- Fixed broken plasma bullets - 1 October 2026
After changing nothing what-so-ever relating to plasma bullets they spontaneously just stopped hitting enemies (even though have the same settings as meteors which do hit). I guess Unity just wanted to say, "#$*@ you." So I managed to fix it in the hackiest way possible; the solar gauntlet is now a hit scan and the plasma bullets are much faster, set for zero damage, and basically just a special effect. Its things like this that make me wonder why I put myself through this, and convincing me to leave the game making to other people in the future. Just when you think things are stable and working, bam, something completely game breaking appears, and with no apparent cause or obvious solution!
- More Imp Fixes - 29 September 2026
Flying imps no longer spend much of their time stuck in corners; hunt player more effectively. (Mostly through greater randomness.)
- Fixing Imps (again) - 28 September 2026
Fixed bug where winged imps were no longer immune to fire, and would thus take damage from their own projectiles, aggro each other, and kill each other.
- Bug Fix for Flying Imps - 27 September 2026
Just fixed a bug where flying imps would stop wandering and stay in one spot while still in the aggro state. Aggroed imps should now wander randomly when the player is out of sight (as intended).
- Finally Done - 26 September 2026
OK, so there was one last thing to add: Properly flying imps. The last originally planned feature to be added. The last feature I can think of really wanting to add. It's all there now, just as it was intended, or very and more than close enough at least.
- Probably the Last Update - 25 September 2026
This ends round three of updates. The only some minor aesthetic changes. The two things left I really want to do are either things I'm completely stumped by or buried under mountains of technical debt beyond what I want to deal with in the foreseeable future. The only other announcement likely to appear will be to announce the re-launch when and if I decide to re-list. Right now I'm thinking of next years after some of the laws the spooked me go into effect so we can all see how it plays out, though doing it quickly to get in the fall sale.
- Wondering if its Safe to Return.... - 12 September 2026
This adds several improvements: You can now switch between windowed and full screen mode Monsters are slightly easier to hit Wand class weapons have a few (not many) more charges High-tier armors a bit more durability Fireball now work more as intended (though not in the most ideal way) This update might have come later, with more testing and perhaps a couple more things added on. However, I was trying to separate the Linux and Windows files, so everyone doesn't have both on all platforms, but can't get a second depot (bundle of game files) to upload properly. A proper update (with all files) was then pushed since the last one had removed the Windows files from the depot that actually works. I am considering relisting, that maybe I was overreacting, assuming every technicality or not requesting and receiving an "age signal" (as some new laws demand). Perhaps going after minor indie devs…
- Version 2.1.0 - 2 September 2026
Big improvements to enemy collision and movement. Spectres now have attack, pain, and death sounds (they will never have idle/aggro sounds, as they are stealth mobs). Some UI beautification. (Unfortunately, winged imps still don't really fly :( ) Probably last update, at the very least for a while.
- Added Save-Resume - 25 August 2026
Progress is now saved each time you complete a level, and can be resumed later if you stop playing (as long as you don't die, permadeath is still there). Just because I'm no longer selling this doesn't mean I want to leave obvious problem in the game for those who have it.
- Final Sale - 27 April 2026
As mentioned previously, Caverns of Evil will be discontinued at the end of this month due to my inability to comply with the various age attestation and age verification laws that are being passed as a solo developer with basically no money. (Se the previous announcement for details).There will be one final thank you and goodbye sale, starting tomorrow, April 28, 2026, and ending April 30, 2026 (after which this game will no longer be available for purchase, but will still be playable). During this final sale, the price will be 50% off.
- The End - 18 April 2026
Caverns of Evil maybe reaching the end of its run. In the near future I will be contacting Valve and requesting this game, Caverns of Evil, be removed from Steam. With all the age verification laws being passed, laws the require application (including game) developers to poll operating system providers for age information, I can not afford the liability. I cannot afford such infrastructure, nor would it be justifiable for a game that isn't selling and the no one else seems to be playing any more. Perhaps Valve will come to the rescue with an API that allows your app to piggy-back of the verification Steam will have to do, or maybe not, we won't know until they announce something. But I can't afford the risk, and this game does not have a player base or make any money to justify any risk.Anyone who already has the game can continue to play; its DRM free, but I will no longer be selling o…
- Fix for Engine Vulnerability - 5 October 2025
Just an update to a newer engine versions that fixes a recently discovered security vulnerability, nothing exciting. (Well, particle effects in front of water no longer looks super glitchy since I now know what the render layers are for.)
- Version 1.8.7 - 29 March 2024
A bug where the final boss did not spawn consistently should be fixed.
- Version 1.8.6: Minor Enhancements - 4 October 2023
This improves the variety of level themes seen, especially on shorter runs. Level 1 is still always an urban theme (high number of materials and also the most modern theme), and the second will still be anything but urban. Beyond that, simple random selection has been replaced with a shuffle, increasing the number of themes seen and insuring all themes will be seen be the time the option to beat the game arises. Also, fixed an incorrectly rotated normal map on one material, meaning the old wood should look better. ...still no idea how to solve some old bugs, but most of these only produce minor jank rather than anything serious.
- Version 1.8.5 - 1 October 2023
Better desert and jungle themes Level 1 will always be urban, level 2 will never be urban (fully random afterward) The music for level 1 will never be played for level 2 (fully random afterward) Arrows no longer stay around after hitting walls, since they rarely stayed in the right place.
- Achievements - 11 July 2023
There are now achievements for beating the first level and making it through level 16, at which point you officially beat the game. Also tracks highest level completed as a state (though I have no idea how you see stats).
- 1.8.1 - 27 June 2023
Some changes: The final bosses actually spawn The victory screen will not advance the level or do other normal intermission stuff Difficulty in NG+ is now asymptotic, with 16=16 and infinity=32
- Version 1.8.0: The Intermission Screens now show Hints and Lore - 26 June 2023
Version 1.8.0: The Intermission Screens now show Hints and Lore
- Its done, stick a fork in it! - 14 March 2023
Finally, I seem to have fixed the late game stutter problem, so it should be fully playable to the point of victory -- yeah, that's right, this game now actually has an official victory condition that involves reaching level 16, though you can still play as many as you like with levels after 16 being considered a kind of new game plus. The permadeath is still there, of course.
- The End ... yes, really, ion more ways than one. - 12 March 2023
More bug fixes now, but the big change is in the ending ... there sort of is one now, contrary to the last versions trailer (though the same trailer teases this). This was always supposed to be a simple game -- something like a "Doom, casual edition" -- and at this point it seems its actually done. Time for new projects.