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We are very happy to present you with MINOS 1.1, a meaningful patch introducing a new streamlined mode, additional content, two difficulty modes, balance changes, bugfixes & improvements, a lot of which was based on your feedback so far, and for which we are extremely grateful. Good stuff - keep it coming! ːsteamhappyː
As always, we invite you to join our community on Discord - it's the best place to share feedback, report bugs, and chat with the team.
Listening to your feedback, we decided to come up with an entirely new mode, separate to the Story experience. It’s designed for players who enjoy roguelike/roguelite games, have already completed Story Mode, or just felt the base experience was too slow. Check it out now!
This mode removes tutorials, story, puzzles, and secrets for a more streamlined experience. You only spend XP after defeat, creating a faster, simpler loop focused on shorter runs.
*we still treat this mode as something to experiment with a bit in the future, based on your feedback, therefore it's marked as "Beta" in the Main Menu.
Additional details:
New mode is accessible from Main Menu
There’s no story
Tent with XP upgrades is available only at Depth 0. All other camp facilities are unlocked by default
Traversal has been mostly cleared out: no Daedalus, Diggables, Chests, Mushrooms, Scrolls, Secret Hatches, Simulacrum, etc.
There are no shortcuts
Keys and some irrelevant Artifacts were removed
Active wave cannot be reset from Pause Menu - instead you can surrender your current run
Speed-up is available in Traversal
After completing the final wave, you can take on up to 3 bonus waves for greater Silver Obol rewards
Lost Aristoi Souls now offer Trap Upgrades instead of Artifacts in exchange for Gold Obols
Depth limited to: 20; each run ends with a fight against Theseus
These changes are game-wide, and apply also to Story Mode.
Additional Difficulty Mode added. Players will be prompted to select either Normal or Hard mode before starting a New Game. You may also change the difficulty settings in the Gameplay tab, when accessing Options from the Pause Menu
Normal Mode - Suitable if you want to beat the game without much hassle. It won't force you to be super effective, just don't make big mistakes and you'll be fine. Free retries, slightly weaker enemies with fewer trap resistances.
If you're mid-playthrough when the game updates to 1.1, you'll be experiencing this mode. If you're up for the extra challenge, remember to switch to Hard
Hard Mode - Demanding, but fair. It will require you to effectively use all game mechanics, to combo traps, to create synergies. This is the original experience we intended.
HP of selected enemies increased
Higher values of resistancies for selected enemies against particular trap types
Reset Wave on Hard Difficulty now costs 5 Silver Obols per reset
Gem acquisition rate adjusted
Ancient Imaginarium now allows to purchase only one device at a discounted price
Additional Gems and Obols are now rewarded when using Shortcuts, to offset resource loss
Long Battles will now grant bonus resources
Additional Obol rewards are now granted for completing smaller, more demanding levels
Treasure Vaults will no longer grant random Artifacts, affecting player builds. Instead, they will award bonus currency rewards for players to allocate them as they wish
Mulcher and its upgraded versions now have a kill limit of up to 5 enemies
Rake immobilize toned down from 6s to 2s
Finisher Ballistas Artifact initial damage toned down (-2dmg)
Trigonometry Chart Artifact buffed to no longer reduce Ballista damage, but now gains +1 damage for every 3 (previously 2) tiles traveled
Eat Rats ability healing reduced from 10HP to 5HP
Tough Reinforcements modifier was removed from the game
Pendant of Arrow Dodging Artifact replaced with Pendant of Arrow Reflection. Now Asterion reflects one arrow each wave, instead of having a chance to dodge them.
Vial of Rat Rabies Artifact rat damage toned down to 2dmg. When paired with the Rat Food Artifact, rat damage toned down to 4dmg.
Subsequent purchases of selected devices and their upgraded versions in the Shop are now increasingly more expensive. Applies to: Hook, Ballista Arrow Copier, Cauldron, Trojan Minotaur, Sign Post
Subsequent purchases of Artifacts for Silver Obols from Lost Souls or for Gems in the Shop are now increasingly expensive, depending on the number of Artifacts already owned
Starting items are now always: Spike Trap, Ballista, Luring Trap, Pressure Plate
Crash fix: Game should no longer occasionally crash after splitting a group of enemies using Narrow Passage
Crash fix: Game should no longer crash after invoking Asterion's inventory tab and then switching to the Scrolls tab
It should no longer be possible to spawn into Traversal without any doors to choose from
Instances of Trojan Minotaur already present on puzzle levels now properly display their tooltips
Ranged units should no longer shoot at doors opened after the wave has started, instead of taking this golden opportunity to storm through them
Ranged units should no longer get occasionally stuck shooting at closed Deadly Doors, but not dealing any damage to them
Sign Post behaviour and predictability against Destroyer and Disamer units improved. Reordering enemies should also no longer result in unwanted behaviour for other units.
Learners should no longer get stuck upon interacting with Trojan Minotaur
Instances of enemy units stopping mid-maze, and not progressing towards the Lair or Asterion, especially after merging and using Reorder, should be less frequent
A number of fixes for Atlas combo not working as intended for some trap configuration setups, and not damaging enemies as it should
Asterion should no longer get occasionally stuck after being rotated with Rotator
The Butcher achievement fix: using non-trap devices should no longer invalidate its progress on a given level
Evacuation Hatch should no longer incorrectly display a discounted Gem price in the Shop in conjunction with the Hacker Discount Artifact
Trapped enemies should no longer be able to destroy Drowning Pool from the inside in some circumstances
Fixed an issue with the first door sometimes not opening as expected after using the movable block on the Shattered Logic exploration maze
Fix for some tooltips occasionally disappearing after restarting puzzle levels
Fixes for Hook unintentionally killing units in combination with Automatic Doors, and Hook not working properly in combination with Drowning Pool
Fix attempt: Enemy groups should no longer get blocked when merging, after one of the enemies was previously grabbed by the Hook
Exploit fix: It is no longer possible to abuse the shop and stock up on Artifacts while visiting the Merciful key secret level
Fix for occasional looping XP gain SFX during the Victory Screen
A number of fixes to existing texts in English
UI panel previewing all remaining enemies on a given level added to HUD
Damage limit information was added to Rats tooltip
Ballista variants are now colour coded respectively to improve their readability while placed on the level
Hatch of Forgetting added to Traversal as a random spawn, allowing players to forget one selected Device until the next run at the cost of Gems
Medical Hedgehog
When an enemy survives 3 projectile hits, Asterion receives +2 HP
Gear Grease
If a trap device deals within 4 to 5 overkill damage, the device gets rearmed automatically
Pain-thriller Pills
When an enemy gets lured by a luring trap, Asterion receives a 10s movement speed bonus
Spare Parts
Every 5 times Rubble gets repaired, you get 1 Make a Wish
Bolt of Retaliation
When a trap device is disarmed by Disarmer, the closest Ballista gets rearmed
Disposable Traps
Step-On devices explode when disarmed by Disarmer, dealing 3 damage
Kerosene
When an enemy gets Combustible status, the status spreads to all enemies in the group
War Drums
Luring Trap deals +2 damage to Enemies with Tracking status
Spike Trap Amplifier
Each Spike Trap deals damage equal to the number of Spike Traps in the maze x2
Tectonic Tiles
While at least 2 boulders are rolling, all enemies are immobilized
Trojan Minotaur 2A "Explosive"
Enemies will advance towards it and attack it. Destroys easily. Explodes when destroyed. Health: 5; Damage: 4
Trojan Minotaur 2B "Reinforced"
Enemies will advance towards it and attack it. Reinforced body makes it harder to destroy. Health: 20
Boulder Crossing 2A "Tougher"
Asterion activated. Pushes a Boulder in chosen direction.Damage: 6; Turn Limit: 6; Kill Limit: 8
Boulder Crossing 2B "Deadlier"
Asterion activated. Pushes a Boulder in chosen direction.Damage: 8; Turn Limit: 6; Kill Limit: 3
Shifting Passage 2A "Compact"
A set of walls that moves back and forth when every 3 enemy passes through. Kills the 3rd Counted enemy. Size: 2 tiles; Health: 10; Damage: 8
Shifting Passage 2B "Sharper"
A set of walls that moves back and forth when every 3 enemy passes through. Kills the 3rd Counted enemy. Size: 3 tiles; Health: 10; Damage: 10
Poison Gas 2A "Pungent"
Releases Poison in the marked area. Poisoned enemy receives twice the damage while not moving. Damage per second: 0.5; Duration: 12
Poison Gas 2B "Wafting"
Releases Poison in the marked area. Poisoned enemy receives twice the damage while not moving. Spread range increased. Damage per second: 0.5; Duration: 8
Catapult 2A "Burning"
A Linkable trap that shoots a burning projectile 3 tiles away, bypassing obstacles. Sets targets on fire. Damage per second: 1; Duration: 16
Catapult 2B "Stronger"
A Linkable trap that shoots a burning projectile 4 tiles away, bypassing obstacles. Damage: 8
Seesaw 2A "Springy"
Deals high damage when stepping on one plate while an enemy is on the other plate. Damage: 14
Seesaw 2B "Extractor"
Deals low damage when stepping on one plate while an enemy is on the other plate. Dealt damage is converted into Asterion’s HP. Damage: 3
Seesaw 2C "Swapper"
Deals no damage when stepping on one plate while an enemy is on the other plate. Instead, it swaps Asterion’s and Enemy’s positions
Iron Maiden 2A "Juicer"
Traps an enemy who has 2 or less HP. A trapped enemy generates Blood after each wave. Trapped enemy can be freed by other enemies. Squeezes +40% Blood
Iron Maiden 2B "Mineral Distiller"
Traps an enemy who has 2 or less HP. A trapped enemy generates Gems after each wave (15% worth of Blood of the trapped enemy). Trapped enemy can be freed by other enemies
Iron Maiden 2C "Transmutator"
Traps an enemy who has 2 or less HP. A trapped enemy generates Gold after each wave (70% worth of Blood of the trapped enemy). Trapped enemy can be freed by other enemies
Previous build is being moved to a separate branch just as a safety measure, and can be still accessed through the Game Versions & Betas menu of the Steam Client.
Branch name: minos_previous_build
Password: lookingforexit
While we do not predict the patch to cause any issues with the existing saves, you can always backup your save files by accessing their default location, and creating a copy: C:\\Users\\%username%\\AppData\\Local\\Minos\\Saved\\SaveGames
Thank you for your interest in MINOS, and we hope you'll have a fun time with MINOS 1.1.
-Sebastian (Hitch) | MINOS Producer
We are pleased to invite you to participate in the 1.1 Beta, an early sneak peek at what we're cooking up for the next major patch. We would appreciate your feedback and hope you'll have plenty of fun while also providing us with valuable data and general insights that can help us to tweak the experience before we go live with the new stuff. You'll find all the details regarding the changes introduced in the 1.1 Beta in the sections below, but first, please be sure to read through…
Saves between our current live 1.0.2 build may not be compatible with Beta 1.1 build, and especially the other way round, so please be absolutely sure to make a backup of your existing saves, before attempting to play Beta 1.1. This is super important, if you wish to try out Beta 1.1 and then resume your playthrough on the default 1.0.2 live build. We don't want you taking out your pitchforks on us!
You can backup your save files by accessing their default location, and creating a copy: C:\\Users\\%username%\\AppData\\Local\\Minos\\Saved\\SaveGames
Beta 1.1 is intended to be played in English. Some translations may be incomplete or incorrect, because we are yet to have them localised before we push Patch 1.1 live in (most likely) a few weeks. Please don’t provide feedback or report bugs related to in-game texts in any other language than English.
It is possible that we'll keep on updating the Beta build as we go (be prepared to face some new bugs, if you opt in!), and don't be shy to share your feedback as you play. The most convenient way to reach us and share your thoughts is through our Discord - we'd love to have you there and chat! Much appreciated. <3
Beta 1.1 can be accessed through the Game Versions & Betas menu of the Steam Client.
Branch name: development_branch20_publicbeta
Password: minospublicbeta
Listening to your feedback, we decided to come up with an entirely new mode, separate to the Story experience. It’s designed for players who enjoy roguelike/roguelite games, have already completed Story Mode, or just felt the base experience was too slow. Be the first to check it out before it goes live!
This mode removes tutorials, story, puzzles, and secrets for a more streamlined experience. You only spend XP after defeat, creating a faster, simpler loop focused on shorter runs.
Additional details:
New mode is accessible from Main Menu
There’s no story
Tent with XP upgrades is available only at Depth 0. All other camp facilities are unlocked by default
Traversal has been mostly cleared out: no Daedalus, Diggables, Chests, Mushrooms, Scrolls, Secret Hatches, Simulacrum, etc.
There are no shortcuts
Keys and some irrelevant Artifacts were removed
Active wave cannot be reset from Pause Menu
Speed-up is available in Traversal
After completing the final wave, you can take on up to 3 bonus waves for greater rewards
Depth limited to: 20; each run ends with a fight against Theseus
These changes are game-wide, and apply also to Story Mode.
Additional Difficulty Mode added. Players will be prompted to select either Normal or Hard mode before starting a New Game*
*Still WiP, you may stick to Normal for now
Gem acquisition rate adjusted
Cost of Non-Limited Artifacts now goes up with subsequent purchases with Silver Obols or Gems
Ancient Imaginarium now allows to purchase only one device at a discounted price
Additional Gems and Obols are now rewarded when using Shortcuts
Long Battles will now grant bonus resources
Treasure Vaults will no longer grant random Artifacts, affecting player builds. Instead, they will award 100 Silver Obols for players to allocate them as they wish
Mulcher and its upgraded versions now have a kill limit of up to 5 enemies
Rake immobilize toned down from 6s to 2s
Finisher Ballistas Artifact initial damage toned down (-2dmg)
Trigonometry Chart Artifact buffed to no longer reduce Ballista damage, but now gains +1 damage for every 3 (previously 2) tiles traveled
Eat Rats ability healing reduced from 10HP to 5HP
Subsequent purchases of selected devices and their upgraded versions in the shop are now increasingly more expensive. Applies to: Hook, Ballista Arrow Copier, Cauldron, Trojan Minotaur, Sign Post
Starting items are now always: Spike Trap, Ballista, Luring Trap, Pressure Plate
Crash fix: Game should no longer occasionally crash after splitting a group of enemies using Narrow Passage
It should no longer be possible to spawn into Traversal without any doors to choose from
Modifier Tough Reinforcements should now work as intended, meaning the last wave should be 50% stronger than the previous one
Instances of Trojan Minotaur already present on puzzle levels now properly display their tooltips
Ranged units should no longer shoot at doors opened after the wave has started, instead of taking this golden opportunity and storming through them
Ranged units should no longer get occasionally stuck shooting at closed Deadly Doors, but not dealing any damage to them
Instances of enemy units stopping mid-maze, and not progressing towards the Lair or Asterion, especially after merging and using Reorder, should be less frequent
Fix attempt: Enemy groups should no longer get blocked when merging, after one of the enemies was previously grabbed by the Hook
Exploit fix: It is no longer possible to abuse the shop and stock up on Artifacts while visiting the Merciful key secret level
Ballista variants are now colour coded respectively to improve their readability while placed on the level
Hatch of Forgetting added to Traversal as a random spawn, allowing players to forget one selected Device until the next run at the cost of Gems
Icons for all new Artifacts are still very much WiP. What you see are quick placeholders prepared by our multi-talented Technical Designer!
Medical Hedgehog
When an enemy survives 4 projectile hits, Asterion receives +1 HP
Gear Grease
If a trap device deals within 4 to 5 overkill damage, the device gets rearmed automatically
Pain-thriller Pills
When an enemy gets lured by a luring trap, Asterion receives a 10s movement speed bonus
Spare Parts
Every 5 times Rubble gets repaired, you get 1 Make a Wish
Bolt of Retaliation
When a trap device is disarmed by Disarmer, the closest Ballista gets rearmed
Disposable Traps
Step-On devices explode when disarmed by Disarmer, dealing 3 damage
Kerosene
When an enemy gets Combustible status, the status spreads to all enemies in the group
War Drums
Luring Trap deals +2 damage to Enemies with Tracking status
Spike Trap Amplifier
Each Spike Trap deals damage equal to the number of Spike Traps in the maze x2
Tectonic Tiles
While at least 2 boulders are rolling, all enemies are immobilized
Trojan Minotaur 2A "Explosive"
Enemies will advance towards it and attack it. Destroys easily. Explodes when destroyed. Health: 5; Damage: 2
Trojan Minotaur 2B "Reinforced"
Enemies will advance towards it and attack it. Reinforced body makes it harder to destroy. Health: 20
Boulder Crossing 2A "Tougher"
Asterion activated. Pushes a Boulder in chosen direction.Damage: 6; Turn Limit: 6; Kill Limit: 8
Boulder Crossing 2B "Deadlier"
Asterion activated. Pushes a Boulder in chosen direction.Damage: 8; Turn Limit: 6; Kill Limit: 3
Shifting Passage 2A "Compact"
A set of walls that moves back and forth when every 3 enemy passes through. Kills the 3rd Counted enemy. Size: 2 tiles; Health: 10; Damage: 8
Shifting Passage 2B "Sharper"
A set of walls that moves back and forth when every 3 enemy passes through. Kills the 3rd Counted enemy. Size: 3 tiles; Health: 10; Damage: 10
Poison Gas 2A "Pungent"
Releases Poison in the marked area. Poisoned enemy receives twice the damage while not moving. Damage per second: 0.5; Duration: 12
Poison Gas 2B "Wafting"
Releases Poison in the marked area. Poisoned enemy receives twice the damage while not moving. Spread range increased. Damage per second: 0.5; Duration: 8
Catapult 2A "Burning"
A Linkable trap that shoots a burning projectile 3 tiles away, bypassing obstacles. Sets targets on fire. Damage per second: 0.5; Duration: 16
Catapult 2B "Stronger"
A Linkable trap that shoots a burning projectile 3 tiles away, bypassing obstacles. Sets targets on fire. Damage: 8
Seesaw 2A "Springy"
Deals high damage when stepping on one plate while an enemy is on the other plate. Damage: 14
Seesaw 2B "Extractor"
Deals low damage when stepping on one plate while an enemy is on the other plate. Dealt damage is converted into Asterion’s HP. Damage: 3
Seesaw 2C "Swapper"
Deals no damage when stepping on one plate while an enemy is on the other plate. Instead, it swaps Asterion’s and Enemy’s positions
Iron Maiden 2A "Juicer"
Traps an enemy who has 2 or less HP. A trapped enemy generates Blood after each wave. Trapped enemy can be freed by other enemies. Squeezes +40% Blood
Iron Maiden 2B "Mineral Distiller"
Traps an enemy who has 2 or less HP. A trapped enemy generates Gems after each wave (30% worth of Blood of the trapped enemy). Trapped enemy can be freed by other enemies
Iron Maiden 2C "Transmutator"
Traps an enemy who has 2 or less HP. A trapped enemy generates Gold after each wave (70% worth of Blood of the trapped enemy). Trapped enemy can be freed by other enemies
Thank you for your interest in MINOS, and we hope you'll have a fun time with 1.1 Beta.
-Sebastian (Hitch) | MINOS Producer
The second bugfix and improvement patch (1.0.2) is now live!
Thank you for all your feedback, bug reports, and your activity on Discord and the Steam forums - you've been incredibly helpful in guiding our next steps as we continue improving MINOS.
We’re also getting very close to revealing the scope of our first content update. More details coming soon - stay tuned! ːsteamhappyː
Crash fix: Game should no longer crash when audio output is changed from a device with a higher number of channels to a device with a lower number of channels (i.e. 5.1 speakers set to headphones)
Crash fix related to Tough Reinforcements modifier, occurring during the last wave of enemies upon loading back into the level
Crash fix related to loading back into the Horizon Divide level while the Snake modifier was active
Crash fix attempt related to buying the Trigonometry Chart artifact in some circumstances
If it still happens to you in 1.0.2, please let us know and kindly provide logs & saves
Fix: "Beat a level without using trap devices" challenges are now correctly tracked
Fix: "The Butcher" achievement is now correctly awarded
Fix: "Full House" achievement is now correctly awarded
Fix: Simulacrum wave should now end as expected in a scenario where the only units reaching the lair are Raiders
Fix: Automatic Door destroyed by enemy units in the Sacrificial Tomb puzzle level are now properly restored upon restarting the encounter
Fix: Buzzsaw now correctly deals the well-deserved damage to those pesky Disarmers and Destroyers captured with Hook
Fix: Hidden Passage, Deadly Door and Narrow Passage are no longer duplicated in the inventory after being removed along their adjacent walls
Fix: New Enemy panels can now be cycled correctly if 2 or more new types of enemies are introduced after the first wave
Fix: Accumulated Cauldron charges are now properly displayed after loading back into the level or rotating a portion of the floor where Cauldron is currently placed
Fix: Hidden Passage no longer blocks Boulders and Ballista projectiles
Fix: Engaging Ariande should now work more reliably in the Theseus Battle level while using gamepad
Fix: It is now possible to inspect the labyrinth entrance in the Theseus Battle level while using gamepad
Fix: Switching between Asterion and Daedalus in windowed mode should no longer break camera behaviour for multi-monitor setups, which resulted in cursor exiting the window instead of panning the camera when moved to the edge of the screen
Fix: Cursor should no longer unexpectedly keep exiting the game window when navigating across UI screens in multi-monitor setups. All UI screens except the Main Menu and Pause Menu should lock the cursor to screen.
Fix: Building walls during action phase in Simulacrum and Puzzle levels is no longer possible if the "Toggle Building Mode with RMB" setting is enabled
Fixes for several typos in scrolls, devices and unit tooltips spotted by those of you playing the game in English
General clean-up & optimization on a number of outlier levels
Technical fix related to Torch Cursor graphics settings caching
Improvement: It is now possible to manually remove discovered Secret Hatches on levels in case their positioning proves to be a nasty surprise
Improvement: Camera no longer jumps automatically to Asterion in Traversal when a move order is issued while players are examining other areas of the level
Improvement: Using Asterion's Exert ability no longer disables fast-forward
Improvement: Game intro volume has been toned down significantly in order to respect your eardrums and sanity
Improvement: Suffocator riddle in the Treacherous Cells exploration level should now be more forgiving, allowing players to postpone imminent death, and experiment more with the solution
Improvement: Drowning Pool trap tooltip now has additional keywords to clarify the outcome of using the trap
Improvement: Tooltip of the base variant of Boulder Drop now informs that the boulder does not turn around the corners (compared to Boulder Drop 2C and Boulder Crossing)
Improvement: HP values added to tooltips of Trojan Minotaur, all Doors and Shifting Passage
Improvement: Restart Wave functionality available in the Pause Menu now respects the last set state of Interactive Doors
Exploit fix: Farming chests in Labyrinth of Echoes with a combination of evacuation hatch and reloading the game should no longer be possible
Exploit fix: Farming Shrouded Causeway using the Secret Hatch and Puck Puck key should no longer be possible
Previous build is being moved to a separate branch just as a safety measure, and can be still accessed through the Game Versions & Betas menu of the Steam Client.
Branch name: minos_previous_build
Password: lookingforexit
While we do not predict the fixes above to cause any issues with the existing saves, you can always backup your save files by accessing their default location, and creating a copy: C:\\Users\\%username%\\AppData\\Local\\Minos\\Saved\\SaveGames
As always, we invite you to join our community on Discord - it's the best place to share feedback, report bugs, and chat with the team.
-Sebastian (Hitch) | MINOS Producer
We're releasing a small patch today to address some of the most urgent technical issues impacting your experience since the release last week, along with a couple of other minor bugfixes.
Crash fix related to one of the puzzle levels. The game should no longer crash when trying to choose one of the available devices from the UI bar (represented by a blank icon). The level now has all the tools to successfuly complete it.
Fix related to the Amulet of Nightmares encounter. If the monsters managed to kill Asterion past D5 (after his transformation), he was respawning as a boy again and losing his permanent health and damage bonuses. This should no longer occur, and the incorrectly respawned players should now see Asterion getting back to his proper form and stats upon loading into another level at the latest.
Fix related to the generation of specific Traversal "room chunks". In some rare cases, the Traversal layout could be generated so that players would not have immediate access to some other connected chunks. This should no longer occur.
Fix attempt for the issue with the Twin Minotaur encounter, where some players would not be able to complete the level without leaving back to the Main Menu, and loading into the level again
If you still encounter this issue following the update, please let us know, since we had trouble reproducing it reliably on our end
Improvement related to the Torch Cursor modifer lighting behaviour on graphics settings lower than Ultra
Minor fixes for several typos in Scrolls spotted by those of you playing the game in English
We also suspect that some of you may be experiencing occassional crashes, when changing your audio output from a device with a higher number of audio channels, to a device with a lower number of audio channels (e.g. 5.1 speakers to headphones), while being in-game. For now, please refrain from doing so to avoid stability issues, and please let us know if it helps. We intend to verify this suspicion and address it, but we did not want to delay the release of the first patch any further.
Thank you for your patience, understanding and ongoing support. <3
We hope that the first batch of fixes will improve your experience with MINOS, and we will continue to monitor the feedback you're so kind to share with us in order to pinpoint what we can do next to further refine the game.
Previous build is being moved to a separate branch just as a safety measure, and can be still accessed through the Game Versions & Betas menu of the Steam Client.
Branch name: minos_previous_build
Password: lookingforexit
While we do not predict the fixes above to cause any issues with the existing saves, you can always backup your save files by accessing their default location, and creating a copy: C:\\Users\\%username%\\AppData\\Local\\Minos\\Saved\\SaveGames
As always, we invite you to join our community on Discord - it's the best place to share feedback, report bugs, and chat with the team.
-Sebastian (Hitch) | MINOS Producer
We're blown away by the reception MINOS has received since launch. Seeing so many of you jump in and share your kind words in the reviews means the world to us - truly, thank you.
We've been carefully reading through your feedback shared here on Steam, through our in-game reporting tool, and on Discord, and we're already looking into the most problematic issues. We're sorry for the occassional hiccups some of you have been experiencing. Our goal is to get a hotfix out in the coming days to address at least some of them as quickly and safely as we can.
If you're enjoying the game, there are a few small things that go a long way in helping us further:
Leaving a review on Steam - even a short one - really helps others discover the game
Mentioning MINOS to a friend who also might enjoy our game, or a streamer you think would have fun with it
Joining us on Discord - it's the best place to share feedback, report bugs, and chat with the team
The first week after launch is a big moment for a small team like ours - every review and word-of-mouth mention genuinely makes a difference.
Thanks again for your support! <3
-Sebastian (Hitch) | MINOS Producer
Dear Gamer,
I wasn't quite sure what to write here; if you've played the MINOS demo, I'd be preaching to the choir; you're probably already sold on the game.
Part of the reason the game is so lovable is that, compared to all our previous games, I gave up on You. The broad, general, "target audience", "market demographic", You.
With our previous projects, we tried to anticipate what players want. What genres does the market want now? What are some features players demand or expect? Trying to make informed, analytical decisions. And while those games were really well received (93%, 94% positive), they weren't successful enough, and the studio suffered significant scaling down.
There's a finite number of millions of dollars you can burn through before whoever's investing loses patience. And so, I thought to myself, looking left and right as the industry is brought to its knees in the current ongoing crisis: well, f**k it. Might as well do something I'm super excited about doing. For some cosmic weird reason, Devolver obliged. When thinking about them, I think about this Frank Zappa interview explaining the music industry (google: Zappa music business). That's a good thing. But I digress.
I present to you MINOS, a game that I had no idea how to put together when I first thought about it (and I found it extremely enticing), of which I'm super proud, and for which I'm super thankful to the Artificer team and all contributors who helped us out.
Hope you enjoy it!
(If you do - be sure to review it)
And join our Discord if you're feeling generous, we'd love to hear your feedback.
-Kacper
P.S. Alongside the base game, Minos is available as part of a Supporter Edition Bundle. Grab it and secure a discount, while procuring the official Soundtrack and a cool Supporter pack, which includes a selection of 5 unique Minotaur cosmetics.
We also have a few bundles set-up with some very cool games that you may have played already. Take a look below and save some money if you own any of them.
Hey everyone!
We're super excited today to announce that the labyrinth unlocks on April 9th.
We can't wait for everyone here to step inside, set traps, and watch all adventures fall as they try to slay the fabled beast.
Can't wait? The demo is still available on Steam. Download it and don't forget to share your maze-building skills with the rest of the community here.
-Artificer
Hey everyone,
We’ve just released a brand new Developer Overview Trailer, and it’s our most in-depth look at the game yet.
If you’ve been wondering how the maze-building works, how traps chain together, how the Minotaur fits into your grand design, or what actually happens when heroes come marching in for gold and glory, this one’s for you. It’s extended gameplay, straight from us, walking you through the systems, the philosophy, and the chaos.
Minos is coming Spring 2026, and this trailer is the clearest picture yet of what you’ll be doing inside the labyrinth.
Give it a watch, and if you like what you see, make sure you’ve wishlisted Minos and played the demo.
The maze isn’t going to build itself.
Hey everyone! Big news from the labyrinth.
MINOS is now officially part of Steam Next Fest, which means the maze is wide open to all adventurers looking to build their reputation by slaying the beast.
Step into the hoves of the Minotaur, design your labyrinth, set your traps, and turn every fame-hungry adventurer into a cautionary tale which will be passed down from generation to generation.
In addition to joining Next Fest, we've updated the demo to include Traversal, an entirely new layer of the maze where players can explore and manage Item, Artifact, and Minotaur unlocks, as well as experience (in the full game) the story and lore elements of MINOS in a more immersive manner.
On top of that, the updated demo features additional Level Modifiers, to shake things up, and updated Maze Biomes. You may encounter additional Devices and Enemies, as well as two previously unshown level types: one Exploration Maze and one Puzzle Maze, giving you a taste of what the full game will offer when it launches later in 2026.
Steam Next Fest is a huge moment for us. It’s a chance for thousands of new players to step inside the maze for the first time, to experiment, to break things, and to tell us what works and what absolutely destroyed them.
So if you haven’t played the demo yet, now’s the time.
We’ll see you in the labyrinth.
–Artificer
Kicking off Jingle Bells
Hey everyone!
We're Artificer, the folks behind Showgunners and Sumerian Six, and today we finally get to tell you about Minos, our next game. It's a maze-building roguelite where you are the Minotaur, designing labyrinths, setting traps, and turning every glory-seeking wannabe hero into your next victim.
This is a concept that's been brewing in our heads for years, and we couldn't be more excited to bring it to life with Devolver.
Artificer has always been about making thinky games. Not pure action, not pure strategy, but something in-between. Minos is our wildest take on that yet, and also the closest to our hearts. Expect shifting stone mazes, setting up wildest combination of chain-reaction traps, and a monster who might not be the monster after all.
Minos is launching in 2026, but you don't have to wait to step inside the labyrinth. The demo is live right now, so dive in, build your labyrinth, and share your feedback with us on Steam or by joining our Discord. We'd love to know what you think.
-Artificer
About
This page aggregates Steam news feeds, patch notes, and developer announcements for MINOS, 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 MINOS 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.