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    aeaf
    05/22/2026 8:55 pm
    Level 1 : New Miner
    • 0.27: Reconnects, movement, and party bonuses

      The biggest feature by far is support for reconnecting to singleplayer dungeons if you happen to lose internet. Alongside this, we addressed some issues that made co-op gameplay less favorable, as well as brought in some new movement tech & XP balance changes.

    Features

    • Add reconnects
      • You may reconnect to a game within 2 minutes, twice per game, as long as you were playing alone.
      • Add various anti-abuse mechanisms. The server's still in alpha, so try to break the system and tell me what you find 🙂 Just remember the 2 disconnects cap!
      • Dev notes: this was tricky since our servers run multiple concurrent dungeons, so we can't just freeze the tick rate when someone DCs. It also beats a combat-log dummy, which can still cause unfair deaths. Party play isn't supported yet since some code assumes players stay online + we'd have to deal with NMS, but it may come later.
    • Add new shockfront ability
      • Unlike shockwave, this ability pushes away enemies only in front of you.
      • As it's directional, it also pushes you the away, doubling as a dash alternative.
      • Dev notes: The top secret super-dash movement tech works here too.
    • Add blast boosting to blast ability
      • Blast has been buffed to support what's essentially rocket jumps, comboable with blasts.
      • The timing is tight: blast as close to your feet as possible, and jump as late as you can before it goes off. Be airborne but barely off the ground when it lands for max height. Chain it into a slam combo.
      • Dev notes: Yes, this means you can now get into weird high places. Fingers crossed it's not broken.
    • Add bonuses to co-op play in parties
      • When in ~15 block radius of teammates, killed mobs have a chance to drop additional essence.
      • The more teammates, the higher the chance.
      • Dev notes: This addresses an issue with party play where splitting up to collect more essence for "biome rushing" was encouraged over proper co-op, now the opposite is the case. Our ultimate goal is to add deeper co-op without diminishing the singleplayer experience.
    • Add empty modifier slot visual for clarity on max modifiers per item tier.
    • Add mob HP scaling past 15 minutes to counteract the recent power creep from abilities

    Balance

    • Revamp dungeon XP
      • 2 XP is now additionally granted for each chest opened (chests opened by party members in ~30 block proximity are counted as shared XP).
      • Mob kill XP is no longer linear, but rather, each mob kill grants more XP than the last one. Due to the new chest XP rewards, mob kill XP has been reduced. View a comparison here: https://www.desmos.com/calculator/duvxvmgpyh
      • Dev notes: The mob kill XP curve is non-linear because we want to reward longer games over grinding short low-risk ones. I balanced it against existing XP data aiming to keep average dungeon XP about the same as before, and I'll collect more data this week to see if changes are needed. The curve may get steeper later to push risk-taking even harder. Longer term, the goal is to tie XP into more actions, biome gates, curses, etc, and move away from "farm the portal room" grinding, while keeping that viable for players who like it.
    • Equipment durability balance
      • Abilities now use durability on armor (subject to durability efficiency modifier as all else)
      • Blacksmith repair price rebalanced: base cost increased 200->300, variable cost multiplier reduced 10x->7x (less cost scaling)
      • For example, a copper helmet now takes 350->405 shards, a chainmail helmet takes 1550->1245 shards

    • Buff: higher trader shard offers for selling negative/common runes - @Acorn
    • Buff: fire effect now deals an initial 6 damage to boost its viability
    • Buff: gas effect increased from Poison I (0.4hp/s) to Poison II (0.83hp/s), for total DoT of 4hp->8hp
    • Buff: frost effect single-target freeze ticks increased from 9s to 13s (effectively increasing time that the mob is fully frozen by 2s, as freeze ticks are consumed at 2x rate of addition)
    • Nerf: frost effect AoE freeze intensity reduced by 20% (from 10s to 8s of freeze ticks per second)
    • Nerf: lightning damage 5->4
    • Nerf: fire ignition AoE damage (fire+gas) nerfed 20->15 to bring it in line with shatter & steam combo damage
    • Nerf: shockwave charge cost 20->25, cooldown 5s->10s, knockback slightly reduced
    • Nerf: slam damage 9->8, max multiplier 3x->2x
    • Balance: arrow-related dungeon event probabilities doubled
    • Fixes

      • Attempt to fix the rare bug where players would be disconnected from the server right as they attempt to join a game (without item loss, but still annoying when it happens)
        • Dev notes: This is an especially annoying issue to fix, but I suspect it has to do with the server's Velocity infrastructure, so I updated its version in hopes it'll resolve the issue. Please let me know if it persists!
      • XP is now granted for disconnects just like deaths - thanks @UltimonX
      • Hopefully fix the bug that launched enemies into the air when stunned by lightning - thanks @Acorn
      • Fix in-game chat linked items not showing up in the discord chat

      A new type of ability as well as shrines are planned soon. Again, feel free to mess around with the reconnects for exploits, let me know if you find any bugs or have any other feedback, e.g. regarding the ability or XP balance changes.





    1
    aeaf
    05/03/2026 9:53 pm
    Level 1 : New Miner

    0.25: New Abilities, Frost & Steam

    • Add new ability effect: frost
      • Slows down enemies, eventually dealing freeze damage.
      • Use lightning on a frozen enemy to shatter them for high damage
      • Use fire on a frost area (or vice versa) to create steam, damaging enemies in area
    • Add new abilities. This week we focused on adding more abilities to the roster that emphasize making the most out of elemental AoE (blast/vortex) and defensive utility (reflection/shockwave).
      • Vortex: launch a gravitational vortex that pulls in everyone around it
      • Reflection: activate to raise a magical barrier that reflects the first damage you take onto the attacker
      • Blast: a short-range projectile that deals AoE damage & creates a large elemental AoE around impact point
      • Shockwave: push enemies away from you in every direction to create space
      • As usual, these all interact with fire/gas/lightning/frost
    • Add new ability-related skills. The initial ability-specific skills were a design mistake and have been removed, as they locked you into using specific abilities - wasn't fun nor balanced.
      • Recharge Rate: increase up to +0.5/s at rank 5
      • Max Charge: increase from 100 up to 200
      • Area Duration: increase the duration of your AoE effects, e.g. gas clouds, up to +125% in duration
      • Cooldown Reduction: reduce the cooldown between ability uses, up to a 75% reduction
        • Change existing skill roster, adding back some old skills
          • Add Butcher: increase mob item drops
          • Add Haggler: decrease merchant prices
          • Remove Stalker: sneaking speed isn't useful enough yet to warrant existing
        • The skill web has been redesigned for slightly more interesting archetypes + the addition of new skills
          • Everyone's skill points have been refunded for free, you may reallocate them
          • If you had extra stash pages from the hoarder skill, you may either unlock it again, or use the new withdraw-only stash pages
        • Buff: default ability recharge rate has been increased from 1/s to 1.5/s, allowing for more frequent ability usage - suggested by@Acorn
        • Buff: bolt piercing damage increased
        • Buff: some ability-related runes made cheaper at the merchant
        • Nerf: slam recharge rate set to 5s, counteractable by having multiple slams or using the new cooldown skill
        • Nerf: slight spider speed reduction for high-ping players - suggested by @A1eq
        • Balance: identification runes have been made more common
        • Fix: lifesteal bug with ability damage - thanks to @stonewater!
        • Something new is around these parts... (created by @alex.echo)

        As always, these updates can come with bugs, so let me know if you come across anything weird!

    https://media.discordapp.net/attachments/1476602315824955402/1500255063321612348/shockwave.gif?ex=69f91668&is=69f7c4e8&hm=afa954a1e566f5b4088e2b8717e1804978db617e6169680a7b98fb69a0e702f1&=&width=1524&height=866


    https://media.discordapp.net/attachments/1476602315824955402/1500255061736161372/vortex2.gif?ex=69f91668&is=69f7c4e8&hm=c8fe3a978048afa008d50e4cfa55ff70756574e475700c52644dc39befca90d6&=&width=1524&height=866
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