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Never Split the Party News

Drop that poison, Adventurer!

Here's what we got done this week:

[h2]Drop It Like It's Hot[/h2]


A long requested function to drop a potion is now available. Do drop a potion just hold down the use consumable key for a second.

[h2]Role Icons[/h2]
As you know, each player is assigned a role in the game.
- The Cartographer tracks the dungeon maps.
- The Treasurer tracks each players inventory.
- The Vitalist tracks each players health.
- The Loremaster tracks all knowledge of the upgrades.


Now as a helpful reminder your role icon will be displayed next to your character. It will also be used to show status effects like the upcoming bard buff.

[h2]Ping Times Now Listed[/h2]
Ping times are new listed in the server browser. This may seem simple but Valve actually has a very sophisticated system to calculate pings without sending an actual packet to measure!

[h2]Throwing Items Into Pits[/h2]
Pissed off you got an upgrade you hate? Toss it into a bottomless pit. Just be nice and don't do this for your friends favorites.



If you throw enough jars in, maybe it will knock out the Countess. She's gotta be down there somewhere.

Revenge of the Countess Preview

[h2]The Outer Realm[/h2]
Deep beneath the dungeon's foundation lies a forgotten breach—a crack in reality that leads to a primordial jungle existing outside of time. Centuries ago, the dungeon's corrupted magic tore through dimensional barriers, seeping into this untouched wilderness and awakening something that had slumbered since the world was young.



Those who discover the hidden passage step from cold stone into suffocating air thick with decay and growth. Here, beneath a canopy so dense no light penetrates, ancient vines pulse with malevolent energy. At the heart of this twisted ecosystem lurks the Thornmother—a colossal plant entity that has gorged itself on dark magic for generations, its root system now indistinguishable from the dungeon's very foundations.

[h2]Revenge of the Countess[/h2]
Only available in the upcoming expansion. Wishlist Now!
https://store.steampowered.com/app/1307470/Never_Split_the_Party_Revenge_of_the_Countess/

Full Change Log
  • Change extra enemy health per floor and vein size to use values defined per level design instead of level number.
  • Add more songs to singing block mechanic.
  • Add activateable distance override to allow limiting of distance to specific activateables.
  • Allow player to drop consumables by holding use button.
  • Add drop indicator to HUD.
  • Fix filtering mode on walls for outer realm.
  • Use NetworkRelayStatus callback to update lobbydata.
  • Ensure LocalPingLocation is loaded.
  • Allow ambient light intensity to be modified on a level design.
  • Add ping estimate to lobby listings.
  • Add Outer Realm assets.
  • Add Outer Realm to level designs.
  • Convert LevelDesigns list to dictionary.
  • Reset player icons on respawn to remove intrigue icons.
  • Add singing block hidden room.
  • Add stairs components to Stairs Up.
  • Reduce chance of inspiration from Choral Bell.
  • Fix JumpToRoom name incorrectly set.
  • Add HasItem flag to room designs.
  • Optimize room selection during level generation.
  • Change ChestLayout to PlaceableLayout for generic object arrangements.
  • Add missing PlayerUIIcon prefab.
  • Add 16x16 bard item sprites.
  • Refactor room choosing code on generation to reduce redundant iterations.
  • Add hasitem flag to rooms.
  • Add hidden music room (no functionality yet).
  • Fix TouchDamage and Projectile targets.
  • Fix pierce being overwritten on projectile creation.
  • Adjust playerUI to display roles and status effects.
  • Add stunned status effect.
  • Complete inspiration implementation for bard class items.
  • Localization and announcement images.
  • Implement bard items with icons.
  • Complete character class for Bard.
  • Fix inspiration not triggering.
  • Fix targets not syncing on clients.
  • Add Inspiration targets.
  • Add Inspiration mechanic.
  • Fix projectiles not syncing initial player velocity.
  • Implement seed selection command.
  • Fix IsOrthogonal not resetting on class select.
  • Begin implementing Bard class.
  • Move all remaining networked object Time.time calls to NetworkTime.time.
  • Add non-orthogonal firing implementation.
  • Prevent teleport while teleporting to avoid double punt stuck bug.
  • Added right mouse button to talk.
  • May enable talk on steam deck via right touch pad.
  • Allow throwables to be thrown over pits.
  • Destroy throwables if thrown into pits.
  • Localization scan.
  • Moved BrewingNPCMessageHandler.cs so that it get's scanned by localizer.
  • Removed Nova game mode.
  • Removed private keyworks.
  • Uncommented new potion localizations.
  • Fix lightfade network identity NRE.
  • Add brewing hint NPC to brewing room.
  • Remove extra brewing pots.
  • Updated localizations.
  • Added Body to localizations.
  • Hooked up Eye Color localization.
  • Fix brewing pot not synced on connect.
  • Fix projectiles not fading.
  • Fix audio clip on Zaratan spin.
  • Fix bomb source null causing explosion to fail.
  • Add unlock2 tag to brewing pot room.
  • Added Unity Recorder for proper screenshot generation.

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/