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Shattered Pixel Dungeon v3.2.0!

(For the best viewing experience, please read the original copy of this post on Shatteredpixel.com)

Hey Dungeoneers, Shattered Pixel Dungeon v3.2.0 has been released! You can get it right now on Steam, or on any of the other platforms Shattered is distributed on.


Not only is v3.2.0 releasing, but Shattered is also just about to turn 11 years old! To celebrate, Shattered is 40% off on Steam for the next week!

You can discuss this Blog Post here on the Steam Community, or on the Pixel Dungeon Lemmy Community.

[h2]What's new in v3.2.0[/h2]
[hr][/hr]
v3.2 comes with a major overhaul to thrown weapons, balance changes to some subclasses, and a major QoL change to accuracy/evasion effects.

I talked about this update in one previous blog post:
- Coming Soon to Shattered: Thrown Weapon Sets!

Here's the full changelog for v3.2.0! Click or tap on each entry to read more. Note that this changelog will become slightly outdated as patches are released and dev commentary is added, so check the changes screen in-game for the most up to date version.

(This section contains expandable text boxes, you may need to view the post directly in order to see them properly.)

New Content:
  • Dev Commentary [expand]
    - Released August 4th, 2025
    - 63 days after Shattered v3.1.0

    Dev commentary will be added here in the future.
    [/expand]
  • Thrown Weapon Sets [expand]
    Thrown weapons have been majorly overhauled to be more worthwhile to upgrade!

    - Thrown weapons now spawn in sets of three, sets do not mix.
    - Thrown weapon base durability increased to 3x5/8/12, from 2x5/10/15.
    - Sets are upgraded as a unit (all 3), and upgrading fully repairs the set.
    - Upgrades now boost durability by 1.5x, down from 3x.
    - Thrown weapon default damage scaling per upgrade reduced to 1-tier, down from 2-tier.
    - Sets can be enchanted, cursed, augmented, unidentified, etc.
    - Sets can spawn with natural upgrades, enchants, or curses.
    - A few special rooms now have a chance to spawn higher value thrown weapon sets.

    Note that darts are not affected by these changes, they effectively all belong to the same set and still cannot be upgraded.
    [/expand]
  • Hit and Miss Icons [expand]
    Pretty much every effect that changes accuracy or evasion now has an icon that shows up when that effect is the reason an attack hit or missed!

    This is an extension of the green bow icon that was used to make the Ferret Tuft's evasion boost more visible in v3.1. It should make it much easier to tell how much of a difference various buffs/debuffs are making to hit chance.

    There are 12 different hit icons and 11 miss icons in total.
    [/expand]
  • Text Banners [expand]
    New visuals have been added for the 'boss slain' and 'game over' text banners!

    They should now match the newer text visuals in the title screen. This also includes some detail adjustments such as centering the sword in 'boss slain' vertically instead of horizontally.
    [/expand]


Changes:
  • Liquid Metal [expand]
    Liquid metal has also been changed to go along with the general changes to thrown weapons:

    - Recipe adjusted, now takes one known uncursed thrown weapon set and always costs 3 energy.
    - Liquid metal can now replace missing/broken thrown weapons from a set (up to the usual cap of 3)
    - Liquid metal scaling per upgrade down to 1.33x from 2x.

    The upgrade scaling change works out to be a slight nerf, as thrown weapon durability scaling per upgrade was also reduced to 1.5x from 3x. However, I expect durability and repairing to be much more of a factor now, as previously upgraded thrown weapons would reach infinite durability very quickly.
    [/expand]
  • Survivalist's Intuition [expand]
    Now that thrown weapons can be identified, there is design space for the Huntress to have a non-generic identification talent:

    - Survivalist's Intuition now lets the Huntress ID thrown weapons at 3x speed at +1 or on-use at +2. Previously it increased ID speed of all items by 1.75x at +1 or 2.5x at +2.
    [/expand]
  • ~20 Misc. Changes [expand]
    Highlights:
    - Blacksmith's smith option now offers a thrown weapon in addition to 2 melee weapons and an armor
    - Thrown weapons (including the bow) now always have a throw delay of 1 turn if they aren't aimed at a target
    - Ascension challenge now always notifies the player the first time the amulet's curse is weakened
    - Characters that are immune to the wand of lightning no longer reduce its overall damage if it arcs though them
    - Chaotic Censer no longer aims at passive enemies
    - Added a new language: Swedish!

    Thrown Weapons:
    - Augmentation now affects thrown weapon durability based on how it affects attack speed
    - Projecting enchant can now stack on thrown weapons, giving more reach
    - Explosive curse now consumes uses on thrown weapons when it triggers
    - Friendly curse now sets weapon damage to 0 if charmed by that enemy

    Misc:
    - Improved most tutorial/guidebook text to be more concise
    - Stone of Intuition guess window now shows which item you are guessing for
    - Blacksmith room can no longer spawn next to the depth exit room
    - Rats that are made friendly by the 19th armor ability no longer attack enemies
    - Wands now only need to be known uncursed to be used in making resin
    - Made tweaks to tunnel and maze rooms to reduce the chance of them generating certain shapes
    - Made piranha description text more helpful
    - Updated code libraries on iOS (Android and Desktop lib updates will come in a patch later)
    - Added dev commentary for v2.2.0
    [/expand]
  • 8 Bugfixes [expand]
    Fixed the following bugs:
    Gameplay:
    - Cases where sacrificial fire would not apply just after a character steps into it
    - Rogue's inscribed stealth talent not properly triggering from some unstable spell effects
    - Rare cases where hero could not regen more than 1hp/turn when they should
    - Distortion traps always generating mimics when choosing to generate an uncommon enemy
    - Cleric's body form enchantment/glyph effect also applying to some enemies

    Misc:
    - Cases where status text would stack on itself incorrectly
    - Language selection menu using the wrong name for Indonesian
    - Minor visual and textual bugs
    [/expand]


Buffs:
  • Thrown Weapon Talent Buffs [expand]
    Some talents that interact with thrown weapons are getting buffs as part of the thrown weapon changes:

    - Projectile Momentum accuracy boost up substantially, to +50/100/150% at +1/2/3, from +20/40/60% at +1/2/3.

    - Shared Enchantments no longer prevents multiple enchantment triggers. Both enchants can now trigger if the thrown weapon and the Huntress' bow are both enchanted.
    [/expand]
  • Cleric & Priest Buffs [expand]
    Firstly, a quick buff to the Cleric's worst performing T2 spell:
    - Divine Sense duration up to 50 turns from 30.

    I'm also making some changes to improve the Priest's synergy with their various spell effects. Hopefully this will help the subclass compete a bit more with Paladin, who already gets great synergy thanks to all spells extending holy weapon and ward:
    - Guiding Light free use cooldown down to 50 turns from 100.
    - Illuminate is now inflicted on directly targeted enemies by all spells.
    [/expand]
  • Warrior & Gladiator Buffs [expand]
    Firstly, I'm making a change to the Warrior in general, to improve tactical flexibility and to make the Hold Fast talent more interesting:
    - Hold Fast now slows the decay of combo and shielding buffs by 33/67/100% at +1/2/3. This includes the broken seal shield and Berserker's enrage shield!

    Next, the Gladiator was weakened a bit after v3.1's Warrior changes, so I'm giving him some more combo flexibility to compensate:
    - Combo now lasts for 15 turns after killing an enemy.
    - Cleave combo duration boost increased to 30/45/60 turns at +1/2/3, from 15/30/45 turns.
    [/expand]
  • Battlemage Buffs/Changes [expand]
    Some Battlemage staff on-hit effects have been changed to be more interesting and more powerful. Most notably this removes three effects that were previously just copies of enchantments:

    - Staff of Fireblast effect reworked, now has a chance to explode away flames, dealing damage to enemies.
    - Staff of Lightning effect reworked, now has a chance to charge the Mage, granting lightning immunity and extra arcing reach.
    - Staff of Blast Wave effect reworked, now consumes paralysis to deal big bonus damage.
    - Staff of Warding mildly changed, now heals level 2 and 3 wards in addition to sentries.
    [/expand]


Nerfs:
  • Thrown Weapon Nerfs [expand]
    Various thrown weapons are getting targeted nerfs, mainly focused around compensating for lower durability weapons now effectively having +50% base uses, or certain weapons now being much more spammable.

    - Shuriken instant-throw condition changed to a simple 20 turn cooldown
    - Kunai base damage down to 6-12 from 6-15
    - Bolas damage scaling down to 1-2 from 1-3
    - Heavy Boomerang durability down to 5 from 8
    - Tomahawk damage scaling down to 1-3 from 1-4
    - Tomahawk bleed % down to 33% from 60%, but it is now a separate roll that ignores enemy armor
    - Force Cube base damage down to 10-20 from 10-25
    [/expand]
  • Thrown Weapon Talent Nerfs [expand]
    Some talents are also getting nerfed as part of the thrown weapon changes:

    - Projectile Momentum damage boost down to +10/20/30% at +1/2/3, from +15/30/45% at +1/2/3

    - Durable Projectiles durability boost down to +33%/+50% at +1/+2, from +50%/+75% at +1/+2
    - Shared Upgrades slightly reworked, now grants a flat +16.67% damage boost and +1 duration per thrown weapon level, but caps at +33/67/100% damage and +2/4/6 duration at talent level 1/2/3.
    [/expand]
  • Berserker Nerfs [expand]
    The Berserker is doing quite well after v3.1, given that the new shield naturally synergizes with him. I'm scaling back the base subclass power a bit to compensate:

    - Rate of rage gain and loss reduced by 25%
    - Base enrage shield reduced to 8+2*lvl from 10+2*lvl (the armor's level)
    [/expand]


[h2]What's Coming Next?[/h2]
[hr][/hr]

  • Overview and ETA [expand]
    The next major Shattered update will v3.3 (I may change the name to v4.0 but it's unlikely). This update will include an overhaul to the Ambitious Imp quest in the metropolis!

    The blacksmith quest overhaul ended up taking quite a bit of time, and so I expect v3.3 will as well. I will write some blog posts as I make progress though, so hopefully you'll hear from me as things start to take shape in October or November.

    Please keep in mind that while I always try to keep to the ETAs I provide, they are just estimates. If you don't hear from me by the ETA, it means I'm still busy with the update!
    [/expand]
  • Patches & Old Android and Java [expand]
    There will be a higher than normal number of patches to v3.2. Firstly to address balance concerns arising from all the item changes (rather than waiting and doing them next update), and then to make various game library updates and technical changes.

    As mentioned previously, one of the consequences of these library updates and technical changes will be removing support for Android 4.0-4.4, and Java 8-10. Dropping support for these is unfortunately necessary in order to meet an impending requirement by Google.
    [/expand]
  • City Quest Overhaul! [expand]
    The major content improvements coming in v3.3 will be an overhaul to the Ambitious Imp's quest in the Metropolis. This quest is one of the last major leftovers from the original Pixel Dungeon and badly needs some modernization.

    Just like the Blacksmith quest overhaul, this new quest will send you to a new sub-region of the dungeon with some unique gameplay. Rather than digging, you'll be attempting to infiltrate a dwarven vault full of danger and treasure!
    [/expand]
  • Other Changes [expand]
    I will want to keep v3.3 mainly focused on the new quest, but there will be room for smaller changes too! Mainly this will be balance changes, but there might be room for a few smaller design improvements or additions too.

    Also, I can't make any promises yet, but I am hoping to move forward with more visual improvements, including in-game spritework improvements, whose development has largely been on hiatus since last year.
    [/expand]


[hr][/hr]

If you'd like more frequent incremental updates, you can:
- Subscribe to the Shattered Pixel Newsletter
- Follow me on Mastodon
- Follow me on Bluesky

Coming Soon to Shattered: Thrown Weapon Sets!

(For the best viewing experience, please read the original copy of this post on Shatteredpixel.com)

Hey Dungeoneers!

v3.2 has just gone to beta, with an overhaul to thrown weapons and some other substantial balance and QoL changes!

The beta for Shattered v3.2.0 is live right now! To access it on Steam, go to your game library, right click on Shattered and select 'properties' then go to the 'betas' tab and select the beta from the dropdown list.

In this blog post I'm going to go over what's changing in v3.2 in more detail.

[h2]Thrown Weapon Sets[/h2]
[hr][/hr]
Thrown weapons have been in an awkward spot for a while now. Prior to v0.6.3 they were single-use consumable items that you couldn't upgrade. Over time I've improved them with things like durability, upgrading, and dart tipping, but the upgrading experience is still far from ideal. Currently thrown weapons can only be upgraded individually, which the vast majority of players find way too restrictive.

I've finally decided to solve this problem by changing up how thrown weapons work a bit. Rather than having all thrown weapons of a kind stack together, they will now spawn in 'sets' of three, and sets will not mix. This makes quantities more consistent, so I can have upgrades apply to an entire set at once! In fact, this doesn't just stop at upgrades, thrown weapons can now be enhanced in almost every way that a melee weapon can, including enchantments, curses, augments, and naturally spawning upgrades!



Of course, thrown weapons are currently balanced around a base quantity of 2 and being upgraded one at a time. Massively increasing the uptime of thrown weapons like this without making adjustments anywhere else would make them absurdly overpowered. For now I have scaled back base durability a bit, heavily reduced the amount of durability an upgrade gives to each thrown weapon, and also reduced thrown weapon damage scaling a bit. There are also some targeted nerfs to some thrown weapons that will become more spammable due to this change.



Note that this is a pretty big changeup to an entire category of equipment. I expect there will be followup tweaks to thrown weapons and mechanics that tie into them during and after the beta.

[hr][/hr]
It's not quite enough to have its own section, but v3.2 also includes some pretty substantial subclass balance tweaks, mainly meant at better balancing options in a few cases. The Battlemage is getting some new on-hit effects to replace some phoned-in enchantment copies, the Gladiator is getting more combo flexibility, and the Priest is getting some improvements to spell synergy and the illuminated debuff. I hope that will put these subclasses onto a more even footing vs. the Warlock, Berserker, and Paladin respectively. Just like with thrown weapon sets I'll be keeping an eye on these changes.

[h2]Hit & Miss Icons[/h2]
[hr][/hr]
While thrown weapon sets are the only major content change coming in v3.2, there is one pretty massive QoL change too! In v3.1 I added a little icon that appears when the newly-added Ferret Tuft was the reason an attack missed. I'm now expanding that system to apply to almost every source of accuracy and evasion in the game!

There are 11 miss icons in total, that will show up in any situation where an effect caused an attack to miss. They are, in order: -acc from weapons, +evasion from armor, bless (and bless-like effects), hex, daze, cursed accuracy ring, evasion ring, liquid agility, defensive stance, ferret tuft, and freerunning.



The system applies to hits from physical attack too! There are 12 new icons here, which all piggyback on the existing sword icon. They are, in order: +acc from weapons, -evasion from armor, bless (and bless-like effects), hex, daze, accuracy ring, cursed evasion ring, liquid agility, sword dance, surprise attacks, precise assault, and projectile momentum.



Here's a little GIF that shows these in action. The Cleric hits due to a surprise attack, the rat misses due to bless, then the Cleric hits again due to the +acc on their cudgel. Of course, these new icons won't show up as often in regular gameplay.



[h2]Saying Goodbye to Android 4.X[/h2]
[hr][/hr]
v3.2 also includes one pretty unfortunate change for ~1% of Shattered's Android playerbase: it will be the last version that Supports Android 4.0 ICS, 4.1-4.3 JellyBean, and 4.4 KitKat.



I'm quite proud that Shattered runs on some absolutely ancient Android phones. I can currently still play it on my old Nexus S, a phone released back in 2010! I have needed to increase the minimum Android version over the years though, first dropping Android 2.2 in 2019, and then 2.3 in 2021. Now there's unfortunately a pretty big bump, as there were some major internal changes made to Android in 4.4 and 5.0.

I've actually been trying to hold onto support for these devices for a little while now, as since 2021 their % of Shattered users has only dropped to 1% from 2%, but it's sadly no longer feasible. Several code libraries that Shattered depends on now require Android 5.0+, and soon a requirement by Google will force me to update these libraries in order to keep releasing on Google Play. In terms of overall Android users, the number of people on 4.4- has dropped to 0.1% from 2% in 2021.

Coincidentally, with this change the oldest Android device that can still run Shattered will be my old Nexus 4, first released in November 2012, the same month as the release of the original Pixel Dungeon! I am sorry to those of you who won't be able to get future updates, but I have no plans to drop support for any more Android versions for the foreseeable future.

[hr][/hr]
I expect this beta to last for about a week. If you'd like more frequent incremental updates on Shattered's development, you can:
- Subscribe to the Shattered Pixel Newsletter
- Follow me on Mastodon
- Follow me on Bluesky

You can discuss this Blog Post here on the Steam Community, or on the Pixel Dungeon Lemmy Community.

v3.1.1

Hey Dungeoneers, v3.1 ended up being a pretty stable update, so v3.1.1 is going to be a pretty small patch. There's some internal technical changes, a few bugfixes, and support for a new language!

Here's the full list of changes in v3.1.1:
[hr][/hr]
[h3]Followup Warrior Tweaks[/h3]
Gameplay-wise the Warrior is doing well after his mini-rework. I will likely make some changes in v3.2 but for now I'm just making one buff to an early talent:
- Hearty Meal HP threshold increased to 33% from 30%, healing increased to 4/6 at +1/+2 from 3/5 at +1/+2.

There are also some tweaks to the Warrior's new splash in response to feedback:
- Significantly brightened the broken seal so that new details are easier to see
- Added back in scarring and some muscle definition to the Warrior's arms
- Deepened shadowing along the Warrior's figure
- Added various small details to make the armor appear more worn and the Warrior more rugged

[h3]Misc. Changes[/h3]
- Switched Shattered's rendering backend on iOS to use Metal (new) instead of OpenGL (legacy). This should result in better performance and higher frame rates on supported devices.

- Enemies and items can no longer spawn on top of plants generated by garden rooms

- Added a new language: Traditional Chinese!
- Renamed Chinese language to Simplified Chinese
- Updated translations and translator credits

- Increased the HP threshold for status pane blinking red to 33% from 30%, for consistency with hearty meal change.

[h3]Bugfixes[/h3]
Fixed the following bugs:
Caused By v3.1:
- Incorrect landmark entries for beacon of returning

Existed Prior to v3.1:
- Thrown weapons sticking to broken crystal guardians
- Ebony mimics always appearing hidden after ankh revive
- Various issues with how the game handles animation logic at very low framerates
- Haptics not working properly on more modern iOS devices
- Website links not working on modern iOS versions
- Indonesian language not working on desktop platforms

Shattered Pixel Dungeon v3.1.0!

(For the best viewing experience, please read the original copy of this post on Shatteredpixel.com)

Hey Dungeoneers, Shattered Pixel Dungeon v3.1.0 has been released! You can get it right now on Steam, or on any of the other platforms Shattered is distributed on.


To celebrate v3.1.0's release, Shattered is also 40% off on Steam for the next while!

You can discuss this Blog Post here on the Steam Community, or on the Pixel Dungeon Lemmy Community.

[h2]What's new in v3.1.0[/h2]
[hr][/hr]
v3.1 includes a mini Warrior Rework, new terrain/rooms, a new trinket, and a bunch of other smaller changes and additions!

I talked about this update in one previous blog post:

One notable new addition that I didn't share in that earlier post is a re-done splash art for the Warrior to go along with his gameplay mini rework! This new splash is once again done by Aleksandar Komitov. The original Warrior splash was the first one Aleks did, and so this remake is the most significant of the hero splash art changes. Aleks was keen to make corrections to armor design and proportions to bring the splash up to his current standards.



Here's the full changelog for v3.1.0! Click or tap on each entry to read more. Note that this changelog will become slightly outdated as patches are released and dev commentary is added, so check the changes screen in-game for the most up to date version.

(This sections contains expandable text boxes, you may need to view the post directly in order to see them properly.)

New Content:
  • Dev Commentary [expand]
    - Released June 2nd, 2025
    - 95 days after v3.0.0

    Dev commentary will be added here in the future
    [/expand]
  • Warrior Mini Rework [expand]
    The Warrior has had a mini overhaul to his broken seal ability, and new visuals for his splash art and broken seal!

    The seal's shielding now triggers in bursts with a cooldown, when the Warrior is below 50% HP. It should feel more impactful and interactive while still being easy to use for new players.

    The Warrior's new splash art is once again done by Aleksandar Komitov. The original Warrior splash was the first one Aleks did, and so this remake is the most significant of the hero splash art changes. Aleks was keen to make corrections to armor design and proportions to bring the splash up to his current standards.

    Here are the detailed changes to the broken seal shielding mechanics:
    - Broken Seal shield no longer passively builds, it now triggers all at once just before the Warrior gets damaged to 50% health or lower.
    - Max shield is now based on armor tier, scaling from 5-13 (max of 15 with iron will talent).
    - This shielding does not decay, but ends shortly after combat
    - This shielding has a 150 turn cooldown, unused shield refunds up to 50% cooldown.
    - The broken seal can now be applied to known-uncursed armor.
    - When swapping armor, the Warrior now gets a prompt to swap his seal too.

    Various other Warrior mechanics have been adjusted to compensate for the seal changes:
    - Provoked Anger talent now triggers when any shield buff breaks, and grants +3/+5 bonus damage, up from +2/+3.
    - Iron Will talent unchanged, still grants 1 or 2 max shield.
    - Liquid Willpower talent now grants regular barrier equal to 6.5%/10% of max HP, instead of recharging 50%/75% of max seal shield.
    - Lethal Defence talent now reduces seal cooldown, instead of recharging seal shield.
    - Gladiator will retain any active shielding from his broken seal as long as he has combo.
    - Berserker enrage shield is now its own separate shielding buff, and has its own scaling separate from the seal's max shield.
    [/expand]
  • New Rooms and Terrain Types [expand]
    This update includes an expansion to the dungeon's standard rooms!

    - New decorative terrain has been added to each region, largely inspired by details from the region splash arts.
    - 5 new standard rooms have been added that use these new terrain objects, one per region.
    - 8 existing standard rooms have been modified to use the new terrain objects.
    - 10 new entrance/exit variants of standard rooms have been added as well. two per region.
    - Boss Arenas also use these new terrain types in a few places
    - Plain empty rooms no longer spawn normally.
    [/expand]
  • Ferret Tuft [expand]
    A new trinket has been added to the game!

    The Ferret Tuft is a simpler evasion-boosting trinket with more of a cute aesthetic. It's a little reference to a favourite lime ferret.

    Choosing and upgrading the trinket will cause all characters to gain evasion, including enemies! That might sound like a mixed bag, but keep in mind that there are lots of ways to counter enemy evasion.
    [/expand]
  • New Badges [expand]
    v3.1 also includes four new badges, each themed around a specific challenge:

    - Safety Hazard is a gold-tier badge that requires using terrain against enemies
    - So Many Colors is a platinum-tier badge that requires having a bunch of buffs/debuffs at once
    - Pacifist Ascent is a diamond-tier badge that require surviving an ascension without any enemy kills.
    - Taking the Mick is a diamond-tier badge that requires defeating the final boss with a VERY high level pickaxe

    I've also reduced the difficulty of the Big Game Hunter badge. It now requires discovering 10 types of rare enemies, down from all of them.
    [/expand]
  • New Rare Enemies [expand]
    Two new rare enemies have been added to the sewers:

    Gnoll Exiles are exceptionally strong, but also wary of combat. They won't attack unprovoked, so you can just let them pass, but maybe you'll be interested in the loot they carry...

    Hermit Crabs are sturdy but slow crabs that use a broken barrel for extra support. They're a bit tough to fight, but much easier to run away from, and have a good chance to drop some armor for you.
    [/expand]


Changes:
  • Exploration and Quest Score [expand]
    I've made adjustments to how score is calculated to balance the difficulty of the various score categories a little better:

    Exploration Score is no longer all-or-nothing for each floor. It is now based on how many rooms were not fully explored. For each floor, score is reduced to 50%/20%/0% for 1/2/3+ missed rooms. The criteria for whether something is 'fully explored' is unchanged.

    Quest Score can now be reduced in a similar manner to boss score. Make sure to position well to avoid penalties! This reduction includes telegraphed attacks/effects (e.g. crystal spire, gnoll geomancer), and regular attacks that you should be able to always avoid (e.g. rot lashers, fetid rat's ooze). Cases where attacks are sometimes unavoidable (e.g. corpse dust wraiths, gnoll trickster) have some leeway before penalties apply.
    [/expand]
  • 20+ Misc. Changes [expand]
    Highlights:
    - Various small color tweaks to health bars, inventory buttons, and flare vfx to improve the experience for colorblind players
    - Custom notes for items can now be created or edited from the item's info window
    - Hero renaming can now be done in the hero info window while a run is in progress
    - All potions now refresh the duration of their specific effects. Previously the duration of some potion effects could stack on themselves
    - Added discovery hints for all catalog entries
    - Added landmark entries for lost backpack and beacon of returning

    Items:
    - Slightly reduced telekinetic grab's sale/energy value, so that it can't be used to effectively turn high-tier thrown weapons into energy
    - Unidentified wands can now be imbued in the mage's staff
    - Partially IDed items can now be used with the dried rose

    Characters:
    - Improved Tengu's AI, he can now switch targets if he is unable to attack the hero
    - Defeating Dwarf King now cleanses the player of the degraded debuff

    Effects:
    - Smaller shorter-term shielding buffs are now consumed before larger longer-term ones
    - The gravity chaos cursed wand effect now has its own debuff icon
    - When using metamorph, food talents that grant the same type of recharging can now stack
    - Improved VFX for activating or deactivating brawler's stance
    - Guiding Light's spell icon is now brightened when it is free to cast

    Misc:
    - The inventory button gold indicator on mobile now shows when buying items
    - Rooms with a chasm in the center must now be at least 3x3, up from 2x2
    - Increased the minimum supported iOS version to 12, from 11
    - Moved the notification position to the top-left on the Steam version. It should no longer obscure UI elements
    [/expand]
  • 30+ Bugfixes [expand]
    Fixed the following bugs:

    Highlights:
    - Thrown weapons gaining or losing more accuracy than intended based on enemy adjacency
    - Shocking enchantment triggering its damage twice in many cases since v3.0
    - Runs in progress older than 2 months showing 'NO TEXT FOUND'
    - Allies not waking from magical sleep after it has healed them
    - Desktop versions downloaded via github not properly notifying when updates are available

    Characters:
    - Swapping places with allies not being counted as movement for shuriken's instant attack
    - Exploits where sheep could last forever if game was frequently saved/loaded
    - Mirror images not benefitting from body form or holy weapon if the Cleric was unarmed
    - Light Ally and Shadow Clone having very slightly more accuracy/evasion than the hero at base

    Effects:
    - Hallowed ground producing furrowed grass more often than intended in some cases
    - Ascended form ending early if its shielding was reduced to 0
    - Metamorphed cleanse clearing lost inventory debuff
    - Metamorphed aggressive barrier using incorrect logic
    - Lay on Hands sometimes applying 0 barrier to allies
    - Death via the Cleric's life link not being recorded in rankings
    - Targeting traps having very slightly less range than intended
    - Duelist being able to stack invisibility using the sneak weapon ability
    - Metamorphed holy intuition deleting armor in rare cases

    Items:
    - Players being able to take smith rewards multiple times in specific cases
    - Stone glyph not considering some evasion/accuracy buffs
    - Brimstone glyph not properly scaling past +50% glyph power
    - Boomerangs disappearing if the game was closed during their circle back animation
    - Crystal path rooms sometimes sorting items incorrectly when player had exotic crystals
    - Cursed wand of warding not using autotargeting

    Misc:
    - Shattered locking to 60fps on 120hz iOS devices
    - Custom notes not properly applying to specific rings, wands, & trinkets
    - Paralysis vfx on enemies sometimes cancelling animations as it ends
    - Rare cases of wonky display scaling on Linux systems
    - Various minor visual & textual errors
    - Various rare crash errors
    [/expand]


Buffs:
  • Cleric Buffs [expand]
    Overall the Cleric is doing well following their initial release. Their winrate is low currently, but they are also very popular so I expect some of that is people still figuring them out. For the moment I'm focusing on multiple targeted buffs to specific Cleric mechanics that are weaker vs. others.

    Base class:
    - Guiding light base damage up to 2-8 from 2-6
    - Holy Weapon & Ward are now cast instantly
    - Shield of Light duration up to 5 from 4
    - Divine Sense is now cast instantly

    Paladin:
    - Lay on Hands healing up to 15/20/25 from 10/15/20
    - Aura of Protection dmg resist up to 20%/30%/40% from 15%/23%/30%

    Priest:
    - Illuminate bonus damage up to 5+lvl from lvl
    - Radiance now triggers and applies illuminate
    - Holy Lance cooldown down to 30 from 50
    - Hallowed Ground heal up to 15 from 10
    - Hallowed Ground root up to 2 turns from 1
    - Mnemonic Prayer is now cast instantly

    Ascended Form:
    - Divine Intervention duration extension up to 3/4/5/6 from 1/2/3/4
    - Judgement extra dmg increased to +33% per spell from 5-10 per spell

    Power of Many:
    - Life Link duration up to 10/13/17/20 from 6/8/10/12
    [/expand]


Nerfs:
  • Cleric Nerfs [expand]
    A few Cleric mechanics are standouts in terms of power though, so I am scaling some of those back:

    - Searing Light dmg down to +3/+5 from +4/+6
    - Enlightening Meal charge gain down to +0.67/+1 from +1/+1.5
    - Cleanse is no longer cast instantly
    - Hallowed Ground barrier now caps at 30
    - Flash starting charge cost up to 2 from 1
    - Stasis charge cost up to 2 from 1, but duration +50%
    [/expand]


[h2]What's Coming Next?[/h2]
[hr][/hr]

  • Overview and ETA [expand]
    The next major update to Shattered will be v3.2, which will include an overhaul to thrown weapons!

    Due to deadlines relating to supporting old versions of Android, v3.2 has to release relatively quickly. Expect to hear more from me about it sometime probably toward mid or late July.

    Please keep in mind that while I always try to keep to the ETAs I provide, they are just estimates. If you don't hear from me by the ETA, it means I'm still busy with the update!
    [/expand]
  • Thrown Weapon Overhaul [expand]
    The biggest content change I have planned for v3.2 is something I didn't originally plan for 2025, an overhaul to thrown weapons! I've settled on a design I like, and want v3.2 to be fairly quick, which is why this has taken priority for the moment.

    The plan is to make thrown weapons behave a bit more like wands, by having them drop in 'sets' that have a fixed quantity, but which can be upgraded as a unit. This should make investing upgrades in thrown weapons much more appealing, as you'll no longer be limited to upgrading one at a time.
    [/expand]
  • Misc and Behind the Scenes Changes [expand]
    As always, v3.2 will include some smaller misc. changes and balance tweaks, but I expect it will be lighter on them than usual as I'm working on a deadline in order to ensure old Android and Java users will still get v3.2.

    If there's time, I would also like to make some internal changes in prep for a new city quest toward the end of the year.
    [/expand]
  • Older Android and Java Support [expand]
    Unfortunately, due to changes to code libraries and build tools that Shattered depends on, I will have to make some changes in the next few months that will remove support for Android 4.0-4.4 and Java 8-10.

    Devices with these platform versions should still receive v3.2 and any immediate patches, but will not receive updates after that. These devices will be able to continue playing v3.2 indefinitely.

    Android 4.4 was succeeded by Android 5.0 in 2014, ~1% of Android Shattered players are using Android 4.4-. Java 10 was succeeded by Java 11 in 2018, but can run on computers from 2010 and earlier.

    Note that the Java requirement only applies to the plain .JAR desktop builds of Shattered, which require a separate Java install. If you're unsure which desktop build you're using, it probably isn't the Java one.
    [/expand]


If you'd like more frequent incremental updates, you can:
- Subscribe to the Shattered Pixel Newsletter
- Follow me on Mastodon
- Follow me on Bluesky

Coming Soon to Shattered: Warrior Mini Rework and More!

(For the best viewing experience, please read the original copy of this post on Shatteredpixel.com)

Hey Dungeoneers, v3.1 is ready for beta, just in time to meet the estimate I gave (for once)!

The beta for Shattered v3.1.0 is live right now! To access it on Steam, go to your game library, right click on Shattered and select 'properties' then go to the 'betas' tab and select the beta from the dropdown list.

In this blog post I'm going to go over what's coming in v3.1! This update has a a mini Warrior rework, some new rooms in the dungeon, and an assortment of miscellaneous changes and additions.

[h2]A New Warrior Ability[/h2]
[hr][/hr]
As a quick recap, the Warrior currently has an ability that gives him one passive shielding every 30 turns, which is effectively +33% health regen that works even when hungry. This power is hard to notice and impossible to interact with, but also easy to use and very impactful over the course of a run. This results in the Warrior feeling a lot weaker than he actually is, and I'd like to make the seal's power easier to notice and interact with without making it outright stronger or harder for new players to use.

Here's how that's happening: When the Warrior is about to take damage that would reduce him to 50% health or lower, he will now instantly gain a shield that scales with his armor's tier, with a cooldown of 100 turns. This up-front shield boost is way easier to notice compared to a passive shield that just takes 1 or 2 off most attacks. To start out you'll get 5 shield, and this can go as high as 15 with T5 armor and the iron will talent. Here's how that looks in action:



This means that in theory the Warrior is going from 30 turns per shield to 20 at the start, going as low as 6. That's a huge buff on paper, but it also assumes that the player is constantly fighting at 50% HP or lower. This creates a nice little point of interaction for experienced players, who'll want to try and maximize shield uptime. Newer players don't have to do anything in particular to just use the ability though, as it still triggers automatically whenever the Warrior needs it.

Other Warrior mechanics are getting smaller changes to compensate for this. Several talents are getting shuffled around a bit, and the Berserkser subclass is getting its own separate shield buff instead of piggybacking on the seal's shielding buff. The Berserker's shield still scales with armor level as well, so players who want to dump their upgrades into armor will still have a mechanic that scales with that.

[h2]New Terrain and Rooms[/h2]
[hr][/hr]
(Note that the new visuals shown here are placeholders and will be improved)

v3.1 is going to include a new terrain type in each region and some standard room changes to make use of them! I ended up getting a little carried away with this, and in the end each region is getting a new room type, changes/expansions to some existing rooms, and two new entrance/exit variants!

Firstly, here are some of the entirely new rooms that take advantage of the new terrain:



Next, here are some existing rooms that have been changed around a bit to include new terrain types:



Finally, here are some of the new entrance/exit variants. Some are similar to old ones, but I’ve added a few new ones focused on enclosed starting spaces.



Overall I ended up taking longer making these changes than I initially expected (at first it was just going to be the new terrain), but I'm pretty happy with the result. In particular, with these additions the typical empty rooms that were near universal a few years ago are now entirely gone!

[h2]Other Changes and Additions[/h2]
[hr][/hr]
The Warrior changes and levelgen expansion are the biggest parts of v3.1, but there's a nice assortment of smaller things too:

v3.1 includes one new item: the Ferret Tuft! The tuft is a simpler evasion-boosting trinket with more of a cute aesthetic. It boosts evasion for you and for enemies, but there are lots of ways to counter enemy evasion, so use wands or go for those surprise attacks! The tuft is a little reference to a favorite ferret.



There are also Four New Badges, that range in difficulty from gold-tier to diamond-tier. They're all focused on specific accomplishments, and I expect the two hardest badges to be quite tricky to earn.


There are Two New Rare Enemies, both of which can spawn in the sewers. Gnoll exiles have extra loot, are very tough, and also non-aggressive. Hermit Crabs have substantially boosted defense but reduced movement speed.


I'm also making some Cleric Balance Changes based on gameplay data from v3.1. The Cleric is a bit on the weaker side currently, but not nearly as much as I thought they might be, so I mostly did targeted buffs to various abilities.


I've also made some adjustments to how score is calculated. Rather than exploration score being all or nothing for each floor, it's now instead reduced to 50%/20%/0% if 1/2/3+ rooms are left uncleared. To compensate, quest score is getting a little harder, with ways to lose points just like when fighting bosses.


Lastly, there's the usual assortment of Miscellaneous Changes and Bug Fixes too. In total v3.1 has over 40 of them, including some small improvements for colorblind users, better custom note functionality for items, and hints for unseen items on the catalog.


[hr][/hr]
I expect this beta to last for about one to one and a half weeks. If you'd like more frequent incremental updates on Shattered's development, you can:
- Subscribe to the Shattered Pixel Newsletter
- Follow me on Mastodon
- Follow me on Bluesky

You can discuss this Blog Post here on the Steam Community, or on the Pixel Dungeon Lemmy Community.