It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
(from Steam)

Die in the Dungeon update for 5 March 2025
EA Update 3: Reworked Difficulties and New Levels: D5 and D6!

Hello everyone!

After a hectic (and great!) launch period, we’re now focusing on key design issues reported by players in reviews, forums, and feedback reports. Here’s a non-exhaustive list of some of the most important ones:

- The difficulty jump between D0 and D1 is too steep.
- Runs feel too long.
- Dice rewards are not exciting enough.
- Elite Battles are repetitive (same enemies).
- The Resilient modifier from the Roachvil enemy is frustrating.
- Inconsistent UI in certain menus (like the backpack).

We want to address these issues over time, and this update takes the first step toward improving several of them. Let’s go over the changes:
Difficulty Overhaul

All difficulty levels have been reshuffled to create a smoother progression. D1 has been split into two levels—one focusing on higher HP enemies, and the other introducing new actions and stronger attacks. We’ve also added a brand-new difficulty level involving curses!

As always, balance is tricky, so we’d love to hear your feedback on these changes. Your input helps us shape a better game!

Resilient Modifier Rework

Many players found the Resilient modifier from Roachvil frustrating, as it sometimes required very specific dice rolls to land an Accurate Kill.

To fix this, we’ve tweaked the mechanic so that failing the Accurate Kill is less punishing. Now, instead of the enemy remaining nearly unkillable, it will either buff or debuff you, depending on whether you succeed or fail with the Accurate Kill. Roachvil is already a tough enemy with high damage output, so this should balance it better without removing the core mechanic.
More Exciting Dice Rewards (and Better UI!)

Area 1 can feel a bit stale after multiple runs, so we’ve implemented a popular request: loosened area-based dice restrictions!

This means dice from later areas can now appear earlier, making deck-building more dynamic and exciting. These dice will still be rarer in early areas, but we hope this will allow for more creative builds and strategies!

Additionally, we’ve fully implemented the UI update from our last post—dice in the backpack now display all relevant information, making the UI more consistent across menus. If you have any UI/UX feedback, let us know!

Support for Speedrunning... and Future Challenges?

As a bonus for this update, we’ve introduced a toggleable in-game timer!

We've noticed a growing speedrunning community in our Discord, so we wanted to provide a reliable timer. Since we're still working on reducing loading times, the timer has been adjusted to exclude load times from its count.

Looking ahead, we’d love to organize challenge-specific runs with the community! These won’t necessarily be speedrun-focused, but could introduce unique restrictions. Let us know if you’d be interested!
Changelog for Die in the Dungeon EA Version 4.1.7 (109.0f0):

- Added two new difficulties: D5 & D6.
- Added new UI for dice in the backpack (including description for modifiers and energy cost)
- Added toggleable in-game timer to settings.
- Added two new relics: Insect Repellent & Sticker Pack.
- Added three new curses: Septic Bandage, Idolizing Eye and Shattered Opal.
- Fixed multiple issues related to screen resolution.
- Fixed Jester event always removing properties from first valid dice in deck.
- Fixed incorrect hitbox in relic rewards.
- Modified Resilient modifier behavior (from Roachvil enemy).
- Modified rules for difficulties D1, D2 and D4.
- Modified HP and attack value of multiple enemies.
- Modified shop cost scaling per area (reduced in Area 2 and 3).
- Modified graphics for difficulty icon.
- Modified dice rewards in all areas.

What's Next?

For the next update, our top priority is still reducing loading times, especially in later stages. We have tentative fixes in progress, but they require thorough testing as they impact critical game systems.

Meanwhile, controller support is progressing steadily, and we’re fixing various input-related issues before opening a beta branch for early testing.

Finally, a small teaser: this week, we’re starting work on new content! We’re excited to introduce a fun mechanic that makes battles a bit less RNG-dependent. More details soon!

Before we go, thank you to everyone who has played, left a review, shared the game with friends, or simply enjoyed their time with Die in the Dungeon!

We’re a small team, but we’re committed to keeping a steady flow of updates with the help of the community. Your feedback directly shapes the game, and we want you to see those changes in real time. See you next week!



Die in the Dungeon update for 5 March 2025
Hotfix: New Version 4.1.8 (109.0f1)

The last build had an issue where players who had already completed D4 had to redo it for D5 to unlock. This hotfix ensures that D5 now unlocks automatically for those players, sorry for the issue!

Along with this fix, we’ve also made a few additional tweaks and bug fixes in this update. Check out the full details below!
Full Changelog:

- Fixed D5 difficulty not unlocking automatically when D4 difficulty is already completed.
- Fixed Plague enemy incorrectly having the Poisonous modifier in D1+ (now correctly exclusive to D6).
- Fixed Mirror Dice miscalculating terrain value from mirrored dice.
- Modified color outlines for Curses.
- Modified difficulty rules text to dynamically adjust gradient color based on difficulty level.
- Modified Moon Chakram relic to no longer trigger effects from Thorns and Poisonous modifiers.

Thank you for playing, more updates coming soon!
(from Steam)

Die in the Dungeon update for 15 March 2025
EA (Mini) Update 4: Faster Loading Times!

Hello everyone!

The full release of Die in the Dungeon is now officially three weeks old, and the updates aren’t stopping anytime soon! This time, we're bringing a much-needed optimization along with a mix of other bugfixes.
Shorter Loading Times

That’s right! After some deep changes, we’re happy to announce that loading times between tiles should now be noticeably shorter. We appreciate your patience, it took some time to address this issue as we had to modify critical parts of the game, but we hope this optimization makes your runs much smoother now!

Quick note: The transition time between areas remains unchanged for now. Since it only happens twice per run at most, we plan to optimize it in a future update.
Addressing a Couple of Long-standing Issues

Thanks to your feedback, we were able to pinpoint and fix a few recurrent issues, including the numbers "3" and "8" being hard to tell apart, and softlocks when using certain dice combinations or interacting with enemy dice. For a full list of fixes, check out the changelog below!

Changelog for Die in the Dungeon EA Version 4.1.9 (109.1f0):

- Fixed long loading times between map tiles.
- Fixed softlock when rapidly using dice with Flash and Heavy properties on the board.
- Fixed softlock when Ant Dice interacts with Haste slot from Winged Sandals relic.
- Fixed music not playing after certain transitions.
- Fixed "Look Mom, No Heal" achievement to correctly trigger when not using heal dice.
- Fixed multiple typos in French.
- Modified run score to take into account starting HP of each character.
- Modified relics UI when the map is open to prevent relics from overlapping tiles.
- Modified font to make "3" and "8" characters more distinct.

What's Coming Next?

In the immediate future, we’re focusing on bringing full controller support as soon as possible! A beta branch for players to test will be available very soon, so stay tuned!

Beyond that, we’re working on lots of new content for the coming weeks, including:

- New relics to support even more playstyles!
- A rework of the Elite Battles to make them more unique!
- A brand-new mechanic that will give players more agency during runs!

A new way to shape your run is coming… Can you guess what it is?

That’s all for today! Let us know if you notice the improvements in loading times and keep the feedback coming. See you next week, and as always, thank you for playing!




Die in the Dungeon update for 15 March 2025
Hotfix: New Version 4.1.10 (109.1f1)

A few bugs slipped through in the last update, including some shy dice hiding behind the hand tray!

Full Changelog:

- Fixed dice rendering behind the dice tray after opening the backpack while the map was already open.
- Fixed extra value from High Ground relic incorrectly resetting at the end of the turn.

Sorry for the issues, and thank you for playing!
Post edited March 19, 2025 by FlockeSchnee
(from Steam)

Die in the Dungeon update for 29 March 2025
EA Update 5: The Big Relics Update!

Hello everyone!

Today's update is all about relics, bringing new content and changes to increase run variety when relics (and curses!) are offered as rewards. We've also adjusted some rarities and tweaked a few behaviors based on community feedback. Let's go through the changes!
12 New Relics!

Twelve new relics of all rarities are now available in all runs, with a special focus on supporting more offensive playstyles. The relic selection algorithm has been adjusted to increase the variety of relics offered during Elite Battles, Treasure tiles, and Boss tiles. We're planning to continue expanding the relic pool over time, hoping to incentivize even more diverse builds in the future!

By the way, you might have noticed this already, but some of these relics are designed as shout-outs to content creators who have played the game over its many iterations, helping us reach even more players. Can you guess who we’re talking about? Here’s a quick reference for those who just want to know:

- Wandering Helmet - Wanderbots
- High Wizard Cloak - Olexa
- Visionary Egg - Northernlion
- Caffeinated Feline - Sodapoppin
- Corrupted Mushroom - Vinesauce
- Top Hat - Silithur
- Equestrian Piece - checkmate101

4 New Curses!

Are you one of the brave amphibians taking on the toughest challenges in difficulty levels D5 and D6? Well, we’ve got some good (or maybe bad?) news for you: the curse pool just got bigger!

When designing curses, we aim for a balance between drawbacks that make runs more challenging while also opening up potential synergies. But that’s not always easy! Got an idea for a curse or relic? Drop it in the comments or join our discord server to discuss directly with the community!

Let us know what you think about these new relics and curses! Which ones are your favorites? Which might need a few adjustments? Your feedback is always helpful!

Now, brace yourselves for a massive changelog!

Changelog for Die in the Dungeon EA Version 4.1.12 (110.0f1):

- Added new relic: Letter of Recommendation → "Boost Dice targeting dice with a face value of 0 gain +3 boost value".
- Added new relic: Tree Stump → "Dice in your draw pile at the end of the turn gain +1 extra value.".
- Added new relic: Red Marker → "Attack Dice gain +4 extra value when HP is 10 or less".
- Added new relic: Caffeinated Feline → "Deal 1 damage to a random enemy for every dice in your hand at the end of the turn".
- Added new relic: Top Hat → "Dice gain +1 extra value for each unique face value they have.".
- Added new relic: Dungeon Blueprints → "Dice can also be discarded on Rest Tiles.".
- Added new relic: Greedy Whisperer → "Draw +2. At the start of battle, take 5 damage.".
- Added new relic: Visionary Egg → "Gain +1 energy. You cannot skip dice rewards anymore.".
- Added new relic: Equestrian Piece → "Dice on the board with the lowest face get x2 to their face value.".
- Added new relic: Corrupted Mushroom → "Increase +18 your max HP. Block Dice get -3 extra value.".
- Added new relic: Wandering Helmet → "Attack Dice gain +6 extra value. Reduce this value -2 for each Block Dice in your deck.".
- Added new relic: High Wizard Cloak → "Every time you heal, gain +2 Barrier.".
- Added new curse: Amnesia → "Enemy intent is now hidden".
- Added new curse: Ripped Pockets → "Reduce -1 the amount of coins granted by killed enemies.".
- Added new curse: Inflation Pouch → "Increase prices in all shops.".
- Added new curse: Acidic Blood → "At the end of the turn, grant the Pointy property to one of the dice in your hand until the end of the fight.".
- Added new boost value text indicator next to Boost Dice.
- Added character icon to Victory and Defeat screen.
- Added new "Reached Level" text to Defeat screen.
- Modified relic rewards selection to introduce more variety during runs.
- Modified Fingerless Mittens relic rarity to Common (from Rare).
- Modified Shiny Stone relic rarity to Common (from Uncommon).
- Modified Corrosive Skin relic rarity to Common (from Uncommon).
- Modified Nuclear Button relic rarity to Epic (from Rare).
- Modified Moon Chakram relic behavior → "Max Hand +1. Draw +1. Deal 3 Damage to the target enemy for each dice drawn."
- Modified Shapeshifting Fin relic behavior → "Each time you heal when not at max HP, gain +1 Might."
- Modified Shadow Cloak relic behavior → "Receive 2 damage at the start of the turn. Your block now halves at the end of the turn."
- Modified Nuclear Button relic behavior → "For every 50 dice used, deal 50 damage to all enemies at the end of the turn."
- Modified Mage enemy starting HP → reduced to 46 in D0 and 65 in D1.
- Modified Codex behavior to allow Honey and Sting to appear as unlocked after being used in battle.
- Modified colors for Blood Dice, Reroll Dice and Regen Dice.
- Modified Unknown Tile chance to include Rest and Discard Tiles.
- Fixed newly discovered icon in Codex showing again after hovering over it.
- Fixed turn text incorrectly displaying in non-battle tiles when loading a run.

What's Next?

As always, let’s take a quick look at what’s coming up:

- Controller Support is almost here! We’re planning to launch a beta branch in April so players can test it, more news soon!
- The teased new feature from the Update 4 post will be playtested by our testers in just a few days. We can’t wait to hear your thoughts! (Want to join the testing? Hop into the Discord!)
- Endless Mode will be in development very soon! We’ve received tons of requests for this feature, so we’ll dedicate a full post next month to explain how it will work and get your feedback.
- And finally… wait, we got a message from someone? Let’s hear it!

BigBro: Who's that frog that's been bothering you, little bro?

What could it mean? We’ll have to wait a bit more before the reveal!
That's all for today, see you next week!
(from Steam)

Die in the Dungeon update for 21 April 2025
EA (Mini) Update 6: Bug-fixing? Bug-smashing!

It's the 2-month anniversary (is that even the right word?) of Die in the Dungeon EA release!

To celebrate, we’re dropping a small update packed with bugfixes and a few balance tweaks to keep runs going smoothly. Also, we're joining the Strategems Festival with a 25% discount for a limited time, so don’t miss out!

Behind the scenes, we’re still cooking up a bunch of cool stuff, including a brand-new feature (more on that below) and the much-anticipated Endless Mode. We've also teamed up with some awesome folks to work on all kinds of DITD-related surprises in the near future. We’re super excited to show you everything, but not just yet!

Without further ado, let’s hop into the changelog:

Changelog for Die in the Dungeon EA Version 4.1.13 (110.1):
- Fixed Terrain Dice (with Flash+Heavy properties) displaying "0" terrain value on slots after being moved with the Tungsten Hand relic.
- Fixed Mirror Dice incorrectly calculating extra value from relics and other dice when mirroring Terrain Dice.
- Fixed "Free Sample" items in Shop not working when used immediately after purchasing a relic.
- Fixed Heavy Dice on board not counting for multiple relics (e.g. Bento Box).
- Fixed enemy dice not counting for multiple relics (e.g. Tadpole Jar).
- Fixed Gravity Dice incorrectly triggering effect from Primordial Fear curse.
- Fixed Flash Dice incorrectly triggering damage from other dice on the board with the Pointy property.
- Fixed localization errors in Japanese and Spanish translations.
- Modified Transparent Prism relic behavior → "If you use 3 or more different types of dice, gain +1 Bonus at the end of the turn."
- Modified Visionary Egg relic behavior → "Gain +2 energy. You cannot skip dice rewards anymore."
- Modified Extra Value text icon for negative values to better reflect behavior.

A New Feature is Brewing!

If you’ve been keeping an eye on recent updates, you might’ve heard whispers about a mysterious new mechanic. It’s almost here! This shiny new system will bring a fresh layer of strategy to your runs, and we’ll be rolling it out in the next update, along with a full breakdown of how it works and what it adds.

In the meantime, here’s a quick PSA from your favorite amphibian academic, Professor Instructoad:

instructoad: Remember frogs, don't drink and dice... or maybe do?

That’s all for now! As always, thank you so much for playing, sharing your feedback, and being part of the journey.

See you next week!


Die in the Dungeon update for 7 May 2025
EA Update 5: The Potions Update!

Hello everyone!

A new update just dropped, and it brings a brand-new mechanic: Potions!
Let’s take a look at how they work:

Potions 101

Potions are consumable items that trigger immediate effects during battle. When used, they roll a set of dice and apply effects based on the result. Sometimes, you'll need to reach or exceed a specific value for the effect to succeed.

Just like relics, potions come in different rarities, the rarer the potion, the stronger (and sometimes riskier!) the effect. A special line of high-powered potions, called Super Potions, can be earned only after boss battles. You’ll get just two per run, so use them wisely!

Wondering where to find potions? You might come across them after battles, and rumor has it the shop has some new stock, too! Save up your coins, you never know when an extra block might save your run!

We’re hosting two special events to celebrate this update in our Discord server, come join us and participate!

Meet Us at Guadalindie 2025

We’ll be attending Guadalindie 2025 next week! If you’re near Málaga, Spain on the weekend of May 16th, come say hi. We’ll have exclusive Die in the Dungeon merch available!

We’ll be showcasing the game to new players, but for the veterans… a sneak peek at Endless Mode might be waiting for you

Changelog for Die in the Dungeon EA Version 4.12.0 (111.0f2):
- Added new potion rewards!
- Added new Potion category to Codex.
- Added potions to Shop (replacing relics).
- Added new Potion: Minor Block Potion.
- Added new Potion: Minor Block Potion.
- Added new Potion: Mighty Potion.
- Added new Potion: Slash Potion.
- Added new Potion: Minor Health Potion.
- Added new Potion: Clover Potion.
- Added new Potion: Bonus Potion.
- Added new Potion: Boosted Potion.
- Added new Potion: Energy Potion.
- Added new Potion: Soil Potion.
- Added new Potion: Green Soul Potion.
- Added new Potion: Blue Soul Potion.
- Added new Potion: Haste Potion.
- Added new Potion: Holy Potion.
- Added new Potion: Block Potion.
- Added new Potion: Health Potion.
- Added new Potion: Fortify Potion.
- Added new Potion: Brewmaster Potion.
- Added new Potion: Mercurial Potion.
- Added new Potion: Fireball Potion.
- Added new Potion: Major Block Potion.
- Added new Potion: Major Health Potion.
- Added new Potion: Jackpot Potion.
- Added new Potion: Roses Potion.
- Added new Potion: Jester Potion.
- Added new Potion: Verdant Potion.
- Added new Potion: Mighty Super Potion.
- Added new Potion: Fireball Super Potion.
- Added new Potion: Brewmaster Super Potion.
- Added new Potion: Boosted Super Potion.
- Added new Potion: Blue Soul Super Potion.
- Added new Potion: Green Soul Super Potion.
- Added new Potion: Verdant Super Potion.
- Added new Potion: Mercurial Super Potion.
- Added new Potion: Haste Super Potion.
- Added new Potion: Jester Super Potion.
- Added multiple new modifiers: Brewmaster, Boosted, Hasty, Pure and Extra.
- Added new achievement: Grand Brewmaster. Register 35 potions in the Codex to unlock a new companion.
- Added "Refresh Achievements" button in Settings to help resync Steam achievements if they're bugged.
- Modified Top Hat relic description for clarity.
- Modified Stingy Shopkeeper event: third option now gives 11 coins (was 21).
- Modified Arrow Trap event: second option now deals 8 damage (was 12).
- Fixed companions (like Baby Fly) incorrectly duplicating at battle start.
- Fixed Inflation Pouch curse reducing prices instead of increasing them.
- Fixed multiple typos in the Spanish localization.

What’s Next?

The next major update will be all about Endless Mode: a new way to play Die in the Dungeon, featuring unique challenges and a more arcade experience. More details soon!

Also, Controller Support testing starts this week! We want to make sure all functionality is ready before releasing it to the public, and that's why we took some extra time to make sure the new potion UI was working correctly. We’ll share a post soon with instructions on how to try it on the beta branch.

And finally, our fearless new hire, the Frog Reporter, will be back this month with juicy news and exclusive footage! This time, by popular demand, we’ll also include a text recap of the video with all the important information, perfect for those who prefer reading over watching. Make sure to subscribe to our YouTube channel so you don’t miss it!

That’s all for now! Enjoy the new update and see you next week!


Die in the Dungeon update for 7 May 2025
Hotfix: New Version 4.2.1 (111.0f3)

We got some reports of certain saves not loading correctly after the last update. It looks like the bug was caused by some changes to the map generation introduced recently. Loading should be working as expected now.

Full Changelog:
- Fixed an issue preventing some save files from loading.
- Modified the unlock sprite for the Potion Mimic companion.

Sorry for the issues, and thank you for playing!


Die in the Dungeon update for 7 May 2025
Hotfix: New Version 4.2.2 (111.0f4)

One more hotfix before heading to bed! (that's update day for you...)

Full Changelog:
- Fixed an issue where some potions weren’t showing up in rewards due to RNG logic.

All potions should appear during rewards correctly now, so it’s the perfect time to fill out your Codex!
Thanks again for your patience, and as always, thank you for playing!
Post edited May 08, 2025 by FlockeSchnee
avatar
FlockeSchnee: (from Steam)

Die in the Dungeon update for 21 April 2025
EA (Mini) Update 6: Bug-fixing? Bug-smashing!

It's the 2-month anniversary (is that even the right word?) of Die in the Dungeon EA release!

To celebrate, we’re dropping a small update packed with bugfixes and a few balance tweaks to keep runs going smoothly. Also, we're joining the Strategems Festival with a 25% discount for a limited time, so don’t miss out!

Behind the scenes, we’re still cooking up a bunch of cool stuff, including a brand-new feature (more on that below) and the much-anticipated Endless Mode. We've also teamed up with some awesome folks to work on all kinds of DITD-related surprises in the near future. We’re super excited to show you everything, but not just yet!

Without further ado, let’s hop into the changelog:

Changelog for Die in the Dungeon EA Version 4.1.13 (110.1):
- Fixed Terrain Dice (with Flash+Heavy properties) displaying "0" terrain value on slots after being moved with the Tungsten Hand relic.
- Fixed Mirror Dice incorrectly calculating extra value from relics and other dice when mirroring Terrain Dice.
- Fixed "Free Sample" items in Shop not working when used immediately after purchasing a relic.
- Fixed Heavy Dice on board not counting for multiple relics (e.g. Bento Box).
- Fixed enemy dice not counting for multiple relics (e.g. Tadpole Jar).
- Fixed Gravity Dice incorrectly triggering effect from Primordial Fear curse.
- Fixed Flash Dice incorrectly triggering damage from other dice on the board with the Pointy property.
- Fixed localization errors in Japanese and Spanish translations.
- Modified Transparent Prism relic behavior → "If you use 3 or more different types of dice, gain +1 Bonus at the end of the turn."
- Modified Visionary Egg relic behavior → "Gain +2 energy. You cannot skip dice rewards anymore."
- Modified Extra Value text icon for negative values to better reflect behavior.

A New Feature is Brewing!

If you’ve been keeping an eye on recent updates, you might’ve heard whispers about a mysterious new mechanic. It’s almost here! This shiny new system will bring a fresh layer of strategy to your runs, and we’ll be rolling it out in the next update, along with a full breakdown of how it works and what it adds.

In the meantime, here’s a quick PSA from your favorite amphibian academic, Professor Instructoad:

instructoad: Remember frogs, don't drink and dice... or maybe do?

That’s all for now! As always, thank you so much for playing, sharing your feedback, and being part of the journey.

See you next week!

Die in the Dungeon update for 7 May 2025
EA Update 5: The Potions Update!

Hello everyone!

A new update just dropped, and it brings a brand-new mechanic: Potions!
Let’s take a look at how they work:

Potions 101

Potions are consumable items that trigger immediate effects during battle. When used, they roll a set of dice and apply effects based on the result. Sometimes, you'll need to reach or exceed a specific value for the effect to succeed.

Just like relics, potions come in different rarities, the rarer the potion, the stronger (and sometimes riskier!) the effect. A special line of high-powered potions, called Super Potions, can be earned only after boss battles. You’ll get just two per run, so use them wisely!

Wondering where to find potions? You might come across them after battles, and rumor has it the shop has some new stock, too! Save up your coins, you never know when an extra block might save your run!

We’re hosting two special events to celebrate this update in our Discord server, come join us and participate!

Meet Us at Guadalindie 2025

We’ll be attending Guadalindie 2025 next week! If you’re near Málaga, Spain on the weekend of May 16th, come say hi. We’ll have exclusive Die in the Dungeon merch available!

We’ll be showcasing the game to new players, but for the veterans… a sneak peek at Endless Mode might be waiting for you

Changelog for Die in the Dungeon EA Version 4.12.0 (111.0f2):
- Added new potion rewards!
- Added new Potion category to Codex.
- Added potions to Shop (replacing relics).
- Added new Potion: Minor Block Potion.
- Added new Potion: Minor Block Potion.
- Added new Potion: Mighty Potion.
- Added new Potion: Slash Potion.
- Added new Potion: Minor Health Potion.
- Added new Potion: Clover Potion.
- Added new Potion: Bonus Potion.
- Added new Potion: Boosted Potion.
- Added new Potion: Energy Potion.
- Added new Potion: Soil Potion.
- Added new Potion: Green Soul Potion.
- Added new Potion: Blue Soul Potion.
- Added new Potion: Haste Potion.
- Added new Potion: Holy Potion.
- Added new Potion: Block Potion.
- Added new Potion: Health Potion.
- Added new Potion: Fortify Potion.
- Added new Potion: Brewmaster Potion.
- Added new Potion: Mercurial Potion.
- Added new Potion: Fireball Potion.
- Added new Potion: Major Block Potion.
- Added new Potion: Major Health Potion.
- Added new Potion: Jackpot Potion.
- Added new Potion: Roses Potion.
- Added new Potion: Jester Potion.
- Added new Potion: Verdant Potion.
- Added new Potion: Mighty Super Potion.
- Added new Potion: Fireball Super Potion.
- Added new Potion: Brewmaster Super Potion.
- Added new Potion: Boosted Super Potion.
- Added new Potion: Blue Soul Super Potion.
- Added new Potion: Green Soul Super Potion.
- Added new Potion: Verdant Super Potion.
- Added new Potion: Mercurial Super Potion.
- Added new Potion: Haste Super Potion.
- Added new Potion: Jester Super Potion.
- Added multiple new modifiers: Brewmaster, Boosted, Hasty, Pure and Extra.
- Added new achievement: Grand Brewmaster. Register 35 potions in the Codex to unlock a new companion.
- Added "Refresh Achievements" button in Settings to help resync Steam achievements if they're bugged.
- Modified Top Hat relic description for clarity.
- Modified Stingy Shopkeeper event: third option now gives 11 coins (was 21).
- Modified Arrow Trap event: second option now deals 8 damage (was 12).
- Fixed companions (like Baby Fly) incorrectly duplicating at battle start.
- Fixed Inflation Pouch curse reducing prices instead of increasing them.
- Fixed multiple typos in the Spanish localization.

What’s Next?

The next major update will be all about Endless Mode: a new way to play Die in the Dungeon, featuring unique challenges and a more arcade experience. More details soon!

Also, Controller Support testing starts this week! We want to make sure all functionality is ready before releasing it to the public, and that's why we took some extra time to make sure the new potion UI was working correctly. We’ll share a post soon with instructions on how to try it on the beta branch.

And finally, our fearless new hire, the Frog Reporter, will be back this month with juicy news and exclusive footage! This time, by popular demand, we’ll also include a text recap of the video with all the important information, perfect for those who prefer reading over watching. Make sure to subscribe to our YouTube channel so you don’t miss it!

That’s all for now! Enjoy the new update and see you next week!

Die in the Dungeon update for 7 May 2025
Hotfix: New Version 4.2.1 (111.0f3)

We got some reports of certain saves not loading correctly after the last update. It looks like the bug was caused by some changes to the map generation introduced recently. Loading should be working as expected now.

Full Changelog:
- Fixed an issue preventing some save files from loading.
- Modified the unlock sprite for the Potion Mimic companion.

Sorry for the issues, and thank you for playing!

Die in the Dungeon update for 7 May 2025
Hotfix: New Version 4.2.2 (111.0f4)

One more hotfix before heading to bed! (that's update day for you...)

Full Changelog:
- Fixed an issue where some potions weren’t showing up in rewards due to RNG logic.

All potions should appear during rewards correctly now, so it’s the perfect time to fill out your Codex!
Thanks again for your patience, and as always, thank you for playing!
Brilliant game! Great job mate.

Will achievments be coming to GOG?
Any news about GOG updating the game to its 4.2.4 version ?
avatar
CappahUK: Brilliant game! Great job mate.

Will achievments be coming to GOG?
I'm not affiliated with the developer/s and/or publisher/s. I just post changelogs, if I get an update-flag and can find one.
avatar
Panthael: Any news about GOG updating the game to its 4.2.4 version ?
I'm assuming it might arrive an gog in the next week, but I don't know.
Post edited June 22, 2025 by FlockeSchnee
(from Steam)

Die in the Dungeon update for 4 July 2025
EA Update 9: The Big Relic Overhaul!

Hello everyone!

We're back with a huge wave of balance changes and fixes, in what will be known as...

The Big Relic Overhaul Update!
For a long time, we've wanted to make underused relics more viable, and we finally got the chance! This update reworks over 25 relics, making them easier to use, more fun, and generally more rewarding. We also adjusted the rarity of many relics, mostly downgrading them so the relic pool feels more diverse and more accessible during your runs.

We're always looking for ways to keep the game fresh and interesting, and the next area we see great potential is enemies and mobs. Expect redesigns, new mechanics, and a few fresh modifiers coming in the near future!

New Art for Areas, Events, and More!
The new background animations are here! ...well, we teased a preview in the last update, but this time all events have received brand-new art and animations. We also adjusted some issues with backgrounds in Areas 2 and 3, and fixed certain events showing the wrong background art.

But there's even more: several menus have been revamped, including boards, the finish-turn button, dice shadows, and a few special slots.

Also, we squeezed in a handful of non-relic–related balance changes and bugfixes for good measure. If you want to dive deep, let's me show you the absolute unit of a changelog we got ready for you...

Full Changelog for Build 102.0f2 (4.2.6)
- Added new background art for Relic Merchant event.
- Added new background art for Jester Reloaded event.
- Added new background art for Dice Magician event.
- Added new background art for Nerotin Crystals event.
- Added new background art for Lisver Encounter event.
- Added new background art for Mirror to Purgatory event.
- Added new background animations for Area 1, 2 and 3.
- Added new graphics for Battle Board (Cinder, Lisver and Mango).
- Added new graphic for Finish Turn button.
- Added new D4/6/8 graphics for dice shadows.
- Added new D4/6/8 graphics for Leak special slot (from Mosquito Duke).
- Added tooltip on Tasty Modifier (from Croissantpillar enemy) when mentioning other modifiers (e.g. Poison).
- Modified Forgotten Manifesto relic behavior → Dice with all faces equal get +2 extra value.
- Modified Extendo Boxing Glove relic behavior → Deal 2 damage to a random enemy every time a dice is rerolled.
- Modified Chequered Bowtie relic behavior → At the start of the battle, gain +3 Lucky.
- Modified Bubbly Cement relic behavior → Every time you gain block, gain +1 additional block.
- Modified Determination Juice relic behavior → Once per turn, the first dice you placed on the board will be rerolled to its highest possible face value.
- Modified Bubble Generator relic behavior → At the start of the turn, take 1 damage. At the end of battle, heal +6 HP.
- Modified Dancing Shurikens relic behavior → For every 6 dice used, deal 4 damage to a random enemy at the end of the turn.
- Modified Bloody Fang relic behavior → Each time you receive 3 or more unblocked damage, heal 2.
- Modified Leader Badge relic behavior → Dice with their first face active get +3 extra value.
- Modified Watermelon Slice relic behavior → If 3 or more dice on the board have a face value of 3, all dice on the board get +3 extra dice value.
- Modified Magnetic Rocks relic behavior → Dice with a face value of 0 get +3 extra value.
- Modified Triangle Amulet relic behavior → Dice with odd faces get +1 extra value.
- Modified Golden Fruit relic behavior → At the end of battle, increase +1 your max HP.
- Modified Melting Knife relic behavior → Attack Dice get +2 of extra value. Heal Dice get -1 of extra value.
- Modified Guidance Finger relic behavior → At the start of the turn, an odd face between 1 and 7 will be selected. Dice with that face value get +4 extra value.
- Modified Liquid Karma relic behavior → Draw +1 dice.
- Modified Liquid Dexterity relic behavior → At the start of the turn, gain +1 Lucky.
- Modified Shadow Cloak relic behavior → At the start of the battle, gain Fortify. At the start of the turn, take damage equal to the current turn number.
- Modified Promo Ticket relic behavior → Shops will now include one additional free sample.
- Modified Monkey Paw relic behavior → When killed, revive with 25% HP and gain 1 Pure. Remove relic after use.
- Modified Origami Frog relic behavior → Dice in your hand at the end of the turn will not be discarded anymore.
- Modified Scavenger Beak relic behavior → Gain 2 coins when you enter a shop.
- Modified Greedy Whisperer relic behavior → If you have no dice in your hand at the end of the turn, gain +1 Bonus.
- Modified Corrupted Mushroom relic behavior → Gain +3d6 max HP. At the start of the battle, receive 1d4 damage.
- Modified Wandering Helmet relic behavior → Attack Dice gain +4 extra value. Reduce this value -1 for each Block Dice in your deck.
- Modified Recommendation Letter relic behavior → Boost Dice targeting dice with a face value of 0 gain +2 boost value.
- Modified Baby Tick relic rarity to Rare (from Common).
- Modified Empty Chest relic rarity to Uncommon (from Common).
- Modified Orange Clover relic rarity to Common (from Uncommon).
- Modified Dancing Shurikens relic rarity to Common (from Uncommon).
- Modified Ring of Exchange relic rarity to Rare (from Uncommon).
- Modified Toxic Cloud relic rarity to Common (from Uncommon).
- Modified Bucket Of Paint relic rarity to Common (from Uncommon).
- Modified Leader Badge relic rarity to Common (from Uncommon).
- Modified Pendulum of Doom relic rarity to Common (from Uncommon).
- Modified Watermelon Slice relic rarity to Common (from Uncommon).
- Modified Twin Scrolls relic rarity to Common (from Uncommon).
- Modified Blinding Lightbulb relic rarity to Common (from Uncommon).
- Modified Miner Hat relic rarity to Uncommon (from Rare).
- Modified Magnetic Rocks relic rarity to Uncommon (from Rare).
- Modified Triangle Amulet relic rarity to Common (from Rare).
- Modified Ring of the Berserker relic rarity to Uncommon (from Rare).
- Modified The Joker relic rarity to Uncommon (from Rare).
- Modified Makeshift Trench relic rarity to Uncommon (from Rare).
- Modified Crimson Blade relic rarity to Uncommon (from Rare).
- Modified Munchable Dopamine relic rarity to Common (from Rare).
- Modified Snake Eyes relic rarity to Common (from Rare).
- Modified Bulls Eye relic rarity to Uncommon (from Rare).
- Modified Evergreen Sap relic rarity to Uncommon (from Rare).
- Modified Guidance Finger relic rarity to Uncommon (from Rare).
- Modified Nuclear Button relic rarity to Rare (from Epic).
- Modified Blindfold of Rage relic rarity to Rare (from Epic).
- Modified Survival Kit relic rarity to Uncommon (from Epic).
- Modified Liquid Karma relic rarity to Uncommon (from Epic).
- Modified Liquid Dexterity relic rarity to Uncommon (from Epic).
- Modified Sacred Maul relic rarity to Uncommon (from Epic).
- Modified Prismatic Mango relic rarity to Rare (from Epic).
- Modified Amphibian Plush relic rarity to Rare (from Epic).
- Modified Providential Vial relic rarity to Uncommon (from Epic).
- Modified Nightmare Plasma relic rarity to Rare (from Epic).
- Modified Monkey Paw relic rarity to Rare (from Epic).
- Modified Origami Frog relic rarity to Uncommon (from Epic).
- Modified Scavenger Beak relic rarity to Common (from Rare).
- Modified Recommendation Letter relic rarity to Common (from Uncommon).
- Modified Tree Stump relic rarity to Uncommon (from Epic).
- Modified Red Marker relic rarity to Uncommon (from Rare).
- Modified Greedy Whisperer relic rarity to Common (from Rare).
- Modified Top Hat relic rarity to Rare (from Epic).
- Modified Visionary Egg relic rarity to Rare (from Epic).
- Modified Equestrian Piece relic rarity to Uncommon (from Epic).
- Modified Corrupted Mushroom relic rarity to Rare (from Epic).
- Modified name for Greedy Whisperer relic (now Devouring Hole).
- Modified Poison to apply at the start of poisoned entity turn.
- Modified Mirror Dice to naturally have 6 instead of 4 on their faces for Lisver.
- Modified starting deck for Mango.
- Modified icons for multiple relics.
- Modified Exposed slot (from Scorpion Boss battle) to no longer reduce non-Attack Dice value to 0.
- Modified background from Jester Reloaded event to highlight character.
- Modified Plague enemy on difficulty D6+: removed Poisonous modifier and increased stats.
- Fixed potential memory leak in certain scenarios.
- Fixed softlock related to Shred tiles.
- Fixed modifier icons overlapping with other elements in certain scenarios (e.g. during Croissantpillar Baker battle).
- Fixed map lines not correctly highlighting the player’s chosen path.
- Fixed map not displaying previously visited tiles on loaded runs (only available on new runs).

What Else Is Coming This Summer?

As we teased last week, there's plenty more on the way for Summer:

- The long-awaited Endless Mode!
- A new breed of enemies to challenge even the most experienced frogs!
- More controller support fixes and improvements in beta!
- And one very special (and huggable) surprise!

Tell us what you're most excited for in the comments!

Thank you for playing!

- the ATICO team




Die in the Dungeon update for 5 July 2025
Hotfix: New Version 4.2.7 (112.0f3)

Just a quick hotfix to solve some issues related to the Promo Ticket relic.

Full Changelog:
- Fixed softlock when entering Forge tile with Promo Ticket relic.
- Fixed harder behavior for Scorpion Boss and Queen Bee on difficulty D2 (instead of D3).

Sorry for the trouble and thank you for playing!
Post edited July 08, 2025 by FlockeSchnee
(from Steam)

Die in the Dungeon update for 10 August 2025
EA Update 10: The Endless Summer Update!

Hello everyone!

The wait is over, Endless Mode is finally here! This update brings a ton of new content to the game, so let’s jump straight into it:

Endless Mode: new rewards, new dice, new curses!
This new mode is accessible from the title screen (you’ll need to complete a few runs first to unlock it!). Once you start, your goal is simple: reach the highest floor possible!

Endless Mode is split into loops. Every time you reach the final area, you’ll return to Area 1, but enemies will get considerably stronger! That’s not all: a set of Endless-exclusive curses will make even the strongest builds vulnerable. Pick your poison wisely, and keep an eye out for special events where curses can be removed!

A Powerful Ally: Multitype Dice!
But not all is bad news for our amphibian heroes, a new type of die awaits once you push far enough into Endless Mode: multitype dice! These dice feature two types at the same time, letting you trigger two abilities with a single use. Of course, you can still boost them, mirror them, upgrade them, basically everything you can do with regular dice. But now you’ll get double the power in one roll!

Multitype dice come in several varieties, so we’ll let you discover them for yourself. If you find one that feels especially rare, share it with us in the comments!

Meet the Elite: Beetball, the Walking Fortress!
A new elite enemy has rolled into the dungeon: Beetball! Alongside Red Hood, this is part of the first wave of elites that will appear in both regular and Endless runs.

Like regular Bigtles, Beetball’s abilities revolve around block values... but with a twist. If you ever stack more block than him, he can power up even further! Be cautious with your Block Dice, or you might trigger a punishing counterattack.

Full Changelog for Build 113.0f1 (4.3.0)
- Added new game mode: Endless Mode!
- Added new elite enemy: Red Hood.
- Added new elite enemy: Beetball.
- Added new dice variant (Multi-Type Dice) to endless mode (Loop 1+).
- Added new curse to Endless Mode: Inverted Island → Dice reduce their value to 0 if they have no other dice next to them.
- Added new curse to Endless Mode: Debilitating Beverage → At the start of the turn, lose -1 energy.
- Added new curse to Endless Mode: Expired Honeycomb → On odd turns, add 1 Honey Dice to your draw pile.
- Added new curse to Endless Mode: Tormented Aura → Dice can no longer roll their last face.
- Added new curse to Endless Mode: Malfunctioning Clock → Modifier value is now capped to the current turn number.
- Added new curse to Endless Mode: Turning Table → On even turns, multiply all slots with extra value by -1.
- Added new curse to Endless Mode: Gastropod Shell → If you use a dice with the Flash property, end your turn.
- Added new curse to Endless Mode: Liquid Patience → If your draw pile is empty, you can no longer draw dice until the start of the turn.
- Added new curse to Endless Mode: Old School Glasses → Block is now capped to max HP.
- Added new curse: Venom Darts → Gain +1 Poison each time you receive unblocked damage.
- Added new unlockable relic Intertwined Souls → Attack Dice gain +0 extra value. At the end of battle, permanently increase +1 if you killed two enemies on the same turn.
- Added new unlockable relic: Fragment of Reality → Dice with the Faulty property can now be upgraded and modified.
- Added "Highest Floor Reached" tracker for endless mode on Character Select screen.
- Added new achievement: Back to the Origins → Play three runs or beat the game.
- Added new hidden achievement: Can You Do It Again?.
- Added new hidden achievement: The Ride Never Ends.
- Added new graphics and header title for all rewards.
- Added new option to continue to Endless Mode after defeating the final boss on Area 3.
- Added new "Abandon Run" button to Settings menu.
- Modified relic behavior: Equestrian Piece → Dice on the board with the lowest face get x3 to their face value.
- Modified relic behavior: Red Marker → Attack Dice gain +4 extra value when your HP is less than half.
- Modified Equestrian Piece relic rarity to Rare (from Uncommon).
- Modified Red Marker relic rarity to Rare (from Uncommon).
- Modified enemy boost particle animation.
- Fixed softlock when using Haste Potion with no available slots on the board.
- Fixed softlock when trying to discard dice during The Collector event.
- Fixed multiple minor memory leaks.
- Fixed dice with Gravity property and 0 face value not behaving correctly.
- Fixed Sacred Maul relic making Attack dice with Flash property disappear.

What's Coming Next?

For those of you who missed our latest post, here's a recap of some of the content that's coming to the game in the future:

Controller support. We’re ironing out the last few bugs and plan to move it from beta to the main branch soon (including Steam Deck improvements!).

New Events. Many events are getting a full rework. Expect better rewards, more meaningful choices, and maybe even the return of dice rolls (like in Origins!).

Bestiary & Lore. The missing Codex section is coming! Learn about all the dungeon's weird inhabitants, and uncover more about Cinder, Lisver, Mango, and the world around the dungeon.

More Elite Enemies. Red Hood's just the beginning. New elite enemies will appear across all areas. Rumors even mention a Dragonfly nest somewhere down there...

Secrets! What's a roguelike without a few hidden paths here and there? We don't want to spoil anything just yet, but traversing the dungeon will definitely get more interesting once you start to uncover the many hidden passages and shortcuts it contains.

Also, we worked overnight to investigate that mysterious frog sighting for last time, at it seems like we finally got a closer look! Let's see…

Wait, that's… a bit too close, isn't it?

As always, thanks a lot for all your support and feedback. We hope you love this update and look forward to all the content coming soon!

Thank you for playing!

- the ATICO team


Die in the Dungeon update for 12 August 2025
Hotfix: New Version 4.3.1 (113.0f2)

Quick hotfix time! Mainly addressing an issue with relics blocking Mango's Finish button, but also a few other minot bugs.

Full Changelog:
- Fixed relics blocking the Finish button when playing Endless mode with Mango.
- Fixed Honey Dice from Bee Worker incorrectly displaying boost indicators on the board.
- Fixed multiple Super Ghost Potions not working at the same time.
- Fixed interaction between Tormented Aura and other relics (e.g. Extremist Aura and Providential Vial).
- Fixed Venom Darts curse missing from Codex.
Sorry for the trouble and thank you for playing!


Die in the Dungeon update for 13 August 2025
Hotfix: New Version 4.3.2 (113.0f3)

Hey everyone, it seems like we introduced an issue in yesterday's hotfix: runs were impossible to finish after defeating the final boss. This should be fixed now, and any run stuck on this limbo should be able to progress. We sincerely apologize for this, and a big thanks to all the users who took the time to report the error.

Full Changelog:
- Fixed end screen pop-up not appearing after defeating final boss on Area 3 (white screen softlock).

Very sorry for the issue and thank you for playing!
(from Steam)

Die in the Dungeon update for 18 August 2025
Hotfix: New Version 4.3.3 (113.0f5)

Hey everyone, here's another quick hotfix with some changes to boss rewards and multiple fixes to Boost and Prism Dice visuals.

Full Changelog:
- Modified boss relic rewards so they are always at least Rare rarity.
- Fixed Queen Bee’s music not stopping after the fight.
- Fixed certain relics (such as Snake Eyes and Building Blocks) bypassing the effect of the Thick Oxygen curse.
- Fixed Boost Dice with the Flash property not showing boost indicators on the board.
- Fixed Prism Dice incorrectly boosting Ant enemies when targeting Ant Dice.
- Fixed Prism Dice displaying the wrong boost indicators when having the Boosted modifier.
- Fixed multiple typos in Spanish.

Thank you for playing!