Introduction
The previous Roadmap ended with version 0.3.0, so I wrote up a new one. Honestly, there are few aspects of the game left that need to be reworked which is why I planned to release the full version of the game after 0.4.
I don't mention mini patches to fix bugs and improve balance, because of course they will be coming all the time.
Anything yet to happen in the unplanned version
- Steamcloud - I need to test this and cloud saving will be available in 0.3
- Challenges - achievements - New achievements unrelated to progression. They would focus on less common game mechanics or specific character usage e.g. 'As a Monk, defeat everyone in the room without using a weak or strong attack'.
[h2]Bosses Update[/h2]
Will improve all bosses and especially the final fight and the 2nd floor boss. Before the final fight, there will be a new floor, a final store and the fight will be completely rebuilt. The general changes will be as follows:
- Bosses will not be knockbacked when their toughness bar is charged, instead they will be stunned.
- Most bosses will be able to be tossed into the air.
- The health bar of a boss will take into account the toughness of the boss.

An early look of the new location before the final boss
Mostly finished Last Shop(floor between 3rd floor Magic Forest and 4th Final Fight)[h2]Endgame update[/h2]
All content with permanent mechanics is housed in one location which unlocks after finishing run second time. There, you can unlock weapon packs (weapon sets that are added to the item pool in chests and stores), dungeon events (there are currently: Vampire Challenge, Colosseum, Hunt), and character drinks (after beating the game, you can unlock a drink that gives you a small boost at the beginning of the game).
In a nutshell, the interface will be improved, the placement of npcs and the floor design will be slightly changed.

Version 0.4.0 - Boss Rush
This version will add new enemies, new fight rooms and most importantly new bosses.
[h2]New Opponents[/h2]
Unique enemies in roguelike can never be too much, new enemies and rooms with fights will increase the number of possibilities which is very important for procedurally generated dungeons.
New opponents will appear on all main floors and several new uprisings for side floors
early models of the mine opponent and first floor opponent[h2]New Bosses[/h2]
All new bosses will not have any powerful gimmicks. They will mainly rely on attack animations. Fights against the new bosses will not have big breaks in damage capability.
Here are some developer descriptions on sample bosses:.
1st floor - Guardian of Light - Boss with a lantern on a long rope which he throws against the ground (all attacks focus on this), on the second phase projectiles fall out of the lantern, very low mobility, the rope also beats damage2nd floor - Discobot - which lights up the floor under the player or in a random pattern, will itself have simple laser attacks every so often at the player[h2]Boss Rush - Alternative run ending[/h2]
You will be able to choose to fight the final boss or a new run ending that will also save the princess. Boss rush will work like an arena but instead of regular enemies, Bosses from different floors will be created. Boss stats will be minimally changed.
Version 1.0.0
Coming out of Early Access. This version will be similar to the 0.2 Warm-up Patch and will add a little bit of everything without much context. The most important new feature will be the final scene after rescuing all the princesses.
- New weapon type (we are considering between: rapier, two swords, double blade).
- New perks - as in 0.2 will develop several different styles of play and will be of different rarity
- Final scene - the last scene after rescuing all the princesses and the official end of the game with end credits.