Bug Reports & Feature Requests

Reports are filed from inside the game rather than on this page, because the game can attach the run itself.

Reporting a bug

From the pause menu, use Report a Bug. Give it a short title (it becomes the issue's title) and, optionally, a note. The game bundles the exact state of your run (the seed, every command that led to the moment something went wrong, and your build version) into a single file, saves a copy on your machine, and sends it here along with the title and note.

Requesting a feature

Same menu, Request a Feature: title it, then describe what you'd want changed or added in the note. It doesn't need to be tied to a specific run; the report still travels with your build and platform info so the request has context.


What happens after you send it

Every report opens as an issue on the game's GitHub repository, which is where all planned and broken things are tracked. Because the report carries your run's exact seed and command history, a reported bug can usually be replayed and watched happening on this end.

Reports aren't public by default (the repository is private), but if you'd like to follow along with development more broadly, the Dev Log is the place to watch.

The report form also takes an optional contact email. It's never required; leave it blank and the report is fully anonymous. If you do include one, it travels with the report, stays in the private issue, and is used only to follow up on what you sent.


What's being worked on

A live look at the issue tracker itself: titles, labels, dates, and a short excerpt for context, never the full report (a report's own note or contact email always stays private). Updated every few minutes.

Open

IssueLabelsOpened
#454 — Composed key art for the three store-facing Steam capsules (small/header/main) — upgrade over the typographic set
Upgrade item split out of Steam 02 (GH 380), deliberately off the Steam critical path : the page submits with…
polish, art-system Aug 29, 2026
#451 — Steam 14 — Post-launch Steam polish: Deck Verified → achievements → Cloud saves (in that order)
docs/commercialization.md Phase 7 names these three as post launch polish "in that order, as post launch polish items (file as…
polish, tooling, deferred, steam Aug 29, 2026
#450 — Steam 13 — Launch day + the first 72 hours
docs/commercialization.md Phase 6. Everything below was prepared in Steam 11/12; this issue is the execution log. [ ] Push the…
polish, steam Aug 29, 2026
#449 — Steam 12 — Launch prep: feature freeze, QA + Proton check, Steamworks release checklist
docs/commercialization.md Phase 5. Starts 3–4 weeks before the launch date set in Steam 10. Feature freeze (3–4 weeks out): bug…
polish, tooling, steam Aug 29, 2026
#448 — Steam 11 — Press kit page + streamer/press outreach with Release State Override keys
docs/commercialization.md Phase 5, "Press/streamer outreach (3 weeks out)." Starts once the launch date is announced (Steam 10). Press kit page…
polish, steam Aug 29, 2026
#447 — Steam 10 — Run Next Fest week, then announce the firm launch date
docs/commercialization.md Phase 4, the fest itself (mid Feb 2027, or June 2027 if the target slipped). Requires Steam 09 (demo)…
polish, steam Aug 29, 2026
#446 — Steam 09 — The demo: depth-4 capped certifiable build, separate Steam demo app, replace the free itch build
docs/commercialization.md Phase 4 — "Build the demo as a product decision, not a crippled build." Needs Steam 08 (SteamPipe) to…
architecture, tooling, steam Aug 29, 2026
#445 — Steam 06 — Page-live announcement wave + Feb 2027 Next Fest registration + TurnBasedThursdayFest application
docs/commercialization.md Phase 3, the three deadline driven items that fire the day the store page goes public (Steam 04). Ship…
polish, steam Aug 29, 2026
#409 — Rotate three credentials exposed in a session transcript (butler, Railway ADMIN_TOKEN, playtest Discord webhook)
What Three live credentials were pasted into a Claude Code chat session on 2026 08 15 (during the weekly release…
tooling Aug 15, 2026
#382 — Steam 05 — Steam wishlist link in-game and on the website
Add a \ SteamUrl\ constant alongside the existing \ ItchUrl\ in \ labyrinth presentation/Package/Runtime/Core/GuideLinks.cs\ , surfaced in the in game…
ui, steam Aug 11, 2026
#379 — Steam 07 — Unity player-settings branding + save-path migration for Steam release
\ labyrinth game/ProjectSettings/ProjectSettings.asset\ is entirely stock Unity defaults — nothing has been branded: \ \ \ companyName: DefaultCompany productName: labyrinth…
polish, tooling, steam Aug 11, 2026
#378 — Steam 08 — SteamPipe depot upload as a third leg of /labyrinth-publish
Add a SteamPipe depot upload alongside the existing GitHub release and itch/butler pushes in \ .claude/skills/labyrinth publish/\ , so \…
tooling, steam Aug 11, 2026

Recently closed

IssueLabelsClosed
#472 — Floor 7 Balance Review
Floor seven has the following balance issues from a player perspective: 1. Item density is scarce compared to the rate…
playtest, combat, generation, items, design-needed, triaged, needs-human-review Sep 5, 2026
#469 — [Bug] Enemy Sprite Visual Delay in Movement/Attack
Slight visual delay in enemy sprite movements and attacks. Seems to be more common when enemies are moving into squares…
bug, ui, from-website, triaged, recommend-close Sep 4, 2026
#473 — Pack top-up (EncounterBuilder step 9) bypasses the room threat budget entirely
Summary EncounterBuilder 's step 9 ( Population/EncounterBuilder.cs:320 338 ) tops any room containing a Pack ability carrier up to packMinAllies…
combat, generation Sep 4, 2026
#471 — [Bug] Wendigo Balance Issue
Wendigo has a major balance issue and currently represents more of a threat than some floor bosses. Current damage to…
bug, combat, from-website, triaged Sep 4, 2026
#470 — [Bug] Spear damage injured non targeted enemy
Spear damage wounded an enemy that was adjacent to the target and not behind the target similar to a war…
bug, combat, from-website, triaged, recommend-close Sep 4, 2026
#467 — Side art flanking the Settings panel (from #430)
Split out of GH 430, which its reporter listed as a distinct ask alongside the legibility items: Add side art…
polish, ui, future, art-system Sep 1, 2026
#468 — Settings screen visual/art overhaul (from #430)
Split out of GH 430, whose reporter explicitly scoped it out of that issue: Consider a visual and art overhaul…
polish, design-needed, ui, future Sep 1, 2026
#430 — Player Settings Menu Optimization
Labyrinth memory Wipe description text is difficult to read (very similar to background settings menu). Settings Menu board should be…
enhancement, polish, design-needed, ui, triaged, needs-deep-triage Sep 1, 2026
#383 — Marketing vignette capture rig — reusable staged-combat GIF/MP4 tooling
What The staged demon battle GIF (2026 08 11) proved out a full capture pipeline that's worth keeping as reusable…
polish, tooling Sep 1, 2026
#465 — Put the game's wordmark on the name-entry screen
The game has a logotype — LABYRINTH ‡ THE DESCENT, set in Cardo with a gold rule — but it…
polish, ui, art-system Sep 1, 2026
#464 — [Flake] FxBeats tests race on FxTuning's mutable statics across parallel test classes
Symptom FxTests.FxBeats AnOrdinaryAbilityMarker StillClaimsItsSlot failed once during a full dotnet test run of Labyrinth.Presentation.Tests on 2026 08 31 (observed while…
bug, tooling Sep 1, 2026
#466 — Win screen: the Hall of Fame block's labels clip in their fixed 18px rects
On the win screen, the two lines under Watch Replay are cut off halfway through their glyphs: "A normal run…
bug, polish, ui Sep 1, 2026
#452 — Visual/art overhaul of the name-entry (title) screen
Split out of GH 429 (Player Start Screen Reorganization and Optimization) — that issue's reorganization/copy/layout asks are being handled separately;…
polish, design-needed, ui, art-system Sep 1, 2026
#444 — Steam 04 — Submit the store page for Valve review, go Coming Soon (Q1 2027), set pricing
docs/commercialization.md Phase 3, "Submit page for Valve review." Requires Steam 01 passed and the assets from Steam 02 (capsule set)…
polish, steam Aug 31, 2026
#457 — [Feature] Autopath
Zoom out, select a square on the map, and the game should move the player to tht point, but the…
polish, ui, from-website, feature-request, triaged, needs-deep-triage Aug 31, 2026
#462 — [Bug] Carrage return rendering
when selling to a merchant on my screen with a double digit selling price, it is line broken across two…
bug, ui, from-website, triaged, needs-deep-triage Aug 31, 2026
#453 — Boss banner + memory-fragment page: size the card off the window so the ink art fills a 1080p frame
Surfaced by the Steam 01 screenshot test capture (GH 443): at 1920×1080 the two ink art modal moments — the…
polish, ui, art-system Aug 31, 2026
#455 — Regenerate field.png with a brighter 9-slice rim (contrast)
Split out of GH 429 and GH 430, which both report the same underlying contrast problem from two different screens:…
polish, ui, art-system Aug 31, 2026
#463 — Melee reach/pierce/cleave: no targeting preview for which tiles a swing will hit
Context: while fixing GH 456 (spear pierce overreaching past the weapon's own reach), it became clear the player has no…
polish, ui, future Aug 31, 2026
#461 — [Bug] Diag movement breaking enemy pathing
Unsure if intentional, but moving diagnally through a passage that an enemy is hiding behind may leave them "waiting" at…
bug, combat, from-website, triaged, recommend-close Aug 30, 2026