Update 1.4.0 — Hall of Heroes Your fallen explorers finally leave something behind. Hall of Heroes A new Ascension node, Hall of Heroes (5,000 Sigils, no prerequisites), opens the Hall tab. From then on, every explorer or Great Abyss party member who falls in battle is enshrined with an epitaph — name, class, depth, kills — and turns into Memento, a new currency that survives every reset, Ascension included. Memento scales with kills, not deaths: a long, hard-fought life is worth more than dying fast. Depth adds a gentle bonus on top. The Hall keeps a Named Board (top 30 epitaphs) and a Recent list, plus a tally of the fallen by location. The Hall tree — 12 nodes, all with a cap Mourning: Lantern of Memento (more Memento), Night of Requiem (Memento keeps accruing offline, at a share of your recent online rate), Bond of the Retold Tale (stronger Chronicler party bonus in the Great Abyss). Bequest: Blessing of the Fallen — raises the Vessel weight of your economy upgrades (XP, conversion, generator and their Legacy counterparts) by +0.1 per level, on top of Permanent/Legacy Vessel. Also Inherited Wisdom (research speed), Return to the Soil (farm nutrients & materials), Keepsake Vial (alchemy reagents). Legacy: Legacy of Research (re-research cap, up to 9), Legacy of Alchemy (recipe ceiling, up to 16 tiers), Legacy of the Farm (farm upgrade caps), Legacy of the Dream Road (offline cap up to 44 hours). Buying the whole tree is tuned to take roughly 30 hours of play after you open the Hall. New class: Chronicler Unlocked in the Hall with Awakening of the Chronicler. Attack ×0.9, and healing can never take them above 70% HP — their body is already half on the other side. Keeper of Memory: +50% Memento. In expeditions it only affects the Chronicler's own epitaph; in the Great Abyss one Chronicler covers the whole party. Mourning Vow: when a companion (or, in the Great Abyss, another party member) falls, attack +15% for the rest of that floor. Third slot, Epitaph's Note: a ...
Villfell is out now on Steam Hello, delvers. Today we released our second game, and we wanted Autodelve players to hear it from us first. Villfell is a single-player real-time strategy game built around one loop: send a scout, dispatch your army, and grow your realm while it marches. Every attack invites a counterstrike that lands while you wait. It is the browser-empire cycle that ate so many of our nights, rebuilt so a full campaign — from first raid to final battle against the Horde — fits in a single run of about 3 hours. https://store.steampowered.com/app/4984050/Villfell/ It launches with a 15% launch discount until 14days. How it differs from Autodelve Autodelve plays itself while you tune the machine. Villfell asks for your hands: you read intel, weigh losses against loot, and choose where and when to strike. What the two games share is the part we care about most — short, self-contained runs, no always-online, and progress that never depends on other players. Scout → dispatch → build → repeat. Construction, training, marching, and enemy retaliation all run in real time. You are never idle, but never on a leash — pause whenever you like. Deterministic combat, uncertain intel. No combat RNG. The same army against the same defense always gives the same result. The only fog is in your scouting reports, and they never lie. 4 races × 7 unit types on a seeded map of around 130 villages, with a Horde outpost that grows if you ignore it and a Horde stronghold to break at the end. Records and Ordeal mode. Six leaderboards, 24 achievements, and 23 optional handicap contracts for players who want the run to hurt. Single-player only. Nothing happens while the game is closed. No alliances, no getting farmed in your sleep. {STEAM_CLAN_IMAGE}/46225221/eacfac8403482baa95f1ea39447459d746811846.png Autodelve is not going anywhere Update 1.3.1 shipped last week, and we are still reading every report and . Working on Villfell has not changed that. If the loop above sounds like ...
Update 1.3.0 — Ascension A fifth prestige layer above Genesis, a seventh party member, a level cap that finally moves, a reworked Golden Cave, and a batch of fixes from your reports — Steam Deck included. Ascension Reach depth 1,500 to Ascend: reset Genesis and below for Sigils. Spend them in the Ascension Tree — 18 permanent nodes that raise caps, carry more through every reset, turn the Great Abyss into real income, and automate Genesis. Ascension Waypoint starts runs as deep as 1,100 after an Ascension. Apex of Axiom adds a seventh party member. Vessels — the level cap moves Uncapped upgrades stop at level 1,000,000,000, and late in an Ascension cycle that ceiling was what stalled your income. The new Vessel nodes make every level of your uncapped Legacy and permanent upgrades count more — up to ×2 each. Effect and cost scale together, so your buying pace is unchanged; tier n unlocks on your nth Ascension. Genesis & Farm New Genesis nodes: Abyssal Contraction, Primordial Vessel, Alchemy Limit Break. Several caps raised. New Farm nodes: Guardian Nest, Mycelium Memory, Root Memory. Higher plot tiers gated by Great Abyss layers. Golden Cave rework Depth cap raised from 50% to 100% of your Abyss record — but enemies and traps are ×32 there. Essence payout doubles per floor below your start, capping at ×64. Golden Vessel (Genesis) and Golden Apex (Ascension) raise that cap up to ×2^22. Result: the Abyss sets records; the Golden Cave is the high-risk, high-reward way to farm ground you've already covered. Combat & AI Deep floors bite back: enemies gain evasion and percentage damage in stages. Regeneration works in the Great Abyss; trap density there is back to normal. Fixed four exploration stalls (retreating after minor damage, circling, loot/explore flip-flopping, room bouncing). Fixed long-running saves wiping in the low Great Abyss layers. UI & fixes Steam Deck: larger text at low resolutions; forced fullscreen when the window can't fit (fixes the unclickable Legac...
Posts come from Steam's official announcements feed.