v0.82 - Weekly Update
This update has some balances in the wave system and are written outside the normal format due to multiple specifics:
DUNGEON AND WAVE SYSTEM BALANCES:
- Classic and Chaos: past level 15, each level now costs 12% more XP than the one before instead of 35%, so perks keep coming much further into a run.
- Classic and Chaos: XP gems now scale with the wave's enemy health. An enemy with three times its base health drops twice the XP.
- Classic and Chaos: every player gains one full level (one perk pick) when a boss dies.
- Classic and Chaos: new enemy types now keep joining the fight until around minute 20 instead of all arriving in the first few minutes. The first 19 types still open the run.
- Classic and Chaos: after wave 30, spawn batches grow by one enemy every 12 waves (up to 14) and the enemy cap rises by 3 per wave (up to 600).
- Classic and Chaos: after wave 10, enemy health now rises by 2.5% of its base per wave, down from 5%. Bosses keep their own increase.
- Classic and Chaos: fixed the wave counter advancing while the field was full. It now pauses once the field has stayed 95% full for 3 seconds and resumes when it drops below 85%.
- Classic and Chaos: from wave 12, each new wave opens with a double spawn batch from one side. Boss waves are excluded.
- Classic and Chaos: an enemy type can now only spawn as an elite 10 waves after it first appears, and the elite chance keeps rising until wave 80 in Classic and wave 70 in Chaos.
- Classic and Chaos: a wave banner now appears every 5 waves (boss waves excluded). It shows what got harder (horde size, enemy health, elite chance) and which enemy types joined, with portraits and NEW or ELITE tags. In co-op, every player sees the same banner.
- Phones now use the same enemy cap and elite cap as PC.
New:
- Local co-op: Player 2 now picks their character on the character select screen using the controller, at the same time as Player 1.
- Every player now leaves footprints behind them as they move, a short trail of dark prints that fades out after a few seconds. Supporters and alpha testers get custom foot prints upon request.
- Added automatic Steam Deck resolution detection, native fullscreen defaults, and separate display settings. Also setup automatic graphics settings for Steamdeck through testing.
- Elites now wear a ground aura that shows their main affix, and champions with three affixes' wear a more elaborate seal. Elites with an area effect (Chilling, Hastening, Mending) also show a thin ring in their aura's color that marks exactly how far the effect reaches.
- Replaced the physics behind every loose object in the game. Crates, barrels, furniture, rocks, clutter and debris now run on one new physics engine shared by every mode. Classic also gets furnished for the first time, with loose props and debris.
- Classic arenas now have tunnels. Raised areas are now a full storey tall, and many have a tunnel underneath with arched entrances you can walk through. The ceiling fades out around any player inside so you can still see yourself.
- Added loot plushies. While testing each warden has a plushie pet that follows them and collects XP gems up to 12 meters away that are outside their pickup range, and each gem counts as if the Warden picked it up. Plushies only collect XP gems, stay on your floor, and return to you if they get left behind. These are in test phase and will be used in a different part of the game all together.
- Added an UNBIND button to the Controls settings. Click a keyboard or controller binding, then click UNBIND to clear it.
- New weapons: The Heater, Boomsday and Fat Boy.
- Added a 60 second cooldown after every boss fight: no new enemies spawn, the wave counter and survival timer pause, and a bar under the wave readout counts it down.
Changed:
- Twiggy no longer starts with a pistol in any mode and no longer receives one after dropping her last found gun.
- Deathmatch game mode make over: Updated with a torch lit dungeon hall with cover, pillars and doors, weapons and power ups dropping onto the floor, and no monsters crashing your duel. The training room got the same treatment.
- The Benchmark in Settings > Graphics is now a real fight.
- Zoom In and Zoom Out now appear in Settings > Controls and can be rebound on keyboard, mouse and controller.
- Removed the Enemy Report entry from the controls list, since it is a developer tool that should not have been in the release version. (oops)
- Dungeon walls now come in six different brick patterns, and neighboring walls never share the same one, so long stretches of wall in Classic, Dungeon Sweep, RPG, Death Match, and the tutorial no longer repeat the same look.
- Many of the original prop models were single fused meshes: a bookcase with its books, a crate with jars on top, a stack of coins. They have been split into 251 separate physical pieces and 68 ready-made arrangements, so each book, jar, bottle and coin stack is its own object.
- Halo's Vita-Ray now heals 1.5 HP per second, up from 1 HP per second. (balance change)
- The light edge along the top of every HUD panel now follows the rounded corners instead of ending in a hard line.
Fixed:
- Fixed a Cryo Cannon bug that freeze frame rate instead of enemies after a single shot.
- Fixed invisible controller selection on the character screen, so you can see which Warden or colour you’re choosing. This applied ONLY to users using controllers through the UI menu selections after the first screen.
- Fixed the Latest Update panel on the main menu sometimes staying empty after the game was done loading background assets.
- Fixed drones getting stuck breathing harmless fire after switching weapons or getting downed.
- Twiggy: drones now draw and fire full-strength arrows with bleed, slow, and weapon bonuses, without spending her ammo or disturbing her own draw.
- Fixed the stutter when switching into the Cinematic camera, and made the camera transition and looking around in Cinematic view run noticeably smoother. (Thank you Tanner)
- Fixed the Boomsday and Fat Boy always throwing to a fixed distance.
- The Special Thanks panel on the main menu now shows each alpha tester's real Steam playtime. It previously counted only time spent in runs that reached the results screen.
- Fixed a Disposable Arsenal turret holding the Boomsday throwing sticky charges that never exploded.
- Fixed characters bending their body and head far backward when throwing a grenade or repairing Psych's turret in Cinematic camera mode.
- Fixed characters continuing to run in place after stopping.
This announcement was originally published by Floor Wardens on Steam on Sep 28, 2026.
Open the original on Steam