1. Deepest Chamber: Resurrection
  2. News

Deepest Chamber: Resurrection News

Deepest Chamber: Resurrection 1.0 Launches today!

Dwellers, the moment you've all been waiting for is drawing near! Deepest Chamber: Resurrection is set to launch version 1.0 today on October 24th. We stand in awe of the incredible support you've shown us during the Early Access phase, which kicked off in June 2021. Your dedication has been the beacon that guided us over the past two years. This game is a truly collaborative effort with over 40 updates, and is a representation of how developers and fans can work together to achieve something special.

[previewyoutube][/previewyoutube]

[h3]What's new in the 1.0 release?[/h3]

  • The Catacombs Biome: - In the forgotten catacombs beneath Dolmin, a once-sacred burial site lies shrouded in secrecy. When the Pope arrives on a mission to sway the non-believers towards his pious ways, he is perturbed by the city’s lack of faith. Thus, aided by his cardinals, he decides to sift the righteous from the lost. To keep the residents in check, he erects a powerful magical dome, preventing all who try to flee. However, in an unexpected twist of faith, a mysterious force hinders the Pope from recalling the dome once his work is done. A malevolent force is clearly at play, and the only way to fight back is by venturing ever deeper into these accursed Catacombs…



  • Wen, The Necromancer: A high-ranking practitioner of forbidden knowledge, Wen commands the chilling power of necromancy, controlling life and death with eerie skill. Although her childhood remains a mystery, the Academy’s records state that she and her fellow acolytes concealed their dark practices from the disapproving grandmasters. Eventually, dark magic gained acceptance through the Queen's approval, sparking conflicts between 'light' and 'dark' magic students. In hushed tones, people spoke of a secret dark magic sect in Dolmin, with Wen being somehow inexorably involved in its unholy arts.



  • Endgame content: The ultimate fight draws near… As the mysterious forces that ensnared the city come within reach, the last pieces of the puzzle start falling into place. Delve deep into the Catacombs, gear up, and brace yourselves for what lies ahead!



  • Full Controller Support: Mouse + keyboard or Controller? Pick your weapon of choice!



  • Steam Deck Compatibility: We've tested Deepest Chamber: Resurrection extensively, and we're happy to share it runs PERFECTLY on Steam Deck, now with support for Deck controls! See for yourself! We'll be getting the verified checkmark as soon as we can!


[h3]Early Access Roadmap Completed![/h3]



This marks the completion of our Early Access Roadmap, and what a ride it's been! From the tiniest trinket to the final boss, we’re thrilled to have been able to deliver on our promises and pull out all the stops for our 1.0 release.

[h3]Rumors of our demise have been unfounded. Here’s a quick recap of our work after the Resurrection Update:[/h3]



  • Card Boosting System: Take your strategic prowess to new heights with our boost system. Now you have even more control over your deck's power and potential.

  • New Cards & Trinkets: Our deck just got a whole lot bigger and shinier! With over 200 cards and 100 trinkets at your disposal, the strategies you can employ are virtually boundless.

  • New Biomes & Monsters: We've expanded the depths of Deepest Chamber, introducing new biomes that teem with fresh, fearsome foes.

  • Refined Mechanics: We've fine-tuned every aspect of the game to ensure a smoother, more immersive experience.

  • Epic Bosses: Face off against formidable foes in intense boss battles that will test your skills and tactical prowess.

  • Arlo the Huntsman: alongside his trusty companions, Lupa and Matilda, has been a force to be reckoned with since he joined the fray.

  • Slick UI & UX: We've given the game a well-deserved round of polish to make it feel better for both old and new players. We have tutorialized a bunch of things, removed UI clutter, added animations and visual aids to better understand what's going on on screen etc.

  • Stunning Visuals: The game has received a visual overhaul, so prepare to be wowed by the vibrant, immersive graphics that will draw you deeper into the game's world than ever before.


[h3]Now, let's talk numbers! As of now, Deepest Chamber: Resurrection boasts an arsenal that includes:
[/h3]
  • 200+ Cards
  • 100+ Trinkets
  • 45+ Events
  • 35+ Potions
  • 65+ Equipment options

All of these improvements have been crafted based on your invaluable feedback. Your insights have been instrumental in shaping this game into what it is today. If you haven't played the game recently, we kindly invite every single one of you to give Deepest Chamber: Resurrection another go and experience the hottest new features yourselves!

Keep your eyes peeled for our celebratory post-launch livestream with the devs, where we look back at some really early assets and talk about the wild ride its been! Together, let's make today's release an event to remember!

[h2]Extensive Patch Notes below:[/h2]
A huge thank you to everyone who provided feedback during our latest playtests! We could not have reached this point without your help!

Core:
  • Light up 4 bonfires to reveal the hidden path to the deepest of depths!
  • Added a new environment after all bonfires are lit up!
  • Introducing Steam Deck and controller support!
  • Introducing the Catacombs!
  • Introducing the latest hero of the game. The Necromancer!
  • 3 new bosses.
  • 2 new elites.
  • 14 new achievements.
  • 6 new chamber environments.
  • 2 new intro illustrations.
  • 2 new ending illustrations.
  • 2 new music tracks.
  • 31 new cards.
  • 8 new trinkets.
  • 5 new equipment items.
  • At most events, you are now able to select a card and flip its damage type.
  • At most events, you can now add one of your hero's abilities to the final boost level of a card in your deck. (limited per run)
  • Added complexity indicators to heroes in the edit party menu.
  • Added unlock progression state indicators to heroes in the edit party menu.
  • Added a new UI panel where you can view all alchemy recipes.
  • Added another hit reaction light effect when enemies are hit.
  • Changed hero level up pacing. From now on if a hero levels up during a run she will immediately showcase her level up unlocks instead of delaying it to the end of the run.
  • Rage does not halve after being hit anymore. (on the heroes)
  • Lupa's and Mathilda's attacks now scale with Rage and Strength.
  • Skeletons' attacks now scale with Intellect and Corruption.
  • Poison and Bleed now scales with Vulnerable.
  • Corruption now only scales magical damage.
  • Removed Stun and Mind Control potions from the alchemy table.
  • On difficulty 3, a random hero gains Mark of Death at the start of a run.
  • New alchemy table environment.
  • New enemy hover effect. Should be more pleasing and less distracting.
  • Added camera zoom effect when conquering a combat chamber.
  • Added gong sound effect and vfx when all cards in hand have been played.
  • Blind enemies now remember their previously targeted hero.
  • Added damage times X intents to some enemies.
  • Rewritten NPC lore bits.
  • Telemetry - to help us improve the game, we have introduced an option to track gameplay data and error logs. We don't collect any personal identifying information and you can opt out of this entirely at your discretion.


Hunter:
  • Shoot: Changed base damage to 2 times 2.
  • Oil Lamp: It now applies 10 Aim to every card in hand. Boost levels: 5, 10 Aim
  • Guzzle: Reduced base Strength gain on feed. Increased Strength gain from 2nd boost level.
  • Food for Thought: Reduced base Intellect gain on feed. Increased Intellect gain from 2nd boost level.
  • Reload: Added extra gain 1 Strength to 2nd boost level.
  • Gatling: Reduced the extra damage multiplier from its boost levels by 1.
  • Hunter Badge: Increased Aim gather to 10.
  • Blade of Malevolence: Changed its trigger mechanic to the new point accumulating system.
  • Big Game Hunter: Changed its trigger mechanic to the new point accumulating system.
  • Ravenous: Changed its trigger mechanic to the new point accumulating system.


Warrior:
  • Slash: Reduced Rage gain from its 2nd boost level by 10.
  • Shield Tactics: Added a condition to its Push card summon.
  • Battle Shout: Reduced Rage gain from its 2nd boost level by 10.
  • Anger: Now it has two boost levels. Each giving 1 Strength. Grants 10 Rage when used.
  • Slam: Increased extra damage from 2nd boost level by 2.
  • Offhand Strike: Added gain 10 Rage to its 2nd boost level.
  • Alchemist’s Alloy: Reduced base block by 4.
  • Enrage: Now it gives 1 Strength and gives Rage during the next turn.
  • Dissolution: Reduced base block by 1.
  • Zweihander: Increased damage increase from 1st boost level by 5. Reduced Rage gain from 2nd boost level by 10.
  • Execute: Reduced permanent damage increase by 1. Increased extra damage from 2nd boost level by 5.
  • Sentient Helmet: Reduced energy requirement by 1.
  • Last Stand: Reduced base block by 2.
  • Stun: Reduced energy requirement by 1. Removed duration increasing boost level.
  • Spell-Forged Berserker: Changed its trigger mechanic to the new point accumulating system.
  • Breakout: Changed its trigger to fully boost trigger. Changed its trigger mechanic to the new point accumulating system.
  • Steed of Honor: Changed its trigger mechanic to the new point accumulating system.


Wizard:
  • Mana Shield: Added a condition to its Push card summon.
  • Firewave: Changed its 3rd boost level to gain 1 Intellect.
  • Feedback: Increased base damage by 6. Changed -1 energy boost level to damage increase.
  • Blaze: Changed its 3rd boost level to gain 1 Intellect.
  • Conjure Chains: Now exhausts.
  • Power Ward: Reduced base block by 1.
  • Gather Ember: Increased energy requirement by 1. Changed 2nd boost level to -1 energy.
  • Swirl: Added gain 1 Intellect to 2nd boost level.
  • Lavacore: Changed its trigger mechanic to the new point accumulating system.
  • Mark of the Flame: Changed its trigger mechanic to the new point accumulating system.
  • Afterburn: Changed its trigger mechanic to the new point accumulating system.


Thief:
  • Emerald Dagger: Changed its 2nd boost level to gather 2 poison.
  • Bite: Changed its 2nd boost level to gather 3 poison.
  • Poison Bottle: Added gather 4 poison to its 1st boost level.
  • Hidden Tools: Added gain 1 Strength to its 1st boost level.
  • Poison Arrow Frog: Changed its 2nd boost level to gather 5 poison.
  • Stab: Increased extra damage from its 1st boost level by 2.
  • Fill Vials: Added -1 energy to its 3rd boost level.
  • Jade Shuriken: Increased base damage by 2. Added gain 1 Strength to its 2nd boost level.
  • Catalyst Shuriken: Added 1 poison applied next to its poison trigger.
  • Ebony Blade: Increased base damage by 1.
  • Infuse Weapons: Changed its poison apply to all damage types.
  • Ornate Mirror: Now applies 1 Reflect to all heroes.
  • Oni Mask: Changed its trigger mechanic to the new point accumulating system.
  • Poison Bomb: Changed its trigger mechanic to the new point accumulating system.
  • Toxicity: Changed its trigger to magic damage trigger. Changed its trigger mechanic to the new point accumulating system.


Priest:
  • Stoneskin: Reduced base block gain by 1.
  • Righteous Blast: Reduced card drawn by 1. Changed 1st boost level to spread 15 Corruption.
  • Exorcise: Now deals 2 times 10 magic damage. Each of its two boost levels spread 10 Corruption.
  • Unholy Deeds: Reduced per trigger damage by 2.
  • Carillon: Now it has two boost levels. Each level gives 1 extra block and spreads 10 Corruption.
  • Repression: Heal the party for 3. Gain 3 Strength.
  • Divine Protection: Now it grants 7 block if there is no block on the target.
  • Crux of Corruption: Changed its trigger mechanic to the new point accumulating system.
  • Corruptor’s Surge: Changed its trigger mechanic to the new point accumulating system.
  • Seed of Corruption: Changed its trigger to exhaust trigger. Changed its trigger mechanic to the new point accumulating system.


Trinkets:
  • Needle: New trinket
  • Lead Crystal: New trinket
  • Cobweb: New trinket
  • Sewer Cover: New trinket
  • Cockroach: New trinket
  • Bonsai: Secret trinket
  • Stone Tablet: Secret trinket
  • Massive Key: Secret trinket


Events:
  • Unnecessary weak events have been removed.
  • Almost all events received new choices.

SFX:
  • Necromancer cards sound effects
  • New enemy sound effects: Tunneler, Obsidian Burrower, King Baruch, Prince Lorien, Samael, Sentry, Iktomi


UI:
  • Added a new depth reveal animation to the map.
  • New card summoning animation.
  • Added cursor auto hide to special events.
  • Better tooltip management on hover. Added delays and better framing.
  • Added animation when looting potions, equipments and ingredients.
  • Repositioned buff/debuff gain animation on enemies for better clarity.
  • Redesigned the alchemy panel.
  • Added a quick button to the inventory panel for viewing the deck.
  • Increased buff/debuff icon sizes.


Fixes:
  • A few cards showed wrong damage preview values on the enemies while the card was grabbed.
  • Fixed an issue with customized party names not being saved out.
  • Fixed out of order boost levels when an unupgraded card received new boost levels from an event.
  • Fixed buff/debuff icons sometimes appearing larger or in the wrong place.
  • Fixed enemy hover activating when certain enemies were playing their death animation.
  • Fixed disabled trinkets sometimes retaining the X icon even when they get enabled again.
  • Fixed Fire Cycle not properly gaining extra damage from Aim.
  • Fixed an issue where Ingward sometimes sold trinkets only for blood instead of gold.
  • Fixed an issue where using a Strength or Intellect potion on the 2nd or 3rd hero would incorrectly grant the buff to the 1st hero.
  • Fixed some potions not being usable globally, requiring them to be dragged onto a hero.
  • Fixed poison sometimes showing 1 more damage per tick on heroes.
  • Fixed temporary damage multipliers sometimes remaining after combat.
  • Fixed temporary Aim remaining on an unused aimed card after combat.
  • Fixed a crash when repeatedly closing and opening a hero's inventory.
  • Fixed Amber’s select card event showing already innate cards.
  • Fixed Sludge not being aimable.
  • Fixed Purify from an event not being empowerable.
  • Fixed Gatling like cards not being able to be damage multiplied with effects like Maintain Weapons.
  • Fixed map nodes sliding slightly when repeatedly hovering on them.
  • Fixed Pillage not being aimable.
  • Fixed Poison Bottle applying 1 less poison.
  • Fixed Withered Rose scaling from intellect on the heroes.
  • Fixed Mimic having 3k damage intents when viewed at the bestiary.
  • Fixed lower difficulty achievements not being given. (they will be granted retroactively)
  • Fixed Rage sometimes not being calculated properly when reaching 999+ stacks.
  • Remove Stun mention from the Iron Skull helm.


We wouldn't have it this far without you, the players, so whether it's on here on the Steam forums, our official Discord or on our official Twitter/X account, please let us know what you think about the game, report any bugs you might find and show us your sick combos!

Patch 0.934

A small patch after our big update!
Thank you everyone for your continued support!

  • Fixed a crash happening on combat start with the following item combination: Handkerchief + (Innate) Thief's Codex
  • Fixed a crash related to swiftly opening and closing a hero inventory repeatedly.
  • Fixed buff icon of Coagulate.
  • Fixed an easy infinite with Serpent Ring + Toxicity.
  • Fixed an easy infinite with Lavacore + Sentient Blade.
  • Fixed Serpent Ring not triggering when the very first poison was applied to an enemy.
  • Fixed some curse cards not losing their boosted state on exhaust.
  • Added limitation to the number of card summon animations spawning at the same time.
  • Reduced the card upgrade number from boss encounters. (3 -> 2)
  • Reduced extra hand size from Amass. (2 -> 1)
  • Flurry potion flurry value changed. (2 -> 1)
  • Removed gold icon from the skip choice in reward panels.


Have a nice day and see you in the depths,
Balcony Softworks

Introducing The Inner Workings Update 

The depths are rarely as they seem. They change and shift, with murky waters flooding some chambers while revealing others that have been closed off for eons. The Inner Workings Update reflects the ever-changing nature of the depths by bringing forth a series of balance changes that we believe improve upon pretty much every aspect of the game. As promised, It’s another big update so read with care before venturing back into the darkness. 

[h2]Card Boosting [/h2]

Almost every card has been altered to make card boosting even more fun and engaging. In the previous iterations, some cards had exceedingly high boost levels. This made it difficult to fully boost these cards in most encounters, preventing players from using them to their full potential.



We also redesigned boost levels to be more useful, since some had too little of an impact during play. A good example of this is the Wizard’s basic Fireball. In old versions, if you fully boosted the card, you had to play it in order to gain an extra Scorch card. Now, when you fully boost a Fireball card, you immediately gain that Scorch card. You can expect to see a lot of usability improvements such as this. 

[h2]Enemy Encounters [/h2]

Every normal and elite encounter has been thoroughly reworked. Now, most encounters have a unique mechanic that you can engage with in a meaningful manner. Early game battles now often offer helping mechanics. A good example for such a mechanic is the Fallen Knights elite encounter, where, at a certain round, both enemies will try to attack the heroes with a high damage move. However, it is at this time that a new card named Follow Orders is added to your hand. When fully boosted, this card will make the knights attack each other instead of the party, giving you some much needed respite. 



Visual aids have also been added for Encounters, with their main mechanics now being showcased before battle with new 3D animations.

[h2]Archetype connecting cards [/h2]

To add another layer of synergy between our party members, we created 3 powerful archetype cards for each of our heroes. A good example of such a card is the priest’s Corruptor’s Surge. This card will spread a corruption debuff to all enemies when any card in your hand becomes fully boosted. Combining Corruptor’s Surge with the warrior’s Steed of Honor creates a powerful combo because Steed of Honor also augments the warrior’s rage when the heroes apply a debuff to enemies.



These cards can be played in various combinations to grant powerful effects to your party. 

[h2]Trinkets [/h2]

We felt like a lot of the old trinkets had too little impact on gameplay, so we decided to introduce some new trinkets and also redesigned the old ones to be more impactful and synergize better with various mechanics. A good example of this is the Wine Barrel trinket, which deals a huge amount of damage to all enemies when you manage to play every single card in your hand. Combining the Wine Barrel with cards that can be boosted to zero energy creates a brutal damage output. And if you are lucky enough, the new Azure Crystal trinket now selects a card in your hand at random to add a -1 energy boost level to it. This makes the setup for the Wine Barrel combo even easier to put in place. 



[h2]The Map [/h2]

The new map has more connections between nodes and better pacing. Each depth is more condensed. Instead of 2 bosses, the new map has 4 bosses. Biomes also make their appearance in a more natural order when you delve further below. You are now also able to collect more trinkets during your run than in previous versions, making it easier to create powerful builds.  

Negative zone effects have been completely removed because we felt that they acted more like an inconvenience than a tactical element. Once a boss is defeated your party is fully healed. This change alone creates a better combat experience, allowing you to play out your strategies instead of worrying constantly about your diminishing health points. 

[h2]User Interface [/h2]

The UI has been adorned with dozens of changes, big and small. One significant upgrade is the new boost indicator featured on cards. This handy animation showcases what upgrades the card will get once boosted. Element size and text placements on cards have been improved. We also added special animations to a number of card effects, for example, when a curse card is exhausted. Cards are now placed lower in hand and are animated in a more satisfying way when your hand is being drawn. There are also new animations for collecting your rewards after a battle.


[h2]The Tutorial [/h2]

We added an intricate “step by step” animation showcasing how card boosting works next to a few minor changes here and there. There are many moving parts in Deepest Chamber: Resurrection and we believe our new tutorial will help new players better grasp its moves and mechanics.



These are just some of the bigger, more glamorous changes that we’ve introduced with this patch. For the full Inner Workings of our update, please refer to the full Patch Notes posted below. We would also appreciate it if you’d let us know how you feel about all these changes and how they affect your DC:R experience in the comments.

A huge THANK YOU goes to our community for helping us shape DC:R into what it is today!

See you in the depths! 


[h3]Full patch notes[/h3]

Core:
  • Added a new map system that allows more choice when descending into the depths and lowers overall run time.
  • Almost all cards have been redesigned. Some with significant changes, some with minor ones.
  • Introducing the trader card category with 20 cards.
  • The heroes now face 4 bosses each run instead of 2 but at a more swift pace.
  • After a boss battle the party is fully healed.
  • Negative zone effects have been completely removed.
  • Increased the number of trinkets acquired per run.
  • Newly acquired cards are added to the deck with only 1 boost level. Before each combat you are able to fully unlock a card. Making all of its boost levels available.
  • Added new difficulties. Latest max is 10.
  • Increased trader item quantities.
  • Rebalanced the cost of most purchasable items.
  • Cleanup on busy 3D maps environments for better UX with UI elements and general cleanliness of the cardplay area.


Hunter:
  • Added new Aim archetype. Aim replaces the old Bleed archetype which was too similar to the Thief’s Poison archetype.
  • Hunter companions now have a limited number of Claw/Maul cards to summon each turn. These limits can be increased with trinkets or cards.
  • Redesigned starting trinkets. (Goulash, Thread and Needle, Salami) Starting trinkets now can also appear during a run.
  • 4 new cards. (Blade of Malevolence, Aim, Oil Lamp, Hunter Badge)
  • 9 significantly redesigned cards. (Lupa, Aimed Shot, Multi-Shot, Mathilda, Blind, Maintain Weapons, Talon, Gatling, Solidify)


Warrior:
  • Rage is now protected by block. Fully blocking an attack wont halve the Warrior’s rage.
  • Strength gain is now available to enable even more synergies with other classes.
  • Redesigned starting trinkets. (Cradle, Toy Soldier, Brooch) Starting trinkets now can also appear during a run.
  • 2 new cards. (Spell-Forged Berserker, Steed of Honor)
  • 9 significantly redesigned cards. (Battle Shout, Living Plate, Defensive Stance, Anger, Calculated, Firm Grip, Enrage, Sentient Blade, Execute)


Wizard:
  • Scorch builds received a significant boost from trinkets and cards.
  • Intellect gain is now available to enable even more synergies with the other classes.
  • Redesigned starting trinkets. (Bone Fan, Dead Wing, Water Lily) Starting trinkets now can also appear during a run.
  • 2 new cards. (Lavacore, Flickering Flame)
  • 7 significantly redesigned cards. (Firewave, Channeled Flame, Ignite, Calcinate, Amass, Mark of the Flame, Afterburn)


Thief:
  • Poison builds are more powerful thanks to the new poison gathering mechanic and new trinkets.
  • Redesigned starting trinkets. (Thief Tools, Slingshot, Mortar and Pestle) Starting trinkets now can also appear during a run.
  • 2 new cards. (Toxicity, Poison)
  • 8 significantly redesigned cards. (Thief’s Codex, Poison Bottle, Hidden Tools, Poison Arrow Frog, Noxious Spider, Poison Bulwark, Oni Mask, Poison Bomb)


Priest:
  • Redesigned starting trinkets. (Was Seal, Dried Chicken Feet, Old Tome) Starting trinkets now can also appear during a run.
  • 2 new cards. (Crux of Corruption, Corruptor’s Surge)
  • 12 significantly redesigned cards. (Stoneskin, Corrupt Spirit, Atone, Righteous Blast, Despite, Coagulate, One for All, Rusty Nail, Congregate, Radiant Shield, Incantation, Exorcise)


Cards:
  • Many boost levels on cards now immediately give their bonus effect instead of giving it only when the card is used.
  • Added some class cards to the trader card pool.
  • 6 completely new cards available in trader card pool: (Leo’s Failed Experiments, Dual Wield, Anvil of Ostara, Kindle, Pillage, Forte)
  • Push mechanic now adds a Push card into your hand instead of triggering a push effect immediately.
  • New boost level: Damage Multiplier
  • Boost level ordering changed on almost all cards to make boosting more fluid.
  • New keyword: Slippery (slippery cards slide to one of the side of your hand when boosted)
  • Sentient Blade: On Boost: Deal 3 damage to all enemies.
  • Zweihander: Now gives rage immediately when boosted.
  • Execute: Deal 20 damage. Permanently increase damage by 2.
  • Spell-Forged Berserker: Gain 5 Rage when dealing magic damage.
  • Breakout: Gain 5 Rage when dealing melee damage.


Detailed card changes:
  • Slash: Second boost level now immediately gives the warrior rage! Removed one dmg boost level.
  • Vulnerable: Reduced vulnerable duration to 1 from 2 when unboosted. Removed one dmg boost level.
  • Battle Shout: Gain 10 Rage for each boosted card in hand.
  • Living Plate: Now directly heals instead of its healing being an on boost trigger. Boost levels now increase its healing.
  • Defensive Stance: Double the last boost level of a card in your hand. Two new boost levels.
  • Anger: On Boost: Gain 1 Strength.
  • Calculated: Deal 8 damage. Select a card to be boosted 2 times. Two new boost levels.
  • Firm Grip: Now it deals damage based on the overall block on the heroes instead of the applied block in the current round.
  • Alchemist's Alloy: Reduced base block by 2. Changed second boost level to summon a Scale card.
  • Steed of Honor: Gain 5 Rage when the heroes apply a debuff.
  • Last Stand: Reduced base block by 2. Boost levels now summon a Scale card.
  • Enrage: Gain 30 Rage. 2 new immediate Rage boost levels.
  • Cleave: Removed one dmg boost level.
  • Succession: Name changed to Forte. Choose a hero and grant a class-specific boost to 2 cards in your draw pile. Moved into a trader card pool.
  • Strategize: Add 2 Push cards into your hand. Moved into a trader card pool.
  • Dissolution: Reduced base block by 2.
  • Spellsteal: Doesn't remove the copied buff anymore.
  • Fireball: Now immediately summons a Scorch card when boosted. Removed one boost level.
  • Mana Shield: Now uses the new push mechanic.
  • Sunbeam: Changed its second boost level into a +dmg boost.
  • Firewave: Deal 20 damage to all enemies. 3 new boost levels that immediately summons a Scorch card.
  • Channeled Flame: Now also gives 1 intellect per energy.
  • Fire Cycle: Removed on boost effect. Changed second boost level to immediately summon a Scorch card.
  • Ignite: Deal 10 damage. Scorch cards deal an additional 2 damage on the target.
  • Calcinate: Deal 10 damage. Apply 1 Vulnerable. Deals additional 5 damage for every copy of the card. Changed its second boost level to create a copy.
  • Amass: Increase your max hand size by 2. Gain 1 Flurry. Two new boost levels.
  • Spirit Husk: Removed on boost effect. Now also gives 1 Purify.
  • Blaze: All of its boost levels now immediately summon a Scorch card.
  • Grand Surge: Now has 15 base damage.
  • Eclipse: Name changed to Flickering Flame.
  • Lavacore: Summon a Scorch when the heroes deal melee damage.
  • Mark of the Flame: Summon a Scorch when the heroes apply a debuff.
  • Afterburn: Summon a Scorch when a card gets fully boosted.
  • Heal: Removed Regen. Changed boost levels.
  • Cleanse: Changed second boost level to remove all debuffs instead of removing 1 debuff from the entire party.
  • Scripture: Reduced base block by 1. Now it doesn’t apply corruption to the priest. Changed its second boost level to immediately spread 15 corruption to all enemies.
  • Smite: Removed damage from its second boost level.
  • Stoneskin: Gain 7. Gain 1 Flurry.
  • Corrupt Spirit: Apply 2 Corruption 5 times. Two new boost levels.
  • Atone: Deal 3 damage and spread 5 Corruption 2 times. Two new boost levels.
  • Righteous Blast: Draw 2 cards. All cards in hand get fully boosted. Two new boost levels.
  • Despite: Now only triggers when a card gets fully boosted instead of when a card exhausts.
  • Coagulate: The next Buff will be doubled.
  • Raise Morale: Name changed to One for All. Draw 2 cards. Discard 2 cards. One new boost level.
  • Rusty Nail: Nail a card in your hand. Three new boost levels that immediately spread 15 Corruption when boosted.
  • Congregate: At the start of your turn summon a random uncommon card.
  • Radiant Shield: Removed on boost effect. Remove all debuffs from the party. Two new boost levels.
  • Meditate: Changed second boost level to increase regen duration.
  • Incantation: Copy a random zero cost card in your hand. Two new boost levels.
  • Exorcise: Apply 20 Corruption. Added second boost level that spreads 20 Corruption when boosted.
  • Carillon: Removed base block. Added fleeting keyword.
  • Crux of Corruption: Apply 5 Corruption when dealing melee damage.
  • Corruptor's Surge: Spread 5 Corruption when a card gets fully boosted.
  • Seed of Corruption: Spread 5 Corruption}when a trinket triggers.
  • Reconstruct: Moved into the trader card pool.
  • Emerald Dagger: Removed second boost level.
  • Cover: Reduced base block by 1.
  • Noisy Armor: Reduced base block by 1.
  • Bite: Removed base damage.
  • Thief's Codex: When drawn, draws 2 cards. Removed one Shuriken summon boost level.
  • Poison Bottle: Now applies Poison based on the number of cards in hand instead of the number of debuffs applied during the turn.
  • Hidden Tools: Removed on boost effect. Select a card to gain a -1 Energy boost level. Two new boost levels.
  • Toxicity: Name changed to Poison Arrow Frog. Apply $av0$ $de113${Poison} $sv0$ times. Two new boost levels.
  • Weaken: Moved into the trader card pool.
  • Jade Shuriken: Removed gather poison onto targeted enemy.
  • Noxious Spider: Select a card to be boosted 3 times. Three new boost levels that gather Poison immediately when boosted.
  • Poison Bulwark: Gain 5 block. Gather 3 Poison. Two new boost levels that gather Poison immediately when boosted.
  • Sickle: Increased damage of first boost level.
  • Rain of Steel: Add Shuriken cards until your hand is full.
  • Secret Workshop: Moved into the trader card pool.
  • Assassin's Teapot: Changed its regen into direct heal.
  • Oni Mask: Summon a Shuriken when a card gets fully boosted.
  • Poison Bomb: Gather 5 Poison when a card gets fully boosted.
  • Toxicity: Gather 5 Poison when a trinket triggers.
  • Shoot: Changed second boost level from Bleed to Aim.
  • Meager Meal: Name changed to Campfire.
  • Lupa: Added 5 Claw limit per draw. Removed energy gain on use.
  • Mathilda: Added 5 Maul limit per draw. Removed energy gain on use.
  • Aimed Shot: Deal 10 damage. Deals additional damage equal to the Aim in your hand. Changed second boost level to -1 Energy.
  • Multi-Shot: Deal 15 damage to all enemies.
  • Oil Lamp: On Boost: Gather 3 Aim.
  • Hack: Flipped boost level order.
  • Guzzle: Increased Strength gain by 2.
  • Food for Thought: Increased Intellect gain by 2.
  • Protect the Pack: Heroes gain 1. Gather 5 Aim.
  • Blind: Randomize the target of every enemy. Gather 10 Aim for each blinded enemy.
  • Net: Draw 1 Block card. Nail all cards in hand.
  • Maintain Weapons: Multiply the damage of a card in your hand.
  • Talon: Recover an Aim card from your Exhaust pile.
  • Gatling: Deal 2 times 5 damage. Three boost levels that increase the trigger number of its damage.
  • Royal Meal: Name changed to Iron Pot.
  • Hunter Badge: Gather 7 Aim X times.
  • Blade of Malevolence: Gather 2 Aim when the heroes apply a debuff.
  • Big Game Hunter: Gather 2 Aim when a card gets fully boosted.
  • Ravenous: Gather 2 Aim when dealing magic damage.
  • Lizard Scales: Moved into the trader card pool.
  • Anvil Of Ostara:Select a card from your hand to be copied 2 times.
  • Kindle: Exhaust all cards in your hand. Each exhausted card heals its owner for 2.
  • Leo's Failed Experiments: Apply 1 Weak. Shrink the target.
  • Pillage: Deal 3 damage. Pillage a potion from a corpse.


Trinkets:
  • 18 new trinkets: (Hugo, Shrubbery, Serpent Ring, Bow Tie, Small Rock, Chrysalis, Wine Barrel, Rotten Apple, Mousetrap, Demijohn, Joker, Beeswax, Porcelain Hourglass, Black Candle, Signet Ring, Ballet Shoe, Pearl, Brick)
  • 21 significantly redesigned trinkets. (Azure Crystal, Damaged Voluta, Copper Handcuffs, Toad, Rib Cage, Forge Sign, Toy Chariot, Ragged Bandage, Ceramic Mask, Wax Seal, Rattle, Brooch, Bone Fan, Water Lily, Old Tome, Walnut, Crab Claw, Goulash, Thread and Needle, Mosaic, Blood Sample)


Detailed trinket changes:
  • Wine Barrel: When there are no more cards in hand, deal 50 damage to every enemy.
  • Hugo: Every time you summon cards into a full hand, deals 10 damage to 3 random enemies.
  • Ballet Shoe: When acquired, the last boost level is permanently doubled on 5 random cards currently in the deck.
  • Pearl: Whenever you gain Energy during your turn draw 1 card.
  • Joker: Card rewards have 1 additional card to choose from.
  • Beeswax: Every Round based effect gains an additional Round.
  • Demijohn: Each Combat: The first debuff applied also applies 2 Weak.
  • Mousetrap: Each Combat: The first debuff applied also applies 2 Vulnerable.
  • Rotten Apple: Whenever you visit a trader, the party is healed for 5.
  • Shrubbery: Traders offer 2 more trinkets, class cards and classless cards.
  • Chrysalis: Each Combat: The 3rd card used will be copied 2 times into your draw pile.
  • Small Rock: Turn Start: If the heroes didn't gain block last turn, gain 1 additional Energy.
  • Serpent Ring: Every time the heroes apply Poison, it immediately triggers. Poison no longer triggers at the end of a turn.
  • Bow Tie: Each Combat: Trigger all boost levels of the 3rd card to get fully boosted.
  • Blood Sample: d=Whenever Aim is added to a card add 1 Fresh Meat card into your hand.
  • Mosaic: Each Combat: First Aim gain is doubled.
  • Hangman's Noose: If you have an Aim card in your hand at the end of your turn, it gets +10 damage.
  • Breaking Scent: Companions can summon attack cards 4 additional times.
  • Goulash: Each Combat: The first time Campfire is used the party gets healed for 2.
  • Salami: Companions can summon attack cards 3 additional times.
  • Thread and Needle: Each Combat: The first time Campfire is used gain 7 Aim.
  • Porcelain Hourglass: Round 2: A random hero gains 4 block.
  • Crab Claw: Every 2 times a fully boosted attack card is used gain 1 Strength.
  • Walnut: Every 2 times a fully boosted attack card is used gain 1 Intellect.
  • Old Tome: Each Combat: The first time Holy Shield is used on a hero it also cleanses a debuff.
  • Mortar and Pestle: Each Combat: The first 5 times a card gets fully boosted gather 1 Poison.
  • Slingshot: Each Combat: The first 3 times a card gets fully boosted add 1 Shuriken card into your hand.
  • Water Lily: Combat Start: The Wizard gains 1 Flurry.
  • Bone Fan: Each Combat: The first 3 times a card gets fully boosted add 1 Scorch card into your hand.
  • Forge Sign: When acquired, pick one of your cards and double its last boost level.
  • Brick: When the overall health of the party is 20 or below, apply Curse of the Order to all enemies.
  • Ragged Bandage: Each Combat: The first 10 times a hero gains block, apply 3 Corruption to a random enemy.
  • Toy Chariot: Every time a hero is healed the party gains 5 temporary Strength and Intellect.
  • Ceramic Mask: Each Combat: The first 10 times a hero gains block, a random enemy will suffer 2 magic damage.
  • Wax Sea: Each Combat: The first Heal costs 0 Energy.
  • Dried Chicken Feet: Each Combat: The first 3 times a card gets fully boosted spread 5 Corruption.
  • Battle Horn: When the Warrior fully blocks an attack, gain 20 Rage.
  • Rattle: Each Combat: First Rage gain is doubled.
  • Brooch: Each Combat: The first time Slash is used it applies 1 Vulnerable.
  • Tin Soldier: Combat Start: The first 3 times when the Warrior gains a Buff he also gains 1 block.
  • Antler: Each Combat: The first 10 times a hero gains block, a random enemy will suffer 2 melee damage.
  • Cradle: Each Combat: The first 2 times a card gets fully boosted add 1 Scale card into your hand.
  • Bone Fan: Each Combat: The first 3 times a card gets fully boosted add 1 Scorch card into your hand.
  • Signet Ring: Each Combat: Adds an additional trigger to the first Flurry sequence.
  • Rib Cage: Round 3: The damage of a random card in your hand will be doubled.
  • Copper Bel: Each Combat: First Corruption apply is doubled.
  • Black Candle: Each Combat: First healing is doubled.
  • Toad: urn Start: Deals 1 magical damage to 3 random enemies.
  • Copper Handcuffs: Each Combat: The first time when your hand gets full, boost all cards in hand.
  • Damaged Voluta: Each Combat: The first 4 times when dealing even health damage, a random hero gains 2 block.
  • Azure Crystal: Round 3: A random card in your hand gains the following boost level: (-1 Energy)


Potions:
  • Empower Potion: Double a Buff or a debuff.


Encounters:
  • Added new 3D animations to enemies when entering combat.
  • Reworked most enemy death animations.
  • Certain enemies showcase their main mechanic with 3D animations when entering combat.
  • New encounter maps: 1 Caves, 1 Mines, 1 Lower Sewers
  • Corrode now doesn’t disable block gain, it now allows block gain but removes the gained block at the next round.
  • Daze no longer stacks if a hero is already dazed.
  • Removed certain negative effects likeReflect and Blight.
  • Improved texture work for certain encounters (Keeper, Old One, Ammut, Ghila)
  • Removed unnecessary encounter unlock items. These encounters can now appear without unlocking them first.
  • Added special lighting to certain encounters. (Lurker, Ammut, Obsidian Burrower, Tunneler)
  • Added missing screenshake to certain encounters.
  • Added new enemy names to a few old encounters.
  • Removed Slaughterfish encounter.
  • Removed Turtles encounter.
  • Increased the model size of many enemies.


Redesigned encounters:
  • Gorger
  • Fallen Knights
  • Digger Meat
  • Gila
  • Glutton
  • Muggers
  • Quartermaster
  • Hermitshell
  • Broodmother
  • Needle
  • Toad
  • Tunneler
  • Sewer Rats
  • Bloodflies
  • Bugcrank & Snails
  • Leech Collector


Equipments:
  • Mercenary Armor: Reduced health increase by 1.
  • Helm of Thorns: Applies 5 Spikes instead of 1 Reflect.
  • Defender: Gives 1 health instead of 3 rounds of Defense.
  • Lionheart Aegis: Gives 2 health instead of 1 Defense.
  • Cadaver Shroud: Gives +1 combat retry instead of a one time protection against Constrained.
  • Truesilver Breastplate: Reduced health increase by 1.
  • Plague Mask: Gives 2 health instead of a one time protection against Blight. (Blight is removed from the game)
  • Runic Plate Leggings: Reduced health increase by 1.
  • Battered Cloak: Reduced health increase by 1.
  • Fingerless Gloves: Reduced health increase by 1.


Event:
  • Added new card modifier: damage trigger +1
  • Added new card modifier: double the last boost level
  • Added explanation text for event choices.
  • Added new trail VFX when the Pope resurrects the party.
  • Rebalanced event distribution so certain events that are undesirable during the beginning of a run won’t appear as often.


SFX:
  • Added new SFX for a number of enemy intents.
  • Added new SFX for snail enemies.
  • Removed many distracting loud SFX from certain buttons.


UI:
  • Cards now have an icon of a trinket on them if they are in some way affected by that trinket.
  • Added trail VFX for trinket, buff, enemy skill triggers.
  • Added explanation text for event choices.
  • New card upgrade interface.
  • If a potion or trinket triggered a card selection event, the source of the trigger is displayed at the lower left of the screen.
  • Mainmenu has been simplified for more comfortable navigation.
  • Target portraits of intents now showcase if the targeted hero has vulnerable or any other damage increasing status effect on them.
  • New intent description above enemies with the use of portraits instead of text.
  • The map now displays the portrait of the current depths boss.
  • Removed excessive borders around some UI elements.
  • Added new potion icons. (Major Cleanse, Greater Block, Lesser Block, Draw)
  • Added animation for explanation text when special effects trigger a card selection in hand
  • Added VFX to cards that gain certain effects from an outside source.
  • The back button is hidden on the victory screen until something has been looted to avoid misclicks.
  • While hovering over intents the floating animation of the intent is paused.
  • Repositioned the buff gain animation on enemies to avoid the animation obscuring the enemies hit reaction animations.
  • Card positioning in hand has changed.
  • Card description centered vertically.
  • Cards now have a new animation showcasing the effect of their next boost level.
  • Cards now autoscale boost text inside them.
  • Boost crystal size increased.
  • Remaining cards don't animate immediately after a card was used to make repeated card usage more pleasant.
  • Card descriptions have been simplified.
  • Card description backgrounds simplified for readability.
  • Cards drawing speed slowed down slightly.
  • Increased the animation time when showcasing curse cards being added to hand.
  • Added a new animation for when a curse card exhausts from hand.
  • Encounter name text timing and position changed to be less obscuring.
  • Round message position changed to be less obscuring.
  • New card loot panel close animation.
  • Various menus' open-close animation duration increased.
  • New trinket loot animation.
  • New potion loot animation.
  • Added explanation tooltips to nodes on the map.
  • Removed distracting green/red glow from enemies that were affected by poison or bleed.
  • Fully upgraded cards name are green.
  • Added class keyword to class specific trinkets.
  • Added coloration to the card pile icons.
  • New buff icons.
  • Added extra explanation text to some buffs (Flurry, Dazed)
  • Changed the positioning of intent text for some encounters for better readability.
  • Disable hovering over enemies and highlighting them while death animations play.
  • Added delayed animation to certain selection starting effects for better readability of the actions result.
  • Added a new card border for classless cards.
  • Added input delay while panel open animation for card selection is playing.
  • Added new portraits to a handful of enemies.
  • Display the name of the current area instead of depth level upon entering a new depth.
  • Slightly increase the spacing between lootable items for better usability.
  • Removed unnecessary basic keyword highlighting within tooltip explanations and card descriptions. (Draw, Hand)
  • You can pet Lupa.


Tutorial:
  • Added a fullscreen card boosting showcase animation.
  • Introduced a quick tutorial run.
  • Added conversation with the Pope to the tutorial run.
  • Brian is back. (currently only during the tutorial run)
  • Intent management (tanking) tutorial improved.
  • Many new popup tutorials: (Flurry, Card Upgrading, X Energy Cards, Melee and Magical damage explanation, Potion discarding)


Fixes:
  • Fixed dead heroes talking.
  • Fixed over a dozen crash issues.
  • Fixed an exploit that enabled card duplication with a replication potion and combat retries.
  • Fixed an issue when inventory items could lose some stacks because the number of a stack was too high.
  • Fixed some damage increasing effects not persisting during a Flurry sequence.
  • Fixed special lighting on enemies not appearing in the bestiary.
  • Fixed rare case when an effect triggered a card select and card filtering filtered out a few cards erroneously.
  • Fixed intent management SFX playing at the wrong time making misplays possible if the player relied on the sound effect for confirmation.
  • Fix Sunken effect from Sickle remaining for next combat.
  • Clicking in the options menu triggered dialog skip in the background.
  • Fixed a rare case when a curse card injected into the deck could appear two times
  • Fixed difficulty tooltip continuously growing when resizing the window.
  • Fix excessive (200+) poison damage not triggering certain enemy buffs.
  • Fixed some enemies who are slightly lowered into the ground appearing just above the ground after a polymorph debuff faded from them.
  • Fixed various slight UI positioning issues when rapidly changing the window resolution.
  • Fixed game not saving at the absolute beginning of a run without even entering a combat chamber.
  • Fixed some trinkets not updating their charge values at the correct time.
  • Fixed rapid clicking causing focus point UI to not appear during the second tutorial that teaches intent management.
  • Fixed buff apply animation triggering on some enemies after all enemies have been defeated.
  • Fixed Corrode Touch not being stackable.
  • Fixed a rare issue where summoning a card into an almost full hand would result in adding the summoned card to draw.
  • Fixed Offhand Strike’s -1 energy for block cards not affecting X type block cards.
  • Fixed a rare issue when enemies could rotate slightly while doing an attack animation.
  • Fixed some accumulating buff effects like Rage or Corruption not displaying their stack value when the value was exactly 1.
  • Fixed dozens of typos.
  • Implemented more robust savefile handling to avoid file corruption.
  • Reduced video memory load.
  • Optimized a handful of 3D assets.
  • Added “nosteam” launch option.




The Trials Yet To Come - A brief update from the depths!

It's been a while since we've had one of these updates and we wanted to let you know what's been going on in our development chambers.

We’re hard at work crafting new content for Deepest Chamber: Resurrection, and can’t wait to share it with you in an upcoming update. And even though we still have a bit of tinkering to do, we thought it would be a good idea to give you all a little preview.

By the way, if you want to be among the first to try out some of this content, make sure you sign up for Those Awesome Guys' playtesting initiative called Team Awesome. In short, you get to try out some of our newest ideas, and we get valuable feedback from our communities. Sign up form can be found here.

We're battling on many fronts right now, with a major balance update on its way that we hope will dramatically change things for the better for everyone. This will cover both cards, encounters, how the map works etc.

Many of you have told us that you're looking forward to controller support and we're almost done with that as well, so expect it in one of our upcoming major updates. This will of course be coming over to the Steam Deck version of the game as well!

Our new biome, the Catacombs, is shaping up nicely. Skeletons, spiders, scorpions are roaming all around this place, which will be the most challenging yet in Deepest Chamber: Resurrection!









These are only a few screenshots of the upcoming content, but we hope to show you more and more things soon.

And hey, Steam Summer Sale is going on right now, so you can enjoy a 25% discount!

See you in the depths!

Patch 0.903

Another small patch!
As always, thank you for your bug reports everyone!

  • Fixed a bleed boost level duplication issue with Shoot.
  • Fixed Acolyte Staff healing in corrupt spirit zones.
  • Fixed incorrect text when removing a card at Ingward.
  • Fixed a Claw card animating to the deck when continuing a saved run with Lupa and the Forge Sign trinket.


Have a nice day and see you in the depths,
Balcony Softworks