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Crypt of the NecroDancer News

SYNCHRONY Hotfix v3.7.3

Crypt of the NecroDancer v3.7.3 is now available!
[h2]New features[/h2]
  • Added an option to swap the A/B and X/Y controller button icons in the HUD

[h2]Modding features[/h2]
  • Added parameter [noparse]ev.knockbackSuppressed[/noparse] to [noparse]event.objectDealDamage[/noparse]/[noparse]objectTakeDamage[/noparse]

    • If set to [noparse]true[/noparse], knockback is disabled for this attack, separately from the distance specified in [noparse]ev.knockback[/noparse]
    • If set to [noparse]false[/noparse], knockback is always applied for this attack, even for otherwise suppressed hits
    • If [noparse]nil[/noparse] (default), knockback is applied if the attack was not suppressed
  • Added functions [noparse]fear.setRemainingTurns()[/noparse]/[noparse]fear.getRemainingTurns()[/noparse]
  • Added function [noparse]statusEffect.isActive()[/noparse]
  • Added data field [noparse]training[/noparse] to enum [noparse]boss.Type[/noparse], which can be set to [noparse]false[/noparse] to avoid generating training stairs in the lobby

[h2]Bugfixes[/h2]
[h3]Gameplay bugfixes[/h3]
  • Fixed Blademasters resisting knockback on parried hits
  • Fixed Transaction Panels in secret shops being destroyed if the tile beneath them is changed

[h3]Interface bugfixes[/h3]
  • Fixed long key names being split up across lines in some languages

[h3]Modding bugfixes[/h3]
  • Fixed enum [noparse]boss.Type[/noparse] data field [noparse]splashTitle[/noparse] not affecting the name displayed on the boss intro screen
  • Fixed custom equipment sprites not rendering if they use filtered textures
  • Fixed modded enemies inheriting from the Skeleton template appearing as Fortissimole audience members
  • Fixed error in [noparse]event.objectDig[/noparse] if [noparse]ev.flags.checkAllTiles[/noparse] is set without [noparse]ev.radius[/noparse]

Update v3.7.2

Crypt of the NecroDancer v3.7.2 is now available!
[h2]Balance changes[/h2]
These changes are applied while the SYNCHRONY DLC is active.
  • 🔹 Holster: Now automatically switches weapons after shattering glass or throwing a weapon
  • 🔹 Throwing Charm: Can now be obtained and activated by Chaunter
  • 🔹 Berserk Scroll: Increased range when cast diagonally, to avoid bumping into enemies
  • 🔹 Heart Containers: No longer be collectible (and wasted) by Aria or Coda in multiplayer outside of Ensemble Mode
  • 🔹 Magic Food: Now grants shattered hearts to health-locked characters when eaten in Ensemble Mode
  • 🔹 Cursed Hearts: No longer carry over to Aria, unless the previous character only had Cursed Hearts with no red health
  • 🔹 Shrine of Fire: Can now be activated by charmed or possessed Fire Elementals bumping into it
  • 🔹 Shrine of Peace: Now grants shattered heart containers when activated by Chaunter, Aria or Coda
  • 🔹 Dash Spell: Range preview now follows Bounce Traps
  • ▫️ Thief: Now spawns at most once per run in single-player mode
  • 🔻 Thief: Stolen items now negate Low% if picked up by a player other than the original owner


[h2]Other changes[/h2]
These changes apply to all versions of the game.
  • Changed Nightmare shadows to allow tiles within their radius to be revealed
  • Changed Nightmares to no longer remove the outline silhouette from enemies within their radius
  • Changed Potion to grant one beat of invincibility when quaffed
  • Changed items dropped by Crate/Barrel/Shrine Mimics, Teh Urn and Shopkeepers to no longer be collectible instantly, matching other containers
  • Changed items dropped by a Scatter Trap to be recollectible by their original owner without negating Low%


[h2]Modding Features[/h2]
  • Added support for specifying additional properties for custom player skins via a metadata file

    • Skin metadata files must be placed next to the image file, sharing the same name with a [noparse].json[/noparse] extension.

      • For example, use [noparse]mods/My custom character/entities/player1_armor_body.json[/noparse] to modify Cadence's body attributes, or [noparse]player1_heads.json[/noparse] to modify sprite sizes and offsets for her head.

    • Supported JSON properties:

      • [noparse]width[/noparse], [noparse]height[/noparse]: Spritesheet grid size in pixels (max. 64x64)
      • [noparse]offsetX[/noparse], [noparse]offsetY[/noparse]: Horizontal and vertical offset of the sprite from the tile's center in pixels
      • [noparse]offsetZ[/noparse]: Depth sorting adjustment to make the sprite appear above or below others
      • [noparse]name[/noparse]: Name to display in the skin selection menu (must be associated with the body spritesheet)
      • [noparse]equipment[/noparse]: Object to control equipment sprites (must be associated with the body spritesheet)

        • [noparse]slotOffsets[/noparse]: Per-slot/per-frame X/Y offsets, e.g. [noparse]{"weapon": [0,1, 0,2, -1,1, 0,-1]}[/noparse]
        • [noparse]slotMirrors[/noparse]: Per-slot horizontal scale factors to mirror items, e.g. [noparse]{"torch": -1}[/noparse]
        • [noparse]excludedItems[/noparse]: Item entity names to hide, e.g. [noparse]{"HeadBlastHelm": true}[/noparse]
        • If [noparse]equipment[/noparse] is set to [noparse]false[/noparse] instead of an object, equipment sprites are fully disabled while this skin is active.

      • [noparse]hideIfTransformed[/noparse]: If [noparse]true[/noparse], hides this sprite while in an alternate form (such as Nocturna's Bat Form)

    • Any omitted attributes will retain their default values for the character being modified
  • Added support for registering custom zones in mods

    • Added parameter [noparse]ev.zones[/noparse] to [noparse]event.levelSequenceUpdate[/noparse]
    • Added extensible enum [noparse]LevelSequence.Zone[/noparse] with data fields [noparse]order[/noparse], [noparse]tilesets[/noparse], [noparse]generatorType[/noparse], [noparse]enemyComponent[/noparse]
    • Changed level sequence to automatically include modded zones and bosses
    • Changed Boss Training room in the lobby to automatically include modded bosses and zones
    • Changed level editor to allow selecting custom zones in the "Generate level" menu
    • Changed level editor to group modded enemies together if they're registered to a custom zone
    • Changed Aria's zone order reversal logic to support custom zones
  • Added components [noparse]enemyPoolBossMinionKingConga[/noparse], [noparse]enemyPoolBossMinionDeathMetal[/noparse], [noparse]enemyPoolBossMinionFortissimole[/noparse] and [noparse]enemyPoolBossMinionFortissimoleAudience[/noparse] to customize boss minions
  • Added component [noparse]trapApparitionExclusionZone[/noparse]
  • Added component [noparse]facingRotateSprite[/noparse]
  • Added component [noparse]Sync_digCheckRetaliationOnFail[/noparse]
  • Added function [noparse]inventory.isInitial()[/noparse] to check if an item is a pristine part of its holder's starting equipment
  • Added function [noparse]PlayableCharacter.floating()[/noparse] to give a playable character entity type innate flight
  • Added function [noparse]spectator.getPlayerSpectatorState()[/noparse] to check user-initiated spectator state
  • Added function [noparse]Array.toString()[/noparse] to return the raw string representation of an array's contents
  • Added parameter [noparse]ev.spawned[/noparse] to [noparse]event.spellcast[/noparse], storing the entity created by summoning or item-granting spells
  • Added parameter [noparse]ev.priceTagType[/noparse] to [noparse]event.generateShopItems[/noparse] to allow using custom price tags
  • Changed [noparse]spellcastCreateWalls[/noparse] to not override exit stairs by default

[h2]Bugfixes[/h2]
[h3]Gameplay bugfixes[/h3]
  • Fixed Ring of Peace providing no health after switching from Chaunter/Aria to another character in Ensemble Mode
  • Fixed single-choice items not being independently linked together when duplicated by Scroll of Duplication
  • Fixed Nocturna's Zone 5 area sometimes intersecting with potion rooms and vaults
  • Fixed Green Bats sometimes being replaced by Blue Bats when playing Aria
  • Fixed Coral Riff's Tentacles being immune to Freeze Spell while submerged
  • Fixed error when starting a new run while an entity is about to convert into a different type
  • Fixed some Hard Mode Sarcophagi spawning multiple different enemy types when playing Mary
  • Fixed Reflective Shield reflecting a Gorgon's gaze even if the shield is facing away from the Gorgon
  • Fixed Scroll of Riches ignoring coin multiplier upgrades
  • Fixed song-ending Trapdoor being destructible and not always outprioritizing other traps
  • Fixed Frost Dagger not melting to Fire Elemental attacks if AMPLIFIED DLC is not active
  • Fixed Golden Lute not negating Low% when picked up outside of Cadence's final boss
  • Fixed errors when killing a Pixie by teleporting onto it using Crown of Teleportation
  • Fixed Reaper's Souls not dealing damage while dashing with Ring of Courage
  • Fixed spirits ignoring distance limits when exiting a secret shop after purchasing a telepathy item
  • Fixed adjacent traps sometimes being triggered when sliding into a Travel Rune on ice
  • Fixed Monkeys in barrels not being knocked back by Ring of Pain
  • Fixed Boots of Leaping/Lunging preventing charmed pets from being pushed
  • Fixed Shock Monkeys being able to spawn on top of traps

[h3]Chaunter bugfixes[/h3]
  • Fixed Enchant Scroll not enchanting Chaunter's stashed weapon
  • Fixed Shield of Shove not allowing possessed enemies to attack while shoving
  • Fixed Shrine of Fire dropping forbidden items when activated by a possessed enemy
  • Fixed Shrine of Pace not working correctly for Chaunter while possessing an enemy
  • Fixed Shrine of Peace granting only 1 heart to possessed enemies while the AMPLIFIED DLC is disabled
  • Fixed possessed Harpies being able to attack the Shopkeeper Ghost by moving into it diagonally
  • Fixed possessed electric mages being able to effortlessly kill bosses by firing Electric Orbs from the topmost tile in the starting corridor
  • Fixed possessed enemies being unable to move into Electric Orbs or Klarinetta's sword
  • Fixed possessed enemies hopping instead of sliding with Ring of Courage
  • Fixed possessed Bats, Banshees, Mommies and Leprechauns being immune to Wall Spikes
  • Fixed possessed enemies being unable to dig Wall Spikes at half a heart
  • Fixed possessed electric mages being unable to conjure weapons
  • Fixed possessed Harpies not being able to dig correctly while confused
  • Fixed possessed enemies not resisting knockback while dashing forward using Ring of Courage
  • Fixed possessed enemies resisting Wind Spells and Shovemonsters while invincible
  • Fixed Lord enemies not keeping their extra health when possessed
  • Fixed error when when a possessed Harpy attempts to push a charmed pet diagonally
  • Fixed Ring of War carrying over into the first level of the next run if held while possessing an enemy in All Characters Mode
  • Fixed beat bars not turning red near the end of the song while possessing an enemy
  • Fixed enemies killed by Ring of Pain or Boots of Pain being possessed if a Lantern is obtained via the Pawnbroker
  • Fixed Chaunter ending up inside a wall when ejecting from a phasing enemy with no nearby floors
  • Fixed player sprite being cut off when switching to Chaunter in Ensemble Mode while standing in a liquid
  • Fixed Boots of Leaping/Lunging preventing possessed Deep Blues Knights from moving partially

[h3]Multiplayer bugfixes[/h3]
  • Fixed Shopkeeper getting angry at Bomb Traps in multiplayer
  • Fixed Coral Riff's Tentacles sometimes getting stuck underwater in multiplayer
  • Fixed Blood Shop generating in Zone 1 when playing Aria in co-op, causing it to appear near the end of the run
  • Fixed co-op enemies targeting players in secret shops
  • Fixed verbose log output when hosting a GOG cross-play lobby
  • Fixed error when entering a new level while a player with charmed pets is dead or spectating
  • Fixed Practice Sarcophagus in the Versus Mode lobby not spawning enemies

[h3]Interface bugfixes[/h3]
  • Fixed speedrun timer unpausing after using Save & Quit in the All Characters selection room
  • Fixed 'Tachyarrhythmia' achievement being obtainable in Ensemble Mode
  • Fixed description of Friendly Fire Mode implying that only explosion damage is affected
  • Fixed missing item hint for single Grenade
  • Fixed BPM counter fluctuating between integers when using custom music with Manual Beats
  • Fixed performance issues when an entity repeatedly tries to convert to its own type
  • Fixed [noparse]Ctrl + Backspace[/noparse] not deleting the full selection in text prompts

[h3]Level editor bugfixes[/h3]
  • Fixed "Extra Room Count" option in level editor generating sparsely populated levels if Aria is selected
  • Fixed missing sprites in level editor if AMPLIFIED DLC is not installed
  • Fixed level editor always adding Goblin Sentries to the starting room when generating Zone 4 floors if AMPLIFIED DLC is disabled
  • Fixed Lantern not defining an appropriate blood cost when placed in the level editor
  • Fixed boss levels not using zone-specific health scaling or summons in Level Editor
  • Fixed some level editor menus closing instantly when opened via a mouse click

[h3]Modding bugfixes[/h3]
  • Fixed custom player skins not reloading when the images files are modified while the skin is selected
  • Fixed mod portal search not working if the search text contains spaces or special characters
  • Fixed [noparse]Possession.detach()[/noparse] causing errors if [noparse]entity[/noparse] is not specified
  • Fixed Shield of Shove setting [noparse]ev.weapon[/noparse] incorrectly in [noparse]event.objectTakeDamage[/noparse]/[noparse]event.objectDealDamage[/noparse]
  • Fixed [noparse]stasisAI[/noparse] overriding other enemy AI changes
  • Fixed modded characters based on Aria and Coda preventing Ooze Golems from spawning if AMPLIFIED is enabled
  • Fixed wire graphics being cut off when modified to cover a larger area by a resource pack
  • Fixed Shopkeeper Ghost spawning prematurely when playing with modded zones
  • Fixed error when a player somehow gets their hands on a summoning spell intended for use by bosses
  • Fixed error when an entity is given [noparse]Sync_itemCombo[/noparse] without [noparse]Sync_itemComboAddOnHit[/noparse]
  • Fixed items without the [noparse]itemTransmutable[/noparse] component still being transmuted by the Transmogrifier
  • Fixed crash when attempting to load an image with an extremely long file name

[h3]Audio bugfixes[/h3]
  • Fixed beatmap/audio being out of sync on Zone 5 and Death Metal when using FamilyJules' soundtrack
  • Fixed massive enemies repeatedly making splashy noises while in liquid
  • Fixed the Shopkeeper's voice increasing in volume near the thermal boundary of Zone 3
  • Fixed Mary's sheep yelling at crates

[h3]Visual bugfixes[/h3]
  • Fixed cables graphics in Nocturna's final boss fight being offset by one pixel
  • Fixed Bolt's head sprite being offset incorrectly when the AMPLIFIED DLC is not installed
  • Fixed players appearing behind walls in Phasing Mode if a custom character skin is active
  • Fixed Mystery Mode trying to change the sprites of normally invisible internal item types
  • Fixed Klarinetta's portrait in the late-join character selection menu not being aligned correctly
  • Fixed duplicated items missing their hover animation

Rift of the NecroDancer welcomes Klei as its new publisher for a 2024 release



Hey folks! We wanted to keep you in the loop about what's going on with Rift of the NecroDancer! We have 2 pieces of big news to share about today:

  1. Rift is now being published by our good friends at Klei
  2. Rift of the Necrodancer is now targeting a 2024 release

Below are some answers to a couple questions!

[h3]Q: Why 2024?[/h3]
A: The game is actually in really good shape right now, but we realized that we want to take some extra time to make it really SING.

We’ll also be able to double down on what makes the game great by adding more Rhythm Rifts for launch!

[h3]Q: Why Klei?[/h3]
A: Klei originally published Crypt of the NecroDancer, and we trust them with our lives. For real. Like 10/10 ❤️ Their support is giving us that extra time we need to get Rift to the finish line.


[h3]Q: So when is your new release date?[/h3]
A: We don’t have an exact date yet, but we’re looking at the first half of 2024. We’re hoping to have a release date for y’all after the holidays. 🙂


We know you’re highly anticipating this game. We’ll be sharing more Rift content leading up to launch, including more news about the INSANELY talented musicians involved! You can also expect a free demo in a future Steam Next Fest, and a new demo at PAX West 2023.

All in all, thank you for all your support and your continued hype for Rift of the NecroDancer, and another big thank you to Klei for allowing us to take the time we need to make this game a real stunner. We appreciate you all endlessly.

Don't forget to wishlist and/or follow Rift of the NecroDancer if you haven't already to keep up with the latest updates!

https://store.steampowered.com/app/2073250/Rift_of_the_NecroDancer/

You can also join us in our Discord or follow us on Twitter!

Crypt Of The NecroDancer studio has laid off around half its staff

Crypt Of The NecroDancer developers Brace Yourself Games have laid off around half their staff. Employees began tweeting about being affected cuts yesterday, with Brace Yourself Games later confirming the decision to "lay off a portion" of staff. The studio had around 43 employees before the cuts, according to LinkedIn.


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Crypt of the Necrodancer studio confirms layoffs, as many as half its employees may be gone




Crypt of the Necrodancer studio Brace Yourself Games has confirmed that it has laid off a portion of its employees, and has "shelved" some unannounced projects as a result...
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