- Combat and Stability Patch - 16 August 2026
Dungeons Five dungeons fight back again. The spawners in the three Sky Citadel levels / Ancient Caverns / the Crucible had lost the list of enemies they were meant to emit. 63 spawners sat there doing nothing while the objective still asked you to destroy them. Every spawner in the game emits again. Enemies now appear on the floor beside a spawner instead of inside it. A skeleton could previously turn up part-way up the statue and walk around inside it. Removed a grey robot standing inside the Wraith Idol and Cursed Totem spawners. It came bundled inside a visual effect from an asset pack and was never meant to be in the game. The green slime effect on those spawners is unchanged. Enemies Five enemies that could never animate now move. The Broodmother / Darkness Spider / Evil Watcher / Giant Worm / Widow Spinner were each built with a movement setup that could not select the one animati…
- Patch 1.0.129: Crashes, Combat Feel, and Performance - 12 August 2026
Update 5 fixed the dungeons that could not be finished. This one is the follow-up: three crashes that got reported since, a batch of errors that were costing frames without showing up as anything obvious, and the combat timing work that missed the last build by a few hours. Crashes Fixed a crash when building or previewing a custom class in the Class Forge. Fixed a crash on entering a dungeon. Fixed a crash that could end a run outright, hit on different machines and in different areas. All three traced back to leftover systems on a couple of character models, still running alongside the game's own. Those are now stripped from every character as it spawns. Performance Longer sessions hold their framerate better. That leftover code was failing on every physics step, tens of thousands of times in a single sitting, and that costs real frame time. Fixed a second per-frame error from collisi…
- Cryptr Update #5: Frame Rate, Finishable Dungeons, and Co-op - 4 August 2026
Update 5 Someone refunded Cryptr with the note "frame rate too low." I went looking for the heavy content that was costing the frames and did not find any. What I found instead were three configuration bugs, and one of them meant the game was very likely putting your PC on the highest settings it owns whether or not your PC could run them. That is not your hardware. That was me. So this update is mostly repair work, and I would rather say that plainly than dress it up. The other half came out of finally sitting down and playing every shipped dungeon end to end, with a test harness and then by hand, which turned up levels that literally could not be completed. The short version The game now reads your actual graphics card instead of guessing, and the Windows build is compiled properly for the first time. If it ran badly out of the box, try it again. Several dungeons could not be finished…
- Fix Patch: Combat Accuracy, UI Polish, and the Old Combat Toolkit Removed - 28 July 2026
A refund note said the combat "animations don't even hit where they show they hit... you just have to keep running and spamming hoping something would hit." Blunt, and correct. It was a real bug, and it took an audit of the whole combat layer to find. Thanks for leaving it. Hit registration Enemies hit you when their weapon reaches you. Every monster's damage landed on a fixed stopwatch that had nothing to do with the swing you were watching. On roughly a third of the bestiary the blow landed in the first third of the animation, and the goblins you meet first were connecting a fifth of the way in, while the axe was still going up. Damage now fires off the attack that is actually playing, on 123 of the game's 128 enemies. The wind-up you see is the wind-up you get. Swinging into a crowd no longer eats your hits. A melee swing could only register so many things at once, and scenery counte…
- Feedback Patch: Brighter Levels, Better Combat, and a Crash Fixed - 24 July 2026
Feedback Patch A player left a long, thoughtful review of the game, and almost everything in this patch comes straight from it: levels that were too dark to navigate, a crash on the Brawler, blocking that did nothing, arrows that missed, and getting wedged in the scenery with no way out. Thank you for taking the time to write all of it down. Here is what changed. Lighting and visibility The campaign levels are much brighter, and they stay that way. Three separate things were making levels dark. They opened at the exact darkest moment of the day cycle (moon just set, sun barely up), so "levels always start at dusk" was literally true. A full day only lasted eight minutes, so nightfall was always a few minutes off. And the clock never reset so a while spent in the Tower meant walking into the next level at midnight. Levels now open in usable mid-morning light every time, a full day lasts…
- Stability Patch #2 - Controller Support and Camera Fixes - 21 July 2026
Patch #1 was the first launch-stability pass. This one continue controller work and fixes a camera problem that a refund report put me onto. Thanks to whoever left that note, it described something real and I would not have found it as quickly otherwise. Controller Full Controller Support now shows on the store page. Someone asked in the discussions why the written description said the game had controller support while the store page carried no controller tag. They were right, and the game was not the problem. I had completed Steam's controller wizard but never published the store page afterward, so the declaration sat saved but private. It is published now and the tag is live. The game itself has played fully on a pad for a while; the store page just was not saying so. You can type with a controller. Anywhere the game asks for text (party chat, naming a class in the Forge, naming or se…
- Stability Patch #1 - 2026.20.07 - 21 July 2026
Launch Stability Patch A focused patch built straight off your feedback. A couple of reviews called out the tutorial breaking in co-op and the game feeling buggy at launch, so I spent the day hunting down the worst offenders. Here is what changed. Fixes - The tutorial is solo only now. Running the Trial Grounds as a co-op party could leave the host stuck between lessons if a teammate desynced or wandered off. The tutorial now always runs as a clean solo session, so you can finish it start to end without a networking hitch. Jump straight into co-op for the real dungeons once you know the ropes. - Smoother framerate during teleports and cinematic moments. Any time the game briefly took control of your hero (a teleport dissolve, the tutorial's gate-reveal camera pan, a fall or stuck recovery) it could quietly flood the log every frame and drag your framerate down until control returned. On…
- Cryptr Update 4: Boss Fights, the Delve, Mod Support, and Deep Polish - 19 July 2026
What's new in Update 4 Since the last update I have been building out the endgame and everything around it. There are real boss fights now. A new generator writes a fresh dungeon story every run, and the Crucible wave arena is finally live. Mods arrived with full Steam Workshop support. A merchant sells enchants and supplies for your gold. The whole game got a pass on audio and accessibility. Thank you for the feedback that shaped it! Boss Fights The final boss is the Demon Lord. He opens as a towering Colossus. Break every crystal to cut him down to size. He hides behind an infernal shield, raises the dead in waves, and rains hellfire that heals him. Burning rocks drop from above for you to dash clear of, and a raking beam drives you behind cover that shatters after a few hits, so your hiding spots keep shrinking. He booms threats and commands his skeletons the whole way through; your…
- Two New Heroes, AI Allies, Difficulty and Loot - 27 June 2026
Cryptr Update Since the last build I added two new heroes, gave solo runs a full party, put difficulty and loot in your hands, and named the four regions you have been crawling. Multiplayer is still in active testing, so this remains a good time to bring friends. Thank you for the feedback that shaped all of it. Two New Heroes Two heroes join the roster: the Dwarf Brawler and the Druid. The Dwarf throws down his weapon and fights bare-knuckle. Hammer out a punch combo on the left mouse button, then plant a heavy front kick on the right that boots foes back across the room. He runs on raw stamina and soaks hits like a wall. His ultimate (R) is the Haymaker, a charging ability that drives him through the pack, flattening and knocking back everything in front of him. His talents can make every punch stun, or turn his kick into a ground-splitting quake. The Druid keeps his distance with a g…
- Cryptr Update 2: Ultimates, Talents, Controllers, and Deeper Co-op - 24 June 2026
This is the first big build on top of it, and it is a large one. Every class now has a signature ultimate, the talent trees have been torn down and rebuilt so every node actually does something, the whole game plays end to end on a controller, co-op grew up with revives and chat and a public lobby browser, and there is a fresh stack of dungeon modes and monsters to crawl through. Multiplayer is still in active testing, so this is a great time to bring friends. Thank you for the feedback that shaped all of it. Unleash your ultimate. Every class now has a signature ultimate, charged by a new meter beside your skill icons. It fills as you fight, faster the more damage you deal, and at 100% press R to let it rip: the dual-wielder's spinning Bladestorm, the archer's Rain of Arrows, the knight's healing Aegis Burst shockwave, the Wizard's Frostfire Cataclysm, the Paladin's Consecration, the N…
- Full Makeover and Testable Multiplayer - 19 June 2026
Cryptr has been quiet since the last update on November 17, 2023. This update is the result of improvements based on bug reports, the playtest notes, and the feedback you left me, and rather than patch around the old prototype I finally built a combat system from scratch. You will find a new first-party combat and animation system, a clean render pipeline, a real hub, sixteen dungeons (currently 1 available, more to come soon), a new assortment of enemies, and online Steam co-op you can play with 4 friends right now. Multiplayer is in active development and ready to test. There is a lot here, and a lot more on the way. Everything below has landed since that last Steam push. The Makeover New combat and animation backbone. Every class now runs on a hand-built first-party system instead of the prototype kit. Smoother crossfades, snappier response, no more placeholder poses. Expect more opt…
- November 11 patch notes - a new game! - 18 November 2023
This patch wipes the previous Cryptr builds and starts fresh with a new approach to the game. Many assets now have increased texture resolution. First person can be toggled by pressing P. To revert to third person press P again. The character select screen is streamlined and restructured using higher quality game UI assets. Each of the five player classes have unique voicelines when they spawn. Some abilities trigger unique voicelines. Eventually, the volume slider for Sound Effects will control the voiceline volume. Many spell visual and audio effects have been updated to reflect a higher quality. The talent trees, equiptment canvas, and previously accessible helmet items aren't entirely functional yet but are targeted in the next patch. Previously, Cryptr used an auto save feature to save virtually every frame. Now the player can save their progress in the pause menu. Whenever a new s…
- October 5 patch notes - 5 October 2023
Updated swing animation for Warrior and Ravager, both classes no longer have a camera shake when using left mouse button attacks Added foot steps for each class Fixed sound effects not updating when modifying the sound effect pause menu scroller Disabled freefly cameras from side dungeons Fixed low resolution on soft / target icons Fixed low font resolution on damage text Fixed other small bugs
- Hotfix #2 9/30 - 1 October 2023
Updated the mod config UI diamond confirmation buttons to align with their respective mod Fixed a bug preventing the cursor from being visible while selecting armor from the Saelix armor vendor If anyone has ideas for mods they would like to see added to the game, or a mod interface they would like to have access to, please reply in the community forums on Steam or send me an email directly: [email protected] Thank you!
- Hotix #1 9/30 - 30 September 2023
Fixed a build error that prevented the latest patch from being uploaded.
- Sept. 29 patch notes - 29 September 2023
Added new helms for the Necromancer, Warrior, Fighter, Ravager, and Archer. These can be unlocked by completing the first dungeon in the campaign. The items will unlock after defeating all of the enemies in the dungeon. A camera and splotlight will for 3.5 sec show the player where they can find their reward, which will be levitating near the exit portal. Currently, the helms are only aesthetic but coming updates might update armor such as helms so that they also give the player stat bonuses or new effects. The Saelix armor vendor will allow you to access these helms or replace them once you complete the first dungeon. Updated the main menu to use "any key" instead of "spacebar" to continue (default 10 sec timer will still autoadvance if the player doesn't press anything). Fixed bugs in the first dungeon allowing the player to walk through some of the new wall prefabs and fall off the m…
- September and Early Spooktober Update - 10 September 2023
Added new pause menu UI for the portal hub level and dungeons. This UI will control the player's inventory items purchased from armor, item, and enchantment NPCs. It also displays the new map and quest log. Added new pumpkin helms for the Necromancer, Warrior, Sorcerer, Fighter, Ravager, and Archer. This can be equipped by talking to the Saelix armor vendor and clicking the pumpkin helm icon under the helm menu. Updated the main menu's UI and fixed bugs related to the stationary characters during load / create character selection. Added a rotate left or right feature during load / create character. While the player holds the left mouse button, they can control moving their selected character left or right by moving their mouse left or right. Added more screen resolution options in the new pause menu's UI dropdown selector. Removed the Tutorial for updates. Currently it uses outdated inf…
- Hotfix #5 - 28 August 2023
Fix for new cathedral dungeon low FPS bug.
- Hotfix #4 August 27 - 28 August 2023
Added another fix for new cathedral dungeon low FPS bug
- Hotfix #3 August 27 - 27 August 2023
Added fix for low fps in new cathedral dungeon Removed pre selected character from the main hub level Moved main menu link icons and build string