Version 0.11.4 Drops Onto Early Access
[h2]Modding Items[/h2]
Modding of items has commenced!
You can now create custom Consumables (like hearts or food)!


Over the coming days I will complete the list and gradually release it and soon, all items will be moddable.
The game currently ships with one new example mod which adds a Double Heart item to the game.
To find out how to create the other types, check out the Quest Master mod dump in the Mods folder.
[h2]Debuff Chest Traps[/h2]
You can now add the debuff statuses Burn, Curse, Freeze and Shock, and additionally, Bubbles, to chests!
So many new options!
IT'S A TRAP!
Modding of items has commenced!
You can now create custom Consumables (like hearts or food)!


Over the coming days I will complete the list and gradually release it and soon, all items will be moddable.
The game currently ships with one new example mod which adds a Double Heart item to the game.
To find out how to create the other types, check out the Quest Master mod dump in the Mods folder.
[h2]Debuff Chest Traps[/h2]
You can now add the debuff statuses Burn, Curse, Freeze and Shock, and additionally, Bubbles, to chests!
So many new options!
IT'S A TRAP!
Goldmec goes brr

It's as simple as including the Variant property with the same value for all parts you want to group up.
It's recommend to start your mod at version "1.0.0.0" when you first upload it to the workshop.
The ID is optional, but it's recommended to explicitly set it, otherwise it uses the file name as the ID, which is more prone to accidental breaking.
You can have as many aliases as you need.
Choose from a large selection of tracks, including modded tracks.
Play music conditionally!
Out of sight, out of mind.
Nini is in da house.
The new Entity type is super flexible.
Modded entities show up in the "Mods" group in Gizmos.
Doesn't that look good?

"We have new bosses at home." The new bosses at home:

