Hey everyone!
New Bonki D Bonk update is out. New biome, new weapon, three new enemies, a Night Lord rework with better balancing stats.
New arena: Cemetery
A foggy night graveyard with lanterns, tombstones and bones everywhere. Shows up from Danger 2 on.
Three new enemies:
- Gravewalker, a slow heavy undead brawler. Commits hard to every swing, so give it room.
- Gloomwing, a small fast bat. Arrives in fives.
- Gorewing, the blood red big brother. Slower, tankier, hits much harder, comes in threes.

New weapon: Soul Staff
Souls circle you, breathing in and out, gnawing on anything they sweep through.
The ring doesn't sit still. It expands and contracts, so it sweeps a whole band around you instead of one thin circle. It also lies flat on the ground and passes behind and in front of you, so you can always tell where it is.
Better Balancing
The Wave 5 midboss on Danger 3+ was a wall. It now has about 40% less HP, and Goblin King is banned from that slot entirely.
Non-final bosses drop rare loot chests now. You get 1, 2 or 3 at 60/30/10 odds, and Luck tilts that upward.
Chests tell you what they are now
Common, rare, paid, cursed: every world chest glows in the rarity color of the item actually inside it, before you open it. If it glows gold, it's gold.
No last second reroll either. What the beacon showed is what you get. If your inventory or your stats change what you can be offered, the glow updates to match.
Free chests also picked up a little wiggle so they stop blending into the scenery.
Night Lord rework
- 12 HP
- +20% Damage
- +15% Attack Speed, which is new
- +10% Evasion, down from +20%
- Normal movement speed, previously -10%
Twin Blade, the revive and the no HP per level rule are untouched.
Enemy pacing
The ones that sprint at you and explode were turning up in wave 1 on short runs. Puff, Skully, Goblin Kamikaze, Bomber, Crow Kamikaze and Fishfolk Bloater now wait until wave 4 no matter how long the run is. Groot waits until wave 5.
Scripted spawns and Challenge Shrines still ignore all of this, so you can absolutely still get jumped.
Other balance
- Aegis Shield radius down about 20%, range cap down to match.
- Wyrmlash arrives 10 seconds into a Wasteland wave instead of the moment it starts.
Fixes
- Grassland dirt paths are actually dirt. They were being painted in a green nobody could tell apart from grass, so five recipes worth of paths were invisible. Fixed across all four Grassland moods.
- The item inspect popup no longer gets stuck over the arena for a whole wave after you leave the shop.
Thanks for playing and for the feedback.
As always let me know if you find these new changes valueable or not :).
