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Crypt of the NecroDancer screenshot
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Genre: Music, Role-playing (RPG), Adventure, Indie

Crypt of the NecroDancer

SYNCHRONY Hotfix v3.7.3

Crypt of the NecroDancer v3.7.3 is now available!

New features



  • Added an option to swap the A/B and X/Y controller button icons in the HUD

Modding features



  • Added parameter [noparse]ev.knockbackSuppressed[/noparse] to [noparse]event.objectDealDamage[/noparse]/[noparse]objectTakeDamage[/noparse]

    • If set to [noparse]true[/noparse], knockback is disabled for this attack, separately from the distance specified in [noparse]ev.knockback[/noparse]
    • If set to [noparse]false[/noparse], knockback is always applied for this attack, even for otherwise suppressed hits
    • If [noparse]nil[/noparse] (default), knockback is applied if the attack was not suppressed

  • Added functions [noparse]fear.setRemainingTurns()[/noparse]/[noparse]fear.getRemainingTurns()[/noparse]
  • Added function [noparse]statusEffect.isActive()[/noparse]
  • Added data field [noparse]training[/noparse] to enum [noparse]boss.Type[/noparse], which can be set to [noparse]false[/noparse] to avoid generating training stairs in the lobby

Bugfixes


Gameplay bugfixes



  • Fixed Blademasters resisting knockback on parried hits
  • Fixed Transaction Panels in secret shops being destroyed if the tile beneath them is changed

Interface bugfixes



  • Fixed long key names being split up across lines in some languages

Modding bugfixes



  • Fixed enum [noparse]boss.Type[/noparse] data field [noparse]splashTitle[/noparse] not affecting the name displayed on the boss intro screen
  • Fixed custom equipment sprites not rendering if they use filtered textures
  • Fixed modded enemies inheriting from the Skeleton template appearing as Fortissimole audience members
  • Fixed error in [noparse]event.objectDig[/noparse] if [noparse]ev.flags.checkAllTiles[/noparse] is set without [noparse]ev.radius[/noparse]

Update v3.7.2

Crypt of the NecroDancer v3.7.2 is now available!

Balance changes


These changes are applied while the SYNCHRONY DLC is active.

  • 🔹 Holster: Now automatically switches weapons after shattering glass or throwing a weapon
  • 🔹 Throwing Charm: Can now be obtained and activated by Chaunter
  • 🔹 Berserk Scroll: Increased range when cast diagonally, to avoid bumping into enemies
  • 🔹 Heart Containers: No longer be collectible (and wasted) by Aria or Coda in multiplayer outside of Ensemble Mode
  • 🔹 Magic Food: Now grants shattered hearts to health-locked characters when eaten in Ensemble Mode
  • 🔹 Cursed Hearts: No longer carry over to Aria, unless the previous character only had Cursed Hearts with no red health
  • 🔹 Shrine of Fire: Can now be activated by charmed or possessed Fire Elementals bumping into it
  • 🔹 Shrine of Peace: Now grants shattered heart containers when activated by Chaunter, Aria or Coda
  • 🔹 Dash Spell: Range preview now follows Bounce Traps
  • ▫️ Thief: Now spawns at most once per run in single-player mode
  • 🔻 Thief: Stolen items now negate Low% if picked up by a player other than the original owner


Other changes


These changes apply to all versions of the game.

  • Changed Nightmare shadows to allow tiles within their radius to be revealed
  • Changed Nightmares to no longer remove the outline silhouette from enemies within their radius
  • Changed Potion to grant one beat of invincibility when quaffed
  • Changed items dropped by Crate/Barrel/Shrine Mimics, Teh Urn and Shopkeepers to no longer be collectible instantly, matching other containers
  • Changed items dropped by a Scatter Trap to be recollectible by their original owner without negating Low%


Modding Features



  • Added support for specifying additional properties for custom player skins via a metadata file

    • Skin metadata files must be placed next to the image file, sharing the same name with a [noparse].json[/noparse] extension.

      • For example, use [noparse]mods/My custom character/entities/player1_armor_body.json[/noparse] to modify Cadence's body attributes, or [noparse]player1_heads.json[/noparse] to modify sprite sizes and offsets for her head.

    • Supported JSON properties:

      • [noparse]width[/noparse], [noparse]height[/noparse]: Spritesheet grid size in pixels (max. 64x64)
      • [noparse]offsetX[/noparse], [noparse]offsetY[/noparse]: Horizontal and vertical offset of the sprite from the tile's center in pixels
      • [noparse]offsetZ[/noparse]: Depth sorting adjustment to make the sprite appear above or below others
      • [noparse]name[/noparse]: Name to display in the skin selection menu (must be associated with the body spritesheet)
      • [noparse]equipment[/noparse]: Object to control equipment sprites (must be associated with the body spritesheet)

        • [noparse]slotOffsets[/noparse]: Per-slot/per-frame X/Y offsets, e.g. [noparse]{"weapon": [0,1, 0,2, -1,1, 0,-1]}[/noparse]
        • [noparse]slotMirrors[/noparse]: Per-slot horizontal scale factors to mirror items, e.g. [noparse]{"torch": -1}[/noparse]
        • [noparse]excludedItems[/noparse]: Item entity names to hide, e.g. [noparse]{"HeadBlastHelm": true}[/noparse]
        • If [noparse]equipment[/noparse] is set to [noparse]false[/noparse] instead of an object, equipment sprites are fully disabled while this skin is active.

      • [noparse]hideIfTransformed[/noparse]: If [noparse]true[/noparse], hides this sprite while in an alternate form (such as Nocturna's Bat Form)

    • Any omitted attributes will retain their default values for the character being modified

  • Added support for registering custom zones in mods

    • Added parameter [noparse]ev.zones[/noparse] to [noparse]event.levelSequenceUpdate[/noparse]
    • Added extensible enum [noparse]LevelSequence.Zone[/noparse] with data fields [noparse]order[/noparse], [noparse]tilesets[/noparse], [noparse]generatorType[/noparse], [noparse]enemyComponent[/noparse]
    • Changed level sequence to automatically include modded zones and bosses
    • Changed Boss Training room in the lobby to automatically include modded bosses and zones
    • Changed level editor to allow selecting custom zones in the "Generate level" menu
    • Changed level editor to group modded enemies together if they're registered to a custom zone
    • Changed Aria's zone order reversal logic to support custom zones

  • Added components [noparse]enemyPoolBossMinionKingConga[/noparse], [noparse]enemyPoolBossMinionDeathMetal[/noparse], [noparse]enemyPoolBossMinionFortissimole[/noparse] and [noparse]enemyPoolBossMinionFortissimoleAudience[/noparse] to customize boss minions
  • Added component [noparse]trapApparitionExclusionZone[/noparse]
  • Added component [noparse]facingRotateSprite[/noparse]
  • Added component [noparse]Sync_digCheckRetaliationOnFail[/noparse]
  • Added function [noparse]inventory.isInitial()[/noparse] to check if an item is a pristine part of its holder's starting equipment
  • Added function [noparse]PlayableCharacter.floating()[/noparse] to give a playable character entity type innate flight
  • Added function [noparse]spectator.getPlayerSpectatorState()[/noparse] to check user-initiated spectator state
  • Added function [noparse]Array.toString()[/noparse] to return the raw string representation of an array's contents
  • Added parameter [noparse]ev.spawned[/noparse] to [noparse]event.spellcast[/noparse], storing the entity created by summoning or item-granting spells
  • Added parameter [noparse]ev.priceTagType[/noparse] to [noparse]event.generateShopItems[/noparse] to allow using custom price tags
  • Changed [noparse]spellcastCreateWalls[/noparse] to not override exit stairs by default

Bugfixes


Gameplay bugfixes



  • Fixed Ring of Peace providing no health after switching from Chaunter/Aria to another character in Ensemble Mode
  • Fixed single-choice items not being independently linked together when duplicated by Scroll of Duplication
  • Fixed Nocturna's Zone 5 area sometimes intersecting with potion rooms and vaults
  • Fixed Green Bats sometimes being replaced by Blue Bats when playing Aria
  • Fixed Coral Riff's Tentacles being immune to Freeze Spell while submerged
  • Fixed error when starting a new run while an entity is about to convert into a different type
  • Fixed some Hard Mode Sarcophagi spawning multiple different enemy types when playing Mary
  • Fixed Reflective Shield reflecting a Gorgon's gaze even if the shield is facing away from the Gorgon
  • Fixed Scroll of Riches ignoring coin multiplier upgrades
  • Fixed song-ending Trapdoor being destructible and not always outprioritizing other traps
  • Fixed Frost Dagger not melting to Fire Elemental attacks if AMPLIFIED DLC is not active
  • Fixed Golden Lute not negating Low% when picked up outside of Cadence's final boss
  • Fixed errors when killing a Pixie by teleporting onto it using Crown of Teleportation
  • Fixed Reaper's Souls not dealing damage while dashing with Ring of Courage
  • Fixed spirits ignoring distance limits when exiting a secret shop after purchasing a telepathy item
  • Fixed adjacent traps sometimes being triggered when sliding into a Travel Rune on ice
  • Fixed Monkeys in barrels not being knocked back by Ring of Pain
  • Fixed Boots of Leaping/Lunging preventing charmed pets from being pushed
  • Fixed Shock Monkeys being able to spawn on top of traps

Chaunter bugfixes



  • Fixed Enchant Scroll not enchanting Chaunter's stashed weapon
  • Fixed Shield of Shove not allowing possessed enemies to attack while shoving
  • Fixed Shrine of Fire dropping forbidden items when activated by a possessed enemy
  • Fixed Shrine of Pace not working correctly for Chaunter while possessing an enemy
  • Fixed Shrine of Peace granting only 1 heart to possessed enemies while the AMPLIFIED DLC is disabled
  • Fixed possessed Harpies being able to attack the Shopkeeper Ghost by moving into it diagonally
  • Fixed possessed electric mages being able to effortlessly kill bosses by firing Electric Orbs from the topmost tile in the starting corridor
  • Fixed possessed enemies being unable to move into Electric Orbs or Klarinetta's sword
  • Fixed possessed enemies hopping instead of sliding with Ring of Courage
  • Fixed possessed Bats, Banshees, Mommies and Leprechauns being immune to Wall Spikes
  • Fixed possessed enemies being unable to dig Wall Spikes at half a heart
  • Fixed possessed electric mages being unable to conjure weapons
  • Fixed possessed Harpies not being able to dig correctly while confused
  • Fixed possessed enemies not resisting knockback while dashing forward using Ring of Courage
  • Fixed possessed enemies resisting Wind Spells and Shovemonsters while invincible
  • Fixed Lord enemies not keeping their extra health when possessed
  • Fixed error when when a possessed Harpy attempts to push a charmed pet diagonally
  • Fixed Ring of War carrying over into the first level of the next run if held while possessing an enemy in All Characters Mode
  • Fixed beat bars not turning red near the end of the song while possessing an enemy
  • Fixed enemies killed by Ring of Pain or Boots of Pain being possessed if a Lantern is obtained via the Pawnbroker
  • Fixed Chaunter ending up inside a wall when ejecting from a phasing enemy with no nearby floors
  • Fixed player sprite being cut off when switching to Chaunter in Ensemble Mode while standing in a liquid
  • Fixed Boots of Leaping/Lunging preventing possessed Deep Blues Knights from moving partially

Multiplayer bugfixes



  • Fixed Shopkeeper getting angry at Bomb Traps in multiplayer
  • Fixed Coral Riff's Tentacles sometimes getting stuck underwater in multiplayer
  • Fixed Blood Shop generating in Zone 1 when playing Aria in co-op, causing it to appear near the end of the run
  • Fixed co-op enemies targeting players in secret shops
  • Fixed verbose log output when hosting a GOG cross-play lobby
  • Fixed error when entering a new level while a player with charmed pets is dead or spectating
  • Fixed Practice Sarcophagus in the Versus Mode lobby not spawning enemies

Interface bugfixes



  • Fixed speedrun timer unpausing after using Save & Quit in the All Characters selection room
  • Fixed 'Tachyarrhythmia' achievement being obtainable in Ensemble Mode
  • Fixed description of Friendly Fire Mode implying that only explosion damage is affected
  • Fixed missing item hint for single Grenade
  • Fixed BPM counter fluctuating between integers when using custom music with Manual Beats
  • Fixed performance issues when an entity repeatedly tries to convert to its own type
  • Fixed [noparse]Ctrl + Backspace[/noparse] not deleting the full selection in text prompts

Level editor bugfixes



  • Fixed "Extra Room Count" option in level editor generating sparsely populated levels if Aria is selected
  • Fixed missing sprites in level editor if AMPLIFIED DLC is not installed
  • Fixed level editor always adding Goblin Sentries to the starting room when generating Zone 4 floors if AMPLIFIED DLC is disabled
  • Fixed Lantern not defining an appropriate blood cost when placed in the level editor
  • Fixed boss levels not using zone-specific health scaling or summons in Level Editor
  • Fixed some level editor menus closing instantly when opened via a mouse click

Modding bugfixes



  • Fixed custom player skins not reloading when the images files are modified while the skin is selected
  • Fixed mod portal search not working if the search text contains spaces or special characters
  • Fixed [noparse]Possession.detach()[/noparse] causing errors if [noparse]entity[/noparse] is not specified
  • Fixed Shield of Shove setting [noparse]ev.weapon[/noparse] incorrectly in [noparse]event.objectTakeDamage[/noparse]/[noparse]event.objectDealDamage[/noparse]
  • Fixed [noparse]stasisAI[/noparse] overriding other enemy AI changes
  • Fixed modded characters based on Aria and Coda preventing Ooze Golems from spawning if AMPLIFIED is enabled
  • Fixed wire graphics being cut off when modified to cover a larger area by a resource pack
  • Fixed Shopkeeper Ghost spawning prematurely when playing with modded zones
  • Fixed error when a player somehow gets their hands on a summoning spell intended for use by bosses
  • Fixed error when an entity is given [noparse]Sync_itemCombo[/noparse] without [noparse]Sync_itemComboAddOnHit[/noparse]
  • Fixed items without the [noparse]itemTransmutable[/noparse] component still being transmuted by the Transmogrifier
  • Fixed crash when attempting to load an image with an extremely long file name

Audio bugfixes



  • Fixed beatmap/audio being out of sync on Zone 5 and Death Metal when using FamilyJules' soundtrack
  • Fixed massive enemies repeatedly making splashy noises while in liquid
  • Fixed the Shopkeeper's voice increasing in volume near the thermal boundary of Zone 3
  • Fixed Mary's sheep yelling at crates

Visual bugfixes



  • Fixed cables graphics in Nocturna's final boss fight being offset by one pixel
  • Fixed Bolt's head sprite being offset incorrectly when the AMPLIFIED DLC is not installed
  • Fixed players appearing behind walls in Phasing Mode if a custom character skin is active
  • Fixed Mystery Mode trying to change the sprites of normally invisible internal item types
  • Fixed Klarinetta's portrait in the late-join character selection menu not being aligned correctly
  • Fixed duplicated items missing their hover animation

Rift of the NecroDancer welcomes Klei as its new publisher for a 2024 release



Hey folks! We wanted to keep you in the loop about what's going on with Rift of the NecroDancer! We have 2 pieces of big news to share about today:


  1. Rift is now being published by our good friends at Klei
  2. Rift of the Necrodancer is now targeting a 2024 release

Below are some answers to a couple questions!

Q: Why 2024?


A: The game is actually in really good shape right now, but we realized that we want to take some extra time to make it really SING.

We’ll also be able to double down on what makes the game great by adding more Rhythm Rifts for launch!

Q: Why Klei?


A: Klei originally published Crypt of the NecroDancer, and we trust them with our lives. For real. Like 10/10 ❤️ Their support is giving us that extra time we need to get Rift to the finish line.


Q: So when is your new release date?


A: We don’t have an exact date yet, but we’re looking at the first half of 2024. We’re hoping to have a release date for y’all after the holidays. 🙂


We know you’re highly anticipating this game. We’ll be sharing more Rift content leading up to launch, including more news about the INSANELY talented musicians involved! You can also expect a free demo in a future Steam Next Fest, and a new demo at PAX West 2023.

All in all, thank you for all your support and your continued hype for Rift of the NecroDancer, and another big thank you to Klei for allowing us to take the time we need to make this game a real stunner. We appreciate you all endlessly.

Don't forget to wishlist and/or follow Rift of the NecroDancer if you haven't already to keep up with the latest updates!

https://store.steampowered.com/app/2073250/Rift_of_the_NecroDancer/

You can also join us in our Discord or follow us on Twitter!

SYNCHRONY Update v3.7.1

Crypt of the NecroDancer v3.7.1 is now available!

Changes



  • Changed Double Tempo mode to allow holding down directional buttons to move when playing as Bolt or Coda
  • Changed Shield of Shove to appear in Teh Urn's item pool
  • Changed sprite for Fireball Spells cast by Infernal Torch

Modding features



  • Added function [noparse]inventory.findMatchingItemStack()[/noparse]
  • Added function [noparse]trapClientTrigger.checkClientTrigger()[/noparse]
  • Added components [noparse]Sync_charmableTargetOverride[/noparse] and [noparse]Sync_itemPetTargetOverride[/noparse] to control pet targeting

Bugfixes


Gameplay bugfixes



  • Fixed consecutive characters not regaining their starting items in Ensemble Mode
  • Fixed hearts sometimes not refilling upon switching characters after healing in Ensemble Mode
  • Fixed cursed hearts sometimes getting lost when switching characters in Ensemble Mode
  • Fixed Blast Helm not protecting Shields' durability from explosions
  • Fixed Nocturna's Zone 5 invasion not taking effect in Ensemble mode
  • Fixed Monk encountering gold in walls in Ensemble mode
  • Fixed Dove encountering Sarcophagi in Zone 4 in Ensemble mode
  • Fixed Dorian encountering Blademasters in Zone 4 in Ensemble mode
  • Fixed Tempo not creating an extra miniboss per floor in Ensemble mode
  • Fixed Tempo not increasing enemy spawn rates in Ensemble mode
  • Fixed Tempo and Aria not encountering Spiders outside of Zone 4 in Ensemble mode
  • Fixed Aria not encountering Sarcophagi in Ensemble mode
  • Fixed Aria encountering Spiders and Monkeys in Zone 4 in Ensemble mode
  • Fixed Klarinetta being unable to pick up Shield of Shove
  • Fixed Shield of Shove not being stashed when switching to Monk in Ensemble Mode
  • Fixed Enchant Scroll sometimes failing to produce an item in Single Zone mode
  • Fixed bagged items being dropped when switching characters in Ensemble Mode
  • Fixed Ensemble Mode granting additional Cookies when switching to Mary while already holding Cookies

Engine bugfixes



  • Fixed Ensemble Mode character selection room ignoring multiplayer permission checks
  • Fixed error when entering the lobby practice room in Versus Mode
  • Fixed error when toggling for multiple DLC packs at once while a DLC character is selected
  • Fixed error when displaying preview sprites for modded characters with multiple attachments

Visual bugfixes



  • Fixed Ensemble Mode character preview not always appearing when falling down a trapdoor
  • Fixed lingering visual artifacts after a possessed Wisp takes the stairs
  • Fixed character selection room previews sometimes hovering slightly above the ground
  • Fixed character selection room sometimes representing characters as white squares after unsubscribing from a resource pack
  • Fixed custom skins not immediately applying to Mary's lamb and Klarinetta's weapon

Quirks


Several bugfixes that were previously specific to the SYNCHRONY DLC now apply to all versions of the game:

  • Fixed Warlock teleports causing deployed Familiars to be offset when killed by Boots of Pain
  • Fixed healing not granting invincibility frames on Cadence's final boss battle
  • Fixed Skeleton Knights taking double knockback from some sources of damage
  • Fixed Nocturna being able to transmogrify weapons and headgear out of nowhere while in Bat Form
  • Fixed Blue and Orange Slimes having a high chance to get stuck against the room's boundary walls
  • Fixed walls interrupting ice slides in Phasing Mode or while wearing a Ring of Phasing
  • Fixed Boots of Leaping and Boots of Lunging sharing their On/Off state with each other
  • Fixed Bag of Holding not dropping its contents when switching to another backpack item
  • Fixed Pixie explosions not dealing damage to tiles or items
  • Fixed Exploding Mushrooms and Pixies not being immune to damage prior to being revealed
  • Fixed Aria's final boss taking damage from Boots of Lunging and Rat Familiar while confused
  • Fixed Aria and Coda encountering empty barrels in Zone 4
  • Fixed Tempo's damage countdown resetting indefinitely when bumping into an unaffordable chest
  • Fixed Randomizer Mode causing slow enemies to move instantly after being knocked back
  • Fixed Headless Skeletons getting stuck in place after walking into a Rat Familiar
  • Fixed enemies moving one beat sooner while inside a Nightmare's shadow
  • Fixed enemies moving one beat sooner if they are revealed on the same beat a bomb explodes

SYNCHRONY Update v3.7.0

Hey NecroDancers, we've got a big SYNCHRONY update for you this time around featuring a brand new game mode (Ensemble Mode!), new achievements, a Friendly Fire option, and lots of various changes and fixes!! Check out the full details below:

Crypt of the NecroDancer v3.7.0 is now available!

New features



  • Added Ensemble Mode to SYNCHRONY:

    • Complete all zones in one run, but play a different character each floor!
    • Pick a character for each floor before starting the run.
    • Items and extra heart containers are carried over across levels!

  • Added new achievements to SYNCHRONY:

    • Polyphonic: Complete an "Ensemble Mode" run in single-player or co-op mode
    • Family Trip: Complete "All Zones Mode" as Cadence, Melody, Aria and Dorian in co-op mode
    • Tachyarrhythmia: Complete Zone 1 in "Double Tempo Mode" with solo Bolt
    • Fool's Mate: Checkmate Deep Blues without harming another piece
    • Destructive Interference: Kill Dead Ringer with his own attack
    • Fully Loaded: Equip an item in every possible slot
    • Ghost in the Pot: Take control of Teh Urn
    • Sunk Cost: Sell everything you have to the Pawnbroker

  • Added character previews to Character Select room
  • Added Reflective and Prismatic Mirrors to the level editor
  • Added accented characters to the game's primary font
  • Added an option to import all unlocked characters, items, NPCs and modes from previous versions of the game

    • This option can be found in the Gameplay options menu, under Manage save data
    • Using the option does not overwrite any existing unlocked content - the old and new unlocks are merged together
    • Save data is copied from versions 1.27, 2.59 and 3.6.1

  • Added support for pressing 'Ctrl+C' to copy the seed in the run summary menu

Balance changes



  • 🔹 Reflective Shield: Now reflects Fireball Spells, Gorgon's Gaze and Electric Orbs back at the caster
  • 🔹 Shrine of Duplication: Now drops Reflective Shield when destroyed before activation
  • 🔹 Ring of Luck: Now allows chests to appear in multiple locations, making them easier to find

    • After a chest was observed at any of its possible locations, the superposition collapses and the chest stays in place
    • Wearing a Monocle causes all chests to be observed immediately, cancelling out the effect

  • 🔹 Trident: Throw attack now always deals damage along three lanes, even after passing through narrow corridors
  • 🔹 Throwing Charm: Now allows Melody to perform one full returning throw per floor, instead of a one-off ranged attack
  • 🔹 Shrine of Sacrifice: Now drops copies of items held by sacrificed players
  • 🔹 Shrine of Binding: Now drops items across multiple tiles
  • 🔻 Shrine of Binding: Now averages the health of fused players (rounded up) instead of adding it

Charm spell rework



  • Charmed monsters are now permanently converted into Pets
  • Pets follow their owner across floors
  • Pets target the closest visible enemy near their owner
  • Pets that are not currently targeting an enemy now follow their owner instead of idling
  • Kills made by Pets now contribute to their owner's Coin Multiplier and spell cooldowns
  • Minibosses can now be charmed, causing the exit stairs to be unlocked
  • Shopkeepers can now be charmed after being provoked, causing all future shops to be empty
  • Pets can be healed by re-casting Charm Spell near them
  • Now spawns a Green Slime if no charmable enemies are nearby
  • Greater Charm now affects monsters within a larger radius
  • Cast cooldown decreases every beat once all Pets are dead
  • Pets no longer take damage when shoved into an obstacle
  • Multiple Pets in a row can be shoved at once
  • Shoving a submerged Pet clears the liquid
  • Shoving a Pet against a door opens the door
  • Shoving a Pet against a solid obstacle now swaps positions with the owner or pushes the Pet aside

Item pool changes



  • 🔹 Ice Spirit Familiar: Added to Melody's item pool
  • 🔹 Shopkeeper Familiar: Added to Melody's item pool
  • 🔹 Grenades: Added to Diamond's item pool
  • 🔹 Throwing Stars: Added to Diamond's item pool
  • 🔹 Reflective Shield: Added to Flawless Victory boss reward chests
  • 🔻 Heavy Shield: Removed from Flawless Victory boss reward chests
  • 🔻 Courage Shovel: Removed from Coda's item pool

Item price changes



  • 🔹 Shovel of Courage: Reduced price from 300 to 200 gold
  • 🔹 Dash Spell: Reduced price from 313 to 188 gold
  • 🔹 Berserk Spell: Reduced price from 250 to 188 gold
  • 🔹 Onyx Broadsword: Reduced price from 188 to 125 gold
  • 🔹 Onyx Spear: Reduced price from 250 to 125 gold
  • 🔹 Onyx Cutlass: Reduced price from 375 to 250 gold
  • 🔹 Onyx Weapons: Reduced prices from 300 to 200 gold (Onyx Longsword, Flail, Harp, Staff, Cat o' Nine Tails, Rapier and Axe)
  • 🔺 Reflective Shield: Increased price from 75 to 150 gold
  • 🔺 Torch of Foresight: Increased price from 50 to 75 gold


All balance changes are applied while the SYNCHRONY DLC is active.

Other changes



  • Changed "Friendly Fire" extra mode to also apply to weapon attacks, allowing players to hit each other directly

    • The 5x5 region around the spawn room is a safe zone in which players cannot attack each other

  • Changed Chaunter to collect heart containers as "shattered hearts", which are retained across possession
  • Changed equipment sprites for Rapier, Warhammer and Whip
  • Changed sprite for Shrine of Duplication
  • Changed Dove to be able to "defeat" bosses by tickling them with her Flower
  • Changed Throwing Charm to visually indicate when its returning throw recharges

Modding features



  • Added "Did you mean?" suggestions for fixing various errors
  • Added function [noparse]characterSwitch.perform()[/noparse] and for changing player characters mid-game
  • Added events [noparse]event.objectCharacterSwitchInit[/noparse]/[noparse]SwitchFrom[/noparse]/[noparse]SwitchTo[/noparse] for handling player character changes
  • Added function [noparse]objectPreview.draw()[/noparse] and rendering entity previews, such as in the character selection room
  • Added function [noparse]object.die()[/noparse] for passing additional parameters to [noparse]event.objectDeath[/noparse]
  • Added event [noparse]event.objectPreview[/noparse] for customizing how an entity should be drawn in its preview
  • Added event [noparse]event.spellRedirect[/noparse] for handling spell redirections
  • Added event [noparse]event.objectUpdateTargetability[/noparse]
  • Added event [noparse]event.itemBanCheckType[/noparse] for cross-character item ban checks
  • Added component [noparse]spellcastRedirectable[/noparse], [noparse]spellRedirector[/noparse] and others for spell reflection
  • Added component [noparse]projectileReflectable[/noparse], [noparse]itemReflectProjectileOnKill[/noparse] and others for projectile reflection
  • Added component [noparse]itemInitial[/noparse] for tracking items given as part of the starting loadout
  • Added component [noparse]inventoryBannedItemSlots[/noparse] for specifying individual item ban flags per item slot
  • Added component [noparse]soundInteractFocus[/noparse] for sounds only audible to the interactor
  • Added component [noparse]worldLabelCharacterStats[/noparse] for displaying stats as in-world text
  • Added component [noparse]wiredDamageTypeModifier[/noparse] for adding damage flags to attacks performed while standing on a wire
  • Added component [noparse]Sync_charmablePriority[/noparse] for increasing the move order of charmed pets
  • Added component [noparse]targetableOffByDefault[/noparse] for marking entities as conditionally targetable
  • Added component [noparse]dropTombstoneOnDeath[/noparse] to control lingering enemy hitboxes
  • Added field [noparse]initialInventory.pending[/noparse] for controlling whether starting items are given out
  • Added field [noparse]initialInventoryUnlockReceiver.pending[/noparse] for controlling whether Single Zone items are given out
  • Added field [noparse]initialInventoryTrainingWeaponReceiver.pending[/noparse] for controlling whether training weapons are given out
  • Added field [noparse]castOnCollision.attackFlags[/noparse] for controlling the targeting flags for deployed Familiars
  • Added field [noparse]grabRowOrder.offsetZ[/noparse] for controlling the render order adjustment when a Monkey grabs another entity
  • Added field [noparse]cameraMode[/noparse] to level table for overriding which camera mode is used in a level
  • Added fields [noparse]cameraLockToHomeArea.offsetW[/noparse] and [noparse].offsetH[/noparse] for adjusting the view range in some boss fights
  • Added module [noparse]PersonalStats[/noparse] for tracking character progress
  • Added module [noparse]SequenceUtilities[/noparse] for generating lazy-initialized lists of tile coordinate pairs
  • Added function [noparse]fileIO.isSubstituted()[/noparse] for checking if a resource pack replaces a specific file
  • Added function [noparse]settingsPresets.loadFromTable()[/noparse] for loading settings presets in-memory
  • Added function [noparse]menu.suppressKeyControlForTick()[/noparse] for preventing misinputs from in-game-triggered menus
  • Added function [noparse]commonEnemy.ignoreLiquids()[/noparse] for making enemies immune to liquids in entity schema events
  • Added function [noparse]targeting.updateTargetability()[/noparse] for recomputing the targetability flags of entities
  • Added event parameter [noparse]ev.weapon[/noparse] to [noparse]event.objectDealDamage[/noparse]/[noparse]TakeDamage[/noparse]/[noparse]Death[/noparse]
  • Added event parameter [noparse]ev.attacker[/noparse] to [noparse]event.objectDeath[/noparse], storing the original attacker for forwarded kill credit
  • Added event parameter [noparse]ev.context[/noparse] to [noparse]event.pingCheckTile[/noparse] and [noparse]event.pingCheckEntity[/noparse]
  • Added parameter [noparse]closeDelay[/noparse] to confirmation menu
  • Added support for attribute [noparse]ignoreLiquids[/noparse] in legacy XML mods
  • Changed stack traces to include a larger number of stack frames

Bugfixes


Gameplay bugfixes



  • Fixed Throwing Charm not causing Blood Weapons to inflict infinite damage during the returning attack
  • Fixed Throwing Charm not auto-returning thrown weapons to their holders upon exiting the level
  • Fixed Throwing Charm not auto-returning thrown weapons when the holder dies
  • Fixed Throwing Charm not auto-returning thrown weapons when the charm is stolen by a Thief
  • Fixed Throwing Charm allowing weapons to be thrown from inside walls
  • Fixed Throwing Charm allowing weapons to pass through Dorian in Cadence's final boss fight
  • Fixed some maps being impassable for Coda without spending a bomb or using items
  • Fixed Training Sarcophagus losing its spawn cooldown when cloned by Scroll of Duplication
  • Fixed Training Sarcophagus being targeted by charmed monsters
  • Fixed friendly Electric Orbs being targeted by enemies
  • Fixed shields not consistently blocking Electric Orbs
  • Fixed Electric Zombies not inflicting electric damage while standing on a wire
  • Fixed Coral Riff's Tentacles sometimes attacking while submerged
  • Fixed Charm Spell not unlocking exit stairs, trapdoor ambushes or arena fights
  • Fixed Red Dragon sometimes breathing fire immediately after unfreezing
  • Fixed secret shop entrance walls sometimes spawning in unreachable locations
  • Fixed barrels getting stuck in place when rolling through a Rat Familiar
  • Fixed Aria's final boss not taking damage when attacked via the Golden Lute
  • Fixed Aria's final boss immediately counter-attacking when taking damage from Ring of Pain
  • Fixed Shrine of War not applying to all enemies on Aria and Tempo
  • Fixed minibosses being downgraded by Ring of Peace in Training Mode
  • Fixed Blood weapons sometimes taking an extra beat to become active after being picked up when at low health
  • Fixed invincibility frames not preventing the Leprechaun from stealing gold
  • Fixed Armadillos not rolling when the player jumps past them via a bounce trap
  • Fixed Rat Familiar, Ice Spirit Familiar and Dove Familiar not becoming inactive while inside a wall
  • Fixed Dove being able to encounter Shock Monkeys
  • Fixed Skeletons spawned by Skulls not dropping gold is the Skull was previously tickled by Dove
  • Fixed confused enemies becoming passive when their confusion wears off while the player is wearing a Ring of Shadows
  • Fixed confused Bats sometimes standing still
  • Fixed Chaunter being ejected from Gorgons when turning into a statue
  • Fixed Shrine of Binding creating three-way or four-way links if local co-op players are involved
  • Fixed charmed Shopkeepers running away from enemies
  • Fixed charmed Nightmares casting a shadow
  • Fixed Shrine of War not applying to arena secret rooms
  • Fixed Heart Transplant and Shrine of Rhythm appearing in No Beat mode
  • Fixed Zone 4 floors sometimes lacking a treasure wall
  • Fixed Tempo's clock not resetting when activating Shrine of Fire
  • Fixed Chaunter half-dying when killed by retaliation damage
  • Fixed Monkeys being able to grab Chaunter immediately after unpossessing

Modding bugfixes



  • Fixed error when a modded entity has [noparse]wiredAnimation[/noparse] component without also having [noparse]wired[/noparse]
  • Fixed errors when opening the "Change Skin" menu if a mod adds a character without a head sprite
  • Fixed [noparse]object.clone()[/noparse] not resetting the state of equipped items cloned without their holder
  • Fixed uncommon errors when using [noparse]objectEvent.fire()[/noparse] with prototype entities
  • Fixed rollback deferral settings being marked as cheats
  • Fixed Rat Familiars being able to deal damage to their owner after switching teams
  • Fixed "Song ended!" trapdoor appearing in lobby if the song is removed
  • Fixed [noparse]deleteOnBossFightStart[/noparse]/[noparse]deleteOnBossFightEnd[/noparse] despawning persistent entities
  • Fixed [noparse]targeting.getAlignedHostileEntity()[/noparse] sometimes returning a friendly entity
  • Fixed duplicate images being uploaded when publishing mod updates
  • Fixed mod publishing indicator not displaying upload progress percentage
  • Fixed color-specific item pool components being aliased to [noparse]itemPoolChest[/noparse]
  • Fixed custom tiles turning into the void after the mod adding the tile is unloaded
  • Fixed custom characters inheriting their template character's unlock condition
  • Fixed custom characters not inheriting Synchrony balance changes

Level editor bugfixes



  • Fixed Chaunter and Klarinetta being unable to pick up their own starting weapons in 'No items' custom levels
  • Fixed Pawnbroker not offering his wares when placed outside of the secret shop in a custom level
  • Fixed level editor being able to delete local co-op link entity
  • Fixed dungeon upload menu not handling screenshot preview mouse input correctly
  • Fixed Dove's health exceeding her heart containers if the "No Items" setting is enabled in a custom dungeon

Input bugfixes



  • Fixed Pause and Run Summary menus sometimes opening without a selection cursor
  • Fixed Ping Tool being activated when clicking during a cutscene

Multiplayer bugfixes



  • Fixed desync when multiple players reveal a co-op enemy simultaneously
  • Fixed Cadence's penultimate boss causing significant rollback in multiplayer during phase 2
  • Fixed Cadence's penultimate boss ceasing to move after being knocked back repeatedly in multiplayer
  • Fixed some co-op enemies being assigned unfair combinations of health and movement speed in Randomizer Mode
  • Fixed own shrine activation sounds being attenuated in multiplayer
  • Fixed possible desync when a backpack is equipped/unequipped during a level transition
  • Fixed multiple Throwing Charms not working correctly when thrown simultaneously in multiplayer
  • Fixed player kills not increasing the coin multiplier or reducing spell cooldowns
  • Fixed Chaunter being able to take weapons from the Blood Shop in co-op low%
  • Fixed visual stutters when two players open a chest simultaneously

Engine bugfixes



  • Fixed performance issues when generating large numbers of items at once
  • Fixed item generation rarely leading to different results across processor architectures
  • Fixed non-existent Daily Challenge leaderboards appearing in the lobby

Visual bugfixes



  • Fixed long subtitles being cut off in some languages
  • Fixed alternate player skins being displayed at incorrect offsets when applied to characters with larger sprites
  • Fixed incorrect texture offsets when applying skins designed for Mary to Klarinetta
  • Fixed dig particle colors not matching their corresponding tiles
  • Fixed Clones appearing unobscured in Mystery Mode
  • Fixed ability icons sometimes not appearing in the HUD
  • Fixed Tar Monster creating tar particles while submerged
  • Fixed Tar Monster sometimes appearing above the entity being grabbed
  • Fixed pixel scaling artifacts on Aria's final boss
  • Fixed overlapping elements in the mod menu when using a high view multiplier
  • Fixed menus with extremely long captions extending past the screen borders

Dance your way up the leaderboards in Crypt of the NecroDancer Pinball!

Experience the ultimate fusion of rhythm and pinball on a new table by our friends over at Zen Studios! Stop the NecroDancer once more inside Pinball FX, as you use your flippers to battle bosses and acquire the Golden Lute.



- Zone in on the zones and boss around the bosses to advance and collect points
- Battle Coral Riff, King Conga, and more legendary bosses to earn diamonds
- Follow the flow of music with your combos and boost your multiplier
- Freddie has what you need! Spend your diamonds on weapons and hearts
- Face the NecroDancer in a multiball Wizard Mode for the Golden Lute

https://store.steampowered.com/app/2351845/Pinball_FX__Crypt_of_the_NecroDancer_Pinball/

Let the beat control your body while watching the table’s trailer!


If you ever wanted to try the classic game of pinball – now is the time!

SYNCHRONY Update v3.6.1

Crypt of the NecroDancer v3.6.1 is now available!

Changes



  • Changed possessed Headless Skeletons and Minotaurs to accept inputs while charging
  • Changed menu sliders to audibly indicate when their upper or lower value was hit
  • Changed controller button prompts to show D-Pad instead of Analog Stick when both are bound to the same action
  • Changed Xbox D-Pad icons to have a higher visual contrast
  • Changed latency calibration assistant to show up when launching the game for the first time on a new device
  • Changed latency and display settings to no longer cloud-sync across devices on subsequent launches
  • Changed unlock progression state to be tied to user accounts, instead of being shared across all accounts on the same device
  • Changed Custom Music 'Manual Beats' mode to cover the full song when only inputting a short sequence of beats

Modding



  • Added support for tagging settings to be explicitly excluded from cloud synchronization
  • Added [noparse]rhythmLeniency[/noparse] status effect
  • Added component [noparse]rhythmLeniencyOnLevelStart[/noparse]
  • Added component [noparse]rhythmLeniencyOnUnspectate[/noparse]
  • Added component [noparse]itemDeathProtection[/noparse]
  • Added component [noparse]spawnableFollowOwnershipChanges[/noparse]
  • Added field [noparse]itemConsumeOnLethalHit.bypassFlags[/noparse]
  • Changed [noparse]autoCastCheckLineOfSight[/noparse] to default to [noparse]WALL[/noparse] collisions
  • Changed [noparse]autoCastCheckLineOfSight[/noparse] to ignore collisions on the target tile
  • Changed [noparse]event.objectKill[/noparse] to always pass [noparse]ev.damageType[/noparse]

Bugfixes


Gameplay bugfixes



  • Fixed Ring of Protection converting cursed health into regular health
  • Fixed Ring of Protection not working if the wearer only has cursed hearts
  • Fixed Ring of Protection being outprioritized by the Potion if picked up later
  • Fixed Ring of Peace sometimes causing an extra heart container to be granted after dying
  • Fixed Ogres sometimes attacking without raising their club
  • Fixed some Onyx weapons being much rarer in locked shops than intended
  • Fixed enemies, crates, chests, shrines and walls sometimes spawning inside the shop in Zone 3
  • Fixed player not being shrunk when unequipping protective footwear while standing on top of ooze
  • Fixed Death Metal sometimes keeping his shield after taking more than 9 hearts of damage in one hit
  • Fixed clockwise rotating bounce traps not appearing in Zone 3
  • Fixed all rotating bounce traps on a level sharing the same rotation direction
  • Fixed Evil Eyes' and Blademasters' lunge attacks not dealing damage to multiple players standing on the same tile
  • Fixed Slimes' initial directions being randomized between seeded runs of the same dungeon
  • Fixed Klarinetta not getting shrunk when killing a Warlock on Ooze

Chaunter bugfixes



  • Fixed possessed Headless Skeletons moving to the beat in No Beat Mode
  • Fixed Chaunter taking damage from its own safe bombs when possessing/unpossessing an enemy
  • Fixed Chaunter not always receiving credit for kills made by the Rat Familiar

Input bugfixes



  • Fixed boss intro screen sometimes letting movement key presses through
  • Fixed missed beats after the Berserk status effect ends
  • Fixed missed beats after the Heart Transplant's effect ends
  • Fixed missed beats when the entering phase 2 of Cadence's final boss
  • Fixed missed beats while possessing a Headless Skeleton in No Beat mode
  • Fixed "Missed!" flyaway incorrectly appearing while the Berserk status effect is active
  • Fixed controller auto-detection not working correctly while a menu is open
  • Fixed latency calibration button prompts not updating when plugging in a controller
  • Fixed tutorial button prompts not updating when plugging in a controller
  • Fixed tutorial displaying "None" for the "Skip tutorial" button prompt when using a controller

Engine bugfixes



  • Fixed images being pre-loaded during first-time latency calibration, leading to framerate drops
  • Fixed Green Bat achievement progress counter getting stuck if a Green Bat was killed while offline
  • Fixed local changes to the configuration file being overwritten by Cloud Synchronization
  • Fixed configuration file sometimes being corrupted when saving multiple times in rapid succession on a slow hard drive
  • Fixed potential crashes when signing into GOG GALAXY on Linux
  • Fixed save data from older versions of the game being imported multiple times across user accounts
  • Fixed error when King Conga's zombies are transmuted into different enemies
  • Fixed lobby music playing briefly before changelog menu is visible

Visual bugfixes



  • Fixed tutorial level displaying the 'Low Percent' indicator in the pause menu
  • Fixed Wisps displaying an invalid sprite in Mystery Mode after being attacked
  • Fixed incorrect swipes when a charmed or possessed enemy attacks Nocturna's penultimate boss

Level editor bugfixes



  • Fixed level editor not saving the coin counts of merged gold piles correctly
  • Fixed incorrect sprite offset when using the level editor's Move Tool on a Dove player

SYNCHRONY Update v3.6.0

Crypt of the NecroDancer v3.6.0 is now available!

Can you believe it's March already? Wild.

New features



  • Added new sound effects for the Phantom, Jockey, Granite Golem, Wisp and an uncommon enemy...
  • Added a Ping Tool to quickly highlight important locations and objects in-game in multiplayer

    • On keyboard, ping markers can be placed on nearby objects by pressing Right Shift (player 1) or F (player 2)
    • On controller, if Steam Input is enabled, ping markers can be placed on nearby objects by clicking the Left Stick
    • If these keys were already bound to other actions, the 'Ping Nearby' action is left unassigned by default

      • All ping bindings can be customized in the 'Reassign Controls' menu

    • Ping markers can also be placed manually, by clicking on a tile or object with the left mouse button
    • Pinging a distant object shows an arrow near the screen border for all players, pointing in the direction of the ping

      • Pinging a chest, crate or shrine while wearing a Monocle reveals the contents for everyone

    • Repeatedly using the Ping Tool in multiplayer places it on cooldown for a few seconds
    • Muting a player via the 'Multiplayer' > 'Player List' menu also hides and silences their pings

  • Added an option to hide ping markers placed by other players in online sessions
  • Added an option to hide ping markers placed by spectators
  • Added an advanced volume slider for the Ping Tool
  • Added an option to reduce the intensity of flashing visual effects (Explosions, Fireballs)
  • Added an option to change the speed of beat bars in the HUD
  • Added a 'Menu' button to the level editor's top toolbar

    • This button can be hidden using an option in the level editor's settings menu


Changes



  • Changed Heavy Glass Armor to swap between armor stacks instead of merging them together and wasting surplus durability
  • Changed unprovoked Leprechauns to be immune to Wall Spikes
  • Changed Travel Runes to no longer disappear when covered by hot coals, ice or ooze in Synchrony
  • Changed Travel Runes under Cracked Walls to be movable in the level editor
  • Changed menus to more visibly indicate when their entries can be scrolled up or down
  • Changed custom mode notification to appear in the lobby when custom music is enabled
  • Changed most non-challenge achievements to be obtainable while custom music is enabled
  • Changed the level editor's toolbar to adapt its spacing for low screen resolutions

Modding features



  • Added support for generating multiple travel runes and secret shops per level
  • Added function [noparse]objectRenderer.getContentVisual()[/noparse] to render custom monocle-like projections on top of container objects
  • Added function [noparse]rectangle.resizeAroundCenter()[/noparse] to change a rectangle's size while maintaining its centerpoint
  • Added function [noparse]render.getTileAt()[/noparse] to transform screenspace coordinates into tile coordinates
  • Added function [noparse]utils.removeIfArg()[/noparse] to filter a list according to a predicate, receiving both the entry and a custom data parameter
  • Added function [noparse]placementUtils.getRoomsOfType()[/noparse]
  • Added optional [noparse]allowOnScreen[/noparse] and [noparse]noDraw[/noparse] parameters to [noparse]targetPointerHUD.draw()[/noparse]
  • Added components [noparse]CharacterSkins_excludeFromSelector[/noparse] and [noparse]CharacterSkins_excludeFromTemplate[/noparse] to hide characters from the skin selection menu
  • Added field [noparse]threshold[/noparse] to component [noparse]aiCatlike[/noparse]
  • Added enumeration entry [noparse]proceduralLevel.RoomType.VAULT[/noparse], indicating vaults and potion rooms
  • Changed "Publish mod" menu to clear the changelog after a mod was uploaded successfully
  • Changed Ring of Regeneration to pass itself as [noparse]healer[/noparse] in [noparse]event.objectHeal[/noparse]
  • Changed [noparse]itemGeneration.choice()[/noparse] to accept modded component names in [noparse]chanceType[/noparse]
  • Changed [noparse]segment.setBounds()[/noparse] to resize the level to fit the segment's bounding box
  • Changed entities without [noparse]voiceRangedAttack[/noparse] to fall back to [noparse]voiceMeleeAttack[/noparse]

Bugfixes


Gameplay bugfixes



  • Fixed healing items or spells not granting invincibility while sliding on ice
  • Fixed Travel Runes sometimes failing to appear when playing Nocturna
  • Fixed Dove's bombs failing to teleport provoked Shopkeepers
  • Fixed groups of Green Slimes and Mushroom Lights causing some level layouts to be impassable for Monk/Coda
  • Fixed Shrine of Binding causing coin multiplier loss when bumped repeatedly by Dove/Monk/Coda
  • Fixed Thief being outprioritized by Barrels and Electric Orbs
  • Fixed Thief not prioritizing its target's previous position when diagonally adjacent
  • Fixed Thief sometimes stealing items from its diagonally adjacent target if it cannot move orthogonally
  • Fixed Warlocks duplicating their dropped gold when killed while standing on a coin pile
  • Fixed Dice Trap spawning enemies on top of other traps
  • Fixed Infernal Torch incorrectly casting Fireballs from non-dug wall torches while Miner's Cap is equipped
  • Fixed items that would have appeared in a shop failing to spawn elsewhere after the Shopkeeper was killed

    • This does not apply to the Daily Challenge


Chaunter bugfixes



  • Fixed Chaunter's Lantern emitting light when entering a floor while possessing an enemy
  • Fixed Chaunter's Lantern forcing single-tempo during possession when given to other characters
  • Fixed Shrine of Rhythm not fully taking effect on Chaunter
  • Fixed possessed enemies spawned from a Sarcophagus not receiving credit for their kills
  • Fixed coin multiplier being lost when a possessed Skeleton is decapitated by self-damage
  • Fixed Clones taking on Cadence's appearance when entering a level while possessing an enemy as Chaunter
  • Fixed possessed Wisps' sprite not disappearing after going down a staircase
  • Fixed possessed Leprechauns being unable to pick up items
  • Fixed possessed Pawnbrokers being immune to self-damage

Level editor bugfixes



  • Fixed secret shops not generating correctly in the level editor
  • Fixed Minotaurs roaring when placed in the level editor
  • Fixed Thief playing its appearance sound when generated in the level editor
  • Fixed "Selection panel columns" level editor option not working correctly
  • Fixed Melody's final boss creating lava tiles when placed in the editor
  • Fixed the Gong killing all bosses when destroyed in a custom level, instead of only the boss that struck the Gong
  • Fixed Nightmare shadows obscuring enemies and items in the level editor
  • Fixed cursor movement overriding player movement in the in-game editor overlay

    • This behavior can be configured by an advanced option in the editor settings


Modding bugfixes



  • Fixed stack overflow errors resulting in an empty error message instead of a stack trace
  • Fixed [noparse]autoCastCheckLineOfSight[/noparse] not working for vertical directions
  • Fixed inconsistent results between [noparse]LineOfSight.check()[/noparse] and player field of view checks
  • Fixed [noparse]tileRenderer.getFloorVisual()[/noparse] not correctly using a default value for the [noparse]beat[/noparse] parameter
  • Fixed [noparse]spellcastCone[/noparse] targeting a line of tiles on diagonals, instead of a rotated triangle
  • Fixed error when an [noparse]attachment[/noparse] entity's parent does not have the [noparse]position[/noparse] component
  • Fixed enumeration values marked as invisible still appearing in settings dropdowns
  • Fixed multi-client mode not disabling Discord integration
  • Fixed multi-client mode showing changelog/character unlock menus
  • Fixed custom items inheriting from Bombs registering duplicate entity types
  • Fixed inconsistent spacing in controls menu when mods define both per-player hotkeys and custom gameplay actions

Input bugfixes



  • Fixed missed beats when holding down a directional button late in the beat if multi-key combos are enabled
  • Fixed inputs being treated as missed beats more often at the start of a floor
  • Fixed rare instances of multiple inputs in a row being treated as missed beats after unpausing
  • Fixed rapid key presses sometimes allowing movement during the boss intro screen
  • Fixed possessed diagonally-moving enemies not enabling 8-directional D-Pad movement on Steam Input
  • Fixed "ignore background mouse input" not applying to gameplay controls
  • Fixed custom per-player hotkeys triggering the 'missed' HUD flyaway and sound effect
  • Fixed controls menu responding to mouse input while the rebind prompt is open

Engine bugfixes



  • Fixed performance issues in levels containing an absurd amount of torches, such as the lobby
  • Fixed DLCs not loading on the first game launch after being purchased
  • Fixed Daily Challenge not being playable offline in DRM-free build
  • Fixed error when a Shock Monkey takes environmental damage

Audio bugfixes



  • Fixed Onyx weapons playing an incorrect attack voice line when hitting multiple enemies at once
  • Fixed enemies not playing their hit sounds when squished

Visual bugfixes



  • Fixed Coral Riff's splash particles not always being visible
  • Fixed confusing death message when Monk dies due to Ring of Gold in multiplayer
  • Fixed the Leprechaun's visual effects rendering behind walls
  • Fixed visual seams in the left-facing animation for the Fireball Spell
  • Fixed coins being hidden by walls after being teleported by a Warlock

SYNCRHONY v3.5.1

Crypt of the NecroDancer v3.5.1 is now available!

Hey NecroDancers!

There have been a few requests for an option to reduce/disable co-op enemies, so we've added a "co-op enemy spawn rate" slider to the Custom Rules menu that allows lobby hosts to increase or decrease the number of co-op enemies.

It also turned out that Skittish Blademasters were a bit trickier to hit in online multiplayer than intended, since network latency can cause some lunges to be delayed by enough time that the player "catching" the Blademaster has a much shorter time window to react during the cooldown, often getting hit instead. We added an extra beat of vulnerability after the counterattack to fix that, so go get 'em!

Additionally, we've fixed a bunch of smaller UI/engine issues that have been reported to us since v3.5.0's launch.

Enjoy, and good luck out there!

New features



  • Added a custom rule to control the spawn rate multiplier for co-op enemies
  • Added advanced option to disable automatic remapping of gameplay buttons to menu controls
  • Added advanced option to disable mouse input in menus

Changes



  • Changed Skittish Blademaster to wait an extra beat after lunging
  • Changed 'Misc options' menu to group settings by category

Bugfixes



  • Fixed menu options being activated when clicking to focus the game window (this can be controlled by an advanced setting)
  • Fixed control scheme sometimes alternating between controller and keyboard if "Controller hot-swap" is enabled
  • Fixed credits not rendering correctly in some languages
  • Fixed modded sound effects not working when played via file path, without a sound group
  • Fixed mouse controls not working correctly in resource pack file extraction menu
  • Fixed co-op enemies not being categorized correctly in the level editor

SYNCHRONY Update v3.5.0

Crypt of the NecroDancer v3.5.0 is now available!

Hey there NecroDancers! Grab a friend because we have a bunch of changes to how co-op works. Specifically, we've added new co-op enemies! No more shall you faceroll through the zones as a pod of death. You'll need to watch each other's backs going forward because these new enemies can't be killed alone.

There's a bunch of other changes and fixes too, so take a look at the patch notes for all the details.

Good luck out there!

New enemies




  • Added 6 new enemies to co-op mode in the SYNCHRONY DLC!

    • Jockey:

      • Grabs players like a monkey, but only inhibits their attacks while still allowing them to move around.
      • The Jockey does not take damage from the player it's grabbing, and another player must come to help!

    • Phantom:

      • Chooses a specific player to follow around like a Ghost, but can only be hit by other players!
      • The Phantom's target can push it away briefly, but cannot inflict damage to it or kill it normally.

    • Granite Golem:

      • An extremely thick-skinned Golem, invincible against most normal attacks.
      • Only takes damage when hit by two players simultaneously. Work together to defeat it!

    • Wisp:

      • A spirit that appears near groups of players travelling together.
      • Dodges the first hit by teleporting behind the back of another nearby player!

    • Skittish Blademaster:

      • Parries incoming hits, but lunges away instead of counter-attacking.

    • Protectorc (AMPLIFIED DLC only):

      • A very well-protected Orc wielding three shields instead of one, blocking attacks from the front and sides.
      • Chooses a specific player to follow, requiring any other player to strike at the Orc's unprotected backside.



New features



  • Added mouse input support for all in-game menus
  • Added new translations for Simplified Chinese and Korean
  • Added translated texts for new menus, items and mechanics introduced since v3.0.0 across all supported languages
  • Added colored HUD beat bars for when Chaunter's possession timer runs out
  • Added advanced option to show speedrun time splits in All Characters Mode
  • Added advanced options for adjusting the Shopkeeper's singing volume and falloff distance
  • Added advanced volume options menu for fine-tuning the volumes of specific sound sources
  • Added advanced option to increase the number of keys that can be assigned to each action
  • Added support for changing the appearance of Klarinetta's Zweihänder via the "Change Skin" menu
  • Added support for changing the appearance of Suzu's and Klarinetta's attack swipes via the "Change Skin" menu

Balance changes



  • 🔹 Shield Items: All stackable shields now regenerate 1 hit upon completing a level, up to their default stack size
  • 🔹 Reflective Shield: Increased durability from 1 to 2 hits
  • 🔻 Reflective Shield: Now reflects the exact damage blocked, instead of at least 5 hearts
  • 🔹 Shield of Shove: No longer prevents weapon attacks, allowing enemies to be simultaneously shoved and attacked
  • 🔹 Shield of Shove: Now works when moving around corners, pushing enemies regardless of the shield's prior facing direction
  • ▫️ Shield of Shove: Now simultaneously pushes multiple horizontally or vertically aligned enemies in a row
  • ▫️ Shield of Shove: Crush attack now targets the most distant enemy when multiple enemies are aligned, instead of the closest
  • 🔻 Shield of Shove: Crush attack now deals 3 piercing damage instead of infinite phasing damage
  • 🔹 Thief: Now drops more items in co-op mode (one item per player)
  • 🔹 Thief: Increased the rarity of the first item drop from +1 to +2
  • 🔹 Thief: No longer steals items from non-targeted players
  • 🔹 Thief: No longer steals items when knocked into another player
  • 🔻 Thief: Now evades attacks by players other than its current target in multiplayer
  • 🔹 Shrine of Sacrifice: Now accepts players as sacrifices

Other changes



  • Changed Thief to use an updated spritesheet
  • Changed vision modifiers (such as Sunglasses and Ring of Shadows) to no longer silhouette enemies in spectator mode while observing multiple players
  • Changed "Reassign Controls" menu to automatically update multi-key combos when changing directional movement keys
  • Changed HUD controller prompts to support additional buttons, axes and controller models
  • Changed startup Changelog menu to combine patch notes from multiple updates
  • Changed numeric settings to be represented by sliders in the options menu
  • Changed categorical settings to show a dropdown menu with all available options
  • Changed secret shops to generate in multiplayer if any player character can encounter them, instead of requiring the shop type to be valid for all characters
  • Changed all shields capable of blocking multiple hits to appear cracked if the next hit will break them
  • Changed color for gold warning outlines on Monk/Coda to increase contrast

Modding features



  • Added documentation comments for 850+ components and fields
  • Added event [noparse]objectGetHUDBeatBars[/noparse] to allow mods to customize the appearance of beat indicators in the player HUD
  • Added event [noparse]spellTransmute[/noparse] to allow mods to intercept transmutations
  • Added function [noparse]itemGeneration.getSeenCounts()[/noparse] to directly manipulate the tables tracking which items have spawned in a run
  • Added function [noparse]shrineGeneration.getSeenCounts()[/noparse] to directly manipulate the tables tracking which shrines have spawned in a run
  • Added function [noparse]soulFollower.spawn()[/noparse] to create a Soul Familiar
  • Added helper functions [noparse]action.dx()[/noparse] and [noparse]action.dy()[/noparse] to decompose [noparse]action.Direction[/noparse] values into their X and Y offsets
  • Added support for binding delay functions ([noparse]delay.new()[/noparse]) to named global variables
  • Added support for passing more specific parameters to [noparse]shrineGeneration.choice()[/noparse]
  • Added components [noparse]sacrificable[/noparse] and [noparse]sacrificableInstantReward[/noparse] to control eligibility for the Shrine of Sacrifice
  • Added component [noparse]spellCheckSafeLevel[/noparse] to limit whether a spell can be cast in the lobby
  • Added components [noparse]generateSecretRoom[/noparse], [noparse]generateSecretRoomInRun[/noparse], [noparse]generateSecretRoomExcludeFromSingleZone[/noparse] and [noparse]generateSecretRoomRestrictLevel[/noparse]
  • Added component [noparse]traitBannedSecretRooms[/noparse] to control which travel runes are allowed to spawn for a playable character
  • Added component [noparse]traitZone5Bleed[/noparse] to add patches of Zone 5 to the level across all zones
  • Added component [noparse]traitExtraMiniboss[/noparse] to add an additional miniboss on each level
  • Added component [noparse]traitAddSpiders[/noparse] to generate Spiders outside of Zone 4
  • Added components [noparse]traitExtraEnemies[/noparse] and [noparse]traitExtraEnemiesZ1Z2Z5[/noparse] to increase the number of enemies encountered throughout a run
  • Added components [noparse]traitAddSarcophagus[/noparse], [noparse]traitNoSarcophagus[/noparse] to control Sarcophagus generation
  • Added components [noparse]traitNoBlademasters[/noparse], [noparse]traitZone4NoMonkeys[/noparse] and [noparse]traitZone4NoSpiders[/noparse] to prevent specific enemies from spawning
  • Added component [noparse]innateAttackInhibitTemporarily[/noparse], preventing enemies from attacking for a number of beats
  • Added component [noparse]innateAttackInhibitOnHit[/noparse], preventing enemies from attacking when damaged on the same beat
  • Added component [noparse]innateAttackInhibitAgainstNonTarget[/noparse], preventing enemies from attacking players they are not currently targeting in co-op mode
  • Added component [noparse]knockbackableDeferred[/noparse], delaying knockback until all players have acted for the current beat in co-op mode
  • Added component [noparse]shieldPreventActionOnHit[/noparse], preventing enemies from acting when their shield is hit, without increasing their beat delay in co-op mode
  • Added field [noparse]weaponThrowHolder.distance[/noparse] to control the maximum distance of the charge attack of Cadence's penultimate boss
  • Added field [noparse]fortissimoleSpawn.spawnTypes[/noparse] to control which types of enemies Fortissimole spawns
  • Added field [noparse]necrodancer.shieldBypassFlags[/noparse]/[noparse]necrodancer.shieldTeleportFlags[/noparse] to control which damage types Cadence's final boss responds to
  • Changed item-destroying spells to trigger the [noparse]objectDeath[/noparse] event, referencing the caster as the killer
  • Changed healing caused by the Shopkeeper Familiar to reference the familiar as the healer in [noparse]objectHeal[/noparse]
  • Changed [noparse]dbg[/noparse] or [noparse]print[/noparse] to no longer have an effect in packaged mods, reducing the size of log files and improving performance

    • To write messages to the log file in packaged mods, use [noparse]log.info("Test: %s", 123)[/noparse]


Bugfixes


Input bugfixes



  • Fixed the vertical D-Pad axis of some controller models not working when Steam Input is disabled
  • Fixed controller button icons appearing much bigger than intended in language-specific fonts
  • Fixed the [noparse]B[/noparse] button on controllers sometimes being handled as 'Confirm' instead of 'Back'
  • Fixed Pause and Quick Restart keys not working when bound via Player 2's controls menu
  • Fixed inaccurate controller button prompts for Xbox 360 and PlayStation 4 controllers when Steam Input is disabled

Gameplay bugfixes



  • Fixed Beetles, Tarmonsters and Mimics not being provoked by Reaper's souls
  • Fixed Ring of Courage not protecting from Spike Traps if a Spider or Pixie jumps on the player on the same beat
  • Fixed secret room Shopkeepers instantly killing the player when attacked by a Rapier, Axe or Cat o' Nine Tails
  • Fixed Pixies dealing damage to distant players holding a Rapier
  • Fixed Shrine of Sacrifice ignoring item restrictions on environmental kills, such as Spike Traps
  • Fixed Shrine of Space occasionally generating levels without any enemies or exit stairs
  • Fixed Reaper phasing into newly-spawned Skeletons when a Soul Familiar causes a Skull to split
  • Fixed Shield of Shove's crush attack not inflicting directional damage, causing Skulls to split the wrong way
  • Fixed some enemies acting a beat too late after entering the field of view
  • Fixed Familiars being able to hit burrowed moles
  • Fixed Randomizer Mode sometimes giving more than 1 heart to fast-moving Yetis
  • Fixed Reflective Shield not inflicting directional damage
  • Fixed Cat o' Nine Tails and Axe causing players to dash when attacking the Ghost Shopkeeper at close range
  • Fixed Ring of Courage not granting immunity to the No Return Square
  • Fixed Potion Rooms sometimes being only partially encased in Spiked Walls
  • Fixed Pixies not granting health when pushed into a player by an Earth Spell or a charmed Wind Mage
  • Fixed Coral Riff dealing splash damage when moving during phase 1 of the fight
  • Fixed Cadence's penultimate boss delaying his next action upon entering phase 2 of the fight
  • Fixed Cadence's penultimate boss inconsistently delaying his next action after charging
  • Fixed Cadence's penultimate boss sometimes starting a charge immediately after being knocked back
  • Fixed Cadence's penultimate boss fight not being limited to one live miniboss per bell
  • Fixed Minotaurs not ringing bells by charging into them in Cadence's penultimate boss fight
  • Fixed gold collected by Dorian during Cadence's final boss not being doubled while Cadence is wearing a Crown of Greed
  • Fixed Nocturna's final boss not spawning a miniboss when entering phase 2 of the fight
  • Fixed shrines sometimes placing items on top of gold coins
  • Fixed coins appearing on the next level after falling through a trapdoor
  • Fixed charmed enemies possessed by Chaunter not being able to attack after their charm status runs out
  • Fixed thrown weapons getting stuck under NPC cages in Single-Zone Mode
  • Fixed Thief getting stuck targeting players in the secret shop
  • Fixed Thief being stunlocked and visually teleporting when attacked repeatedly by a player other than its target
  • Fixed Leprechaun failing to steal gold from players under the effects of Shrine of Binding
  • Fixed Ghast and Ghoul sometimes waiting an extra beat after dodging the first hit
  • Fixed Wraiths and other spirits rapidly disappearing/reappearing in co-op if multiple players are nearby

Engine bugfixes



  • Fixed Changelog menu switching pages while the chat prompt is open
  • Fixed settings and saves being cloud-synchronized when Steam Cloud is disabled
  • Fixed errors when viewing a post-death replay from an Exploding Mushroom's perspective
  • Fixed Discord Rich Presence sometimes failing to update the lobby status in multiplayer when restarting a run
  • Fixed the character selection room in All Character Mode not displaying its name in the game browser
  • Fixed multi-instance window title being cut off on Windows

Leaderboard & Achievement bugfixes



  • Fixed In The Zone achievements for zones 1 through 4 unlocking when playing characters other than Cadence
  • Fixed Daily Challenge leaderboards not showing up if [SYNCHRONY] is active while [AMPLIFIED] is disabled
  • Fixed Daily Challenge leaderboards showing "No entries for this leaderboard" when a character other than Cadence is selected in the lobby

Level editor bugfixes



  • Fixed entities dying instantly when moved onto lava via the editor's move tool
  • Fixed Moles destroying gold coins and traps when moved via the editor's move tool
  • Fixed Coral Riff and Tentacles spawning water when moved via the editor's move tool
  • Fixed story bosses dealing damage when moved via the editor's move tool
  • Fixed level editor ceasing to respond when generating reduced-size Zone 5 levels
  • Fixed players other than the host being able to close online level editor sessions

Audio bugfixes



  • Fixed the Shopkeeper's voice playing at a lower volume than intended
  • Fixed Ring of Gold repeatedly playing the gold collection noise if a coin falls down a trapdoor
  • Fixed enemies possessed by Chaunter not playing a sound effect when healing

Visual bugfixes



  • Fixed Soul Familiars not silhouetting when moving past the level border
  • Fixed player names showing up even when "Player name render distance" is set to "Off" in the options
  • Fixed Deep Blues' Knights displaying a misleading attack animation when forced to attack via knockback
  • Fixed "coin" item pickup flyaway not being capitalized correctly when playing with All-Caps Text disabled
  • Fixed incorrect animation when toggling off Winged Boots above a Bounce Trap
  • Fixed the sprite of Cadence's penultimate boss being visually offset in the level editor's placement preview
  • Fixed Red/Blue Dragons' Fireball and Ice Breath spells not displaying correctly in the HUD when spectating multiple players
  • Fixed gold outlines being visible when spectating multiple players if any of them is playing Monk/Coda
  • Fixed enemies possessed by Chaunter not displaying a particle effect when healing

Modding bugfixes



  • Fixed settings values being set to [noparse]nil[/noparse] after their containing script file is renamed
  • Fixed graphics drawn using the [noparse]debugVisuals[/noparse] module not showing up in the debug overlay
  • Fixed mod menu not showing the latest versions after focusing the game window
  • Fixed mod updates not showing up when more than 100 mods are installed
  • Fixed "Popular on mod.io" section loading forever if the top 100 popular mods have all been installed
  • Fixed Ctrl+F hotkey not working in the debug settings menu
  • Fixed menu cursor not always being placed in the correct location when searching in the mod menu
  • Fixed persistent errors after loading a level with an invalid custom song