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EA Update 3: Reworked Difficulties and New Levels: D5 and D6!

[h3]Hello everyone![/h3]

After a hectic (and great!) launch period, we’re now focusing on key design issues reported by players in reviews, forums, and feedback reports. Here’s a non-exhaustive list of some of the most important ones:

  • The difficulty jump between D0 and D1 is too steep.
  • Runs feel too long.
  • Dice rewards are not exciting enough.
  • Elite Battles are repetitive (same enemies).
  • The Resilient modifier from the Roachvil enemy is frustrating.
  • Inconsistent UI in certain menus (like the backpack).


We want to address these issues over time, and this update takes the first step toward improving several of them. Let’s go over the changes:

[h2]Difficulty Overhaul[/h2]

All difficulty levels have been reshuffled to create a smoother progression. D1 has been split into two levels—one focusing on higher HP enemies, and the other introducing new actions and stronger attacks. We’ve also added a brand-new difficulty level involving curses!

As always, balance is tricky, so we’d love to hear your feedback on these changes. Your input helps us shape a better game!



[h2]Resilient Modifier Rework[/h2]

Many players found the Resilient modifier from Roachvil frustrating, as it sometimes required very specific dice rolls to land an Accurate Kill.

To fix this, we’ve tweaked the mechanic so that failing the Accurate Kill is less punishing. Now, instead of the enemy remaining nearly unkillable, it will either buff or debuff you, depending on whether you succeed or fail with the Accurate Kill. Roachvil is already a tough enemy with high damage output, so this should balance it better without removing the core mechanic.

[h2]More Exciting Dice Rewards (and Better UI!)[/h2]

Area 1 can feel a bit stale after multiple runs, so we’ve implemented a popular request: loosened area-based dice restrictions!

This means dice from later areas can now appear earlier, making deck-building more dynamic and exciting. These dice will still be rarer in early areas, but we hope this will allow for more creative builds and strategies!

Additionally, we’ve fully implemented the UI update from our last post—dice in the backpack now display all relevant information, making the UI more consistent across menus. If you have any UI/UX feedback, let us know!



[h2]Support for Speedrunning... and Future Challenges?[/h2]

As a bonus for this update, we’ve introduced a toggleable in-game timer!

We've noticed a growing speedrunning community in our Discord, so we wanted to provide a reliable timer. Since we're still working on reducing loading times, the timer has been adjusted to exclude load times from its count.

Looking ahead, we’d love to organize challenge-specific runs with the community! These won’t necessarily be speedrun-focused, but could introduce unique restrictions. Let us know if you’d be interested!

[h2]Changelog for Die in the Dungeon EA Version 4.1.7 (109.0f0):[/h2]

  • Added two new difficulties: D5 & D6.
  • Added new UI for dice in the backpack (including description for modifiers and energy cost)
  • Added toggleable in-game timer to settings.
  • Added two new relics: Insect Repellent & Sticker Pack.
  • Added three new curses: Septic Bandage, Idolizing Eye and Shattered Opal.
  • Fixed multiple issues related to screen resolution.
  • Fixed Jester event always removing properties from first valid dice in deck.
  • Fixed incorrect hitbox in relic rewards.
  • Modified Resilient modifier behavior (from Roachvil enemy).
  • Modified rules for difficulties D1, D2 and D4.
  • Modified HP and attack value of multiple enemies.
  • Modified shop cost scaling per area (reduced in Area 2 and 3).
  • Modified graphics for difficulty icon.
  • Modified dice rewards in all areas.


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

For the next update, our top priority is still reducing loading times, especially in later stages. We have tentative fixes in progress, but they require thorough testing as they impact critical game systems.

Meanwhile, controller support is progressing steadily, and we’re fixing various input-related issues before opening a beta branch for early testing.

Finally, a small teaser: this week, we’re starting work on new content! We’re excited to introduce a fun mechanic that makes battles a bit less RNG-dependent. More details soon!



Before we go, thank you to everyone who has played, left a review, shared the game with friends, or simply enjoyed their time with Die in the Dungeon!

We’re a small team, but we’re committed to keeping a steady flow of updates with the help of the community. Your feedback directly shapes the game, and we want you to see those changes in real time. See you next week!