Demo Patch 0.0.6
BUG FIXES: - Fixed a bug that caused game being broken for new players
BUG FIXES:
- Fixed a bug that caused game being broken for new players

Ravernt · 2 Left Thumbs

BUG FIXES: - Fixed a bug that caused game being broken for new players
BUG FIXES:
- Fixed a bug that caused game being broken for new players

- Fixed Alchemist class passive and P0TION add-on not duplicating modded relics correctly - Fixed performance issues for players that have a lot of runs in run history
- Fixed Alchemist class passive and P0TION add-on not duplicating modded relics correctly
- Fixed performance issues for players that have a lot of runs in run history

NEW FEATURES: - Added run history! - Now you can find notes in the dungeon that give good tips! GENERAL CHANGES: - Changed "cooldown" keyword to just "cool" to reduce confusion BUG FIXES: - Fixed alchemy glove softlocking the game if it had "on potion use" trigger - Fixed few min
NEW FEATURES:
- Added run history!
- Now you can find notes in the dungeon that give good tips!
GENERAL CHANGES:
- Changed "cooldown" keyword to just "cool" to reduce confusion
BUG FIXES:
- Fixed alchemy glove softlocking the game if it had "on potion use" trigger
- Fixed few minor visual bugs

GENERAL CHANGES: - Added cooldown category for statistics tab - Statistics tab now also tracks spellbook and script stats - Improved extra info panel UI - Extra info panel now not only shows related relics, but also spellbook, script, viruses and tarot cards - Extra info panel no
GENERAL CHANGES:
- Added cooldown category for statistics tab
- Statistics tab now also tracks spellbook and script stats
- Improved extra info panel UI
- Extra info panel now not only shows related relics, but also spellbook, script, viruses and tarot cards
- Extra info panel now shows related relics for some dungeon objects too (like when checking out snack extra info you'll see which of your relics scale with snack attributes)
BUG FIXES:
- Fixed game not starting for new players

First patch of the demo! FEATURES: - Added mid run saving - runs are saved between zones! - Added tab to view active tasks during a run GENERAL CHANGES: - Tweaked some animation speed BUG FIXES: - Fixed some players not being able to unlock add-ons - Minor visual bug fixes
First patch of the demo!
FEATURES:
- Added mid run saving - runs are saved between zones!
- Added tab to view active tasks during a run
GENERAL CHANGES:
- Tweaked some animation speed
BUG FIXES:
- Fixed some players not being able to unlock add-ons
- Minor visual bug fixes

Hi all, It's finally time! DEMO IS OUT! There's also new trailer and updated store page! View game page Demo is full of content: 100+ relics to experiment with 8 classes to try 3 zones to explore Relic modification systems 3 bosses to defeat Good chunk of unlocks Secrets And MORE
Hi all,
It's finally time!
There's also new trailer and updated store page!
Demo is full of content:
100+ relics to experiment with
8 classes to try
3 zones to explore
Relic modification systems
3 bosses to defeat
Good chunk of unlocks
Secrets
And MORE!
Hope you all will have a fun! And if you do, demo review would be appreciated! It helps a ton!
Ravernt (Developer)
The official soundtrack from milkypossum, now available on streaming platforms and YouTube!
The full OST will be available to purchase here on Steam when the full game releases.
(Note for creators: There was a very brief window where the OST was being flagged on twitch + youtube. We've since talked with the distributor, and have resolved the issue!)

After few months of public playtest, I think we finally hit the point where all mechanics feels fun and cohesive and everything is polished enough that game is finally ready for it's next big step - demo! When? July 24th! (yup, this Friday!) This will be the end of public playtes
After few months of public playtest, I think we finally hit the point where all mechanics feels fun and cohesive and everything is polished enough that game is finally ready for it's next big step - demo! When? July 24th! (yup, this Friday!) This will be the end of public playtest too.
Some important info:
- Demo version will be the same as playtest one, so I won't be removing any content
- Playtest progress will carry over to demo
- This will probably the last playtest patch!
Other than that, thank you so much for being part of playtest!
GENERAL CHANGES:
- Added button in settings to reset save
- A lot of visual polish basically everywhere
- Added a ton of missing sound effects
- Warrior is now default tutorial class
BALANCE CHANGES:
BUGS:
- Goldbug: gold 6→5, health no longer scales with current zone
TAROT CARDS:
- The Hanged man: all zips are unlocked instead of just newly discovered ones
BUG FIXES:
- Fixed corruption select screen background color not changing based on color palette
- Fixed opening map while run is still loading causing an error
- Fixed map room preview window sometimes persisting even after the map was closed
- Fixed heat reduction not being properly tracked at the run end screen
- Fixed few minor visual bugs

GENERAL CHANGES: - Improved all meta-progression menus and visual effects - Slightly updated properties window visuals BALANCE CHANGES: RELICS: - Tiny snowman : heat reduction 3→4 - Frog cup : heat reduction 3→4 - Broken bone : chance to trigger 20%→25% - Amber : heat reduction 4
GENERAL CHANGES:
- Improved all meta-progression menus and visual effects
- Slightly updated properties window visuals
BALANCE CHANGES:
RELICS:
- Tiny snowman: heat reduction 3→4
- Frog cup: heat reduction 3→4
- Broken bone: chance to trigger 20%→25%
- Amber: heat reduction 4→5
- Happy dynamite: damage 4→3
- Volcano mask: damage 5→4
TAROT CARDS:
- The Sun: max heat decrease per attribute point 2→3
CLASSES:
- Warrior: changed to: +25 max health
Dev note: A lot of you asked for simpler class for more vanilla experience, so I made warrior's ability more basic
- Fiend: relics were changed
- Shaman: mod can be applied to any relic
ADD-ONS:
- Hungry...: max health 20→15
- Deal: now also gives -7 max health
BUG FIXES:
- Fixed special room border being on wrong layer
- Fixed all mods in mod shop being free if you had discount add-on
- Fixed some tarot cards sometimes softlocking the game
- Fixed some typos

GENERAL CHANGES: - Bugs are more likely to attack if they haven't attacked for a few turns and less likely if they recently attacked - Rooms that contain bugs are marked - Added 1440p resolution support - Big UI improvements for statistics, zone info, map, settings and inventory
GENERAL CHANGES:
- Bugs are more likely to attack if they haven't attacked for a few turns and less likely if they recently attacked
- Rooms that contain bugs are marked
- Added 1440p resolution support
- Big UI improvements for statistics, zone info, map, settings and inventory UI
- Special rooms now look more... special
- Some other small visual and UI tweaks
BUG FIXES:
- Fixed alchemist being able to use it's skill multiple times

GENERAL CHANGES: - Added small zone visual details BUG FIXES: - Fixed Burden virus sometimes triggering twice per zone - Minor visual fixes
GENERAL CHANGES:
- Added small zone visual details
BUG FIXES:
- Fixed Burden virus sometimes triggering twice per zone
- Minor visual fixes

GENERAL CHANGES: - Game starts to speed up if turn is taking too long - Changed rarity colors - Improved a lot of visual effects and animations BUG FIXES: - Fixed sometimes getting an error after completing a run - Fixed virus selection screen sometimes persisting even after endi
GENERAL CHANGES:
- Game starts to speed up if turn is taking too long
- Changed rarity colors
- Improved a lot of visual effects and animations
BUG FIXES:
- Fixed sometimes getting an error after completing a run
- Fixed virus selection screen sometimes persisting even after ending a run
- Fixed tarot packs sometimes not having cards
- Fixed some resolution issues

GENERAL CHANGES: - Removed most loading screens and added cool transitions instead - Small visual improvements BUG FIXES: - Fixed some icons being missing
GENERAL CHANGES:
- Removed most loading screens and added cool transitions instead
- Small visual improvements
BUG FIXES:
- Fixed some icons being missing

Balance patch! GENERAL CHANGES : - All heat reduction is renamed to cooldown - Bugs in further zones drop less keys - Bugs drop slightly more gold in first zone, but slightly less in further zones - Treasure rooms always have lunch box BALANCE CHANGES: RELICS: - Apprentice staff
Balance patch!
GENERAL CHANGES:
- All heat reduction is renamed to cooldown
- Bugs in further zones drop less keys
- Bugs drop slightly more gold in first zone, but slightly less in further zones
- Treasure rooms always have lunch box
BALANCE CHANGES:
RELICS:
- Apprentice staff: damage 7→6
- Shopkeeper keys: keys gained 2→1
- Enchanted cloak: damage 4→5
- Treasure shovel: added - +1 physical damage bonus
- Forge hammer: reworked - +1 defense. 50% on attack, +1 defense for the room
- Old wizard hat: reworked - +1 magic. 50% on attack, +1 magic for the room
- Mage sword: damage 5→4, +1 target every 2→3 magic
- Speed ring: added - +10% dodge chance
- Eagle eye: crit chance bonus 7→6
- Alchemy glove: spawns only health potions
- Golden sceptre: gold cost 3→4
- Spell amplifier: added - +2 mana needed to use spellbook
- Ancient tombstone: max heat decrease 20→10
- Boulder gloves: damage bonus 20%→10%
- Grand arcane staff: damage bonus 20%→10%
- Double sword: added - -2 main attack damage
SPELLBOOKS:
- Book of poison: mana cost 5→4
- Magic for dummies: mana cost 4→5
- Tome of secrets: mana cost 5→10, better loot is more rare
SCRIPTS:
- Blizzard: base frost 3→5
TAROT CARDS:
- The Devil: no extra shop, relics cost 3-7 max health, instead of 3-6, added: +2 extra relic shop options
- The Hanged man: heat gained 2→3
- The Hierophant: health cost 5→8
- The High Priestress: added - -1 to all damage
- The Lovers: reworked - duplicate 1 non-ancient relic, but all cool down is halved
- The Moon: instead of -1 to all attributes, changed to -3 to random attribute. The card now shows what mod you will get
- The Star: reworked - all relics in treasure chests have random bonuses, but treasure rooms require more 1 key to be unlocked
- The Sun: reworked - all power modifications are doubled, but -2 max heat for every power (attribute is randomly chosen)
VIRUSES:
- Remedy: healing 3→2
- Disruption: arcane damage decrease 2→1, elemental damage decrease 2→1
- Mutation: max heat decrease per highest point 3→2
- Scarcity: added - -1 option for lunch box rewards
- Pillaged: reworked - 25% chance for -3 gold from any source, 15% chance for -1 key from any source
- Cursed treasures: reworked - on opening treasure chest, +10 heat
- Draining: reworked - on spellbook use, -10 health
BUGS:
- Skeleton: damage 14→12
- Tribe hunter: damage 22→20
- Ancient guard: attack chance 25%→35%, damage 18→12, shield is applied immediately after ally was attacked
MODS:
- Blood moon: reworked - add to relic: 50% on dealing any damage
BUG FIXES:
- Fixed brightness slider being backwards
- Game no longer pauses while tabbed out
- Fixed some icons being black
- Fixed error that occurred after ending a run before choosing a virus

A lot of UI and tooltip improvements! GENERAL CHANGES: - Various UI improvements - Keywords are now colored (makes tooltips a lot more readable) - Relic modifications are underlined - Rarities are now color-coded
A lot of UI and tooltip improvements!
GENERAL CHANGES:
- Various UI improvements
- Keywords are now colored (makes tooltips a lot more readable)
- Relic modifications are underlined
- Rarities are now color-coded

Finally an update and it's quite a big one! It brings one of the most requested features - difficulty system! NEW FEATURES: CORRUPTION LEVELS - Corruption is difficulty system that adds new mechanics to runs to spice up the gameplay. There will be 5 levels in total, but only the
Finally an update and it's quite a big one! It brings one of the most requested features - difficulty system!
NEW FEATURES:
CORRUPTION LEVELS
- Corruption is difficulty system that adds new mechanics to runs to spice up the gameplay. There will be 5 levels in total, but only the first one will be available in the playtest and it brings very cool new mechanic that is...
VIRUSES!
- Viruses are modifiers that make runs a lot more difficult. You will have to choose one at the start of every zone.
- There are 32 viruses at the moment which means a lot of run variety!
- Keep in mind that I'm still working on viruses balance, so some of them might be too weak or too strong
GENERAL CHANGES:
- Some visual effect polish
BUG FIXES:
- Fixed rooms sometimes not being marked as explored
- Minor visual fixes

- Fixed bugs sometimes not showing that they are about to attack - Class victory count is back - :MYSTERY add-on no longer can give you error relic - Fixed inspecting mods and tarot cards not showing related relics - Fixed few minor visual bugs
- Fixed bugs sometimes not showing that they are about to attack
- Class victory count is back
- :MYSTERY add-on no longer can give you error relic
- Fixed inspecting mods and tarot cards not showing related relics
- Fixed few minor visual bugs

Starting to work on difficulty system, but first I need to tweak the add-on system a bit. Basically, upcoming difficulty system will require you to pick a bad modifier at the start of each zone. I think it will introduce a lot of variety to the runs, but it would also make the st
Starting to work on difficulty system, but first I need to tweak the add-on system a bit.
Basically, upcoming difficulty system will require you to pick a bad modifier at the start of each zone. I think it will introduce a lot of variety to the runs, but it would also make the start of a run feel too slow. You'd need to pick a class, select an add-on pack and then a difficulty modifier. That's way too many decisions and clicking to get a run going, so that's why I'm tweaking how add-ons work.
GENERAL CHANGES:
- Instead of selecting add-on pack at the start each run, each class comes with 1 random add-on assigned
- Traveler's backpack spawns in the first room and gives rare relic instead of common
- Get random common spellbook at the start of run
- Tweaked some UI bits
BALANCE CHANGES:
ADD-ONS:
- JUG-JUG: changed to: spawn stat potion that grants random stat boost
- S0UL: defense penalty 2→1
- G00LD: changed to: +30-45 gold
- HUNGRY...: changed to: +20 max health
- COOL+NESS: changed to: +20 max heat
- DISCOUNT: changed to: first shop purchase is free
- [MIRROR]: changed to: duplicate the first relic gained from treasure chest

GENERAL CHANGES: - Inspecting relics, spellbooks or scripts now shows related relics in your inventory. For example, if you inspect frost staff (on dealing arcane damage, apply frost) you can quickly look up which relics you have deal arcane damage - Added sliders to adjust game'
GENERAL CHANGES:
- Inspecting relics, spellbooks or scripts now shows related relics in your inventory. For example, if you inspect frost staff (on dealing arcane damage, apply frost) you can quickly look up which relics you have deal arcane damage
- Added sliders to adjust game's saturation and brightness in color palette window
- Resource collection effects are slightly animated
- Improved zip open visual effects
BUG FIXES:
- Fixed lance visual effects
- Fixed enchanted cloak visual effects
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And I'm also posting 0.0.1-0.0.4 patch notes since they weren't public:
PLAYTEST PATCH 0.0.4:
Spellbook rework, defense nerf and balance changes!
GENERAL CHANGES:
REWORKED SPELLBOOK MANA SYSTEM:
- Spellbook mana system felt kinda weird. Either you get to spam your spellbook every turn or it was almost useless. I decided to change that all spellbooks now gain 1 mana the first time you attack a bug each turn. This way every spellbook has consistant way to generate mana, but there are still relics that let you get it in more funky ways.
- Of course, because of this change, all spellbook mana costs and the amount of mana each relic generates were updated.
BALANCE CHANGES:
DEFENSE is very strong attribute. You almost required to invest a bunch of points into it to have a good time and not immediately explode on third zone. But balancing defense is very tricky. It's damage reduction effect can't go lower because it's already at 1. My solution is to increase all bug damage, player healing, max health by about 50%. That way defense gets indirectly nerfed and as a bonus, some strong relics that apply frost or increase max health get toned down too. Let me know how these changes feel, I'm really curious
ATTRIBUTES:
- Magic: added: +0.1 mana gained from attacking per point
- Luck: gold and keys bonus per point 10%→5%
GENERAL:
- Starting max health 30→50
- Health potion healing: 7→10
- Mana potion: mana 8→5
- Blood stone requires 4→6 health, health cost increase 2→3
BUGS:
- Slime: damage 2→3
- Bee: damage 2→3
- Slimepile: damage 5→8
- Boar: damage 2→3, damage bonus on taking damage 1→2
- Hedgehog: damage 2→3, damage on being attack 4→6
- Slimemound: damage 7→10
- Bat: damage 4→6
- Blood baron: damage 6→9, damage bonus on attacking 2→3
- Centipede: damage 2→4, damage bonus on ally death 3→4
- Dead knight: damage 3→4, damage bonus on attacking 4→6
- Spook: damage 6→10, revives 5→2, health 1→6, revive with 1→6 health
- Skeleton: damage 9→14, damage bonus on death 4→6
- Vampire: damage 5→7
- Ancient guard: damage 12→18
- Chief: damage 12→18
- Iguana: health 25→16, shield 16→25, damage 6→9
- Commander: damage 9→10, damage bonus on ally attack 2→3
- Lizard warrior: damage 4→6, damage bonus on shield break 6→9
- Tribe defender: damage 5→8
- Asssasssin: damage 18→22
- Tribe shaman: damage 5→8
RELICS:
- Bandage: healing 4→6
- Healing herbs: healing increase 2→3
- Pocket watch: mana 2→1
- Mana cluster: mana 2→1
- Mana pills: crit chance 5%→10%, mana 3→1
- Old wizard hat: trigger chance 25%→20%
- Forge hammer: trigger chance 25%→20%
- Crystalized mana: mana needed 3→2
- Scythe: healing 3→4
- Strange root: healing 3→4, healing bonus per luck 4→6
- Broccoli: healing 4→6
- Cultist mask: healing 2→3
MODS:
- Bloom: trigger chance 35%→25%
- Guard: trigger chance 50%→35%
- Rage: trigger chance 35%→25%
- Reaper: trigger chance 25%→20%
- Smort: trigger chance 100%→75%
BUG FIXES:
- Fixed relics not being discovered in the library that you can no longer find
- Fixed game not working after dying and defeating boss at the same time
- All damage taken (including heat damage) now counts for damage taken statistic that is shown at the end of run
- Fixed game freezing if opening tarot pack while having all tarot cards
- Fixed relics showing incorrect icons if transformed by ghost's ability
- Lost soul now drop correct loot
- Fixed few typos
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PLAYTEST PATCH 0.0.3:
Quick patch to add option to adjust game's colors since it's one of the most requested features
NEW FEATURES:
SELECTABLE COLOR PALETTE:
- Color palette now stays the same through out the run, but you can select which one you want to use in the new start menu section. Added some new color palettes too bringing the total to 16.
- Not all color palettes are unlocked from the start. Most of them must be found in the dungeon.
BALANCE CHANGES:
GENERAL:
- Temple shrines grant 35→30 gold
- Temple shrines grant 5→3 keys
- Temple shrines grant random relic instead of guaranteed rare
- Challenge shrine grants slightly worse loot
BUGS:
- Blood baron: health 70→80
- Chief: health 120→160, shield 50→75
SPELLBOOKS:
- Nature tome: changed mana trigger to “50% chance on any debuff apply”, mana needed 12→10
- Cookbook: changed mana trigger to “on heal”, mana needed 12→14
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PLAYTEST PATCH 0.0.2:
Small patch to adjust balance, because game was way too easy. Of course, difficulty options are coming, but I want to slightly adjust base difficulty too. Builds still get very busted :)
GENERAL CHANGES:
- Map auto-closes after teleportation
- Updated in-game update program UI
- You no longer need to take damage to enter devil shop
BALANCE CHANGES:
GENERAL:
- More bugs to fight in 2nd and 3rd zones, but bugs drop slightly worse loot
- Zips drop relics a little less often, but drop more snacks
- Relic shop sells 6→5 relic
- Key shop sells 4→3 relic
- Graves grant 1 less key
- 1 less tribe altar in third zone
Dev note: These nerfs aren't that bad, since there are more bugs in the dungeon which in turn means more loot
BUGS:
- Bee: damage 3→2
- Slimepile: 6→5
- Slime: damage 3→2
- Boar: damage 3→2
- Blood baron: damage 4→6, health 60→70
- Asssasssin: less common, damage 18→16
- Chief: health 85→120, shield 40→50, damage 9→12
Dev note: Before you could easily die in the first zone if you were unlucky and hadn't found good relics, so I slightly reduced bug damage.
Second and third zone bosses were absolute pushovers, so I gave them sizable buffs
RELICS:
- Bag of giving: added 10 charge limit
TAROT CARDS:
- The Moon: New moon mod has 7 charge limit
- The Hierophant: triggers effects only once
MODS:
- Accuracy: changed to: relic has 20% crit chance
- Acid: removed damage penalty, changed to: all damage by this relic applies 2 poison
- Vampirism: removed damage penalty, changed to: heal 3 on dealing damage with this relic
- Brilliance: damage bonus 3→2
- Force: damage bonus 3→2
- Hunt: chance 100%→50%
- Ice: frost 3→2
- Infection: targets 2→1
- Moneymaker: gold 3→2
- Nature: repeats 2→1
- Rune: damage 4→3
- Stone: damage 8→6
- Thunder: damage 4→2
Dev note: I made some mods more versatile and nerfed ones that were really op. Mods made game very RNG-heavy, because finding a good one could practically auto-win you a run, so I'm trying to even out their power
BUG FIXES:
- Fixed starting zone with 1 heat
- Fixed some tooltips
- Fixed sometimes health going over max health
- And some minor visual fixes
WHAT'S NEXT?
I'll continue working on balance and bug fixing, but I'll also want to start building the difficulty system. I have some cool ideas and can't wait to share them :)
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PLAYTEST PATCH 0.0.1:
First patch of the playtest! Let's go!
NEW FEATURES:
- Added library application to view all relics, bugs etc
BUG FIXES:
- Secret lab is easier to find
- Fixed reward windows sometimes getting behind other windows
- Fixed reward windows sometimes blocking properties window
- Adjusted cursor hitbox
- Fixed tutorial text sometimes going off screen
- Fixed arrows in the end screen task section not working
- Improved some relic descriptions
- Fixed being able to obtain relics with mechanics that tutorial hasn't explained yet
- Fixed skipping treasure chest reward not granting heat reduction
- Fixed some tutorial typos
- Fixed error being thrown if trying to open application while it's already open

Today kicks off Strategems Vol. 2 hosted by Goblinz Publishing A digital event focused on strategy and highly replayable titles. Find your next hidden gem, jump into exclusive demos, and explore the best the genre has to offer! You can play the public playtest for Folder Dungeon

A digital event focused on strategy and highly replayable titles.
Find your next hidden gem, jump into exclusive demos, and explore the best the genre has to offer!

(Use the "Join the Playtest" button, found below the screenshots on the Steam page)
A BIG thank you to Goblinz Publishing for including us in their event. We're eager for new people check at the game, and are excited to hear your feedback!
View game pagePlease be sure to add Folder Dungeon to your Wishlist!

Hi all, It's finally here! The playtest starts now! The game is already in good state, but expect some bugs and balance issues. I'll be fixing all of those as quickly as I can! What's included in the playtest, you ask? 100+ relics 8 classes to try 3 zones to explore 3 bosses to f
Hi all,
It's finally here! The playtest starts now!
The game is already in good state, but expect some bugs and balance issues. I'll be fixing all of those as quickly as I can!

What's included in the playtest, you ask?
100+ relics
8 classes to try
3 zones to explore
3 bosses to fight
Relic modification system
Good chunk of unlocks
Secrets to discover
And tons more!
If you have any feedback or want to report a bug, feel free to join the Discord server!
Other than that, I hope you have fun!
Ravernt (Developer)