CHANGELOG

What has changed in the dungeon, a week at a time, newest first. Pick a topic to narrow it down, and open an update for the particulars.

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WEEK 45

2 to 8 November 2026

Your guide can talk race and class once the Second Floor's days have passed

  • Guide
  • Floors

On the Second Floor, once the days have gone by, your Game Guide can explain how choosing a race and a class at the start of the Third Floor works. Before that they still say only when it happens.

WHAT CHANGED
  • They explain how it works, never what to pick. What your own options are, you see for yourself when you get there.

A clearer front page, and a new daily limit

  • Interface
  • Account

The front page now says more plainly what is in the game, and the daily limit is 100 rounds a day, down from 200.

WHAT CHANGED
  • The scrolling list of features now names magic and spells, firearms with real ammo, gear and achievements made for your run, dungeon pets that grow and evolve, a pet you bring down with you, mounts and vehicles, and companions with their own gear and minds of their own.
  • The note on the world ending at the same moment everywhere now says what it meant: the hour where your character starts, not the time on your own clock.
  • The first example turn now opens on the Montana prepper out on her drill before dawn.
  • In the examples of a life built from one line, the secret is now labelled as a hidden backstory.
  • The bar along the top fades in again as you scroll, on phones too, and no longer lets text show through it.
  • Playtime is still free. The limit resets each day.

Show another now shuffles the lives behind the first

  • Interface

The first life you are offered for a new game is still the one closest to where you are. Every other life now comes in a fresh random order each time you start a new game, so the far side of the world turns up as often as the near side.

WHAT CHANGED
  • The order holds while you look: going back and forth, stepping back from the next screen or reloading the page shows the same lives in the same order.
  • We now count which lives are looked at, for roughly how long, and which one is played, so we can tell which ones need work. Only which life and for how long: never anything you type.

Three new lives to start from: a LARPer, a stunt performer and a park ranger

  • Narration
  • Party

A new game can now start you as a LARPer in foam armour at a castle weekend in Poland, a stunt performer on a night shoot in Los Angeles, or a ranger on the winter shift at Denali, each with somebody beside you, people back home and three ways for the end of the world to find you.

WHAT CHANGED
  • The LARPer's sword is foam and latex, and it fights like it: honest about what it is, and still better than nothing.
  • The ranger carries a shotgun loaded for moose, with every shell counted, and bear spray, even in January.
  • The stunt performer comes down with her coordinator, a padded vest and a safety knife, and knows how to fall.
  • They replace the mechanic in the Australian Alps, the cyclist in the Ardèche and the riot officer in Valladolid. A run you already started on one of those plays on exactly as before.

Two new lives: a world champion decathlete and a doomsday prepper

  • Narration
  • Items

You can now start as the reigning world champion in the decathlon, throwing a javelin in the snow outside Oslo, or as a Montana prepper out on a drill in the middle of the night with three guns and every round she could carry.

WHAT CHANGED
  • The decathlete comes down with a competition javelin in hand, an iron shot and his running spikes, and a family that has not been talking since November.
  • The prepper spent twelve years getting ready for the end of the world and got the wrong one. She has a hunting rifle, a shotgun, a pistol and counted rounds for each.
  • Each comes with three ways to start, a past that comes out over time, and people back home who may or may not have made it.
  • They replace the biathlete at Sognsvann and the soldier in west Jutland. A run already started as either plays on exactly as it was.

The front page now shows who you can be, and where you can start

  • Interface

The page new visitors see leads with the best part: you can be anyone, from anywhere on Earth, when the world ends.

WHAT CHANGED
  • A card for every written life, from a Go master in Daejeon to a LARPer at a castle in Poland, and one more for writing your own.
  • A few examples of what a single line about yourself turns into: strengths to pick from, a struggle, the people who matter, and a secret for later.
  • A new first example turn: an opening on a riverbank in Thailand, with an elephant.
  • Links to the game shared elsewhere now say what it is: a Dungeon Crawler Carl fan game where you can be anyone, from anywhere.
  • Some visitors see the main button worded a little differently while we find out which reads better.

What you find in your own pockets is yours, and the story stays where you are

  • Items
  • Narration
  • Speed

Checking what you have on you now keeps what turns up, and the story no longer walks you to a street the map never takes you to.

WHAT CHANGED
  • Ask to check your pockets or your bag, and what the story finds there goes into your Inventory instead of being turned away.
  • Something you picked up is no longer mistaken for a thing you already carry when you carry nothing like it.
  • Your entrance awards at the stairs only praise kit you actually have on you.
  • Following your pet or a companion toward something now takes you where they are going.
  • Each turn now ends on the street you are really on, so the story and the map agree.
  • A crowd on the way to the stairs can shove and frighten you, but it no longer writes you hurt.
  • Writing your own start is quicker when the first try at your life story goes wrong.

Pets turn up in more places, and your party has opinions about yours

  • Party
  • Items
  • Floors

A pet no longer only comes from a reward room. Most crawlers who make it through the Second Floor will find one along the way, and everyone around you will notice it.

WHAT CHANGED
  • The best boxes can hold a warm egg. Carry it and it hatches after a while, or after a few fights won.
  • Now and then a fight against animals leaves a young one behind. Feed it or coax it closer and it might come with you. It might also bolt.
  • The System sometimes hands out a pet on a whim, and makes sure you know it was generous.
  • Kill enough of one kind of animal and an award pays you an egg instead of a box.
  • You can still have one dungeon pet on the first two floors. The longer you go without one on the Second Floor, the likelier one becomes.
  • Your companions each feel their own way about the pet, from fond to fed up, and it shows in what they say. Your Game Guide can tell you how to bring it on.

Reward rooms behind Second Floor bosses, pets that grow, and upgrades for your own gear

  • Floors
  • Items
  • Party

Beat a Borough boss on the Second Floor, and now and then another boss, and a lit door appears in the lair. Go through it and choose one reward from a small set: a pet, very good equipment, strong potions, spell tomes, or upgrades for the gear you actually use.

WHAT CHANGED
  • The door stays until you use it, and your party will remind you if you walk off without looking.
  • Each room offers four to six things of one kind, picked to suit how you play. Close the window without choosing and the System chooses for you. It only opens once.
  • A pet from a reward room levels up with your party's fights and grows into something bigger at set levels, with new ways to fight. You can have one pet on the first two floors.
  • Upgrades go straight onto a weapon or piece of armour you carry, including things you brought from home, and the item's line in your inventory says what they do. The best boxes can hold one too.
  • Once in a long while, an upgrade for a gun or a bow means it never uses up ammunition again. It never needs reloading either.

The System has its thumb on the scale

  • Combat
  • Floors
  • Narration

Like the dungeon in the books, the System now and then bends the dice and the rules to make a better show. Most of the time you will never know it happened. Now and then it will want the credit.

WHAT CHANGED
  • Once in a while a roll comes out a step better or a step worse than it should have. It might spare you a pointless death or turn a dull miss into a near thing, and it might make a fight that was going too easily a little messier. It never knocks you out or kills you on its own.
  • Every so often the System announces a short-lived rule change, like an hour where bare fists hit twice as hard, or every creature on your street catching fire. It tells you when it starts and when it is over.
  • When things get too quiet, something may wander your way, or something odd may turn up lying on the street.
  • It also hands out the odd award on a whim, for things you actually did, mostly to mock you. These never come with a box.
  • It is rare: the System has a budget, and it never does this two turns in a row.

The story no longer jumps ahead when you click it, and trophies stand apart

  • Interface

Clicking or tapping the story used to put the rest of the turn on screen at once, which was easy to do by accident. Now the text keeps to your reading speed until you choose otherwise.

WHAT CHANGED
  • While a turn is being written out, a small SHOW ALL under it finishes it at once. Escape and sending your next line still do the same.
  • The reading speed slider no longer jumps about while you drag it: the label beside it keeps the same width all the way to Instant.
  • A new trophy is announced in a colour of its own, so it is clear it belongs to you as a player and not to the crawler's story. Each one is still announced once, the first time you earn it.
  • The bottom of the entrance stairs is described as it is in the books: the steps end on a marble floor, in front of a carved wooden door.
  • Above ground, the story no longer talks about gaps in the skyline. With every building gone, the only things on the horizon are the land itself and the stairwells.

Less waiting: your guide answers sooner, and a new game starts at once

  • Speed
  • Guide
  • Interface

Talking to your guide, a show between the floors and a visiting media officer were often a long wait for the reply. They now usually answer in a few seconds, and the first character of a new game is ready the moment you press start.

WHAT CHANGED
  • The game now reaches the guide, the shows and the officer, the quick checks it makes on every turn and the ruling on a challenged turn by a faster route, and falls back to the old one by itself if that route is having a bad day. Nothing about what they say has changed.
  • Starting a new game, the first character now appears straight away: the game has them ready while you are still on the front page, instead of making you wait after the press.

Bosses rise to meet a big, strong party, and losing someone stays with you

  • Combat
  • Party

A boss now sizes up whoever walks through its door. Bring a crowd of seasoned fighters and it will be tougher, quicker and better guarded than the one a small group would meet, and the System tells you how bad it looks before you commit.

WHAT CHANGED
  • A boss facing a party well above its level climbs toward that level, and a big group finds it with more health and more swings. A small group at a normal level meets the boss it always did.
  • Borough bosses on the Second Floor are meant to be very hard, even for a big group, unless you are strong, well kitted or clever about how you fight them.
  • A boss with followers brings more of them against a big group, and more of them are there when the doors close.
  • Before you step up to a lair, the warning now gives the System's honest estimate of how the fight is likely to go, right up to telling you it will probably cost lives.
  • In the hardest fights a boss may single out the people who are least attached to you. You are not its first choice, but your companions can die.
  • A death in a boss fight hits the group hard. Those close to the one who died may grow wary of the next boss and say so, and if it runs deep enough, they may leave rather than face another.

Far fewer scenes crossed out and written again

  • Narration
  • Combat

The story was being crossed out and rewritten in front of you on about one turn in twelve. Most of those were the game being too strict with itself, and they no longer happen.

WHAT CHANGED
  • Fewer crossed-out passages: a scene is no longer thrown away just because it forgot to say "you", a slip like that is tidied quietly instead, someone holding the tool they really carry is no longer mistaken for someone else of the same first name, and a fight write-up with one blow too many has that sentence taken out rather than the whole fight told again.

A big party is harder to grow and harder to keep

  • Party

The more people walk with you, the more the dungeon and your own group push back. Crawlers who would happily join a small group may think twice about a crowd, and a party that grows too big starts to argue and, in time, may split.

WHAT CHANGED
  • Other crawlers weigh the size of your group before they join. Some would rather take their chances alone than be one more mouth to feed.
  • A big group is easier to spot on the streets, so walking with a crowd draws a little more attention.
  • Losses, grudges and too many people in one place wear on everybody. Party members who rub each other the wrong way will start to fall out.
  • If it gets bad enough, a few of them may leave together to go their own way. They are still out there, and you can find them again.
  • Telling everyone to cast Heal now works: each person who knows it and is hurt heals themselves out of their own mana, and anyone who cannot is named on one card with the reason.

The skip ahead asks first, and you can put it off

  • Floors
  • Interface

Once a floor the game skips ahead about two days so the floor does not drag. It no longer does that out of nowhere: the top bar tells you when it is close, and when it is about to happen you can skip now or say not yet.

WHAT CHANGED
  • Not yet plays your turn as you wrote it, without the skip, and puts it off for five turns. A night's sleep still happens.
  • You can put it off three times on each floor. The last time, the game says so, and after that it happens without asking.
  • The skip is part of the game, not the story: nobody in the dungeon talks about it. The days in between are still played out for you in one chapter.

See how far you have come: progress charts in your story

  • Interface

Your story so far now ends with charts of your run turn by turn: your level, experience, party, skill and spell level-ups, boxes earned and opened, mobs killed and bosses killed. They are in the STORY tab and on the screen at the end of a run.

WHAT CHANGED
  • Boxes get two lines, one for the boxes you have earned and one for the ones you have opened, so you can see what is still waiting.
  • A run that carries on to the Second Floor keeps one line from the start, with a mark where the new floor began, and another where the days skipped forward.
  • Hover or press and hold on a chart to read the figures at that turn.
  • On a run you started before today, the charts begin from the next turn you play.

More boxes on the Second Floor, and a reminder to open them

  • Items
  • Floors
  • Interface

The Second Floor now has its own achievements that pay boxes, so the rewards keep coming after the First Floor's run out. Your status panel counts the boxes you have not opened, and now and then somebody with you will mention them when you are near a safe room.

WHAT CHANGED
  • Killing ten of one kind of monster on the Second Floor earns a box, and fifty earns a better one. Every kind has its own two achievements.
  • Killing your third, sixth and tenth boss earns a box each, climbing from Silver to Platinum.
  • Fifty and two hundred and fifty kills with one kind of weapon are new rungs on the weapon ladder, below the First Floor.
  • Your audience pays up: every views and followers milestone now comes with a Fan Box, and the bigger the milestone, the better the box.
  • Kills from the First Floor still count toward these, and the award comes the first time you add to them below.
  • Unopened boxes are shown in your status panel. A companion, or your own thoughts if you are alone, may bring them up once in a safe room or at its door. Never in the middle of a conversation, and nothing opens unless you say so.
  • Looting a body is never a roll and never costs you anything. A boss no longer leaves a piece of gear you already own; if one was left behind, a party member who has none takes it, and anything that stays in a window tells you why.

Each floor has a highest level, and nothing you earn past it is lost

  • Floors

Every floor now has a level you cannot climb past while you are on it. Experience keeps counting after that, and every level it would have bought arrives the moment you reach the next floor. On the first two floors the ceiling is set high enough that few crawlers will ever touch it.

WHAT CHANGED
  • The first floor stops at Level 15 and the second at Level 25, well above where the heroes of the books stood at the same point.
  • The System tells you once a floor when you reach it. Your experience shows as held for the next floor.
  • Your companions and the other crawlers down there are held to the same ceiling.
  • Nobody already above a ceiling loses a level for it.

Items no longer wear a grade

  • Items
  • Interface

What comes out of a box is no longer labelled Bronze, Silver or Gold. A Platinum box on the First Floor could print Gold under every line, which made a better box look like a worse haul. Only the boxes carry a tier now, as they do in the books.

WHAT CHANGED
  • A box's tier still decides how much comes out of it and how good it is. The items are as good as they were; they just do not say a grade any more.
  • Spellbook cards no longer name a tier either.
  • The story will not call an item Gold or Silver. Box names, like a Bronze Boss Box, are unchanged.

Your media officer is better company on the chat

  • Party
  • Narration
  • Floors

On the Second Floor, the Borant officer who handles your interviews no longer answers every message with a question or comments on every boss in the same words. They talk plainly, worry about you in their own way, and say something new each time.

WHAT CHANGED
  • The officer asks you a question at most once in a message, and usually answers instead.
  • Their comments after a big moment open differently every time, and the focus group's verdict is put a different way from the last one.
  • They still comment on the first boss you kill after meeting them, then on about half of the rest.
  • Ask them for help with a fight and they still cannot give it, but you get a word about staying alive rather than a lecture.
  • A comment on a boss you killed matches how the fight went. A quick, clean kill is no longer called a close call.
  • After the visit your guide remembers who the officer is and what they said in the room, so the guide no longer gives them a different job.
  • On the map, a boss you have killed is crossed out: its room gets an X and its name stays, struck through, so the stragglers still left on the street are not mistaken for the boss.

Know how crowded it is before you choose, and change your mind on the way

  • Interface
  • Narration
  • Floors

When you pick where your crawler is right before it happens, the busy places are now marked Crowded or Very Crowded, and there is always one quieter choice. What the label says is exactly what you get. You can also go back through every step before the game starts and change anything.

WHAT CHANGED
  • Crowded and Very Crowded mean the scene at the top of the stairs will be a crush. A place with no label is calm or empty.
  • A start you write yourself always offers one place out of town as well, somewhere few people are.
  • Going back keeps the choices that still fit. Pick a different person, or write your own again, and the choices that no longer exist are cleared.
  • In a crowd, heading for the stairs now gets you there in one go, instead of three or four pushes through the press.
  • The crowd no longer lets up partway to the stairs: it stays as bad as it is until the door shuts behind you.
  • Crawlers who came down the same stairs through the same crush remember it, and may say so.
  • Strangers you met in the crowd up top stay up there for good. Nobody down below expects to run into them again.
  • Writing your own start: the few questions that follow are plainly optional now, and the first button goes straight on without them.

WEEK 44

26 October to 1 November 2026

The crawlers you meet have been through something too

  • Party
  • Narration
  • Floors

Every other crawler down there now has a story of their own since the stairs: what they have killed on the streets around them, and how they have stayed alive this long. Ask somebody how they got a level ahead of you and they can tell you.

WHAT CHANGED
  • What a crawler has killed comes from the creatures that actually live on the streets near them, and grows as they level. Somebody who came down minutes ago has killed nothing yet.
  • How they have survived suits who they are: the ones who came down together stuck together, the one holding a weapon learned to use it.
  • Starting in a crowd: once you have fought your way to the top of the stairs, the crowd no longer starts building again around you, and the way through is not written twice.
  • Looking back at a run you started from the new onboarding, the line above the first scene is gone: what you chose is already at the top.
  • A crawler who says yes to joining you now joins, even when somebody already in your party has the same first name. If a join ever does not go through, a card says so instead of the story carrying on as if it had.

A new boss on the Second Floor: Sandy Claws

  • Combat
  • Floors

Somewhere on the Laminak streets of the Second Floor there is now a grotto, and a queue in front of it, and something in a red suit on the throne. If you have not met him yet, he is never far from where the stairs let you out.

WHAT CHANGED
  • He has a room of his own, with a few things in it worth a second look, and a queue of his own outside the door.
  • He talks the whole fight, and not always in the same voice.
  • He has three awards of his own for the people who beat him. None of them is a box.
  • Once you have faced him, he turns up wherever the floor puts him, like any other boss.

Starting out is clearer, and your first turn gives you a place to begin

  • Interface

The character card now has one obvious button to play as the person shown, with Show another and Write your own beside it. And when the first scene ends, the game suggests a few things you could do, right where you type.

WHAT CHANGED
  • Play as them is the big button on the card. Show another and Write your own are the two smaller buttons under it.
  • After a few cards, the card says that any of them works: the next steps make whoever you pick your own.
  • On your first turn, the tip under the story offers a few lines to start from. A tap puts one in your box to change or send; nothing is sent until you send it.
  • The empty box on that first turn says what it is for: anything your character would do or say.

Challenging the System can now give you your turn back

  • Interface
  • Narration

When you challenge a turn and the System agrees it got it wrong, it can now take that turn back: everything goes back to how it was before, the turn is not counted, and your line is waiting in the box to send again or change.

WHAT CHANGED
  • The System gives you the benefit of the doubt now. If what you say is plausible and nothing on record clearly says otherwise, the challenge is upheld.
  • An upheld challenge on your latest turn can undo it whole: time that passed, things spent, damage taken. The dice do not change, so the same line rolls the same way.
  • The System now reads your stats and its own cards from that turn before it rules, so it can answer questions about a stat that did not move or what a box held.
  • If the System cannot answer a challenge at all, you get the turn back where it can, and otherwise you are told to try again instead of the challenge being used up.

Usage figures go through the game's own site

  • Account

The usage figures your browser sends now go to the game's own site first, which passes them on. Nothing new is counted about you, and what you type and the story are still never sent.

WHAT CHANGED
  • Each screen of starting a new game is now counted, so we can see where people stop and make that part easier. Only which screen and which kind of choice, never anything you write.
  • The first-time tips are counted the same way: shown, put away, or all hidden.
  • The privacy note says where the figures go.

Down the stairwell, and four trophies for using the bugs

  • Combat
  • Floors
  • Account

You can now throw or shove a mob into a stairwell, and it dies on the spot, because stairwells are for crawlers only. And there are four new trophies for getting clever with the dungeon's own bugs.

WHAT CHANGED
  • A mob forced through a stairwell door is gone for good: no experience, no body and nothing to loot. It counts on your kills under its own Stairwell row, which is not a weapon.
  • It works in a fight and out of one, but only where a stairwell is right there on your street. Small things anyone can manage; something your size takes real strength; anything bigger will not fit through the door.
  • Bosses do not go into stairwells, and other people are safe in one, so neither works.
  • New trophies: Contents May Have Settled (kill a mob by putting it into your Inventory alive), Crawlers Only (put a mob into a stairwell), Express Delivery (hit something with an item that came out of your Inventory still moving) and Known Issues (all three in one run).
  • The case now holds fourteen, still easiest first. Earlier runs that already did the Inventory tricks count.

Who you chose, at the top of every run, and Floor 2 runs under the run they came from

  • Interface
  • Floors

Every run now opens with a short card of the choices you made before it began: who you are, what you are good at, what you struggle with, and where you were when it happened. And in your list of runs, a Floor 2 run sits right under the Floor 1 run it continued.

WHAT CHANGED
  • The card is at the top of the story while you play, and there again when you look back at a finished run.
  • If you wrote your own moment before it happened, the card shows it in your own words. Only you see it.
  • Runs started before the choices existed show no card.
  • Every new run you start from one descent is listed under that descent, slightly indented, so a crawler's floors read in order.
  • A Floor 2 run is always labelled as being on Floor 2, wherever it is listed.

Trophies: ten of them, yours across every run

  • Account
  • Interface

There are now ten trophies that belong to you rather than to one crawler, from one nobody can miss to one almost nobody will get. They stay with you through every run, and your earlier runs count too.

WHAT CHANGED
  • Your first trophy comes with going down the stairs, and from then on TROPHIES is on the front screen, marked NEW whenever there is one you have not looked at.
  • All ten are in the case from the start: grey until you earn them, in colour once you do, from Bronze up to one Legendary.
  • Tap one to see what it takes, or when you earned it, with which crawler and in which run.
  • A card tells you the moment you earn one. Trophies give nothing inside a run; they are just yours.
  • Runs you played before today are counted, dated as close to when they happened as the game can tell.

Your story so far, and fewer fights in a row

  • Narration
  • Party
  • Interface
  • Combat

The game now keeps a record of the big moments of your run, and you can read it any time. When you have been fighting for a while, the story makes room for something else: a memory, a companion's own business, or a stranger with plans of their own.

WHAT CHANGED
  • Your story so far is a new STORY tab in your menus once your interface is up, and it is on the screen at the end of a run too, whether you died or made it down the stairs.
  • It lists the moments that mattered, floor by floor: going down, the Tutorial, every fight, the people you met and who joined you, your past catching up with you, levels, boxes, the skip, the stairs and your shows.
  • After a run of fights, a quieter turn will bring something else to the front: a memory of your life before, a companion pushing for what they want, or another crawler showing what they are after.
  • When there is nothing else around to bring up, even with only an animal for company, that quieter turn is your own: a memory from before, or a moment where it all catches up with you.
  • Your guide may tell you that you look ready for a bigger challenge, and once the stairwells are out you may hear which way one lies.
  • After three fights in a row, wandering monsters find you a little less often for a few turns. Fights you go looking for, bosses and new kinds of monster are as they were.
  • Other crawlers have something they are trying to do: find somebody, hunt a boss, get away from another group, be first down the stairs. You find out by meeting them.
  • Your guide no longer goes quiet when it slips into one of its own stock phrases: the phrase is dropped and the rest of what it said reaches you.
  • People you meet at the start of a run keep what they were holding when you met them, so it stays in their hands when they come down with you.
  • Companions from your old life talk about the here and now unless you bring up the past, and keep their secrets until the story is ready for them.
  • If the first crawlers you meet on the First Floor want nothing to do with you, the next group you run into will be glad of the company. Not everybody down there is friendly, and that has not changed.
  • Asking a whole group to join you at once no longer has them agree in the story and then stay behind anyway: if they will not come, they say so.

Choose who you are, what you are good at, and what holds you back

  • Party
  • Narration
  • Interface

Every new game starts by meeting your character: pick three things they are good at, one thing they struggle with, and where they are when it happens. What they struggle with stays with them all game, and it really counts.

WHAT CHANGED
  • Every stat starts at 4: each strength adds one and sets a skill to Level 5, and the struggle takes one away.
  • Show another walks through every life, nearest to you first, and comes back round. Writing your own character gets the same three steps after its questions.
  • Pick fewer than three strengths and the rest are picked for you. Reloading the page halfway through keeps your place.
  • Where they are right before it happens is one of three scenes written for that life, or a line of your own.
  • A struggle is never just words: tiring early means you get tired sooner, freezing slows you at the start of a fight, a short fuse puts strangers on edge, a loner warms to people slowly, and so on. When it is in play it makes that one thing a little harder and the story shows it. It never costs you a turn or knocks you out.
  • The people around you know what you struggle with once they have seen it, and may react to it.
  • Your strengths and your struggle are on your character sheet in STATUS, with what the struggle does in play, and the struggle screen says so before you pick.
  • What you are good at counts from your very first line, before you go down the stairs.
  • Tiring early never makes you tired in your first three hours underground, however late in the day you started.
  • Writing your own character: no two strengths give the same skill, each struggle really does what its words say, the five struggles are all different, and the screens use your character's name.
  • A line of your own for where you are opens right there, doing what you wrote.
  • Ask your guide something straight out and you get the answer first, even on a turn with big news.
  • Other crawlers and companions now have about as many stat points as you do, some a little more, some a little less.
  • Easy is now called Normal and is where every new game starts, and the question about reading the books is gone.
  • Writing your own character: a town you name in your answers or your scene is where the story starts, and your pet is never mistaken for a relative.
  • A loner's companions do warm to them, at half the pace, rather than never at all.
  • Starting under a roof, you always get out before it happens, and whoever was right beside you comes out too.
  • Your first fight always waits for you: nobody on your side wins it before you have had your say.
  • The name somebody tells you is the name they keep, on their nameplate too.
  • Before the Tutorial nothing talks about an Inventory you do not have yet.
  • A struggle can make things harder, but it never hurts you on its own.
  • A wait of three and a half hours says three and a half hours.

Suggestions write the line, and you send it

  • Interface
  • Combat

Nothing you tap plays itself any more. A suggestion, Take the boss and every move on the fight board now write their line into your box, so you can change it or add to it before you press Enter.

WHAT CHANGED
  • Tapping something on the fight board still shows what it is. The move buttons under it fill your line instead of sending it.
  • While a turn is still being decided the buttons stay locked, as before.

People keep the name they told you

  • Party

Somebody who tells you their name and comes along keeps that name when the System files them at the bottom of the stairs, instead of turning up on your panel as somebody else.

WHAT CHANGED
  • Somebody who joins without giving a name is announced as having no name on file, rather than with their description written where a name should be.

Take what you find, and bathroom doors open

  • Items
  • Narration

Anything the story puts in front of you is real. Look in a bag, a belt or a box and what is in it is yours to take; spot something on the ground and you can pick it up, on the surface and in the dungeon. The 'item not filed' and 'nothing filed' notices are gone for good.

WHAT CHANGED
  • A thing you take is filed the usual way: what it is, what it weighs, and whether you can lift it.
  • Something too heavy to lift says so, and a living thing still cannot go in your Inventory.
  • Loot boxes, potions and scrolls still only come from loot, boxes and what you already carry.
  • Bathroom doors are never locked. Open one on a street and you are through it, in your own stall.

A life near home: new runs start somewhere close to you

  • Account

When a new run deals you a life, it now picks the one whose starting place is nearest to where you are playing from, and never one you have already played. Once you have played them all, or if the game cannot tell where you are, the life is dealt at random as before.

WHAT CHANGED
  • Only the rough location your connection comes from is used, once, to pick the place. It is not stored.
  • If you are connecting through somewhere far from your own time zone, the game assumes it cannot tell and deals at random.
  • Choosing a life yourself, or writing your own, works exactly as it did.

Famous enough for a handler: a Borant admin comes to see you on Floor 2

  • Floors
  • Guide

Pass a million views on the Second Floor, or kill your first boss there, and Borant's communications desk takes an interest. The System warns you, your guide gets very nervous, and at your next guild visit a frightened admin turns up to explain what happens now. Meeting one in person may not be what the door at the bottom of the stairs led you to expect.

WHAT CHANGED
  • Two System notices come first: you are enrolled, and then a visit is scheduled for your next trip to the guild.
  • Your guide thinks the visitor is somebody far more dangerous, and behaves like it until they see who it really is.
  • While the admin is in the room the cameras are off and your menus go dark. They come back the moment the admin leaves, and the admin always leaves first.
  • The visit lasts a few exchanges at most. Say goodbye or walk out and they go straight away.
  • Each admin is their own person, with their own manner, their own reasons for being nice to you, and their own way of breathing out of the water.
  • The staircases into the dungeon are plain iron now. Your first look at the people who own the place is the carving on the door at the bottom.
  • Afterwards the admin is in your contacts, marked Admin, and you can message them. Now and then, after something big, they message you with what the focus groups thought, including when you were knocked out and got back up in the same breath.
  • They will tell you things every crawler is told, but never where to go or what to fight. Ask for that and they say they can't, rather than leaving your message unanswered.
  • When you take the stairs at the end of the floor, they meet you in the green room first and tell you which show you are about to be on.

One descent, one Floor 2: the same streets every time you go down

  • Floors

Every run you start from the same descent now begins on the same Floor 2: the same streets, the same crawlers and the same safe rooms, so you can try it again knowing what is out there. And you no longer all arrive in one corner: the stairs let out in a different neighbourhood for every descent.

WHAT CHANGED
  • Where you arrive is one of the floor's own neighbourhoods, and it is the same place every time you restart from that descent.
  • Wherever you come down, the quieter streets are the ones around you, a guild hall is a short walk away, and the toughest bosses are the furthest off.
  • If your descent's show changes it, the next run you start from it is rebuilt from the updated descent, and every run after that starts the same.
  • Floor 1 is unchanged: everybody still starts in the Entry Halls.

Falls and fires hurt by the rules, and a shout carries

  • Floors
  • Combat

When something you try goes wrong and you fall, get burned or have something come down on you, the game now rolls that hurt by a fixed table for your level, not by however the story happened to describe it. And it is not only gunfire the dungeon hears any more: a shout, a smashed window or an explosion can bring company.

WHAT CHANGED
  • A hazard only hurts when the attempt fails. A small drop or a hot surface stings; a fall of several storeys or a burning building is serious.
  • Outside a fight a hazard leaves you on 1 health at worst, unless it is bigger than your whole health bar. Story mode still cannot die.
  • Gear that resists fire, cold, acid or the like halves a hazard of that kind.
  • A shout or banging on a door is heard along the street you are on, for a little while. A smashed door, a scream or an explosion carries to the next street for an hour, like gunfire, and other crawlers may come to look.
  • Nothing you do inside a safe room or a guild hall is heard outside it, and keeping quiet still keeps you quiet.
  • When a near miss offers you the choice of getting hurt to pull it off, and what you tried was a fall or a fire waiting to happen, the hurt on offer now matches the danger: about half of what failing would cost you. It never knocks you out.

Hurry, or take it slow

  • Floors

How you walk now matters. Run or rush through the streets and you get there sooner, but you are easier to find and slower to react. Sneak or move carefully and it takes longer, but less finds you, and what does is usually the one caught off guard.

WHAT CHANGED
  • Just say it in your line: hurry, run, sneak, creep, go carefully. A walk that says nothing about pace plays exactly as it always did.
  • A careful walk is quieter the better your Stealth is, and quieter still when you go alone.
  • Gunfire is still loud however softly you walk, and something lying in ambush still gets the first move.
  • Boss fights, safe rooms and the warnings before a boss's door are unchanged.
  • Every street you walk through now takes the same time, about twenty minutes at a normal pace, the first one included. What you do when you get there is added on top, so saying what you will do no longer makes the walk itself quicker.

Things break the way they should, and you can jump the gap

  • Combat
  • Items

What a thing is made of now decides how hard it is to break: glass gives, iron does not, and a fist will not punch through a steel gate in one go. In a fight you can also take a running jump over burning ground or water instead of wading through it.

WHAT CHANGED
  • In a boss room, smashing something is a swing like any other: you roll to hit it, and it takes damage until it gives. What you knock off it stays knocked off, even if you come back later.
  • Outside a fight, breaking glass or cloth is easier than breaking wood, and stone or metal is harder. The heavy thing you swing still helps, but the two together never turn a hopeless try into an easy one.
  • Once the game knows what a door or a box is made of, it remembers. A thing you broke stays broken.
  • The dungeon itself does not break, and neither do safe room, guild, bathroom, stairwell or boss doors, whatever you hit them with.
  • How far you jump depends on your Strength and whether you get a short run at it. A gap a little too wide is a gamble that can leave you face down in it; a gap far too wide you will not try.
  • When you go at a door, a lock or a box, the game now always decides whether it gives, and the story keeps to that. Nothing breaks open just because the story said so.
  • Jumping down off a ledge or broken steps onto rubble is just a jump, not taking the stairs down.
  • Picking up a stone to throw it straight away no longer tells you nothing was taken.
  • Something you leave behind as the price of a success lands where you did it, even after a walk.

Crawlers you have met take it personally

  • Party
  • Floors

Every crawler you have met now keeps their own feelings about you, not only your companions. Attack one of a group and the friends they came down with will not forget it, and anybody standing there who saw it is warier of you after.

WHAT CHANGED
  • It is what you actually did that counts: a fight you started, somebody you killed, a companion you turned on, a fair trade, help when you called.
  • A crawler you never met keeps nothing about you, and the dead keep nothing at all.
  • It shows in how they talk to you, whether they come when you call for help, and in who turns up on a show with a grudge. There is still no score to look at.

Skipped the Tutorial? You can go down anyway, and the System kept score

  • Floors
  • Guide

A crawler who never went through a guild door can now carry on to Floor 2 like anybody else. The first guild door down there runs the Tutorial, and every achievement you earned without an interface is handed over at that moment, boxes and all.

WHAT CHANGED
  • Your descent shows up with the others when you start a new run, with a note that the Tutorial waits below.
  • Until you take the Tutorial you still have no menus, no map, no Heal and no way to open boxes, and the boss doors stay shut.
  • Achievements you earn before the Tutorial are no longer flashed at you on a screen with nowhere to keep them. They are saved and arrive together, right after TUTORIAL COMPLETE.
  • There are new achievements for getting far with nothing: your first kill, twelve hours alive, a companion who follows you anyway, a boss, the stairs and arriving on Floor 2, all without an interface.
  • If you already took the Tutorial, nothing changes: guild doors on Floor 2 are still your own guide's office.

You get pulled onto a show between the floors

  • Floors
  • Narration

When you take the stairs down, a show now borrows you before the next floor begins. Which one depends on how you played: there are six, from a late-night couch with Odette to a shock game show, a breakfast show, a teenager's live stream, a pet show and Film Room, where two hosts replay your fights and grade your floor.

WHAT CHANGED
  • It happens once for each descent and plays out over a few of your inputs. No time passes in the dungeon while you are on it.
  • The most talked-about crawlers get Odette. The most notorious get Death Watch, where the host hates you. Everyone else gets one of the others, and you never get the same one twice, except Odette.
  • What you do on air counts: guess right on Death Watch and you win a prize, cook with what you carry on Rise and Grind and it is really used up, take the dares on the stream and the dice decide how it goes, and if you have an animal it might be the star of its own show.
  • Some trailers sit above the sea. Up there your menus and Inventory are gone until the show is over, though what you wear and hold is still yours.
  • Most shows hand you a parting gift on the way out. Odette gives advice instead, and Death Watch gives you something spiteful.
  • What you learn there carries into the next floor: the gift, the people you met, and anything the show brought up about your own past. A guest you meet on a show is somewhere on the next floor too.
  • Made it down without ever finding a guild hall? You still get a show, and it is all about how you managed that.
  • Older saves get their show the next time you continue them. After that, every continue starts after the show, and it never plays twice.
  • Walking off the set ends the show early, and you leave without the gift. It might make you more popular, or less.
  • The hosts start talking as soon as the first line is ready, instead of everything arriving at once after a long wait.
  • The replays say where each fight was, a boss's lair included, and what everyone beside you did in it, not only you.
  • A new segment's title card comes up before the hosts start on it, and the off-air tip comes before you are sent back.
  • Guests behave like themselves: someone who wants you dead will not be warm about it. A guest you walked out on before they came on is not counted as met.
  • The hosts stick to what really happened, your stars and skulls included, and the show is told to you the way the rest of the game is, as you.
  • The ON AIR card now comes up before the hosts say hello, and each new segment's card arrives with its first line instead of after a wait.
  • A segment no longer opens on an empty title card: the hosts always have room to start it.
  • Nobody is brought on who is not really there. If no one from home was found, the show says so and does something else, and there is no surprise guest unless one was booked.
  • The hosts can repeat what you told them without it being cut, and on Death Watch you get to guess every stranger you are shown.
  • Death Watch's guessing game now shows you two or three strangers, and you guess every one before the show moves on.
  • Shows are much less likely to cut out partway: a reply that came back broken is written again instead of ending the broadcast.
  • The hosts say goodbye once, at the end, and the last thing they say is never cut off.
  • A message from home, a guest or a clip waits for its own segment's title card instead of turning up before it.
  • On the pet show, the trick happens in the trick segment, when you ask for one. On the stream, the only dare you can take is the one actually put to you.
  • A guest you never met on air does not come after you on the next floor.
  • If somebody from home is gone, the show treats their photo or recording as a memory, gently, and never as a message for you now.
  • A message from home now actually plays: you hear their words, and the hosts stay gentle afterwards.
  • The closing clip on Death Watch and Odette's show is always something new from your floor, never a replay.
  • On the stream, turning down a dare brings the next one, so there is always one to take while the segment lasts.
  • Shows stall less often waiting for a broken reply to be rewritten.
  • When the hosts are slow to talk, the show waits for them a little longer instead of starting the whole exchange over, and lines you have already read are never crossed out and written again. If a reply does have to be rewritten, the replay still gives your fight's real numbers.

The reading speed is slower by default, goes lower, and means what it says

  • Interface
  • Speed

The story now types itself out at 20 characters a second unless you choose otherwise, and you can set it on the welcome card before your first scene begins. The speed you pick is now the speed you get, all the way through a turn.

WHAT CHANGED
  • The slider gives the slow speeds most of its length: one step at a time from 5 to 30, then bigger jumps up to instant.
  • If you never changed the speed, you are moved from the old 45 to the new 20. Any other speed you picked is kept.
  • Long passages used to speed themselves up past your setting. They no longer do. Click the text or press Escape to see the rest at once.
  • Moving the speed in the middle of a scene changes the sentence being written, and it no longer jumps back if the page reloads a moment later.
  • Notes from the menus and from the chat window are typed out at your speed too, instead of appearing all at once.

Somebody tagging along goes when you tell them to

  • Party

People you meet before the dungeon sometimes follow you without being asked. If you tell one of them to go home, to stop following you, or to leave, they now leave your party, and they do not drift back in a few lines later.

WHAT CHANGED
  • This works above ground as well as in the dungeon, and for anybody in your party.
  • Passing on somebody else's wish counts too: telling them your friend wants them to go home is enough.
  • Telling somebody to wait for you, or to go and do something and come back, still keeps them with you.
  • If you change your mind in the dungeon, asking the same person to come along again brings them back as they were.

Your interface switches on when you read that it has

  • Interface

At the end of the Tutorial, your menus, map and hotlist now appear when you reach the TUTORIAL COMPLETE notice on screen, not while you are still reading the Guildmaster's words above it.

WHAT CHANGED
  • If you have scrolled up, they wait until you scroll down to the notice. Sending your next line switches them on either way.
  • On a phone, the note about the screen edges waits until the scene has finished writing itself out, so it never covers lines still appearing.
  • Picking up a run that is already past the Tutorial shows everything at once, as before.
  • The notice now says what each of your companions' own awards was for, instead of just their names.
  • The Guildmaster is the same he or she from the moment you walk in to the end of the Tutorial.
  • Opening a door you were shown by its look, like the green one, opens that door, and never walks you somewhere else instead.
  • A pet you bring along without naming it is called what it is, like Dog, and only ever joins your party once.

A life the game hands you now opens the moment you close the welcome card

  • Narration
  • Speed

If you let the game hand you one of its ready-made lives, the first scene is now written in advance and starts playing the moment you close the card that explains how the game works. No waiting, and it is never crossed out and written again in front of you.

WHAT CHANGED
  • Each of the ten lives has three versions of its opening, so starting the same life again does not always read the same.
  • The ten lives now come with everyday first names that read clearly as a man's or a woman's wherever you are from, like Martín, Yoko, Emma or Jack.
  • It still plays at your own reading speed, like every other scene.
  • Writing your own background works exactly as before: that scene is still written for you, around what you typed.

The opening scene is no longer crossed out and written again

  • Narration

The very first scene of a new run, before you have typed a word, was often crossed out and written a second time while you watched. That now happens far less, and when a sentence of it does say your background back to you, that sentence is quietly taken out instead.

WHAT CHANGED
  • The scene was being thrown away for things it is supposed to say, like the time on the clock or the people standing next to you. Those no longer count against it.
  • It is still checked against your background, and a scene that changes something you wrote, or tells your background back to you, is still written again.
  • The story is now told not to describe again the people and things your background already puts around you, which was the most common reason it was thrown away.
  • A scene was also thrown away for people who were meant to be there: a soldier's own section, singled out one by one, or the voice that speaks to everybody. Those no longer count against it, and where your background has you alone, the crowd around you now stays out on the road instead of walking into your spot.
  • When you write your own background, the first scene now reads differently from run to run: it no longer opens on the clock every time, and the stranger nearby, what you notice first and how the people around you react all change from one run to the next.
  • The first scene always says the town and the country you are in, even when you wrote it yourself.
  • A body caught at the edge of a vanishing building is described one way, not two that cannot both be true.
  • When you tell somebody to do something, the next scene no longer opens with you saying it to them all over again.

The Troll can be beaten by a crawler who has only just come down

  • Combat

The Troll waits close to the stairs, and until now a new crawler who went through his door almost never came back out. He is softer now: he still hits hard, twice a turn, but he goes down a lot sooner, and his big leap no longer flattens you before you have had a chance to act.

WHAT CHANGED
  • A crawler fresh out of the Tutorial now wins against him alone about one time in three, and about half the time once they have found his weakness.
  • His leap is not ready when the fight starts and comes back far less often, so it rarely lands twice in a row and it hurts a lot less when it does.
  • Walk in careless and he will still put you on the floor more often than not. He is still a boss, and the warnings at his door still mean it.
  • Come back a few levels later with proper gear and he should not trouble you much.
  • Telling a companion not to answer him no longer makes them stand back out of the fight. A companion you do tell to stay back now says so on the fight log every turn, and steps in by themselves when your life is on the line.
  • Running past him to smash something in his room now smashes that thing, instead of sending you after him, and smashing it is one try, not two.
  • When his audience loses its nerve, the fight log says so, and a creature that has broken and cannot get away cowers instead of biting you. One that comes in later is told as a new arrival, not the one that ran.
  • A Rot Sticker that blows itself up and takes the last of them with it ends the fight the way any won fight ends, even when the blast knocks you out: you come round afterwards.
  • The Foreman's herd is younger animals now, so the herd boss who never fights himself is no longer much harder than his neighbours. Every boss with a crowd still costs you something to fight, but never more than about half your chances alone.
  • Ignoring The Troll and landing a blow on him now counts even when a companion finishes him off in the same turn.
  • Walking into a fight with your weapon ready no longer swings it for you. Unless what you typed attacks something, the first move of the fight is yours to choose.
  • When you ask to walk to a street and then on past it, and the game only takes you as far as that street, the story now stops you there too instead of walking you on, and you are told the walk ended.

A natural 20 now does something extra in a fight, and so does a natural 1

  • Combat

When you or anybody fighting on your side rolls a natural 20, the hit is still a critical and now comes with a bonus on top. Roll a natural 1 and something goes wrong as well: usually something small and embarrassing, now and then something that hurts.

WHAT CHANGED
  • A natural 20 might ring the enemy's bell so it loses its next turn, put it on the ground, knock its weapon out of its hands, break its armour for the rest of the fight, let you go straight in with one more blow, or fire up your whole side for its next swing.
  • Bosses are made of sterner stuff: against a boss a natural 20 only ever gets you that extra blow or fires up your side.
  • A natural 1 might make you drop your weapon, fall over, leave an opening the enemy takes a free swing through, or lose your next move getting your bearings back. Sometimes you hit yourself, or the friend standing next to you.
  • A natural 1 never knocks anybody out on its own, however badly it goes.
  • A shot or a throw that goes wide into a friend beside the target is still the friendly fire you already know, and nothing else goes wrong on top of it.
  • What happens depends on what you were doing: a punch, a sword, something you picked up and swung, a throw and a gun each have their own list.
  • The first time each one happens to you, there is an achievement for it. After that it is a short line in your notifications, so fights do not fill up with cards.
  • Only your side gets these. Enemies roll the same dice as before.
  • A natural 20 on the blow that wins the fight is still a critical, but no longer promises you a bonus for a fight that is already over. Its achievement waits for one that counts.
  • The story now always says who a natural happened to, so your own stumble is never written as the monster's, and a fall you took is no longer mistaken for an extra hit and written again.
  • Killing a boss is told once: the way it dies no longer gets the story crossed out and rewritten, and walking into a boss's room no longer describes the room and the boss three times over.

What you read as the story arrives is what stays on the page

  • Narration
  • Combat
  • Party

A few sentences used to appear while the story was being written and then vanish when the turn finished. They no longer reach the screen in the first place, and the story keeps better track of who is actually with you.

WHAT CHANGED
  • A boss's taunt is always said in full, never cut down to its first word.
  • The sentence that says why a fight paused no longer flashes up at the end of the write-up and then disappears.
  • Trying to get on a horse or a bike where you cannot, indoors for instance, no longer pops up a NOT FROM HERE notice. The story tells you why instead.
  • If you leave an animal or a friend behind on the surface, they stay there: they do not follow you down the stairs, and nobody is rewarded for bringing them.
  • When the entrances close, only the people actually with you react. The guide stays in their hall if you are not there.
  • Two parts of a turn no longer run together into one paragraph without a space between them, and a boss's room is described once rather than twice.
  • Fewer thoughts open on "You think of", and one that still does now comes out whole instead of leaving half a sentence behind. The approach card reads properly once the way to the boss is clear.
  • When the story would repeat what you just typed, in a fight or out of one, that sentence is held back while it is written rather than shown and then removed.
  • When the entrances close, the people with you react to it even when the story had to be rewritten, and if they did not, they react on your next turn.
  • An achievement for killing a boss only quotes what the boss really said as it died.
  • Everything you or your companions get now has its weight the moment it lands in your bag, boxes included, and clothes no longer weigh as much as body armour.
  • A sentence the story copied word for word from an earlier turn is held back while it is written, rather than shown and then removed.
  • Something you pick up on the same turn a fight starts is always in your bag afterwards.
  • A heavy thing out of a box whose weight was only guessed at first gets a proper weight soon after.
  • Your guide now knows what your rings and other gear actually do, and never tells you a ring holds a spell it does not.
  • When the entrances close, the story starts arriving straight away instead of after a long silence.
  • A companion who wants to keep somebody alive no longer gives up on it while that person is alive and well beside them.
  • Something heavy whose exact weight was hard to judge now gets a sensible weight instead of a light default, and the game's own items always weigh what they should.
  • A turn where you only put on a ring or open a book is no longer rewritten for putting you somewhere else.

A crocodile in a bush hat runs a show on the Second Floor, and the bosses talk back

  • Combat
  • Floors
  • Narration

Billabong Mick has set up at the end of the dingo streets on the Second Floor: a crocodile on two legs with a bush hat, a very big knife and a tall tale for every scar. He and The Troll now have plenty to say to you during the fight, and none of it is kind.

WHAT CHANGED
  • His lair is a billabong under the concrete, with a campfire and a billy, a rusted ute up on blocks and a stage with a sign promising a croc show twice daily.
  • He has a weakness, like every boss. It is a very crocodile one, and the room has a few things in it that might help.
  • A couple of half-grown dingoes he swears he has trained wander in for the scraps while you fight. If the show goes badly for him, they lose interest.
  • Until you have gone through his door once, he is usually waiting in the dingo streets nearest the Second Floor's stairs. After that he only turns up on some floors, like any other boss.
  • The Troll and Billabong Mick now have their own lines for each part of a fight: when they land a blow or miss, when you hit or miss them, when they are badly hurt, when they are nearly done, when you find their weakness, when one of you goes down, and their last words.
  • They say at most one line a round and never the same one twice in a fight, so a long fight keeps them talking without repeating.
  • Charging in and swinging in the same line now gets you the swing, even when you also send a companion at something else. If the swing really cannot happen, a card says why.
  • A blow that leaves you on 1 health knocks you out there and then, and the cause of death names what actually put you down, never a bite that did nothing.
  • The fight log and the cards come in the order things happened: a weakness you found shows up when you found it, a boss's big move comes before the damage it does, and the death card is always the last one.
  • Dropping the thing in your hand drops it on the ground, whatever you call it, instead of putting it back in your bag.
  • Everything you carry now has a weight on it, including the odd things you pick up along the way.

A new boss lives under a bridge in the sewers, and he wants you to answer him

  • Combat
  • Floors

The Troll has moved into the trog sewers on the First Floor: a huge cave troll in a cave full of empty energy-drink cans and cheese dust, who never stops jeering. Whatever you do, don't feed the troll.

WHAT CHANGED
  • He lives in a cave under a culvert bridge, lit by his monitors and a lot of coloured lights, and it smells exactly the way you would expect.
  • Every swing comes with a jeer. Answer him back and his wounds close up. Say nothing, get on with the fight, and he has nothing to live on.
  • A small trog is watching his screens when you walk in, and more drift in to watch as the fight goes on, because they think he is hilarious. Once he stops being entertaining, they lose interest.
  • Ignoring him works only once a blow of yours actually lands on him, every time; a miss does not count. And ignoring him leaves his monitors alone, so smashing them is still yours to do.
  • Once you have found his weakness, either way, answering him back no longer heals him at all.
  • Like any proper troll, a burn or acid stops his wounds closing for a moment.
  • Going for something in a boss's room that is already wrecked now says so plainly, in the fight log and the story, instead of looking as if it worked.
  • Other crawlers no longer take out a boss when they have only just come down, or when it is far above their level, and they leave The Troll alone until you have met him.
  • His cave is full of things you can use in the fight or take away afterwards, apart from his gaming chair, which nobody can lift.
  • Until you have gone through his door once, he is usually waiting in the trog streets nearest the stairs, so you will not have to go looking. After that he only turns up on some floors, like any other boss.
  • He now usually waits just two streets from the stairs, instead of four, and never on the streets right around them. That close in, he is a little easier than he was further out, though still a real boss fight. To make room for him, the trogs have joined the gentler creatures you can meet early on, and the big ones with clubs hit a little less hard.

WEEK 43

19 to 25 October 2026

If it happens in the middle of a busy day, you are not the only one out there

  • Narration

Write yourself into a city street in daylight and the end of the world now comes with a crowd. It might be a few frightened people, or it might be a crush at the stairs that you are lucky to get through alive.

WHAT CHANGED
  • How crowded it is depends on where you are and what time it is there when it happens. At night, in the country or somewhere quiet, nothing changes.
  • In a busy place in the daytime, the crowd can be anything from scared and spread out to full panic or a stampede at the stairs. You will always get through it, and so will everyone with you, but the story shows how close it was.
  • A bad crowd builds rather than starting at its worst: uneasy at first, then worse by the minute, and at its worst by the time you reach the stairs. It does not quieten down until you are through the door, even if you wait for a surge to pass, and the story now makes a proper moment of that door shutting behind you.
  • Being jostled in a crowd no longer costs you health, and you are no longer rewarded for arriving hurt when you weren't. A crowded street knocks people down but kills nobody; only a panic or a stampede turns deadly, and only once it has had time to build.
  • When you go through the door at the bottom of the stairs, it shuts behind you and whoever came down with you. Nobody else follows, however many people were on the steps.
  • More people get down where more people were standing. After a crowded start the First Floor holds more of the other crawlers, and after a stampede twice as many, in bigger groups of up to eight who came down early and are not far from where you arrive. A big group is still one meeting, and no more of them come at you at once than any other fight would bring.
  • What you came through stays with you. After a panic or a stampede, you and the people with you feel it in the turns that follow, up top and in your first steps below: shock, fear, numbness, grief, or the guilt of getting through when others did not. It fades over a few turns rather than taking over the story, and it can come back later. Your guide may mention it when you first meet.
  • How you and your party are holding up, and the story's own notes on who has already reacted to the end of the world and how, stay in the story and nowhere else: the game no longer hands your browser the private record of either.
  • When the story has to take a sentence back out, it no longer leaves someone talking whose name went with it. If what is left would not make sense, the scene is written again instead.
  • When the World Dungeon closes, the announcement you read is the whole of it. The story no longer adds made-up announcements of its own after it, with rules, deadlines or numbers the System never gave, and nobody says the numbers before you have read them: you hear the voice, read the announcement, and the people around you take in the numbers after.
  • When the World Dungeon closes in your guide's office, the announcement now comes before your guide answers, not at the very end after everyone has already reacted. Nobody around you asks about words the announcement never said.
  • A few places on the First Floor described tolls, prices or coins on a floor that has no money, and the story stumbled over them every time you arrived. They have been reworded, so arriving there no longer slows your turn down.
  • The ready-made starting lives are almost all somewhere quiet or at a quiet hour, so they play much as before.
  • A group of crawlers who came down the stairs together now stays together as they wander the floor, instead of scattering across several streets within minutes. Only something that really happens to them, like a fight, a death or one of them joining you, splits them up.
  • A fight against two of the same creature is no longer crossed out and written again when the story told every blow exactly as it happened.
  • If you write your own life and say where your mum and your dad each were when it happened, both of them are now part of your story, not just one.

Your guide remembers your fights and can coach you on them

  • Guide
  • Combat

Your Game Guide can now look back over your recent fights, not just the last one. Ask them how you are doing, or for advice, and they will point at the one or two things that would have helped most, with the numbers from your own fights.

WHAT CHANGED
  • The game keeps a record of your last eight fights: what you fought, how long it took, what you swung and how often it landed, your spells, your potions and who went down.
  • From that record the game works out what could have gone better, such as healing only after you dropped, missing a lot with a weapon you are worse with than another you carry, or standing in the open with cover nearby, and also what went well.
  • Ask your guide about fighting, tactics or how you are doing and they coach you off that record, in their own voice. If you do not ask, they may mention one thing after a new fight, never the same thing twice.
  • Hurt when you ask? They will tell you to heal first. And they still will not tell you anything about a boss you have not killed.
  • The record now counts every heal in a fight: a potion you drink mid-fight, one you pour into a friend who is down, and a Heal on anybody. Your guide will no longer tell you that you never healed when you did.
  • Your guide sticks to the numbers from the fight they are talking about, and will not mix up how many potions you carried or how often you landed a blow, or add up fights on their own.
  • Coaching varies: once your guide has told you something about healing, the next tip is about something else, unless you ask about healing again.
  • Cast Heal on the line where you ask your guide something, and they answer on the health it gives you, not the health from before it.
  • Your guide no longer offers you their own bed or fireplace, makes up rules about which boxes are still to come, or answers a question you never asked when one of their lines is held back.
  • On the turn the World Dungeon closes, the scene now appears once it is final, so nothing you read is taken back a moment later, and a version that was thrown away before you saw it no longer turns up crossed out at the end.
  • Your own words said straight back no longer flash up on screen while the story is being written and then disappear, and the story no longer writes out a System notice, like a person being identified, as if it were one.

Every boss fights in a room of its own, and the room is part of the fight

  • Combat
  • Floors
  • Items

A boss's lair is no longer a bare box: each one has its own layout on the combat map, with pillars, pens, water, burning ground or raised platforms, and things in it you can push over, set off, climb, pick up or carry off afterwards.

WHAT CHANGED
  • Each boss has its own kind of room, and the same boss's room is laid out differently from one run to the next.
  • The combat map shows the room as it really is: walls you cannot see through, ground that slows you or burns, and high ground that makes you harder to shoot from below.
  • Racks can be pushed over onto whatever stands behind them, drums and stills can be set off, water can be tipped over burning ground, and some things can be climbed. Mind where your friends are standing.
  • Loose things in the room, a length of pipe, a chain, a bone, can be picked up to fight with or thrown.
  • Once the boss is down, you can take more or less anything in its room that is not built into the walls: name a thing, or just loot the room. Only what is too heavy for you, still on fire, or already gone, stays behind, and the story tells you why as you reach for it.
  • Taking everything from a boss's body takes what is on the body, not the furniture. Say the room too if you want both.
  • You can step out of a cleared lair into the ground in front of its door and pick things up there in the same breath.
  • Each thing you take from a room goes into your Inventory once, with its real weight.
  • Reaching for something you could not take no longer earns experience or a skill for the attempt.
  • Walking into the lair of a boss you killed yourself no longer tells you somebody else got the star, and its door no longer locks you in.
  • The goblin award only arrives on the turn you put down your tenth goblin, not later on the next floor.
  • Sometimes the thing the boss keeps glancing at is right there in the room, and wrecking it does what you would hope.
  • The story describes the room you walk into from the same plan the map draws, and if you clear the ground in front of a boss's door you can look through before deciding.
  • The ground in front of each boss's door has a few things of its own for the fight there.
  • Tap something in the room on the map to see what it is and what it can do.
  • The story now describes each thing in a boss's room once, on the side you will find it as you come in, and no longer adds walls or objects the room does not have.
  • A boss's secrets stay secret: nothing the game sends your screen gives away its weakness before you have found it, or which thing in the room it is about.
  • Going for something in the room walks you to it the way round the walls, and if it is out of reach this round you are told how far it is on foot. You never end up swinging at something you did not ask to hit instead.
  • Picking something up to fight with puts it in your hand first; if you cannot get to it, your own weapon stays put and nothing is swung.
  • Walking towards the thing the boss keeps glancing at is not the same as using it. Only actually using it does the trick, and something already used up tells you so.
  • The map's card now says whether you can get beside a thing this round, offers to take cover only behind things that give cover, and warns that anything that goes off catches everyone close to it, your own side included.
  • The fight log no longer adds a walk and a dash together into one long dash.
  • The story no longer has a toppled rack or a burst drum catch somebody it missed.
  • Something in the room you have already used up stays used up: trying it again tells you so, and it no longer ends up in your bag unless you say you pick it up.
  • Picking something up during the fight gives it its real weight and counts towards your looting, and a fire still burning cannot be picked up.
  • Pouring a potion into a friend, or anything else that is not an attack, no longer ends with you swinging at whatever stands nearby.
  • Hitting something with a weapon you carry now draws that weapon first, whatever you happened to be holding.
  • Walking to something in the room and then moving on does both, and the fight log shows each thing you did with the room once.
  • The suggestions no longer offer to loot a body while a boss fight is still going.
  • Asking for the loot window without saying whose opens the body lying there, the boss's if there are several, and no longer tells you about your boxes.
  • Stepping from a lair back out to the ground in front of its door now leaves you standing there, and what you pick up there is yours.
  • Walking in from the street and picking things up in front of a boss's door, or in its lair, now counts properly: each thing goes in once, and it is gone from the room afterwards.
  • Picking up a thing that looks like something in the next room no longer gets your story rewritten.
  • With a very full Inventory, the things you picked up most recently are always the ones the game keeps in mind.
  • A boss whose room is full of its own, a congregation, a herd, a brood, a swarm, now fights with them on the map, more of them the more of you come in. They are ordinary enemies you can kill, loot and learn from, and they drop when their boss does.
  • Some bosses lean on their crowd: kill the small ones, or the herd, and the boss is weakened; work the boss's weakness and its crowd may break, stop dead or trip over itself. A boss with no crowd of its own is still alone.
  • Walking into a boss's room, or the ground in front of its door, no longer lays out weapons or gear that are not really there to pick up.
  • One rack is one rack, standing where the map shows it, not a row of them along the walls.
  • Something still lying in a boss's room only ends up in your bag when you actually reach it: the story writing you picking it up from a street away no longer puts a second copy in your Inventory.
  • A boss weakened by losing its crowd is weakened only when the crowd is actually down. Going for the small ones is a fight with the small ones until the last of them falls.
  • Throwing something burning into a thing in the room that can go up, a midden, a still, a drum, sets it off if it lands, with everything that follows. If it falls short or misses, it lands on the floor and nothing catches, and the story says so.
  • In a boss's room, looting a crowd of the same kind as the ones outside the door opens the bodies in the room you are standing in.
  • Asking for the loot window after a fight with a crowd opens the boss's body, and the story no longer hands you loot when no window opened.
  • Mother Migraine's room shows the brood the fight actually has, not a dozen of them.
  • On the Second Floor, a boss with a crowd of its own that comes out to fight you in front of its door brings that crowd with it. Whatever of them you put down out there is not waiting for you inside.
  • Not every boss's crowd is all there when you walk in. Some trickle in through the fight, a few come in waves, and the story tells you when more arrive. A boss that leans on its crowd is only weakened once the last of them, the late arrivals included, is down.

Everything you carry has a weight, it matters when you use it, and hoarders get noticed

  • Items
  • Interface
  • Combat

Every item in the game now weighs something, and your Inventory shows what each line weighs and what the whole bag comes to. How heavy a thing is now changes what it does when you throw it, swing it or put it to work. Loot enough off the dead and the floor and the System starts handing out achievements for it.

WHAT CHANGED
  • Each line in your Inventory shows its weight, and the top of the list shows everything you are carrying.
  • A new WEIGHT order puts the heaviest things first. Your choice of order follows you to any device you sign in on.
  • A companion's kit shows what each thing they carry weighs.
  • Five new achievements for how much you have looted, from a quarter of a tonne up to ten tonnes, the bigger ones with a box attached.
  • Only what you take yourself counts: loot windows, bodies, things you lift off the street. Boxes, your starting kit and things you put down and pick up again do not.
  • With the Determine Value skill, the VALUE order now goes by what things are actually worth, and each line shows its worth.
  • Weight now matters when you get creative. Something that is not a weapon hits as hard as it is heavy: a paperclip stings, a toolbox hurts. Light things fly further, heavy things only a short way, and anything too heavy for your arms is not thrown at all.
  • Bracing a door, pinning something down, smashing through, or dropping a heavy thing from above goes better with something properly heavy, and worse with something too light for the job.
  • Pick up a rock, a bottle or anything else and bring it down on a monster, and it is a real attack now, like swinging a weapon: your fighting skill counts, the monster's armour counts, and a natural 20 is a critical hit. It hits as hard as the thing is heavy. Tipping over a shelf, setting a trap or using something in a boss's room still works the way it did.
  • A big kit carried down from an earlier floor is now weighed a few things at a time, so it all gets a proper weight within a few turns instead of none.
  • A heavy medical bag weighs what a heavy medical bag weighs, not a few grams.
  • Your Game Guide explains the Inventory properly: it has no bottom and you can carry any weight in it without it slowing you down, but everything in it still weighs what it weighs.

Walks that turn a corner go all the way, and the pipe you grab in a fight stays in your hand

  • Combat
  • Floors
  • Party

Tell your party to go two streets east and then two north, and you now walk all four, the same as a walk straight on. Pick something up off the floor mid-fight to hit with, and it is yours: the next swing uses it.

WHAT CHANGED
  • A walk with one turn in it crosses every street you asked for, stopping early only for a fight or somebody new, and the story writes the same way you went.
  • Looking for a safe room, you are told the nearest one from where your walk actually ended, the same one the System card names.
  • A bar, a plank, a chain or a rock you take up mid-fight goes into your hand and your inventory, and what you kill with it counts for that weapon.
  • Your character's dislike of hurting people is only raised when there is a person on the other end of the swing, never for a shot at a monster.
  • Waiting out a long stretch in a safe room before you sleep now counts towards being tired, so the long holdout starts on that night as it should.
  • Once a boss's approach is cleared, or the boss is dead, your party talks out loud again instead of typing in Party Chat.
  • On Party Chat your character types only what they say, never the description of what you have them do.
  • A turning walk now holds from inside a hall or a room too, and when you say three streets before the turn, it is three.
  • Heading for the nearest safe room when there is one on your own street takes you in there, not off down the road.
  • A message you type on Party Chat in the middle of a fight now reaches the chat, just the words.
  • Somebody who turns you down stays on the street with you, and the story no longer has them vanish while they are still there.
  • One street east and then one south now starts east, even when the game first took the line for a walk south.
  • Walk a way you name toward a street you have never been shown, and you go that way, but the story now says you do not know where that street is instead of quietly forgetting it. That now holds before you reach the Tutorial too, when nobody has told you the name of any street yet.
  • Before the Tutorial, a walk toward the glow that ends one street short of the guild hall is now written as one street short. The door is still ahead of you, and your next line takes you in.
  • Before the Tutorial, greeting somebody outside the guild hall with a handshake or a fist bump is part of the conversation, and the hall waits until your own line goes there.
  • Step out of a guild hall and the story has you out on the street, with the guide left behind inside.
  • Before the Tutorial, every System notice is shown on screen, since there is no notification log to find it in yet.
  • A brother, sister or parent who shares your surname is no longer mixed up with you in what the story knows of your life before.
  • When the story is not allowed to decide what became of somebody from your life, it no longer keeps that guess in its memory of the turn either.
  • A crawler you have met stays on their street when you walk off, and the story no longer brings them along to the next one or calls a street empty while they stand on it.
  • When monsters that ran come back for you, the story says which ones, and no longer brings back a different one that ran from the same street.
  • Reach for something on a body that was never there, a knife it only fought with, and you are told it is not in the loot window instead of being left to wonder.
  • A fight where one of them breaks and runs is no longer written twice over: the one that got away is counted in it.
  • Ask a crawler who would gladly come along to join you, and they join on that turn, not only when you say the words party or join.
  • When a walk with a turn stops on the corner, the story no longer has you turning the corner anyway.
  • A thrown weapon that comes back to your hand is never written as used up, and a fight you won with it is remembered with it.
  • The announcement that the dungeon has closed lands in the story where the voice arrives, even when the story was trimmed around it.
  • In the long skip forward, the episodes are told in the order they aired, and the day the world ended is never mixed up.
  • When a friend offers you a fist to bump, nobody else standing there is written bumping it with you.
  • A friend's offered fist only lands in your contacts once the story shows you bumping it; if the story skips it, they offer again on a later turn.
  • A crawler who joins your party has one level, the one in your party, and no longer keeps climbing on their own while they travel with you. If they leave, they carry on from there.
  • Other crawlers' nameplates never end in a stray number after the name.
  • Looting a pile from one fight names the other kinds of monster in it, and boxes are told opening in the same order as their cards.
  • The announcement that the dungeon has closed comes first under the story when it cannot be set inside it, ahead of any other notice.
  • When boxes open, each thing comes out of the box its card says, and the story no longer adds something no box held.
  • In the long skip forward, fights are told with what you actually fought with, bare hands included, and only the skill those fights used gets better.
  • Everything the skip forward crossed, the ways down, each episode and each patch, is told in the order it happened, and none is left out.
  • Heading for the stairs before you know of any way down tells you so, and the story no longer walks you off towards one.
  • The story no longer puts words in the System's mouth outside its own notices.
  • On the First Floor, somebody turning down a trade no longer talks about coin nobody has.
  • A start you wrote yourself keeps the errand you gave, and your next run opens on a different sight at the edge.
  • One street south and one street west now walks both, even without a 'then'.
  • Picking up a stone to keep puts it in your bag with its weight, and your blade stays in your hand. Only something you pick up and hit with takes your hand.
  • A ring or anything else you wear only goes on when you say so, never because the story slid it onto your finger.
  • Grab a rock off the floor and bring it down on something, and that is one blow: you no longer step back and throw it as well.
  • That blow goes the way you said it: you go to the monster first and hit it from beside it, not from across the room, and you no longer step back afterwards. The rock you pick up is in your hand for the blow, and the story no longer has you throwing it.
  • The skills you start with come from what your own story shows you doing, not from a word in it: working in a shop that sells fireworks no longer makes you an explosives expert, and a top skill level needs the story to show you really know the trade.
  • The skills you start with come from what your own story shows you doing, not from a word in it: working in a shop that sells fireworks no longer makes you an explosives expert, and a top skill level needs the story to show you really know the trade. If your story says what you do for a living, that is your trade, even with a second job on the side.
  • In a start you wrote yourself, family your story leaves at home in another town are remembered there, not in the town you started in, and a cousin is a cousin, not a brother.
  • Calling someone on your own phone no longer hands the phone to whoever is standing next to you.
  • Your companions no longer open line after line with the same words, like the same old saying of a parent's.
  • Aim a blow at a monster's head with a rock or anything else you are holding, and miss, and the story keeps it in your hand: it no longer sails off as if you had thrown it.
  • A short thing you say, like a quick question to a friend, is no longer quoted straight back to you at the start or end of the scene.
  • A Medical Box always has healing in it now, whatever else comes out of the boxes with it.
  • How your companions feel about you, and the private details of what they want, stay in the story: the game no longer sends them to your browser. Their want and its track on the party panel are unchanged.

Ask a companion from your past about their own life, and they answer as themselves, without making things up

  • Narration
  • Party

When you ask somebody who came down with you about their family, their past or what they meant to tell you, their answer now comes from who they really are in your story. If it is not time for them to say more, they put you off in their own way, rather than inventing a sister, a job or a story that changes from one day to the next.

WHAT CHANGED
  • Their answer is written in their own voice and set into the scene right after you ask, so it takes no longer to read.
  • What they tell you stays true for the rest of the game: no relatives that were never there, and no new version of the same story later.
  • When the moment comes for them to tell you something they have been holding back, they say it themselves, once, and it counts as told.
  • In the middle of a fight or anything else urgent, they keep it to a word or say nothing at all.
  • It works from the very first minutes, before you go down the stairs, and when you ask them over Party Chat: they type their answer back the same way.
  • They notice more of the ways you ask: why they came down with you, what their mother is like, where something of theirs came from, what they thought back then.
  • When they are ready to tell you something they have been holding back, and you ask for exactly that, they tell you then, not a few questions later.
  • When they would rather not say, they put you off differently each time, in a way that fits who they are, and never by pretending to have forgotten their own life.
  • Nobody else speaks for them first or repeats your question back at you while you wait for their answer.
  • What the story has not given them, a wife, a father's job, a favourite recipe, is not quietly written into the record either, so it cannot come back later as fact.
  • Ask your brother or sister about the parents you share, and they answer as their own family, the same as any question about their past.
  • When they would rather not say, they say so: they never brush you off with a bare yes, no or maybe that the story does not back up.
  • They put you off a different way each time across a whole floor, and they know where they are standing and what is in your hands when they change the subject.
  • A reply typed on Party Chat now appears under the message it answers, and somebody who answers you out loud does not also type the same thing.
  • They also answer for themselves when you ask about their home and their things, or about family you both lost, like a grandmother you shared.
  • Ask them something your story already says about them, like what they do for work, and they tell you plainly instead of putting you off.
  • When they have just become ready to tell you something and you ask for exactly that, they tell you on that same question.
  • When they change the subject they stay where you are: no hurrying to find somewhere safe while you sit in a safe room, and no danger that is not there.
  • A parent is never handed a half-brother or half-sister from your other parent's side as their own child.
  • Ask an ex about the child you had together and they answer as that child's parent, from what your story says, instead of somebody else answering for them.
  • Somebody you ask about their past in a room you have already cleared now answers you, instead of saying it can wait.
  • Ask them how old they are, or check their age with a guess, and they tell you themselves.
  • In a story you write yourself, an ex you had a child with answers about that child as the child's parent, even when the child was with somebody else when it happened.
  • Ask a parent something your story already says about your child, like what she wants to be when she grows up, and they tell you.
  • Ask the same plain thing twice, like how old they are, and they tell you again instead of putting you off.
  • What they tell you answers what you asked, not something else that happened to be on their mind.
  • A quick, casual question about their work, like whether they are still at the same job, counts as asking them about their own life.
  • Ask your mum where she was when it happened, or what somebody told her back then, and she answers for herself, even when you call her Mamá or Mum instead of her name.
  • Something a companion was holding back for when you met again is theirs to tell you when you ask, even after the meeting itself has passed.
  • In a story you write yourself, what you wrote about somebody, like where they work or where your child was that day, is theirs to tell you back.
  • Ask somebody whether a person from your old life ever said anything to them about you, and they answer for themselves.
  • Ask about something your story already says about a child you share, like what she loves most, or something you have already been told, and they tell you instead of putting you off.
  • Before you go down the stairs, the people beside you are held to their own story too: nothing about their past is made up for them in the first minutes, and nothing made up is carried forward later.
  • In a story you write yourself, your ex's mother or father is their own parent, so asking them about their dad is asking about their own family.
  • In a story you write yourself, what you wrote about somebody a sentence or two after their name, like where they work, is theirs, and what you wrote about somebody else is never put in their mouth.
  • In the ready-made lives, nobody's description gives away a secret before the story tells it.

A character you write yourself now gets a past of their own, the same way the ready-made ones do

  • Narration
  • Party

When you write your own start, the game now asks you a few short questions about who your character was, and then builds them a full past around what you wrote: people who mattered, where those people were when it happened, things left unsaid. It comes out slowly, through play, exactly as it does for the ready-made lives.

WHAT CHANGED
  • After you send your start, one screen asks three to five questions picked to fit what you wrote, about the gaps only. Answer any you like, or skip them all.
  • What you wrote always comes first. Anything the game adds is built around it and never changes it, and whatever you left out, it fills in.
  • Your character's past stays hidden and arrives in pieces: in quiet moments, in conversation, when something down here brings it back, and in the days the System skips.
  • Somebody from your character's own town may have made it down the stairs too, and the recaps may show news of somebody far away, just as for the ready-made lives.
  • Your opening starts as quickly as before: the past is worked out while you read it.
  • Children still never go down into the dungeon, and the questions never ask about it.
  • The days the System skips no longer rush your character's biggest secrets: those still wait for the moment the story set for them.
  • Something only another person could know, like a plan they never shared, now reaches you through them, never as a memory your character could not have.
  • Your companions no longer borrow the habits of your own family when they talk about theirs, and a debt from before the dungeon is no longer mistaken for a price down here.
  • Everybody you name in your start is now part of your character's past, where you put them, even somebody far away, and even if the past cannot be written in time.
  • The opening scene no longer decides that somebody of yours across town or far away died. Your character could not have seen it, so whether they lived stays an open question.
  • The people around you keep to the families your story gives them, no longer invent new relatives, and never give one of them your name.
  • The opening now says plainly that somebody of yours across town or far away is not with you. It no longer decides they were indoors when your start never said so, and it writes them neither dead nor safe.
  • A child you mention living with a parent is with that parent when it happens.
  • Something said about somebody's past only becomes part of their story when it is genuinely new: not a detail the story already holds, and not one it was saving for later.
  • A piece of your character's past now only counts as told once the story has really given it to you, so a secret is never used up by a passing mention you could not have recognised.
  • Companions no longer tell your character's own memories as if they were their own, and keep their secrets until the story is ready to tell them.
  • People from your character's past are introduced with one clear word for who they are, and always by the name you already know them by.
  • Somebody you write as living in a care home, or a child at a club that afternoon, is now treated as most likely indoors when it happened, as your words suggest.
  • Somebody you start beside, a sister on the quay or a friend in the car, now keeps the age and the work you gave them, so they can talk about it when you ask.
  • Your character's own past belongs to you too: what you wrote and what you say in play is kept, and a detail the story makes up for you or your family is not quietly added to it.
  • The people of your past no longer pick up new details of their life before in passing, like plans for a Monday that never came or a flat in another city, and nobody speaks for somebody of yours who is not there.
  • A stranger from the first minutes is no longer mistaken for somebody who came down with you, so nobody turns up twice.
  • The people you name in your start now keep the past the game writes for them, instead of being reduced to a line or two when one detail of it came out wrong.
  • Somebody of yours whose age you never gave is now an age that fits who they are to you, so a grandmother is never younger than her grandson.
  • Through the days the System skips, the people of your past talk about those days, and no longer pick up new memories or speak for somebody of yours who is not there.
  • An animal at your side never talks in the days the System skips: it keeps watch, keeps pace and stands by you instead.
  • A piece of your past the story tells you is remembered from that very moment, and what another crawler you meet tells you about their own life is kept as well.
  • News of somebody far away now only ever comes from the recaps of the dungeon itself, as it does for the ready-made lives, never from a news report up on the surface.
  • A word at the start of a sentence in what you wrote, like "We have a son", is no longer mistaken for the name of somebody else in your life.
  • Your character's past never has a child of yours come down into the dungeon, not even as something learned later.
  • A "she" or a "he" at the start of a sentence is no longer mistaken for another person, and the age and work you give somebody stay with them, in the way you wrote it.
  • Your partner's or your ex's family, like the grandmother minding your child, is now part of your character's past too, where you put them, and nothing down here quietly decides what became of them.
  • Family your opening has indoors when it happened, even when it only says "your parents", stay lost in your character's past too, and the story no longer argues with itself about it later. They are always somebody in that past, never just a word in it.
  • A child you helped up top no longer appears to join you at the stairs and vanish a moment later, and nobody you left behind up there is counted as coming down with you.
  • If your character's past cannot be written in time, the simpler past you get instead still has your family from the opening and everybody you named, in your start or in your answers to the questions, where you put them.
  • Family your opening puts in another town now stay in that town in your character's past, whoever wrote them.
  • If you write your name family name first, like Seo Yun-ah, the System now issues your nameplate from your given name, not your family name.

The days the System skips now carry your character's story, and a recap can finally bring an answer

  • Narration
  • Floors

When the System jumps you across the empty middle of a floor, a ready-made character's own story moves on in those days too: something from their past comes up, sometimes two or three things, and the recaps they watched on those nights may have shown news from far away. And once in a while, a recap is clear enough to tell you what became of somebody far away.

WHAT CHANGED
  • The chapter that covers the skipped days now weaves in one to three pieces of your character's past, from their own thoughts or from somebody walking with them.
  • If a companion who knew your character before is with you, they may be the one who brings it up.
  • Anything the chapter did not get round to comes back on a later turn.
  • Nights spent in a safe room during those days count as nights, and the recaps that aired on them count as watched.
  • Rarely, a recap shows somebody far away clearly enough to know: alive, or not. Never on the first recap you watch, and never a child. What it shows is final, and everyone in the story remembers it.
  • Each ready-made life now has more to tell on the Second Floor.
  • Characters you write yourself see the skip exactly as before.
  • Nobody pays for a room, a meal or anything else in the skipped days on a floor with no money.

The ready-made lives now have a past that comes out over time

  • Narration
  • Party

If you start as one of the ready-made characters, they now have people who mattered before the world ended, and you learn about them a little at a time: some in the opening, more in quiet moments, in conversation, and when something down here brings it back. Who your character is can also shift with what you do.

WHAT CHANGED
  • Each ready-made life has up to five people of its own: somebody beside them, somebody in the same city, somebody far away, somebody already gone.
  • Details arrive in small pieces on calm turns, never in the middle of a fight, and never all at once. A detail the story did not get round to using comes back later.
  • Asking about their past, or about one of their people, can bring out more.
  • What the story adds about their past is remembered and never contradicted later.
  • What you do can nudge your character's nature a little over time, from real deeds only.
  • When you are about to do something that goes hard against who your character is, the game asks first, in a fight too. Saying yes changes nothing about how it goes: it is your call.
  • Somebody from your character's own town may have made it down the stairs as well. Not always. If they did, they are down here somewhere, and you may run into them. They can join you, and like anyone down here they can die.
  • People far away will never turn up on these floors, but the recaps on the safe-room screens sometimes show something from where they are. Usually it proves nothing.
  • Some of the other crawlers left children of their own on the surface, and it is on their minds.
  • Standing by the people from your past, or walking away from them, shapes who your character becomes.
  • Details of the past now reliably turn up in the story instead of being passed over, and thinking about somebody, or asking about them, brings out what there is to know about them.
  • The story no longer makes up jobs, homes, family or last words for your character's people, or writes somebody dead or alive when nobody can know. Where it slips, those sentences are taken out.
  • The opening knows where each of your character's people was when the world ended, and no longer writes somebody dead whose fate is unknown.
  • Something of your character's past the story has already told you, even in passing, is no longer brought up again later as if it were news, the days the System skips included.
  • Asking a companion about their own past, or asking yourself why you did something back then, now gets the real answer when there is one, and a shrug rather than a made-up answer when there is not yet.
  • Anybody from your character's past is introduced the first time the story mentions them, and a companion's side of things comes out in what they say and do, not from inside their head.
  • Nobody else down here gets your character's name, or the name of somebody from their past.
  • Pieces of the past now come out in the story's own voice instead of as a stiff line dropped in, and somebody you have not heard of yet is introduced the first time their name comes up.
  • Asking a companion who knew you before about their own past, or what they meant to tell you, now gets the real answer.
  • Handling something from your past, like taking apart a keepsake, can bring out what it holds.
  • A detail the story already gave you is not repeated later as news, and times from before the end now stay as they were.
  • The days the System skips carry more of your character's story when there is more of it waiting.
  • Somebody whose story puts them out in the open when it happened is no longer quietly counted among the lost, and somebody last seen outdoors is far more likely to have made it than not.
  • Your guide knows which of your people did not make it, and never holds out hope for them. Ask, and they tell you gently. And the guide's room has the same fireplace in it when the guide talks about it as when the story describes it.
  • The mahout's daughter and her mother, last seen on the River Kwai Bridge, were out in the open when it happened, and are never counted among those indoors.
  • A companion who knew you before no longer invents sisters or cousins when you ask about home. If their story gives them nobody, they say so or change the subject, and a slip is taken out of the scene.
  • Characters you write yourself work exactly as before.

Children stay on the surface, and New Zealand is what the books say it is

  • Floors
  • Party

As in the books, no child goes down into the dungeon. A child with you at the start walks with you on the surface, and the System takes them at the bottom of the stairs. And if you write your own start in New Zealand, the game asks you, loudly, whether you are sure.

WHAT CHANGED
  • A child under thirteen beside you stays with you for the surface hour. The warning before you go down says they cannot follow. At the gate the System removes them and tells you only that they have been taken into care.
  • Nobody down below knows where the children went. Other crawlers sometimes pass on a rumour about it. Some of those might even be true.
  • Your guide knows a child taken at the gate is gone, never speaks of them as still beside you, and does not know where they went either. Nor does the System hand you an award for bringing a child in.
  • Ask your guide whether there are children down here and the answer is no: nobody under thirteen comes down.
  • Teenagers can still come down, and you may meet the odd one among the other crawlers.
  • None of the ready-made lives starts in New Zealand. If yours does, the first floor there has a sickness in the air that no potion or healing spell touches until the System fixes it at hour 31. A safe room's air is clean. On Story mode you will not die of it, though it will hurt.
  • Everywhere else, the first recap may mention that New Zealand is having a bad time.

A proper front page for people who have not played yet

  • Interface
  • Account

Anyone who is not signed in now lands on a page that shows what the game is before asking them to make an account: how it plays, what it feels like, and that it is in early access and free to try. If you already play, nothing changes for you.

WHAT CHANGED
  • Log in sits at the top right, and the Try it buttons take a newcomer straight to making a crawler.
  • If your session has simply run out, you still go straight to the sign-in form, as before.
  • There is a spot for a trailer. It only loads when you press play.
  • Seven example turns you can flip through, from sneaking past llamas to a rat in your inventory and a chat with your party, each something the game can really do. A small strip under each one shows what the game worked out behind the scenes, which you never see while playing.
  • The page says plainly that the game is in early access and free to try, with a generous daily limit, and that it asks for a short note on how it is going after you have played a while.
  • The leaderboard now opens once you have taken a stairwell off the First Floor yourself, and you see the board for each floor you have cleared.
  • Buttons on a phone are no taller than they need to be, and their labels sit in the middle instead of near the top.
  • If you are new, the note about this game now opens for you even when somebody else has played on the same browser. The i in the corner opens it any time, so the second button for it on the front page is gone.
  • This page is called the Changelog now. Old links to it still work.
  • The front page now says what makes each run its own: the streets and bosses, the other crawlers, your achievements, a backstory you write, the loot and the show between floors are put together for your playthrough alone.

Point blank means point blank, and your first fist bump pays

  • Combat
  • Party
  • Items

Shooting something that is already on you now fires from where you stand, instead of backing away first and taking bites for it. And the first time you add another crawler as a contact with a fist bump or a handshake, you get an achievement and a box for it.

WHAT CHANGED
  • A shot at an enemy within arm's reach no longer steps you back first unless you ask to back off. Telling your crawler to back off and shoot still does exactly that.
  • The networking achievement now comes only when you and another crawler actually bump fists or shake hands and they take it. People in your party being added to your contacts on their own no longer earns it.
  • It is now a proper achievement with a Bronze Adventurer Box as its reward. If you already have it, you keep it.
  • The achievement for putting something on comes when you actually put on clothes, armour or jewellery, not when you take a compass or a torch out to hold, or draw a weapon.
  • Punching something no longer asks whether you meant to shoot past your friends, and fighting with rings on your knuckles counts as fighting with your fists, whatever is in your hand.
  • A spear, a knife or a hand axe is swung up close when you go at something. It only leaves your hand when you say you throw it.
  • You only make a contact when you offer a fist or a hand yourself, or a friendly crawler offers you one. If you say you leave other crawlers be, nobody holds out a fist, and the story no longer makes contacts for you.
  • When the Bopca will not serve you a second meal that day, the story no longer has you eating it anyway.
  • Taking a treat off a safe room's tray no longer also says nothing was taken, and eating a treat you kept from earlier is no longer refused as a second one.
  • Talking about going down later, as in "before we go down, tell me something", no longer asks whether you meant to take the stairs. Only a line that actually goes down them does.
  • Something you brought with you can be taken out and used before you reach the stairs, instead of being refused as something you do not have.
  • Going to the restroom from inside a safe room uses the safe room's own, and you come back to your table, instead of ending up stuck in the stall out on the street.
  • The System no longer labels an unknown bottle as a healing or mana potion when it is not one, so a card never promises you a potion you do not have.
  • A Pet Box is only given when there is an animal in your party. A person who came down with you earns an ordinary box instead.
  • A line that says you walk on somewhere after a quick word to somebody now walks you there, instead of being taken as only talk.
  • When a friend pours one of their potions into you in a fight, you no longer also get a card saying you have no potion to drink.
  • A spell that has gone up a level shows its new range in the list of what you can do in a fight.
  • Another crawler's name card now comes up when the story actually shows them, not a turn before.
  • A card about something you brought from home describes it the way you did.
  • Companions no longer bring up your unopened boxes in the middle of a conversation; only the staff behind a safe room's counter might.
  • Strangers you meet down here no longer share your family name by chance.
  • Heading back to a safe room you have been inside, by what it is ("back to the café", "into the teahouse"), now takes you to that one, not to a nearer room of another kind or nowhere at all.
  • Throwing something of your own in a fight, like a rope, no longer gets a card saying you have nothing to throw.
  • A crawler you said goodbye to no longer comes back a few turns later to bump fists.
  • The guild hall no longer says you spent the morning fighting when you have not fought anything yet.
  • The first look at a monster in a fight now matches what it is, and what the story said a moment before.
  • A pet biscuit heals your animal a little, as before, and the story no longer has it cure poison.
  • A spell you cannot pay for in a fight no longer sends you charging at the enemy instead. Nothing happens, and you choose again.
  • Picking up something you threw, after the fight already gathered it for you, no longer says nothing was taken.
  • The story no longer opens on your own words said back to you, in a fight or by a companion repeating them.
  • When your boxes open, your character no longer makes remarks you did not write.
  • Your own weapon in your hand is no longer mistaken for a companion's, so a scene is not rewritten for it.
  • A ring no longer promises better prices on floors where nothing is for sale, and item cards no longer invent who owned something before you.

A clearer way in, and a life ready to play

  • Account
  • Interface

Someone new lands on a short sign-up, coming back lands on sign in, and a new game can start from a life the dungeon deals you.

WHAT CHANGED
  • The first time you open the game from a link, the page says what this is in one plain sentence and offers to create a crawler. If you have signed in on this device before, or your session ran out, it opens on sign in instead, and takes you back to where you were afterwards.
  • Some phone apps open links in their own browser, and that browser cannot finish signing in with Google. The page says so and asks you to open it in Safari or Chrome.
  • Your very first game starts from the bright START NOW button: the dungeon deals you a life, so you can play at once. If you would rather write your own start, the small link under it does that.
  • Every game after that starts from START A NEW RUN, as before, and you choose on the first screen whether to write who you were or be handed a life.
  • Every new game, the first one too, shows you the difficulty before it starts, so you can keep it or change it. If you have not said yet whether you have read the books, that question comes first, because your answer picks the starting difficulty.
  • Right after the opening, the first two turns say what you can type, with the usual suggestions on the bar.
  • The privacy note now says that a shared link can carry a short code, which is kept for up to 30 days to count where players came from.
  • On a phone, the list of your other runs on the front page now shows each crawler's name in full, with where they are and when you last played on the line under it, instead of squeezing the name down to a letter and running off the side.

WEEK 42

12 to 18 October 2026

Everyone has a nature of their own

  • Party
  • Speed

The people you meet and travel with now each have a temperament of their own, and it shows in what they say and what they choose to do.

WHAT CHANGED
  • Some companions are quicker to rush in, some hang back, some talk your ear off. You find out who they are by spending time with them.
  • What you write about yourself and the people beside you at the start can shape who you all turn out to be.
  • Your Game Guide has a temperament too.
  • Fewer pauses while the story is rewritten: when a scene repeats something already said, or has your guide answer when they would not, the offending lines are now taken out instead of the whole scene being written again.
  • When the World Dungeon closes, you hear the announcement once, in its own words. The story no longer makes up a second one of its own above it.
  • Crawlers who came down the stairs together remember it, and say so, even after they have lost track of each other.
  • A companion no longer ends up carrying something just because a stranger nearby was holding it.
  • When a fight stops you a street short, whatever you meant to do when you got there waits for you: it is not tried, and not paid for, on the street where you stopped.

Cleared streets fill back in, until you kill the boss

  • Floors
  • Interface

While a neighborhood's boss is alive, the monsters you clear out slowly come back. Kill the boss and they stop, the ones still alive show up on your map, and an empty neighborhood may later be taken over by its neighbours.

WHAT CHANGED
  • A street you thinned out fills back in over the next day or so, a few at a time, as long as its boss is alive. Never while you are standing on it, and never in the middle of a fight.
  • Once the boss is dead, nothing new spawns there. Whatever is still alive, including any that ran from you, is marked on your map with a count, so you can find them and finish the job.
  • Some time after a neighborhood is completely empty, monsters from a street next door may move in. The goblins and the Bad Llamas are the pushiest, and if both border the same street they fight each other for it. Rooted things like the flytraps never move.
  • The newcomers arrive in small numbers and grow only while their own boss is alive. They bring no boss of their own, so there is nothing new behind the lair door.
  • The first time you walk back onto a street that has been taken over, the story tells you who moved in.

Magazines, taking cover and aimed shots

  • Combat
  • Items

Guns now hold a magazine you have to reload, you can duck behind cover to keep out of a gunfight, and you can aim for the head, the legs or the weapon arm. Standing still before you shoot steadies your aim.

WHAT CHANGED
  • Every gun shows how many rounds are loaded, like 12/15. When it runs empty, reloading takes your action, and anything right next to you gets a free swing while you do it. Your guns are filled back up from your ammo after every fight.
  • With Marksmanship 3, reloading a handgun no longer costs you anything.
  • An empty magazine is not an empty gun: if you still have ammo, the board offers Reload.
  • Every gun and bow is a little more accurate if you have not moved this turn, and rifles and machine guns more so.
  • Up close, cover does not protect the target. But a rifle, shotgun or bow is clumsy with an enemy right next to you. Handguns are not.
  • Say you take cover, or press Hunker down, and shots from a distance cannot reach you behind it until your next turn. You cannot attack while you are down, and spells, explosions and anything standing right next to you still can.
  • Aim for the head for double damage dice, the legs to slow it down, or the weapon arm to make it lose its next attack. Aimed shots are harder to land and fire one shot only. Against a boss whose weakness you have found, you can aim for its weak spot.
  • Some odd guns you find only fire once or a few times, and some homemade or alien ones can burn your hands when they go off.

Other crawlers remember what you have done

  • Party
  • Floors

Word gets around the dungeon. What you do in front of other crawlers, and what they hear about from people who saw it, now shapes how they treat you when you meet, and whether they come when you call for help.

WHAT CHANGED
  • Every first meeting with another crawler can go well or badly. Their nature still matters most, but your charm, what they have heard about you, fresh gunfire and how many of you there are all play a part.
  • A first meeting can soften somebody dangerous, but it never turns a hostile crawler into a friend on the spot.
  • News travels with the people who saw it, the friends they came down with and the group chats they are on, and slowly spreads from there. Somebody on the far side of the floor may not have heard yet.
  • There is no score to look at. You find out how people see you from how they act.
  • On the Second Floor the audience loves a story. The bigger the moment, heroic or monstrous, the more people tune in.

Getting knocked out leaves a mark, and the dungeon changes people

  • Combat
  • Party

Being knocked out in a fight can now leave a lasting injury, mostly small and always curable except a scar. And everything you and your companions live through slowly adds up, until it changes how someone is: for the worse, or sometimes for the better.

WHAT CHANGED
  • When you or a companion are knocked out, the System checks for a lasting injury once the fight is over. Most of the time it is nothing, or a flesh wound.
  • A flesh wound makes everything a little harder until you sleep in a rented safe-room bed. A night on the street does not close it.
  • An old wound, like a limp or ribs that never set, lasts until a healing potion or the Heal spell sets it. You can drink or cast for it even at full health.
  • A scar is just a scar, and it is yours for good. A grudge against whatever knocked you down makes you a little better at hitting that kind of monster from then on.
  • Getting first aid, a potion or a bandage to someone before they come round makes a bad injury less likely.
  • Injuries never cost health, and they never make being knocked out any more deadly.
  • Losing people, killing, betrayal, being knocked out and the end of the world all weigh on people. Rest in a real bed and clean wins ease it.
  • When it gets too much, someone picks up a trait such as Haunted, Reckless or Jumpy, or now and then a good one such as Steady or Protective. It shows on their card, and your companions fight and behave a little differently because of it.
  • Your own traits only change how the story describes you. They never take a turn away from you or make a choice for you.
  • Injuries and traits show under Conditions on your status page and on each companion's card.

Monsters can lose their nerve and run, and they may come back

  • Combat
  • Floors

When a fight turns against them, some monsters now break and run instead of fighting to the last. Ones that get away may come back later with friends, and you will know it is them.

WHAT CHANGED
  • A group is tested when half of it is down, when the one leading it falls, or when one of them takes a critical hit. Each of those tests a group only once a fight.
  • Some kinds scare easily, like rats and rat-kin. Others, like kobolds, almost never run. Bosses never run, and nothing runs while its boss is standing. Mindless things like slimes and flytraps never run either.
  • A monster that breaks runs for the edge of the fight. You can still hit it on the way, and it still takes a swing from anyone it runs past.
  • If every monster left has run, you win the fight. The fight log says how many ran and how many died.
  • Monsters that run are not kills: no experience, no kill count, no body and no loot from them.
  • A group that ran may come back between half an hour and three hours later, on the street where it ran or one next to it, with a few more of its kind. It never follows you indoors, and that fight always stops to let you decide what to do.
  • A group comes back only once.
  • Running away is not talking: a monster that runs still makes no deals.

Just missed? You can pay for it instead

  • Narration
  • Interface

When something you try outside a fight only just fails, the game now stops and offers you a deal: do it anyway, at one of two prices, or take the failure. You choose before the story is written, and the story shows what you paid.

WHAT CHANGED
  • It comes up when a roll misses by a little, about one roll in five, and only when something actually rides on it. Looking around, walking and small talk never ask.
  • If you only just miss at something where nothing rides on it, you simply succeed. If something does ride on it and no deal can be offered, like in the middle of a fight, it is a plain failure. The story never invents a price on its own any more.
  • Climbing, jumping, crossing slippery ground and anything else where you could fall or get hurt now counts as something riding on it, so a near miss there offers you the deal.
  • The prices are things like extra time, making noise, a small injury, a battery run down or a supply used up, something left behind, a companion who did not like how you did it, or being spotted.
  • You are only offered prices that make sense where you are. A small injury never knocks you out, and in story mode you are never offered one.
  • There is no cancel: the dice are already rolled. Reloading the page brings back the same offer.
  • Fights are unchanged: a swing still hits or misses.
  • Walking into a safe room or a guild hall, or through any door that simply opens for you, is never offered a deal: nothing rides on it.

Your companions each want something of their own

  • Party
  • Narration

Everyone travelling with you now has one thing they want down here, like finding someone they lost or proving something to themselves. It grows out of who they are, and the story moves it forward as you play.

WHAT CHANGED
  • Open a companion in the party panel to see what they want, with a row of pips showing how far it has come.
  • Their want moves when something in the story actually helps it along. Some wants are small and come quickly, others take most of a floor.
  • When a companion gets what they wanted, they feel it, they think a little better of you, and the System files an achievement for them. The first one comes with a box for them to open.
  • Some wants can be lost for good. That hurts them, and nothing is paid for it.
  • Working against what a companion wants is remembered, and it counts if you ever turn on one of them.
  • A while after one want is settled they may find a new, smaller one.
  • Pets do not have wants. Companions who were already with you get theirs over the next few turns.
  • It comes up in the story when it fits, not every turn, and your companions know their own wants when you message them.

Regeneration: a skill your body trains while you rest

  • Party
  • Interface

Every crawler now has Regeneration on their Skills list. It goes up slowly as health comes back by itself while time passes, and every level makes resting, sleeping and waiting heal you a little faster.

WHAT CHANGED
  • It trains only on health that time gives back: nights in a bed, nights on the street, waiting, and the days the floor skips over. Potions, spells, food and bandages heal you as before but do not train it.
  • Each level adds a tenth to how fast time heals you, up to Level 10, and a little more each level after that. One night can raise it by one level at most.
  • Your companions, pets that came down with you as crawlers, and the other crawlers on the floor have it too, and other crawlers now heal over time as well.
  • The days the floor skips over now heal you, your party and everybody else, instead of leaving every wound where it was.
  • Hitting something that is already dead no longer trains your fighting skills.

The rare things in your boxes suit how you play

  • Items

Boxes now look harder at what you came down the stairs with and how you have been playing since. The rarer the box and the rarer the find, the more likely it is something you will actually use, though there is always room for a surprise.

WHAT CHANGED
  • What counts: the kit you brought into the dungeon, the weapon in your hand, what you have been killing things with, the skills you have trained and the spells you cast.
  • A Bronze box still holds a bit of everything. A Gold box or better is usually aimed squarely at you, but never every time.
  • Came down with a rifle? Expect the good finds to help the shooting. A medic's kit leans toward first aid, an instrument toward music.
  • The everyday stock leans a little too: a healer finds a few more bandages and potions, a caster a little more mana.
  • Your companions' boxes lean toward how they fight, not how you do.
  • The rare enchanted pieces that now and then turn up in a box lean the same way.

Toe rings and nipple rings

  • Items

Stat rings now come for toes and nipples too, not only fingers. They are worth exactly the same as a finger ring, and you can wear as many as you find.

WHAT CHANGED
  • Your inventory and the WORN list say whether a ring is a Finger, Toe or Nipple ring.
  • Toe rings resize to fit like everything else, and pinch anyway. That is all they do differently.
  • A nipple ring has to be put in by hand. Its button writes the line for you to send, and putting it in takes a couple of minutes, or your action in a fight.
  • Hand one to a companion and tell them to put it in, and they will.
  • Most rings from boxes are still finger rings. Other crawlers sometimes carry the other kinds.

Bringing a gun is a real advantage now

  • Combat
  • Items

Guns hit much harder while you have ammo for them, automatic weapons fire real bursts, and shooting past a friend no longer costs you accuracy. The catch: a wild shot can hit whoever is standing next to your target, and gunfire draws attention.

WHAT CHANGED
  • A pistol now does 2d6, a rifle 2d10 and a shotgun 3d6. Submachine guns and machine guns do 2d6 for every bullet that hits.
  • A burst is several shots, each rolled on its own: three for a submachine gun, five for a machine gun, a little less accurate each. Ask for one aimed shot if you would rather save ammo. With a pistol you can ask for a double tap.
  • You never fire more bullets than you have left, and a shot that never went off no longer costs a round.
  • Rifles and machine guns are steadier if you have not moved this turn. A shotgun hits harder up close and can catch the body next to your target. Every gun's critical hit does extra damage.
  • Some armoured bosses shrug off part of a hit, and guns punch through that armour. Ordinary monsters are unchanged.
  • Shooting at something your friend is standing next to is no longer harder. Instead a really bad miss can hit your friend. Pistols only stray on a natural 1, and Marksmanship 4 means your shots never stray.
  • The first time you take a shot like that, you are asked first, with a box to never be asked again.
  • Gunshots are loud. For about an hour after a gunfight, monsters and other crawlers nearby are more likely to come looking. A gun with a suppressor stays quiet.
  • Your companions and other crawlers use guns the same way, and they run out of ammo too.
  • The weapon panel now lists all of this for the gun you are holding.

Sleeping in a rented bed brings back health and mana

  • Party
  • Floors

A night in a safe room's rented bed now gives back health and mana for you and everyone with you. A full eight hours fills both bars, and a shorter night gives back its share.

WHAT CHANGED
  • The How This Game Works card now says that one or two actions a turn works best: the more you pack into one line, the more the details get glossed over and the less likely everything happens in the order you meant.
  • Every night in a rented bed now ends with a SLEPT card that says how long you slept and what came back, yours and your party's.
  • A short night that is not long enough for Well-Rested says so on the card, instead of passing without a word.
  • Opening your boxes and then going to bed in the same line now shows the boxes first and the night after them.
  • Sleeping rough on the street still mends you only at the usual slow pace.

Your party listens to the plan

  • Combat
  • Party

In a fight you can now give your whole party a plan, out loud or on Party Chat, and they fight to it until the fight ends or you change it. Tell them to keep their distance from something slow and they stay out of its reach.

WHAT CHANGED
  • Plans the party understands: keep your distance, everyone on one enemy, guard somebody, hold this position, all in, and fall back.
  • "Everyone on the big one" or "focus the hurt one" picks the target for the whole party. "Protect me" or "cover the kid" keeps them beside that person.
  • Keeping distance means they shoot if they can. If they can't, they only close in for a hit they can land and then step back out.
  • An order to one companion by name still wins for that companion.
  • Animals fight on instinct. A pet will hold or fall back for you if it likes you, but it won't keep its distance or pick a target because you said so.
  • Someone who has turned against you might do their own thing now and then.
  • The plan is filed in your notifications when you set it.

A safe room shows you what it has the moment you walk in

  • Narration
  • Interface

Walking into a safe room now describes who runs it and what is there straight away: the Bopca who welcomes you and offers food, the restrooms, the rooms to rent, or the tray of treats where nobody works.

WHAT CHANGED
  • The scene that takes you through the door names the Bopca at work, or the empty counter and the tray in a room with no staff.
  • The Bopca welcomes you and your party when you come in, and offers you food. Once a visit, not every time you step back in.
  • The food is real: say you eat and everyone who does gets a quarter of their health back. One meal each per day, free on this floor.
  • The Entering Safe Room card says who works there, the food, and the restrooms with toilets and showers.
  • A staffed safe room shows its Bopca on the map as a white dot inside the room.
  • Safe rooms on runs started before this update get the same description.
  • A reply from somebody you are talking to is no longer thrown out and rewritten just because it opens with the same two everyday words as an earlier line, like "I can't".
  • A scene that opens on the answer to what you said is no longer rewritten for leaving you out of it.
  • The food at the counter is eaten there: a bowl or a plate the Bopca serves no longer turns up in your Inventory afterwards.
  • Resting for a few hours on a bench or in a booth is a wait: you are asked first, as with any long wait, and you are no longer put to bed in a rented room you never asked for.

Every boss now has its own entrance and its own death

  • Combat
  • Narration

Walking into a boss's room no longer reads the same every time, and neither does killing it. Each boss has its own chamber, its own way of shutting you in with it, its own first appearance, its own music and its own death.

WHAT CHANGED
  • Every boss on the First and Second Floor has a room written for it: a goblin chief's war hall, a slime that fills the whole chamber, a kobold lord's junk throne room, a mind horror's lecture theatre.
  • The way out always closes behind you, and the opening always says you are locked in with the boss until the fight is over.
  • Each boss's music is its own, from a goblin field surgeon's sticky accordion waltz to a fairy executive's corporate anthem.
  • When a boss dies, the story tells how it goes down, off the blow that actually killed it and whoever landed it, and what happens to its room: its music ending its own way and the door letting you out.
  • The boss's name, level and tier still arrive on the BOSS BATTLE card, and you still make the first move.

ACTION UNAVAILABLE now means nothing happened

  • Combat
  • Items

When the game turns down your move in a fight, the fight now waits for your next line. Before, it could play on with you dodging in its place while the others took their turns.

WHAT CHANGED
  • If the one thing you asked for can't be done, no round runs: nobody moves, nobody attacks and no time passes. The card says why, and it is your move again.
  • Anything else in the same line that can be done still happens, the way it always has.
  • Drawing or swapping a weapon, saying something and going at a boss's weak point no longer use up your attack: "I draw my rifle and shoot the boss" draws and shoots in the same turn. A second draw or swap in the same turn does take your attack.
  • Throwing something you carry finds it even when you call it something a little different, like a typo or "my poisoned stars" for the stars in your bag.
  • If your opening story says you carry several of something, you start with five of them, a few is three and a couple is two.
  • Throwing weapons your story dips in poison start coated. A coated one that hits can poison what it hits, and one that misses keeps its coat when you pick it up.

Marksmanship now does what its levels say

  • Combat

If you shoot, your Marksmanship levels now change the dice in a fight the way the skill sheet always promised: steadier up close, less bothered by cover, and deadlier at the far end of your range.

WHAT CHANGED
  • From Level 2, a shot at twenty metres or less gets +2 to hit.
  • From Level 4, cover between you and the target counts one step lighter, and shooting past your weapon's normal range no longer gives you a worse roll.
  • From Level 7, a shot past half your weapon's normal range is a critical hit on a 19 as well as a 20.
  • It counts for guns, bows and anything else you aim, not for swings or throws.
  • The fight log shows the guard your shot was actually rolled against, and the cover that was there before your skill took the edge off it.

A boss's map is a Boss Map, and it says where it maps

  • Items

The map you take off a dead boss now sits in its own Boss Maps tab, named for the neighborhood it covers, and it tells you what it does: every mob in that neighborhood is on your map from then on.

WHAT CHANGED
  • A Neighborhood Map reads like "Neighborhood Map: The Orchard", one per boss, and looting the same body again does not hand you a second one.
  • The Borough Field Guide sits in the Boss Maps tab too.
  • Nothing on the first two floors is filed as a quest any more. Notes, letters and keys land in the tab that fits them.
  • A map taken before this update keeps its old name and description.
  • "Loot the boss" now loots the boss you just killed, even in the same line as walking on, and it no longer counts as asking to open your Boss Box.
  • A ring, glove or band in your Inventory that would raise a stat and is not on now stands out in the list, with a small tag such as +1 STR saying what it would add. The mark goes once you put it on.

Everyone who fights a boss with you is paid for it

  • Party
  • Items

A boss now pays one Boss Box per person, and that includes your companions. Everyone in your party who walks out of a boss fight with you gets a star after their name and a Boss Box of their own, which they open the next time you open yours.

WHAT CHANGED
  • Scratched The Paint, for your first hit on a boss, now pays a Survivor Box in the boss's colour instead of a second Boss Box. You still only get it if you walk out of that fight.
  • Companions who were not in the boss fight get neither the star nor the box.
  • A pet that came down the stairs with you counts too: it gets the star and its own Boss Box, and a crawler it kills is its skull. Its box stays sealed, since nobody can get into a pet's things. Animals you tame inside the dungeon get neither.
  • Your companions' stars and skulls show next to their names in the CREW menu.
  • When a companion who came down the stairs with you lands the killing blow on another crawler, the skull goes after their name, not yours.
  • Rewards already handed out before this change stay as they were.

Putting a monster in your Inventory does what you wrote

  • Combat

Telling your crawler to walk up to an enemy and put it in the Inventory now does exactly that, and never fires the gun in your hands instead. Mage Hand stays a spell when you cast it at something, and the board now offers to close in before a grapple or an Inventory grab.

WHAT CHANGED
  • A line that walks you to an enemy and puts it in your Inventory walks you there and tries it. If it is too far to reach this turn, you get as close as you can and are told why.
  • Nothing you did not ask for happens in its place: no shot, no swing.
  • Casting Mage Hand at a monster casts it from where you stand. The hand is honest about what it can lift, and tells you when the thing is too heavy or fighting too hard to carry.
  • "The one with the most health left" is now understood as a target.
  • On the board, an enemy out of arm's reach now offers Close in and grapple and Close in and put it in your Inventory, next to Close in and attack, whenever you can get there this turn.

Your party is in your contacts, and the dungeon closes mid-scene

  • Party
  • Narration

Every crawler travelling with you is now in your contacts, so you can message them one to one or start a group with them. And when the World Dungeon closes, the announcement appears the moment the voice arrives, with everyone's reactions after it.

WHAT CHANGED
  • Crawlers who join your party are added to your contacts on their own, marked as in your party. Pets and locals are not.
  • The party leader is still whoever has the highest total stats, and on a tie the current leader keeps the job.
  • The closing announcement used to come at the end of the scene, after everyone had already reacted to it.
  • Everyone no longer reacts to the closing announcement a move before it actually arrives.
  • The Blister Crawler is now the Drop Sticker, so a creature is never mistaken for one of the dungeon's crawlers. Its Rot Sticker card reads more clearly too.
  • The advancement card for your companions now just says who went up a level.
  • Casting Heal from the spell menu now counts towards your Spellcraft skill, the same as typing it.
  • When a spell's CAST button is greyed out, the reason is written right under the spell instead of only on hover.
  • The Flytrap Stand is now the Flytrap Grove, and several creature descriptions read more clearly.
  • The STUNT card that lists how each part of a combined move went now sits in your notifications instead of in the middle of the story.
  • The card listing what you picked back up off the floor after a fight is in your notifications too.
  • The loot card now just says who you looted and what you took.
  • After a boss falls, the winners on the BOUT DECIDED card are marked in green, and the boss is stamped DEAD.
  • Typing a Heal on yourself while you are already at full health no longer spends your mana. The System tells you that you are unhurt and the story does not pretend the spell went off.
  • Your crawler no longer types in Party Chat unless you ask them to message someone, and a party standing together with no reason to keep quiet now talks out loud instead of chatting.
  • Walking in on a boss no longer plays the first round for you. The fight opens on the room and waits for what you decide, and nobody moves until you do.
  • In a boss fight your first move always comes first, even when the boss is quicker. It answers straight after, and from then on the fight follows the order of battle.
  • A party member who tells you in the chat that they will heal now does it on your next move, with their own Heal spell or one of their own healing potions, and if they turn out to have nothing to heal with, the story says so.
  • A boss now goes for whoever is actually hurting it. It no longer turns its back on a ring of companions beating on it, taking a free swing from each, to cross the room to you after you have stepped away.
  • When you or anyone in your party is knocked out in a fight, a System card now says so straight away, with how many rounds are left before they bleed out and what brings them round.
  • Once you kill a neighborhood's boss, its room on the map is no longer a red boss square, and the street's card says who was killed there instead of that a boss still lives there.
  • A guild hall you can see through the fog in the distance is now drawn as the guild's diamond, the same as once you have walked there, and no longer as a square that looked like a safe room. Safe rooms are still yellow squares.
  • A fight write-up that described a miss as a blade sliding off someone was sometimes thrown out and rewritten for no reason. Misses are now written as clean misses, and a write-up that gets them right stays.
  • Time since last sleep no longer starts at zero. It starts from when you most likely woke up that day, going by the local time where your story begins and what your story says, so a crawler who was up all night arrives tired.

The Chat window answers like a chat

  • Interface

Your message shows up the moment you send it, and you see who is typing back while the replies come in.

WHAT CHANGED
  • A row of small dots under your message for each person who can answer. In a big group it is two names and a count, so a full party is not a column of dots.
  • If a message doesn't go, your words go back in the box and the reason is shown under it.
  • The window takes most of the screen from the start, so the box you type in stays where it is when the keyboard comes up on a phone.
  • Long last lines in the list of conversations are cut off with an ellipsis instead of running off the side of the window.

The empty safe rooms leave out a tray of treats

  • Items
  • Party

A safe room with nobody behind the counter now has a real tray of Experience Cookies and stat candies. You and each of your companions can take one a day, and it does what it says when you eat it.

WHAT CHANGED
  • Each tray holds its own mix: cookies, or candies that raise one stat by a point for good.
  • An Experience Cookie is worth 10 XP, shared as in the books: everyone else in the party, pets included, gets 1 XP of it and whoever ate it keeps the rest.
  • One treat per crawler per day, from any tray. Reach for a second and the System tells you how long until the next.
  • Eat it on the spot, or pocket it and eat it later. It does nothing until it is eaten.
  • Companions take their own on your word, each with their own daily limit. A pet can have the cookie.
  • You can walk in and help yourself in the same breath, and "take a treat" is enough: you don't have to say which. A cookie off the tray for your pet is the tray's, not one of your Pet Biscuits.
  • Ask for a cookie for your pet at a tray that only has candies and you're told there isn't one, instead of the dog getting one that never counted.
  • The tray is always full, and the story no longer describes it as empty. When somebody has already had today's treat, it says how long until their next one instead.
  • The tray is described heaped high, more than anybody could eat, never as a small pile.

Two new boxes to earn, and kneepads with spikes

  • Items

Put down enough goblins, or win a fight against a crowd, and the System sends you a box packed for the occasion: explosives in one, riot gear in the other.

WHAT CHANGED
  • Ten goblins earns a Silver Goblin Box: five sticks of dynamite, a lighter and a satchel of gunpowder.
  • Winning a fight against five or more at once earns a Gold Crowd Control Box: spiked kneepads, three Scrolls of Confusing Fog and five Potions of Iron Skin.
  • The kneepads send a tenth of every blow that lands on you back into whoever threw it, and nothing that needs a run-up gets one in on you: charging and trampling llamas simply stop. A dingo still bites, but cannot knock you down.
  • A Potion of Iron Skin makes every physical blow land at half for five minutes. It counts as a potion, so mind the wait between bottles.
  • The Torch spell now lights farther with every level: ten metres to start, and up from there.
  • Wisp Armor now lasts five minutes plus one more for every level of the spell.
  • When boxes open, each card is numbered in the order it opened, like (2/5).
  • There is no money on the First Floor, and the story no longer leaves coins lying around for you to pick up and never have.
  • The story no longer leaves cookies, candies, potions or other System goodies lying around that the game never put there, and no longer shows you eating or using one that did nothing.
  • Using something in a fight for a trick, like taping a spitting beast's mouth shut, no longer leaves it in your hand as your weapon. You keep fighting with what you held, unless you say you are hitting with it.
  • A mob that blows itself up on you still counts as your kill, but no longer counts toward whatever you last hit it with, and a fight you finish with your fists trains your fists.
  • Mobs do not make deals. The System's notes on goblins no longer suggest you can bargain with them: they will talk, and they will not negotiate.
  • Your kills by weapon now have a Self-inflicted row, for the mobs that blew themselves up on you and the llamas that choked on their own lava. It counts toward your total, but it is not a weapon: no awards, and it trains nothing.
  • Working a boss's weakness is now your move for that round instead of a swing beside it. The round log shows it on its own line, along with what it changed (every attack on the boss gets the upper hand, and it loses its resistances and its counter), the boss is weakened from that moment, and the narration shows it happen.
  • Going at a boss's weakness is now always a roll at the same odds, however you phrase it, and reaching into a boss to pull something out is no longer mistaken for trying to wrestle it. When the roll fails, the narration no longer tells it working.
  • In a fight, telling a companion to take "the other one" or "the little one" now sends them at a different enemy from yours, and "the one the dog already bit" finds the right one. The round log now also shows your companions' and pets' moves, not just yours.
  • Running at an enemy and hitting it in the same breath gets you there and lands one blow, not a full flurry: the second swing you earn at higher levels waits for your next turn. Close enough to reach it with an ordinary walk, you still get both.
  • If your background says what time it is, the opening no longer quietly replaces it. The world still ends at the same minute everywhere, so an early hour now carries you through the rest of your morning to that minute, and a later one becomes your own mistake about the time or your plan for later.
  • A background that has you at the end of a night shift now opens in the early morning, not as if it were nearly midnight.

The System notices your firsts, and your first hit on a boss

  • Items
  • Guide

The first floors now hand out more achievements, the way the books promise: your first potion, your first night in a safe room bed, your first loot window and more each get a card and a dry remark. Land your first blow on a boss and you get an achievement whose prize is only paid if you walk out of that fight.

WHAT CHANGED
  • Ten new small achievements for firsts: a potion drunk, something put on, a loot window, a safe room, your first boxes, a new contact, your first chat message, a good night's sleep, a night on the street, and somebody joining your party. Each comes once, with a joke instead of a box.
  • The first time you damage a boss, the System files an achievement and holds the prize. Survive the bout and it pays out a boss box of that boss's tier. If you do not, it keeps it.
  • Item, spell and skill descriptions carry a little more of the System's dry humour, and a few of the plainest ones have been rewritten.
  • Your guide can now tell you how bosses work in general: the tiers, why you cannot run from a bout, what a kill pays, and why you should look at an item before you use it. They still will not tell you anything about a particular boss.
  • Runs already under way are not handed a pile of firsts for things done hours ago.

A Neighborhood Map shows who is there, and the dead

  • Interface
  • Floors

Take a Neighborhood Map off a boss and that neighborhood now shows the other crawlers walking it as blue dots, and every body lying in it, alongside its mobs. It stays up to date as long as you hold the map, not just the moment you took it.

WHAT CHANGED
  • A dead crawler's body is a bigger cross on the map that pulses. Hover over it, or tap the street, to read whose it was and their level.
  • Bodies leave the map when they are gone: eaten, destroyed, or cleared away.
  • Where there is more than one body of a kind, the map puts a number in front of the cross.

Boss bouts open and close like the show they are

  • Combat
  • Interface

Walking into a boss's lair now seals the room and stops the world while the System puts up its bout card, with your party as portraits and a few unkind words about who the boss used to be. Win, and the System says so: your names go up as the winners, whatever the boss brought with it drops dead on the spot, and the doors open again.

WHAT CHANGED
  • The bout card shows everyone in the fight as a round portrait with their level, stars and skulls, then a Versus splash and the boss's name in heavy lettering. It fits a phone screen without scrolling sideways.
  • Every boss has its own short write-up from the System, and it reads the same every time you meet that boss.
  • When a boss dies, any of its creatures still fighting die with it. They do not count as your kills, but the experience for them is shared out as usual.
  • A boss you hurt and then had to stop fighting stays hurt. The next time you face it, the fight starts where you left its health.

Your party can have a name, and the System will announce it

  • Party
  • Interface

Whoever leads the party can give it a name, and the System reads it out when you step into a boss fight. If that is you, name it from the Crew tab.

WHAT CHANGED
  • The leader is whoever in the party has the highest total of their own stats, not counting anything they wear. On a tie, whoever leads now keeps it.
  • While you lead and somebody is travelling with you, the Crew tab has a party menu to name or rename the party. It costs nothing: no turn and no time.
  • If a companion overtakes you and the party has no name yet, they pick one themselves, and the System tells you what it is.
  • A companion who leads waits until the Tutorial is over before naming the party, so the name comes after the Guildmaster has finished with you, not in the middle of your first visit.
  • The party's name heads your side on the Boss Battle card, and the people with you may use it.

The llamas and the worst of the street mobs ease off, and the pouch can be turned on them

  • Combat

A pack of Bad Llamas could take a fresh crawler from healthy to the floor in one round of lava. Their gobs and kicks hit softer now: a herd still hurts, but it rarely kills you outright. And the glowing pouch at their throat is a weakness, as the System's notes always hinted.

WHAT CHANGED
  • Lava gobs from all the llamas do less damage and are a little easier to dodge.
  • Tramples, charges and kicks hit a point softer. How often they land has not changed.
  • Stop the lava from leaving one of those mouths, or burst the pouch while it glows, and the beast can die of its own weapon. It is not easy, and a miss leaves it spitting.
  • Killing one of the llamas by blocking its pouch is now told as your kill, and the story of that fight is no longer crossed out and written again for saying so.
  • A trick you open a fight with is settled once, by the fight. The story no longer tells it working just before the fight shows it failing, and saying you wait for the right moment to act no longer asks you how long you want to wait.
  • A handful of other creatures that hit far harder than their neighbours have been brought into line. On the First Floor: Goblin Bomb Bards' charges, Troglodyte Bashers' clubs, Brood Guardians' charges and Flytrap Groves' bites. On the Second: Kobold Riders lance once per pass instead of twice, and Danger Dingoes, Rev-Up Consultant Elites and Mind Horrors hit a little softer. They all still hurt, and they still land as often as before.

A new fight waits for your first move

  • Combat

When something new turns up while you are going after a creature that is already dead, the fight now opens with you choosing what to do. Your character no longer charges in and swings at the newcomers on an order you gave about something else.

WHAT CHANGED
  • What you say out loud in a fight is logged as just the words, not the name of the person you said them to.
  • A trick that does not come off reads "failed" in the fight log, the same as on its card.
  • Once a fight is won, it stays won. If you come round asking your friends to finish them off, the story tells you it is already over, and nobody gets a kill, experience or an award for a creature that was already dead.
  • Breaking away from a fight and saying where you are going now takes you there: "we keep going east" gets you clear and walks you on east in the same turn. If you only break away, you stay on that street, and a card says so if the walk could not happen. What you left behind stays where you left it, and the story no longer finds it waiting on the next street.

Your companions know when they level up

  • Party
  • Narration

The people with you see their own System notifications, so they know when they reach a new level or one of their spells gets better. Now and then, when the moment allows, they may bring it up, celebrate it, or brood on what it cost.

WHAT CHANGED
  • A crawler you meet again may have levelled since you last saw them, and knows it.
  • In chat, the crawlers you message know their own levels and what went up lately.
  • It never comes up in the middle of a fight or at a boss's door, and you still get no notice of your companions' spell levels yourself.

Spells level up, and every skill level counts

  • Combat
  • Party

Your spells now get better the more you cast them with mana, and so do your companions'. Every level gives something: a little more out of every cast, and at certain levels more range, more dice, a cheaper cast or something new.

WHAT CHANGED
  • Three casts take a spell to Level 2 and seven to Level 3. Scrolls, wands and gear that cast a spell do not train it.
  • Your Magic Menu shows each spell's level and what it gives you now. A card tells you when one goes up.
  • Magic Missile: from Level 3 you choose how much mana goes into a bolt, from 1 to everything you have. Say it in your line: "Magic Missile with 8 mana", "all my mana", "a weak one".
  • At Level 10, Magic Missile sets what it hits on fire, and at Level 15 it hits three times as hard.
  • From Level 3, Magic Missile still goes off when you are short of 5 mana: it uses what you have left.
  • A cheap cast trains a spell less than a full one: a 1 mana bolt counts as a fifth of a cast, and a big bolt never counts as more than one.
  • A number you name always counts, even in "a big one with 12 mana".
  • Breathing finally does something: it helps when you hold your breath through smoke, gas or water.
  • A skill that has gone as high as its bonus usually goes keeps getting a little better with every level after that.

Chat: talk to your party in silence, and message crawlers you have met

  • Party
  • Interface
  • Narration

Once your interface is up, you and the crawlers in your party can chat silently, and any crawler you shake hands or bump fists with becomes a contact you can message from anywhere on the floor. Chat shows up in the story, set apart from the prose, and in its own window under CREW.

WHAT CHANGED
  • The game decides whether people talk aloud or in chat: near danger, in a fight or in a boss's approach your party goes quiet and types. Ask to chat or message somebody and it goes by chat.
  • A handshake or a fist-bump with another crawler adds them to the new CONTACTS list in CREW. Nobody else can be messaged: not locals, not animals, and not your Game Guide on the first two floors.
  • When you offer another crawler your hand or your fist, a friendly one always takes it, a wary one might, and a hostile one never does. Some friendly crawlers will hold out a fist to you first, and you bump it there and then, so they go straight onto your contacts, even when you are about to open boxes or turn in for the night.
  • You can offer several crawlers your fist in one line, and simply asking somebody to swap contacts counts as offering. Your contacts list shows their stars and skulls, and a contact you message knows who is standing with them.
  • OPEN CHAT in CREW shows every conversation, the ones from the story included, with the thread on the right, or one after the other on a phone.
  • You can type there too. The people you message answer in their own voice, from what they know of you and what has been said before, and the story remembers it on your next turn.
  • Each message you send there counts as one of your turns and takes a minute of dungeon time, so anything the clock brings (an episode, a patch, the entrances closing) can arrive while you type. Chat that happens in the story costs nothing extra. Two or more contacts can be put in a group chat.
  • Contacts are never removed. When one of them dies, their chat says they are no longer receiving messages and closes, and that may be the first you hear of it. A group chat keeps them listed, and nobody answers in their place.
  • The floor is dangerous for everybody, not only you. Once in a long while another crawler dies somewhere you are not, so a contact can go silent while you are elsewhere.
  • Ask somebody in chat what they have on them and the answer matches what they really carry. Nobody mentions a potion or a weapon they do not have.

Magic Missile never misses

  • Combat

Magic Missile now always hits what you aim it at. A standard 5 mana bolt deals 2d6, a little less than before, since it can no longer miss.

WHAT CHANGED
  • Once the spell reaches Level 3 you can put as little as 1 mana or everything you have into a bolt, and it hits softer or harder to match.
  • It still has to reach: something too far away, hidden from you, or a moment when you cannot see is refused, and costs you nothing.
  • Cast without naming a target, it goes at the nearest thing you can see.
  • The same goes for companions who cast it, and for scrolls of it.

Other crawlers come down when their number says they did

  • Floors
  • Party

Every other crawler on your floor now went down the stairs at their own minute of that first hour, and their number shows when. You will not meet somebody who was still on the surface when you came down until they have actually arrived.

WHAT CHANGED
  • Go down early and the floor starts nearly empty of other crawlers; more of them come down as the first hour runs on.
  • A crawler who came down a few minutes ago is still shaking and talks like it. One who has been down a while has fought things, may already be a level up, and sounds like it.
  • Their stories fit when they went: the first ones were standing right by an entrance, the last ones held out on the surface as long as they could.
  • Family who come down with you share your family name on their nameplate: your sister is Lena W. beside your Jonas W., not Lena 2.

The World Dungeon closes, and everybody feels it

  • Floors
  • Narration
  • Party

An hour after the game starts, the entrances close and the System tells every crawler so, whatever you are in the middle of. The people with you react to the numbers in it, and so do you.

WHAT CHANGED
  • The announcement comes when your clock reaches four days and twenty-three hours left, even in the middle of a fight or a conversation, once.
  • Over that turn and the next, your companions, crawlers standing near you and your guide react out loud to how many people are already gone. Alone, it plays out in your own head.
  • Only the people where you end up react: crawlers you just walked away from stay behind, and the announcement itself is the System's card, not retold in the story.
  • The System's announcements to every crawler, like the stairwells appearing, a new episode and patch notes, now end the way it likes to end them: kill, kill, kill.

After a fight, somebody says something about it

  • Combat
  • Narration
  • Party

When a fight you played out round by round is over, one of your companions, or your own thoughts if you are alone, now picks out something that really happened in it: who nearly died, who saved whom, who did the heavy lifting, or how the last one went down.

WHAT CHANGED
  • It is always about what actually happened in that fight, never made up.
  • It sounds like the person saying it, with how they feel about it, and names what you fought, rather than reading out a tally.
  • Pets react the way animals do, with a look or a nudge, not with words.
  • It changes from fight to fight, so you do not hear about the same thing every time.
  • Fights the game settles quickly for you do not get one.
  • When you try to get away from a fight and fail, the fight log now says why: something kept pace with you, and the next try gets you clear. The story no longer has something grab hold of you when nothing did.

The bag you walked in with is packed

  • Items

If your background says you carry a toolbag, a sewing kit, a camera bag or similar, it now arrives with the ordinary things such a bag holds, so you can reach for them later.

WHAT CHANGED
  • Up to five everyday things per bag, decided once when you arrive and listed in your Inventory from the start.
  • Only plain tools and supplies: no weapons, potions, medicine or ammunition turn up in a bag, and nothing new appears in it later.
  • A first-aid kit can hold plain dressings like gauze, plasters and tape, but never potions or the System's own bandages.

Walk as far as you ask, and share your potions

  • Floors
  • Party
  • Items

A walk now goes all the way to where you said, over streets you have never walked too, at any level. It only stops early for something real, like a fight or somebody you have not met yet. And a companion told to drink who has no potion of their own drinks one of yours.

WHAT CHANGED
  • Name a street you know, or a safe room or guild hall on your map, and one turn takes you there, however many streets away it is.
  • Two more streets east, or as far as we can, walks that far in a straight line, until the edge of the floor.
  • Every street you cross shows up on your map, and the clock charges the time for each one.
  • Head a way to look for a safe room, like "we go south to the safe room there", and you go to the nearest one that way on your map, not one off in another direction. If there is none that way, you still walk the way you said.
  • A fight on the way, or crawlers you have not met yet, stop the walk on that street. A street you have never seen and that is not on your map still cannot be walked to.
  • A fight that meets your walk is the reason it stopped, so no card tells you that you are not there yet on top of it. Leaving a room and then walking two streets east now counts as a straight walk, and a walk that does stop short says so plainly instead of claiming you never said where to go.
  • Tell a companion to drink a potion they do not carry and you hand them one of yours. Say it has to be their own, and they still refuse.
  • When the whole group drinks, those without a potion get yours while they last, and you keep the one you are drinking yourself.
  • And the story shows you drinking yours, not only the potions the others drink or you hand out.
  • The ordinary potions of the first floors taste awful, and whoever drinks one down by hand will probably let you know. Using one straight from your hotlist or the DRINK button skips the taste.
  • Companions no longer open a line the same way they opened an earlier one, like the same story about a sister twice.
  • In a fight, a creature that blows up is told once, before the people it caught, so one blast no longer reads as two.

Every box you get comes with an award

  • Items
  • Party

You no longer get a loot box out of nowhere. Every box you hold was the reward on an award you have read, and your companions earn theirs the same way.

WHAT CHANGED
  • The extra box handed out at the door, and the one the Tutorial used to top you up with, are gone. What you hold when the Tutorial ends is what your awards paid.
  • Companions who came down with you get two awards of their own, each with a box. The System names them in its one-line summary of their boxes.
  • A companion who joins you later gets their awards and a short notice when they do.

Fewer cards telling you no

  • Interface
  • Items
  • Party

The System stops interrupting you with refusals you did not need. Plans for later, group orders and things another card already explained no longer put up a card of their own.

WHAT CHANGED
  • Heading for a safe room to open your boxes there no longer gets a refusal on the way. The boxes wait for the door, and the note is in your notifications.
  • Saying your boxes stay shut, or that you will open them later, no longer reads as trying to open them.
  • When the whole group drinks and somebody has no bottle of their own, their note goes to your notifications instead of the screen, as long as somebody drank.
  • A spell you could not afford is refused once, not a second time for the weapon you were not holding.
  • Something you cannot reach from behind a safe door gets the one card saying where it lies, not a second one saying nothing was taken.

Fewer System notices telling you what the story already said

  • Narration
  • Interface

When something you tried does not happen, the story now says so and why. Where it already has, the System's notice saying the same thing stays out of the way and waits in your notifications instead.

WHAT CHANGED
  • Before each scene, the storyteller is told what the System will refuse on your line, so the scene can show it not working and why.
  • If the scene makes that clear, the notice is not drawn under it. If there is any doubt, the notice shows exactly as before.
  • Every notice that is not drawn is still in your notifications, with the rest of that turn's.
  • Notices that list what you can do instead, like the ones on the combat board, always show.

Pets get crawler numbers, and every number reads like a nameplate

  • Party
  • Interface

A pet that comes down the stairs with you now gets its own crawler number, close to yours, and its card says what kind of animal it is. Every crawler number is written with a hash sign in front and commas between the groups of digits.

WHAT CHANGED
  • The lowest crawler number anyone can be given is now five thousand, so going straight down the stairs is rewarded with a number close to that.
  • A pet's card and its row in the party panel show its number and a Race line, such as Race: Cat. For a dog or a horse whose breed the story has named, the breed comes after it, such as Race: Dog (Springer Spaniel).
  • Your pet keeps its own name. It is still a pet, not a crawler, until something in the dungeon says otherwise.
  • Numbers already given out in earlier runs stay exactly as they were.

Your guide remembers what you asked, and answers without a blank wait

  • Guide
  • Speed

Your guide now remembers what you have said to them, so your first question is treated as your first. While they think over an answer, the screen says so, and nothing jumps around once it has appeared.

WHAT CHANGED
  • The story now always calls your guide by the right pronoun, as it does in their own lines.
  • The guide knows how many times you have asked them something, and what you asked most recently, alongside what they told you.
  • While the guide is choosing their words after your part of the scene, the waiting line names them, instead of saying the story is done.
  • At the first meeting, the moment before the guide speaks is written straight away rather than after their whole talk is ready.
  • Walking back into the guide's room, the room's notice appears before the guide speaks and stays exactly where it was shown.
  • When the Tutorial ends, the System counts your boxes and how many each of your companions holds. Your guide gives the same figures.

Search your notifications

  • Interface

The notifications list has a search box and a row of filters, so the card you are looking for is a few letters away instead of a long scroll.

WHAT CHANGED
  • Type any word from a card to find it. Every word you type has to be on the card.
  • Filter by awards, levels and skills, items and boxes, combat, tooltips or everything else the System says.
  • The list tells you how many cards match, and Clear puts everything back.
  • Close stays at the top of the list however far down you have scrolled.

A box holds one or two things, and you see what came out of each

  • Items
  • Interface

Loot boxes hand over fewer different things and more of each: a Bronze box holds one or two kinds, a better box a few more. What came out is shown box by box, cheapest box first.

WHAT CHANGED
  • Three ordinary boxes no longer spill ten different kinds of thing into your Inventory. Expect the one interesting find, your stat ring and a good stack of something useful.
  • When a box picks a kind of supply, it gives more of it than before, so the boxes are not worth less.
  • Healing potions are the first supply a haul reaches for.
  • With an animal in your party, a Pet Box is full of Pet Biscuits again and holds nothing meant for people, and your other boxes usually carry a stack too.
  • Each box opened gets one notice with its name and its contents, from the least rare box to the most rare.
  • Your companions' boxes follow the same rule.

The people around you came down when you did

  • Floors
  • Party
  • Narration

Crawler numbers now follow the order people went down the stairs, and the crawlers you meet on the first two floors come from your own part of the world.

WHAT CHANGED
  • Numbers are easier to read, with the thousands grouped: 24,512 rather than a run of digits.
  • Whoever came down with you has a number close to yours, never the same one, and no number repeats in a playthrough.
  • Anyone already standing on the first street when you arrive went down before you, and their number says so.
  • Each crawler remembers how quickly they went down, who with, and where from.
  • If you do not say where you are, the opening names a real town and country, and the rest of the floor follows from it.
  • A conversation on the street outside the first guild hall finishes before the door takes you in.
  • Typing your home town means the crawlers you meet on the first two floors are from that part of the world.
  • Before you have a map, if you name a direction the story tells you which way that is from where you stand.

The first streets hurt without killing you outright

  • Combat
  • Items

Ordinary mobs on the First Floor hit a little softer, so a careful crawler is rarely knocked out in the opening hours. A fight still costs about a third of your health.

WHAT CHANGED
  • Two mobs that hit like elites now hit like the rest of their level. Bosses are untouched.
  • Rat-kin fight with their own weapons now, the way they were always meant to.
  • Saying you walk on, or head for another street, in the middle of a fight now breaks away from it, and the list of what you can do always shows the way out when there is one.
  • When something cannot be done in a fight, the story no longer has an enemy jump in your way that never moved.
  • What your background says you carry is on you from the start: the jacket worn, the wrench in your hand.
  • Telling your crawler to hit something across the street walks them over and swings.
  • Breaking off a fight says honestly what it costs.
  • Whatever your background puts in your hand is what you swing.
  • A fight that stops for you starts with the creature still a few steps off, as the story says.
  • Putting on a ring, or feeding your pet in a fight, no longer shows a refusal card.
  • A page that stalls while loading now reloads itself.
  • In a fight you can throw a loose rock or a brick off the floor without saying you pick it up first, as long as you can lift it, and a kill with it counts as a throw.
  • Hitting something with whatever you carry, a water bottle or a flask, is swung like any improvised weapon. A kill with it counts for that, not for the floor itself, and it trains Improvised Weaponry.
  • The System's note on how you came down knows what you fight with.
  • Rat-kin always carry something they took off somebody else.

The guide answers sooner and keeps count

  • Guide
  • Speed

On a visit to your guide the story and the guide now start together, so the room is on screen in a few seconds and the guide speaks right after.

WHAT CHANGED
  • A slow morning no longer cuts the guide off in the middle of the first meeting.
  • Your guide now answers over a faster, steadier connection, so the first meeting comes with far less waiting and a busy morning no longer leaves them quiet.
  • Your guide knows everybody's health as it is now, not as the last fight left it.
  • Ask about your fights and you hear every fight since your last visit, with each person's share of the damage.
  • A plain thank-you gets a nod and lets you go.

WEEK 41

5 to 11 October 2026

Your guide has a life of their own

  • Guide

The person who meets you in the first guild hall is a former crawler with a past, and they now speak for themselves wherever you find them, the first meeting included.

WHAT CHANGED
  • Ask about their past and you get names, places and the floor they climbed out of. The worst of it they keep back until they know you.
  • Every figure they quote says what it counts, so it reads as 27 of 42 health rather than a bare number.
  • Hurt when you walk in? They tell you to heal or rest before anything else.
  • They will hint that a boss has a weakness, never which one.
  • Asked about race and class, they say the choice comes at the start of the Third Floor, and no more than that.
  • Nothing is said twice in one visit, and nothing they say is cut short.

The fights that matter wait for you

  • Combat

Your first fight, your first fight with a new kind of mob, and every fight with a crawler or a boss now stop and ask what you do. A rematch with something you have already beaten, with no real danger in it, can settle on its own.

WHAT CHANGED
  • The very first fight is played one round at a time and written close.
  • Say you want to go out and grind, and the easy fights stop interrupting.
  • Something may still jump you unasked. Your own blows, shots and spells are only ever the ones you asked for.
  • Other crawlers on the First Floor can fight you now, and their stars and skulls are on every nameplate.

People feel the end of the world

  • Narration
  • Party

Most of the world just died, and the people around you now act like it. Grief, anger, doubt and remorse show up in the story, and they are remembered afterwards.

WHAT CHANGED
  • The opening is built from the life you chose and never repeats or changes what you wrote. Whoever dies in it may be somebody you knew.
  • Feelings come at the moments that earn them, through your own thoughts or the people with you, and what someone felt stays on their record to be built on later.
  • Now and then the System mocks a feeling. Rarely.
  • The reactions rotate between people and forms, so the same beat does not come round turn after turn.

The story stops saying your line back to you

  • Narration

A turn now starts at what your line causes. Talk opens on the reply, not on your own question quoted back.

WHAT CHANGED
  • Speech is always in quotation marks and always says who spoke.
  • Other crawlers go by their first name in the story. Their full name stays on chips, cards and the board.

Faster turns, and no more stuck stories

  • Speed

Turns come back quicker, and a paragraph that starts repeating itself is caught and rewritten before you read it.

WHAT CHANGED
  • A turn is saved before it could time out, so a slow one is no longer a lost one.
  • A busy server is asked again once, quietly, rather than failing your turn.
  • The loading lines and animations while you wait were redone.
  • Signed-in sessions no longer drop out at random during daily play.

Knocked out, not dead

  • Combat
  • Party

A blow that would drop you leaves you unconscious at 1 health, and the rest of your party fights on without you. Zero is still dead.

WHAT CHANGED
  • You get ten rounds before you bleed out, a companion five. That is on purpose: your party gets a real chance to reach you.
  • Nothing aims at a body that is already down.
  • Stunts: put several actions in one line. The first goes at normal odds and later ones at a small penalty, and anything that did not happen is explained.
  • The game sets the difficulty of anything you improvise, and tells you why it went the way it did.
  • Walking away from mobs is read as breaking off, and they get their chance at you as you go.
  • Your first trap will not kill you, unless you are playing on Insane.

Loot windows, and picking things up

  • Items

A dead mob, boss or crawler is looted through its loot window, opened when you ask, all of it in one go. Anything lying around that you can lift goes straight into your Inventory.

WHAT CHANGED
  • What a dead person was wearing stays on them, so you take it off by hand.
  • Pick something up and put it on in the same line.
  • Things you make use up their parts, and stay in your hand afterwards.
  • Potions and doses are counted per person, and a drink the story describes stays drunk.

OPTIONS stays put, and the menus live on the edges

  • Interface

OPTIONS is always the last button in the top bar, above the countdowns, on every screen. On a phone the menus and the map open from the left and right edges.

WHAT CHANGED
  • A new turn never opens a drawer on you.
  • The difficulty descriptions are now in the System's own voice.
  • A notification log keeps every System card, so nothing is missed.

WEEK 40

28 September to 4 October 2026

Sign in with a code, and delete your account yourself

  • Account

Forgot your password? A code in your email resets it, or signs you in without one. The privacy page says what the game keeps, and has a button that deletes your account.

WHAT CHANGED
  • Deleting removes your runs, your transcripts and your sign-in.
  • The privacy page is reached from OPTIONS and from the sign-in page.

The Second Floor is open

  • Floors

Take the stairs and the game saves you at the bottom. From that save you can start on the Second Floor as often as you like, with the party you brought down.

WHAT CHANGED
  • The Second Floor has its own map and its own calendar: six days, stairwells open from the first hour.
  • An hour in, the show goes live, and your views, followers and favorites start to move.
  • Brindle Grubs clean up the bodies, and after the mid-floor skip something else hatches out of them.
  • Relieve yourself anywhere but a bathroom and you will regret it. You are warned first.
  • Gold drops from mobs and bosses here, though there is nothing to spend it on yet.
  • Each floor has its own leaderboard.

Every lair has an approach

  • Floors
  • Combat

A boss lair now has a way in that the boss's own mobs hold. Clear them and the door opens. You are warned twice: stepping into the approach, and going through the door.

WHAT CHANGED
  • The warning names the boss's tier and how many levels it has on you.
  • A cleared approach stays cleared.
  • A boss fight cannot be run from, not even into a safe room.

Spells from the books, and guns that come loaded

  • Items
  • Combat

Spells now come from the books where the books have them. A gun out of a box arrives with ammunition, and a magazine counts its rounds.

WHAT CHANGED
  • Drinking a potion in a fight is a bonus action.
  • Each round of ammunition is spent once.
  • Spells that only ever target you say so in the blow-by-blow.

The CREW tab, and companions who carry their weight

  • Party
  • Items

Pets and vehicles get their own CREW tab, with fuel. A companion's gear works exactly like yours, and whatever you hand them goes in their kit.

WHAT CHANGED
  • When you open your boxes, everybody with you opens theirs, and you get a short summary of their haul.
  • Other crawlers on the street come when you call, depending on how they feel about you.
  • Everyone starts the dungeon at level 1. Nobody has had time to train.
  • You can barter with other crawlers. There is no money on the First Floor.
  • Gear resizes itself to whoever wears it.

WEEK 39

21 to 27 September 2026

Turning on a companion

  • Party

Attack someone in your party and the game asks if you are sure. Say yes and they leave the party and fight back, and the others pick a side based on how you have treated them.

WHAT CHANGED
  • A companion told to stay back stays back.
  • An animal can be named, and keeps the name.
  • A gift counts once.

What you read is what happened

  • Narration
  • Combat

A paragraph that contradicts the game's own record is struck through and written again. A fight the story describes is the fight the game counts, mob for mob.

WHAT CHANGED
  • Searches, hand-overs, pick-ups and which weapon you meant are read from your whole line, not guessed from single words. Fewer bats filed as jewellery.
  • Where a turn could not do what you asked, a card says why.

A heads-up before the moves you cannot take back

  • Interface
  • Floors

Before entering the dungeon, a boss lair or the stairs down, before a long wait, or before anything that runs past the time left, the game stops and asks. No cancels as if you never pressed send, and the turn is not counted.

WHAT CHANGED
  • A move that will surely kill you says so loudly.
  • Yes runs the turn exactly as you wrote it.

Sleep rough, or sleep well

  • Floors

Only a safe-room bed makes you Well-Rested. You can sleep on the street to shake off being tired, but something may find you there.

WHAT CHANGED
  • A sleep with no length given is a full night.
  • A safe room is the one door that opens in the middle of a fight. The guild hall is not.
  • The game tells you when the nearest safe room is out of reach, and which way it is.

The long middle of the floor, skipped

  • Floors
  • Speed

Turns keep a steady pace for the whole floor. Once a floor, the System skips you through the long middle in a single montage, and what those days earned you is waiting in your notifications.

WHAT CHANGED
  • It happens the first time you sleep properly in a safe-room bed while genuinely tired, or failing that around hour 31.
  • You wake where you lay down.
  • Level-ups and awards from the skip land in your notification log, not on top of the scene.

The lair door opens when you ask

  • Combat
  • Floors

Boss lairs no longer turn you away for not killing enough guards first. A clear warning stands in front of the door instead.

WHAT CHANGED
  • Achievement cards announce their name, then say what earned it, then the reward.
  • Your first guild hall arrives in steps: the room, the person in it, then their name.

WEEK 38

14 to 20 September 2026

A calmer composer

  • Interface
  • Narration

The composer and buttons lock while the dungeon decides, so a double tap no longer sends a line twice. The narration dial is Little, Medium or Much.

WHAT CHANGED
  • The Tutorial completes the moment you walk through a guild door.
  • Take the boss on the suggestions row goes straight in.
  • A safe room is never mistaken for the way down.
  • Signs for the real guild are hard to spot, as in the books. The bright handwritten tutorial sign is a trap.

WEEK 37

7 to 13 September 2026

Steadier saves

  • Speed
  • Interface

Every turn is saved whole or not at all, so two tabs on one run no longer trip over each other. A story caught in a loop is cut off and your input comes back.

WHAT CHANGED
  • Clicks on the expanded map land on the tile you meant.
  • The stairs you ask for are the stairs you take.
  • Bikes: equip one and you are on it.

WEEK 36

31 August to 6 September 2026

The board says no as rarely as it can

  • Combat

The fight board only comes out for a fight that could go wrong, and it refuses as little as possible. Try something, and the dice decide.

WHAT CHANGED
  • A boss weakness is something you do, not a spot you hit.
  • A mob that blows itself up to get you counts as your kill.
  • Trap achievements name the trap and how you set it off.
  • Every point of damage is the game's, worked out before the story is written.

WEEK 35

24 to 30 August 2026

Choose a life, and bring a mount

  • Narration
  • Party

Start as one of ten drawn lives, or type your own, and the kit you carry is filed from it before the story starts. Mounts arrive, and a party can be much bigger.

WHAT CHANGED
  • The game is called Dungeon-Crawler now, everywhere.
  • Every body has something on it, and how much depends on what it was.
  • Traps wait at the entrances.
  • The way down is drawn as stairs on the map.

The storyteller hands back the dice

  • Narration

The game now reads your line and settles the dice before a word is written, and the storyteller only writes. It used to do both, and it graded itself kindly.

WHAT CHANGED
  • Think the System got a turn wrong? Challenge it from the turn itself.
  • A pressable CAST casts, and a blocked one says why.
  • Every verb a menu offers works.

WEEK 34

17 to 23 August 2026

Companions, pets and the leaderboard

  • Party
  • Items
  • Interface

Your party can trade items, and companions earn their own levels. Your dog mends, eats and shows on the map. Descend and your run goes on the leaderboard.

WHAT CHANGED
  • Mana and potions are in every box, and DRINK is free.
  • Read a tome with a button instead of a turn.
  • Aim a spell before you pay for it.
  • A night's sleep costs a night.

WEEK 33

10 to 16 August 2026

A fight the game owns

  • Combat

Fights get initiative, a board and stances. Each input is a stance for the round, and the game rolls every blow.

WHAT CHANGED
  • Leveling is a quarter faster.
  • A fight nobody could win is thinned, and the game tells you so.

Open on a life, and a floor that can kill

  • Narration
  • Items
  • Interface

The game opens on who you were before, not on an announcement. People down here get voices, the floor can kill you, and a run gets an ending worth reading.

WHAT CHANGED
  • Spells come from a closed catalogue, with tomes and scrolls. Technology works and runs out.
  • Bosses get a room and a weakness.
  • One OPTIONS button on every screen, a text size, and your settings follow your account instead of your browser.
  • A send button on the composer, and a way back to the line you typed.

Feedback, and a free game with a meter

  • Account

The game is free and its turns are metered. A short note about what you make of it keeps the meter topped up.

WHAT CHANGED
  • A half-written note survives closing the feedback sheet.
  • Dates and times are shown on your own clock.

WEEK 32

3 to 9 August 2026

The doors open

  • Floors
  • Interface
  • Items

The first week: a front door, a First Floor generated fresh for every run, guild halls behind real doors, and a way to win by going down the stairs.

WHAT CHANGED
  • Crawler numbers are handed out in the order people get down the stairs.
  • The Inventory works the way the books say it does.
  • Skills, a hotlist, and a minimap worth clicking.
  • Metric everywhere, and a column for every weapon.