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Never Split the Party News

Bard's Tunes Face Dragon Fire in Countess’s Epic Revenge!

Introducing The Bard

Supports the party by serenading them with whimsical tunes.
Firing projectiles at your party will inspire them with status effects.
The Bard has low damage and fire rate and excels mostly in a team.

For all the music lovers out there, each direction you fire will produce a different note. Who knows what secrets will be hidden by ancient melodies?

[previewyoutube][/previewyoutube]
[h3]Bard Unlock Items[/h3]
  • Victory: Fortissimo | Hit your party to inspire them with extra damage
  • Victory Speedrun: Vivace | Hit your party to inspire them with faster attacks
  • Victory No Knockdown: Legato | Hit your party to inspire them with further reach
  • Victory Hard Mode: Allegro | Hit your party to inspire them with extra speed

[h3]Bard Up Items[/h3]
  • Level 5: Delicate Rose | Range Up, Damage Up, Breaks after 4 Hits
  • Level 10: Halo Effect | Allows the player to shoot diagonally
  • Level 15: Conductors Baton | Fire an additional two projectiles with each shot but greatly decrease your bullet speed
  • Level 20: Choral Bell | Chance to become inspired when damaging enemies
Ironscale has Entered the Dungeon

Deep within the dungeon’s scorching depths, Ironscale, the fire dragon, stands as a fearsome guardian. Once a majestic creature of the volcanic wilds, it was enslaved by the Countess’s dark magic to protect her lair.


With iron-hard scales and a breath of searing flame, Ironscale is more than a brute force—it’s a cunning foe that thrives on chaos, using fiery meteors and bone-shaking roars to split adventurers apart.

In a game where unity is everything, this dragon tests the core rule: never split the party. Only through teamwork and resolve can heroes hope to defeat it and press on toward the Countess.

Revenge of the Countess

Only available in the upcoming expansion. Wishlist Now!
https://store.steampowered.com/app/1307470/Never_Split_the_Party_Revenge_of_the_Countess/

Coming July 25th, 2025!

Attention, Brave Adventurers!

The wait is almost over. Mark your calendars for July 25th, 2025, when the epic new expansion, Revenge of the Countess, unleashes a torrent of new challenges and delights upon the realm. This isn’t just an update—it’s an expansion that’ll test your skills, strategy, and maybe even your sanity!

Wishlist Now and Be Ready!

Why sit on the sidelines? Wishlist the expansion today and lock in your spot to experience the chaos first-hand. Trust us, you don’t want to miss this mayhem.
https://store.steampowered.com/app/1307470/Never_Split_the_Party_Revenge_of_the_Countess/

Zaratan Teaser: A Glimpse of the Unknown

Curious about what’s coming? Feast your eyes on this tantalizing teaser for the Zaratan. What mysteries does it hide? What dangers lurk within? Only the boldest will uncover the truth.

Watch the teaser now!
[previewyoutube][/previewyoutube]

Introducing the Alchemist: Master of Mayhem

Say hello to the Alchemist, the wild card your party didn’t know it needed. Forget swords—this potion-slinging genius chucks explosive brews that splash chaos across the battlefield, delivering that sweet AOE destruction.



Also, we're adding the super secret brewing pots. Will you discover the recipes for the new ultra powerful potions?



New Item Tooltips: Knowledge is Power

Not all is just expansion work. We've improved the game in a variety of ways that are available today!

Our new item tooltip system kills the guesswork. See exactly what an item does before you grab it—but here’s the catch: your loremaster needs to be nearby. Stick together, because splitting the party is still a death sentence!



New Rarity System: Fortune Favors the Bold

Loot just got a serious upgrade with our new rarity system. From humble trinkets to jaw-dropping heroic treasures, every chest is a gamble worth taking. Plus, we’ve added a shiny new Luck stat to tilt the odds your way.



[h2]How It Works[/h2]
When a chest spits out an item, the game rolls a random number between 0 and 1. With Luck at 1 (default):
  • Above 0.95: Heroic gear!
  • 0.85: Epic loot.
  • 0.7: Rare finds.
  • 0.5: Uncommon stuff.
  • Below 0.5: Common goods.
The Luck stat bends this curve—boost it above 1 for better drops, or let it dip if you’re feeling risky. And in the expansion? Watch for the exclusive Luck potion, brewable only by the daring!

Japanese Translation

Special thanks to 魚です、 for an all new Japanese Translation.

If you'd like to help with the localization visit our new project on Crowdin at https://crowdin.com/project/never-split-the-party/invite/public?h=9318fb012b4a1a467a6c8d62814050012395772&show_welcome.


Full Change Log

Want the nitty-gritty? Check out the full changelog for every tweak, fix, and upgrade we’ve crammed into the game. It’s all here for the curious.
  • Updated Localizations.
  • Removed NRE chat messages from main scene.
  • Improved localization file handling.
  • Automated build downloading.
  • Add alchemist weapon.
  • Fix familiar icon heights.
  • Fix IsStunned does not exist animator state error.
  • Fix GoToState animator error on projectile destroy.
  • Fix weapon repeat count not resetting on respawn (may break repeat count on reconnect).
  • Add hidden room for Brewing Pot.
  • Worked on Ironscale and Worm.
  • Added Brewing Pot and updated Zaratan in room tileset.
  • Fixed splash damage combat text.
  • Fixed TheStash on client.
  • Fixed SetRarity on connect.
  • Fixed Potion of Nitroglycerin on client.
  • Implement alchemist.
  • Extract luck based operations to LuckUtility.
  • Add animator state behaviour for triggering fade on death.
  • Allow Zarathan to flip back over before playing death animation.
  • Add new spike projectile visual.
  • Add particles on collide to Zarathan.
  • Add networking to animator trigger functions in enemy visual.
  • Get Zarathan nearly fully working on server side.
  • Fix Mimic Scale.
  • Increase Spike projectile scale and hitbox.
  • Integrate animator controlled animations and moves into enemy system.
  • Add editor override for DLC content.
  • Change exception to log warning in explosion.
  • Fix projectile bounce rotation.
  • Removed old icons
  • Remove randomly placed breakable blocks from all rooms
  • Add negative brewed potions
  • Add bad ingredients (single ingredient recipes which give bad effects)
  • Prevent crash on drop Carryable
  • Add new brewing pot sprite
  • Work with lighting and sound
  • Fixed build warnings in Notification Label.controller and BubbleShield.prefab
  • Fixed Credits label.
  • Improved Paladin projectile light
  • Make Chest drop using rarity from GetRarity.
  • Fixed thrown bombs on server not exploding when they hit an object.
  • Fixed combat text showing too much on clients.
  • Fix items not being removed from Inventory on break.
  • Fix health not syncing.
  • Fix item rarity not syncing.
  • Switched to DamageableGUI.
  • Removed UI code from Damageable.
  • Fixed CmdRemoveItem warnings.
  • Removed CmdSpawnUpgradeIcon.
  • Fixed PromoMenu null references.
  • Removed code that was overriding collider isTrigger flag.
  • Prevent item descriptions without loremaster in callouts
  • Destroy callout when upgrade held
  • Fix class items not being given to clients
  • Fix crash from invalid challenge
  • Fix zarathan spawn animation
  • Replace all references to Time.time with NetworkTime
  • Fix race against time not damaging consistently
  • Fix stairs not spawning if disconnect before stairs spawned
  • Fix ui not correctly anchored to screen
  • Fix speedrun timer not resetting on finishing run
  • Extract rarity logic into class
  • Tweak light rays
  • Add callouts within range of upgrades
  • Another fix for NRE in Familiar.cs line 96
  • Add lightray sprite to upgrade to indicate Rarity
  • Set rarity on all Items
  • Add luck stat to Player
  • Add function to get drop with minimum rarity for metal chests
  • Reinstate Kingslayer with fixed collection iteration and lower damage
  • Implement brewed potion of omniscience
  • Set lit bomb material to lit to make lighting effect more pronounced
  • Add CmdAddHealth, CmdRemoveHealth, and CmdFullHeal to avoid health being set by clients causing desynced health
  • Increased lighting on the bottom two floors.
  • Synthesize a collision normal in OnTriggerEnter2D.
  • Call PlatformServices.OnApplicationQuit
  • Switched all projectiles back to trigger colliders.
  • Disabled DevelopmentBuild
  • Separate bomb damage multipliers into player property
  • Implement potion of entropy
  • Add blink light to lit bombs
  • Fix charging enemies moving when dead
  • Add light radius and weapon repeat count to playerdata for restoration on reconnect
  • Add player light radius property
  • Implement potion of luminance
  • Swap new potions to potion category from consumable
  • Prevent new potions from being added to pool
  • Add test recipes
  • Add ItemId to all items so we can see which is which
  • Add new items (temporary names with minimal functionality) [EDITOR ONLY]
  • Fixed transition warnings on Chat Message Controller.controller
  • Removed old announcement localizations.
  • Modified PlatformInputField to navigate UI focus with move axis when input mode is not keyboard so that WASD works for typing but on a controller nav can still work.
  • Improved announcement localization automation.
  • Adjusted pause menu for new UI aspect ratio.
Why Wishlist?
  • Stay in the Loop: Get instant updates on reveals and release.
  • Support the Devs: Help us climb Steam’s ranks to reach more players.

So, what’s the hold-up? The adventure of a lifetime is calling. Wishlist now, rally your party, and prepare to face the Revenge of the Countess. The realm needs heroes—will you answer the call?
https://store.steampowered.com/app/1307470/Never_Split_the_Party_Revenge_of_the_Countess/

Never Split the Party: Now Fully Compatible with Steam Deck!

Adventurers, gather 'round! We have exciting news to share with our community.

We're thrilled to announce that Never Split the Party is now fully optimized and compatible with the Steam Deck! Whether you're questing from your couch, during your commute, or anywhere else life takes you, your favorite cooperative dungeon crawler is now available in the palm of your hands.

[h2]What This Means For You:[/h2]
  • Enjoy the complete Never Split the Party experience on the go
  • Full controller support with intuitive Steam Deck button mapping
  • Optimized performance and battery life
  • Cloud save compatibility between your PC and Steam Deck

Our team has worked tirelessly to ensure the transition from desktop to handheld is seamless, with no compromises to the gameplay you know and love.

Download the latest update today and continue your adventures wherever you are. Because now, no matter where your party gathers, you can take the dungeon with you!

Never Split the Party. Now Portable. Always Together.

👾 JOIN THE ADVENTURE TODAY! 👾


CLICK HERE TO DIVE INTO THE DUNGEON

Gather your bravest friends and embark on a journey through treacherous depths. Will your party survive where others have fallen?

FULL CHANGE LOG

Fix bone rigidbody unsimulated
Nerfed Skeleton.
Fixed Null Reference in OptionsMenu & Settings.
Polished Server Browser.
Fixed GUI scale for SteamDeck Resolution.
Improved build logging.
Added label for virtual keyboard.
Handle controller navigation of input fields after virtual keyboard is closed.
Add Brewing Pot
Add Brewing Recipes
Add temporary test Brewing Pot to lobby in editor
Add animator override to moves to use triggers and transitions for more complicated movement
Add spin attack to Zarathan
Add projectile bounce and swap projectiles to default no trigger (prepare for issues for a while)
Add bounce to Zarathan spike attack
Set ui focus for Direct Connect menu on load.
Refactored PlatformServices.
Removed PlatformServicesSteam.cs.
Implemented SteamDeck virtual keyboard in theory.
Improved character editor controller support.
Polished Options menu to be fully usable with controller.
Fix SentinelOfDestruction firing up on clients
Add if unity editor block to steam api init in update
Add StoneBlock to placeables to ensure it is registered with networkmanager
Add SyncVar attribute to weapon repeat count and angle to fix player split shot not syncing across clients
Auto-hide the chat lobby command label if there's no icon (switch or xbox controllers)
Added Talk controller icons.
Added keyboard arrows attack icon.
Updated icon sets.
Set icons for PS5, SteamDeck & Switch.
Updated to xbox series icons.
Removed old InputManager.cs
Added Select key.
Added Red Blood Stain Networked.prefab for Level 5 debris.
Organized main scene objects.
Started adding new InputIconManager which supports rewired better and steamdeck.
Added damageable stone block.
Fix lightable syncing fully using rpc
Changed room loading path to not depend on anything hard coded.
Fix typo on Exploding Pots Description
Add ForceTimer flag to challenge to display run timer
Add ForceTimer true to race against time
Null check player inventory on Familiar line 96
Improve lightable syncing
More tiles work.
Generated Ground tiles.
Generated other animated water rule tiles.
Added RuleTile generator.
Added Animated Rule Tile for water.
Added Rule Tile Grass.asset
Fix for Multiplayer Play Mode room loading.
Add players needed to lobby menu
Prevent clients from spawning stairs in lobby
Remove references to Launcher variables in client side code
Enabled fast enter play mode.
Added Multiplayer Play Mode
Changed Weapon prefab selection to an integer index so that it can be synced properly.
Clear debris on level clear
Remove code parenting debris to room
Remove potion logging to console on drop
Add extra condition checking for Projectile Targets set to All in Player Vs Player
Improved Paladin weapon sounds and light scaling.
Turn up pumpkins to double shot Increased Pumpkin seed visibility
Turned up Pumpking attacks.
Fixed Supply Drop item spawning in wrong position on clients.
Fixed potions being randomly generated.
Add OnReconnect action to Items for spawning Familiars
Fixed Spawned script doesn't move the Cauldron and Pumpkins on clients.
More improvements to transport selection.
Rewrote transport selection code.
Added fail build check to release script.
Add conditional rpc/cmd on DoPickup to fix Weasel authority error
Remove isLocalPlayer from class setting syncvar hook
Fix rechargable class items not updating in lobby
Fix misaligned room on floor 4
Add index bounds check to CmdLevel
Add camera null check for camera shake
Remove network identity from red blood stain causing exception on player death
Fixed steam networking never getting used.
Removed ForceSteamTransport.
Fixed wind beast not moving enough.
Moves were always pausing movement.
Improved Move DebugLogging again.
Fixed Earth Giant's ground attack is not functioning.
MoveOld.OnComplete was not getting called.
Improved move DebugLogging.
Fixed Door light positions are off
Fixed lobbies not getting left or created sometimes.
Increased lobby logging.
Flagged inventory logging.
Add option to options menu and player prefs settings for visual show speedrun timer
Ensure all displayed timers use NetworkTime.time for comparison
Fix Runstart using different time source to time display checks
Delete moved files
Fix Stonecutter spawning stairs using relative position
Fix dropable types 0 on reconnect
Fix ping being displayed as seconds with floating point
Add networking to lightables
Added test prefabs to level 1 spawn room
Add extra Zarathan move steps for spin attack
Started integrating Zaratan.
Add console variable attr to IsTestBuild
Fix test build checking
Fixed NullReferenceException: Object reference not set to an instance of an object.
UnityEngine.Component.get_gameObject () (at :0)
Legend.Carryable.OnThrownHit (UnityEngine.Collision2D collision) (at C:/Users/bryan/Documents/Never Split The Party/Assets/Source/Carryable.cs:88)
Legend.Carryable.OnCollisionEnter2D (UnityEngine.Collision2D collision) (at C:/Users/bryan/Documents/Never Split The Party/Assets/Source/Carryable.cs:66)
Improved version check handling.
Cleaned up WireVersion code.
Fixed PlayerVisual not showing on CharacterEditor.
Removed SpriteSkin Awake method.
Improved error checking in SpriteSkin.
SpriteSkin clean ups.
Increased PlayerVisual logging.
Cleaned up SpriteSkin
Fixed null references in failed connection in FizzySteamworks.
Fixed ArgumentOutOfRangeException in AssignRoles.
Better null checking in OnServerDisconnect.
Improved OnDiePrefab server checking.
Prevent damageable spawning prefab OnDie on client side with NetworkServer.active check
Null check Door visual during padlock check
Fixed call stack line numbers again.
parentRenderer was not a parentRenderer.
Fixed Door.visual null exception.
Enabled editor to connect to published game servers with version checking disabled.
Enabled exception line numbers by switching to development builds.
Localized announcements.
Fix wooden chest spawn from supply drop
Fix spawned script for aligning large tiled placeables
Potential fix for null ref when using a potion on client.
Adjust room alignments Add hidden room chest layouts
Check for player null in OnServerDisconnect
Removed Pickup.Item since it was causing Null references.

💌 EXCLUSIVE INSIDER ACCESS 💌


SUBSCRIBE TO OUR NEWSLETTER to unlock:
  • Early access to beta features
  • Invitation to our private Discord community
  • Developer insights and behind-the-scenes content
  • First look at upcoming content packs

Co-op dungeon crawler Never Split the Party gets a big surprise update celebrating a million downloads

The free to play online co-op dungeon crawler Never Split the Party from Legend Studio just had a massive update to celebrate one million downloads. Quite a surprise, since the last update to the game was back in 2022.

Read the full article here: https://www.gamingonlinux.com/2025/04/co-op-dungeon-crawler-never-split-the-party-gets-a-big-surprise-update-celebrating-a-million-downloads/

The Million Milestone: Darkness Evolved

🎉 1,000,000+ DOWNLOADS! 🎉

Adventurers, we've crossed an epic threshold - over ONE MILLION downloads of Never Split the Party! This incredible achievement wouldn't be possible without our amazing community of dungeon crawlers. As a token of our gratitude, we're unveiling our most ambitious update yet!


🔥 MASSIVE UPDATE INCOMING 🔥

To mark this milestone, we've been hard at work on improvements to enhance your dungeon-crawling adventures:


[h2]✨ STUNNING NEW LIGHTING SYSTEM ✨[/h2]
The dungeons are about to get dramatically more immersive! Our completely overhauled lighting system transforms the atmosphere with:
  • Dynamic illumination from enemies, fireballs, and magical effects
  • Lightable Lanterns that react when you set them on fire
  • Atmospheric glow effects that enhance the fantasy experience




SEE THE DIFFERENCE: NEW Atmospheric Lighting:
[previewyoutube][/previewyoutube]

Original Release (for comparison):
[previewyoutube][/previewyoutube]
Plus, we've upgraded to the latest game engine - bringing 6 years of optimizations for smoother gameplay, better performance, and enhanced stability!


[h2]🌐 SEAMLESS NETWORKING UPGRADES 🌐[/h2]
Say goodbye to connection frustrations:
  • Network Reconnect System - Drop back into the action if your connection hiccups
  • Steam Relay Integration - Eliminates NAT issues and port forwarding headaches
  • Smoother multiplayer experience from start to finish



[h2]OTHER IMPORTANT FEATURES[/h2]
  • Game Run Timer - To make the speed runners happy. Stops when the game does.
  • More Carryables - To make the game more interactive. Throw keys and coins around.
  • Stair Start - Instead of pressing 1 there's a convenient set of stairs to begin the game.
  • Steam Deck - Keyboard is no longer required so it plays a ton better on SteamDeck.
  • No Empty Chests - No longer are 4 loot chests spawned when there's only two players.
  • Difficulty Adjustments - Turned up the difficulty a bit. More to come here.
  • Steam Rich Presence - Friends can see what level your on and can now join mid-game!


[h2]🎮 NEW CONTENT PACK IN DEVELOPMENT 🎮[/h2]
Our team is hard at work crafting fresh adventures for your party! (More details coming soon - you won't want to miss this...)


👾 JOIN THE ADVENTURE TODAY! 👾


CLICK HERE TO DIVE INTO THE DUNGEON

Gather your bravest friends and embark on a journey through treacherous depths. Will your party survive where others have fallen?


💌 EXCLUSIVE INSIDER ACCESS 💌


SUBSCRIBE TO OUR NEWSLETTER to unlock:
  • Early access to beta features
  • Invitation to our private Discord community
  • Developer insights and behind-the-scenes content
  • First look at upcoming content packs


[h2]FULL CHANGE LOG[/h2]
Fix stonecutter exploit.
Backported Console to NSTP.
Begin implementing alchemist character class
start work on conversion to unity 6000
Removed NATTraversalForUNET, Smooth Sync.
Updated Rewired Added Mirror package.
Added FileBasedPrefs & PlatformServices.
First compile on Unity 6
Backported Menu console commands.
Added Kcp Transport to launcher.
Restored NetworkIdentity to Player and Game Server.prefab
Fixed crash in player Awake method.
Added a destroy parent to the test player object.
Fixed GameServer authority issue. Fixed Identity on Room prefab.
Started fixing placeables. Got rooms and doors working again.
Fixed pickup networking.
Fixed common enemies network identities.
Fixed enemy movement.
Backported latest ApplyPrefabChanges.
Fixed enemy attacks.
Fixed identity of other placeables.
Fixed NPC identities
Fixed bosses.
Fixed lit bomb
Fixed dying. Fixed Familiars.
Missing script fixes.
More missing NetworkIdenties fixed. Fixed some disconnect crashes.
Fixed explosions. Fixed audiolistener on disconnect.
Fix carryable throw
Fix carryable break on hit
Fixed PlayerVisual network identities.
Change carryable authority checks to NetworkServer.active
Fix Chest.cs loot drop (isOwned to NetworkServer.active)
Fix Damageable.cs ownership check
Fix Room.cs ownership check
Fix Pickup.cs ownership check
Fix Scroll.cs ownership check
Fix Shop.cs ownership check
Fix Stairs.cs ownership check
Fix Switch.cs ownership check
Fixed NetGraph
Steam Lobbies are now created.
Fix room.cs ownership check resolving boss stairs and chests
First network connection!
Fix carryable throwing prefabs (Give Network Transform)
Give chests NetworkTransform allowing them to be pushed
Added NetworkTransform to Player.prefab
Remove network rigidbody from Metal Chest.prefab
Fixed network transforms for basic enemies and player.
Fixed doors on clients.
Improved console message logging. Automated connecting and server starting for test builds.
No longer parent entities to room to avoid issues with networked objects
Manage room entity cleanup since they're no longer parented.
NSTP Localization work
Remove own duplicate platformservices
Fix LobbyMenu.cs initializelobby call
Remove debug line from Carryable.cs
Updated Steamworks.NET to latest.
Fixed PlatformServicesSteam.cs
Steam lobbies and rich presence.
Got lobbies working reasonably well.
Added FizzySteamworks transport as an option.
Fixed room items spawning in wrong location due to parenting.
Set boss NetworkTransforms to Server to Client mode.
Fixed rooms not getting generated after restarting a server.
Setup dedicated server support (untested)
Added ForceSteamTransport flag.
Hooked up SteamTransport matchId (untested)
Steam release fixes.
Fixed bomb position issue on client.
Improved transport selection code.
Fixed Red Blood Stain.prefab
Turned down debug logging.
Fixed client bomb explosions.
Fixed reviving. Added networking to Invulnerable blinking.
Set Launcher default transport to avoid warning.
Refactor Level.cs Create separate Game Manager and Level Manager objects
Migrate prefabs
Make metal chests spawn dynamically based on player count
Delete Level.cs
Update sprite references from Level.cs to GameManager.cs
Add syncvar with hook for level number (needs fixing) Add Blacklist.cs for banned players
Fix lobby levelnumber not updating
Fix seed not updating on run start Fix seed not being synced correctly between clients
Added CurrentPlayers to Main Menu
Added Odin Inspector
Removed calls to AddCommands since they are automatically loaded now.
Added Steam rich presence for menu state.
Fixed anchoring of HUD and main menu.
Fixed pause menu widescreen.
Fixed lobby menu wide screen.
Rename scroll to potion
Fix potion pool not generating on starting run
Rename GameQuit to GameRestart to better match function Remove 10 second defeat screen from Restart
Rename LevelManager.CurrentLevel to LevelManager.CurrentLevelDesign
Uncomment line resetting LevelNumber to -1 to allow connecting to a new server after initial disconnect
Rename GameEndReason.Restart to GameEndReason.Manual
Change CurrentLevelDesign to get Designs[0] instead of returning null on invalid level number
Add bool Player.SelectedClass (will be extracted and renamed with other save data for reconnecting)
Add transport logging.
Hide menus on connect on clients. Trigger class select menu in Player.Awake.
Call DoLevelLoaded on the client from the player instead of calling ClassSelect directly. DoLevelLoaded already checks if a class is needed.
Move level initialization out of server side call in Launcher.cs Stop hiding error on invalid level number passed to level designs
Update code to fix all deprecation warnings Move PlayerMovement Start code to Awake
Fixed disabled boss attacks. Fixed ExplodeOnCollision projectiles.
Fixed all spawn Pickup parenting.
Fixed Teleport move.
Fixed clay pot lag.
Rename 'Roles' enum to 'Role' for consistency with naming conventions
Rename roles in Player.cs to roleFlags
Declare roleFlags as syncVar
Perform full role reassignment on player disconnect and reconnect
Fix player respawn being performed on every floor
Revert Role to Roles to match Microsoft naming conventions
Add test for incorrect visual in Room.cs LateUpdate Fixed incorrect room visual for off host by bringing RpcGoToLevel back
Fixed carried upgrades getting wiped.
Switched to URP rendering!
Added door lights
Toggle lights on door open. Added lights to npcs.
Lighting tweaks
Move assign roles call to cmdGotoLevel to avoid illegal client call to RpcAssignRoles
Fix role reassignment happening on every floor Fix class select menu not showing on connect mid game
Hooked up LevelDesign.AmbientLight Adjusted door lighting Added light to Flame.prefab
Add lighting effects to fire sprite and fireball prefabs Begin light fade implementation
Added Torch Carryable.prefab Fixed lighting of enemies. Made Keys and Potions Carryable.
Made coins carryable. Fixed null ref on disconnect in role assignment code.
Updated lighting shader for bosses.
Remove torch flicker from player fireball to allow fade (will probably be overhauled)
Add syncvars to door type and state
Move SelectedClass set from ClassItemButton to CharacterSelectionButton avoiding double class popup
Don't clear level when connecting to stop removing pickups spawned on connect
Refactor Item.cs Fix room roles not updating on role assignment for joining player Add sync var to door isLocked
Updated localization code
Removed need for Item.Familiar reference
Localization fixes
Exported all existing translations.
More lighting work
Flame knight lighting.
Water Witch lighting
Pumpking lighting
Convert Item to struct to allow Inventory to be a synclist Convert Inventory to synclist
The Ancient lighting. Fixed The Ancient attack sound glitch.
Remove syncvar from Inventory Remove unnecessary null check causing error on pickups
Fix items not being added to inventory base Fix consumables not activating
Fix lit bomb throwable prefab not stopping on throw
Fixed Charging thru walls.
Added screen shake on local player hit.
Fix instant disconnect from invalid inventory Rpc modification Add small soft light to Countess and attacks
Add stairs to lobby room for starting run Fix fade transition (broken by URP)
Fix character class items not being added to off host inventories
Worked with steamworks to get builds working again.
Add global volume manager for extra post processing and fade transition
Make Mana Gem and Unlit Bomb carryable
Lock rotation of Coin and Unlit Bomb
Fix coordinate space from local to world on all familiars to avoid fly in from spawn room
Remove "press 1 to start" text from lobby room
Switched Item back to class. Added Item.IsDirty flag. Sync item changes with Inventory.ForceUpdate. Added InventoryListAll command to help with debugging.
Turned up brightness on the default light so that it shows on the main menus.
Optimized mallocs.
More malloc optimizations. 0 malloc is now typical in normal game play.
Move stairs to bottom right corner of LobbyMenu Fix null reference on drop item Fix? familiar null reference
Added room lighting to Fire floor. Disabled Doppler audio effect.
Add PlayerData saving to server dictionary on disconnect and restore on connect
Fix incorrect room visual Add room visual check for mismatch on door in update
Fix seed mismatch due to syncvar updating after item pool initialisation (fixes mismatched potions issue #32)
Close chat bar on go to level fixing issue #19
Added delay on stair spawn in lobby Remove player name and reserved status from player reserved upgrades on disconnect Null check familiar sound on activate for non local players
Added torches to start room
Fixed promo menu links.
Removed ScriptTemplates. Imported localizations from Crowdin.
Added Zarathan.aseprite Added Aesprite importer
Fix items disappearing when picking up multiple close together Convert special inventory slots to properties for more consistent access Rename item amount to counter
Fix Item.Has incorrectly testing for amount
Fix heart container icon
Some dedicated server fixes.
Clean up stats menu
Fix item reserved on drop Fix Stonecutter stairs spawned by client never cleaned on level transition
Force Kcp transport for dedicated servers. Console log cleanups.
Dedicated server tweaks
Fix double rechargable item from class items
Fixed malloc in door on every frame.
Convert Inventory three properties FirstOrDefault to not use Linq so they do not allocate memory.
Fix alignment on command options
fix skeletons rapid charging with no delay reapply heart container icon fix fix incorrect door visuals - required expensive call fix many broken items, see github issue #18
Updated to latest Unity release.
Fixed jars hitting twice.
Fix bug causing player to not respawn in correct room on run end (after timer) Add transition to run end (after timer)
Use syncvar hook to sync chest visual open state
Added black and white go stone carryables.
Tested changing Pixels Per Unit on cauldron.
Set to 32 and adjusted prefab visual scale.
This would be needed if we tried to get tilemaps working.
Add lightable script for placeables that can be lit by fire
Add CanLightLightables property to projectile class
Allow mage, paladin, and fire sprite to light torches
fix torch visual offsets
Initial Tilemap bits.
Rule Tile Divider.
Adjusted pixel size of all sprites and prefabs.
Rule Tile Pipe.asset
Added Rule Tile Pipe.
Added Rule Tile Pit.asset
Added 5 more rule tiles.
Renamed Tile Palette
Commit lightable script
Fix torch scaling Re-enable lightable check on projectiles
Fix torch intensity Fix summon not teleporting players
Add lighting to paladin weapon
Added AccountId to PlatformServices
Fix group heal and hawkmoth heal activation
Change save player data keys to string
Apply account id correctly on awake
Fix isLocalPlayer null reference
Add rpc call to hide class select menu
Test remove OnStartClient - overriding restore data
Removed GameManager.Account properties.
Fix accountId not being set for server
Added Odin Inspector. Added Rule Tile Grey Walls. Failed to update PlayerVisual system.
Fixed Familiar item being null issue. Syncvar all player data.
Reduced light count in room from 8 to 1.
Added CullClusteredLights flat to TorchFlicker. Disable room lights on player leave.
Prevent Countess kiting by adding .5s delay to charge move Clear level on quit to menu to remove lobby overlay Set ambient light to lobby light on exit to menu
Fix pit material (change to Sprite Lit)
Expand Paladin weapon light (may need to consider changes to light radius when prefab weapon size changes) Increase intensity of flame light to avoid dark spots
Overhaul RoomVisual system to integrate it with level design Push NetworkServer.active call further back in Room LateUpdate to allow clients to update incorrect visual on mismatch
CameraController center on player improvement.
Add level visual class
Added some test assets.
Fix ClassSelect menu displaying for a short time by moving its display later Make SelectedClass (bool) a SyncVar
Added NoClip command. Used bind to bind NoClip to F3 when in editor.
Create syncvar hook on player CharacterClassType to setup class on reconnect
Polished Rule Tile Grey Walls.
Fix explodeable destroy being called without networkserver check
Move respawn on starting run to happen on TransitionToLevel based on if Stairs have RespawnPlayersOnActivate flag
Treat closing class select menu with Esc as a class being selected (defaults to Fighter)
Fixed Tilemap colliders
Moved enemies.
Removed Launcher.DefaultServerMode.
Fixed Launcher.LastGameMode persistence.
Made Player.IsWaitingForSpawnRoom public.
Fixed projectile penetration across small colliders.
Fixed class menu showing on Challenge modes where classes are not selected.
Added Challenge.ClearObjectsOnClearLevel flag.
Allow Enemy.Room to be null. Just disables pathfinding when no room present.
Fixed Weasel pickup instead of carry.
Fix Weasel not collecting pickups
Started backporting SequenceMove. Sequences are flexible and powerful and can perform most of the existing moves.
Add run timer which stops on killing a boss with Final flag Prevent Throne Room visual renderer null throwing exception on enter
Switch all timers to test against GameServer RunStart instead of player instance to avoid speedrun unlocks being granted incorrectly
Remove test torches from floor 4 spawn room
Fix misaligned barriers in floor 5 room
Add dynamic chest spawning for player count from ChestLayoutData
Apply dynamic chest spawning to Boss and Treasure rooms
Remove chests tmx files in Treasure room designs
Add unsaved changes to ChestLayoutData.asset
Refactored Move by splitting non-essential elements into MoveOld that previous moves now derive from. Note that base.DoMove() must be called now or unity will crash.
Assign chest layouts to level manager
Added more base calls. Fixed infinite loop in MoveOld that was causing unity editor to crash.
Fix door collider scale
Fixed bombs not being carryable.
Add unlock2 tag to dlc rooms
Fix room add player spawn chests being called on clients
Fixed Moth Familiar on client.
Fix sentinels spawning in spawn room Fix attack rate modifier divide by zero for familiar
Fix sentinel of frenzy spawning in incorrect place
Update timer to use network time
Increased enemy health when not at full players.
Fixed room clear with revivable enemies.
Fix lobby not re-enabled when entering lobby after quit to menu
Made ranged skeleton really pissed off.
Boss defeat fanfare is now 2d.
Fixed steam invites.
Added Utility.Play2D methods.
Turned up Fire Pumpkin.
Attempt fix honeypot bug by avoiding spawn potions on client
Modify force components to cut from 5 to 1 new Vector2 alloc per call to ProcessInputs
Fix Switch not playing sound on clients with RpcPlayOpenSound in Switch.cs
Updated credits
Updated Zarathan.aseprite
Add bomb explosion light effect
Fixed Wind Beast - Attack 2 Effect light timing.
Added Davinci Resolve Project Library
Created announcement thumbnail image.
Created Darkness Evolved.gif & .mov
Fixed Earth Giant on client warnings
Updated Localizations


Remember the adventurer's creed: Stand together or fall alone... Never Split the Party!