Source: Steam Community (opens in a new tab)

- [Steam] Added the ability to exchange gems for gold and gold - for gems
- [Steam] Updated leaderboards: now they display 12 players instead of 7; also added the ability to scroll the rating down and up
- [Gameplay] Each character now has characteristics - Endurance, Strength, Agility and Intelligence
- [Gameplay] Added character statistics screen displaying its current characteristics and active effects
- [Gameplay] Current skills can now be improved directly into the dungeon
- [Gameplay] A Personal Chest has been added to the Camp to which items can be put. Items in the chest do not disappear after the death of the character and can be freely transferred between any of the following characters who enter the Camp. By default, the Chest has 5 slots and can be improved for gold or gems (max up to 15 slots)
- [Gameplay] Now any character can take any weapon, but with fines when classes do not match. Such weapons can be obtained with the help of a Personal Chest or from monsters with some chance if the weapon has a high cost
- [Gameplay] Barrels and crates will now be subject to physics and can be pushed
- [Gameplay] With touch controls, a button for fixing a target is available if auto locking is disabled in Settings
- [Items] Added 7 new types of armor
- [Items] Added 18 new effects for equipment
- [Fortress] Middleman and Traveling Merchant swapped places
- [Fortress] Added 6 new buildings
- [AI] Most monsters now can run like a player
- [AI] Monsters will now try to keep a distance between blows
- [Misc] New gates have been added to the generation of all the dungeons, which allow you to enter the Camp
- [Misc] A new type of trap has been added to the generation - activated
- [Misc] All bows now appear on a character when equipped
- [Misc] Updated store view on character selection screen
- [Misc] Random teleporters (such as pipes in the Catacombs or runes) are now removed if a second teleport was not generated
- [Misc] The right half of the inventory is now partially transparent; also the dark background of the effects list is no longer displayed if they are not on the subject
- [Misc] Camp hiring screen updated
- [Misc] Redrawing corridors between buildings on the screen of the Fortress
- [Misc] Effigy added to camp
- [Misc] After killing any skeletons and some containers, the corresponding particles now appear
- [Misc] Added animations for some UI screens
- [Misc] A lock icon will now appear on the base screen of inaccessible skills
- [Misc] The buttons in the upper right corner will now turn off completely if they are unavailable
- [Misc] The screen of death: "Leave" is replaced by "To the fortress"
- [Misc] Updated pop-up animation
- [Misc] Plates with a floor map are added to the generation of all locations
- [Misc] Buildings on the screen Fortresses are now selected and scrolled automatically
- [Settings] Added function to disable warning before parsing items in settings
- [Settings] Added control tips (attack buttons, run and fixed targets)
- [Balance] To buy equipment now you need to build a Forge
- [Balance] For the purchase and development of pets now need to build and improve the menagerie
- [Balance] Reduced purchase price of Stray Merchant
- [Balance] It is now possible to sell used items to Merchants (after improving the building, Traveling Merchant up to level 2)
- [Balance] Merchants can now sell all items of the same type at once
- [Balance] Mercenaries in the Camp can now be hired for both gold and gems
- [Balance] Trap damage is now partially dependent on the maximum health of the target
- [Balance] The effect of free skill points on the levels of generated monsters is reduced and the influence of the player’s level is added - the sum of his current skills and characteristics
- [Balance] Increased the bonus to resistance from poisoning and petrification from free skill points
- [Balance] Some equipment items received default effects
- [Balance] The Mercenary-Archer became faster, gained more life and higher attack range
- [Balance] All creatures now, like the player’s character, have the Defense option
- [Balance] The formula for calculating the absorption of damage by protection has been updated (it used to be non-linear and had local minima)
- [Balance] When the Summon Button is clamped, the Necromancer now expels not the oldest summoned creature, but the one with the least health
- [Balance] Corrected calculation formula max HP of bosses
- [Balance] Reduced chance of dropping items from monsters, but increased the chance that they will be at least Special Quality
- [Balance] Cursed Soul: reduced starting speed, additional projectiles now have slightly less damage than the main one, and a smaller blast radius
- [Balance] Rebalance of characteristics and prices of high-level staffs and wands
- [Balance] Reduced effectiveness of treatment with red spheres
- [Balance] Defendingly, the Merchant will now throw knives at the enemy
- [Balance] Pumpkinhead slightly reinforced
- [Balance] Small balanced edits of individual mobs
- [Fixed] Leaderboards (Steam): player rating was not displayed if he was not in the top 7; also in the bottom panel the name of the mob killer was incorrectly selected
- [Fixed] Manual fixation of the target while mouse control did not work
- [Fixed] Switching tabs by pressing the button did not work when controlling the keyboard and mouse
- [Fixed] On the pause or inventory screen, pressing the attack button on the controller could lead to an involuntary attack after exiting the menu
- [Fixed] "Restart" button did not work on the gamepad
- [Fixed] When starting a new game, when selecting a gamepad control, auto-capturing of the target could be disabled by default.
- [Fixed] When reassigning buttons, a forced scroll to the first element could work
- [Fixed] UI control buttons are no longer tied to corresponding attack buttons
- [Fixed] Comparing weapon speed was too accurate
- [Fixed] Extras Necromancer skills could open only after improving Berserk, and not the Necromancer himself
- [Fixed] The merchant in the Camp might have turned the wrong way for the player.
- [Fixed] In the Camp, the Merchant and his cart did not fall shadows; also the bonfire is moved up a little, and now it is an obstacle (the AI will no longer try to get through it)
- [Fixed] The tablet in the camp and some other tablets with pre-set text instead showed random