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Die in the Dungeon News

EA (Mini) Update 4: Faster Loading Times!

[h3]Hello everyone![/h3]

The full release of Die in the Dungeon is now officially three weeks old, and the updates aren’t stopping anytime soon! This time, we're bringing a much-needed optimization along with a mix of other bugfixes.

[h2]Shorter Loading Times[/h2]

That’s right! After some deep changes, we’re happy to announce that loading times between tiles should now be noticeably shorter. We appreciate your patience, it took some time to address this issue as we had to modify critical parts of the game, but we hope this optimization makes your runs much smoother now!

Quick note: The transition time between areas remains unchanged for now. Since it only happens twice per run at most, we plan to optimize it in a future update.

[h2]Addressing a Couple of Long-standing Issues[/h2]

Thanks to your feedback, we were able to pinpoint and fix a few recurrent issues, including the numbers "3" and "8" being hard to tell apart, and softlocks when using certain dice combinations or interacting with enemy dice. For a full list of fixes, check out the changelog below!

[h2]Changelog for Die in the Dungeon EA Version 4.1.9 (109.1f0):[/h2]

  • Fixed long loading times between map tiles.
  • Fixed softlock when rapidly using dice with Flash and Heavy properties on the board.
  • Fixed softlock when Ant Dice interacts with Haste slot from Winged Sandals relic.
  • Fixed music not playing after certain transitions.
  • Fixed "Look Mom, No Heal" achievement to correctly trigger when not using heal dice.
  • Fixed multiple typos in French.
  • Modified run score to take into account starting HP of each character.
  • Modified relics UI when the map is open to prevent relics from overlapping tiles.
  • Modified font to make "3" and "8" characters more distinct.


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

In the immediate future, we’re focusing on bringing full controller support as soon as possible! A beta branch for players to test will be available very soon, so stay tuned!

Beyond that, we’re working on lots of new content for the coming weeks, including:
- New relics to support even more playstyles!
- A rework of the Elite Battles to make them more unique!
- A brand-new mechanic that will give players more agency during runs!

A new way to shape your run is coming… Can you guess what it is?

That’s all for today! Let us know if you notice the improvements in loading times and keep the feedback coming. See you next week, and as always, thank you for playing! 🐸💚

Hotfix: New Version 4.1.8 (109.0f1)

The last build had an issue where players who had already completed D4 had to redo it for D5 to unlock. This hotfix ensures that D5 now unlocks automatically for those players, sorry for the issue!

Along with this fix, we’ve also made a few additional tweaks and bug fixes in this update. Check out the full details below!

[h2]Full Changelog:[/h2]

  • Fixed D5 difficulty not unlocking automatically when D4 difficulty is already completed.
  • Fixed Plague enemy incorrectly having the Poisonous modifier in D1+ (now correctly exclusive to D6).
  • Fixed Mirror Dice miscalculating terrain value from mirrored dice.
  • Modified color outlines for Curses.
  • Modified difficulty rules text to dynamically adjust gradient color based on difficulty level.
  • Modified Moon Chakram relic to no longer trigger effects from Thorns and Poisonous modifiers.


Thank you for playing, more updates coming soon!

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!

Mini Update: New Version 4.1.6 (108.4f0)

[h3]Hello everyone![/h3]

It’s been 5 days since release, and we’re bringing another mini-update packed with miscellaneous changes. Let’s go through them!

[h2]Performance Improvements[/h2]

First and foremost, we're focusing our efforts on improving the game's performance. This includes general optimizations and, most importantly, reducing loading times.

In this update, we’ve introduced an initial round of changes to make the game run smoother. However, we’re still working on more significant improvements to further cut down loading times in future updates.

[h2]Balance Adjustments[/h2]

We’ve made a few tweaks to enemies in difficulty D1. We noticed that many players are struggling in D1, and we’re aware that the jump from D0 to D1 is currently too steep. We’re actively looking into ways to make difficulty progression feel more natural, so expect more changes in the near future!

Additionally, we plan to rework the Roachvil enemy, as its current Accurate Kill mechanic can feel frustrating. More details soon!

[h2]UI Enhancements[/h2]

We’ve added tooltips to all events where properties are mentioned, so players can quickly check what each property does before applying it to their dice.

For the next update, we’re working on expanding tooltip functionality in the backpack menu, making all menus more cohesive and providing a comprehensive description of all dice-related effects. Here’s an early sneak peek:



[h2]💚 Thank You![/h2]

I also want to take a moment to thank everyone who has been posting feedback on the forums, creating content, and just enjoying the game!

With the launch, ongoing updates, and future plans, we haven’t been able to respond to every thread individually, but we’re reading everything and will continue to do so!

[h2]Changelog for Die in the Dungeon EA Version 4.1.6 (108.4f0):[/h2]

  • Implemented multiple optimization changes to improve loading times (first pass) and item selection in shop tiles.
  • Added additional information describing how certain modifiers decrease (Regen, Barrier and Thorns).
  • Added property description to event and shop tiles when granting properties to your dice.
  • Fixed softlock when quick-grabbing dice while backpack UI is open.
  • Fixed dice in last position of deck unable to be selected during shop tiles.
  • Fixed incorrect description for "Speedhopper" achievement in-game.
  • Fixed incorrect description for "Toadally Loaded" achievement in-game.
  • Fixed incorrect description for Hidden Ace relic in Polish.
  • Fixed incorrect value for Infected slot in German.
  • Modified tutorial button to not display if playing with Lisver or Mango.
  • Modified multiple mobs in Area 2.
  • Modified Bee Worker enemy actions in D1 difficulty.
  • Modified Ciolinist enemy to only grant 1 boost on D1 difficulty.
  • Modified text for Pack and Group property in Polish


[h2]Join Our Discord![/h2]

For those who don’t know, we have a Discord server with lots of exclusive content, including:

  • Sneak peeks at future updates.
  • Polls to help shape the game’s direction.
  • Dedicated forums for ideas and suggestions.


Sometimes, we even invite members to our tester team to test upcoming features! Join here:



That's all for today. Keep your feedback coming, it'll help us make the game even better!
Thank you for playing! 🐸💚

Mini Update: New Version 4.1.5 (108.3)

Hello everyone!

It’s been over 24 hours since Die in the Dungeon launched—how are you enjoying the Early Access version so far? Your response has been incredibly positive, and we truly appreciate your support! We’re also grateful for all your feedback, especially in highlighting areas for improvement.

In particular, we want to focus our attention on improving loading times between tiles and general optimization of the game. Also, there seems to be a few issues with the game using incorrect resolutions on boot-up and getting stuck after starting a new run. Finally, we want to improve a few UI-related areas, like showing more information on dice from the backpack menu and always offering tooltips when properties are mentioned.

Beyond fixes, we’re excited to resume work on Controller Support next week, along with better Steam Deck compatibility! We’ll likely open a beta branch for early controller testing, so stay tuned for instructions on how to join.



Before jumping into the changelog, we’d like to ask for a small favor: if you’re enjoying the game, please consider leaving a review on Steam. Reviews are incredibly important for indie games, especially during the first week of launch, and they help us get more visibility. If you do, you’ll have our eternal frog gratitude! 🐸💚

[h2]Changelog for Die in the Dungeon EA Version 4.1.4 (108.3):[/h2]

  • Fixed loading screen softlock after completing battle tile.
  • Fixed incorrectly formatted line in Korean related to Blood Dice (causing crash).
  • Fixed Supporter Pack files (including OST) not downloading with game files.
  • Fixed Rigged Coin relic not working correctly.
  • Fixed enemy kills using Extendo Boxing Glove relic not registering correctly.
  • Fixed tile info tooltip from map getting stuck on screen.
  • Fixed all "Win X battles without taking damage" to correctly track when player took damage.
  • Fixed "A Knight's Honor" achievement triggering without completing battle.
  • Fixed "Quick Maths" achievement name on unlockable pop-up from end screen.
  • Fixed description for Resilient modifier from Roachvil enemy not displaying in Korean.
  • Modified "Mantis Massacre" achievement to only trigger when finishing the battle.
  • Modified modifiers position for Queen Bee enemy.
  • Modified music transition from battle to rewards.


Thank you for playing, more updates coming soon!