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Dungeon Warfare 3 News

Day 7 Update

[p]A week flew by!
Sorry if we missed some of the bug reports or suggestions.
Thank you for playing![/p][p][/p][h2]Content & Economy[/h2]
  • [p]New Sigils:[/p]
    • [p]Rage - +100 Wave rush gold[/p]
    • [p]Abyss - +3 Gold from fall deaths[/p]
    • [p]Sunder - Bonus damage vs. shields[/p]
  • [p]Noble bounty increased 20 → 25.[/p]
  • [p]Fixed exploit that allowed earning gold with Gold Minecart before the game started.[/p]
[h2]Gameplay & Balance[/h2]
  • [p]Axe Trap (Pull): pull strength reduced to prevent units clipping through walls.[/p]
  • [p]Beam Trap: slightly reduced lateral range so it won’t try to attack a Vault on an adjacent tile.[/p]
  • [p]Freezing Trap (Ultimate #2): removed leftover DW2 trait requirement.[/p]
[h2]UI, Controls & Audio[/h2]
  • [p]Added Pause on Focus Loss (auto-pause on Alt-Tab) and prevented rare pause toggle glitches during Barricade/Vault destruction.[/p]
  • [p]Gridiron Fort mission text now reads “Destroy the hidden Vault.”[/p]
  • [p]Grinder Trap audio: mute works correctly; volume now adjusts properly.[/p]
  • [p]Controller: you can open and navigate the New Notifications panel.[/p]
  • [p]Shop shows a hint under its icon when a free item is available.[/p]
[h2]Systems & Progression[/h2]
  • [p]Conqueror Skill window fixed (no longer breaks at max level); Ctrl+Click works on all relevant skills; added tip for Shift/Ctrl+Click.[/p]
  • [p]Onslaught Feat now correctly grants XP.[/p]
  • [p]Added three Useful Tips as notifications.[/p]
  • [p]Controller bug fixed where Consumable Traps didn’t count stacks.[/p]
[h2][/h2]

Day 6 Update

[p]Thanks for all the feedback. Today’s patch adds new Sigils, quality-of-life tweaks, and a big batch of fixes.[/p][p][/p][p]UI / UX & Audio[/p]
  • [p]Stage List: tooltips added; layout expanded; new “Sort by Order” option; various bug fixes.[/p]
  • [p]Hovering over a Boulder now shows its roll direction.[/p]
  • [p]Holding Ctrl+Shift enters Trap Sell Mode.[/p]
  • [p]While a hero is selected, clicking a trap-build button now clears the hero selection to avoid state overlap.[/p]
  • [p]Grinder Trap SFX now properly pause when the game is paused.[/p]
  • [p]VSync split into two options: Frame Rate Limit and Hardware VSync.[/p]
[p][/p][p]Content & Systems[/p]
  • [p]Added three new Sigils (sold in the shop).[/p][p] - Choice: All Trait options are available when upgrading Traps.[/p][p] - Mono: If there’s only one Trap of a given type on the map, its rearm speed is increased by 30%.[/p][p] - Ember: Anima Engine gauge drains 50% slower.[/p]
  • [p]Added Necromancer dialogues.[/p]
  • [p]Consumable traps now accumulate charges when unused (up to 3).[/p]
  • [p]Changing a Conqueror skill now restarts the game.[/p]
[p][/p][p]Balance & Mechanics[/p]
  • [p]Fixed an issue that limited the Necromancer's attack range. [/p]
  • [p]Arcane Trap - Accretion trait damage bonus capped at +500%.[/p]
  • [p]Arcane Trap - Range now increases exactly to its stated value.[/p]
  • [p]Inferno and Chain Traps are no longer affected by global range increases.[/p]
  • [p]Units reset/initialized now properly clear movement speed gained from the Chase rune.[/p]
  • [p]Push Trap – Crushing Force trait now applies damage correctly.[/p]
  • [p]Push/Lure/Spring traps: combo-gain traits now apply correctly; prevented self-only combo generation.[/p][p][/p]
[p]Bug Fixes[/p]
  • [p]Long-range traps now calculate distance correctly after paths change (e.g., when obstacles are destroyed).[/p]
  • [p]Fixed summoned units spawning inside walls/voids.[/p]
  • [p]Fixed duplicate Trap cost penalty dropping below 0 (no more getting paid to place duplicates).[/p]
  • [p]Fixed Dart Trap: in the upgrade panel, pressing Reset while selected no longer leaves traits selectable.[/p]
  • [p]Restore feature no longer breaks pathfinding.[/p]
  • [p]Fixed Bloon pathfinding over gaps.[/p]

Day 5 Update

[p]Thanks for all the suggestions and feedback![/p][p][/p][h2]Changelogs[/h2][h3]New[/h3]
  • [p]New Map: Overpressure[/p]
[h3]Maps & World[/h3]
  • [p]The Burrow: waves redone.[/p]
  • [p]Triarch, Ironclad, Bubble Pop: map Tier 2 → 1.[/p]
  • [p]Dustfall Mines: removed an overly difficult path to prevent early dead-ends.[/p]
  • [p]Cornerstones: fixed an issue allowing placement on open but unreachable terrain (islands/closed rooms).[/p]
  • [p]Obelisks: portals can no longer be placed on top of an Obelisk.[/p]
  • [p]Thirsting Obelisk: when hidden, it now emits a hint flash once per minute.[/p]
[h3]Heroes & Units[/h3]
  • [p]Necromancer[/p]
    • [p]Increased attack range.[/p]
    • [p]Added “rescue me” lines when imprisoned (to prompt players to free him).[/p]
  • [p]Bosses: ignore knockback while transforming.[/p]
  • [p]Black Knight: shield 20 → 10.[/p]
  • [p]Veteran Warrior: shield gain per level halved (now +1 every 2 levels).[/p]
[h3]Traps & Weapons[/h3]
  • [p]Poison Trap: can now target flying units.[/p]
  • [p]Push / Spring Traps: increased the unit-count threshold where performance starts to diminish (buff).[/p]
  • [p]Chain Trap: attempted fix for firing multiple chains at once.[/p]
  • [p]Arsenal (Bow): increased range.[/p]
[h3]Systems & Modes[/h3]
  • [p]Endless Mode: stability work around a case where Rush All could cause a freeze.[/p]
  • [p]Ascension:[/p]
    • [p]Progress for Charms, Sigils, Runes, and Hidden Stages is now preserved after ascending.[/p]
    • [p]Necromancer is granted by default upon ascending.[/p]
[h3]UI / UX[/h3]
  • [p]Shop:[/p]
    • [p]Trap-slot upgrade now clearly shows “Free” when it costs nothing.[/p]
    • [p]Prevented accidental purchases via mouse wheel.[/p]
  • [p]Hotkeys: Wilson (Z), Necromancer (X) added.[/p]
  • [p]Stage Info: fixed incorrect wave-count display.[/p]
  • [p]\[World Map]: fixed an issue where the XP bar could show “–” when you have a Conqueror Level.[/p]
[h3]Bug Fixes[/h3]
  • [p]Reclaim: using Reclaim on an isolated tile could make the stage above disappear - fixed.[/p]
  • [p]Achievements: “Unlock all Charms” achievement not triggering - fixed.[/p]
[p][/p][p]Thank you for playing![/p]

Day 4 Update

[p]Today’s update (1.0.3) fixes a bunch of reported bugs, adds two new maps, and includes several balance tweaks.[/p][p][/p][p]New Maps[/p]
  • [p]Ironclad (L11)[/p]
  • [p]Triarch (L15)[/p]
[p][/p][p]Gameplay & Systems[/p]
  • [p]Max combo cap increased 5 → 9 (it was erroneously set to 5).[/p]
  • [p]Greedy King now moves even if the path to a Cornerstone is blocked and damages barricades/doors he collides with.[/p]
  • [p]Stages won’t end until the boss is defeated.[/p]
  • [p]Endless mode: fixed an issue where only one entrance was used; bosses no longer spawn in Endless.[/p]
  • [p]First-clear reward: earn 50 Soul Fragments the first time you clear a stage.[/p]
  • [p]Map "The Burrow" now properly unlocks upon clearing Octarium.[/p]
  • [p]Fixed a pathfinding issue when placing a Cornerstone near certain boulder areas.[/p]
  • [p]Grinder Trap auto-upgrade condition check fixed.[/p]
[p][/p][p]UI / UX / World Map[/p]
  • [p]World Map: WASD scrolling; building at the edge of tiles now expands scroll bounds.[/p]
  • [p]Objectives: hovering now shows what they unlock.[/p]
  • [p]Tooltips: fixed bounty-boosting traits not showing the earned gold in the tooltips for Grinder, Arsenal, and Harpoon traps.[/p]
  • [p]Build tooltip now closes properly when the build menu closes.[/p]
  • [p]Conqueror Level points can be assigned faster with Shift/Ctrl.[/p]
[p][/p][p]Balance[/p]
  • [p]Surge Sigil: starting gold bonus 500 → 1000.[/p]
  • [p]Warrior: no longer gains extra shield per level.[/p]
  • [p]Soul Harvester: interest capped at 1,000 gold.[/p]
  • [p]Ancient Grave: Vault health 5,000 → 3,000.[/p]
[p][/p][p]Thank you for playing.[/p]

Day 3 Update

[p]We’ve heard the feedback: “please don’t make the game easier.”
Instead of lowering the difficulty of existing dungeons, we’re adding three new early-game maps that act as alternative routes if you hit a wall.[/p][p]We’ll keep adding more maps in the coming days.[/p][p]Notes[/p]
  • [p]These are early maps, so they mainly help new players.[/p]
  • [p]If you’ve already progressed, you’ll still receive them retroactively—just restart the game after updating. They may feel easy, but they can be a solid XP source in Endless mode.[/p]
[hr][/hr][h2]Patch Notes[/h2][p]Added[/p]
  • [p]3 new maps: Respite, Danger Zone, Bubble Pop[/p]
[p]Fixes & Improvements[/p]
  • [p]Fixed a bug where the Beam Trap could damage objects before the stage started.[/p]
  • [p]\[Controller] Minor bug fixes and added in-game scene tooltips.[/p]
  • [p]Increased font size of tips shown on the Game Over screen.[/p]
  • [p]Fixed the Thirsting Obelisk's "Activated" text not displaying correctly.[/p]
  • [p]Grave Sigil: Skeletons now expire after 30 seconds.[/p]
  • [p]Grave Sigil: Added a 1-second internal cooldown to skeleton summoning.[/p]
  • [p]Fixed a tutorial edge case where a broken flow could leave you without tiles, blocking the tile-card tutorial.[/p]
  • [p]Fixed gaps in the Game Over black overlay on widescreen displays.[/p]
  • [p]Removed some outdated Pro Tips.[/p]
[p]Thanks again for playing and for all the feedback.[/p]