Bugfixes
- Fixed a bug that made the game crash at the Lost Temple dungeon when encountering a Neurophage enemy (previously named Mindflayer).

Steam news
Full Steam announcements and update articles for this title.
Fixed an issue with the card flipper caused by a monster's name change.
Fixed "Royal Cavalier Helm" and "Royal Knight Helm" displaying the wrong sprites when equipped;
Adjusted the sprite of the following items to better fit the player character sprite:
- Black Knight Greatshield;
- Cultist Greatshield;
- Dragonlord Greatshield;
Fixed Spell Shop interface not updating its pages correctly;
Added new entries on the "Credits" menu;
Fixed status immunity text not updating correctly during battle when toggling it on/off;
Limited the amount that can be regenerated by the "Gladiator's Resolve" enemy skill;
Fixed a bug that caused the final boss of the last dungeon to not spawn correctly;
Fixed a bug regarding status effect maintenance;
Reduced the quantity of rested times required to improve the quality of Boons at the Inn;
Fixed a bug causing issues when trying to load previous save files on certain ocasions;
Fixed a bug that caused the Boon of Protection to reduce your rewards even without dying;
Added a Status Immunities display during battle (will only show in dungeons when the monster's bestiary entry is at least partially completed);
Improved the description of the "Rune of Magic Absorption";
Reduced the penetration percentage of Dracolich's skills;
Reduced the Dracolich's initial Spell Damage value;
Void Slime is no longer immune to Curse status;
Reduced the stat bonus of the "Rune of Magic Absorption", but also reduced the negative effects on healing;
Reduced the stat bonus of the "Rune of Unbalancing";
Adjusted the stat scaling for the Arena gladiators:
- Now their Spell Damage and Attack Speed have hard limits on how far they scale;
- Gladiator stats now have diminishing returns, especially noticeable on the Endless Arena, where enemies should scale more slowly the higher level they are;
Increased the Experience and Gold rewards from Arena gladiators;
Fixed certain cards on "Card Flipper" having the wrong values;
Fixed female "Skeleton" characters having the wrong body color during certain animations;
v1.0.0 is finally out! That means we're out of Early Access, and the game has all planned features from the roadmap. On the latest major update we got the final dungeon, and with this one we have the final pieces of the game: The Arena. This is a long since planned feature, that while secondary to the dungeons, might be interesting to some players who want to push their builds to the limit (and maybe farm Soul Shards in a way that doesn't involve card battles). We're also adding some new things, that while small, might improve player experience or offer a good challenge for those longing for it. With all that out of the way, let's take a look of the new stuff:
We finally have the long awaited Arena that was teasing players for a while with that locked, 'Work in Progress' button. It features a series of combat-only gauntlets, with three difficulty tiers and a fourth "Endless Mode".
All fighters have their name, stats, appearance and equipment randomly generated, and by defeating them you can earn some valuable loot.
All Arena fighters are guaranteed to drop a few Soul Shards, so if you want to quickly earn more of them, that's probably your best option. They also have a small chance of dropping any equipment they're wearing, so if you're lucky you can even get some pretty decent, rare gear earlier than usual, and lastly, they drop these new items shown in the above image, the Battle Essences.
These many-colored Essences are used in the new additional upgrade system, tied to the arena:
Each essence can be used to permanently raise a specific base stat of your character by a bit with each level, so if you want a little help in clearing the main dungeons, or just want to elevate your character to even higher numbers, that's a new way to do it.
Now for the other new features...
A few players gave feedback regarding the Inn, on how the system felt a bit useless since its only purpose was to heal your HP and MP back to full, and a cheaper alternative to that was simply dying to a strong enemy in a dungeon, so I came up with some changes to how the system works:
Now, when resting at the Inn, you will always get one of the three boons:
The Boon of Fortune: increases your gold rewards from dungeons;
The Boon of Wisdom: increases your experience rewards from dungeons;
The Boon of Protection: retains a percentage of your experience and gold rewards on death.
All boons last for exactly ONE run at either the Dungeon or the Arena. They start at level one, and can be improved by resting at the Inn enough times, up to level three (don't worry, they all improve together at once).
But of course, not all good things are that simple...
As a way to counterbalance how boons give you an advantage, now exploring too many times without resting will give you a curse. Curses are small debuffs that serve as a way to hinder your exploration as you get exhausted. They can stack, and after enough time you can even get all curses simultaneously.
But worry not, getting rid of curses is very simple: you just need to rest at the Inn! See how everything is tied together?
Now, for the last feature of this update, this wasn't initially a planned feature, but after a player suggested it, I thought it would be fun for the few interested:
The Ironman difficulty mode is an alternate difficulty setting tied to your character, that can be enabled on character creation. The catch with this mode is simple, really: You're locked on the 'Hardcore' difficulty setting, and permadeath is enabled, so if your character dies, it's gone for good.
Ironman mode, once enabled, cannot be disabled for the character, and as said previously, the difficulty setting also can't be changed.
The good news is that this feature is entirely optional, and doesn't have any achievements associated with it, so you can safely ignore it if that's not your cup of tea.
And that's all the new features in this update. A HUGE THANK YOU to all players who supported the game during the Early Access period, either by purchasing the game, giving feedback, or even playing the Demo and talking about it with friends. It's thanks to you all that we've been able to get the full release out two months ahead of the planned schedule.
Of course, the game will probably end up needing a few more minor patches eventually, since we have a very limited number of testers and some bugs tend to get past us, but with your continued support we hope to keep providing a good and fun game to all of you.
And now, after all that talk, here's the proper changelog for this version:
Added the "Counterfeit Coin" accessory to the shop;
Added the Boon and Curse features:
- Boons can be selected when you rest at the Inn, giving you a bonus for a single run at the Dungeon or Arena;
- Exhaustion now acumulates when you exit a Dungeon or die. Accumulating exhaustion past a certain threshold gives you a curse;
- Upon resting at the Inn, all exhaustion and curses are removed;
Added the Arena:
- You can now battle enemies and get Soul Shards, equipment drops, and essences from defeating gladiators in the Arena;
Added the Augments system:
- Essences obtained from defeated enemies can be exchanged for permanent incremental upgrades to some of your attributes;
Added the optional Ironman Mode:
- When creating a new character you can now select the Ironman Mode as a setting;
- Difficulty can't be changed on Ironman characters;
- Ironman characters will have their saves permanently deleted on death;
Added a new drop from the last dungeon's boss: "Eternal Soul Fragment";
"Eternal Soul Fragment" is now required in for the item exchange quests;
Changed the eyes on the sprite of the female elf;
Adjusted some stats of the following enemies:
- Void Elemental;
- Eternal Dragon;
- Awakened Dragonlord;
Reduced the requirements for the "Monster Bane" achievement;
Fixed a bug causing enemy Spell Damage to increase on certain conditions;
Fixed the quest "Scaleless Companion" having wrong item requirements;
Fixed certain bosses not displaying their "Boss Skull" icon during combat;
Fixed a bug that caused legacy saves to not have the "Pet Shop" questline;
Adjusted some stats of the following enemies:
- Void Elemental;
- Eternal Dragon;
- Awakened Dragonlord;
Fixed a bug causing enemy Spell Damage to increase on certain conditions;
Fixed the quest "Scaleless Companion" having wrong item requirements;
Added the "Deepen Wound" spell to the Magic Shop;
Added the "Blood Burst" spell to the Magic Shop;
Some status effects no longer are removed from enemies when they change stages or buff themselves (bleed, burn, poison, curse and electrify);
Status effect stacks that go over 99 will now be shown as "99+";
Increased the HP cost of the "Blood Infusion" skill;
Increased the Absorption rate of the "Demonic Slash" skill;
Fixed "Electrified" hidden status not showing on the Pets menu;
Fixed enemy skills that apply double status effects applying even after the player's death;
Fixed a typo on some item's descriptions;
Fixed "Panacea" spell not removing Electrified status from the player;
Just a tiny update with a few bugfixes and a small, new QoL feature.
Added the new "Reverse Melding" to the Gem Melding menu. Now you can convert your unwanted Soul Gems back into Soul Shards;
Fixed "Dragoon Longsword" displaying the wrong sprite when equipped;
Changed the Black Knight's bestiary description;
Fixed Odd shaped Gems not being removed from your inventory when melding;
Fixed Gems Melding page being set as 0 when there's no Gems in your inventory;
Another big update, this time with the final dungeon of the game. There are also many balancing changes and some quality of life features that should make the game even better. Although this is the last dungeon coming, there will also be at least one last big update after this, containing the Arena, which should offer an additional side challenge to players who want it. With all that said, here's the list of changes in this update.
Added the "Odd" type of Soul Gem:
- Odd Soul Gems can be fitted into any type of slot;
- Odd Soul Gems have a small chance to be generated only by melding;
New Gem Crafting Tier (unlocked after completing a quest that requires defeating the final boss);
Added the following new spells:
- Lightning Bolt;
- Lightning Spear;
- Thunderstorm;
Added a new status effect: Electrified (reduces the target's Spell Damage);
Added the following Accessories:
- Tortoise Talisman;
- Cloak & Dagger Amulet +1;
- Cloak Amulet +1;
- Dagger Amulet +1;
- Double-Crested Ring +1;
- Staff-Crested Ring +1;
- Sword-Crested Ring +1;
Added a new Rune: "Rune of the Dragonlord";
Added the following consumables to the Item Shop:
- Monster Steak;
- Great Spirit Potion;
- Lightning in a Bottle;
Added 3 new pets:
- Flying Eyeball;
- Sentry Orb;
- Pet Dracolich;
Added a new background art to the "Equipment" and "Consumables" interfaces;
Changed the Soul Gem slots on the "Pet Green Dragon";
Added a "Pet Damage" display to stats;
"Cleric" class now also starts with the "Lightning Bolt" spell;
Improved the description of some consumable items;
Improved readability of status effect stacks text;
Added a more easily readable item quantity counter to the Junk Buyer shop;
Soul Gem loot pools from alchemy and melding adjusted to have lower rates of low rarity gems;
Fist Attack now only consumes three quarters of your action bar;
Adjusted the stats of the following items:
- Ancient Greatsword;
- Dragon Decapitator;
- Executioner's Sword;
- Forge Knight Sword;
- Forge Molten Sword;
- Giant Stone Sword;
- Ice King Sword;
- Ancient Battle Axe;
- Battle Axe;
- Bloodstone Scythe;
- Butcher's Cleaver;
- Emerald Pickaxe;
- Golden Axe;
- Golden Sand Waraxe;
- Helm Splitter;
- Naginata;
- Pickaxe;
- Sentry Spear;
- Bloodstone Mace;
- Crude Smithing Hammer;
- Crystal Mace;
- Dragonbone Club;
- Forgesoul Maul;
- Frozen Morning Star;
- Golden Sand Flail;
- Golden Spoon;
- Mace;
- Molten Slimy Mace;
- Morning Star;
- Old Femur;
- Sentry Mace;
- Slimy Mace;
- Smithing Hammer;
- Snail Flail;
- Spoon;
- Wooden Club;
- All-Seeing Staff;
- Golden Sand Sceptre;
- Ice Queen Sceptre;
- Necromantic Staff;
- Salamander Staff;
- Shamanic Staff;
- Golden Winged Circlet;
- Silver Winged Circlet;
- Armor of Thorns;
- Ancient Shield;
- Cultist Greatshield;
- Dragonbone Greatshield;
- Life Ring/+1/+2;
- Mana Ring/+1/+2;
- Ring of Divine Favor/+1/+2;
- Vampire Fang +1/+2;
- Goblin Amulet/+1/+2;
- Goblin Goblet/+1;
- Health Regen Ring/+1/+2;
- Magic Regen Ring/+1/+2;
Status effect damage text no longer overrides your damage value when the enemy is immune to status;
Fixed a bug that caused the dungeon completion quantity to reset on certain dungeons;
Fixed the "Power Up!" text overriding the damage numbers on enemies;
Also, I'd like to thank each and every player who supported the game, as well as our community members who provide constant feedback. The game reached over a thousand copies sold thanks to you, which I never even thought possible. Your continued support makes all these updates and additions a reality.
Just another small patch with some minor bugfixes and adjustments.
Added a "Total Attack" stat display to the level up screen;
Increasing your "Knowledge" stat past 50 will now grant you 1% Spell Damage per level;
Adjusted the soft cap of all skills to 20 instead of 19;
Adjusted the hard cap of all skills to be 50 instead of 49;
Increased the HP gained per Vitality level after the soft and hard cap;
Fixed an issue that caused the "Rune of Magic Absorption" to not work correctly;
Fixed "Knowledge" stat reducing your MP by 30 instead of 40 points when returning a level past 20 on the Respec menu;
Fixed "One With the Cosmos" quest not available for legacy saves;
*Note: Reallocating stats once should fix stats with the old values from the previous saves. It's highly recommended so you don't miss the extra level before the soft cap, along with the buffs to Vitality after stat level 20.
A small patch to fix some bugs, as always, with a rework to how the Rune of Thorns works. Thank you to all players for your continued support and feedback.
Added a hidden element display icon on the pet menu;
Damage formula changed so that damage variation calculation is applied before defense subtraction;
Changed how the "Rune of Thorns" works, so it favors high defense builds;
Reduced the Attack Speed increase of "Sword's Dance" skill from 500 to 400;
Changed the buff type of "Sword's Dance" skill and "Haste" spell from body to speed;
Adjusted the effectiveness of the following runes:
- Rune of Strength;
- Rune of Magic Absorption;
- Rune of Thorns;
- Rune of the Arcane;
Fixed a bug that caused items from other shops to appear in the Item Buyer store;
Fixed a bug that caused spell Critical Chance to use the incorrect value;
Just a small patch to address some reported issues. Thank you to all players who reported these bugs, I'm hoping you're enjoying the update.
Rune of Thorns effect now also affects enemy spells;
Bestiary will now show your unlocked and completed count;
Improved item sorting on the Loot Buyer interface;
Fixed gems showing an extra empty page on melding when holding certain quantity of gems in your inventory;
Fixed HP not being set to 1 when equipping pets while having the Rune of Hexing equipped;
Toggling Auto Attack quickly no longer duplicates your attack action;
Rune upgrade cost is now hidden if rune is at upgrade level 20;
Fixed a bug that caused enemy spells to use your Spell Scaling instead of their own;
With version 1.4.0 comes the new 11th Dungeon, adding new enemies, items, and a new boss. Complete the 10th Dungeon and finish the related quest to unlock it. There are also some new features that should improve player experience, such as:
Runes can be acquired by completing a boss' Bestiary entry. Each rune will grant you a passive effect that can change the way you play a bit, ranging from a chance to inflict a status effect to changes that favors specific playstyles. You can also upgrade them up to level 20, but they increase in cost each time.
Some of the other changes include quality of life features, like the option to toggle Auto Attack. This option can be easily toggled from both the Dungeon and Combat interfaces, and should improve the player experience for some of those grindier sections. Be sure to check it out!
There's also now the option to toggle the combat stats display during battle, along with a new indicator of the enemy's Bestiary progress, and Soul Gems can now be locked through the Gem Storage, so you don't accidentally meld your favorites.
Some spells and consumables also got adjusted so they don't spend your entire action bar. These usually apply to buffs, debuffs and support spells.
Other than that, a lot of items got their stats and functionality adjusted and some pesky bugs have been squashed. * Note that if you had any items that were buffed or nerfed equipped, some of your character stats might end up getting messed up. Reallocating your stats should fix that!
I hope you all like this update, I've been working hard to improve the game according to player feedback. Thank you all for your support, and I see you in the next update! Now, here's the full list of changes in this update:
11th dungeon added. Complete the 10th dungeon to unlock it;
New loot and quests added with the new dungeon;
Rune System added to the game. Unlock runes by completing bosses' Bestiary entries;
Added a toggleable "Auto Attack" functionality;
Added new Steam achievements;
Gems can now be locked on the Gem Storage menu. Locked gems won't appear on the melding list;
Replaced the Dodge Chance enemy display in combat with a Bestiary completion bar;
Crests no longer appear in your HUD during battle, now replaced by your currently equipped Rune;
Added a toggle button to show/hide combat stats during battle;
Spells are now sorted by category and alphabetical order;
Consumables are now sorted by category and alphabetical order;
Changed the confirmation icon for Gem Crafting;
Changed the confirmation icon for Gem Melding;
Changed the "Leech" item sprite;
Added more information to the "Badge Stats" interface;
Changed the "Spell Shop" music to be played on the Mages Guild instead
Added a Forfeit button to the Card Flipper minigame;
Balancing Adjustments:
Increased the Power of all damage spells;
Reduced the power of the "Heal" and "Great Heal" spells, but also reduced their cost;
Decreased the cost of the following spells:
- Magic Shield;
- Panacea;
- Renewal;
- Seal Wound;
- Strong Magic Shield;
Increased the power of the following skills:
- Darkmoon Chant;
- Flaming Strike;
- Torch Strike;
Increased the effectiveness of the "Enchant Weapon" skill;
Self-buffing spells and skills now only spend half of your action bar;
Status clearing spells now only spend 3/4 of your action bar;
The following skills now only spend 3/4 of your action bar:
- Iai;
- Shield Bash;
- Torch Attack;
- Weak Magic Affinity;
The following consumables now spend less your action bar:
- Accursed Skull;
- Antidote Potion;
- Black Firebomb;
- Cool Drink;
- Energy Drink;
- Firebomb;
- Lacerating Knife;
- Leech;
- Poisoned Knife;
- Rusting Powder;
- Small Stone;
- Throwing Knife;
- Voodoo Doll;
Added a chance of inflicting "Burn" status to the "Firebomb" and "Black Firebomb" items;
Adjusted the stats of the following badges:
- Monster Hunter;
- Monster Slayer;
- Monster Bane;
Adjusted the stats of the following Equipments:
- Magus Robe;
- Magus Hat;
- Star Lined Robe;
- Star Lined Hat
- Visage of Despair;
Fixed the HP yellow bar draining speed;
Fixed consumables showing the inventory quantity when equipped if above 99;
Fixed the game registering a kill twice when a boss heals after a kill;
Fixed a bug that caused Dungeon Completion to not register if you had the "Monster Bane" badge unlocked;
Stackable buffs that share the same type will now keep the number of stacks when reapplied from other sources;
Fixed "Vampire Fang +2" reducing Attack and Magic Attack instead of defenses;
Fixed equipments sorting incorrectly after changing some equipment parts;
Quests that need equipped consumables no longer require you to unequip the items to deliver them;
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Dungeon Mori, 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 Dungeon Mori 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.
FAQ
Browse related Steam game intelligence pages and categories.