Patch Notes v0.6.0 The community found the cracks and we went in after them. Bosses learn their place, the talent trees get a feeding, your ale gets a golden pour, and a long list of things that quietly did nothing now loudly do something. Bosses take the last room Apex monsters now carry a Boss tag: Lich, Beholder, Hydra, Iron Golem, Pit Fiend, Dragon Wyrmling, Owlbear and the Dark Cultist. Bosses can only be placed in the final room before the treasure, one lair per floor. In exchange, every boss radiates a floor-wide lair aura while it lives. The Beholder's Tyrant's Gaze sharpens every trap on its floor by +2 DC. The Owlbear's Apex Musk gives its fellow Beasts +2 damage. The Hydra's Spawning Blood regenerates Beasts every combat round. The Iron Golem's Forge Heat hardens Constructs and feeds every burn. The Pit Fiend's Cinder Court scorches the party at the start of every combat on the floor, and the Dragon Wyrmling's Hatchling's Fear sends adventurers in already Demoralized. The Lich's habit of raising fallen Fleshbags as skeletons now has a name: Grave Shift. The dead clock back in. Bosses still show in the build menu for other rooms, greyed out, with the placement rule spelled out in red on their tooltip. Old saves with bosses in the wrong rooms are handled automatically: those rooms are demolished with a full refund of the charge and summon souls, so you can rebuild the lair where it belongs. Stacking a floor wall to wall with legendaries stops being the answer. One apex, a floor built around it. Eleven new talents Dark Menagerie: Corpulence (Fleshbags +5 health per rank), Stone Sinews (Constructs +4 health per rank), Ectoplasmic Feast (Ghosts heal when they turn incorporeal), Alien Minds (Aberration ability saves get harder). The Killing Floor: Salted Blades (trap poison and bleed tick harder), Grand Finale (the trap room closest to the treasure always triggers twice). The Golden Pour finally fills out: Cover Charge and Word of Mouth grow your food shop inco...
Patch Notes v0.4.0 Demo feedback round. Thank you to everyone who filled out the feedback form, posted in the Steam discussions, and left reviews. Nearly everything in this patch came directly from your reports. New: The Codex Added a Codex button next to the Menu button. It answers the most requested questions from the demo: Adventurers: every class with their strong and weak saving throws, so you can build floors that target what your visitors are bad at. Monsters & Traps: full stats and abilities for every trap and monster you have purchased. The rest stay hidden until you find them. Effects: what every status effect (Bleed, Poison, Burn, Hexed, and friends) actually does. Basics: how saving throws, souls, treasure baiting, currency, and trophies work, in case you clicked away a popup and want to read it again. Talents now visibly apply to built rooms Trap DC and damage numbers shown in the dungeon, the shop, and floor unlock choices now include your talent bonuses. The bonuses always applied in combat, but every displayed number showed the base value, which made talents look broken (and made it look like you had to demolish and rebuild to get the upgrade). Trap DC tags under built rooms update the moment you buy a talent. The talent tree tooltip refreshes immediately after spending a point instead of showing the old rank until you re-hover. Trap Apprentices now shows its +DC on floor tags while a Kobold is alive on that floor. Bone Horde now adds the second monster to already-built Skeleton Warrior and Lich rooms too, not just plain Skeleton rooms (they share the bone-summoning rule, but the talent only retrofitted plain Skeletons, so the others needed a demolish and rebuild). Old saves are repaired automatically on load. Fixed floor-unlock trap tooltips showing placeholder stats (Damage 10 / DC 10) for every trap. Soul economy clarity The stats panel has been rebuilt: each floor is now ONE block showing its gold per minute, clearly labeled "Souls earned" and "S...
The biggest update yet for the Inn Over Your Head is here! New adventurers to hunt, new ways to build, and the game now speaks 30+ more languages.Elite AdventurersEleven legendary adventurers now roam the land, and every one of them has heard about your tavern. Each elite comes with a unique portrait, voice lines, and their own party of allies. Kill them and claim a one-of-a-kind Trophy with a powerful passive effect (burning kobold monsters, crit-chance spike traps, regenerating dungeons, and more). Fail, and they'll walk out with your treasure... but they might come back for round two. Slaying your first elite unlocks the brand new Relic Room to display your conquests.Talent TreeA full talent tree with 30 talents across 4 tiers. Shape your dungeon your way: cheaper traps, deadlier monsters, new room types, and build-defining unlocks.Character SheetsClick any adventurer to open their full character sheet: class artwork, ability scores, their four abilities (unlocking as they level), and every debuff currently ruining their day. Learn their weaknesses. Every class has a dump stat, and now you can exploit it.LocalizationThe game is now playable in Simplified Chinese, Spanish, Brazilian Portuguese, German, and many more languages!Sound OverhaulAttack, ability, and death sound effectsConstruction and monster-summoning soundsReveal stingers when new mechanics unlockVoice line audio for adventurer barksVisual & Camera PolishNew camera zoom stages that expand as your dungeon grows. You start focused on the tavern and earn the depths.New construction art while rooms build, and summoning circles while monsters materializeGlowing highlights guide you to the next new thing to discoverAdventurers now properly keel over when they die instead of moonwalking out of the roomA FriendThere is a toad in your tavern now. Click him. He has opinions, and occasionally, actual advice.Analytics & Endgame StatsPer-floor soul gain/loss tracking with rolling averages, plus food shop earningsN...
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