BUG FIXES!
This patch is almost entirely bug fixes, driven directly by your reports and reviews. Thank you to everyone who posted repro steps in the discussions — several of these were found because of them. Highlights Beating the game finally counts when you enter Endless Mode. Accepting t
This patch is almost entirely bug fixes, driven directly by your reports and reviews. Thank you to everyone who posted repro steps in the discussions — several of these were found because of them.
Highlights
- Beating the game finally counts when you enter Endless Mode. Accepting the Endless offer now banks your victory first: the win is recorded, the next ritual level unlocks, new necromancers unlock, and the achievement fires. Previously all of that was silently skipped — if you beat ritual 0 and nothing unlocked, this was why.
- The equipment duplication bug is fixed, along with the broken state it left behind where items and body parts could no longer be moved or discarded for the rest of the run.
- Roster-wiping events no longer appear in normal runs. The demon lord punishment events (including the one that destroys every zombie you own) were escaping their Endless Mode gating and could hit brand-new runs on any difficulty. They are now correctly locked to the demon lord you actually defied.
- Gold updates immediately when you buy organs at the Church. The counter no longer sticks at an old value until something else refreshes it.
Items and inventory
- Fixed the duplication bug when equipping weapons and armor in the workshop. One click could silently equip, swap, and re-equip several items in a row, leaving duplicates and a monster holding gear you never chose.
- Fixed the stuck state that followed the duplication bug: dragging a weapon onto an armor icon broke every right-click action in the workshop until you left the scene. This was the "menus permanently glitched" bug.
- Breaking down a zombie no longer leaves its weapon displayed on the card while also returning it to your inventory.
- Items can no longer be lost by releasing a drag over the wrong pixel: failed drops now always return the item to a safe slot instead of overwriting whatever was there.
- Fixed a timing issue where reorganising items quickly could make one vanish until the next day, or leave a slot showing an item that wasn't really there.
- The Church inventory now shows your full 48 slots and scrolls. Previously it only displayed 45, so overflow items were invisible in that scene — they looked lost, but weren't.
- You can now take parts off things again: parts staged on the pentagram can be returned to an empty inventory slot, and extra parts (beyond the 4 a zombie needs) can be removed from a raised zombie.
- Dropping something invalid onto the summoning circle no longer quietly breaks the workshop's repair mode.
Shops
- Church: fixed a bug where a purchase could charge you gold and give you nothing, repeatably.
- Church: fixed locked shop slots misbehaving after buying or refreshing — locks could throw errors mid-purchase, survive on the wrong slot, or duplicate the locked organ into both the shop and your inventory.
- Blacksmith: fixed the shop charging iron without delivering the item after a refresh, and fixed the same item appearing in two slots at once.
- Bear: fixed relics becoming unbuyable after a previous purchase.
- Clicking an empty Blacksmith slot no longer causes an error.
Events
- Events without a choice (like the Bear's gift) no longer re-trigger every time you re-enter the village for the rest of the day.
- Quitting during an event no longer risks a broken town screen when you continue the save.
- Father Elric now returns. Sending him to investigate the revolt closes the church for 3 days instead of forever.
- Week 2 and week 3 events now appear in their own weeks instead of being available from day 1.
- Week boundaries are calculated correctly: day 7 now counts as week 1, day 14 as week 2. Boss fights no longer pull demons from the following week's pool a day early. This slightly eases days 7, 14 and 21 — if boss fights feel different, this is why.
Combat
- Fixed zombies and demons permanently ceasing to attack mid-battle. Spellcasting demons could interrupt their own attack animation and lock up; units without animations locked up instantly.
- Weapon lifesteal now works on its own. Previously the Hooked Knife (and any weapon lifesteal) healed nothing unless the zombie also had lifesteal from an organ, even though the tooltip counted it.
- The Artist's Wax / Flaying Knife duplicate effect now grants a genuinely separate second part instead of two linked copies of the same one, which caused oddities when selling or using them.
Work and the Demonologist
- Fixed lifetime statistics (food farmed, iron mined, villagers recruited, and so on) inflating every time you moved a worker. They now count once per day, when the work actually happens. This also removes a save-to-disk on every single drag, which should make the work screen feel smoother.
- Demonologist: fixed an exploit where a gap in a trade board let you receive the same trade reward repeatedly without spending the parts.
- Demonologist: trades now remove the parts you actually placed, not whatever happened to sit in the first slots.
- Demonologist: right-clicking a part when the main board is full no longer risks losing it.
Zombies
- A freshly raised zombie's maximum health now reflects its parts' Constitution immediately. Previously the first health calculation used stale values, so new zombies briefly had far less health than their stats said.
Meta progression
- You can now buy an upgrade when you have exactly enough souls.
- Fixed the "average relics per run" lifetime statistic, which was permanently stuck at 1.
Stability and saves
- Fixed a broken save being created on a completely fresh install, which showed a "Continue" button before any run existed. Pressing it led to a crash in the Lab. Existing saves in that state now recover instead of crashing: they resolve into a normal game-over and clean themselves up.
- Fixed the crash itself: entering the Lab with a save that has no necromancer selected no longer throws an error.
- Many internal guards were added around item movement so that if something does go wrong, the game refuses the action instead of corrupting your save.



