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Full Steam announcements and update articles for this title.
Greetings overlords!
The time for evil is now. My Infamous Dungeon is officially available on Steam. Or at least, I pressed the publish button. It may take a few minutes to start showing up.
The full game features:
6 monsters clans, each more evil than the last
15 professions, including the vile Librarian and the villainous Gardener
7 threat levels of difficulty and extra challenges
SteamDeck and gamepad support
Numerous bugs so well hidden that not even I have found them yet
There's a 20% launch discount that lasts 2 weeks, plus a bonus 10% off bundle with my other games.
Cheers,
Box
Greetings future overlords!
I have deliciously evil news to share. The reign of the Hero King ends in 2 days.
My Infamous Dungeon releases on July 28th! A special thanks to everyone who's been on this journey with me and helped shape the game.
And yes, demo progress will carry over to the full game! See you soon.
Cheers,
Box
General
The Desert Bandits can now sell their crown on the black market.
Unconnected dungeon rooms will periodically show a popup and be easier to find.
The infamy unlocks are cheaper. If you already bought them, you will be automatically refunded the difference.
Balance
Threat Level 1: Increased the difficulty of the King and the Knights of the Round.
Lowered the amount of damage monsters take from Gold Ore and Jar of Souls.
Backstab Dagger: Reduced the attack buff from 20% to 10%.
Nether Blade: Reduced the mana cost from 4 to 2.
Bug fixes
Fixed an issue where a room could be placed while it was rotating.
The text on the Gold Ore tooltip is now shown in the correct order.
Fixed a few issues related to resuming a previously saved run.
General
Interior rooms can be moved. Rooms can also be placed anywhere temporarily, but the next wave button is disabled until everything connects.
Items can be dragged out of the inventory.
The hero path preview now shows the full path the hero may take, and the preview will show while placing rooms.
The F key shortcut for next wave has been disabled so people don't accidently press it. This is likely just temporary, and I hope to bring it back once it's better communicated.
The HP bar button is more obvious.
Added an additional prompt to explain how to delete items in the inventory.
The backstab buff is now listed separately from other artifact buffs, making it easier to tell what damage is temporary.
Reworded some tooltips.
Progress is saved mid-run. It only applies if you quit before winning/losing.
Balance
The snake's prepare buff has been reduced from 5 to 4 attack.
Venom reduced from 10% to 5% incoming damage.
Blood of the Master mana cost increased from 3 to 4.
Reduced the healing benefit from merging monsters.
Bug fixes
Monsters now gain experience directly after they kill a hero. It previously played all Celebrate animations across the dungeon before rewarding EXP.
The Crypt Keeper's "give EXP on death" passive now applies to recruited monsters.
Fixed some inconsistencies with the progress bar that counts down to the Hero King's arrival.
The "inventory full" tooltip now shows on the correct row when you have a Storage Chest in the dungeon.
Fixed an issue where it was impossible to click on a monster positioned directly above the inventory window.
Huge thanks to everyone giving feedback on Steam and Discord!
Balance
Buffed the Sacrificial Altar. It now gives 2 mana and an Empowerment spell when a nearby monster dies.
Changed the Crypt Keepers skill line to give access to the Reanimate ability.
Bug fixes
Stolen artifacts no longer occasionally break the game.
Free monsters can now be merged directly from the inventory. This was previously broken when the monster was level 2 or higher.
Fixed an issue where the tooltip for Soulbound would be missing or incorrect.
Greetings future overlords!
The Desert Bandits, and their endless greed, have entered the dungeon. This new monster clan is ruled by the gluttonous Greed King. Build tall to support this powerful super monster, and up your gold production to support his army of sellswords.
This update comes with two new meta progression systems: infamy and threat level. Don't worry, all demo progress carries over to the full game.
New content
A new unlockable monster clan, the Desert Bandits.
A new unlockable profession, the Hunter.
Earn infamy and unlock permanent upgrades with the meta progression system. If you previously played the demo, you'll automatically start with enough infamy to unlock the new monster clan.
Threat Levels have been added. Choose your difficulty at the start of each run. Each level adds new hero abilities. The more you win, the higher level difficulty you unlock. If you already beat the Hero King in the previous demo, you'll start with Threat Level 1 unlocked.
General
Runs are slightly longer, and last 7 days instead of 6.
The Knights of the Round and Hero King are now easier to beat on Threat Level 0.
Added the ability to hover over a monster to get additional tooltip details.
Reworded some tooltips to be more clear.
Legendary Treasure may now contain artifacts from your loot deck.
Challenge Mode has been temporarily disabled. I need to rework it a bit to play well with Threat Levels.
Bug fixes
Heroes will no longer snap back to a previous tile during combat. This also caused them to sometimes run through walls.
The Altar construct no longer triggers a damage animation on monsters in the room.
Fixed an issue where the hero route preview could get stuck and never disappear.
Today's build adds the number one requested feature: movable rooms. The outer rooms of your dungeon can now be freely moved, and empty rooms can be sent back to the inventory.
Patch notes
Dungeon rooms can be moved.
Updated RNG so it's less likely to get a duplicate floor plan in the initial draw.
Isolde the Star-Scribe is now relentless.
Fixed an issue where heroes would show an HP buff tooltip when they spawned.
Balance
The price of Artifact Vault has been reduced from 500G to 300G.
Updated the list of random artifacts.
Re-ordered the Archeologist skill tree to move the interesting skills earlier in the tree.
The Boss Arena dungeon plan will now show up earlier in a run.
Profession skills related to dungeon plans now always give 500G. Previously, they only gave it if you already had the dungeon plan.
Bug fixes
Fixed a soft lock that could happen when selecting the 5 free monster reward.
Merging monsters with a Nether Blade equipped will no longer lose the attack buff.
Monsters will no longer casually revive themselves.
Fixed an issue where a monster may wait a few turns to level up, if they were fighting a relentless hero.
Greetings future overlords!
The overworld has been overhauled. This update brings a greatly improved flow to each run, allowing for more combat, more choices, and easier access to critical resources.
Overworld changes
The map is now a hex grid of conquerable regions. Spread your evil outward from the bottom tile, and convert an adjacent tile each night.
There are no more combat nodes on the map screen. You now only choose upgrades, and in between each choice, you defend against an incoming hero raid. This means more encounters and more upgrades overall.
Workshop node has been added to the map. Workshops give an extra dungeon room, prioritizing floor plans that add food, mana, healing, or gold production.
Tavern nodes now let you recruit new monster types to the deck, or draw 5 free monsters from your existing deck.
The ability to level up your monster cards has been moved from the Tavern to the new Fortification node.
Balance
Boss monsters no longer damage the Dungeon Heart when entering combat.
Swordsmen gain Taunt Slayer at higher levels. This ability does 4x damage to monsters with Taunt.
Reduced the cost to summon higher level monsters from 3x to 2x per level.
Merging damaged monsters now uses the average HP of the two monsters. Previously, it took the HP of the monster being merge onto, which created unintended, obnoxious micromanagement.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for My Infamous 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 My Infamous 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.