Hey Dungeon Ballers!
This Dungeon Baller update is focused on game feel, stability, and build variety: making the table respond better, making menus behave more reliably, adding new item interactions, and cleaning up a few nasty edge cases that could interrupt a run at exactly the wrong moment or leave the game soft locked.
Once again a big thank you to everyone who have been involved in the playtest event and have been giving us excellent help with tracking down bugs, and improving the game overall! Shout out to Scoota33, Enkil, Kono Dio Da, Wixvhen and a few others who have been instrumental in helping us track bugs and problems.
Heroes
We've given several heroes a visual update, starting with the Ranger, Warrior, and Rogue. This was mainly because they were some of the first sprites added to the game and were starting to show their age.
The Ursa and Sage are next, followed lastly by Cleric. The Ursa is also getting a second sprite so they can finally resemble their human form, and the Ursa Emblem will now transform the user into the current bear sprite.
The Rogue was lacking some identity, so we decided to give him MEGACRIT. When the Rogue critically strikes, he rolls a second time based on PRC. If that second roll succeeds, he MEGACRITS for even bigger bonus critical damage. Naturally, MEGACRIT also has its own sound effect because subtlety was never the Rogue’s strongest stat.




Out with the old and in with the new! Above you can see the old art for the Heroes beside their new and updated look!

As you will have noticed from the Hero ball art, the Ursa has been reworked as a kind of Druid type Hero who transforms between her bear and human form.
Flipper mechanical rework
The left and right flippers have had a physics pass. They now use a more consistent joint-driven setup, which *hopefully* makes flips feel snappier and more reliable to our pinball enthusiasts. Please let us know what you think about this one, as we are determined to nail the feel of this.
We’ve also added a new paddle sound effect, so hits have a bit more punch.
Mini-flippers also received cleanup to make their collision behaviour more stable, especially around rare moments where a strong force could get you stuck behind them.
The launcher/plunger has also had physics work done under the hood, which should make launching feel cleaner and reduce some awkward recovery cases when the player is returned to the launch zone.

Demolitionist and Boom Emblem Rework
The Demolitionist side of the game has had a much bigger pass.
Boom Emblem has been reworked away from being a simple stat item and into a more active explosive playstyle. Bumping enemies now plants Satchel Charges, and those charges can be detonated by hitting a detonator at high speed.
This means Boom Emblem builds should now feel more intentional and more explosive, with the player setting up enemies and then cashing in the damage with a well-aimed dash.
A new Demolitionist-related achievement has also been added:
Reclaimed: Demolitionist spirit- finish the game as the Demolitionist to unlock Boom Emblem in shops.
There are also new bomb, detonator, wire, and explosion assets supporting this system.
New and Updated Items
Several items have been added or reworked:
Added Wizard Mitts, giving INT and WIS at the cost of STR.
Added Platinum, a shiny pickup that grants 10 coins (to save performance).
Added Volatile Bandolier, a new Gunpowder item that stores bomb activity and can drop explosive payloads during Legendary Combos.
Boom Emblem has been fully reworked around Satchel Charges and Detonators.
Broadsword now works more like an active nearby enemy slice with a cooldown.
Earth Stone has updated behaviour and now draws extra strength from adjacent Oversized items.
Enchanted Crowbar has been reworked around item orientation, converting STR and AGL differently depending on whether it is placed north/south or east/west.
Gargantaurus Visage has been reworked to launch thorns based on GRD, adjacent Shield items, and current armour.
Box of Fireworks now synergises with adjacent Gunpowder items.
Jewelers Eyeglass** is now a larger item.
Crescent Wand has clearer behaviour around converting attacks to magic damage.
Bombstone and Magnetic Stone cooldowns have been adjusted.
Health, Defence, Rage, and Ability potions are now uncommon rather than common.
Leechblade has had its damage and healing behaviour adjusted.
Several item tags and descriptions have been cleaned up so effects interact more correctly.
Important Stability Fixes
This build includes fixes for several rare but painful lockups:
Fixed cases where defeating the Goblin King during unusual timing windows could leave the player paused, stuck, or unable to continue.
Fixed cases where artefact-granting minibosses could be defeated while the player was falling, causing reward/death sequences to fight with player recovery.
Fixed Mods menu cleanup when backing out or launching a run from hero select.
Improved cleanup for delayed Mods/challenge menu timers and panels.
Added safer player physics recovery when the game resumes or transitions out of scoring, defeat, reward, or boss states.
Added protections around lingering damage orbs, enemy attack state, stale target references, and locked stopper gates during reward/death sequences.
Improved cleanup when loot boxes, challenge panels, and other temporary UI elements are destroyed mid-transition.
So basically, hopefully fewer weird “the game is still running but I can’t play” problems.
Controls and Options
UPCOMING: There is new work behind the scenes for input bindings, pause input handling, control display labels, and the controls/options panels. This hasn't quite made it into the latest build, but it's in the works and is coming soon.
Sliders and settings widgets have also had cleanup so they behave more consistently when focused, dragged, closed, or destroyed.
Fixed an annoying issue with items that have very long descriptions where the button to choose it from loot would be hanging off the bottom of the screen making it so you can't choose it.
Inventory, Loot, and Shops
There have been several under-the-hood improvements to inventory interactions.
Item pickup, item swapping, shop interactions, and consumed items should now behave more reliably. In particular, the inventory should be better at handling items that disappear because they were used or consumed, instead of accidentally leaving behind ghost interactions or broken drag states.
Coin and pickup behavior has also been cleaned up, including safer handling when pickups fall out of the room or collide with side barriers.
Gameplay and Room Fixes
A few effects and room interactions were tightened up:
Slimed effects now end more safely when the player falls near the bottom of the room.
Warrior Emblem now cleans itself up better when entering safe zones.
Boom Emblem now only places charges on objects that can actually be broken.
Locked biome blocks and gates have had physics and breakability adjustments.
Several rooms have had enemy placement, scale, or layout tweaks, including some easier, medium, and harder path rooms.
Some projectile and magic-damage interactions have been adjusted so they use the normal damage flow more safely.
We hope this build improves the stability of your experience, as we all know how frustrating it can be when a good run ceases due to a bug.
Thanks as always for reporting the weird stuff. It helps a lot, and please keep letting us know how things go, we are always happy to hear comments, suggestions, critiques, or queries!
- Rookster & Teal
