Dev Log

What shipped and what broke, written by me, usually the same week it happened.

The Bestiary Was Lying

· release, combat, systems

An audit caught monsters breaking their own Player Guide entries. Thurs never impaled, gorgons never bit. They do now. And this is the last build you'll download from here, because Steam opens this week.

The Hole Buys It Back

· release, design, systems, ui

Rimhold opens two more doors — an Assay Office that names your unknowns for gold, and a Tavern whose Barkeep sells one true rumour a visit about the floors below. Everything in town is for sale. The hole buys all of it back.

A Town Grew Around the Hole

· release, design, systems, ui

The sinkhole has a town around it now — Rimhold, with its mud, its torches, and a boneyard of your own dead. And rings stopped being a second skill tree: they're magic again, and the strongest ones bite.

A Different Question, Not a Bigger One

· release, combat, generation, balance

Last week I said the deep floors owed you a real balance pass. This is it — depth 7 and below stopped being the same fight with fatter numbers, the rooms got big enough to fight in, and the bottom of the bestiary learned some new cruelty.

Dragonscale and Dead Rooms

· release, items, generation, ui

The top of the armor ladder stopped being three flavors of the same plate, the generator stopped handing you four dead rooms in a row, the Steam page went live — and I need your opinion on the demo.

Better Fed Than Dead

· release, items, combat, ui

The Labyrinth was starving you on purpose — turns out too well. A loot pass, a way to walk instead of click seven hundred times, and a spear that stopped cheating.

The Clock You Can Finally See

· combat, ui, systems

A turn-order strip you can actually read, a way to square up without moving, and the usual pile of things I broke while building both.

Ya, Not Gonna Do It

· release, ui, art, systems, design

I closed the "let me save and come back" request twice, on principle. Discord voted otherwise. This week I dressed the whole interface in ink and iron and finally wired in the props I promised last time.

Something Is Looking Back

· release, art, combat, items, systems, website

Last week the floors got faces. This week the things standing on them did — the whole bestiary is painted, ninety-eight of them. Plus a stack of AI fixes and two exploits I'd rather you hadn't found.

Every Floor Has a Face Now

· release, art, ui, combat, systems

All five dungeon themes finally render real art instead of flat color, the dark started obeying its own rules again, and a stack of tactical fixes cleans up fights you've been having wrong for weeks.

The Floor Learned New Tricks

· release, combat, systems, design, meta

A pile of tactical rule changes worth relearning your habits over, something waiting past the bottom I'm not going to describe, and — finally — a real storefront for the thing.

It Moves Now

· release, combat, systems, ui

The dungeon animates, the ring and scroll shelves tripled, five abilities got dragged in for questioning, and I cut the weekly build a day early. New challenge week starts now, not Monday.

Sorry About the Bouncer

· release, combat, ui, website

The leaderboard spent two days rejecting honest runs because the build and the site disagreed about the rules. That's fixed, here's how it happened, and here's what else shipped.

The Sign Out Front Is Lit

· meta, website, release

The site is actually live now, the domain is real, and for the first time there's a build you can download without knowing me personally.

The Game Can Talk to the Site Now

· engine, website, technical

A week ago this site could certify a run. It just couldn't hear about one from the game itself. That's fixed.

The Site Is Up

· meta, website

Labyrinth has a home now — a weekly challenge, a leaderboard that doesn't trust your word for it, and a place to bury your dead.

Runs You Can Trust: How Certification Works

· engine, leaderboard, technical

A submitted score isn't a claim here — it's recomputed from scratch. Here's how a seed and a list of commands become a leaderboard entry.

The Mood Never Cools

· design, systems

One word tracks how loudly you've been feeding the thing beneath you. It only ever goes up.