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Dungeon Drafters (Switch): all the updates (latest: Ver. 1.1.2)

On this page, you will find all there is to know about the various updates for Dungeon Drafters on Nintendo Switch (originally released in March 2024 in North America, Europe, and Japan)!

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Dungeon Drafters – Ver. 1.1.2

  • Release date: ???
  • Patch notes:
Gamepad Changes
In-Combat Movement and Casting
  • A “Hold to Move While in Combat” option has been added to the Gameplay Options. The hold time has been fine-tuned to avoid significant changes to gameplay while helping gamepad players prevent accidental movement when interacting with cards. This option offers three selections in a dropdown menu: Always On, Always Off, and Gamepad Only (default), which activates the option only when the player is using the “gamepad and keyboard” inputs.
  • The player’s hand is now easier to navigate when casting cards that require selecting multiple other cards, automatically skipping already selected ones.
  • The bug causing certain card draw or copy effects, such as the discard effect from Consume, to disrupt hand navigation when using a gamepad has been fixed.
Inspect UI
  • The Inspect UI will no longer conflict with other in-game menus navigation (Deckbuilder, Guide, Boosters, Shops, and Draft).
  • The Inspect UI will no longer break its highlight box when inspecting text with a line break between words that share the same inspectable element.
General Menu Navigation
  • Gamepad navigation in the guide has been improved, with enhancements to make it easier for players to quickly access any of its sections.
  • Several small quality-of-life improvements for the gamepad in the deckbuilder have been added.
  • When opening any shop with a gamepad, the information for the first selected item is now displayed correctly.
Card Changes
Tweaks and Balance
  • Boomerang: Now has real-time interaction bounces, avoiding pre-determined targets and dynamically calculating new targets as it bounces. This can be considered a slight buff, as Boomerang can now attack entities summoned by death throes and re-target creatures if their original target dies.
  • Echo Slam: Now deals instances of 1 damage per entity in the area, aligning its power-level with the rune and rarity levels of other archetypes.
  • Fueled Burst: Now deals instances of 1 damage per card discarded, up to 3 instances. If no cards are discarded, it will not deal any damage.
  • Compel to Act: Now has the Haste trait, making it cost 0 AP. The puzzle involving Compel to Act has been adjusted accordingly.
  • Blink Circle: Now grants Immunity 2 instead of Immunity 1. This buff ensures that summoned allies retain their immunity during the enemies turn, as they act after the player.
  • Ancients’ Gaze: Curr HP description is now consistent with other cards (extra lives are considered when calculating the HP value).
  • Burnout: No longer deals 1 extra damage when attacking. The damage now equals the number of cards discarded.
  • Glyph Summoning: Puppeteer, Stun Trap, Steps Ahead, and Ancient Glyph can now all be summoned on available tiles occupied by allies.
  • Shard Toss: Can now be cast with fewer than the minimum shards required to deal damage. If this occurs, the card will simply be discarded.
  • Izuna Drop: Second range has been changed from a 9×9 diamond to a custom area. Target damage increased from 3 to 4.
  • Exsanguinate: Now has a global range. Wound effect reduced from 3 to 2.
  • Blood Snot: Wound effect increased from 2 to 3.
  • Reel Hook: Wound effect increased from 1 to 2.
  • Meteoric Jump: Recoil damage reduced from 3 to 2.
Communication
  • Special Tooltips: All card descriptions with tooltips for cards or traps now properly display their descriptions, no longer appearing as either “Card” or “Trap” tooltips.
  • Threat Ranges: Tesla Claw, Pile Driver, and Black Hole now have a subtle visual effect to display their range without activating their effects. These visuals were added specifically because these gizmos can pose a threat to the player and their danger areas were not entirely clear.
  • Petrify: The description has been reorganized to make it easier for new players to understand. Prioritizing the discard mechanic, followed by the passive effect, ensuring a clearer structure of information for better player comprehension.
  • Ghastly Shroud: Now properly describes the summon projectiles as Phasers and not Shots.
  • Star Relocate: Now has the Trigger trait, and its description has been properly adjusted to include the Alpha Star Precision effect.
  • Crystal Trick: The description has been updated, changing ‘destroy’ to ‘break’ to clarify that using Destroy/Crush on Trick Effigy will not trigger its death throe.
  • Trick Effigy Prop: Renamed to Crystal Effigy to avoid confusion where players thought entities would attack the effigy instead of them.
  • Essence Swap: Description now correctly conveys that it does not affect Sturdy entities.
  • Transcend: Description has been reworded to better explain the card’s effect.
Previews
  • Boomerang: Preview has been adjusted to properly showcase the new changes.
  • Crater: Preview now correctly displays the area of damage around the player and summon of barricades.
  • Saw Cleave: Preview has been slightly updated to better illustrate the separation of damageable areas when hovering over the card’s quick preview.
Visual and Sound
  • Burnout: Received a slight visual and sound update.
  • Grave Summons: Gravestone VFX has been adjusted to display only a single card when its death throe is triggered.
  • Paradox: Received a slight polish and now plays sound effects when discarded.
Curio Changes
Balance
  • Scourge Ring: Now draws 2 cards instead of 1.
  • Land’s Bounty: Charges reduced from 4 to 3.
  • Battle Mage Pin: Charges reduced from 2 to 1.
  • Heavenly Slipy: Charge condition has been changed from Return to Adventurers’ Town to Reach a new Dungeon Floor.
Communication
  • Bloodied Blade: Renamed to Hemoblade.
  • Blue Tear Ring: Description has been adjusted to clarify that cards from previous turns can also be copied.
  • Reaper Scythe: Description has been corrected to display “end of round” instead of “end of turn”.
  • Stormbringer: The description of Stormbringer now properly clarifies that it targets enemies only.
Monster Changes
Mechanical Changes
  • Hinokami Dive State: Hinokami will now summon a Magma Tile beneath itself when attempting to dive and no magma tiles are available in the room.
  • Gargoyle Statues: Gargoyle will no longer destroy props while attempting to summon statues.
  • Ancient Effigy’s Petrify: An ally Ancient Effigy will no longer Petrify the player.
  • Zombie: HP reduced from 3 to 2.
  • Illusionist Clone: Illusionists will no longer summon clones over traps, preventing possible softlocks.
  • Trickster Special Attack: The Tower’s Trickster has received a slight adjustment in its behavior, while properly communicating its possible states. Now, when dealing damage to a sleeping entity, it will deal melee damage + 2 extra damage as before. However, instead of healing all damage to the target monster, it now heals only 2 HP.
  • Magic Cauldron Target: The Magic Cauldron’s targeting system has been slightly adjusted to prioritize high-value targets in most combats (Player, units without flight, units without positive effects).
  • Urmah’s Enrage: Champion Urmah’s enraged state has been slightly adjusted to have a fixed target, allowing for clearer communication of the preview. If Urmah lands on an occupied tile, it will push the other entity to the nearest available tile before dealing damage.
  • Siren Teleport Range: The Siren’s teleport range has had its extremities trimmed, changing from a diamond-like shape with 3 tiles of distance to a box-like shape with 2 tiles of distance, matching the damage area of the states.
Previews
  • Lost Wreckage Ray Previews: Xuaih and Green Nautilus ray states previews have been improved to better illustrate their range.
  • High Miasma Urmah & Nuesh: At higher miasma levels, Urma and Nuesh will now display a preview of the crowd buffs they receive at the end of the round. While this preview isn’t entirely accurate due to how actions ordering are displayed, it addresses the larger communication issue caused by the lack of any action preview. This change aims to improve clarity overall.
  • Hinokami Counter: Hinokami now only displays a Shield Icon on their Counter when the shield condition is properly triggered.
Visual and Sound
  • Hinokami Dive: The VFX for Hinokami Dive has been slightly adjusted to better represent the damage area of the attack.
  • Dyna Sounds: Dyna’s sounds have been adjusted to better align with the timing of her attacks.
Communication
  • Ancient Effigy Difficulty: Added extra text to the Ancient Effigy description to better inform new players about the intended loss during the tutorial.
  • Scared Penguin: The description for the Scared Penguin has been slightly revised to better convey the puzzle to new players.
  • Variable HP Monsters in Guide: Adventurer’s Shadow, Shadow Warrior, and Target Dummy now display “?” as their health in the Guide, as their health bars can vary.
Dungeons Changes
Mechanics Adjustments and QoL
  • Training Room Combat Glyph: The Town’s training room now features an additional glyph that allows players to start and end combat encounters within the room. This addition helps players test summons, effects, and other interactions that behave differently during combat.
  • Rope Puzzle: The Arena’s Rope Puzzle has been slightly adjusted, though the solution remains largely unchanged.
  • Mallet Shrines Chance: Golden Door rooms and Dungeon Floor Exit rooms now both have an increased chance of spawning Mallet Shrines, with golden rooms increasing from 50% to 70% and exits from 10% to 15%.
  • Demiurge Arena: The indestructible pillars are now removed from the arena during the transition between the Demon Lord battle and the Demiurge battle.
  • Tome Shrine Secret on Misty Grove Ruins: Activating the Tome Saint secret on Misty Grove Ruins, which previously intentionally not triggered, now applies a single Hex effect to the player.
  • Shrine Secrets Improvements: The Jar Shrine, Mallet Shrine, and Stone Shrine Secret have been improved.
Communication
  • Arena Glyphs Descriptions: Arena Flags Glyphs now properly display a description box labeled as “Shrine Glyph” explaining their functionalities.
  • Corrupted Shrines: Shrines corrupted by miasmas now display a custom description explaining the shrines’ corruption system.
  • Dune Dome Obelisk: The Dune Dome Obelisk now has a proper inspection feature, similar to gizmos in other dungeons with comparable mechanics.
  • Lost Wreckage Crystals: The Lost Wreckage’s Crystal Beacon is now correctly categorized as a gizmo.
  • Props with Death Throes: Props that trigger counters and death throes now correctly display the Death Throe and Counter icons.
  • The Tower floor numbering: The Tower now displays floors in a more concise way. Instead of cutting off numbers in a broken format, floors now always start in multiples of 10 + 1, with the final floor being the 50th floor. This change does not affect the number of content floors the player experiences in the Tower, it is purely a aesthetical update.
Visual and Sound
  • Lost Wreckage Puzzle Failed: Lost Wreckage puzzle crystals now display a small VFX when the puzzle is not completed, and the crystals reset.
Miscellaneous Changes
Mechanics and Adjustments
  • The Monk starting deck: The Monk’s starting deck has been updated, replacing Summon Beetle with Reflection. This change aims to generate more interest in Monk’s initial deck, which has been challenging for both new and seasoned players to engage with.
  • Currency limit: Shards will now cap at 9,999,999 and gems at 9,999.
  • Tutorial-only Insurance: The banker will now give the player 1500 shards and a Starter Pack as the initial insurance, instead of just 1000 shards. Now it will only be provide if the player died during the tutorial.
  • Extra Information on Card Descriptions: Warnings from both cards and monsters (e.g., Alpha/Beta/Gamma Star) now display their proper descriptions when hovered over, providing useful information for the player.
  • Deckbuilder UI: In the Deckbuilder, both the “Curio Bag” and “Trait Filter” buttons can now be clicked with a mouse to close their respective windows. The old “Close” buttons remain available.
  • Deckbuilder Notification: The new cards notification on the Deckbuilder button (!) now disappears after opening the deckbuilder, but cards inside that haven’t been hovered over will keep the notification.
  • Elevator Trigger: Any entities on elevator tiles, except for the player, now will be destroyed upon the elevator activation.
Communication
  • Text Corrections: Numerous grammar corrections and text improvements have been made throughout the game.
  • Elevator Trigger Dialogue: Added a piece of dialogue indicating the loss of spoils upon death when the player triggers an elevator pad dialogue.
  • Hex Tooltip: The Hex tooltip now properly explains that entities receive a weak dispel (that doesn’t destroy summons) when hexed.
  • Damage Multiplier-related descriptions:The descriptions for Burn, Poison, Retaliate, Wound, and Frail have been adjusted to better clarify how damage multipliers interact with each other and the game’s inner workings.
  • Retaliate description: The Retaliate tooltip now correctly describes that the effect lasts for a single turn.
  • Monsters Immunity Tutorial: The Guide tutorial now includes a brief explanation about monster immunities.
  • Save Tutorial: The Guide now includes the Saving in Dungeons tutorial, added during the 1.1 update, in the “Adventurer’s Town” tutorial page
  • Fast-foward Tutorial: The initial movement tutorial now includes a third text explaining how to activate the game’s alternate speed.
  • Shrines in the Guide: Shrines have been added to the “Prop” section of the guide.
  • New entities in the Guide: The Tower’s Judge, Dune Dome’s Obelisk, and Lost Wreckage’s Crystal Beacon are now properly displayed in the guide.
  • Misty Grove Ruins Barrel: The Misty Grove Ruins Barrel now properly registers in the Guide.
  • Guide Player Clone monsters: The Guide now properly displays all mobs that are the player’s clones with their correct visuals.
  • Monk’s Haikus: The Monk now speaks in proper Haikus while in town.
  • Promo and Foil on booster/quest results: Promo and Foil cards will no longer appear as “Sold” on any reward screen, even if they have reached their copy limit. We believe highlighting these cards is more meaningful during game stages where this information might otherwise conflict with currency conversion details.
  • Stagecoach dungeon difficulties: The difficulty level descriptions of the Stagecoach have been slightly adjusted to better reflect the challenge difference between the first floors of the five main dungeons and the single floor of the Misty Grove Ruins.
Visual and Sound
  • Currency Button: The shard/gem button in Town now has a subtle sound effect.
  • Monk’s Animation: The Monk Walk animation has received a small polish.
  • Dungeon Elevator: Elevators have received a slight visual update when surrounded by entities.
  • Tower’s Thin Ice: Thin Ice on the Tower has been visually adjusted to fit the Lost Wreckage floors and holes.
Bug Fixes
Cards
  • Cards that could select both the Hand and Tile simultaneously had inconsistencies and errors when played with a gamepad. These issues have been resolved.
  • The issue with Keendash casting while having flight has been fixed. Players were previously able to select occupied tiles, causing the player to stop at the last available tile before the selected one, making it appear as though the card had somehow failed.
  • The bug where the previews for Goblin Torch, Longfang, and Heartseeker wouldn’t properly update the selected direction when switching tiles quickly has been fixed.
  • Black Hole will no longer permanently stay in a room without acting if the player is pulled into a chasm.
  • Black Holes that remain in the room when the player falls into a hole and are not acting will persist and trigger at the appropriate time if combat resumes later.
  • Black Holes now properly animates when destroying the last enemy in combat.
  • Orlok Heart was incorrectly dealing its current HP as damage instead of its Max HP. This issue has been corrected.
  • The interaction between Thunder Smite and rooted enemies has been fixed. Previously, killing rooted enemies would incorrectly fail to trigger the card’s reengage effect.
  • Thunder Smite and Bolt Smite have received a slight visual fix for situations where the player falls into a hole while casting them.
  • Vault Snipe duplicating the precision trigger count has been fixed.
  • Make it Count now correctly ignores effect cards in hand.
  • Make it Count now correctly calculates the number of cards to draw when Initiative is activated. Previously, it always drew 6 cards instead of dynamically adjusting the value based on damage.
  • Reactive Spark now correctly deals damage to the center tile of the explosion.
  • Repel Glyphs are now properly destroyed when out of combat. Previously, only the first glyph summoned would be destroyed.
  • Projectiles no longer collide with each other when executed in parallel (e.g. Triple Spark with reflectors or a projectile hitting a crossbow).
  • Some traps that could still be summoned over puzzles (from cards that wouldn’t target tiles and had conditional targets) now properly filter out those tiles.
  • Crater cast now properly follows the pattern of self-cast from other area-damage cards.
  • A slight fix has been made to the Masterspark beam VFX, addressing an issue where the beam would turn invisible.
  • Certain preview tiles from cards were using incorrect color-coding, and they now properly follow the game’s pattern.
  • The particle colors of Frozen Meteor when destroyed are now properly color-graded to match the meteor’s original colors. Previously, they appeared green, similar to Twin Gems.
  • Burnout no longer loops SFX when dying to retaliate after attacking with it.
  • Turtle Push now properly previews the target’s movement if available.
  • Triple Spark preview has been adjusted to fix an issue where the direction of two of the three fireballs would not display correctly if summoned with a collision directly in front of them.
  • Some cards had never shown their discard triggers previews, which should now be fixed.
  • Blast Stones now properly previews the current stone being casted.
  • Fixed preview recoil damage simulations to properly account for damage multipliers.
Curios
  • Fixed a Living Toxin softlock where monsters that were poisoned but immune to charm would break the curio.
  • The Reaper Scythe boss rush conflict has been fixed, preventing it from softlocking the boss rush.
  • Fixed a Stormbringer softlock, which now properly waits for the “?” Illusionist room to start the combat before triggering the curio effect.
  • Plague Worm no longer disables Guardians’ Death Throes. This change was made because they are used for meta-related triggers and do not harm the player. Previously, disabling them caused critical game elements to break and led to numerous hidden issues.
  • Fixed several potential issues where memory leaks could occur, specifically where the game wasn’t properly unequipping curious.
Monsters
  • The rare instances where the Ancients’ Shaman would not properly trigger their Death VFX have now been fixed.
  • Fixed an issue where Hourglass would summon charmed allies that were still alive.
  • Scrolls’ heal and purge states received a small logical adjustment to fix a bug where Scrolls would infinitely loop through those states.
  • Siren will no longer attempt to consume dead allies.
  • Chakrams Slinger and Hurler will now properly choose their next state when adjacent to a destructible prop. Previously, they would attempt to shoot but fail, resulting in a loop where they would do nothing until the player moved.
  • Chakram Slinger damage is now consistent with the damage shown in the preview, which previously displayed higher damage than was actually dealt.
  • Chakram Slinger, Hurler, and Master now properly display their Stealth previews during their positioning state.
  • Chakram Slinger now correctly displays a special state when its stealth is triggered while dealing damage to a full HP entity.
  • The Duelist should no longer softlock when receiving specific effect from glyphs after finishing the Drill Breaker movement.
  • Duelist Drill Breaker preview has received a small fix.
  • Ogre’s Throw, when targeted on non-webbed chasms, will no longer trigger its attack when the entity is thrown. The entity will now fall appropriately. This fix also resolves a bug that caused the ogre’s state to lock, preventing combat from restarting if the player re-entered the room.
  • The Demon Lord Star Relocate action no longer creates an Alpha Star warning over existing ones, maintaining consistency with other in-game warnings.
  • A small number of traps were not properly preventing dying entities from completing their full actions after their deaths had already been triggered. This issue is now fixed.
  • Urmah’s Stomp now correctly displays its preview and shows the accurate damage amount.
  • Urmah Shield levels in previews are now accurate.
  • Crystal Nautilus now properly dispels based on whether the attack deals damage and correctly dispels on its counter, as shown in the preview.
  • Goblin Tactician, Lavacaller, Stormcaller, and Thundercaller now correctly skip their turn without triggering animations when no targets are available.
  • Trickster VFX has been fixed for cases where it heals an entity.
  • Fixed some visual bugs with the Gargoyle when teleporting to trap tiles.
  • Demiurge Absorb Soul preview has been fixed, now correctly showing Urmah and Nuesh absorption previews.
Dungeons
  • Broodmother Egg will no longer summon spiders or webs when out of combat. This change fixes a bug where the Broodmother Egg would create a spiderling as combat was ending during specific card interactions, leading to logic loops and memory leaks.
  • Monsters and Props with Death Throes were sometimes triggering two death VFX. Additionally, those that didn’t trigger the extra VFX would not trigger any VFX when killed while the Plague Worm curio was active. Both of these issues have been addressed and are now fixed!
  • A rare softlock involving the Jester Shrine has been fixed. This issue would occur when triggering a Jester Shrine combat after destroying all “????” boxes.
  • The Torch Shrine Secret now is working properly, previously conflicting with other verifications and not triggering it.
  • The Tower room where a chasm would behave as a wall has been fixed.
  • The Effigy Tower music bug introduced in the last update has been fixed, preventing the soundtrack from stopping when progressing to the next floor.
  • The bug with Health Fruit, where it would visually break and heal its attacker upon receiving 0 damage without disappearing, has been fixed.
  • A visual bug where some shrines would not reset the player’s current animation or would trigger while the player was casting a card has been fixed. Now, the player is properly set to their idle animation, and shrines no longer activate during casting.
  • Glacial Library’s ice slabs, when broken without taking damage (e.g., due to webs being summoned underneath them), previously lacked a proper death animation. This has now been fixed.
  • Sliding on a single ice tile in the direction of a collision (whether a wall or an entity) will no longer cause the player’s sliding animation to flicker.
  • Some puzzle tiles that were using the wrong VFX for processing textures have been fixed.
Miscellaneous
  • The achievement bug where players could incorrectly earn the “First time?” achievement in the tower has been resolved.
  • The bug where frame-perfectly skipping the ending cutscenes would softlock the game has now been fixed.
  • The bug where resolutions lower than 640×360 appeared as options in certain cases should be resolved.
  • The bug where dialogue would become unselected while playing with a gamepad should now be fixed.
  • A visual issue where the UI would appear misaligned for a single frame in a black screen while loading the training room or between the transition of the intro cutscene and the tutorial dungeon has been fixed.
  • A frame-perfect visual bug that caused the player highlight to appear during their death has been fixed. This issue occurred specifically when playing with a keyboard and mouse and hovering over the character at an exact frame of their death animation.
  • Town tutorials will now block NPC interactions until the tutorials have popped up, preventing players from getting softlocked outside town with an open tutorial.
  • Slime Merchant no longer softlocks the game if the player hasn’t unlocked Stranger cards.
  • Fixed a bug where low numbers of cards and gems could increase to extreme values by timing purchases at specific moments. The variable now correctly handles negative numbers, preventing it from looping to the maximum possible value.
  • Master Oracle and Traveler second quest and Stranger’s last quest now properly reset their counters.
  • Screens that display cards and still lacked rarity and rune level tooltips now include them.
  • The rarity tooltip bug while using a gamepad, where inspecting it would cut off other tooltips, has been fixed.
  • The trait filter bug in the deckbuilder, where the Trigger trait tooltip would not appear in certain situations, has been fixed.
  • The Deckbuilder save and load list will no longer mix the deck list order after opening and closing those screens multiple times.
  • Both the Cards and NPCs sections of the Guide now properly reset when returning to the main menu and loading a different save.
  • An old issue where the Life Bar visual effect during healing did not display properly has now been fixed.
  • Promo Mourning: The Final Master Stranger quest now also rewards the player with a Mourning Promo card.

Dungeon Drafters – Ver. 1.1.1.6

  • Release date: August 15th 2024 (North America, Europe, Japan)
  • Patch notes:

This update includes changes and fixes from Updates Ver. 1.1.1 to Ver. ??? on PC.

Ver. 1.1.1
MEMORY LEAK FIX!
  • The pesky memory leak issue, which persisted on some specific computers even after our attempts to work around it, should now be completely resolved! While we still recommend users experiencing any frame drops to set their refresh rate to 60 fps, crashes related to Unity’s memory issues should no longer occur.
Card Changes
Balance Related
  • Warning Summons: Cards that summon warning-based traps (e.g., Killing Arrow, Avalanche Slam, Star Relocate) no longer allow stacking warnings on existing ones.
  • Sow: Updated to require selection of 4 tiles to summon Health Fruits, bringing more flexibility compared to the previous fixed summoning positions.
  • Sound the Horn: Expanded from a 5×5 to a 7×7 box around around the player and Stun has been increased from 1 to 2.
  • Shuriken: Teleport casting is now limited to diagonal tiles only, effectively creating an ‘X’ pattern for teleportation.
  • Cardinal Shot: Damage increased from 3 to 4, with Stealth also increased from 3 to 4 on polyhit. The area of effect has been adjusted closer to the player to improve the usability of the card.
  • Heroic Stand: Now grants Immunity 3, previously dealing only Immunity 2.
  • Marsh: Damage to rooted entities increased from 1 to 2.
  • Quick Jump: Range reduced from 7×7 to 5×5 box around the player.
Bug Fixes
  • Stalactite and Double Shot Softlock: Both issues have been resolved.
  • Ghastly Shroud: Fixed casting that now prevent selecting tiles that can cause certain game-breaking scenarios.
  • Overload: Can now be correctly cast over traps.
  • Petrify Preview: Accurately indicates re-drawing Petrify upon discard.
  • Tornado Field Trap: Adjusted to prevent falling into holes.
  • Tempest: Now applies stun to entities summoned on its tiles during the casting period. For instance, a mummy emerging from a destroyed sarcophagus by Tempest’s Damage will now be stunned.
  • Pounce: Addressed a bug that could potentially lead to a softlock, although no reports of this issue were received.
  • Puppet Master: Now consistently applies charm to entities that were originally enemies.
  • Trap Interactions: Fixed issues with certain summoned traps conflicting with in-dungeon trap tiles, ensuring proper overrides.
Miscellaneous Adjustments
  • Card Traits: Numerous cards have received a revision of their traits to more accurately represent their actions.
  • Directional Shield Effect Card: Preview now correctly shows only in the determined direction, enhancing clarity, the casting selection remain unchanged as it was previously correct.
  • Kunai, Infinite Kunai, and Hook: Previews have been polished for clearer communication of the cards’ effects.
  • Crystal Trick: Now accurately shows the effective area of damage from the Trick Effigy when casting.
  • Origin Orbs: Enhanced with additional visual effects and indicators.
  • Finishing Move: Received a minor timing adjustment for smoother execution.
  • Frozen Meteor: Visual and timing fixes have been made.
  • Slimy Fireball: Received a slight visual polish.
Curio Changes
Balance Related
  • Barbed Wire: Damage on rooted entities has been increased from 1 to 2.
  • Odd Incense: Charge increased from 1 to 2.
  • Horai Mask: Charge decreased from 5 to 3.
  • Abacus Charm: Charge Increased from 6 to 7
  • Spear Charm: Charge decreased from 4 to 3.
  • Sandals Charm: Charge decreased from 7 to 5.
  • Anvil Charm: Charge decreased from 5 to 3.
  • Porcupine Hat: Charge decreased from 2 to 1.
  • Clean Mirror: Charge increased from 2 to 3.
  • Land’s Bounty: Charge decreased from 5 to 4.
  • Vampire Hood: Charge decreased from 3 to 2.
  • Smoke Bomb: Charge increased from 1 to 2.
  • White Stone: Charge decreased from 10 to 7.
  • Megistus Boots: Charge decreased from 10 to 5.
Miscellaneous Adjustments
  • Stormbringer: Enhanced Visual Effects, now more aligned with the curio’s theme.
Boss Changes
Ancient Effigy
  • Effigy Hands will now display a proper Death Animation upon being defeated.
  • A “connection line” visual effect now connects the Effigy with its hands.
  • Multiple checks have been added to Effigy Hands to prevent them from being positioned opposite of the intended direction.
Dyna, the Dragon Sorceress
  • Attacks that apply Root now will apply Disease instead, for better consistency with other similar abilities.
  • Adjustments made to disable collisions in Dragon Form while attacking, addressing potential bugs.
  • Enhanced summoning state visual effects during higher miasma.
  • Minor timing adjustments to her Counter sequence upon death for smoother flow.
  • A visual bug that affected Witchcraft Warlock moving animation when summoned by Dyna has been fixed.
Champion Urmah & Champion Nuesh
 
  • Visual effects and timing for Nuesh have been adjusted to enhance the boss fight flow.
  • Urmah has received an improved visual effect for its Enraged state.
  • Higher Miasma “Crowd Cheer” now functions properly with Reflection summons and display appropriate visual effects.
Unknown Being Xuaih
  • Fixed a softlock issue where the game would freeze if the original Xueih was sleeping and a clone received the fatal blow.
  • Mitosis calculation has been made more complex, increasing difficulty in predicting and keeping clones together.
  • Plague Split attack now also applies Root to better synergize with the boss’s other behaviors.
  • Various fixes implemented for targeting and teleport preview clarity.
Primeval Spirit Hinokami
  • High-miasma over-magma damage has received visual and timing adjustments for smoother execution.
Demon Lord
  • Significant polish applied.
  • Cards now closely mimic player cards without major value changes, aimed at improving consistency.
  • Almost all preview states have been adjusted to improve clarity on the Demon Lord’s attacks. Note that some previews, by the game’s nature, were not possible to implement. However, all are related to cards the player has access to and can understand outside of the battle.
Monster Changes
Balance Related
  • Blue Nautilus: Adjusted the Blue Nautilus’s teleport behavior to prevent spamming, now mirroring the Green Nautilus by teleporting only when an enemy is nearby or moving one space to a random adjacent position otherwise.
  • Ember Sage: Now immune to burn.
  • Leaf Sage HP: Leaf Sage’s health has been adjusted from 5 to 3.
  • Ice Golem: Adjusted behavior to move and then summon stalactites, preventing it to hit itself with their own stalactites.
  • Thermostat Gizmo: Introduced a relationship parameter akin to other Gizmos in the Glacial Library, mainly affecting the Ice Floor’s disappearance timing between player-summoned and dungeon’s thermostats, for a more consistent gameplay experience.
  • Ogre: Throw attack adjusted to properly execute splash damage, consistent with other throws in the game.
  • Jelly Slime: Jelly slime and its remnants have been adjusted to avoid summoning traps over neutral entities.
Bug Fixes & Miscellaneous Adjustments
  • Monster Targeting Behavior: Monsters will no longer target entities that have fallen into holes within the same round, instead defaulting to fallback behaviors or seeking new targets.
  • Multi-Hit Creatures Fix: Addressed a bug where multi-melee creatures could attack long-distant props that can move, such as twin gems, without moving.
  • Connection Line Visual Effect: A “connection line” visual effect has been added to monsters with important mechanical connections, akin to those seen with golems and their antennas or mages.
  • Hourglass Calculation Correction: A miscalculation in the Hourglass’s behavior has been fixed, making it simultaneously
    less irritating more challenging to engage with.
  • Sandworm: Enhanced visual effects now enrich the Sandworm’s Burrow state, and a proper sprite has been added for its appearance when frozen by the Sword Shrine.
  • Duelist: Received subtle visual fixes and polishing.
  • The Manalith: Received visual polish and adjustments.
  • Angel Champion and Shrouded Mummy: Corrected damage previews to reflect accurate damage values.
  • Scrolls Animations: Scrolls have been corrected and now properly display their death animations.
  • Hourglass Preview: The Hourglass now consistently displays the Timecraft trait in their actions.
  • Broodmother Summoning Fix: The Broodmother will no longer summon spiderlings on incomplete webs over chasms, preventing unintended falls. Now, they will wait for the web to form if necessary.
  • Catfish Preview: The preview for the Catfish Lure trait has been corrected from 1 to 3.
  • Ember and Leaf Sages: Casting visual effects have been polished.
  • Gravestone Preview: Gravestone has been updated to display its proper traits.
  • Chakram Sounds: Addressed and fixed sound issues related to all chakram projectiles.
  • Vermin Death Sounds: Fixed an issue with vermin enemies’ death sounds playing twice.
Dungeon Changes

Tutorial

  • Tutorial Drops Adjustment: Tutorial rewards have been removed from the Rest Room. Instead, players will now begin their journey on the beach, equipped with 1,500 shards and a basic booster pack in their bag. Additionally, rewards after boss battles have been slightly increased. This change aims to mitigate frustration for new players following a challenging boss fight, discouraging any overjustification effects and enhancing the overall experience.
  • Tutorial Birds: Made a small visual adjustment to the birds on the Beach of the tutorial.
Glacial Library
  • Stalactites Polish: Enhanced the visual effects and sounds of stalactites hitting the ground for better visual feedback. This change has also been applied to the card.
  • Missing Antennas: All rooms have been revisited to ensure that antennas appear alongside the golems in all rooms.
Dune Dome
  • Dune Dome Ambush Rooms: Now apply Wound 2 to the player in addition to giving Stealth 1 to enemies.
  • Ground Spikes: Adjusted to deal 1 damage upon contact, instead of 2.
  • Dune Dome Obelisk: Updated and fixed the visual effects of the Obelisk that counts down the timer for the Jail.
Lost Wreckage
  • Possessed Chest Statues: Resolved a softlock issue involving the transformation of a Monster Sword Statue into another entity in the Possessed Chest rooms.
The Tower
  • Tower Floor Layout Revision: Some Tower floor layouts have been removed to avoid redundancy and improve engagement, addressing feedback that some configurations contained too many rooms.
  • Armor Stand Prop: Can now be interacted with cards and actions that perform movements.
  • Tower Pressure Plate Puzzle: Fixed an issue where a specific pressure plates could not be activated as it was placed over Chasms.
  • Tower’s Pyro Crystal: Magma no longer remains indefinitely in a room after activation. It has been adjusted to disappear after a certain period, as it always should.
Town Arena
 
  • Arena Puzzles Adjustment: Sword, Tome, and Stone puzzles have been edited to counteract exploitative strategies, crediting MegaManBK7 for finding those.
  • Shinobi Arena Puzzle: Adjusted to align with the Shuriken teleport changes.
  • Arena Teleport Animation: Introduced a teleport animation upon entering a puzzle room in the arena.
Miscellaneous Changes
Adjustments and Improvements
  • Guide’s Encyclopedia Revamp: Both monster and props sections of the Guide’s Encyclopedia have been uniquely reworked for enhanced distinction.
  • In-Town Shard Indicator: Introduced a small indicator at the bottom right of the screen in town to better indicate the possibility of displaying current shards and gems.
  • Sound Improvements: Added a variety of new sound effects ranging from NPC interactions to secret boss attacks.
  • Death Animation Loot Display: Adjusted to show loot lost in death animations 360º around the player, previously 180º.
  • Oracle Section Props: Ensured props shown in the oracle section of the town are relevant and make sense, focusing on puzzle props.
  • Text Adjustments: Implemented a series of text fixes and adjustments across the game, enhancing readability and information clarity.
  • Character Selection Sprites: The small sprites within the character selection have been adjusted for better spacing, addressing previously uneven negative space around them for a more visually balanced selection screen.
Bug Fixes
  • Saved Decks Navigation: A minor UI issue with vertical navigation in the Saved Decks list, affecting gamepad users with over 10 saved decks, has been resolved.
  • Stone Shrine and Petrify Softlocks: Addressed softlocks related to the Stone Shrine activation and receiving multiple Petrify effects in the training room.
  • Menu and Tutorial Lock Update: Menus will remain locked until all queued tutorial pop-ups are completed. This change prevents softlocks in specific situations.
  • Tome Shrine: Received an extra visual polish when activated.
  • Fishing Minigame Prompt: Corrected the exit prompt in the fishing minigame.
  • Quest Counter Fix: Corrected broken quest trackings.
  • Fishing Minigame: Fixed an issue with duplicated fish names.
Ver. 1.1.1.1 to Ver. 1.1.1.5
Quality of Life Changes
Text Corrections in Multiple Languages
  • We’ve made numerous grammar and consistency corrections to the text throughout the game. Our goal is to ensure the language is as clear as possible, based on player feedback from both Steam and Discord. While these changes might not be immediately noticeable, please rest assured that if you reported an issue with the text through the appropriate channels, it should now be fixed.
Deckbuilder UI for Controllers
  • We’ve made adjustments to the UI interactibility in the deckbuilder to improve the experience for players using a controller.
Map Selection for Controllers
  • When using a controller, both Scavenger and StageCoach will now have a dungeon/region pre-selected for the player, displaying its image, description, and difficulty. Previously, a region was selected, but players needed to interact with the interface before any information appeared.
Secret Character Movement
  • The movement of the secret character has been slightly reworked to be less dizzying for some players.
  • The secret character will no longer change their custom movement when hexed. They will continue to use it while having the effect. This addresses the bug where the movement would be lost after losing Hex.
Miasma on Shrines
  • Corrupted Shrines will now mantain their pad under them, but they will be faded to indicate that they cannot be utilized. This change helps clarify that the shrine can still be activated with the Heavenly Slip curio.
Adventurer’s Shadow Fix
  • The Adventurer’s Shadow entity from the Tower has had its counter and throe mechanics fixed to address some minor issues.
Trading Hand Visuals
  • The trading hand now features a smoother animation for its trigger tile disappearing when hit by the player.
Thermostat Targeting
  • Thermostat now properly applies Wound only to entities it considers enemies of its summoner. Thermostats from dungeons attack allies, while player thermostats attack enemies.
Small VFX Changes
  • Some VFX have received small additions to better communicate their effects.
Crazy Rooster Sound
  • The Crazy Rooster is now less loud.
Changes Intended for 1.1.1
Cards Ranges and Targets
  • Blink now has the intended range, forming a 5×5 box without corners instead of a diamond shape.
  • Blooming and Earthbind’s root area of effect has been increased from 5×5 to 7×7.
  • Heroic Stand can now be cast on both the player and any monster.
Shrines Spawn Rate
  • The spawn rates of some Special Shrines have been increased based on observation of playthroughs and community feedback.
Ancient Effigy
  • The Ancient Effigy will now adjust its starting action at the beggining of the Boss Fight based on the player’s HP and the number of petrify statues in the room. It will alternate between Gaze and Reanimate. This change aims to speed-up the fight and reduce frustration for new players in the tutorial, while maintaining the standard fight for experienced players. Additionally, this adjustment affects the Boss Rush, skipping a ineffective turn from the effigy at the start of the fight.
Adventurer’s Shadow Simple Rework
  • 1.1.1.5b:As many players have always noted, the Adventurer’s Shadow from the Tower was quite a pain to deal with, no matter your deck. We noticed that players were relying more on luck to avoid encountering them rather than adapting their decks for these fights. Therefore, the Shadow received a light rework. It will now always have half the player’s Max HP (always at full HP), and it no longer has a counter. Also, it’s death throe was changed, now dealing a third of the player’s health as non-lethal damage when it dies.
Conditional Trait
  • A new Trigger trait has been added! All conditional trigger cards now have this trait, making them easier to identify in-game. Please note that this is exclusive to cards and serves a purely meta purpose, helping players identify and locate these cards for quests, as requested by many.
Strider Glove
  • Strider Gloves now properly doesn’t trigger with only the default movement. This change was intended for the 1.1.1 update but was accidentally reverted during the game update process, resulting in the need to quickly adjust the description between versions 1.1.1 and 1.1.1.1. With this fix, Strider Gloves now function as intended. Additionally, to compensate for this adjustment, the charge has been changed from 3/3 to 2/2, ensuring it remains useful for the many traveler decks that utilized the curio previously.
Other Curios Changes
  • Anvil Charm charge changed from 3/3 to 2/2
  • Hunter’s Eye charge changed from 3/3 to 2/2.
  • Planar Prism charge changed from 3/1 to 4/1.
  • Plasma Quartz charge changed from 2/2 to 1/1.
  • Ritual Dagger charge changed from 2/2 to 1/1.
  • Smoke Bomb charge changed from 2/2 to 1/1.
Glacial Library Boss Fight
  • In the Glacial Library boss fight, the center pillars should now be removed when fighting on higher miasma levels. This change was intended to be included in a previous major update but was inadvertently overlooked. It has now been properly implemented.
Player Traps Timing
  • All player traps that were not standardized previously now function properly. They will disappear only at the end of combat or after a turn when out of combat.
Disease new Interaction
  • Healing while Diseased now removes 1 Disease. This is a interaction exclusive to the Player and described in the Disease card.
Metal Box Consistency
  • The metal box from Magma City now properly deals damage similar to crystal gems. The main difference is that metal boxes can also damage the player.
Other Bugfixes
  • Warnings no longer interact with other cards and environments in an unintended way. This issue was noticed and fixed immediately after the 1.1.1 release, despite going unreported.
  • Champion Nuesh won’t receive Stealth during the Enrage action turn on higher Miasma. This prevents the instant Lure cancellation of the action by the Crowd dealing stealth after it.
  • Fling will no longer activate triggers at the final tile of the entity’s movement before the entity receive damage. This change prevents a potential softlock where an entity with 0 HP would fall into a Chasm.
  • Hinokami now properly triggers the Crush VFX when crushing an entity during the Dive action.
  • Succor targeting during the casting process has been fixed.
  • Baleful Shot can no longer target shield effects. The implementation of shields is particularly different from other effects, causing Baleful Shot to not work properly. To prevent bugs and avoid players wasting AP and their effects, Shield cards are no longer selectable to cast. This change is also reflected in the card’s description.
  • The trait values of some monsters and cards have been fixed.
  • A bug from version 1.1.1, where the Ancient Effigy would land on an already occupied tile, has been promptly fixed following the update.
  • Many card previews with small specific inconsistencies have been fixed. This includes issues such as projectiles from a specific distance previewing their arrows in wrong directions, highlights on cards showing entities that should not be hit receiving damage, and more.
  • Punt Ogre now properly animates their Lure attack.
  • Decorative lava waterfalls in the magma city boss fight are now properly layered.
  • Vinethorns will no longer cause the game to softlock when stepped on during the last action point while out of combat.
  • Fixed the Frozen Meteor issue were it would summon the prop when casted in tiles occupied by sturdy units.
  • Stone Sigil will no longer grant the player infinite immortality if it dies while Diseased or by Petrification.
  • Thran Dynamo will no longer overlap entities inside one another in specific situations.
  • Numerous inconsistencies and bugs in Shadow Warrior have been addressed and fixed.
  • The Tome Shrine Praying secret had a small inconsistency that has been addressed and fixed.
  • Demiurge will no longer encounter issues moving entities away from their spawn tile, even if they are sturdy entities.
  • Demiurge will no longer lose its movement immunity after attacking itself. Additionally, Demiurge will no longer attack itself with Ancient Pyre.
  • Players will no longer remain highlighted after the first monster acted while playing with a controller.
  • Aerial Ace will no longer cause issues when targeting a monster over any rooting tile while flying.
  • Phantom Throw now features a consistent preview similar to Card Throw.
  • Siren and Broodmother targeting has been fixed. They now properly perform their actions as expected.
  • Treasure Hunter Hookshot visuals have been fixed.
  • Treasure Hunter will no longer cause the game to softlock after Hookshoting next to a door and inadvertently ending the combat before completing the movement.
  • Shinespark will no longer crash the game when casted in the direction of a mirror reflecting the player into a wall.
  • Ember Sage will no longer die before being able to deal damage when at their last hit point.
  • Fixed a bug where players were eventually unable to scroll down when saving too many decks while playing on a controller.
  • Many visual bugs related to the Worm have been fixed.
  • Reflection should now properly target allies in stealth.
  • 1.1.1.5b:

    Demon Lord’s ability to summon a Black Hole will no longer cause softlocks when targeting non-prop entities.

  • 1.1.1.5b:

    Disease now properly discards under specific conditions during healing.

  • 1.1.1.5b:

    Rift Spark preview has been corrected, no longer displaying a swap that would not occur due to Damage Immunity.

Ver. 1.1.6
Tutorial Mouse Bug
  • The issue players were having while playing in the tutorial dungeon in the 1.1.1.6 version earlier should now be fixed. The game version has not changed, but the problem won’t occur if the game is properly updated. We hope everyone can enjoy the patch properly now! Thank you all for your patience.
Monsters and Gizmos Changes & Fixes
  • Ember Sage will no longer disappear without dying and possibly softlock the game when performing their action with 1 HP left.
  • The Dyna Miasma level change from the previous hotfix, which involved removing the central pillars, caused them to disappear at a Miasma level earlier than intended. Now, they should properly disappear upon reaching Miasma level 3.
  • Demiurge will no longer be targetable by spells whose major effect is movement (e.g., Relocate, The Swap, Izuna Drop). However, it will still be targetable by spells that include some sort of pre-action to the movement (e.g., Punt, Denying Palm, Stalagmite, Stalactite), though it won’t move after the pre-actions (e.g., Punt will only deal Melee damage). This change ensures that Demiurge remains immovable, altering its previous method of immovability mechanics, as there were still situations where its permanent root could be removed. Additionally, this update allows players to use such cards on other immovable targets, such as the Dummy from the Dune Dome.
  • The worm will no longer land on Reflector tiles.
  • Crystal and Green Nautilus received a small polish on their SFX.
  • Illusionist special rooms in the Glacial Library (the ones with multiple illusionists that start without combat) will now properly transform Gizmos into illusions when the room is generated. This means that rooms with Golem Antennas or dungeon Gizmos will have more illusions than usual.
  • Additionally, Illusionist special rooms now have the illusionists being unmovable, avoiding issues of overlapping entities when swapping the real illusionist with a fake one, and hitting any fake to start combat.
  • The Tower Pawn’s HP changed from 2*2 to 1*4.
  • The Pawn will no longer disappear without dying when getting onto a promotion tile, fixing this bug that could lead to softlocks.
  • VFX and SFX were polished for when the Pawn completes it’s puzzle.
  • Catfish will no longer target Fishbait to entities immune to lure, including the player.
  • Dealer is no longer immune to charm, returning to the mechanic of dealing purgeable effects to the player if charmed by a Siren.
  • Dealer now properly shows a target over the player in their preview.
  • The Ancient Effigy now properly increases the mechanics of Miasma when defeated at the Tower. The QA team reported that even if the game’s interface and runes recognized the Miasma changes, the dungeons would not increase Miasma unless the Effigy was defeated in the Tutorial. It is important to remember that Miasma only affects the four cardinal dungeons. The Tower and Misty are not affected, meaning they won’t experience any mid to late-game difficulty changes. Additionally, Bosses only have four stages of Miasma, as the fifth level only applies changes to dungeons special monsters layouts, and corrupted shrines.
  • The Innkeeper quest will now properly consider the Ancient Effigy as a boss to kill in his final quest.
Cards Changes & Fixes
  • Downpour, Copycat, and Adrenaline now properly count their triggers for quests.
  • Blast Stones now preview their radius when casting the card, helping players calculate their areas of damage/effect.
  • Headhunt now has the proper range adjusted and previewed as intended. Additionally, to align its value with other Traveler cards with similar rune and rarity, its bonus now is a +5 damage.
  • Flamberge phaser now deals 2 Burn for each point of melee damage dealt on the target unit.
  • Some VFX for cards mentioned above were polished.
  • Some cards received an extra trait or a trait change to better indicate their functionality or to add flavor and better connect to their description.
  • Shadow Strike now properly deals the amount of Stealth described on the card.
  • Alpha, Beta, and Gamma Star will now trigger their warnings at the start of the Caster’s turn. This change should not significantly affect the cards’ mechanics in most cases, but it aims to simplify the communication of its effects to players through the cards descriptions.
  • Some projectile cards still had a deprecated camera function of slightly following the Mouse while casting, they are now corrected and will follow the pattern of having a fixed camera in the center of the Dungeon room.
  • Some cards that summon warnings (e.g. Killing Arrow, Avalanche Slam) that still didn’t work out-of-combat now should function properly.
  • Killing Arrow warning now has a small visual effect to indicate it will fall in the next round.
  • Hook preview received a fix for a specific situations where the player movement simulation wouldn’t work properly.
Dungeons Changes & Fixes
  • The Shinobi Puzzle was rolled back in the previous hotfix (.5) to the version before Shuriken changes. Now it should be properly back to the 1.1.1 version considering the new Shuriken teleport range.
  • Visual Fix for previews while casting cards over specific interactable tiles (cannon, turn pad, sacrifice, switches, promotion, and reflectors). Tiles would not properly be overlayed by the preview tiles, now it should work properly as other traps.
  • Webs will now disappear at the end of combat or when a turn ends while no combat is happening unless they are over Chasms, Magma, or Ice tiles.
  • Magma city geysers will no longer trigger when there is a trap over them, behaving like other dungeon traps in the game.
  • Rope Shrine VFX received a slight polish.
  • Fixed a bug where selecting “no” on the Rope Shrine would trigger it anyway.
  • Small changes to the Fishing rooms were made to better position the Broken or Rope Shrines.
  • The elevator animations for both leaving and arriving were slightly sped up by a total of a second and a half.
  • All Stealth VFX props from all dungeons are now properly indestructible props to avoid confusion about targeted and melee attacks interactions with destructible props.
  • Plague Stalker preview has been slightly reworked to better communicate its actions.
  • Unknown Being Xuaih will no longer target tiles with other Xuaih during Rain Of Stars attack.
  • Monsters that summon warning tiles will now display the warning damage as a splash damage tag during the preview of their action. This was added to help players more easily determine the severity of each attack and evaluate if staying on that tile is a valuable strategy during battle.
  • Glacial Library’s stalactite special rooms in the Glacial Library will no longer target gizmo tiles or tiles with enemies, and the number of tiles marked per round has changed from a maximum of 7 to a maximum of 9.
Interface Changes & Fixes
  • Some extra text has been added to better communicate specific mechanics. In addition, there were text and grammar fixes in various languages.
  • Some missing inspectables were added to facilitate the readability of major UI elements. With this change, all card information screens (Deckbuilder, Booster Opening, Guide, Dungeon Reward/Bag, and Draft Mode) now have tooltips for the rune level of cards and their rarity.
  • Booster Open All button now properly displays its text when the first booster is not selected (previously defaulting as a second close button).
  • Open Booster now properly scrolls long lists of different boosters. The collision spacing between boosters was widened by a few pixels, making it easier to scroll with the mouse without changing the normal use of the screen.
  • Exclamation marks on new boosters now disappear when hovering over instead of when clicking them, while on the Booster Opening screen.
  • The game’s camera for non-standard (16:9) resolutions will no longer distort the pixel art. A new custom border was added to embellish most of these resolutions. Vertical resolutions (e.g. 9:16) might still have black borders depending on how you adjust the game’s window.
  • The bug where the Boosters tab on the Town’s UI wouldn’t lose the exclamation mark when using the Booster Manipulator is now fixed. Similar issues with this tab should no longer occur.
  • A bug where the rune slots would become unselectable when changing from gamepad to mouse controls is now fixed.
  • Fixed Arena Flags not properly adjusting their highlights when loading a save from any dungeon.
  • Fixed True Ending cutscene problem where beating the game more than once without restarting would cause the first cutscene to be mostly a black screen until the last frame after the second completion.

How to download updates for Dungeon Drafters for the Nintendo Switch?

To download the updates for Dungeon Drafters, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.

Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat.