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New Content:
Changes:
Buffs:
Nerfs:

The vault is still built out of a number of square rooms in a grid, but the specific shape has been improved a LOT:




In addition to high-tier regular loot, you'll also find a mysterious mirror here. I won't spoil exactly how, but this mirror will let you access your hero's signature items! This means that each hero gets access to a large chunk of their abilities that require their item, which were lost upon entering the vault. The Duelist is a little different and gets a guaranteed strong weapon here instead.

I'm going to be light on the details here as I think it's best for players to experience the boss without any major spoilers, but I am very excited to see how people handle this design. It's easily one of most complex boss fights I've ever added to the game, and is specifically designed to test how well you use the variety of loot you've aquired in the vault. Expect to do a lot of adapting on the fly!
All of this leads up to the final room in the vault and the quest's reward! Reach the Imp's prize and he'll let you take any item you like back out of the vault with you! The best loot in the vault is all comparable to the reward from the classic Imp quest (a +2 to +4 ring), but there is a much greater variety of possible options. Doing well in the quest will also convince the Imp to set up shop for you further down in the dungeon.
Next here's a very special room, the 'midpoint' I mentioned in the list. That door looks unusual, and what could that mirror be for I wonder? I'll talk a bit more about that next blog post when the beta releases:
Next here's an early peek at a formidable foe in the quest. I'll also be talking more about it next blog. This elemental is capable of summoning waves of flames, so you'll need to move toward the gap:
If you'd like to see more GIFs like this incrementally (usually once a week), you can:


Compared to last time
Next, Aleksandar Komitov
As v4.0 is adding a new quest in the dwarven halls, there's also work being directed at quest areas (old on top, new on bottom):
...and the dwarven halls themselves! In particular we're experimenting with a new alt floor tiled visual, and then eventually migrating carpets to be something that can appear in every region with different colorations.
There's also a whole bunch of blueprinting work done on the various special and secret rooms of the dungeon. A lot of this will take time to implement though, and so they probably aren't coming in v4.0. Here are a few highlights:

There's also a significant change being made to the swarm intelligence challenge. Currently the rules for when swarm triggers are pretty inconsistent and experienced players have found a bunch of ways to avoid triggering the challenge entirely. I've decided to remove those inconsistencies, but also change up the challenge so that the alert range starts low (just 2 tiles, instead of 8) and grows the longer you stay in enemy line of sight. Even breaking sight for a moment resets the alert range. This way tricky strategy is still rewarded, but as a proper part of the challenge instead of an unintended quirk.
Second, enemies that are nearby but behind walls can be 'heard' in the vault. This is represented as some VFX that play as enemies move in tiles outside of your FOV. This gives you a way to know enemy movement without exposing yourself to them.
Lastly, enemy detection chances are different in the vault:
Next we have Fire Vents, which ignite anything on their location based on a pre-programmed delay. They can only threaten one tiles each, but can be placed a lot more flexibly. Here's an example that covers a room and vents fire in an alternating pattern:
Lastly there are Laser Sentries, which act a bit like scanning sentries but with a single laser beam and potentially more variable cooldown. Like fire vents, these work a bit better for coating a room than scanning sentries, and can make a pretty complex hazard pattern with a bit of randomness:
Of course these hazards can work to just make regular traversal more tricky, but they're at their best when they're guarding something!
Tier 2 treasure rooms will have mid tier loot and involve a couple caves-level enemies or hazards configured in a way that the player will need some better equipment and/or a consumable to overcome them. As an example, this room uses bookcases to hide its real loot, so you'll need an item capable of burning them down.
Tier 3 treasure rooms will have the best loot, and so will be substantially more difficult. They'll likely have multiple city-level enemies, or hazards that require a specific high-value consumable to overcome. As an example, this room is filled with more than enough sentries to make looting impossible. You'll need a high-value item like a potion of invisibility or the Rogue's cloak of shadows.
My goal is for these tiers of treasure rooms and variance of enemy strength to create a nice gameplay flow through the quest. The player starts out by sneaking around, identifying the rooms they can solve, and steadily gets stronger and becomes able to confront the hazards they previously avoided.
I released 4 updates and one big patch in 2025, which covered 2/6 of last year's items, started on one more, and covered about 1.5 major updates worth of things that that weren't on the 2025 list:

















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