
We've just created a public beta branch to give our latest content update a test drive!
Our first major content update introduces a whole new enemy faction: The Blobs!
The Blobs come in 12 different flavors, 4 different sizes and may or may not appear in various combinations on any island once you've unlocked them (not applicable to existing runs, new game required).
These guys normally unlock after you've completed at least 1 run, but during the beta they will be unlocked by default so everyone can check 'em out right away.
If all goes well, we're aiming for a full update rollout on May 1st. In the meantime, we'll be keeping a close eye on our Discord server, dedicated public beta forum and feedback tool inbox during this week.
The branch in question is called: public-beta.
We've enabled our in-game feedback tool again for easy bug-reporting and feedback-sharing.
Veterans beware: By popular demand, the trigger button for the feedback tool is now F11.
We recommend backing up your save data before switching to the public-beta branch, just in case.
Your local save file can be found in %USERPROFILE%\\AppData\\LocalLow\\Gamepie\\Dobbel Dungeon\\DD\
Due to the potential for changes as a result of feedback and localization taking time, we've limited the language options for the beta branch to English only.
If you're unfamiliar with how to access different app branches in Steam, see:
Added the 'Blobs' enemy faction as an unlockable content reward for completing a run.
Added 13 new items.
Major rework of enemy spawning systems.
'Reported threats' icons in the island info panel now crossfade between different variants of the same unit instead of listing them all separately.
Igloos are now resistant to frost and vulnerable to fire.
Newly unlocked content will now trigger a popup in the main menu.
Removed overworld camera inertia, reducing motion sickness when moving around the map.
The game now defaults to max 60 FPS when settings are first initialized.
Mountain Villager can now throw snowballs.
Tweaked bloom settings.
Overworld nodes now more accurately represent the enemies that can appear within.
Ghosts are now resistant to void damage.
The in-game feedback tool now also sends us a copy of your current save data for easier debugging.
Fixed an issue where occasionally no enemies would spawn at all.
Fixed shop inventories not always properly carrying over from island to hub.
Fixed an issue where 'hurt' animations could interfere with cinematic animations.
Optimized some UI assets to improve performance.
Fixed Dobbie animation clipping.
Fixed some unit recycling issues.
Fixed enemies occasionally spawning too close to friendly units on battle start.
Fixed bonus objective system not accounting for enemy damage immunities.
Unlimited FPS option now limits max FPS to 240 instead of actual unlimited to avoid GPU overload.
Cleaned up debug logging, which might improve performance slightly across the board, particularly during level generation.
Fixed some VFX not scaling to fit multi-tile units properly.
Fixed action cam jank.
Fixed some background trees not fading in certain environments.
Fixed order-of-initialization issue with passives to ensure that immunity to (de)buffs takes precedence over potentially gaining those (de)buffs.
Fixed some incorrect 'inactive' skill icons.
Fixed Void Blast description reflecting enemy-only targeting.
Fixed incorrect projectile origin for thrown items on Blubber Pistoleer.
Happy Dobbeling!
- Jim & Michelle
Dobbel Dungeon is 10% off as part of the Steam Spring Sale! 🌸
Discount starts today and lasts till March 26th 🐤
Happy Dobbeling!
- Jim & Michelle
We've just released our first batch of Steam community items, representing all 8 playable heroes!
Each hero has their own trading card, profile background, animated avatar and emoticon, and we might've also snuck in an animated sticker or two!
Trading cards can be obtained by simply playing Dobbel Dungeon or via the Community Market and can be used to create an increasingly awesome-looking badge! The rest of the items can be purchased with Steam Points in the Points Shop right here: https://store.steampowered.com/points/shop/app/2622820.
Happy Dobbeling!
- Jim & Michelle
This patch addresses the following:
Included support for DirectX 12 and Vulkan graphics APIs. Dobbel Dungeon runs on DirectX 11 by default, but if you're among the few who might be experiencing weird graphical issues / crashes that aren't resolved after making sure your graphics drivers are up-to-date and playing around with the in-game graphics settings, switching to one of the other APIs might do the trick (although it seems every API comes with its own caveats depending on which hardware it's being run on).
Since these type of issues are hard to replicate without having the exact hardware you're using, and we are only a very small team with limited resources, any and all info you're willing to share if you still encounter these type of issues would be highly appreciated! (Either via our Discord or by sending us an email to [email protected] is your best bet at ensuring we see your reports).
To switch to DirectX12, add -force-d3d12 to your Dobbel Dungeon launch parameters.
To switch to Vulkan, add -force-vulkan to your Dobbel Dungeon launch parameters.
For more info how to set launch parameters, see https://help.steampowered.com/en/faqs/view/7D01-D2DD-D75E-2955.
Fixed an issue where low-HP monsters (particularly on Easy mode) did not drop any gold when defeated.
Fixed Undead not converting incoming poison damage to healing properly.
Fixed Healing & Shield related Amulet & Charm items not working properly on the majority of actions that actually deal those 'damage' types.
Fixed an issue where the hero ghost tutorial did not block regular game input (which on controller mode specifically could cause you to enter a 'frozen' shop).
Fixed an issue where achievements might not get completed in Steam if they were being carried over from a local save to a cloud save.
This patch concludes our immediate 'release hotline' phase, as at this point we're fairly confident that the game is stable enough to continue building upon. Thanks to everyone for reporting those pesky bugs in great detail!
We are aware of a couple of minor issues that still occur in specific circumstances here and there, and please keep letting us know if you find anything weird still, but we will be patching what we can along with the more substantial content updates that we'll now shift our attention towards.
Since our release went a lot better than we had expected, we can safely say that more content is definitely coming! Without spoiling too much in advance, new enemies, interactions and quests are already in the works.
At the same time, we also want to get the game Steam Deck verified, so we'll need to figure out how to balance everything workload / timeline wise (since it is still just the 2 of us). So, whilst we can't say exactly when which updates will be dropping, know that they are coming! Keep an eye on the news feed or join our Discord for the occasional sneak-peek!
Happy Dobbeling!
- Jim & Michelle
Heyo!
This quick patch addresses the following:
Changes
When cloud save is active, the game now also checks for existing local save files and ensures the latest run and furthest progression are carried over into the cloud save file.
Happy Dobbeling!
- Jim & Michelle
Heyo!
This patch addresses the following:
Changes
When you visit a shop on an island, that shop's inventory will now carry over to the hub area and will be restocked back up to the shop's initial inventory size if needed.
Fixes
Fixed a critical issue where the level generation fallback mechanism could generate levels without a full grid.
Fixed an issue on Easy mode where it was possible for the game to mess up an internal counter after any of your heroes were defeated in battle that would ultimately result in no more enemies spawning at the start of a battle.
Fixed an issue where achievements related to completing a certain number of islands would count the final boss as an island.
Traps can no longer be placed on top of each other.
Fixed broken localization for the start button in the island info panel.
Fixed an issue where the Russian font was too compressed for smaller font sizes.
Fixed Barbara not having the proper idle animation for carrying a chicken.
Happy Dobbeling!
- Jim & Michelle
Heyo!
This patch addresses the following:
Changes
Sharp Sword is now uncommon (as it should've been)
Fixes
Fixed a critical issue that could happen when an enemy died whilst rolling any kind of dice before their turn had officially ended.
Fixed item tooltips not updating properly after equipping via drag&drop
Fixed a small internal error regarding character defeat response sound management.
Fixed Poison Dip not ticking usage for ranged attacks.
Fixed Poison Dip applying poisoned when performing a buff.
Fixed Big Game not being properly removed from affected units at the end of your turn.
Fixed Inspiring Blows responding to damage dealt by ANY character rather than just the intended unit.
Fixed an issue where normal dice that were still being rolled after the player ended their turn would end up in the next unit's dice tray.
Happy Dobbeling!
- Jim & Michelle
Heyo!
This patch addresses the following:
Changes
Sturdy no longer affects (de)buffs (e.g. Burning or Bleeding) and now reduces incoming damage by 1 instead of 2.
Fixes
Fixed an issue where shadow clones were unable to generate an appropriate skill tree for themselves when the original unit had a looot of skills unlocked, which caused a softlock.
Fixed an issue where the final boss would not end his turn after spawning shadow clones if this phase was triggered at the start of his turn by a DOT debuff (e.g. Burning), which caused a softlock.
Happy Dobbeling!
- Jim & Michelle
Heyo!
This patch addresses the following:
Changes
'Defeat x with one action' objectives now require the party to have access to at least 2 different AOE attacks.
Fixes
Fixed an issue where the final boss could get stuck when executing an action that spawned something (like bombardment or meteor shower) that resulted in damage to himself that would cause him to be defeated.
Fixed an issue where the final boss would continue his turn during dialogue sequences if he damaged himself beyond the dialogue threshold during his turn.
Fixed an issue where the final boss's final phase would not trigger if he was somehow damaged way over the threshold before the previous phase had even begun.
Fixed a minor animation clipping issue in the final boss' cauldron animations
Fixed an issue where the skill tree panel wasn't high enough to navigate to every skill on 4:3 aspect ratio resolutions.
Fixed misspelled mission complete banner in German
Fixed Low & Very Low graphics settings not having HDR enabled, which resulted in incorrect lighting behaviour (particularly in Brimstone Quarry)
Fixed an issue with how quickly the internal flag was raised for whether or not to skip the hub intro sequence on new runs.
Fixed an issue that caused companion achievements to be automatically completed.
Happy Dobbeling!
- Jim & Michelle
Heyo!
This patch addresses the following issues:
Fixes
Fixed an issue where savegames that came from a demo in which you just received the end-of-demo popup would not be continuable in the full version.
Fixed issue where shops did not appear in the hub when their corresponding mission was failed on the previous island.
Happy Dobbeling!
- Jim & Michelle
Massive thanks to everyone who supported us throughout development, be it by sharing your feedback on our demo, joining our playtests, hyping us up in our Discord server, visiting our booths at various events or simply sharing kind words when we needed them. We could not have done this without you!
As part of this release, we've also overhauled our demo to more accurately reflect the full version in terms of adventure structure, pacing, balance and overall quality.
Please note that any save file previously created with a demo/playtest/game version below 1.0 will be completely wiped when you first boot up the new demo or full version.
However, any progress you make in the demo from this point onward will carry over into the full game, including your current adventure progress and hero unlocks! So, if you're still on the fence about whether Dobbel Dungeon is for you, make sure to give the demo another shot.
For at least the next couple of weeks, we will be closely monitoring our Discord server and community forums for feedback and will prioritize squashing whatever sneaky little bugs still dare to show their faces.
After that, we will likely shift our focus towards achieving Steam Deck Verified status. This will include some controller-specific UI tweaks (particularly where small text is still involved) as well as adding quality-of-life features like control scheme remapping and glyph detection based on which controller you're using.
After that, the possibilities are endless. We've got plenty of ideas for future Dobbel Dungeon content, but be sure to let us know what you'd like to see added so we know what to prioritize!
Good luck, have fun, and as always: Happy Dobbeling!
- Jim & Michelle
Heyo!
Dobbel Dungeon just passed 25.000 wishlists! Amazing!
We sincerely hope that each and every one of you will have a wonderful time playing Dobbel Dungeon when it releases this Monday!
Happy Dobbeling!
Jim & Michelle
Heyo!
We're excited to share that Dobbel Dungeon will officially launch on February 16th 2026!
If you hadn't already, make sure to add Dobbel Dungeon to your wishlist to get notified when it goes live and take advantage of our early-bird launch discount!
Massive thanks to everyone who has supported us throughout development. We hope you'll have a blast with the full game!
Happy Dobbeling!
Jim & Michelle
Heyo!
This patch is mainly a response to a vulnerability that was found in the previous version of Unity that we were using (https://unity.com/security/sept-2025-01). Other than that fix, only some minor tweaks happened:
Changelist
Unity security patch
Restrained applied by Bear Trap now lasts until the affected unit's next turn again
Fixed Elite enemy variants appearing when they shouldn't
Earthquake now counts as Ranged attack
Happy Dobbeling! - Jim & Michelle
Heyo!
Dobbel Dungeon will be taking part in the upcoming Steam Next Fest!
In preparation for this event, we’ve just updated our demo with a whole bunch of polish, balance and QoL tweaks that resulted from us slowly but surely closing in on that sweet V1.0!
Speaking of V1.0: Given the amount of work that’s still ahead for the two of us before we’d feel comfortable releasing Dobbel Dungeon for real, we felt that our release window of Q4 2025 was unfortunately a bit too ambitious. As such, we’ve decided to adjust our release window to Q1 2026, so we can give the remaining content the care & attention it deserves. As someone somewhere probably once said: “A delayed game is eventually good, but a rushed game is forever bad”.
In any case, please note that this update features a breaking change to the way overworld data is saved, so if you were in the middle of a run, you will unfortunately have to start a new one after this update. High-level save data, such as tutorials and unlocked heroes, remains unaffected though!
Changelist
Changed the way run data is saved in preparation for v1.0
Added sneak-previews for all heroes planned for v1.0
Inspected actions now show tooltips for any buffs they may apply. These tooltips will also automatically appear when inspecting things that contain actions (e.g. skills, items).
Implemented new battle transition animations
Implemented ‘Flying’ passive, which allows units to move over chasms / water and ignore ground-based effects like earthquakes.
‘Building’ passive has been replaced with separate ‘Object’ and ‘Immovable’ passives
Implemented ‘Shove’ mechanic, which allows you to push units away from you and possibly cause collision damage with others.
Healing potions now add a bonus to a roll, rather than using a fixed value.
Slightly reduced difficulty scaling and enemy spawn rates on tactician difficulty.
Slightly reduced difficulty of escort missions.
Destroying a cage will now release the prisoner inside again with no penalty to health.
Increased cage health.
The intro cinematic now first takes you into the party creation menu, instead of straight into the tutorial battle
Tweaked Game Over screen
Tweaked glass shader
Various balance tweaks to all heroes.
Fixed various LOD issues
Improved the way passive buffs are handled under the hood
Improved controller navigation & inspection systems
Added missing controller glyphs in various menus
Fixed some potentially critical order-of-execution issues in the overworld regarding tutorials and failstate
Fixed various misconfigured animators, which caused some characters to not show the correct emotions in the battle result screen
Improved the way action previews are calculated and shown
Fixed certain characters appearing in overworld dioramas still having their walk puffs enabled
Fixed custom cursor hotspot offset
Happy Dobbeling!
Jim & Michelle
Heyo!
This demo update contains mostly small bugfixes, but also a first attempt at proper ultrawide resolution support.
If you're using an ultrawide monitor to play Dobbel Dungeon and you still encounter issues with UI elements being misaligned after this update, please let us know!
Changelist
Implemented ultrawide resolution support
Fixed an issue where sometimes chasms (e.g. rivers) weren't properly marked as such under the hood
Fixed an issue with duplicate animation triggers.
Fixed an issue where self-targeted actions were still considered for 'apply to enemy' bonus objectives
Fixed an issue where 'Charge'-type actions would not properly end if the unit that used it died mid-action
Fixed a critical issue that could happen when you quit the tutorial mission after having dismissed the first action tutorial
Happy Dobbeling! - Jim & Michelle
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Dobbel Dungeon, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Dobbel Dungeon statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.