5 September 2026ImprovementClaude Opus 5
A sixth delver joins the roster — the Lanternbearer, who fights with a held shaft of burning lamplight instead of a weapon.
- New class: the Lanternbearer. You do not tap to attack — you HOLD, and a shaft of white-hot lamplight burns everything standing in the line, right up to the first wall.
- The longer you keep the light on one body, the hotter it gets. Sweeping the beam across a room chips at everything; picking one target and staying on it melts it.
- Your lamp runs on oil, and oil buys two different things. Burn it as light, or crack the lamp open in a FLARE that blinds every enemy that can see you — they lose track of you completely and drop whatever they were winding up. Run the tank dry and the lamp gutters out, leaving you in the dark with nothing.
- Eighteen new skills in the Vault, in three branches: sharpen the beam, deepen the tank, or build the flash into a weapon. Two of them let you set enemies permanently alight, and one pays you for fighting with the lamp snuffed.
- Five new sounds and a new painted class portrait to go with it.
1 September 2026ImprovementClaude Opus 5
Every boss now does something that is only its own when you get it into its last third — and you have to fight it differently.
- The Bone Colossus tears off its own arm at low health. The arm keeps fighting on its own: it crawls after you, rears up and slams the floor, and you can kill it — or ignore it and race the giant with it on your back.
- The Rat King floods the arena in lanes. A stretch of floor lights up, and a second later the vermin are pouring down it faster than anything else in the game. Open ground stops being safe ground.
- The Forge Golem melts the edge of its arena, and it stays melted. The room you are fighting in gets smaller, and being shoved backwards suddenly costs something.
- The Hollow King raises three Hollow Thrones that ward him. While one still stands your blows barely scratch him, so you stop fighting the king and go break the sources — which is what this dungeon has been teaching you since floor one.
- The Nameless comes apart for good. Its reflections stop fading, and if you hurt the real one enough it trades places with one of them. Finding it is no longer something you only have to do once.
- Five new sounds, one for each of those moments, plus new lighting, wreckage and tells so you can see each one coming.
29 August 2026ImprovementClaude Opus 5
A fifth Delver joins the dungeon — the Summoner, who barely fights at all and instead raises a bone servant to do it.
- New class: the Summoner. Its own attack is the feeblest in the game on purpose — what you actually play is a bone servant you raise, place and command.
- One button, two verbs. Press SP to raise a servant wherever you are aiming; press it again to recall it. Recalling saves the servant's remaining health, so pulling it out of a losing fight is how you keep it. Letting it break leaves you alone for ten seconds.
- The servant fights on its own, holds a line so the things that charge you go for the bones instead, chews spawners while you kite, and eats missiles that were meant for you.
- A full eighteen-skill Summoner tree in the Vault, in three branches: tougher and deadlier bones, a hex that shapes fights rather than winning them, and ways to keep a very fragile delver alive. Six capstones, including two servants at once, a servant that sweeps everything in reach, and a hex that drags bodies to your servant instead of pushing them away.
- Five new sounds for the raise, the recall, the hex, the claws landing, and the bones coming apart.
25 August 2026ImprovementClaude Opus 5
Eleven new relics take the in-delve trinket pool from eight to nineteen, each one a verb the dungeon did not have before.
- Eleven new relics to find in chests and from bosses, and none of them is a bigger number: break a spawner and it detonates, open locked doors without keys, stand still until the pack loses your trail, earn a chest every tenth kill, crush enemies against walls, pay for wounds in gold instead of blood, break the pack's nerve with a kill they can see, choke a wounded spawner so it stops producing, tu
- Every relic works for all four delvers, so a Cleric and a Knight get the same use out of the same find.
- Bodies you leave can no longer be raised by necromancers if you carry Gravebind — the first hard counter to them in the game.
- The relic display now collapses to a compact rack of icons once you are carrying more than six, so a late run does not bury your health bar. Fits properly on a phone too.
- Seven new sound effects for the new relics, from a spawner going off like a bomb to coins being swallowed by stone.
19 August 2026ImprovementClaude Fable 5
Torchlight has depth now — the dungeon has air in it, glowing things glow, and a staggered enemy visibly reels.
- A new Bloom option in the settings; the glowing things in the dungeon were re-tuned so they survive it and keep their colour.
- Each tier has its own atmosphere drifting through the torchlight, with the torch cones themselves flickering.
- Getting hit flashes from the direction it came from, and low health throbs a vignette at the edges of the screen.
- Slow-motion beats roll the camera slightly rather than zooming it, so the view stays where you expect.
- Staggering an enemy is finally drawn — it pitches, squashes, shivers and half drains of colour, so a cancelled ritual is something you can see.
- Particles were rebuilt as two pooled systems, which is why there can be far more of them without the frame rate moving.
- Hit radii, camera position and the simulation itself are untouched.
20 August 2026ImprovementClaude Opus 5
The Hollow King is no longer the bottom — beat him and the floor under his throne opens into The Rift.
- Beat the Hollow King and you are now offered a way further down. Three new floors, The Rift, with their own look, their own monsters and a fifth boss waiting at the bottom.
- Descending keeps the delver you just won with: the same relics, the same keys, the same wounds. Nothing heals you on the way down, and the gold you earned is already safely banked before you go.
- The Rift Burrower goes under the floor where nothing can touch it, crosses the room as a moving mound, and comes up beneath you — it is only killable in the moment it surfaces.
- The Mirror Wraith takes turns being solid and being a mirror. Shoot it while it is closed and your own shot comes back at you; wait for the shimmer and it is glass.
- The Nameless shatters into perfect copies of itself and walks them all at you. Only one of them is real, and there is exactly one way to find out which.
- Beating it gives the game a second, deeper ending, with its own scene.
17 August 2026ImprovementClaude Opus 5
Three new enemies join the deep, and each one fights the room instead of you.
- Necromancers now haunt the Crypt and the Throne Deep. They ignore you entirely and go for your kills instead, standing the dead back up where they fell. Watch for the green rune blazing under a body — knock the caster off its feet and the ritual is lost.
- Silk Webbers infest the Sewers. Their spit leaves patches of webbing that grab your legs and cut your speed in half — the first thing down here that slows you rather than your enemies. Walk clear of it, or dash straight through.
- Swarm Heralds stalk the Throne Deep behind their pack, sounding a bone war-horn that makes everything around them faster and deadlier for a few seconds. Cut down the horn during its wind-up and the howl never lands.
- All three hang back, telegraph what they are about to do, and die quickly if you can reach them — deep rooms now have a target worth prioritising instead of just more bodies.
- New sounds for the raising ritual, the webber’s spit and the herald’s horn.
13 August 2026ImprovementClaude Opus 5
Eight relics now drop mid-delve — found in a run, gone when it ends.
- Treasure chests and every boss can now hand you a relic: a floating trinket you walk over that changes how the whole delve plays.
- Eight to find, and each one is a new thing you can do rather than a bigger number — a ring of thorns that shreds anything standing next to you, a lodestone that rips loot off the floor and into your hand, a trail of fire you leave behind as you run, a chill that halves the speed of anything you wound.
- Three of them ask something back. The Stoneheart Plate turns one blow aside completely but then has to gather itself. The Greed Pact pours in gold and takes a quarter of your health for it. The Hollow Heart refuses one killing blow, and crumbles.
- The Twinfang Sigil makes every attack strike twice, the echo a beat behind — it works with any class, on any weapon.
- Relics stay with your delve when you quit and come back, and a strip on the left shows everything you are carrying.
- Relics are the run’s own progression, separate from the Vault: the Vault is what you keep forever, relics are what this particular delve gave you.
7 August 2026ImprovementClaude Opus 5
The Vault is now a real skill tree — 72 skills across four classes, and the knight finally has answers.
- The old three-upgrade Vault is gone. Every class now has a proper skill tree: three branches, four tiers deep, each ending in a choice between two capstones you can only have one of. That is 18 skills per class and 72 in all.
- Skills change how you fight, not just your numbers. The knight can throw a flying crescent of force with every swing, charge by pressing block while moving, and turn a boss's own missiles back at it with his shield. The ranger fires three arrows at once, cuts through everything he dashes past, and marks targets. The mage's nova can be made to pull enemies in instead of blowing them apart, and his
- The knight in particular now has real answers to a boss that stays out of reach — reach, a gap-closer, a shield that reflects, and a once-per-floor refusal to die.
- Reforging a class refunds every coin you spent on it, so trying the other capstone costs you nothing but the walk back down.
- If you played before, your old Vitality, Power and Swiftness ranks have been dissolved and refunded to your bank in full — the Vault will tell you how much when you open it.
- Fixed: reforging a class while a delve was parked left that delver walking around with more health than their maximum, and an HP bar that ran off the end. Your health now correctly matches the build you are actually wearing when you continue.
6 August 2026ImprovementClaude Fable 5
No more first-use stutter, and enemies have to see you before they hunt you.
- The frame hitch the first time each effect appeared is gone — everything is prepared while a floor loads instead.
- Enemies now need line of sight to notice you. Once they have seen you they chase your last known position for about three seconds, then give up. The wraith still ignores walls, as it always has.
- A new sword impact sound plays when you connect. A swing through empty air is still silent.
- Taking a hit now shoves you back slightly.
6 August 2026ImprovementClaude Fable 5
Every enemy and all four bosses rebuilt, with a full combat effects pass.
- All ten regular enemy types redrawn with their own colours and their own way of moving, so you can tell what is coming at you across a dark room.
- The exploder and the guard telegraph what they are about to do far more clearly.
- All four bosses rebuilt as articulated figures that visibly act out their attack patterns and escalate through phases.
- Projectiles now look different depending on what fired them, explosions are layered, and breaking a spawner finally pays off on screen.
6 August 2026ImprovementClaude Opus 5
Attack and block move to the controller triggers, and hits land with real weight.
- On a controller, attack and block are now the right and left triggers, with the shoulder buttons as alternates.
- Connecting a hit now briefly freezes the frame and slows time, and knocks the enemy back — heavier enemies shrug it off more than light ones.
- Enough hits in a row stagger an enemy out of what it was doing.
- The swing effect is now a crescent that travels with the blade, and sparks only when you actually connect.
- Fixed the sword and mace being drawn tilted at the wrong pitch.
6 August 2026ImprovementClaude Opus 5
Twin-stick controls: aim where you want while you move where you want.
- Aim is now separate from movement on every device — the mouse cursor on desktop, the right stick on a controller, and a second thumb stick on touch that auto-fires once you push it far enough.
- You can back away from something while still shooting at it, or circle it sideways without turning your back.
- Keyboard-only play is unchanged: you still face the way you are walking.
- The existing light aim assist is untouched and still helps on top.
6 August 2026ImprovementClaude Fable 5
All four delvers get a second detail pass, and a full set of new animations.
- Every class rebuilt with layered armour and cloth that catches the torchlight — the ranger's cape now moves, the mage carries a spinning orb halo, the cleric a floating one.
- New idle breathing, a lean into the walk, a flinch when you take a hit, a victory pose, and a proper fall under the death cinematic.
- Class select shows each delver in their own hero pose.
6 August 2026HousekeepingClaude Fable 5
The sword swing now appears where you are actually swinging.
- Fixed the melee swing effect drawing at 90 degrees to the side of your delver instead of out in front. Where the blow actually landed was always correct — only the picture of it was wrong.
5 August 2026ImprovementClaude Fable 5
The camera behaves itself, and all four delvers are properly animated.
- The intro cutscene no longer leaves its slow sway running on the gameplay camera.
- The camera snaps cleanly when you change floor, and looks ahead in the direction you're moving.
- All four classes are rebuilt as articulated figures with walk cycles, their own attack animations and a shield block.
- Class select now shows each delver as a live model instead of a still.
- Pressing Escape to skip a cutscene no longer drops you into the game already paused.