
Steam news
Full Steam announcements and update articles for this title.
Hello players, it’s been a while. We’ve been quite busy.
Sorry for the short notice, but Dungeon Warfare 3 is now available on iOS and Android!
We’ve also added several upgrades for Wilson. Hero upgrades are not ready yet, but they are planned for the next update, along with a new trap.
Added four upgrades for Wilson.
These upgrades become available in the Upgrade Menu once the Shop is unlocked.
Conqueror Skill: Swiftness
Swiftness now has diminishing returns.
Dart Trap buffed.
Base cost reduced from 500 → 400.
Tier 1 upgrade cost reduced by 100 gold.
Early Sigils buffed.
Early Sigil effectiveness increased by 50%.
Unlocked charms are now automatically equipped when a trap has no charm equipped.
Mission objectives that require runes the player does not currently own are now hidden.
Friendly non-hero units standing on Barricade Spawners now trigger unit reassembly properly.
Fixed stutter when changing BGM tracks.
Fixed a pathfinding issue with Boulders on Destroyable Floors.
Fixed a bug where prebuilt traps did not attack objects.
Fixed Pathwisp movement glitches after minimizing and returning to the game.
Fixed a bug where destroyed Tombs and Crypts incorrectly showed auto-destruction warnings on the next wave.
Fixed a bug where relics could appear duplicated in the relic list.
Fixed incorrect text related to rune-based mission objectives.
Fixed the Abyssal Hook icon.
Thank you for playing Dungeon Warfare 3!
If you haven’t already, please consider writing a review for the game. It helps us a lot.
See you in the next update!
Hello, players!
In this update, we’ve added a brand-new hero: The Fisherman. From here, our next major focus will be the mobile port of the game. After that, we plan to add skill trees for the heroes and Wilson.
Thank you for playing!
New Hero: The Fisherman A tanky melee hero who can hook enemies from afar, pulling them into the abyss. (There must be an abyss between The Fisherman and the target for him to hook the enemy.)
Available for purchase in the Shop for 1,000 Soul Fragments (you may need to reroll a few times for the card to appear).
Once unlocked, you can select him in the Loadout menu.
Fixed a bug in Original Mode where the Tutorial menu button indices were shifted by one (related to the Roguelike Relic Collection page).
Removed carol music from non–Santa Mode playlists.
\ Fixed windows that couldn’t be closed with the Cancel key.
\ Improved reward UI controller navigation.
\ Made the card reward screen controllable via controller.
\ Fixed the tier number display in card tooltips when selecting Roguelike stages, and fixed a bug where the Labyrinth preview displayed incorrectly at higher tiers.
\ Added controller support for the Roguelike Shop.
Fixed a bug where some Decorations/Obstacles didn’t break on destructible floors, and fixed related pathfinding issues.
Merry Christmas, everyone! The long-awaited Roguelike update is finally here.
Please note: Conqueror Levels in Roguelike mode are completely separate from the Original mode.
Added Roguelike Mode
Activated Santa Mode
New Victory Feats
Pure Defense – Win without building any Barricades
Overdrive – Reach the maximum level of the Anima Engine
Wrathful – Reach the maximum level of Wrath
Minor bug fixes
Added Relic Collection menu (Accessible via the Encyclopedia menu — F1)
Added Run History menu
Added Ascension Mode
Gems can now be purchased in the shop
Terrain generation now guarantees at least two terrain groups with bonuses
Charms can now be unequipped
Chaotic Blueprint trap slot penalty reduced from 5 → 3 Edit: Hotfix applied 25-12-26 Changelogs
Fixed an issue where Chaotic Blueprint allowed traps to be built overlapping existing traps.
Fixed a bug where the owned Relic list sprites were stretched vertically.
Fixed an issue where long card titles would snap in and out of their slots when hovering.
Terrain generation now guarantees at least two different terrain bonus clusters.
Fixed an issue where picking up Armory Key immediately at the start of a run did not trigger the trap selection.
Disabled restarting after defeat.
Fixed a bug where the Victory screen EXP multiplier incorrectly referenced rune status from Original Mode.
Relics that trigger like a panic button will now leave a visible trace (grayed out instead of disappearing completely), and will also appear in Run History.
Fixed a bug that allowed unlimited placement of consumables while the Map Expansion UI was open.
If a stage mission requires a specific rune that you do not own, the mission text will now appear grayed out, with a message indicating that the rune must be obtained to clear the stage.
Fixed an issue where the Dwarf (!) exclamation mark would keep appearing even when no Barricades were nearby (no longer reacts to obstacles).
Santa Mode has been added to the Options menu and can now be toggled on or off.
We’re excited to announce the open beta test for Update 1.1.0!
To participate in the beta test, please follow these steps:
Open your Steam Library
Right-click Dungeon Warfare 3 and select Properties
Go to the Betas tab
Select beta from the Beta Participation drop-down menu
If you don’t see the beta option, try restarting Steam.
Your feedback is highly appreciated and will help shape the final release.
Relic Collection menu
Run History menu
Ascension Mode
Conqueror Level rework
Added Roguelike Mode
Added new Victory Feats:
Pure Defense – Win without building any Barricades
Overdrive – Reach the maximum level of the Anima Engine
Wrathful – Reach the maximum level of Wrath
Minor bug fixes
Greetings, players! This is a small update that mainly adds a new type of map to the game.
New map: Dimensional Depths Unlocked by clearing “Respite”. This map is similar to Labyrinth, but every three waves you get to choose which chamber to add to the dungeon. This feature was originally planned as part of the Roguelike update, but we’re adding it to the base game first so you can get familiar with the system. Please let us know how it feels to play – your feedback will help us polish the system for Roguelike mode.
Fixed an issue where the bottom tooltip could disappear.
Added localization for controller tutorial text.
Fixed a bug where Barrage Trap projectiles could be launched all the way back toward the entrance if a unit died and respawned while the projectile was in flight.
The long-awaited Roguelike update is coming this month.
The initial version will launch with around 100 relics.
Roguelike mode is a hardcore run across about five stages. The Cornerstone’s life carries over between stages, and a single defeat ends the run.
During a Roguelike run, you will:
Choose a Kit – a starting set of Traps plus a Relic.
Pick one of three stage offers, each with its own:
Map
Wave composition
Rune count
Rewards
Difficulty
Choose runes for bonus Soul Fragments.
Clear the stage and claim rewards - Trap Charms, new Traps, Relics, and Gems.
Travel on a procedurally generated world map, spending Soul Fragments in shops to buy Relics and Sigils, shaping your build until the run ends.
Thank you again for your patience and support. And as always - thank you for playing!
Thank you for playing! This update adds full Map Editor support plus a batch of balance tweaks and fixes.
The Map Editor is now available from your Steam Library under the Tools category.
Watch the short video tutorial:
(Edit: In order to upload your map, you need to play it first. Once inside the map, there will be a button on the top left corner of the screen. Somehow, it is wrongly titled 'Pause Game'. We will fix it in the next update. To play maps made by others, go to the Steam Workshop and Subscribe to the map you'd like to play. Once subscribed, you will see the map in the game's custom map menu.)
To play or upload custom maps, you must first unlock the Infinity Rune.
Browse and share creations through Steam Workshop.
World Map – Hand Stacking: When your hand exceeds 10 cards, cards of the same type stack together.
Shop – Gem Cards: Price increase per purchase reduced 50% → 10%.
Boulder & Explosive Barrel: Damage now scales by +5% per player level.
Barricade Placement Warning: If a tile contains a unit immune to Barricade Strike, the preview turns red and a warning is shown.
Performance: Various optimizations.
Barricade – Taunt Trait: Now correctly deals damage to enemies it attacks.
Maps – Overpressure & Orthorn: Fixed an issue where the two entrances shared the same index.
Bandit/Assassin: Transparency now resets properly on spawn.
Chain Trap – Mind Control: Trait now functions as intended.
Controller: Tooltip for the Deselect Hero/Wilson hotkey now appears.
World Map Zoom: Fixed camera movement bounds being overly restricted when zoomed in.
Achievements: Resolved a case where achievements wouldn’t unlock and could cause a crash.
Wave Bar: Wrath Level now updates reliably.
Shop Building: When reclaimed, the Shop button hides immediately.
Horseman Pathfinding: Now finds a proper route even when a Barricade blocks the way.
Greetings, Realm Shapers. This update introduces a couple of maps and a bunch of bug fixes.
The next update will drop two weeks later.
Thank you for playing!
New Map: Brute Force
New Map: The Laboratory
Improved world map visuals on ultra-wide displays (beyond 21:9, e.g., 5120×1440).
Various optimizations.
You can now discard Mine and Farm cards even when there’s no placeable terrain.
Options → Open Folder: quickly open your logs/save folder for easier bug reporting.
Fixed an issue where the Greedy King could remain alive at 0 HP.
Fixed a tutorial issue where exiting after victory (before claiming card rewards) could grant a duplicate stage card.
Arcane Trap – Arcane Weakness: fixed a bug where damage could scale exponentially when hitting multiple units at once.
Battering Ram audio now respects Mute.
Freezing Trap - Shatter: fixed an issue where the explosion damage was incorrectly calculated as a percentage of the enemy’s max HP.
Fixed an issue where the unit counter could go negative when Mr. Goldbags appeared.
Fixed UI passthrough where clicking the Shop button could still click Upgrade/Menu/Promote buttons behind the open window.
Fixed an issue where, while in trap right-click mode, you could select the Necromancer via portrait.
Barrage Trap: fixed range preview not updating during placement when the third Charm was equipped.
After entering a stage, changing the Anima Engine now updates the track immediately.
Barrage Trap no longer targets allied or flying units.
Path-block warning & tutorial now also appear when placing Barricades with a controller.
The first Charms for Harpoon, Harvest, and Poison traps now correctly show where to obtain them.
Achievement panel now correctly shows the unlock time.
Increased tooltip text limit for Anima Tracks.
Hello, players, it's been a while!
This update brings fresh content, gameplay tweaks, and lots of fixes. More to come soon.
New Trap: Barrage Trap - loads four firebolt orbs and fires them in a burst when triggered.
New Building: Anima Laboratory - unlocks three additional Anima Engines (see Upgrade menu).
Achievements panel added.
Arcane Trap - Accretion now gains stacks even when hitting shields only.
Lightning Trap - Inductive Burst: adjusted values to match description; bounced lightning now scales with damage modifiers.
Petrified units no longer block Beam Trap attacks.
Gem cards in the Shop are now sold infinitely; each purchase increases the next price to 1.5× the previous.
Shop & Library are granted by default after Ascending.
Necromancer unlock achievement condition is now checked on every game entry.
Loadout menu now checks the “Master of Traps” achievement when opened.
Combat & AI
Silence now disables Berserker Whirlwind.
Improved movement direction for units affected by Fear.
Blood Golem now selects the dominant route based on triggering units’ paths.
Modes & UX
Endless Mode now allows Screenshot Mode; tooltips for traps/units are viewable while in Screenshot Mode.
After victory, Explosive Barrel and Boulder can no longer be clicked.
Boulder does not activate while you’re interacting (e.g., placing a trap).
Prevented deletion of Shop, Library, and Story cards.
Prevented game progress from stalling when Dungeon cards cannot be placed.
Blocked range/LOS UI behind treasure chests and XP orbs for clarity.
In-game gold tooltip now shows whole numbers only.
XP no longer displays as negative in tooltips.
Trap construction tooltip no longer lingers.
World Map: restored the missing Auto-Place Tiles button.
Mastery level Shift-Upgrade: if a trap is Lv.1, holding Shift upgrades it to Lv.5 instead of Lv.6.
Shop/Save
Fixed a case where buying cards, quitting to main menu, and rejoining could consume Soul Fragments without granting the cards.
Traps (Bug fixes)
Freeze Trap: fixed debuff removing immediately on taking damage.
Lure Trap (Berserk): fixed interaction with units that lack a basic attack (such as Battering Rams).
Harvester Trap: % gold-gain trait now correctly reflects in tooltips.
Barricades & Pathing
Fixed cases where moving walls or blocked paths caused barricades to fail to find valid routes.
Pathwisp now spawns from all dungeon entrances when attempting to place a barricade.
Certain move-then-stop platforms no longer interfere with barricade pathing.
On "restore previous setup", barricade sell price restores correctly; Reassembly trait correctly treats free barricades and excludes base sell price.
Controller
Reduced performance overhead in controller state checks.
D-Pad Left/Right can now cycle through additional tooltips.
Fixed controller issues when placing traps and manipulating barricades.
Performance
Minor particle performance improvements.
Text effect performance slightly improved.
Added throttling so DoT damage text spreads out when numbers are heavy.
Audio
Fixed an issue where the sound cap was not correctly applied, allowing too many instances of certain SFX to play simultaneously.
PC & Display
Fixed borderless fullscreen minimizing when focus is lost.
Stability
Prevented a crash when entering Pars Crypt.
Misc
Map Generator updated to include new DW3 unit types.
Fixed stage rewards that could repeat abnormally.
Thank you for playing!
Added The Lesser Labyrinth (unlocked after clearing L4A_Respite). Clearing this map does not increase tier.
Breeze Rune XP penalty changed -10% → 0%.
Memoirs are now visible even after Ascending.
Crypts in Crypt of the Necromancer are set to auto-destroy near the end of the run.
Labyrinth maps now always generate without a portal; players must place portals themselves.
Anima Engine gauge decay reduced 5%/s → 4%/s.
Barricade:
Free upgrade refunds now correctly return to the free barricade pool when sold before game start.
Fixed issue where Trap Foundation trait prevented barricades from being sold.
Reassembly trait no longer removes the spawner if a new barricade cannot be built.
Tutorial free barricade highlight adjusted.
Tombs:
Fixed shadow lingering after destruction.
Fixed unit spawn-blocking issue before Tomb is fully destroyed.
Unit levels displayed on Tombs now match the actual spawned unit levels.
World Map:
Dungeon buttons now visually change based on clear milestones (Gem 1, 2, 3, Rune 5, Rune 10).
Fixed camera jumping when entering the world map at non–16:9 resolutions.
Camera zoom and position are now remembered (except during tutorial).
Experience percentile indicator is now calculated below the total XP gained.
Controller support expanded:
Wilson and Necromancer camera controls enabled.
Prevented loadout from being closed during trap tutorial.
UI & hotkey fixes to avoid camera focus conflicts when controlling Wilson or Necromancer.
Added a class to limit looping sounds; applied to Beam and Grinder traps.
Multiple optimization improvements.
Thank you for playing!
New Map: Ashen Rails
Labyrinth maps now grant full XP (not just the difference from your best record).
Sigil achievements are re-checked whenever the Sigil window opens (to grant missed unlocks).
Locked Charms are shown in the upgrade window with their unlock conditions.
Obelisk Hint cooldown reduced 60s → 30s.
Trap cost reductions
Axe Trap: 1500 → 1300
Chain Trap: 150 → 100
Chakram Trap: 800 → 700
Spinblade Trap: 1100 → 1000
Spring Trap: 800 → 700
Consumables & placement
You can place consumable traps on the 8 tiles around the Cornerstone.
You cannot place consumables on path-blocking objects (e.g., Barricades, Boulders).
Barricades: no longer loses its HP due to damage dealt to allies.
Spellbound Arsenal
Slightly increased attack range for Sword, Axe, Hammer skills.
Bow now fires toward the target direction at the moment of attack even if the target got away.
Beam Trap now benefits from cooldown-reduction skills.
Dustfall Mines – Tomb: Warrior unit level 3 → 2.
Free trap trait upgrades no longer increase the sell price.
Wave start message now displays the Wrath Level.
Loadout changes apply immediately to the Upgrade Window.
Controller
Fixed Defend Wilson’s location not working correctly.
Y-button icon only appears when the action is available.
Added Card Trash (discard) functionality.
In-game zoom with Right Stick up/down.
Audio: The Centipede boss now triggers the boss theme.
Chain Trap no longer increases available chains when it hits non-unit objects.
Lightning Trap: AoE/DoT trait damage is now recorded correctly.
Anima Engine: Bounty bonus resets correctly without needing to restart the game.
Arcane Weakness stacks now reset properly when pooled units are reused.
Repair consumable works on Barricades that have wall traps installed.
Selling an Inferno with Demon Core no longer causes errors or allow building a trap on top.
Fixed input priority where tiles under Reclaim/Auto-Build buttons could be clicked first.
You can now use the Summon Skeletons consumable under a destroyed wall.
Spellbound Arsenal: fixed overlapping weapon spawns and an issue where restoring a previous setup wouldn’t summon due to cooldowns.
Thank you for playing!
Content & Unlocks • Max Sigil Slots increased by +2 (now purchasable in the Shop). • Dart Trap – Poison Charm: now granted upon clearing Dustfall Mines (no longer requires Objective 1). • Locked Trap Charms no longer appear in the shop before the trap is unlocked. • Dustfall Mines: added two additional prebuilt traps. • Labyrinth: added a unique stage icon. • Orthorn map: mission changed to “Destroy the hidden Vault.” • Card Discard feature added. • Removed unused units from the Compendium. Gameplay & Balance • Brute Sigil: minion health bonus 30% → 60%. • Barricade sell value now scales with remaining HP. • Units that become stuck inside a stationary MovingWall are automatically removed after a short time. • Summoned Skeletons no longer lose lifetime before the game starts. UI / UX & Controls • Pause on Focus Loss (Alt-Tab auto-pause) fixed and functioning. • Stage List now remembers your last selection/sort option. • Results Screen: prevented damage value overflow. • Rune Selection: mission-related runes are visually tagged; when no runes are selected, the Reset button acts as Select All. • Title Screen: fixed Necromancer dialogue appearing. • Controller: input now works in Labyrinth; also resolved an issue where some FakeWalls blocked Arsenal placement. Fixes & Misc • Inferno Trap – Engulf trait now functions correctly. • Poison/Push Traps: traits now apply correctly when using Restore Previous Setup. • Fixed an exploit letting players build unowned traps via Restore Previous Setup. • Grinder – Salvage Sorter: gold earned is now properly recorded.
A week flew by! Sorry if we missed some of the bug reports or suggestions. Thank you for playing!
New Sigils:
Rage - +100 Wave rush gold
Abyss - +3 Gold from fall deaths
Sunder - Bonus damage vs. shields
Noble bounty increased 20 → 25.
Fixed exploit that allowed earning gold with Gold Minecart before the game started.
Axe Trap (Pull): pull strength reduced to prevent units clipping through walls.
Beam Trap: slightly reduced lateral range so it won’t try to attack a Vault on an adjacent tile.
Freezing Trap (Ultimate #2): removed leftover DW2 trait requirement.
Added Pause on Focus Loss (auto-pause on Alt-Tab) and prevented rare pause toggle glitches during Barricade/Vault destruction.
Gridiron Fort mission text now reads “Destroy the hidden Vault.”
Grinder Trap audio: mute works correctly; volume now adjusts properly.
Controller: you can open and navigate the New Notifications panel.
Shop shows a hint under its icon when a free item is available.
Conqueror Skill window fixed (no longer breaks at max level); Ctrl+Click works on all relevant skills; added tip for Shift/Ctrl+Click.
Onslaught Feat now correctly grants XP.
Added three Useful Tips as notifications.
Controller bug fixed where Consumable Traps didn’t count stacks.
Thanks for all the feedback. Today’s patch adds new Sigils, quality-of-life tweaks, and a big batch of fixes.
UI / UX & Audio
Stage List: tooltips added; layout expanded; new “Sort by Order” option; various bug fixes.
Hovering over a Boulder now shows its roll direction.
Holding Ctrl+Shift enters Trap Sell Mode.
While a hero is selected, clicking a trap-build button now clears the hero selection to avoid state overlap.
Grinder Trap SFX now properly pause when the game is paused.
VSync split into two options: Frame Rate Limit and Hardware VSync.
Content & Systems
Added three new Sigils (sold in the shop).
- Choice: All Trait options are available when upgrading Traps.
- Mono: If there’s only one Trap of a given type on the map, its rearm speed is increased by 30%.
- Ember: Anima Engine gauge drains 50% slower.
Added Necromancer dialogues.
Consumable traps now accumulate charges when unused (up to 3).
Changing a Conqueror skill now restarts the game.
Balance & Mechanics
Fixed an issue that limited the Necromancer's attack range.
Arcane Trap - Accretion trait damage bonus capped at +500%.
Arcane Trap - Range now increases exactly to its stated value.
Inferno and Chain Traps are no longer affected by global range increases.
Units reset/initialized now properly clear movement speed gained from the Chase rune.
Push Trap – Crushing Force trait now applies damage correctly.
Push/Lure/Spring traps: combo-gain traits now apply correctly; prevented self-only combo generation.
Bug Fixes
Long-range traps now calculate distance correctly after paths change (e.g., when obstacles are destroyed).
Fixed summoned units spawning inside walls/voids.
Fixed duplicate Trap cost penalty dropping below 0 (no more getting paid to place duplicates).
Fixed Dart Trap: in the upgrade panel, pressing Reset while selected no longer leaves traits selectable.
Restore feature no longer breaks pathfinding.
Fixed Bloon pathfinding over gaps.
Thanks for all the suggestions and feedback!
New Map: Overpressure
The Burrow: waves redone.
Triarch, Ironclad, Bubble Pop: map Tier 2 → 1.
Dustfall Mines: removed an overly difficult path to prevent early dead-ends.
Cornerstones: fixed an issue allowing placement on open but unreachable terrain (islands/closed rooms).
Obelisks: portals can no longer be placed on top of an Obelisk.
Thirsting Obelisk: when hidden, it now emits a hint flash once per minute.
Necromancer
Increased attack range.
Added “rescue me” lines when imprisoned (to prompt players to free him).
Bosses: ignore knockback while transforming.
Black Knight: shield 20 → 10.
Veteran Warrior: shield gain per level halved (now +1 every 2 levels).
Poison Trap: can now target flying units.
Push / Spring Traps: increased the unit-count threshold where performance starts to diminish (buff).
Chain Trap: attempted fix for firing multiple chains at once.
Arsenal (Bow): increased range.
Endless Mode: stability work around a case where Rush All could cause a freeze.
Ascension:
Progress for Charms, Sigils, Runes, and Hidden Stages is now preserved after ascending.
Necromancer is granted by default upon ascending.
Shop:
Trap-slot upgrade now clearly shows “Free” when it costs nothing.
Prevented accidental purchases via mouse wheel.
Hotkeys: Wilson (Z), Necromancer (X) added.
Stage Info: fixed incorrect wave-count display.
\: fixed an issue where the XP bar could show “–” when you have a Conqueror Level.
Reclaim: using Reclaim on an isolated tile could make the stage above disappear - fixed.
Achievements: “Unlock all Charms” achievement not triggering - fixed.
Thank you for playing!
Today’s update (1.0.3) fixes a bunch of reported bugs, adds two new maps, and includes several balance tweaks.
New Maps
Ironclad (L11)
Triarch (L15)
Gameplay & Systems
Max combo cap increased 5 → 9 (it was erroneously set to 5).
Greedy King now moves even if the path to a Cornerstone is blocked and damages barricades/doors he collides with.
Stages won’t end until the boss is defeated.
Endless mode: fixed an issue where only one entrance was used; bosses no longer spawn in Endless.
First-clear reward: earn 50 Soul Fragments the first time you clear a stage.
Map "The Burrow" now properly unlocks upon clearing Octarium.
Fixed a pathfinding issue when placing a Cornerstone near certain boulder areas.
Grinder Trap auto-upgrade condition check fixed.
UI / UX / World Map
World Map: WASD scrolling; building at the edge of tiles now expands scroll bounds.
Objectives: hovering now shows what they unlock.
Tooltips: fixed bounty-boosting traits not showing the earned gold in the tooltips for Grinder, Arsenal, and Harpoon traps.
Build tooltip now closes properly when the build menu closes.
Conqueror Level points can be assigned faster with Shift/Ctrl.
Balance
Surge Sigil: starting gold bonus 500 → 1000.
Warrior: no longer gains extra shield per level.
Soul Harvester: interest capped at 1,000 gold.
Ancient Grave: Vault health 5,000 → 3,000.
Thank you for playing.
We’ve heard the feedback: “please don’t make the game easier.” Instead of lowering the difficulty of existing dungeons, we’re adding three new early-game maps that act as alternative routes if you hit a wall.
We’ll keep adding more maps in the coming days.
Notes
These are early maps, so they mainly help new players.
If you’ve already progressed, you’ll still receive them retroactively—just restart the game after updating. They may feel easy, but they can be a solid XP source in Endless mode.
Added
3 new maps: Respite, Danger Zone, Bubble Pop
Fixes & Improvements
Fixed a bug where the Beam Trap could damage objects before the stage started.
\ Minor bug fixes and added in-game scene tooltips.
Increased font size of tips shown on the Game Over screen.
Fixed the Thirsting Obelisk's "Activated" text not displaying correctly.
Grave Sigil: Skeletons now expire after 30 seconds.
Grave Sigil: Added a 1-second internal cooldown to skeleton summoning.
Fixed a tutorial edge case where a broken flow could leave you without tiles, blocking the tile-card tutorial.
Fixed gaps in the Game Over black overlay on widescreen displays.
Removed some outdated Pro Tips.
Thanks again for playing and for all the feedback.
First, thank you for playing and for all the feedback.
I am sorry about the disappointing state of the game at launch.
We hear you on the Trap Traits changes. We are exploring a compromise, including a Sigil that lets you choose from all Traits for a trap during a run.
We also made a first pass to smooth out difficulty spikes, especially on early maps.
We will keep improving the game every day.
Changes since launch
Bug Fixes
Ranking percentile now appears only when a qualifying record exists.
Wave Bar now shows a star on waves that include a boss.
Fixed an issue where the Labyrinth map failed to start.
Fixed a bug where Ballooneer could become invulnerable; also fixed Ballooneer freezing in place if knocked back while airborne.
Fixed a pathfinding issue.
Fixed Spear Sigil granting unlimited piercing.
Fixed a bug where selling a trap before starting a stage applied an unintended penalty.
Fixed an issue where the word “Shop” was not being translated.
Balance and Design
Added more player-favorable objects and layout adjustments to early maps.
Rush Wave bonus Gold increased from 100 to 200.
Shop reroll cost reduced from 50 to 10. The cost now increases by 10 with each reroll.
Obelisk unlock requirement on the L8 - Shifting Gates map has been eased.
Relaxed mission requirements on early maps.
Lowered prices of Shop items.
Soul Harvester – “Soul Glut” Trait: capped the maximum Gold generation bonus at 100% (previously uncapped).
Spike Trap - “Pull” trait pulling force reduced.
Added a hint for players who didn't buy the first free Trap slot upgrade in the Shop.
More updates are coming.
Thank you again for sticking with us.
-Jinmann
Dungeon Warfare 3 is OUT NOW!
What, are you still reading? Okay, here we go: It has been a long journey. Almost two years have passed since we announced DW 3, and we could not have made it here without your support. Thank you to everyone who played the demo and left feedback. It truly helped shape the game. We pushed hard to make DW3 worthy of the series. The pressure to top the previous games was real, and we hope you enjoy what we’ve built. What’s next? Free updates Even after a few delays, some promised features did not make it into 1.0. They will arrive as free content updates every couple of months. First up: Roguelike Mode (endgame unlock)
Short runs of about five maps
Draft Traps and Charms at the start and between maps
Earn Relics that bend the rules and create wild synergies
Build a run-breaking loadout and push for the win
Gain XP for metagame upgrades and unlock stronger Relics
Climb higher Ascension levels for tougher challenges and better rewards
We will share a more detailed roadmap next week. We will also be working on mobile and Nintendo Switch ports, and we want to give DW1 and DW2 some love as well. If you enjoy DW3, a Steam review helps us tremendously, especially during launch. Thank you again for being with us. Have fun, and see you in the dungeons! - Jinmann
Hello, players! Another month has flown by, and development is moving at an incredible pace. We're excited to announce that a new programmer has joined the team, significantly boosting our productivity as we push towards our August release target. To give you a glimpse of our progress, we have updated the public demo to Alpha 3. This new version includes major system overhauls and new content based on your valuable feedback. We invite you to play the updated demo and let us know what you think of the new changes. Here are the key highlights of the Alpha 3 update:
New Content A fresh wave of challenges awaits you. This update introduces a brand new map (Map 6), a new trap, a new enemy type, and new traits to discover. Be warned: the new map is designed to be quite difficult. Good luck!
Tile Effect Overhaul We've redesigned how tile effects work to give you more strategic control. Tiles no longer have inherent effects like adding units to waves. Instead, these modifiers are now granted by specific buildings you can construct later in the game. Additionally, we've added a new spell card, Reclaim, which allows you to return placed tiles and buildings to your hand. This feature offers immense flexibility, enabling you to adapt your strategy mid-run.
Starting Gold System Rework The starting gold system has been completely revised to be more predictable and to better reward your overall progress. The old system, which involved an arbitrary amount of gold per map, has been removed. The new formula is transparent and consistent: Starting Gold = 1000 (Base) + (Player Level x 100) + (Land Tiles Owned x 100) You can further increase this by placing special buildings on the world map that grant additional starting gold.
In-Game Encyclopedia An Encyclopedia has been added to the game. This feature explains previously unlisted game mechanics, formulas, and other vital information to help you master the art of dungeon defense.
Build Switcher Experimentation is now easier than ever. You can now save and load multiple trap and skill builds, allowing you to quickly switch between your favorite strategies or test new creative combinations.
New Charm System You can now unlock two powerful Charms for the Dart Trap. These upgrades are rewarded for completing bonus objectives on various maps, adding another layer of goals for you to pursue.
Quality of Life & UI Improvements A host of smaller changes have been implemented to create a smoother gameplay experience:
We will update the localization sometime next week. Thank you for your continued support and enthusiasm. Your feedback is invaluable as we continue to build and refine the game. See you next month! Oh I almost forgot. We have created a Discord channel. Join us! Jinmann
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Dungeon Warfare 3, 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 Warfare 3 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.