PATCHSep 10, 2026
Patch Notes 0.5 — The Daily Dungeon
Greetings, Masters.
The Dungeon opens today, and the tower it sits beside has been rebalanced from the creature up.
THE DAILY DUNGEON
A run a day, separate from your expeditions and resolved on the spot. No Arbiter, no interference points, no waiting on prose, no permadeath — a branching map of doors, and you pick your way down.
Every door is a choice with a price. A regular fight is a pack. An elite is fewer, heavier bodies and worth the detour. The boss is the door the whole descent walks toward.
During Daily Dungeons, Heroes can equip temporary items that increases Hero stats to help Heroes go deeper in the dungeon.
Daily Dungeon will be one of the ways to raise Heroes and strengthen them without the risk of permadeath in Expeditions.
When clearing a daily dungeon, you can gain XP, Gold and a Random Loot.
THE TOWER
Monsters fight like themselves. Four out of five creatures in the game resolved to the same archetype — heavy, slow, no magic defence — and the nimble one had never once fired in the history of the game.
They now read their own stat block, so a Goblin Scout skirmishes and an assassin is an assassin.
Something new is on the board: the Phantom archetype. Hard to touch with steel and hard to touch with a spell, and it dies to two solid blows. Every other creature has an obvious answer; this one refuses the question.
Nine regions got a faction. A theme without one drew from anything that shared a biome — up to ninety-two species deep — which is how a knight, a lizardman shaman and a cloud giant ended up in the same cave.
The Tide Throne, the Buried Market, the Winter Host, the Scaled Court, the Long Shift, the Hellmouth Bastion, the Deathless Court, the Stormriders and the Whisperers now hold their own ground, alongside three militant orders who kept every discipline of their faith and lost the thing it was for.
Floors one through ten are built for two heroes. From floor eleven down they are built for three, which is when the third slot is yours anyway.
HEROES
Promoting a Novice is finally an upgrade. A Thief had less than half a Novice's health, and lost to it on evasion, defence and accuracy too — the novice class was the second-toughest body in the game.
Thieves are tougher, Novices are what they should always have been, and the Thief keeps the trade it was designed around: slips a hex, does not slip a halberd.
Your male heroes are men. and female heroes are women, A third of every hero ever summoned carried a biography that contradicted their own sheet.
Heroes finish their sentences. A spoken line was cut at exactly 160 characters wherever that landed, so heroes were reading half a word and stopping. They now speak to a budget and stop on a boundary.
FIXES
Potions can be given to a hero again. The sheet said equipped, the server refused it, and nothing told you — so the potion was back in your stash the next time you looked.
A wiped party can no longer clear a Survival floor. The hold clock was the entire verdict, so a party that went down on the last round was told it had held, and banked the clear, the experience and the floor.
Heroes deploy at full health. Equipping anything that raised maximum HP left the extra unfilled, so a hero read as wounded for no reason you could see.
INTERFACE
The navigation bar has been rebuilt for phones, and so has the arena. PvP was the worst offender — a stage built for a desktop window, squeezed. It is now laid out for the screen it is on.
The home dashboard, the footer, the dungeon battle screen and the run map all got the same pass.
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The Heroes in the image banner are the top three ranked heroes as of date.
From left to right
Mercadrum Sanctean (★★★★★) from Dimension #110 - Telaithas
Freyzan Steeltribe (★★★★) from Dimension #51 - Ironobor
Basna Ordinrender (★★★★) from Dimension #110 - Telaithas