v1.01 Patch Notes

The first Early Access patch has gone live. This patch deals primarily with feedback submitted by players, and we’d like to thank the player base for all of the feedback and bug reports.

The biggest changes came to VR mode which includes changes to how motion controller damage works, so as to not reward players for slap style attacks. It also features a new locomotion mode for those using motion controllers. This mode allows you to hover on the trackpad to move rather than pressing it and was a request made by players. The system menu is now available by using the gamepad select button, or holding the grip buttons on a motion controller for a second. This allows the map to be toggled in VR mode with gamepads, and also allows easy access to exit the dungeon, exit the game, or view the options menu. The VR interface has also been moved further from the player to make it easier to view it all without shifting your gaze.

Not all changes were VR exclusive though. We modified how the spawn upscaling works in multiplayer to help prevent mobs from stacking up. Ranged AI was also improved, and dragon breath attacks are now less deadly. We also saw map improvements and bug fixes.


  • Dealing melee damage when using a motion controller will now drain energy and damage will be reduced based on your energy level. This was done to prevent an exploit where players rapidly slapped a mob back and forth with a motion controller at rates quicker than gamepad or keyboard/mouse users could swing.
  • Increased energy regeneration rate.

Interactive Objects

  • Steins will now disappear after being used by VR players. This was previously only happening when done by non-VR users.



  • Adjusted NPC aggro ranges and density on the Crypt4 map to prevent them from overwhelming players.
  • Improved lighting in the Sewer5 map to remove some dark spots.



  • Added a fifth locomotion mode for motion controllers: Hover. This mode will allow you to use the trackpad to navigate by hovering over controls rather than needing to press down in a direction.
  • Oculus Touch users can now exit the game or dungeon by holding the left system menu button down for a few seconds.
  • Reduced the amount of time you need to hold the System button on Vive controllers to exit the game by 4 seconds.



  • NPC spawn upscaling, which occurs in multiplayer sessions, will now give more time in between each spawn to help prevent cases where mobs stack up on one another.
  • Goblin Slinger AI received an upgrade. He will not hunt you down and hurl rocks at you if you hide.
  • Skeleton Archer AI received an upgrade. It is fully sentinel and will only fire when it has line of sight.
  • Dragon and Fairy Dragon breath attacks can now damage pets.
  • Dragon and Fairy Dragon breath attacks are now significantly less lethal. This was due to a bug which was causing them to make contact more times than was intended.


User Interface

  • VR players in multiplayer will now use a similar health bar, player name, and floating text display as nonVR players do.
  • The HUD in VR has been moved slightly further away from the player to make everything more visible on the screen without shifting your gaze.
  • Holding the Grip buttons with a Motion Controller no longer toggles the in-game map, it instead now toggles the System/Escape menu. That menu allows you to toggle the map, and also to access options or to exit the dungeon or game.
  • There is now a Map Toggle button on the System/Escape menu.

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