6 Major Concerns Addressed, Dozens of Fixes—We’re Listening!
Hello, Dungeon Warriors!
Since Dungeon Brawls launched one week ago, we’ve received a tremendous amount of feedback and suggestions from the community. Some players encountered issues such as black screens on startup or failed multiplayer results, while others shared their expectations for hero balance, leaderboards, and new gameplay features.
We’ve seen your feedback, and we’re working through it one item at a time. Rather than simply saying, “We’ll improve it later,” we want to respond through real updates.
Here’s a summary of everything we’ve completed during launch week, based on the issues players care about most.
Player Concern #1: More Heroes and New Ways to Play
After launch, many players asked for heroes with more distinctive mechanics. Others were eager to see streamer collaboration characters join the roster.
That’s why we added two new heroes during launch week:
New Hero — Goblin King
Streamer Collaboration: Laopi
New Hero — Ominous Hero
Streamer Collaboration: Zard
Player Concern #2: Leaderboard Challenges Felt Too Restrictive
Some players felt that the original leaderboard challenge system was too rigid. They wanted to choose where to begin and have access to more open-ended challenge modes.
We’ve made the following changes:
Leaderboard challenges have been updated to Bloodbath Mode . After clearing a run, players can choose to begin from their current rank or the lowest rank. Consecutive victories will now raise your leaderboard position step by step. Added Custom Mode , allowing players to adjust resource multipliers and various gameplay parameters. Custom Mode features its own unrestricted leaderboard.
Whether you want to compete seriously for the top spot or experiment with wild and unconventional builds, you now have more ways to play.
Player Concern #3: Late-Game Solo Runs Felt Too Slow
To address lengthy late-game battles in solo mode and improve the clarity of important information, we added and improved the following features:
Added a battle speed-up option for solo mode. Challenge and Boss rounds now display the next wave’s exact stats and modifiers in advance. Added player portraits to the minimap. Added guidance for the teleportation feature. Players can now click a hero portrait at the bottom of the screen to view that player’s details. Added a card Memory Capacity limit to multiplayer lobbies. Added Awakening Effect descriptions to the Equipment Compendium.
Player Concern #4: Performance Issues When Too Many Enemies Appear
We noticed that some players experienced frame drops, stuttering, or slow loading when large numbers of enemies appeared during the later stages of a run.
During launch week, we made the following performance improvements:
Optimized performance when large numbers of enemies appear simultaneously. Added High, Medium, and Low graphics quality presets. Improved background music transitions and loading speed. Optimized several enemy, hero, and streamer collaboration character models. Attempted to resolve black-screen issues affecting some players when launching the game. Fixed an issue that could occasionally prevent the game from launching locally. Fixed several issues that could cause the game to freeze during a run.
Black-screen issues may be related to different hardware or system environments. If you continue to encounter problems after updating, please send us your system specifications and a description of what happened. We’ll continue investigating.
Player Concern #5: Host Disconnections and Failed Leaderboard Uploads
Multiplayer and leaderboard issues were among the most frequently reported problems. We prioritized fixes that could directly affect the outcome of an entire run:
Other players can now complete settlement normally even if the host disconnects. Fixed an issue where leaving early could prevent leaderboard scores from being uploaded. Fixed an issue that prevented players from picking up items after a run ended. Fixed an incorrect execution sequence appearing after defeating the Black Dragon. Fixed an issue that allowed the Soulslike Master to continuously dodge and remain permanently invincible during the final battle. Fixed summoned units failing to disappear during Coronation Challenges. Fixed missing aura effects during Coronation Challenges. Fixed an issue where Miracle Walker could cause Bosses to overlap on the Undead map. Fixed the unit effect failing to trigger when purchasing the Primordial Blade. Fixed several Mysterious Tasks that could not be completed. Fixed an incorrect effect range display for the Ruyi Jingu Bang. Fixed incorrect information displayed on certain equipment panels. Fixed issues with the Vertical Sync toggle. Fixed an issue that could cause Attack Speed to become negative. Continued fixing multilingual text and display issues.
Player Concern #6: Some Heroes and Equipment Felt Too Weak
Based on player experiences and actual match data, we adjusted several heroes, skills, and equipment items:
Reaper — Soul-Devouring Strike : Stacks gained from defeating normal enemies increased from 3 to 4. Pay-to-Win VIP: Level bonus increased from 50% to 80%. Bluefeather Gunner: Passive damage bonus increased from 10 to 12, with a shorter attack interval and faster projectile travel speed. Axe Gang Boss: Shortened attack interval and increased damage after switching forms. Muscle Mage: Attack bonus increased from 20% to 25%. Sunflower: Reduced the Mana cost of higher-level skills. Alchemy: Reduced cooldown and increased damage. Chaos Blade: Increased the attribute bonuses gained through enhancement. Mythic Relic — Pureblood Mage : Mana regeneration has been replaced with reduced Mana consumption. Body-Tempering Armament: Fragment bonus increased from 6% to 8%. Crimson-Forged Heart: Maximum Health gained per activation is now capped at 1,000. Increased the effectiveness of Defense attributes and Forge rewards during Coronation Challenges. Avatar’s dodge and execution skills are no longer affected by invincibility restrictions before the final Coronation battle.
We also made the following changes:
Significantly reduced the resources required to upgrade deck Memory Capacity. Reduced the difficulty of several Bosses on the Undead map. The Daylight Dragonheart and Dark Dragonheart can now appear in the shop at the same time.
Launch Is Only the Beginning
We know there are still many areas where the game can be improved. We’ll carefully evaluate every suggestion based on what is feasible, and confirmed issues will be addressed as quickly as possible.
We may not be able to implement every request immediately, but we’ll do our best to communicate our progress and respond through consistent, meaningful updates.
Thank you to every player who has reported an issue, shared a suggestion, or simply chosen to continue this journey with Dungeon Brawls .
The adventure continues—and we’ll continue doing everything we can to support our players.
This announcement was originally published by Underground Cat on Steam on Sep 22, 2026.
Open the original on Steam